Notes & Combos
https://duellinks.konami.net/att/050230e5884ab0365f0a37cadb4824f1ae1e706317
VS Yubel/Neos
https://duellinks.konami.net/att/009515912e56be3f0e81aef2d91dafc387ba388d1a
VS Tenyi
https://duellinks.konami.net/att/00de1bd776dd1f6047c89ee86e9adf4e63fbca30e8
VS Shiranui
https://duellinks.konami.net/att/03af133972749ce3211914ae69339f9b969a6b419b
VS Battle Chronicle
https://duellinks.konami.net/att/06eafbdd2d64c5d1cff1a4232e4cbf61533efb08e5
VS Battle Chronicle
Replays
With a little bit of luck and a little bit of swag i managed to snag this 6 game spicy winstreak with Gearfried ft Laval. Sadly i lost game 7 due to not connecting to match.
Initially when building the deck i was skeptical of the synergy between the two but it works suprisingly well. This is the minimum amount of lavals you can run while keeping it consistent.
1 of handmaiden and lakeside lady workds because even if you draw them you can either use magma cannoneer or linkuriboh to get 1 or both in the grave.
The rekindlings and 3 copies of cannon give you the gas to play the long game if you need to, they're godly top decks.
Extra deck:
- BRD - turn 2 board clear
- BRMD - turn 1 defense
- Quantum - optional but its nice to have non-targeting, non-destruction removal.
- Knightmare package - good
- Linkuriboh - gets roland or handmaiden in graveyard while alos being a defensive turn 1 play.
- Sunlight Wolf - great for getting back cannon or IPG form graveyard for follow up plays.
- FFS - Similar to sunlight wolf but summons to field instead, its saved me in some duels.
It has a decent turn 1 and a strong turn 2.
Turn 1 you basically play what you draw. Usually 2 of the following consistently and sometimes more, while also settings up your graveyard for 2 backrow pops on your next turn.
- Lvl 7 synchro (moonlight dragon)
- Linkuriboh + Roland search (Which btw can also search lavval cannon)
- IPG (Monster Negate)
- Dustflame Burst (triple pop)
Turn 2 is similar to turn 1 where you play what you draw but the good thing is there are eally no dead hands so whatever you do end up drawing you'll have plays.
A common turn 2 gives you 1 backrow pop + a lvl 7 synchro + either IPG or dustflame for triple pop next turn.
The god hand is as follows:
Cannon + Rekindling + Conduction Field + IPG or Dustflame
- use conduction field to dump cannoneer + handmaiden + lakeside lady in that order
- activate lakeside lady to pop a backrow
- summon cannon to special summon lakeside lady
- synchro into black rose to clear field or quantum if not needed
- rekindling to summon cannoneer + lakeside lady from grave
- synchro into your second lvl 7
- use lakeside lady again to pop another backrow if there are any left
- a) summon IPG using skill for a monster negate and removal b) set dustflame for triple pop next turn
This play gives your double backrow pop + a board clear + a lvl 7 synchro on board + a monster removal and negate with IPG or a triple pop for next turn with dustflame.
It's not the best variation of gearfried but if your a laval fan like myself it definitely scratches the itch while we wait for more support.