Notes & Combos
- Maximize ability to have multiple handtrap.
- Think really carefully on when to use handtrap to minimize card waste.
- Activate orcust effect after activating nibiru, then nibiru cannnot be summoned. This would clean the entire field without leaving token on the field, and also save one hand.
- Add Controller in this version. Everyone wnats to deal with Mystical Elf when you are second. Feel free to find a monster you like from your opponents field :)
- The deck is also very matchup-knowledge heavy — high ceiling, but fairly low floor if piloted incorrectly. Managing Nibiru timing is a big part of it, especially while balancing Orcust’s built-in lock restrictions and knowing when to commit your spells. Another subtle strength is the mind game around Nibiru. Once your opponent knows you’re playing it, their combo lines often become warped. Sometimes you don’t even need to activate anything — just representing Nibiru can force weaker end boards, which makes it much easier to break their field and OTK on the following turn.
Replays
https://duellinks.konami.net/att/02997ab7955f3480b4f67281b6b65db11a7faad8f3
https://duellinks.konami.net/att/05a501dd8776c2038b8d7992ba77e9b572257a229a
https://duellinks.konami.net/att/02cf3f6dae1d8f038c9bb03f8559570f5f48c03da2






















