Main win condition with this list is to pull off the Guard Dog lock in opponent's Draw Phase, while Dungeon and Room are set up.
Secondary win condition is to take advantage of Giant's "battle over face-downs" ability, together with Dungeon's ATK boost. Master, with boost and Throne equipped, hits for 4k.
Key combo lines :
- The Vernusylph package :
Flourishing Hills discards itself and an EARTH body, gets Misting Seedlings, then reborns an EARTH body in GY.
Misting Seedlings discards itself and an EARTH body, gets an EARTH Fairy (Fairy), then reborns an EARTH body in GY.
Best discard / reborn with them is Dragon, second is Master. They both have on-summon effects, and this frees the normal summon.
Careful, using the Vernysylph locks you in EARTH monster effects for the turn (no Effect Veiler).
- The Ghostrick / F0 package :
Get two Lv1s on the field. Xyz Summon Dullahan, then Angel of Mischief on it. Detach Dullahan, add Ghostrick Shot. Activate it, reborn Dullahan, then Angel of Mischief number 2. Xyz Number F0: Utopic Future on the Angels, then Number F0: Utopic Draco Future.
Careful, combo cannot happen if you draw Shot, it is an absolute brick when opened.
- All the adds :
Dragon adds an archetypal Spell / Trap. Target order : Maker, Dungeon, Room.
Master adds an archetypal Monster. Target order : Dragon, Archfiend, Slime, then the rest.
Giant adds an archetypal card, very versatile. Get whatever you did not get, priority to Spell / Trap.
Throne summons Master from deck, so not a lot of need to get it with Giant.
The best one, Maker adds a Flip monster, picked randomly between two. If you have not opened it, one of the picks is Guard Dog, the other one folows the same list as Master (although I have a preference for Slime when going first).
Finally, Room summons an archetypal Monster from your deck face-down on opponent's field. If you did not successfully apply the lock, Fairy is the way to go, and Archfiend is nice too. If you have applied the lock, any will do.
More rarely, Master of Ham summons a Flip monster face-down, great way to get Guard Dog.
Subterror Behemoth Fiendess also adds a Flip monster when a face-down monster it points to is flipped. This never happens.
- Tech cards :
Effect Veiler is a great, non-once per turn handtrap, that happens to be a Lv1. When you're hard stuck, normal summon it for Anima or Giant Mimighoul (Mimighoul Throne needs archetypal monsters).
Sol and Luna is how you flip Mimighouls on the opponent's field on turn 1. If you have nothing else, normal summon Guard Dog, activate Sol, target it and a Mimighoul you summoned on opp's field, and voilà.
TTTalent (and TTThrust, if you have the money for it) is live whenever you flip a Mimighoul on opp's field. Hand knowledge is king, draw is always nice too. Peak Thrust target is Swords of Revealing Light, as it flips everything and is somehow a normal spell. Also, Terraforming and One for One.
As a replacement for Sol and Luna, Summoning Curse is very funky. Summoning a Mimighoul on the opp's field bans a card in their hand. This is not once per turn, lmao.
The Lock™
- Version 1.0 :
Find a way to put Guard Dog on the field.
Hard draw and Set it, Instant Fusion into Master of Ham to summon it from deck, Maker to add it, whatever.
If Maker summons it to your opp's field, Throne can get it back with its bounce effect, Geonator Transverser can switch it back to you.
Get Master on the field. Most reliable way is Throne, but there is plenty of ways.
As it is, in opp's Draw Phase, use Master to flip the Dog, and lock the opp's Special Summons for the turn. But this is too easy.
- Version 2.0 :
With Dungeon, your opponent cannot Normal Summon if they control a face-down monster. Meaning, they have to flip all the negative effects in order to start playing. BUUUUT, Room sets a monster fro myour deck on their field on their turn. They can't flip this one, it's fresh.
With version 2.0, your opponent cannot Normal Summon, cannot Special Summon, and might have an F0 to deal with. All you have to do is wait for the resigned "okay, pass turn" and flex.
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