top of page
Salamangreat

● Very snowbally
● Lots of protection and disruption effects
● Can build to an OTK

Pros
Cons

● Very slow start
● Inefficient cards

Points

Points: 5
● Salamangreat of Fire: 2 Extra Copies
● Salamangreat Circle: 2 Extra Copies
● Accesscode Talker: 1 Point

General Strategy:
Salamangreat wants to build up advantage over multiple turns, while protecting its board presence. You'll have access to Salamangreat Raccoon as a Battle handtrap, and Salamangreat Balelynx in the GY to prevent destruction, alongside other generic Traps and Battle tricks. Over the course of a game, you can use Salamangreat Falco to continuously reset cards like Salamangreat Circle or the Salamangreat Traps, while Sunlight Wolf recurs your Monsters and even more Spells/Traps. Eventually, you'll have enough resources to safely go for an Accesscode Talker and push for game.


Opening Plays:
The best starter card in the Deck is Salamangreat Circle, which adds Salamangreat of Fire. Fire adds Gazelle, then Link Summons Balelynx, triggering Balelynx and Gazelle. Balelynx adds the Field Spell and Gazelle will send Falco, resetting the Circle, which can add Raccoon on the opponent's turn. If you start with Salamangreat of Fire instead, you'll need to search for Raccoon to protect your field, or do the Gazelle play with nothing to reset with Falco while protecting with generic Traps. With any starting play, you'll want to continue accruing card advantage with Sunlight Wolf on the next turn.



Closing Thoughts:
Salamangreat was a fun deck when it was good in the TCG, and a lot of the grindy midrange concepts carry over to Trinity. It's a bit slower and inconsistent than it needs to be, but if it gets the right setup it'll be nearly impossible to stop.


Written by Stephen Harper

Salamangreat

Twitter-logo.svg.webp
Youtube
Discord
bottom of page