Starting points:
- Deck's made for traditional format, cards I want to experiment with/legal replacement options are in the side deck
- Hefty combo deck, Nibiru hits you HARD
- Can open to triple saryuja w/ the proper hand
Combo starts:
Celestial transformation adds -1 to these starters, but keeps your normal summon for later in the turn in case the card it summons gets negated/destroyed.
Classic starter for this engine is Creation Venus into triple shine, link spider & imduk off the shines into 4 mat Saryuja.
If you don't open with this & have Diviner of the Heralds in your opener, you can use Diviner to dunk Trias Hierarchia, tribute Diviner for Trias & summon Buten from deck to synchro into Master Flare Hyperion (MFH). From there you give Hyperion Creation Venus' effect & ladder to saryuja.
Extensions (1):
After Saryuja's summoned, you can use its effect to special summon Diviner from hand if you haven't used it already. Use same combo as before to pull MFH. Once you get this synchro out, you can use its effect to get Destruction Venus' effect & pull the shine balls from grave. These can be used to Link into Moon (& leaves 1 for effect cost if you're going 2nd or they summon on your turn), or you can banish Buten from grave & synchro for Jiujiu.
Alternatively, if you don't have Diviner in hand or have already used one & have Jet Synchron in hand, Saryuja can be used to special summon Jet & then used as fodder for Linkross, letting you setup into Martial Metal Marcher (MMM). MMM can be used to pull Jet from grave, and Jet & Linkross can be used for Halq, which can pull a DVenus on summon. This lets you summon Hyper Librarian with your remaining Linkross tokens & pull Jet back to field. (MMM MUST be before Hyper Librarian in this route or else you can't summon Jet with MMM)
Route above can also deviate to Celestial Double Star Shaman (CDSS) instead of Halq, allowing you to pull out 2 shine balls from grave, which can line up for a Hyper Librarian with CDSS/Shine/token, or straight up to a level 8. Going into Borreload Savage nets you a 4 turn omni-negate, while Chaos Ruler grabs a 5 card excavation draw.
If you have a Destruction Venus in hand, you can pull it with Saryuja, pull shine balls from grave, & synchro for Hyper Librarian (if you have other tuners to summon), or straight up to Crocodragon to draw 3 with on its summon & setup QE destruction. DVenus in hand can also perform the same combo as the first part of this section, and leaves some room open for Diviner later on. On CVenus start, this can net you +2 in hand if you summon Crocodragon, with 4 total draw in the combo, 1 of which is a 4 card excavation. Slightly better hand advantage at the end, and keeps Diviner open, but can struggle a bit with extending further.
Avarice can pull back nearly the entire combo to make Saryuja (5/6 cards), so if you have this & another Creation Venus in hand, you can pull the Shine Balls & Link-1's & special summon Creation Venus with Saryuja to start up another draw cycle. If you started with 2 CVenus & Avarice in hand, this line gives you +1 w/ 4 draws throughout the combo, 2 of which are 4 card excavations. Monster reborn can substitute for a 2nd venus in this line & keeps your saryuja's special summon free for something else.
Extensions (2):
Things get a bit tricker at this phase, as the board starts to clutter up & available effects become few & far between. This is also the parts of the solitaire game where my memory on what to do gets a bit muddled, if you've reached this stage you probably know what's up
If by some chance you haven't used Diviner yet, pull it out, then do the whole MFH schtick. Shine balls at this point can almost only be used for a Moon, or turned into tuners by Buten to get Jiujiu out, who gets a targeted non-destruct removal & is well protected. Jiujiu can help declutter if desired, or if going second, just send away something you don't like. There's sometimes opportunities to convert Jiujiu into a level 8, but I can't remember the exact routes at the moment.
For the Route in E1 that ends in MMM & Hyper Librarian, the best (maybe only way) to continue off of it is to have a Neptune in hand to sac for a DVenus in hand (or that somehow ended up in grave). Yada yada, Shiny Orb time, do some bs & pop off however the hell you want. Summon a level 8, or if you're desperate for cards, Buten a Shine Ball & synchro for Crocodragon for 2 new cards in hand.
If hyper librarian lands on board, don't worry too much about getting a bunch of cards off of it, it'll pretty often net you a card or 2, but can be safely used for synchro fodder if need be.
Ending:
Good place to be is generally with either/both L8 synchros & Majesty Hyperion on board. Often Saryuja will be awkard to get rid of, so they'll buff anything you put in their linked zones.
With the amount of draw available in this deck, you're pretty damn likely to have Ecclesia or your other Dogmatikas in hand. If you pull Fleurdelis with Ecclesia on Turn 1, save it for turn 2 to negate an opponent's on board monster. If you're confident that an opponent needs their extra deck pieces (like this deck does), you can pull Dragma instead & toss any ED leftovers. At this point anything left in the extra deck won't have much use aside from this (Avarice can also help recycle some stuff for Dragma).
Handtraps/Miscellaneous:
Herald of Orange Light is your protection against setups when you play turn 2 (Crystal Wing, Borreload Savage, etc.).
Called By is handtrap to handtrap negation, handtrap to handtrap communication. Don't use if opponent is just trying to ash blossom CVenus, since all it does is make you waste an extra 500 LP, and none of the combos require ALL your LP.
Dragged Down takes your opponent's hand and slaps Nibiru out of it. Be sure to not use this before you put your starter down though, as they discard from your hand too. (probably after 2nd or 3rd summon is the time to use this. 4th if you want to watch the life drain from your opponent's eyes)
Sacred Water of the Sky can pull a Neptune to your hand, which can sit as a combo extender, or wait til after you've activated Lost Sanctuary, so you can summon Majesty Hyperion on your opponent's turn
Genex Ally Birdman can bounce a Shine Ball summoned by CVenus for its summon, then CVenus can pull the Shine back and you can pull straight to a level 8 or 9. Don't recommend this unless it's your 2nd run of using CVenus' effect.
Arcana EX Light can summon off of Venus' Shine Balls & potentially setup a spell/trap negate that can brick up to 4 cards. On the other side of this, it can become a heavy offensive threat, and return cards from grave to hand. Should be emphasized that this should be used to FINISH the main phase, as the spell/trap negation is involuntary and can stop some plays.
What does Pot of Greed do again?
Good luck with this deck, it's not too hard to get the hang of once you've started it, but it's easy to feel overwhelmed by how many cards end up in play.