Monday, September 28, 2026

NeoGoat Pro - New Format

A new NeoGoat Pro update is here! This version brings new skins, new music, improvements to NeoChivo, and the October 2026 banlist already included.

New skins and music

Your next duel can come with a different look and soundtrack. The update adds new skins and music to freshen things up, whether you're playing online or spending some time testing decks. You can check out one of the new looks in the screenshot above.

NeoChivo gets an update

Our AI opponent, NeoChivo, has also received improvements. Got a deck idea you haven't taken into a tournament yet? Give it a few practice duels against the goat and see how it feels.

October 2026 banlist included

The October 2026 banlist is now incorporated into NeoGoat Pro. It's time to revisit your decklists, make the necessary adjustments, and try something new under the updated list.

Download NeoGoat Pro

Grab the updated version for your platform:

Windows:
Download NeoGoat Pro for Windows

Android:
Download NeoGoat Pro for Android

Pick a skin, bring your updated deck, and see you in the lobby!

Saturday, September 26, 2026

NeoGoat Local Report — September 24, 2026 | Cartoncito Cards

Three rounds of NeoGoat at Cartoncito Cards, with Chaos, Zombie, Good Stuff, and a Pyro deck making an appearance at the featured table. Chaos came out on top in the final match, but Pyro had a good run, keeping attacks away with Solar Flare Dragon and finding a burn finish when it needed one.

All three featured matches from our September 24, 2026 tournament are below.

Round 1 — Chaos vs. Zombie

The opening round featured Chaos against Zombie. Chaos took the match, getting its evening started with a win before returning to the featured table for the final round.

Match winner: Chaos.

Round 2 — Pyro vs. Good Stuff

Round 2 brought a different matchup: Pyro against Good Stuff. This time, having monsters ready to battle was not always enough.

On several occasions, Pyro established a Solar Flare Dragon lock, leaving Good Stuff unable to attack. Getting around that setup became a recurring problem, and Pyro took the match. A pretty good showing for a deck doing something different from the usual Chaos and Monarch game plans.

Match winner: Pyro.

Round 3 — Chaos vs. Pyro

The final round paired Chaos against Pyro, and this one went to three games. Pyro had a rough start, found a way back into the match, and then needed one more win to finish the job.

Game 1 — The wrong cards to remove

Game 1 was painful for Pyro, which kept running into Chaos's bluffs. First, Heavy Storm was met with two copies of Jar of Greed and Scapegoat, all chained in response. Not exactly the back-row clear Pyro was hoping for.

Then Breaker the Magical Warrior went after another set card: another Jar of Greed, chained again. Next came Exiled Force to remove a face-down monster, only to find Sinister Serpent.

Pyro kept committing removal without getting much out of it. Chaos took the first game.

Game 2 — Every little bit counts

Pyro fought back in Game 2, gradually chipping away at Chaos's Life Points. There was no need for one huge hit when those smaller amounts of damage were adding up.

The finish came through Bonfire, which searched Solar Flare Dragon. Its burn effect delivered the remaining damage, giving Pyro the game and tying the match at 1–1.

Game 3 — Chaos takes the decider

After Pyro forced a third game, the deciding duel went Chaos's way. This time, luck was on Chaos's side, and it closed out the match 2–1.

Match winner: Chaos, 2–1.

Wrapping Up

Chaos won the final match, but Pyro gave us some good moments along the way: repeated Solar Flare Dragon locks against Good Stuff, followed by a Bonfire search that finished a game against Chaos. And that first game of the final? Sometimes the set card really is just another Jar of Greed.

Thanks to everyone who joined us at Cartoncito Cards. Enjoy the matches!

Thursday, September 24, 2026

The October 2026 banlist analysis

Instead of just going through the list card by card, let's look at what the changes could mean for the format. Zombies lost one of their most important monsters, Monarch got several consistency hits, HERO is being pushed a little more toward actual Fusion plays, and a few new cards could open completely different builds.


Some of these changes are pretty safe. Others, especially Future Fusion and Reckless Greed, are things we want to see players experiment with.

Zombies Have to Rebuild

The biggest change is probably the end of Pyramid Turtle.

Pyramid Turtle is now Forbidden after being selected by the middle player at the NeoDraft: Forbidden event. This removes one of the most reliable engines Zombie had. Turtle could replace itself with another Turtle, bring out a bigger Zombie directly from the Deck, and could even be reached through Giant Rat.

But Zombie isn't being left with nothing.

  • Pyramid Turtle: 3 → 0
  • Gozuki: New → 2
  • Ryu Kokki: 1 → 3
  • Card Destruction: 0 → 1

Gozuki gives the deck a completely different way to work. Instead of waiting for Pyramid Turtle to be destroyed in battle, Zombie can now start preparing the Graveyard directly.

Ryu Kokki also goes back to three. Without Pyramid Turtle pulling it straight from the Deck, playing multiple copies comes with a much more real risk of drawing a big monster you can't immediately use.

Zombie isn't dead. It just has to figure out how to be Zombie without three Pyramid Turtles doing half the work.

Monarch Gets Hit From Three Directions

Monarch was the most represented family in our August tournament data, with 24.4% of the field and a 57.9% match win-equivalent. It also had a huge effect on Side Deck construction, with Pulling the Rug appearing in 71.9% of Side Decks.

So instead of killing one Monarch completely, October reduces the consistency of the whole engine:

  • Soul Exchange: 3 → 2
  • Thestalos the Firestorm Monarch: 3 → 2
  • Brain Control: 2 → 1

The deck still has plenty to work with. Zaborg is still available, Mobius is still at two, and Hydro, Gadget, Banisher and other Monarch variants aren't going anywhere.

What should happen less often is opening the same Soul Exchange into Thestalos line over and over again.

Thousand-Eyes Is Finally Gone

Thousand-Eyes Restrict goes from Limited to Forbidden.

This isn't really about Metamorphosis itself. Metamorphosis stays at three, and we still want players using it to explore cards like Dark Balter the Terrible, Ryu Senshi and the rest of the Fusion toolbox.

The problem was Thousand-Eyes Restrict. Taking a monster and then shutting down attacks could create slow game states where both players spent several turns trying to get around the same TER.

Crystal Seer entering the Extra Card Pool also would have given Flip and Apprentice decks another useful Level 1 monster that could generate value first and then immediately become Thousand-Eyes Restrict through Metamorphosis.

So Metamorphosis survives. TER doesn't.

Flip Decks Get a New Toy

Crystal Seer enters NeoGoat at three copies.

It's a simple card, but that's part of what makes it interesting here. Flip it, look at the top two cards of your Deck, add one to your hand and put the other on the bottom.

It gives Apprentice and Flip decks another way to generate card selection without simply adding another LIGHT or DARK monster for Chaos.

At the same time, Night Assailant drops from two to one. The Flip engine still exists, but it gets a new piece while losing some redundancy from an old one.

Card Destruction Is Back

Card Destruction returns from Forbidden to Limited.

This could help a lot of different decks: Zombie can put monsters in the Graveyard, Archfiend can discard useful pieces, Ritual decks can fix awkward hands, and Chaos can turn dead cards into something new.

But one related engine is getting smaller.

Thunder Dragon goes from three to two. With Card Destruction returning, we didn't want three Thunder Dragons making it too easy to fill the hand with discard material while simultaneously loading LIGHT monsters into the Graveyard.

Thunder Dragon still works. It's just a smaller package now.

HERO Gets Less Prisma, More Fusion

HERO also gets an interesting trade.

  • Elemental HERO Prisma: 2 → 1
  • Elemental HERO Shining Flare Wingman: 1 → 3
  • Future Fusion: New → 2

Prisma was one of the easiest HERO cards to splash into different shells. Reducing it to one lowers the consistency of the small generic HERO package without removing HERO from the format.

On the other side, Shining Flare Wingman is fully released and Future Fusion joins the format at two.

Future Fusion uses its modern text, so it doesn't immediately dump Fusion Materials into the Graveyard when activated. The opponent has time to answer it before that happens.

The idea is pretty simple: less generic HERO engine, more reasons to actually build around Fusion Summoning.

Future Fusion Is One to Watch

Future Fusion probably has the highest ceiling of any new card in October.

HERO isn't the only deck that can use it. Dragon decks can prepare Fusion Materials for Dragon's Mirror, and other Fusion strategies may find completely different uses for it.

That's why we're starting at two instead of three.

We want the card to actually show up enough for players to experiment with it, but this is definitely one of the cards we'll be watching closely.

Trap Decks Get a Little More Room

Reckless Greed goes back to three while Royal Decree drops to two.

  • Reckless Greed: 2 → 3
  • Royal Decree: 3 → 2

Reckless Greed is much more interesting at three because decks can actually build around seeing multiple copies. Activating several copies together can turn it into a real draw engine instead of just a random Trap that makes you skip two Draw Phases.

PACMAN, Burn, Destiny Board, Toon and other Trap-heavy decks are some of the obvious places to try it.

Royal Decree still exists as a strong answer, but at two copies it should be a little less common for a deck to simply shut off an entire backrow strategy with repeated copies.

Toons Get Another Counter Trap

Toon Terror moves from one to two.

It's a very strong Counter Trap, but it only works while the Toon player has both Toon World and a Toon monster established. That makes it powerful inside the deck without turning it into another generic staple.

Two copies should make Toon better at protecting the board it worked to build without giving the deck three copies of its best negation.

Normal Monsters Quietly Get Better

Birthright moves from one to two.

This isn't the flashiest change on the list, but Normal Monster decks now have more access to a revival card that only they can really take advantage of.

Combined with cards already in the pool like Ancient Rules and Summoner's Art, this gives players a few more reasons to experiment with big Normal Monsters instead of treating them only as bricks.

Harpies Get a Small Consistency Hit

Harpie's Oracle moves from three to two.

Harpie had some very good results during the previous format, but its representation was still relatively small. Because of that, we didn't want to hit the whole engine or push Oracle all the way to one.

Queen, Harpies' Hunting Ground and the rest of the core remain intact. This is just a small consistency adjustment.

Some New Faces

October also brings several new cards into the Extra Card Pool.

Exploder Dragon gives Dragon decks and Masked Dragon another defensive option. It can trade with a much larger monster in battle without dealing battle damage to its controller.

Mist Archfiend gives Archfiend decks a 2400 ATK monster that can be Normal Summoned without a Tribute. The drawback is that it destroys itself during the End Phase and burns you for 1000, but Pandemonium and other Archfiend cards may be able to turn that drawback into part of the strategy.

Cyberdark Keel is another experimental addition. Small Dragons already exist throughout the format, and now players have another reason to look at what can be done with them.

And of course, Gozuki is probably the new card with the biggest job. Zombie just lost Pyramid Turtle, so we'll find out pretty quickly whether Gozuki can help the deck build a new identity.

What Happens Next?

October isn't meant to erase the decks that were good in August.

Monarch, Zombie, HERO, Chaos and Harpie are all still here. The difference is that some of their most automatic lines are less consistent, while several underexplored strategies received new tools.

Zombie now has to figure out life without Pyramid Turtle. HERO has fewer copies of Prisma but more reasons to actually Fusion Summon. Metamorphosis remains at three, but Thousand-Eyes Restrict is gone. Trap decks get three Reckless Greed while Royal Decree drops to two.

And then there's Future Fusion.

We don't know yet exactly what players are going to do with all of this.

That's the fun part.

Wednesday, September 23, 2026

NeoGoat October 2026 Banlist

Changes from last banlist:

Forbidden:
- Pyramid Turtle (from Unlimited)
- Thousand-Eyes Restrict (from Limited)
Limited:
- Card Destruction (from Forbidden)
- Elemental HERO Prisma (from Semi-Limited)
- Brain Control (from Semi-Limited)
- Night Assailant (from Semi-Limited)
Semilimited:
- Thestalos the Firestorm Monarch (from Unlimited)
- Thunder Dragon (from Unlimited)
- Soul Exchange (from Unlimited)
- Royal Decree (from Unlimited)
- Unexpected Dai (from Unlimited)
- Harpie's Oracle (from Unlimited)
- Toon Terror (from Limited)
- Birthright (from Limited)
- Gozuki (new to the Card Pool)
- Future Fusion (new to the Card Pool)
Unlimited:
- Ryu Kokki (from Limited)
- Elemental HERO Shining Flare Wingman (from Limited)
- Reckless Greed (from Semi-Limited)


Changes to Card Pool


Cards Added:
- Crystal Seer
- Exploder Dragon
- Cyberdark Keel
- Mist Archfiend

Cards Removed:
- Foolish Return
- Miracle Fertilizer
- Overload Fusion
- Rai-Mei

🔗 View Unlimited Extra Pool (October 2026)

The core card pool consists of all OCG cards released before Cybernetic Revolution. The following links detail the cards that differ from traditional Goat Format.

NeoDraft: Forbidden - Tournament Report


NeoDraft: Forbidden brought 28 players together for five rounds of one of the weirdest NeoDraft events so far.

With cards like Sixth Sense, Yata-Garasu, Graceful Charity, Monster Reborn, Confiscation, Fiber Jar and plenty of other normally forbidden cards showing up during the day, matches could change direction very quickly.

You can check the original event announcement and rules here: NeoDraft: Forbidden .

Round 1 - Mazera DeVille vs Pure Archfiend

Round 1 was probably the most Archfiend match possible: Mazera DeVille vs a pure Archfiend deck, with both players using Pandemonium.

Early in the match, the Archfiend player lost Archfiend General and his Kings to Torrential Tribute, but Pandemonium immediately helped replace the lost monster. During Main Phase 2, Last Will brought out an Archfiend Heiress, and on the following turn two Archfiend Kings hit the field to start the comeback.

We even got to see Dark Necrofear in action later in the duel.

Game 2 had another very NeoDraft moment. The Mazera player was preparing to Special Summon Mazera DeVille, but the opponent used Ring of Destruction on the monster needed for the play and stopped it before Mazera could arrive.

From there we saw cards like Last Will, Card Destruction and Magician of Faith, followed by yet another Card Destruction. The pure Archfiend deck eventually took the match.

Round 2 - Gadgets vs LIGHT

Round 2 featured Gadgets against a LIGHT-based deck.

The LIGHT player managed to use Sixth Sense, but missed the dice call. We also saw Trap Dustshoot and even Yata-Garasu enter the game.

Sixth Sense showed up again later... and failed again. This time the miss sent five cards from the top of the deck to the Graveyard instead of giving the huge draw.

Despite all the Forbidden Draft nonsense going around, Gadgets stayed consistent enough to take the match.

Round 3 - Dino Zombie vs EARTH

Round 3 was Dino Zombie vs EARTH.

The first duel already gave us two classics that normally have no business being legal together: Graceful Charity and Monster Reborn. Dino Zombie took the first game.

Game 2 brought Trap Dustshoot and Card Destruction into the mix, and this time EARTH answered back to tie the match.

The deciding duel had Magician of Faith on the Dino side and, more importantly, Fiber Jar on the EARTH side.

And yes, Fiber Jar actually resolved.

Both players had to basically restart the duel with fresh hands, but the reset was much better for Dino Zombie. EARTH never really recovered from the new hand, and Dino took Game 3 and the match.

Round 4 - Dino Zombie vs Gadgets

Dino Zombie returned for Round 4, this time against Gadgets.

Gadgets opened with Confiscation, looked at the Dino player's hand, found Raigeki sitting there and immediately got rid of it. Probably the correct reaction to seeing Raigeki in someone's opening hand.

Several turns later, the table stopped for a ruling discussion involving Spirit Reaper and Book of Moon. The question was whether simply targeting Spirit Reaper with Book would cause it to destroy itself.

The judge eventually clarified the interaction: Book of Moon resolves and flips Spirit Reaper face-down, so Reaper does not destroy itself afterward while face-down.

Gadgets eventually lost the first duel.

In Game 2, Dino had Witch of the Black Forest while the Gadget player used Card Destruction. Dino was able to take advantage of Witch going to the Graveyard and searched Thestalos the Firestorm Monarch.

The duel continued for quite a while after that, but Dino Zombie eventually closed it out and won the match 2-0.

Round 5 - Dino Zombie vs Chaos

The final recorded match was Dino Zombie vs Chaos.

Game 1 had a few Forbidden cards appear without really getting a chance to do anything. Dino found Magician of Faith, but it was removed by Nobleman of Crossout. Chaos had a Dark Hole ready, but it got caught by Heavy Storm before it could matter.

Instead, the less flashy cards ended up doing the work. Sabersaurus and Vampire Lord kept putting pressure on the Chaos player, and Dino Zombie took the first duel.

Game 2 brought Last Will for Dino and Card Destruction for Chaos, but this time Chaos managed to control the board with Chaos Sorcerer and tied the match.

Game 3 turned into a long Skill Drain game.

Dino opened well with Skill Drain, which was especially annoying for a Chaos deck full of small Flip Effect monsters. Skill Drain stayed on the field for basically the entire duel, while Vampire Lord worked particularly well under it: after being destroyed by Torrential Tribute, Vampire Lord could still return from the Graveyard.

The problem was that Dino was also spending a lot of Life Points on Solemn Judgment.

Eventually Chaos found an opening. The Chaos player took a Vampire Lord with Brain Control, Special Summoned a Chaos Sorcerer, attacked over Tribe-Infecting Virus, and then Chaos Sorcerer attacked directly for the remaining damage.

Chaos won the deciding duel and the match.

Dino still had a Last Turn among his cards, while Chaos had Butterfly Dagger - Elma, so even at the end there were still some very Forbidden Draft cards waiting around.

One Last Ban Before Going Home

The duels were finished, but NeoDraft: Forbidden still had one last part of the event left.

The central player in the final standings had the chance to choose a card to be Forbidden for the next NeoGoat banlist.

Of course, everyone in the store immediately started yelling suggestions.

After listening to the noise around him and thinking about it for a moment, the player made his choice:

Pyramid Turtle is Forbidden.


Pyramid Turtle will therefore move to the Forbidden section of the October 2026 NeoGoat banlist.

With the new ban decided, prizes were distributed and NeoDraft: Forbidden came to an end.

Five rounds, 28 players, Fiber Jar actually resolving, two failed Sixth Senses, Raigeki getting Confiscated, a Spirit Reaper ruling debate, and finally an entire store yelling card names at the guy who had to decide what to ban.

Pretty normal NeoGoat night.

Sunday, September 20, 2026

NeoGoat Pro · Win a GGP 12

Fifteen duelists, four rounds, and only one player left undefeated. Linares finished Win a GGP 12 with a perfect 4–0 record, winning seven of the eight games that were actually played.

Win a GGP 12 was played on September 20 using the NeoGoat August 2026 card pool, with 15 players joining another four-round NeoGoat Pro tournament.

Linares' run included a couple of long games, several Monarch exchanges, some important Metamorphosis plays and a very convenient Dark World interaction in Round 3.

The 4–0 Run


Round 1 — vs. Breaker

Game 1: Breaker opened with Summoner Monk and had Book of Moon available to protect it, but Linares quickly developed the field with Unexpected Dai into Insect Knight and Breaker the Magical Warrior.

Linares cleared the back row and started applying pressure. Breaker tried to respond with another Summoner Monk, Rapid-Fire Magician and Ookazi, but the game ended during a Toon Table of Contents sequence before the comeback could really get going.

Only this game was actually played. The match was later recorded as 2–0 after Breaker did not return for Game 2.


Round 2 — vs. Lacho

Game 1: Lacho got the Zombie engine moving early, going from Pyramid Turtle into Vampire Lord. Linares answered with Unexpected Dai, Tribe-Infecting Virus and Brain Control, even using Vampire Lord during his own push.

Lacho tried to rebuild with Book of Life, Premature Burial and D.D. Assailant, but Mirror Force stopped the comeback and Linares closed the game shortly after.

Game 2: this became the longest duel of the tournament, reaching 40 turns.

Soul Exchange and Thestalos started the grind, while Royal Decree, Zaborg and Dark Balter the Terrible helped Linares stay in the game. Balter also managed to negate a Heavy Storm during the middle of the duel.

Linares eventually dropped to 1000 LP and still had to deal with Injection Fairy Lily. Thousand-Eyes Restrict helped slow the game down, and the final sequence involved Torrential Tribute, Sand Moth returning to the field and Premature Burial bringing back Mobius for the final 2400 damage.

Result: Linares 2–0


Round 3 — vs. palacios

Game 1: palacios started generating value with Dekoichi and Tsukuyomi and also stopped Linares' first serious push with Mirror Force.

Linares stayed in the game with Scapegoat, The Rock Spirit and Zaborg until the field finally opened up. Breaker helped clear the way and Brain Control provided the extra monster needed for the finishing push.

Game 2: palacios answered back. Gravekeeper's Spy into Jinzo put Linares on the defensive, while two Pulling the Rug stopped a Thestalos and a Mobius before they could resolve.

Breaker the Magical Warrior eventually connected for the final 1900 damage and sent the match to Game 3.

Game 3: another long duel. Linares started with Royal Decree and used Soul Exchange to summon Mobius, but the game turned into a 30-turn resource battle with Book of Moon, Brain Control, Tribe-Infecting Virus and The Rock Spirit all seeing play.

The deciding moment came when palacios summoned Thestalos the Firestorm Monarch and randomly discarded Goldd, Wu-Lord of Dark World from Linares' hand.

Since Goldd had been discarded by the opponent's card effect, it came straight onto Linares' field. palacios conceded shortly after, giving Linares the only match of the tournament that went to Game 3.

Result: Linares 2–1


Round 4 — vs. Nikito

Game 1: Nikito opened the Gravekeeper plan with Necrovalley and Gravekeeper's Assailant, but Torrential Tribute cleared the first field.

From there, Spirit Reaper started removing cards from Nikito's hand and Mobius the Frost Monarch became the main threat. Nikito eventually fell to 500 LP and paid half of that with Solemn Judgment to stop Metamorphosis.

It bought some time, but Linares eventually fought through Bottomless Trap Hole and Book of Moon, brought Mobius back with Call of the Haunted and connected for the last 2400 damage.

Game 2: Nikito got the better start with Giant Trunade, Necrovalley and 2100 early damage.

Linares answered by turning Sinister Serpent into Thousand-Eyes Restrict with Metamorphosis, giving him a way to control the field and slow down Nikito's Gravekeeper pressure.

Pulling the Rug later stopped a Zaborg, but Mirror Force and Tribe-Infecting Virus helped Linares take control again. Tribe and Insect Knight stayed on the field long enough to finish Game 2 and secure the tournament.

Result: Linares 2–0


Round 1 note: the official result is 2–0 because the second game became a no-show win. Only one duel from that match was actually played, so Linares' record across the eight games that were played was 7–1.

Watch the Tournament

The tournament matches are also available on the NeoGoat YouTube channel.

Watch on YouTube

Final Standings — Top 5

Place Player Points Record
1 Linares 12 4–0
2 palacios 9 3–1
3 Nikito 9 3–1
4 Tego 9 3–1
5 Jinzo 9 3–1

A Solid Tournament Run

Linares didn't just finish 4–0. He also faced the players who finished second and third during the final two rounds.

The only game he dropped all tournament was Game 2 against palacios. He won the other seven played games and finished as the only undefeated player in the event.

All eight played games were saved through NeoGoat Pro, so we have the full tournament run instead of just the final standings.

Bonus Decklist: pepe same's Spell Counter Magicians

Another deck worth checking out from the event was pepe same's 47-card Magician build.

The deck mixes Spell Counters, Magical Exemplar, the Apprentice Magician engine and several classic Spellcaster cards. It is not the usual tournament build, but there are plenty of interesting old-school cards working together here.

Main Deck — 47 Cards

  • 1 Dark Magician
  • 1 Dark Magician of Chaos
  • 1 Mind on Air
  • 2 Magical Marionette
  • 3 Skilled Dark Magician
  • 3 Magical Exemplar
  • 1 Breaker the Magical Warrior
  • 3 Gravekeeper's Spy
  • 1 Tsukuyomi
  • 1 Old Vindictive Magician
  • 3 Apprentice Magician
  • 2 Copycat
  • 2 Nobleman of Extermination
  • 1 Heavy Storm
  • 1 Pot of Greed
  • 1 Upstart Goblin
  • 3 Spell Power Grasp
  • 1 Mystical Space Typhoon
  • 2 Magical Dimension
  • 1 Level Limit - Area B
  • 2 Arcane Barrier
  • 1 Premature Burial
  • 2 Magician's Circle
  • 2 Dark Renewal
  • 1 Mirror Force
  • 1 Torrential Tribute
  • 1 Ring of Destruction
  • 1 Gravity Bind
  • 1 Call of the Haunted
  • 1 Rivalry of Warlords

Extra Deck — 2 Cards

  • 1 Five-Headed Dragon
  • 1 Thousand-Eyes Restrict

Side Deck — 15 Cards

  • 2 Kycoo the Ghost Destroyer
  • 2 Messenger of Peace
  • 3 Sakuretsu Armor
  • 3 Pulling the Rug
  • 2 Rivalry of Warlords
  • 2 Royal Decree
  • 1 Dark Magic Attack

Match notes were reconstructed from the eight saved NeoGoat Pro replays and the official Win a GGP 12 tournament results.

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