Created by OscP26 on 2/20/2024

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This deck, as you can tell by the name, aims to be inevitable, and feels a little unfair to play against without the correct counters!


Reveal Voss to go first, although it shouldn't matter if you go first or second (it just denies the opponent the chance to set up). Also start Bronwyn and Toad.

𝐓𝐮𝐫𝐧 𝐛𝐲 𝐓𝐮𝐫𝐧

Turn 1: Use your totem onto Overtoad.

Turn 2: Play Necrotic Implement onto Voss, making him take a damage from Bronwyn's ability. If need be you could use winds of purity to remove a patch instead, although you would much rather start damaging Voss early, so if it can wait then leave it a turn.

Turn 3: Deadly Transmission comes down, and Backhand Voss to deal 2 total damage because of the ability. In the very best case scenario, at the end of this turn Voss will be at 6 damage, although this is fairly unlikely.

Turn 4: Play the Derelict Countermeasure onto Voss.

Turn 5: If Voss is undead at this stage, you should be able to Virus Injection and pick up a kill. You have some RAM flexibility with your totem, a Kuma swap and maybe a battery to do extra damage to Voss using Bronwyn as needed this turn, so ideally you can take down their scariest character.

𝐓𝐢𝐩𝐬/𝐇𝐨𝐰 𝐭𝐨 𝐏𝐢𝐥𝐨𝐭

It's unlikely that the steps above go exactly to plan, so some general scenarios are:

If they have lots of patch removal it will slow the deck down a fair bit, although it doesn't actually stop the combo. Voss will still be being damaged by Bronwyn and if the opponent is just spending their turns removing everything then they aren't threatening you. I think in the late game this deck is pretty favoured, so just wait it out, keep your characters healthy with Overtoad's ability and Combo Breaker.

If they have constant suspension on Voss, you have an answer to that with Timber of the Taiga. Since J-Kuma gives a VRAM on swap, you can cycle the Shining Moon to get straight to the Timber and stop Voss's suspension. The problem becomes if they also can remove the patch regularly whilst still suspending Voss. If so, you're in for a grindy matchup but it likely limits their damage output to do that often. Muramasa can try and take down the offending character when combined with Bronwyn's pings, and if the game goes really late to overload damage, being able to lose max RAM to be safe is important.

Other than that, an opponent's main way to win is a pure damage race, which is why you have big chonky Rekka, so you can stall them out. Rekka and Overtoad are able to protect your characters and slow down the opponent while still letting you set up Voss for the Injections. With each kill the game becomes easier since they start losing options fast if you pick your targets correctly.


With this style of deck, the combo is pretty set in stone, I can't think of much I would change on most characters. Rekka's stack can definitely have whatever in it that keeps you alive, and I might try some bigger things like a Forcefield of Boom or the like. Maybe J-Kuma would be better with another 1 cost over Muramasa to reliably protect from suspend every turn, but for now I like the backup damage option.

Thanks for reading, hope you enjoy the deck!

Stack 1

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