Salamangreat v.3 | July 2021
Deck Primer
Oh boy it's banlist season. Dino got hit, Dragons finally got hit and Drytron's allowed to live for once. While these changes were to be expected Konami went a little wilder than last time. There's the Drident ban. A *checks notes* quick effect, targeted destruction for *checks notes again* face-up cards? I'm sure that'll stop Zeus. It does stop Utopic Future Dragon from selling but it's not like that card releases next set in 2 weeks or anything, right? Right? Then there's Engage back to 1, making Sky Striker meta again. Well, every eight match at least. And how does Konami justify bringing back such a powerhouse? By giving us Salamangreat players a...chokepoint? Don't get me wrong, bouncing a monster's fun and all and summoning Jack from your deck to add Gazelle back to hand is great but it's not like it increases the deck's power level like Engage does. It did, however, invite a lot of people to brainstorm on how to best play Salamangreat. And the results are...mellow. What do I mean by that? Let's break down the issues modern Salamangreat deckbuilding has.
The Flame Bufferlo versus Lady Debug debate:
Salamangreat has two main starters, Bufferlo and Debug. Both are fantastic cards but each for completely different reasons. Let's go over their core strenghts. I'm a fan of Bufferlo so I'll start with that one.
Flame Bufferlo: While it is a level 3 Fire Effect monsters let me be clear: There's an almost 0 percent chance you'll use it to make Miragestallio! It's strength is that it's effect doesn't trigger until it's linked off, meaning you can "chainblock" it's effect with Balelynx, guaranteeing you a draw 2 effect. It discards when resolving it's effect, making way for another great strength of his. It doesn't contest with your Salamangreat monsters for your Normal Summon. Jack Jaguar, Falco and especially Foxy are other cards that you could normal summon to start your combo. You can discard them with Cynet Mining but it's far more likely that you'll get them into the GY by linking them off. If you normal summon Bufferlo instead he then discards them, turning your otherwise normal summon into an extender. In short, he doesn't "add" to your normal summon since he'll just turn your other normals into specials. What he doesn't do is search Gazelle. That makes him fairly weak in a deck that runs only one of each trap and a lot of handtraps. If you're going first seeing handtraps is great and all but traps are generally stronger and if you're going second drawing into your handtraps then is usually too late. but if you're heavy on traps, and on 2 of each Salamangreat trap, it doesn't matter as much if you go first or second, you'll draw, set, pass and win the game during your opponents turn. After all, Gazelle only sets up one interruption anyways and good luck resolving that against an established board. Since it "converts" your Salamangreat normal summons I'd recommend 3 Foxy and 2 Spinny (Foxy is great at playing through Nibiru as you don't need to control a Salamangreat monster).
Lady Debug: This card is a powerhouse. It's a one card OTK with Accesscode Talker and searches Gazelle or a Spinny if you already have access to Gazelle. But the strength of a card's usually negatively correlating to how often you'll resolve it. It's an easy choke and loses to both negates and spot removal. That's why it's generally used in a deck playing a more handtrap/extender oriented version (I say extender oriented but I don't think there's much of a difference in how many extenders both versions play unless you're leaning strongly towards level 3 spam). If it resolves you might just as well win and if you don't you just try again next turn and stop your opponent with your handtraps. Another strong suit of Debug is that it searches Prohibit Snake which, in this Winda infested format, is one of Salamangreat's only outs to that card. Since it does use up your normal summon I'd recommend 2 Foxy and 3 Spinny.
The Mix: This is where I find my issues with late Salamangreat deckbuilding. A lot of people like running Bufferlo and Debug in a 3-2 or 2-3 ratio, which I personally don't think is a good idea. As a normal summon they conflict with each other, bricking if you draw both. It also results in people playing both handtraps and traps but both only to a smaller amount, making both strategies less impactful. Now Bufferlo might just draw handtraps going second and your Debug is less likely to resolve as you have less of a chance to disrupt your opponent on their turn. I saw some people run both at three to which I gotta say: Why? In short, I think both version's have their own individual strenghts and weaknesses and I'd advise not to play a mix of both. You'll just end up playing into both weaknesses without gaining much of their individual strengths, resulting in, as I said earlier, mellow decks.
The Bufferlo Version:
I said I before and I'll say it again, I love Flame Bufferlo. Drawing 2 and worst case setting a few feels great. Not having to worry about having your normal summon negated is awesome. Seeing your opponent's reaction in realtime when they learn that Bufferlo triggers in hand if they bounce it is priceless. Also I played Drytron when it was meta with VW and everyone was siding against it. No need to say, I did not often resolve my cards and started leaning towards control in the process. Anyways I don't think there's one right version of this deck. Some might play Parallel eXceed, some might not. Some might play less Spells and add Imperial Order to their list. Linguriboh's also totally optional and just a card I personally like a lot. Heatleo is just as good at two but I needeed space for Linguriboh and I mostly summon one to force out backrow anyway. So this is not so much me asserting Bufferlo's dominance or claiming to have figured out the perfect deck but rather an introduction into the diversity of Salamangreat. The same is true for the side deck. There are a lot of good cards to side and I personally feel like it's hard to settle on which cards are best, especially now that the format is so young (so young in fact that hasn't even started). Nibiru, Lancea and Droll are all incredible blowout cards when you know you're going second, while floodgates might just win you the match going first but Rivalry and Gozen's strength is directly related to the current meta. Some backrow removal is important too and other's - and maybe I myself later down the line - might lean a little deaper into backrow removal. Reboot's great though, pretty much instantly wins you the game against control but too situational to play in Main. If there's anything I strongly stand by in this deck profile it's that I don't think the Bufferlo-Debug-Handtrap-Trap mix I see a lot of lately is the way to go and that purer version's of each will be the way to go. Also don't get me wrong, Miragestallio's great and I'm happy to have it back!
The Flame Bufferlo versus Lady Debug debate:
Salamangreat has two main starters, Bufferlo and Debug. Both are fantastic cards but each for completely different reasons. Let's go over their core strenghts. I'm a fan of Bufferlo so I'll start with that one.
Flame Bufferlo: While it is a level 3 Fire Effect monsters let me be clear: There's an almost 0 percent chance you'll use it to make Miragestallio! It's strength is that it's effect doesn't trigger until it's linked off, meaning you can "chainblock" it's effect with Balelynx, guaranteeing you a draw 2 effect. It discards when resolving it's effect, making way for another great strength of his. It doesn't contest with your Salamangreat monsters for your Normal Summon. Jack Jaguar, Falco and especially Foxy are other cards that you could normal summon to start your combo. You can discard them with Cynet Mining but it's far more likely that you'll get them into the GY by linking them off. If you normal summon Bufferlo instead he then discards them, turning your otherwise normal summon into an extender. In short, he doesn't "add" to your normal summon since he'll just turn your other normals into specials. What he doesn't do is search Gazelle. That makes him fairly weak in a deck that runs only one of each trap and a lot of handtraps. If you're going first seeing handtraps is great and all but traps are generally stronger and if you're going second drawing into your handtraps then is usually too late. but if you're heavy on traps, and on 2 of each Salamangreat trap, it doesn't matter as much if you go first or second, you'll draw, set, pass and win the game during your opponents turn. After all, Gazelle only sets up one interruption anyways and good luck resolving that against an established board. Since it "converts" your Salamangreat normal summons I'd recommend 3 Foxy and 2 Spinny (Foxy is great at playing through Nibiru as you don't need to control a Salamangreat monster).
Lady Debug: This card is a powerhouse. It's a one card OTK with Accesscode Talker and searches Gazelle or a Spinny if you already have access to Gazelle. But the strength of a card's usually negatively correlating to how often you'll resolve it. It's an easy choke and loses to both negates and spot removal. That's why it's generally used in a deck playing a more handtrap/extender oriented version (I say extender oriented but I don't think there's much of a difference in how many extenders both versions play unless you're leaning strongly towards level 3 spam). If it resolves you might just as well win and if you don't you just try again next turn and stop your opponent with your handtraps. Another strong suit of Debug is that it searches Prohibit Snake which, in this Winda infested format, is one of Salamangreat's only outs to that card. Since it does use up your normal summon I'd recommend 2 Foxy and 3 Spinny.
The Mix: This is where I find my issues with late Salamangreat deckbuilding. A lot of people like running Bufferlo and Debug in a 3-2 or 2-3 ratio, which I personally don't think is a good idea. As a normal summon they conflict with each other, bricking if you draw both. It also results in people playing both handtraps and traps but both only to a smaller amount, making both strategies less impactful. Now Bufferlo might just draw handtraps going second and your Debug is less likely to resolve as you have less of a chance to disrupt your opponent on their turn. I saw some people run both at three to which I gotta say: Why? In short, I think both version's have their own individual strenghts and weaknesses and I'd advise not to play a mix of both. You'll just end up playing into both weaknesses without gaining much of their individual strengths, resulting in, as I said earlier, mellow decks.
The Bufferlo Version:
I said I before and I'll say it again, I love Flame Bufferlo. Drawing 2 and worst case setting a few feels great. Not having to worry about having your normal summon negated is awesome. Seeing your opponent's reaction in realtime when they learn that Bufferlo triggers in hand if they bounce it is priceless. Also I played Drytron when it was meta with VW and everyone was siding against it. No need to say, I did not often resolve my cards and started leaning towards control in the process. Anyways I don't think there's one right version of this deck. Some might play Parallel eXceed, some might not. Some might play less Spells and add Imperial Order to their list. Linguriboh's also totally optional and just a card I personally like a lot. Heatleo is just as good at two but I needeed space for Linguriboh and I mostly summon one to force out backrow anyway. So this is not so much me asserting Bufferlo's dominance or claiming to have figured out the perfect deck but rather an introduction into the diversity of Salamangreat. The same is true for the side deck. There are a lot of good cards to side and I personally feel like it's hard to settle on which cards are best, especially now that the format is so young (so young in fact that hasn't even started). Nibiru, Lancea and Droll are all incredible blowout cards when you know you're going second, while floodgates might just win you the match going first but Rivalry and Gozen's strength is directly related to the current meta. Some backrow removal is important too and other's - and maybe I myself later down the line - might lean a little deaper into backrow removal. Reboot's great though, pretty much instantly wins you the game against control but too situational to play in Main. If there's anything I strongly stand by in this deck profile it's that I don't think the Bufferlo-Debug-Handtrap-Trap mix I see a lot of lately is the way to go and that purer version's of each will be the way to go. Also don't get me wrong, Miragestallio's great and I'm happy to have it back!
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