Notes & Combos
Play around Nibiru, ending on arise-heat + at least 1 hand trap with followup is good enough. Searching Tear Kash during your opening and using it on your opponents main phase before they start to combo is key as they wont have 6 cards.
Ash should be your last interruption used since they just make Hiita and combo with it
Droll and kaijus were just used as small world bridges as well as getting shifter out of my deck after it becomes a brick
I'm a believer of having good material targets for arise-heart to interact with the board