Before I watch more of the video, imo absolutely board breakers, can be discarded for cost going first and recovered as well, in this case hand traps are like garnets that really don’t progress your gameplan
Good video, you give me more reasons for this to be my first physical deck, what do you think of the dragoon package or the extra lock towards the extra of the deck, are they good? 😉
I've been testing just as long as you and personally I would say the Board Breaker approach is definitely the preferred for me. Handtraps are definitely impressive though I'd argue the only mandatory ones are Ash and Imperm; overloading on monsters when the deck functions on minimality of them and can use the Boardbreakers as fuel for combos if you open multiple of them AND can be recoverable mid combo. WF is totally balanced by this
This sounds like the Ritual Beast issue. Hand Traps don't feel good going 2nd, but the argument of "Full Combo" doesn't account for the fact your opponent will Hand Trap you. If you get hand trapped, and your hand is all board breakers, you can't make a weaker board backed up by hand traps. You're stuck with a weak board that can't play through one extender. Also, the deck can draw a lot of cards going first, so drawing into hand traps is a major bonus.
First off I appreciate this kind of video, the spreading of ideas and your reasoning is good. In terms of pros for the handtrap version vs the breakers, the ht version lets you run crossout designator so you get safer turn 1 plays, also because the deck is fairly good at breaking boards the ht's let you get into situations where you can use engine to push through. Wf is also very good in scrappy yugioh so anyway you can force your opponent into top decking is good. Something else to note is the deck space, handtraps take up so much space vs breakers and with all this support breakers help with staying closer to 40. There are definitely pros and cons to both styles and i think the most important part is becoming familiar with whichever you choose.
The only hand traps I think are mandatory for WF would be 3x Ash and 3x Imperm. Also, 1x Veiler if you want it as a target for Rciela synchro. The Mulcharmies are too much so ash is needed and Imperm just plays well in WF spell/trap send for effect regardless of the situation. Then I believe when Supreme Darkness comes out in TCG, we can run like 3x Dark Ruler No More in main deck for a few reasons. If you are running Azamina WF from SUDA set, you really don't have much more room in the main deck to fit that much hand traps overall. Solid board breakers will be better like Dark Ruler No More, though I do think Dark Ruler No More is not the most ideal board breaker since you can't win going second with WF, which Silvera Synchro is built to do with the double piecing battle damage. Cards like Book of Eclipse, Snatch Steal, or Super Poly might be more ideal alternatives. Also, I think Toy Box engine is still really valuable post- SUPA since it allows to push really hard for WF Azamina to play past all the hand traps your opponent would be playing against you. Also, Toybox monsters being both monsters and being set spell/trap card really is super flexible based on what is needed from those cards. Also, if the opponent cannot get rid of the Toy Box spell, it's constant free card advantage similar to how if Cent-urion has their cards on field past their turn, they constantly get free card advantage for board recovery during their next turn and can easily grind out your opponent afterwards.
Agree with the problems using hand traps. Having 2 hand traps feel great, but sometimes they don't feel like its enough (plus the bricking). However, if i were to keep 2 hand traps, i would keep Ash ans Imperm since Ash can at least stop a Mulcharmy. I'm testing out: 3x Ash 3x Imperm 3x Forbidden Droplet (this + toybox is freeeee) 3x DRNM I tend to switch out the Ash with 2x TTT and 1x Thrust and Droplet with Evenly, but i need to test it a bit more.
Also, my favorite tech atm is running Terraforming + Chicken Game. Chicken Game mid WF combo can net some free draws (2 draws if you add it back from Diabell) while being used as a cost, which can help draw into the Sinful Spoils engine, Ash/Imperm/Droplet.
Imperm doesnt make any sense in this context. The probability to draw at Imperm and Ash is in a 40 card deck 16%. Only one of them will do nothing against the meta. I would prefer 3x Droplet, 3x Mulcharmy, 2 Talents , 3 DRNM
@@erk8520 Any handtrap usage does weaken the end board of your opponent overall. So while it doesn't stop your opponent from playing, you did weaken their board a bit. With at least imperm, it's always useful, going first or second, and it is a trap so always can be used for cost for the WF monsters. I think the bare minimum of handtraps this format for WF Azamina would be 3x Ash and 3x Imperm. The ash for mulcharmies and imperm for its versatility in any board state.
For casual locals, I'm considering a suite of 1-ofs for popular handtraps AND breakers, with 2-3 crossout so you have extra potential protection for your own plays. So let's say 1x Ash, 1x Imperm, 1x CBTG, 1x Ghost Ogre, 1x Veiler, 1x Nib, (Maybe Fuwalos &/or Purulia eventually when I can afford!) 1xDRNM, 1x Evenly, 1x Droplet. For that as non-engine - I think it'd usually be enough collectively to do the job, with the benefit of often getting to save you along the way (and not drawing multiple together for diminishing returns!).. Thoughts?
@@JeremyWhiteCC I feel like you don’t want to cut down on the dark rulers and the imperm because imperm is still one of the best hand traps for this deck so even if you see it In your opening hand you can still pitch it for a WF effect! Maiming the cross outs is super nice but you have to main the other hand traps with it and that’s the most annoying part sadly
@@KamonYGO Thanks, yeah I think maxxing on DRNM and Imperm makes sense, they're the most impactful and hardest to stop. I'll probably do that and try the Crossout build. May report back!
Not a white forest player. But from sky strikers. Our community has basically entirely removed hand traps from main/md lineups. The only main we still run is max c in master duel (until it's banned). And even that's not universal. Often an ash will not have much impact. But a lightning storm into evenly makes basically every deck cry rn.
Before I watch more of the video, imo absolutely board breakers, can be discarded for cost going first and recovered as well, in this case hand traps are like garnets that really don’t progress your gameplan
Good video, you give me more reasons for this to be my first physical deck, what do you think of the dragoon package or the extra lock towards the extra of the deck, are they good? 😉
@@zeraxr I think it’s sick tbh! I might try it myself!
@@KamonYGO I would love to see a video of both, you are the only one who is passionate about the deck that I have seen on RUclips🤍
@@KamonYGO I would love to see a video of both, you are the only one who is passionate about the deck that I have seen on RUclips🤍
I've been testing just as long as you and personally I would say the Board Breaker approach is definitely the preferred for me. Handtraps are definitely impressive though I'd argue the only mandatory ones are Ash and Imperm; overloading on monsters when the deck functions on minimality of them and can use the Boardbreakers as fuel for combos if you open multiple of them AND can be recoverable mid combo. WF is totally balanced by this
This sounds like the Ritual Beast issue. Hand Traps don't feel good going 2nd, but the argument of "Full Combo" doesn't account for the fact your opponent will Hand Trap you. If you get hand trapped, and your hand is all board breakers, you can't make a weaker board backed up by hand traps. You're stuck with a weak board that can't play through one extender. Also, the deck can draw a lot of cards going first, so drawing into hand traps is a major bonus.
Wf azamina with fiendsmith (1 engraver)
First off I appreciate this kind of video, the spreading of ideas and your reasoning is good. In terms of pros for the handtrap version vs the breakers, the ht version lets you run crossout designator so you get safer turn 1 plays, also because the deck is fairly good at breaking boards the ht's let you get into situations where you can use engine to push through. Wf is also very good in scrappy yugioh so anyway you can force your opponent into top decking is good.
Something else to note is the deck space, handtraps take up so much space vs breakers and with all this support breakers help with staying closer to 40.
There are definitely pros and cons to both styles and i think the most important part is becoming familiar with whichever you choose.
The only hand traps I think are mandatory for WF would be 3x Ash and 3x Imperm. Also, 1x Veiler if you want it as a target for Rciela synchro. The Mulcharmies are too much so ash is needed and Imperm just plays well in WF spell/trap send for effect regardless of the situation. Then I believe when Supreme Darkness comes out in TCG, we can run like 3x Dark Ruler No More in main deck for a few reasons.
If you are running Azamina WF from SUDA set, you really don't have much more room in the main deck to fit that much hand traps overall. Solid board breakers will be better like Dark Ruler No More, though I do think Dark Ruler No More is not the most ideal board breaker since you can't win going second with WF, which Silvera Synchro is built to do with the double piecing battle damage. Cards like Book of Eclipse, Snatch Steal, or Super Poly might be more ideal alternatives.
Also, I think Toy Box engine is still really valuable post- SUPA since it allows to push really hard for WF Azamina to play past all the hand traps your opponent would be playing against you. Also, Toybox monsters being both monsters and being set spell/trap card really is super flexible based on what is needed from those cards. Also, if the opponent cannot get rid of the Toy Box spell, it's constant free card advantage similar to how if Cent-urion has their cards on field past their turn, they constantly get free card advantage for board recovery during their next turn and can easily grind out your opponent afterwards.
Agree with the problems using hand traps. Having 2 hand traps feel great, but sometimes they don't feel like its enough (plus the bricking). However, if i were to keep 2 hand traps, i would keep Ash ans Imperm since Ash can at least stop a Mulcharmy.
I'm testing out:
3x Ash
3x Imperm
3x Forbidden Droplet (this + toybox is freeeee)
3x DRNM
I tend to switch out the Ash with 2x TTT and 1x Thrust and Droplet with Evenly, but i need to test it a bit more.
Also, my favorite tech atm is running Terraforming + Chicken Game. Chicken Game mid WF combo can net some free draws (2 draws if you add it back from Diabell) while being used as a cost, which can help draw into the Sinful Spoils engine, Ash/Imperm/Droplet.
Imperm doesnt make any sense in this context. The probability to draw at Imperm and Ash is in a 40 card deck 16%. Only one of them will do nothing against the meta. I would prefer 3x Droplet, 3x Mulcharmy, 2 Talents , 3 DRNM
@@aligd7040 did some more testing and I agree. Imperm felt lackluster.
@@erk8520 Any handtrap usage does weaken the end board of your opponent overall. So while it doesn't stop your opponent from playing, you did weaken their board a bit.
With at least imperm, it's always useful, going first or second, and it is a trap so always can be used for cost for the WF monsters.
I think the bare minimum of handtraps this format for WF Azamina would be 3x Ash and 3x Imperm. The ash for mulcharmies and imperm for its versatility in any board state.
@@voidlockdragon1406 this was my exact reason for running them. Running Ash's as an anti-Mulcharmy card and imperm being versatile altogether.
Please! White forest azamina pure build! Need to see more combos post suda stuff
once it comes out I got you guys!
For casual locals, I'm considering a suite of 1-ofs for popular handtraps AND breakers, with 2-3 crossout so you have extra potential protection for your own plays. So let's say 1x Ash, 1x Imperm, 1x CBTG, 1x Ghost Ogre, 1x Veiler, 1x Nib, (Maybe Fuwalos &/or Purulia eventually when I can afford!) 1xDRNM, 1x Evenly, 1x Droplet. For that as non-engine - I think it'd usually be enough collectively to do the job, with the benefit of often getting to save you along the way (and not drawing multiple together for diminishing returns!).. Thoughts?
@@JeremyWhiteCC I feel like you don’t want to cut down on the dark rulers and the imperm because imperm is still one of the best hand traps for this deck so even if you see it In your opening hand you can still pitch it for a WF effect!
Maiming the cross outs is super nice but you have to main the other hand traps with it and that’s the most annoying part sadly
@@KamonYGO Thanks, yeah I think maxxing on DRNM and Imperm makes sense, they're the most impactful and hardest to stop. I'll probably do that and try the Crossout build. May report back!
Kamon, new deck profile SS tenyi please (post supreme darkness)
once we get the stuff I got you guys :)
Nice bra 🤣
Not a white forest player. But from sky strikers. Our community has basically entirely removed hand traps from main/md lineups. The only main we still run is max c in master duel (until it's banned). And even that's not universal. Often an ash will not have much impact. But a lightning storm into evenly makes basically every deck cry rn.