Therion

KC Cup DLv. Max from Vryheid on April 14th, 2026
Gems 64k + $135
30 cards

Notes & Combos

In a metagame defined by degenerate FTKs, handloops and kaijus, I feel like loading up on high impact handtraps is necessary to having a decent chance at winning going both first and second. I saw JoshfishyG doing well with a list that basically fit all the criteria I was looking for and I had a pretty successful time with it.

If you open Discolosseum or any Therion lv 8 going first you are pretty much guaranteed to get the FTK off unless you get handtrapped. It's not too difficult to pull off the FTK, what is complicated is figuring out if you have enough resources to pull it off while still keeping Regulus protection on board the entire time to at least stop one handtrap. It really comes down to how many of your 1-of garnets like Seventh Tachyon and Summoner Monk you open, because you need to not only summon enough Therion names to make the monsters you need but have enough cards to meet the discard requirements of Alasia, Monk and Seventh Tachyon which can get a bit tricky.

This list really leans into trying to beat Destiny Hero in particular, but the lack of specific outs to traps like Tirade/Mind Drain is a weakness you kind of have to accept. You can kind of finangle your way around these traps by trying to negate it with a set Imperm and summoning out monsters via Stand In, but more often than not this list is probably going to lose against Eldlich going second. Going first though, they're cooked, because a searchable Sphere Mode doesn't matter if they never get a turn.

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Replays

What the FTK basically looks like (without Regulus protection here just because I was being sloppy even though I should have been able to):

https://duellinks.konami.net/att/008ce8ab2c47bc751a1c6ff284416f64ec44cf557f

Winning a game going first even when I totally bricked on handtraps (god this Therion skill is broken):

https://duellinks.konami.net/att/0658ceb21272dce598736560af1339eec8362c9b5f