Subterror is a control deck with a flip playstyle, with the return of Dragoon, Subterror will be an extremely strong protection tool with good recovery ability. If you don't fight with Dragoon, you can still fight normally, Subterror monsters can still buff ATK high and then punch through the boss or negate the enemy.

Sections covered in this guide:
Nah I'd Win
CORE
is the soul of the deck, possessing the ability to search every time you flip as well as turn another face-up monster on the field and this card into a face-down defense (this effect will be a quick effect if you are controlling another Subterror card)
Acts as a field and a searcher with good protection ability. When the enemy attacks, you can change a face-down "Subterror" monster to face-up defense and block the attack (at this time the monster will flip summon and activate the effect). In addition, this card also allows you to flip a face-down Subterror monster to face-up defense or turn it to attack position, helping you to activate the flip effect of several cards more easily.
is the negate of the deck and can be searched, also the target is restored to be used again in the following turns to continuously apply pressure.
After setting the ostrich type monsters, you must have a card to remove those cards from the field, because if the enemy's cards are set, they can still be turned up the next turn. When this card attacks a set monster, it will kick that monster straight back to the deck, regardless of what effects or stats the monster had.
Usually other people x1 this card, I x3 for him to win
provides a huge body to punch through the enemy boss and even OTK the enemy, but one of the other reasons is from the recovery ability of this card. When your Subterror monster deals battle damage to the enemy, it will pick up a Subterror monster/spell/trap from the grave, you can pick up the omni-negate continuously to snowball the enemy
Staple
a very famous card in the role of backrow protection, this card is set and cannot be destroyed by effects and when a spell/trap activates an effect, this card will jump from the hand to the field (after jumping to the field, it will no longer protect the spell/trap) and you can set a spell/trap directly from your deck!!!
The easiest way to slow down the enemy is to not let them do anything. To be honest, it's a 1-player game. If you're a newbie and don't know when to use it, just block the enemy's normal summon. Usually, the opp won't be able to do anything anymore (well, sometimes there are cases where the opp still has an extender and can continue to combo, but we'll see when that happens :>)
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