One With Nothing - BLVO Trinity Format
Deck Primer
One with Nothing is the abbreviated name for Danger! Dark World Plunder Patroll Golden Castle of Stromberg. Basically, this is a greedy midrange discard.dek that can do a little bit of everything depending on your hand, it has lots of niche interactions that let you more or less pop off. This deck doesn't care about the contents of your hand, deck or anything else, and can simply ram it's resources in to the opponent until it loses
Some interactions of note:
Mirage of Nightmare is the best and worst card in the deck, you can use it to trigger discard effects, but really the deck wants it to draw in to handtraps and Plunder ammunition, The issue is that you can get stuck in a discard loop where you have no hand on your turn. I've included a high density of cards that allow you to remove your own mirage and keep the cards it draws, including all the quick-play backrow removal, Set Rotation, Forbidden Droplets, and even Hop Ear Squadron to go in to Vulcan the Divine. You can also do all these same things to keep Golden Castle of Stromberg from milling your deck, if you have a line in mind that you need to search for
Danger! Zone: usually, you want to use this when you have a Danger in your hand already. it is almost always a +1 or 2. It's actually totally valid to run 3 of this card, but points are fairly tight here and the third Whitebeard is usually better. If you don't have a Danger in hand, you can empty out your hand to fish for a hit with it, if you miss, you didn't really lose anything because it was dead regardless
Plunder Patroll: This archetype has to many wacky interactions for me to tell you, you really just have to play the deck long enough to learn them, but my main tips are: watch out for Xeno-Locks on Whitebeard and Goldenhair; All Plunder Patroll discards are costs so they don't trigger Dark Worlds, but this can be mitigated with Mothman and Ojama Pink; Getting 2 Shipyarrd in rotation enables the top end of what the archetype can do.
Some interactions of note:
Mirage of Nightmare is the best and worst card in the deck, you can use it to trigger discard effects, but really the deck wants it to draw in to handtraps and Plunder ammunition, The issue is that you can get stuck in a discard loop where you have no hand on your turn. I've included a high density of cards that allow you to remove your own mirage and keep the cards it draws, including all the quick-play backrow removal, Set Rotation, Forbidden Droplets, and even Hop Ear Squadron to go in to Vulcan the Divine. You can also do all these same things to keep Golden Castle of Stromberg from milling your deck, if you have a line in mind that you need to search for
Danger! Zone: usually, you want to use this when you have a Danger in your hand already. it is almost always a +1 or 2. It's actually totally valid to run 3 of this card, but points are fairly tight here and the third Whitebeard is usually better. If you don't have a Danger in hand, you can empty out your hand to fish for a hit with it, if you miss, you didn't really lose anything because it was dead regardless
Plunder Patroll: This archetype has to many wacky interactions for me to tell you, you really just have to play the deck long enough to learn them, but my main tips are: watch out for Xeno-Locks on Whitebeard and Goldenhair; All Plunder Patroll discards are costs so they don't trigger Dark Worlds, but this can be mitigated with Mothman and Ojama Pink; Getting 2 Shipyarrd in rotation enables the top end of what the archetype can do.
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