Fire Prison Lock Farm
from on April 16th, 2023Notes & Combos
Works against the level 40 versions of Playmaker and Ai, as well as both versions of Soulburner due to their heavy reliance on Cyberse and Cyberse Link monsters.
Once you get Fire Prison and two Cyberse link monsters on the field, there's nothing they can really do.
Monster Move is mostly used for convenience. The deck can be played skill-less.
The link 3 and 4 monsters can easily be replaced with Salamangreat counterparts (that's how I farmed for the Salamangreat playmats) if not outright removed since three 1800 ATK monsters is enough to hit 10k with two Union Attacks.
Balelynx can help you stall a little if you don't draw Fire Prison right away. It can also count as a second link monster to enable the lock.
On the final turn, set another copy of Fire Prison or activate Salamangreat Sanctuary to disable the lock and use the Vassal Combo to go for game.
Edited for the new banlist. Fowl to 1 hurt the previous build, but Spinny makes a great replacement.