Is Rush Links Too Aggro?

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It's well known in the Rush Links community that we're lacking in the Trap department, and I think that, more than ever, it has become a real issue for the game. Not only did we come off of the Can:D Format, which was a deck that easily evaporates Attack Position monsters, but Luke's newest toy turns his deck into a near unavoidable nuke every turn. The frustrating part about this deck in particular is how well the two High Dragon Fusions cover each other. If you keep your monsters in Attack, then Miragiastar will drop them by 1500 and chunk you with its 3000 ATK. Put them in Defense, and Dragiastar will hit you for double-attack piercing. Honestly, keep your monster in Attack and Dragiastar will have no qualms boosting to 3900 and hitting you for an insane amount anyway.

Now, what measures of counterplay do we have? Before I talk about Traps, I want to reiterate a point I've highlighted a couple times in this subreddit: The tribal MSTs need to be restricted. Here's the post where I've talked about it in depth, but in short, these cards remove the few methods of counterplay we have, are compounded by skills that amplify aggro/OTK lines, and the 30 deck size makes it too easy to find multiples.

Other than Widespread/Negate Attack, what options do we have? Card Restoration, unfortunately, seems like the only other card that can help, and even then, a measily 0-1000 LP gain won't help all that much in the long run unless you resolve multiples over different turns (as multiple Restorations brick in the same turn). The deck is spent on Limit 3s, so you will rarely see Star Restart variants, so Rice Terrace is a brick. This really stings as it's a card that would be useful in the meta otherwise, but you're essentially drawing 1 less card when you see Terrace in that MU. Buffered Slime and Music Princess get outleveled. Siesta Hold is a nice card in theory, allowing you to cut off the Sportsdragon, Star Replacer, Flip/Flap, and even hasty The Dragons, but some Luke variants are running 7-Shift, which cut you off entirely (though, this gives merit to Rice Terrace). Forever Freeze is nice, but is completely dead against Metarion, Cydra, and most Romin decks. Playing with 1 monster, and backing yourself up from direct attacks with The Guard and Heavenly Bliss, could be a counterstrategy, but it feels a little lackluster.

With little to no counterplay in terms of backrow, the deck will run you over if you play passive. But don't worry, because if you get aggressive, the skill will punish you summoning multiple Level 7+ monsters and go +2 on you. Want to deny them of the +2? Okay, don't go all in on ace monsters, let's maybe send 1 out and then attack with 2 lower levels instead. Do that, and then get Miragiastar'd on the 2 Level 4 or lowers and lose on the spot (1500 ATK ---> 0 ATK. Then get hit twice for 3000). What if you Set them instead? Then Dragistar will find lethal by Piercing them. It's a catch 22. Even the counterplay in this department, playing high DEF low Levels, feels cumbersome, as you really want the attacking option against other decks.

All in all, this is my post observing the continued trend of Rush Links propelled further and further into aggro. It's a shame, as a lot of duelists like myself found refuge in Rush Links due to the skill direction of Speed, and it's sad to see this incredible game mode also fall victim to similar design philosophies. These super powerful Fusion Monsters weren't meant to be summoned every turn. I feel like we're caught in the crossroads of uber powerful threats, mega consistency skills, awkwardly situational backrow, and a surplus of backrow removal. If one or more of those avenues were addressed, the meta would be much more healthier, but as of right now, it's hard to conduct meaningful counterplay both in game and in the deck builder.