Mesmerizing Maneater
Grab the deck
here.
Rule 1: ImmunityAll of the 3 main themed monsters have an immunity to the entirety of the Trap Hole line. This includes the following:
- Acid Trap Hole
- Adhesion Trap Hole
- Bottomless Trap Hole
- D.D. Trap Hole
- Deep Dark Trap Hole
- Gemini Trap Hole
- Giant Trap Hole
- Trap Hole
- Treacherous Trap Hole
- Void Trap Hole
- White Hole
- Mesmerizing Trap Hole
The Counter to the Counter: Atra the Mesmerizing Maneater
Royal Decree? Shooting Quasar Dragon? Shi En? Not a problem. Atra not only lets you use any Trap Hole from your hand, but you also are permitted to use any normal trap at any time. The major idea for a counter to this deck is simply wasted space.
Flip that Jar:Both Morphing Jar cards are excellent in this deck. If you're going up against a deck that focuses on swarming, this can really thin their deck in potentially just one turn. Anything but Cardcar D can be summoned by this effect, or Morphing Jar can give you a fresh hand.
Optional Techs:There are quite a few things that make
amazing techs in this deck. A few include:
- Beetron
- Insect Imitation
- Verdant Sanctuary
- Call Of The Haunted
- Silver Sentinel
- Lonefire Blossom
- Fossil Dyna Pachycephalo
- Thunder King Rai-Oh
- Black Garden
- Rose Archer
- Anti-Spell Fragrance
Depending on the build you are going for, you can change how much control you want to have, or if you want even more draw power. No matter what you're going for, there's always a crazy tech you could go for. There's a massive amount of EARTH support, Insect support, and a multitude of ways you can change things.