Nuclear (all-american family)
The ideal family can be observed here: Parents enjoying the arcade with their children Bleargh and Quarters and their all-american weaponhound, Spot.
Ideally you get to go second for level 1
Save everything until Level 3.
Now use less important stuff to buy actions and get opp to pass before you have to pass or put combo at risk. Defense like: shadowcaster, reika, diffin, tube steak, or bear traps, as well as: spare 0¢ atks and slingshot since its fine mid combo to move it to father(dad)
You'll have 7 cards in hand
Hoping to have at least 1 of each whispers+swiftpack or pups to find them, 1 0¢ attacker, and either mom or dad, access to bear trap, and 2-3 other cards to play out before risking the attackers.
multiples of mom or dad played after are useful
having enforcers/blockers to play alongside trap before opp passes also protects you from shaman combos on the best draws
you'll want 2 mystic fighters in the ideal lines that also involve using bleargh as main attacker, you'll always have synth enabled from boss being trapper
bear trap can attack and holds weapons really well! enforcer doesn't even care if you're tapped or not to require being targeted
i think using 6 of your 7 cards as specifics for the example and one filler, the ideal line assuming no interaction would be
L1 pass holding 5
L2 pass holding 6 (you can legally make a bear trap but its gonna die for nothing every time)
L3 holding 7
waste actions playing: shadowcaster, reika, diffin, blockers, tube steak, bear traps, spare 0¢ atks, slingshot(only good with mom/dad)
after they pass: play bleargh
(assume a mystic lives) play swiftpack and whispers on bleargh, make blue, swing 5 twice (10)
play dad, attach both weapons, make green, swing 5 twice for 2¢ (20)
play quarters
play mom move one over to quarters, tap mom pay last token move other
swing quarters choosing apex become yellow, 7 twice (34)
its neat because the spare actions you use to buy time always protect you, and the combo itself ramps up in damage as individual hits so if the first few have to clear any defenders with block/enforcer, you naturally already do
if they do live, you're going into level 4 by drawing 2 and being able to make a bear trap and afford whispers+swiftpack equip even if every other fighter got wiped (just a modest 2+2 for 4¢ though) while knowing you can 100% play both cards and be drawing two every level now
quick notes: mom+1¢ moves swiftpack+whispers to new 0¢atk
dupes of fighters you swing with whispers and swap factions arent always the best
dupe weapons turn dad's active effect into mom's on enter effect, allowing you to play the dupe, get the swing, and pay 2 to recur onto an untapped fighter
the only stuff that stops this pre-retail have been
i've tried dreyver, Gates(a +4 on a 0¢atk with swiftpack+whispers) per copy, both ada/pia fortify to save one quaters/proX, calamity blaque (also often was a +4), data spike mostly as a 1of but it only works in the best lines with specific dupes or if game goes weirdly long,
autopilot, power play, mimeoscoped, voltage swap, and sludged...
all the tactics and responses have built in resistance from both whispers and shaman decks, and the spare fighters with block/enforcer just do better when u have to front load dead cards to buy time until opps passes
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HP: 16 | ATK: 3 (3)