Combos

Suship Going First Combos

Turn-one boards that force opponents to extend

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Gunkan Suship Going First Combos

Going first with Gunkan Suship means ending on interaction, not damage. Your best turn-one boards combine Gunkan Suship Shirauo-class Light Carrier—inheriting Shirauo’s negate—plus a set Gunkan Suship Catch-of-the-Day and one or two hand traps from your competitive or budget list. This guide walks through optimal and suboptimal going-first hands, sequencing traps before summons, and when to prioritize Uni-class Dreadnought instead of Carrier for specific matchups.

Premium hand — Sushipyard plus Shari plus Catch plus Shirauo

  1. Activate Gunkan Sushipyard.
  2. Set Catch-of-the-Day before any summons.
  3. Normal Summon Gunkan Suship Shari; Catch adds a Gunkan card (if Shirauo is already in hand, search second Sushipyard or Daily Special).
  4. Special Summon second Shari from deck; Catch searches again.
  5. Equip Gunkan Suship Shirauo to one Shari via Sushipyard.
  6. Overlay both Level 4 Shari into Shirauo-class Light Carrier.
  7. Pass with hand traps in hand.

Opponents must play through Carrier’s inherited negate and your traps while you threaten Catch searches on any future Gunkan summon. This line is Line A from core combos and remains the gold standard.

Shari Red hand — when yard is missing

If you opened Shari Red instead of second Shari but have Catch:

  1. Normal Summon Shari, set Catch, trigger search for Sushipyard or Shirauo.
  2. Normal Summon Shari Red; use Red to equip Shirauo from deck to Shari.
  3. Special summon backup Shari if still available, or hold Red as material next turn.
  4. Overlay when two Level 4 bodies exist.

Red bridges hands that lack natural double Shari. See main deck monsters for Red timing notes.

Uni-first hand — into Rank 5 control

Against decks weak to destruction, equip Gunkan Suship Uni instead of Shirauo and overlay into Uni-class Dreadnought when Rank 5 is live. You lose the omnipresent monster negate but gain removal that clears problematic bodies or back row before opponents commit extenders. Use this line sparingly going first—Carrier is usually safer—but it punishes decks that require one key card to start.

One-interruption hands

When Ash or Imperm hits Shari’s special summon, you still have Normal Summon Shari on field plus set Catch if you set it first. Search Daily Special or second Shari and pass. Your board is weak but not zero—many rogue wins come from opponents overextending into Catch on turn three. Do not scoop unless your hand lacks both follow-up and hand traps.

Hand trap sequencing

Hold Infinite Impermanence for opponent’s key monster effect, not their first draw phase card. Ash Blossom targets their search effects after you establish Carrier so they cannot out-resource Catch loops. Veiler supports OTK next turn by saving battle phase—acceptable on turn one if Carrier is live.

Matchup tweaks

Versus heavy back row, keep Gunkan Suship Daily Special in hand to equip Shirauo at quick speed during their removal attempts. Versus grave-heavy decks, consider ending on Abyss Dweller if sided in from competitive side plans instead of second Carrier copy.

What not to do going first

Do not overlay into Ikura-class Dreadnought without lethal follow-up—you expose a battle-focused body with less interaction. Do not activate all searches before setting Catch if trap space matters. Do not equip Ikura going first unless you read a passive opponent.

Practice goals

From ten opening hands, end on Carrier at least seven times with Catch set. Track failures on the combos hub and cross-check engine ratios if Shirauo appears too rarely. Going-first mastery makes Suship viable in ranked despite rogue status—pair these lines with spell/trap knowledge for maximum value.

Turn-one checklist

Before you click End Phase, confirm four items: Carrier or chosen xyz is on field with the intended topping still attached as an Equip Card; Catch is set face-down if you opened it; at least one hand trap or meaningful follow-up remains in hand; and you know whether next turn you search topping or back row with Catch. Skipping this checklist is how pilots lose to decks they could have beaten by simply searching Shirauo on turn three instead of greedily adding another Shari.

FAQ

Frequently Asked Questions

Quick answers duelist ask most often.

What is the best going-first end board for Gunkan Suship?

**Shirauo-class Light Carrier** with **Shirauo** equipped before overlay, plus set **Catch-of-the-Day**, plus one hand trap.

Should I always search Shirauo with Catch going first?

Usually yes. Searching Sushipyard or Daily Special is correct when Shirauo is already in hand or when you need Red instead.

How do I play through Ash Blossom on Shari's effect?

You still control one Shari from Normal Summon. Set Catch if not yet set, pass, and use Catch triggers on later turns—see [core lines](/combos/core-lines/) Line D.

Is Uni-class Dreadnought acceptable going first?

Yes in destruction-heavy matchups, but Carrier plus Shirauo is the default interactive board from the [Extra Deck guide](/cards/extra-deck/).

How many hand traps should I keep in hand going first?

One to two is ideal after committing to the board. Zero hand traps means end on Carrier faster even if combo extension is possible.