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Almost forgot about the Azamina cards. DD crow specifically is good for banishing their Fusion spell since they can add it back to their hand a couple times over the course of their combo, but typically if people are using it in something like snake eyes, it's mostly there to get a quick omninegate down so they can go into their snake eye plays. Ash blossom on Deception causes them to go negative since they need to tribute a monster, Imperm on their Fusion that searches feels bad because they can still just return their Fusion spell, but it's one of those things that's more about stopping them from going fully optimal combo.
If its fiendsmith+azamina, imperm sylvie, ash elzette, hit engraver with bystials or estellar, don't bother trying to stop synchros.
If the third archetype is snake eyes...there really isn't a lot you can do if you don't open up with at least 3 hand traps.
Assuming you go for quasar, those are more or less your targets. The snake-eyes variant is going to be stuck with us probably until the duelist cup is finished, its by far the strongest deck this format so there isn't a big surprise about it. All you can do is main deck a lot of counters for it and that still might not be enough. Konami will have to do something after the cup because its currently too strong, but that does mean we are probably looking at a month before they do anything.
But, Fiendsmith is just too accessible. Would've been interesting to see a format w/o Closed Moon to bridge every deck to it. However, I got Knightmare Mermaid back because of it and Iblee's ban so... monkey's paw I guess.
https://www.youtube.com/watch?v=rYIf3rH4lUw
Some decks won't run it, most will. Only thing to do is to see how KONAMI will avoid hitting it until the pack is up
becuase the game is draw the out sim and if you dont draw the out or 2-3 outs then you lose the game