Ok a few comments, your deck is fine but these combos you showed are... not good at all. 1: in that first combo, that same combo has been done since promethean princess was released in MD. ITs not new, at all and that version has an additional pop, and can be done with 1 less card than what you showed. AND to play around droll with that hand, just activate Circle in the draw phase. Droll can only activate in the main phase, meaning you can bait out an ash blossom if they have one, before your important send off of gazelle. Additionally, you cannot chain block roar using sunlight wolf. Sunlight wolfs add back is an ignition effect, where as roar is a trigger. You trigger roar, then after when you have priority you can activate sunlight wolf. 2: also in that first combo, heat leo cannot target field spells. It has to target a card in your opponents "Spell & Trap Zone" which doesnt include the "Field Spell Zone." thats just the example being cruddy, the idea of the play itself is *fine* 3: in that second combo, sunlight wolf requires 2 fire effect monsters. You cannot use D.D. Crow as part of that, its a Dark. you would have had to link away the fowl, and you'd be in the same spot but with a hand trap in hand. 3: also in that second combo, If you were running promethean and raging phoenix there was a MUCH better line there. Cynet mining pitch the other copy of mining, search gazelle. Normal summon falco, link off into balelynx. Balelynx chain 1 to search, chain 2 gazelle in hand, grab the field spell, on summon of gazelle you go gazelle chain 1 to dump and fowl chain 2 to summon, you dump the counter trap. Now, you link off the fowl abd balelynx for sunlight wolf. Use falco effect, targeting the fowl to return fowl to hand, special summon the falco to a zone the sunlight wolf points to. Trigger wolf, and add gazelle back in hand. Activate the field spell, summon sunlight wolf using itself as the material, and add the trap back to hand. (your hand during the end phase is Crow, Fowl and Gazelle, 2 VERY good followup cards.) If your running promethean princess, then instead of using the field spell you just summon that with the falco and sunlight wolf, getting the re-incarnation link summon that way AND putting an extra pop on board. Either way you should have ended on a counter trap, and a hand trap. Depending on your ED, you could end on WAY more. This is of course assuming mining resolves, but that hand is *perfectly playable* That last combo is just... Im sorry, its pretty bad and relies EXTREMELY on the hand traps you opened (which you wont always have). This is the issue with running the accesscode package, you are using so much extra deck space that your ceiling for combos with *literal god hands* is so extremely limited, that you cant make a board that can compete in modern yugioh. If you were running at LEAST promethean, which you should be, you would have had a pop on top of that board and if you were running raging phoenix and/or pyro phoenix, you wouldve had a board wipe and/or a pop 4. The deck doesnt need Accesscode to OTK anymore, it can do that with weasel promethean and raging phoenix, or salmangreat of fire and raging phoenix or will of the salamangreat and just summoning an extra big dude. I do wish you had shown off your Extra Deck, as i only count 13 cards (assuming 3 balelynx) and i'd like to know what they were, and if they are simply the third sunlight wolf and the third heatleo.
I just got 2 tasks for you. 1: go watch the previous video where I explain everything on the deck profile. 2: go back on my profile and see when the last time I played salamangreat was. I played it last like 1-2 years ago and do not have modern cards for the deck..... thanks
Ok a few comments, your deck is fine but these combos you showed are... not good at all.
1: in that first combo, that same combo has been done since promethean princess was released in MD. ITs not new, at all and that version has an additional pop, and can be done with 1 less card than what you showed. AND to play around droll with that hand, just activate Circle in the draw phase. Droll can only activate in the main phase, meaning you can bait out an ash blossom if they have one, before your important send off of gazelle. Additionally, you cannot chain block roar using sunlight wolf. Sunlight wolfs add back is an ignition effect, where as roar is a trigger. You trigger roar, then after when you have priority you can activate sunlight wolf.
2: also in that first combo, heat leo cannot target field spells. It has to target a card in your opponents "Spell & Trap Zone" which doesnt include the "Field Spell Zone." thats just the example being cruddy, the idea of the play itself is *fine*
3: in that second combo, sunlight wolf requires 2 fire effect monsters. You cannot use D.D. Crow as part of that, its a Dark. you would have had to link away the fowl, and you'd be in the same spot but with a hand trap in hand.
3: also in that second combo, If you were running promethean and raging phoenix there was a MUCH better line there.
Cynet mining pitch the other copy of mining, search gazelle.
Normal summon falco, link off into balelynx.
Balelynx chain 1 to search, chain 2 gazelle in hand, grab the field spell,
on summon of gazelle you go gazelle chain 1 to dump and fowl chain 2 to summon, you dump the counter trap.
Now, you link off the fowl abd balelynx for sunlight wolf.
Use falco effect, targeting the fowl to return fowl to hand, special summon the falco to a zone the sunlight wolf points to. Trigger wolf, and add gazelle back in hand.
Activate the field spell, summon sunlight wolf using itself as the material, and add the trap back to hand. (your hand during the end phase is Crow, Fowl and Gazelle, 2 VERY good followup cards.)
If your running promethean princess, then instead of using the field spell you just summon that with the falco and sunlight wolf, getting the re-incarnation link summon that way AND putting an extra pop on board.
Either way you should have ended on a counter trap, and a hand trap. Depending on your ED, you could end on WAY more. This is of course assuming mining resolves, but that hand is *perfectly playable*
That last combo is just... Im sorry, its pretty bad and relies EXTREMELY on the hand traps you opened (which you wont always have). This is the issue with running the accesscode package, you are using so much extra deck space that your ceiling for combos with *literal god hands* is so extremely limited, that you cant make a board that can compete in modern yugioh. If you were running at LEAST promethean, which you should be, you would have had a pop on top of that board and if you were running raging phoenix and/or pyro phoenix, you wouldve had a board wipe and/or a pop 4. The deck doesnt need Accesscode to OTK anymore, it can do that with weasel promethean and raging phoenix, or salmangreat of fire and raging phoenix or will of the salamangreat and just summoning an extra big dude.
I do wish you had shown off your Extra Deck, as i only count 13 cards (assuming 3 balelynx) and i'd like to know what they were, and if they are simply the third sunlight wolf and the third heatleo.
I just got 2 tasks for you. 1: go watch the previous video where I explain everything on the deck profile. 2: go back on my profile and see when the last time I played salamangreat was. I played it last like 1-2 years ago and do not have modern cards for the deck..... thanks