Notes & Combos
The issue I personally have with regular salamangreat is that if you get interupted in the middle of your combo, you pretty much get OTK'd on turn 2. This version I find super fun.
Skill guarantees you to open your 1 card combo, so why not just do that and open 3 other interuptions most of the time. Even if opponent successfuly interupts your combo, you can set 3 pass which is still solid against the current meta. As long as your set 3 are interuptions, it's good, just that these are the ones I have atm.
Combo line:
Normal summon Salamangreat of Fire, search Gazelle Link into Baleynx to search sanctuary, and ss gazelle Gazelle to dump spinny, spinny eff to ss from gy Xyz into Mirage, eff detach gazelle to ss fennec Link balelynx and fennec into sunlight wolf Activate fennec to add.. (If you opened with recureance, search fury of fire, and vice versa. If you did not open with any, search fury of fire) Activate sanctuary, relink into 2nd sunlight wolf Activate fury of fire to ss gazelle and fennec Xyz into Lion Emperor under wolf, wolf eff to add salamangreat of fire back, can activate again to add back fury of fire. Lion emperor eff, detach gazelle, add gazelle back to hand Your end board is usually Sunlight wolf, mirage, and lion, with 3 backrow and tons of cards in hand.
Matchup from what I've faced: vs. HERO: Everytime I got super poly'd, it has no real benefit for the hero player. They still need to deal with 3 backrow.
vs. Predaplant: Not worried about hydra since they still need to play the game and combo off, and will run into my 3 backrow. If I go 2nd, just set 3 pass, you need to get rid of opponent's stapelia.
vs. Lyrilusc: You need to stay alive for 1 turn, then when it's your turn, make borreload, steal, and most of the time that's game. Droplet/all traps but bottomless take care of the matchup.
vs. Dragonmaid: Set 3 backrow is a lot for their one sheou to deal with.
vs. Fleur: Probably the hardest matchup.
vs. regular Salamangreat builds: we eating them