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Spike Rush (and potential H8)

by Jachidos

Deck designed for a strong early rush.

Best case scenario : going second. If not, you can always just not ride g1 and passe the turn or ride and play normally, depending on your hand.

Ride g1 :
Ride something, call Starkie as Charged. on your other column, play up to 2 G1s, possibly Brain/Verdi boosted by Gloria. If Verdi, you may use his skill with a potential Jelly Beans in hand to make sure you will ride Monty and Rising.
At this point, if you were going 1st but decided not to ride, you will have at least 1 cb so you may use Mecha Trainer to stabilize your set-up.
Attack with Starkie, cc if you can when he returns to the deck, then vg, then last column. Use Gloria's skill if you have a cb.

Side note : if you have Brain in front of Gloria and didn't use Gloria's skill, people will usually attack it, essentially turning your Brain into a 5k shield and setting-up your future Brains.

Ride g2 : Usually Monty. You may keep the pressure with something like a Tiger or a g1 in front of Gloria.
Keep Laser in hand if you have one though. I also like to call Lips if I have it, I'll just use it to draw later.

Ride g3 : With Rising's ride skill, you may call Brain if you have 1 in drop. You can also call 1 from hand if you have Gloria to send it back to the deck.
If you can stride, it's a pretty basic Agrias turn. Just call Laser with Rising's skill.

The rest of the game is more traditionnal. The main combo is the Laser/Star/Bomber triangle. Except that since the opponent will most likely be at 4 already, you need less Lasers in hand to finish him.
And of course, you still have Mayhem so seal the deal.

Starkie gets funky when you call him later with Picaro, making Star and Laser hit 16k on their own, or a double Brain column hit 16K.
And of course, with 4 Jelly and 2 Trainers, you may still go for Hell8 and be more defensive on the first few turns.

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Main Deck ({{ maindeck_count }}/50)


G-Zone ({{ gdeck_count }}/16)

Deck designed for a strong early rush.

Best case scenario : going second. If not, you can always just not ride g1 and passe the turn or ride and play normally, depending on your hand.

Ride g1 :
Ride something, call Starkie as Charged. on your other column, play up to 2 G1s, possibly Brain/Verdi boosted by Gloria. If Verdi, you may use his skill with a potential Jelly Beans in hand to make sure you will ride Monty and Rising.
At this point, if you were going 1st but decided not to ride, you will have at least 1 cb so you may use Mecha Trainer to stabilize your set-up.
Attack with Starkie, cc if you can when he returns to the deck, then vg, then last column. Use Gloria's skill if you have a cb.

Side note : if you have Brain in front of Gloria and didn't use Gloria's skill, people will usually attack it, essentially turning your Brain into a 5k shield and setting-up your future Brains.

Ride g2 : Usually Monty. You may keep the pressure with something like a Tiger or a g1 in front of Gloria.
Keep Laser in hand if you have one though. I also like to call Lips if I have it, I'll just use it to draw later.

Ride g3 : With Rising's ride skill, you may call Brain if you have 1 in drop. You can also call 1 from hand if you have Gloria to send it back to the deck.
If you can stride, it's a pretty basic Agrias turn. Just call Laser with Rising's skill.

The rest of the game is more traditionnal. The main combo is the Laser/Star/Bomber triangle. Except that since the opponent will most likely be at 4 already, you need less Lasers in hand to finish him.
And of course, you still have Mayhem so seal the deal.

Starkie gets funky when you call him later with Picaro, making Star and Laser hit 16k on their own, or a double Brain column hit 16K.
And of course, with 4 Jelly and 2 Trainers, you may still go for Hell8 and be more defensive on the first few turns.

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