I prefer Chaos Wyrms because with the right hand you can kill in 4 turns, but this takes three turns to get SoPa out, and then a few more before you have enough atk built up.
Compared to chaos wyrms, in pvp your deck has a better matchup against mass CC decks and Pdials (which Chaos Wyrms can sometimes beat, draw-dependant), but a worse matchup against Pestal, DBH, and fast rushes such as graboid, monodeath and opposing air rushes including chaos wyrms. This might sound bad, this differences in playstyle between this concept and chaos wyrms haven't affected your choice of cards for the rest of the deck at all. Swapping one buff for another with a different cost and mechanic demands tweaks to the structure of the deck to be effective. So let's try to optimise the deck for use with SoPa instead of chaos power.
Personally I think 6 sopa is overkill, even in a deck like this 4 is fine. Could replace one with a longsword, purify, fog shield or thunderstorm. Sky blitz is an option but I wouldn't use it if the deck was to be played anywhere apart from platinum league or FGs. The extra turn it takes to play SoPa (2
compared to 1
) could make dropping a single SoFre a possibility, since the extra turns before freedom is needed increases the chance it gets drawn. To prevent getting killed by faster rushes, I feel like at least one fog shield is mandatory.
Spoiler for Hidden:
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7gq 7hi 7hi 7hi 7hi 7ms 7ms 7ms 7ms 7ms 7ms 7mt 7mt 7mt 7mt 7mt 7mt 7mu 7mu 7mu 7mu 7mu 7mu 7n0 7n0 7nq 7nq 7nq 7nq 7nq 8pp
This build will improve the matchup against certain rushes without slowing the deck down very much at all.
Remember fog and purify can be replaced with tech of choice depending on your predictions.