Speedroid

KC Cup DLv. Max from on September 19th, 2024
Gems 17.5k
20 cards

Notes & Combos

MD: every card here is a target for piper to pick up on draw and with interruption on ladder being a solid mix between spells and monsters, tech like lance feels more like a brick so i decided to run all gas. 1 piper is all you need, 2 red-eyed dice are mandatory for when you draw it and 2 daiko duke is nice for similar reasons as it can get you out of a lot of sticky situations. daiko duke can also work as your normal summon in a pinch to help get red eyed dice out of your hand when you draw both. having more than two non monster cards feels bad for wynn so running 2 speed recovery is all i feel comfortable with and when you draw both in a turn it's not once per turn so it's still great. rubber band plane was quite solid a number of times but i probably wouldve been better served with a third carturbo or possibly daiko duke.

ED: puzzle came up the least by far, only twice, but it is nice when you can get out of annoying interruption with it, but if i did it again i'd probably replace it with mist wurm because the lack of non destruction removal came up more. chanbara was the next least used but both of it's effects are quite nice and it does force the end of games and let you clear boards you otherwise wouldnt be able to get through. i've also been finding that especially with the bike i havent really been running into needing the second clear wing all too often but i'll likely keep running it. cutting kendama just means you have no plans to play through interruption and would probably just prefer a more braindead linear deck so go pick up star seraph or something instead. while stardust charge also works as a 6 and has a more useful effect, kendama is a speedroid name which is usually more important than drawing into a card you probably wont use until next turn anyway. hagoita is the goat, if you cut this card you fundamentally dont understand speedroids and also have no ability to stop xyz decks like lyrilusc turn 1

endboards: turn 1 every single hand can get out a crystal wing but that's usually not enough. the goal is getting out a crystal wing then a hagoita and using the second half of the skill to revive clear wing, then if you have the ability to get another tuner on the field (usually carturbo or daikoduke from grave) you can get hagoita back if you think the matchup calls for it. if you have to blow p2 of the skill early because of a weak hand there are still often ways to get out either hagoita or clearwing but not both

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