Summary
This is the deck I am preparing for the nationals in CR 2026. I don't have the Branded support for Dracotail, so I decided to look into my decks for the best option. I was looking for a good engine, resilient, grindy, and able to OTK. IMHO, Memento has all of that, and with the Goblin Biker and Radiant Typhoon additions, the decks perform very well against my test group. Also its kinda complicated if you faced cuz not too many people know where to handtrap, the endboard looks easy to break, but it's layered.
My endboard most of the time is: Mementoal Tecuhtlica - Combined Creation, Mementomictlan Tecuhtlica - Creation King, Mementotlan-Horned Dragon, Mementotlan Fracture Dance in the backrow with Mementotlan Fusion, I:P Masquerena. In the GY: Mementotlan Akihiron and Mementotlan Angwitch. Translated: target protection with Combined Creation + Angwitch = Mementotlan Goblin, 5 pops with Creation King(breaking Horned is 2 more, you have to time it correctly) + 2 pops with Fracture dance, 1 extra monster thanks to Combine Creation and Akihiron(on destruction revive itself), access to Guardian Chimera that is 1 or 2 extra pops, and depends, access to S:P Little Knight with I:P. Also, instead of target protection, you can steal a monster with Mementotlan Mace to make S:P.
Also, you can make Mementotlan Twin Dragon for follow-up during the opponent's turn.
Card discussion
Update 2026.04: After testing the deck, I decided to remove the Mistaken Arrest, which is very good against most of the decks of the meta, but most of the times is also kills your 3rd turn. During opponents' turn, there are so many instances where you survive the turn and search with Mementotlan Twin Dragon for follow-up, cuz the decks eat your hand most of the time. So if you throw Mistaken Arrest during your opponent's turn, you cannot search for 2 turns, and the deck needs it for the 3rd one. So, for the moment, I am just playing Droll & Lock Bird
Update 2026.05: After testing the deck, I decided to remove the K9 part. I drew K9-66b Lantern so many times, it's useless without K9-66a Jokul in the GY; it doesn't work with the rest of the Lv. 5 monsters in the deck as Jokul does, it's a dead card 99% of the time. Since Lantern is not there, I removed Jokul as well. And then K9-17 "Ripper" and Vallon, the Super Psy Skyblaster . So no more Rank 5 plays, that means there is no out to Nibiru, the Primal Being, the solution for that is.......nothing, you can play other Rank 3 negators. Still, I dont have enough space in the deck, but I would consideer to bring some space for Number 75: Bamboozling Gossip Shadow that negates(change the effect). At the moment, our out to Nib is S:P Little Knight most of the time, especially after side deck. You summon SP instead of I:P Masquerena to dodge the effect. But also, most of the time, you still have a lot to do after Nibiru. Maybe in the future, Jokul and Ripper can return, I dont know.
Update 2026.05: Since we have a few spaces in the ED and SD, I decided to add Super Polymerization, which is a great card going 2° and very good in your backrow going 1° after side deck. The targets are Secreterion Dragon for Dracotail, Garura, Wings of Resonant Life, and Mudragon of the Swamp for most of the decks. I should pay attention in the first duel to the types and attributes to make sure if we side-in Super Poly. Also, I added Gameciel, the Sea Turtle Kaiju, for towers and very hard monsters. This would be the space for Forbidden Crown to be honest, but I dont have it, and it's too expensive for me right now.
Combos
Side deck patterns
If I'm going 2°, I usually side-out all the Radiant Typhoon stuff(except Mystical Space Typhoon, cuz is so good in this format) that is 6 spaces, and side-in Mulcharmy Meowls (if useful), Super Polymerization (if useful), Raigeki, Harpie's Feather Duster, Lightning Storm, and Gameciel, the Sea Turtle Kaiju. Of course, Droll & Lock Bird is useful too, but I prefer it if I am going 1°.
If I'm going 1°, I side-out all the handtraps, except Ash Blossom & Joyous Spring(for charmies), that is 6 spaces, I make sure to return all the Radiant Typhoon engine to make Goblin Biker if necessary to combo. I side-out the board-breakers and let the Super Poly for a bigger backrow. Also, side-in Called by the Grave for heavy handtraps like Droll & Lock Bird or turn 0 plays.
Where to Handtrap
VS Kewl Tune: on the Kewl Tune Synchro, cuz generates a lot of advantage.
VS Dracotail: throw charmies, if I have Ash Blossom & Joyous Spring is better in my turn against Dracotail Flame. I want my spells to resolve.
VS Yummy + Fiendsmith: If we stop Reprodocus , they can't make Fiendsmith, which is our biggest problem, specifically D/D/D Wave High King Caesar that can negate 2 of our special summons. We can survive the Yummy combo and break the board, even waste all their effects. Summary: stop Fiendsmith.