This is just a pretty basic Madolche deck that I’ve been experimenting with online and at locals. It’s heavily based on MBT’s most recent TMT version of the deck, but I’ve taken some of my own liberties with it. I feel like there are some differences between this and a more “traditional” Madolche deck, especially post INFO. For one, I’ve chosen to run one copy of Magileine instead of two. This is mainly because I wanted to make space for more handtraps to make the deck a little more resilient. She is a searchable target through Mini Meowcaroons and can then be normal summoned via the effect of Salon. Otherwise, she is a helpful starter, but not as valuable as Anjelly or Petingcesseour. I’ve also chosen to run Salon at two instead of one because I think the increased likelihood of opening it or drawing it makes up for running the second copy as a pseudo-brick. It also insulates first turn plays from Ash Blossom a little by reducing the necessity of adding Salon via Messengelato to get the extra Madolche normal summoned it facilitates. This also allows the option of searching for Ticket or any other Madolche spell/trap where you would have searched Salon. I’ve excluded Puddingcess, partly because of her bricky nature but also because I wanted more room for handtraps and felt that she did not come up in as many games as I would have liked. She is fine, maybe even good in the deck since she combos with Petingcesseour to go into a Madolche rank four and rank up into Puddingcess Chocolat-a-la-Mode and gain her additional effect to special summon from the deck and otherwise facilitates the summon of any two material Madolche extra deck summon with Petingcesseour (which can come in handy in simplified game states or boards that just need a bit of cleanup). However, I’ve chosen to pass on this utility to be able to make the deck more resilient going second and therefore more robust overall. Definitely feel free to cut the extra Salon for her, I may end up doing just that in the future anyway. The two Gravedigger’s Trap Holes are to enable Traptrix Rafflesia to protect against Nibiru, one of the archetype’s biggest weaknesses. The idea is simple enough, get any two level fours on board and go into Rafflesia while staying at or under five summons. To this end, it is imperative to not use Petingcesseour’s second effect before you summon Rafflesia (if you found a line where the latter’s summon is possible) or you simply will not be able to because of Petingcesseour’s archetypal lock. The revival effects of the Vernusylphs and the extra Madolche normal summon from Salon should help to this end. Sometimes it will only be possible to make Rafflesia or execute the full Madolche combo, but not both (to my current understanding of combo lines and synergies), in which case it is up to the discretion of the player on how to proceed. One of the extra deck slots, the second Fresh Sistart or S:P Little Knight, can be substituted for another generic rank four, like Exciton Knight, Bagooska, or even Dugares. Any of these options (realistically the first two) can be summoned instead of Rafflesia if the above situation comes to pass. She can also help against other hand traps, but Nibiru is the most prevalent one that should always be kept in mind. I’ve chosen to use two Gravedigger’s Trap Holes simply because Rafflesia has two materials and three could be bricky. Everything else should be pretty standard. Kashtira Fenrir is a good option going second, and can be discarded with a Vernusylph for their effects. The side deck is nothing special and is just what I feel is generally good or okay into the format. The hand trap selection is also basic, Ash Blossom and Droll to prevent adding/summoning from deck, Infinite Impermanence for effect negation, Fuwalos to deter combo decks that cannot play around or through it from making too large of an end board. Watch out for Nibiru, of course, I’ve been stopped cold too many times by the big rock, losing me games that could have otherwise been won. Droll & Lock Bird is also very annoying to play through, but not impossible. These “Drolled” lines would just have you summon and set cards from deck to build as strong a board as possible, albeit at a lower ceiling than normal. Ash Blossom definitely hurts, especially considering how much adding cards and special summoning from the deck gets done, but it is still possible to play through an “Ashed” line. Where it really hurts is when used in response to the Vernusylph cards. This will not only halt your searches but it will also prevent you from summoning an earth attribute monster from grave which can really hurt lines where you try to play around Nibiru safely, sometimes rendering them impossible. Ghost Belle is a slightly more niche counter to this deck, interrupting the graveyard shuffling effects or even Hootcake’s banish condition. I think it’s less likely to come up, but something that should still be kept in mind. Mulcharmy Fuwalos and Purulia are also annoying here, Fuwalos being the worst of the two, but not world ending. Just play accordingly and as low to the ground as needed. Effect Veiler, Infinite Impermanence, and Ghost Ogre can be annoying, possibly even turn ending if paired with another handtrap, but a lower ceiling endbord should still be possible while playing in the aftermath of those cards’ activation. Some madolche effects are non-once per turn, and can be activated again with some clever play and steering. That’s basically it! Feel free to make whatever substitutions, inclusions, or exclusions you like. I’ve already listed some options as far as that goes. If you’ve read this far, thank you and I hope you found this information useful. Best of luck!