So this is the decklist after taking into consideration about the gold sarcophagus and zephyros that i had written on.
i removed away the call and desychro for 2 sarcophagus and 1 doppel warrior for zephyros.
main purpose of sarcophagus is to search out trunade of course, and secondly to get any of these 3 that you need to start the combo running: junk synchron, doppel warrior, bulb. essentially it is searching for things that can kick start the combo depending on how the situation is like and what you have in your hand.
And with solemn judgement at 1 now, rarely there can be any cards that can really stops the trunade from coming. that is also why trunade proves to be so good when infernity still dominates in the older format.
reason for taking out desynchro is due to the situational usage most of the time. basically, i couldnt desynchro away the formula that i made with tokens, if not it would be insane! so most of the time its just basically a 1 for 1 card, you desynchro away your monster and you draw 1, thats all.
call proves to be a useful card, since when you call any monster back from grave you can sure special summon your doppel warrior. however, with monster reborn around, it is a slower card to play and not to mention that your gorz might get stuck in your hand.
i keep tuning at 3 because i want my junk synchron to be in my hand fast and also, it helps with the milling and reinforcement can be use solely in searching out doppel warrior.
with the lots of searching (3 tuning, 2 gold sarco, 1 reinforcement), this deck proves to be much faster and powerful.
so, enjoy! D3 v.2!
Monster (21):
Quickdraw x 2
junk synchron x 3
lonefire x 2
dandy x 2
spore x 1
glow up bulb x 1
gorz x 1
doppel warrior x2
debris dragon x 2
sangan x 1
ryko x 2
card trooper x 1
Magic (19):
tuning x 3
reinforcement x 1
pot of avarice x 3
one for one x 1
mind control x 1
cyclone x 2
trunade x 1
cold wave x 1
monster reborn x 1
charge of light brigade x 1
dark hole x 1
foolish burial x 1
gold sarcophagus x 2
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