Konami has confirmed that the new Mayakashi support will come out in November in the "Magnificent Mavens" Holiday Box. Knowing this, and thinking that the meta won't shift far from Tearlaments and Spright by November, I wanted to make a ready-to-play Mayakashi deck for when the deck finally becomes playable in the TCG. Granted, Mayakashi isn't going to be tier 1 or the like, but I feel this specific build is strong enough to take on the upcoming meta.
One thing about Mayakashi itself is that it isn't strong enough to function on its own. It has a strong going-first combo that can easily result in a pop, two negates, or more, but it cannot play through negates and it cannot go second. To remedy this, I've included the Eldlich engine, which I feel can fill both of the niches. I've also included a small Zombie World package because of how well it works with Mayakashi and Eldlich.
A few notes:
3x Yuki-Onna, The Icicle Mayakashi - This card does everything for the Mayakashi archetype. Not only does it allow you to link climb into Yuki-Onna, The Absolute Zero Mayakashi, it also allows you to special any of your synchros during your opponent's turn. Because of this, I decided to play 3 along with 2 of the link-2, because you can link up and down, which allows you to dump 2-3 of this card into your GY in a single combo chain.
Ghost Belle & Haunted Mansion - I like this card not only because it works against Tearlaments, but also because it can insulate your combos from D.D. Crow as well as keep Dakki in the GY. Granted, D.D. Crow is much better in the Tearlaments match-up, so I've also thrown in two in the side deck.
No Crossout Designator - I experimented with this card for a while because stopping Nibiru, The Primal Beaingis so crucial in this deck, but eventually I came to the conclusion that it's not really a worhwhile addition. 9/10 times my opponent would have a Nibiru + another hand trap (which is really hard for Mayakashi to play through) or I would just not draw Crossout. I eventually figured that, even if I did get Nibiru'd, I could just fall back on the Eldlich cards or slap a Zombie World down and sit on a couple of hand-traps. I decided to substitute Crossout with Triple Tactics Talent since it could snipe hand-traps or just act as a Pot of Greed. I prefer to play only two, though, as drawing more than 1 makes for a very bricked hand.
1 Ghost Meets Girl - A Mayakashi and Shiranui's Tale - To me, this card is a gimmick/a win-more card. I will say, if you can pull this off then you will win the game (usually), but so much has to go right in order to resolve this card that it really isn't worth playing more than 1. Your Hajun, which is an negate magnet, has to resolve, Dakki can't be D.D. Crow'd or Ghost Belle'd, and the field cannot be Nibiru'd, AND you have to have either drawn this card (without letting it brick your hand) or have searched it with Mayakashi Return. The best part about this is that it's a searchable trap that can be used with Eldlich the Golden Lord, and that it can recover a banished Yuki-Onna, the Icicle Mayakashi. The full Mayakashi combo is strong enough without this, anyways.
Underworld Goddess of the Closed World - This card is the most consistent to summon monster to out high attack monsters that are unaffected by card effects (e.g. Psychic End Punisher).
I really love Mayakashi and want this deck to be the best it can be. Any and all comments/criticisms are welcome.