Hello everyone and welcome to my Skystriker Enforcer deck profile.
With Skystriker winning YCS Hartford with a Mystic Mine/D-Barrier variant of the deck, uptake for that particular build is no doubt going to skyrocket. With that in mind I'm opting to play a more grindy Enforcer build. The deck is solid against the rest of the meta, but is also able to laugh in the face of the mine/barrier mirror match.
3 Raye and 2 Roze is still the correct ratio. Once Linkage makes its way into the TCG Roze can be cut to 1, but with 1 Drones, Area Zero and Multirole that's roughly 7 ways to get into your Ace monsters and that's good enough for me.
Handtrap wise 3 Ash and Veiler are used, as well as 2 D.D Crow and 1 Nibiru. The deck has enough in built monster negation with Widow Anchor so I fell adding imperm is somewhat unnecessary but Veiler is due to it being required for the Accesscode Talker package. 2 D.D. Crow is really good against a lot of meta, hitting Tenyi's, Fusion materials in the grave when Albion is summoned in Branded, banishes Eldlich itself and the Golden Land traps, as well as ridding the mirror of Engage/Raye.
1 Engage, 3 Widow Anchor, 1 Multirole, 1 Hornet Drones and 1 Afterburner are fairly standard so no more needs to be said there. Where my build does differ is the inclusion of 1 Jamming Wave over 1 copy of Shark Cannon (which is usually played at 2). My reasoning behind this is I wanted an additional something to force lone backrow such as Dreaming Town or Branded fusion cards to activate prematurely, and also Shark Cannon has no utility against Floowandereeze. Waves is also decent against the mirror too.
The draw engine consists of 3 Foolish Burial Goods, 1 Metalfoes Fusion, 1 Upstart and 1 Avarice. While desires was OK with Engage at 3, it isn't great with it at 1. This build also plays a fair few important 1 of that I cannot afford to be banished. Pot Of Prosperity takes a lot of the grind game away for my liking. You either permanently lose the ability to go into the accescode engine, DPE or you lose ace monsters that could be very important if you do end up in a grind game with a lot of attrition. My view is Striker needs to retain it's extra deck to remain flexible enough for any opportunities to close the game. Goods is amazing as it puts 2 spelks in thd grave, and looping metalfoes with it for additional draws is always great. Avarice is a key card as you can recycle the Striker links, the DPE engine and the handtraps, as well as draw into 2 cards.
Lightning Storm and Forbidden Chalice are additional board breaker cards. The ED is pretty much standard. Skystriker engine links, DPE, Accescode package and Dhrac. Dhrac being a spellcaster means you don't have use up what could be a precious Effect Veiler to go into the Accesscode package, plus bringing back opposing Raye, DPE, or any dark monster with a powerful effect is too good to pass up.
3 Droll in the side mainly for Floowandereeze but does also impact any deck that searches quite often too. 2 Nib for combo, 2 Contact "C" is really strong this format. Sunlavon typically struggle to play around it, ABC Therion is forced to play IP early to get rid of it, this makes the unable to use platinum gadget, which at the very least makes it difficult to get ABC on the field. And of course shuts off Branded Despia unless they're playing Sprind in the ED or can poly into Chimera. 3 Twin Twisters and 2 Evenly Matched for backrow and 3 D-Barrier for going 1st against Branded and Swordsoul.