They went downhill in the GX/Sun&Moon era imo with much more generic, subtle patterns that all look the same
Key features of the Katakuri deck: Powerful characters like Charlotte Linlin and Charlotte Daifuku Late-game dominance through sheer force Katakuris ability to KO or disrupt key opponent pieces Challenges and strategies: Vulnerability in extended matches due to high resource requirements Defensive measures like blockers and event cards (e.g., Shockwave) to stall the game Cards like Brulee and Paro-Sparrow to control tempo The deck can struggle against faster, aggressive decks like Roronoa Zoro or Sakazuki
You should have a pretty good beat on whether or not its time for you to buy after considering all this
In the later stages of the game, your opponents won't have mana to re-cast anything most of the time, forcing them to discard much of their newly bounced cards to the graveyard and lose access to them
Do you plan on getting a Happy Meal this month
He explored the idea of locked paths, of things that were required before you could advance to the next space