Unchained Mastery: The Ultimate Advanced Spreadsheet

Niko Schlierkamp and Daniel Hartman chose to include Unchained in their deck due to its ability to incorporate 12 non-engine cards in the main deck, providing a well-balanced mix of consistency and resistance to opponent hand traps. Notably, the increasing prevalence of Effect Veiler and Infinite Impermanence works in favor of Unchained, as these cards exhibit diminished effectiveness against the deck.

For more thoughts and details on the deck list you should check out Daniel’s deck profile from YCS Bologna

The deck itself has gained a reputation for its lack of consistency. In response, a decision was made to adopt the “least bricky” approach, incorporating sufficient non-engine elements. Following an analysis of different ratios, the provided list offers a chance to execute the combo at approximately 93%. About 75% of total hands can effectively counter Ash Blossom & Joyous Spring. As the combo progresses, the impact of additional hand traps on the end board diminishes. If a hand beats one hand trap, it typically handles multiple.

The choice was made to forgo both the D/D/D package and Unchained Soul of Disaster to minimize the risk of dead draws, considering them common sources of loss conditions in both going-first and going-second scenarios. The slightly reduced consistency resulting from omitting the D/D/D package is balanced by the inclusion of a second copy of Unchained Twins – Rakea and Foolish Burial.

Reached Top 32 at YCS Bologna:

The provided combos offer a solid foundation for Unchained gameplay, enhancing understanding of the deck. Mastering these combos is key for players looking to improve their Unchained strategy. All presented combos are designed to be Nibiru-proof, although some may require a random settable Spell or Trap for Unchained Soul of Shyama’s graveyard effect to continue playing after Nibiru. Overcoming Nibiru typically results in a board featuring D/D/D Wave High King Caesar and Unchained Soul of Rage.

Many of these combos strategically utilize Apollousa, Bow of Goddess. These combinations prove effective against Nibiru and Bystials, as Apollousa hits the board before these cards gain value. The end board with Apollousa is notably more robust and resilient.

1 card combos

1.1 TGU (Caesar, Chamber, Sharvara in hand, Yama in GY)

 

2 card combos

2.1.1 TGU + Trap (Caesar, Chamber, Escape, Sharvara in hand, Yama in GY)

2.1.2 TGU + Trap (Apollousa, Caesar, Chamber, Sharvara in hand)

2.2.1 Aruha + Trap (Caesar, Chamber, Escape, Sharvara in hand)

2.2.2 Aruha + Trap // Aruha + Rakea (Caesar, Chamber, Sharvara in hand, Yama in GY)

2.3 Rakea + Trap (Caesar, Chamber, Sharvara in hand, Yama in GY)

2.4.1 Sharvara + Trap // Rakea (Caesar, Chamber, Sharvara in hand, Yama in GY)

2.4.2 Sharvara + Trap (Apollousa, Caesar, Rage)

2.5 Contract + Trap // Rakea (Caesar, Chamber, Sharvara in hand, Yama in GY)

2.6 Contract + Aruha (Caesar, Chamber, Sharvara in hand, Yama in GY)

 

3 card combos

3.1 TGU + Trap + Sharvara // Aruha (Apollousa, Caesar, Chamber, Escape, Sarama)

3.2 Aruha + Trap + Rakea // Sharvara (Caesar, Rage, Escape, Sharvara in hand, Yama in GY) – Bystials can’t be used

This line can also be played with Aruha + Trap or Sharvara + Trap. It’s usually incorrect since it ends on nothing through Nibiru without the 3rd piece.

3.3 Sharvara + Aruha + Trap (Apollousa, Caesar, Chamber, Sharvara in hand)

3.4 Sharvara + Trap + Abom // Contract (Apollousa, Caesar, Chamber, Sharvara in hand)

3.5 Aruha + Trap + Abominable (Caesar, Chamber, Escape, Sharvara in hand, Yama in GY)

3.6 Contract + Trap + Aruha // Rakea (Apollousa, Caesar, Chamber, Sharvara in hand)

3.7 Contract + Trap + Trap, Wailing required (Apollousa, Caesar, Chamber, Sharvara in hand)

 

Tour Guide negated

These combos come up if your Tour Guide of the Underworld gets negated.

Note that if you get hit by Effect Veiler or Infinite Impermanence on TGU and your hand contains Sharvara + Trap, Sharvara should not be chained to Effect Veiler/ Infinite Impermanence to play around a second copy.

4.1.1 TGU + Sharvara + Trap (Caesar, Chamber, Escape, Sharvara in hand, Yama in GY)

4.1.2 TGU + Sharvara + Trap (Apollousa, Caesar, Chamber, Sharvara in hand)

4.2 TGU + Aruha + Trap (Caesar, Chamber, Escape, Sharvara in hand, Yama in GY)


Conclusion

This guide was authored by Daniel Hartmann and Niko Schlierkamp. They aim to demonstrate the untapped potential of Unchained, showcasing combos that can elevate the deck to a new level. The creators welcome feedback and questions regarding the guide or the deck in general.

Readers are encouraged to reach out to them for additional information about the deck, including coaching on siding patterns, technical play, replay analysis, and more.

Discord:

daniel_hartmann

breakr