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16 Crit Amaruda - Genesis

by SirAlcain

Now when it comes to non-wiseman genesis decks, their best turn is their first stride and any early game they provide before it. With Ishtar, their first stride turns got much more impressive, but after that(maybe a 2nd ishtar on 2nd stride), the clan falls flat with very little finishing power. So, when a deck's goal is to kill first stride, why not cut the heals and the PGs to make room for more early offense? And thats exactly what this deck is about. It's been through thorough testing and it works just as well, if not maybe a bit better, tha a regular genesis amaruda deck. So try it out and enjoy

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Now when it comes to non-wiseman genesis decks, their best turn is their first stride and any early game they provide before it. With Ishtar, their first stride turns got much more impressive, but after that(maybe a 2nd ishtar on 2nd stride), the clan falls flat with very little finishing power. So, when a deck's goal is to kill first stride, why not cut the heals and the PGs to make room for more early offense? And thats exactly what this deck is about. It's been through thorough testing and it works just as well, if not maybe a bit better, tha a regular genesis amaruda deck. So try it out and enjoy

Comments:

DJDiamond on 05 November 2017 23:46 PM
Have you tested this deck and if so what were the results. I find it to be a very original build, but I'm just wondering how it performs and how well it can rush since you don't have too many ways of drawing and acquiring resources.

SirAlcain on 05 November 2017 23:53 PM
Hiya. Ive tested it and its alright. Nothing game changing. its rush just kidna comes from slamming hand onto the board, revelation non crits, leave crits on top in the early, check crits for damage, blah blah blah. Its like, a worse SGD but its a fun little meme deck that functions well enough to use at like, a locals or something.

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