Notes & Combos
As we enter the tenpaipocalypse I have overhauled the entire deck. I have completely switched out all breakers aside from droplet (as it's useful going first) to a massive handtrap package. I specifically chose to run chill over veiler as I can use it at any point on either turn and it can work under shifter. The extra burn damage can come up as well and make lethal easier.
There are also some 1st turn options in the extra deck when tenpai wins the coin toss to reinforce CAGG pass such as almiraj and bagooska. I dropped duel package entirely as it doesn't work under shifter and does nothing going first. In exchange I have bumped up fusion to 2 as in duels where we are forced to go first it does come up. Megaton is still there as I have found on occasion that tenpai will pass on an empty board if I stop sangen/genroku and they are bricked on handtraps/breakers.
While AG certainly has a difficult tenpai matchup, it is not entirely unwinnable if you are made to go first. CAGG is a formidable battle floodgate that is unaffected by breakers and forces the tenpai opponent to open more than 1 starter, possibly up to 3 starters/extenders if you are able to defend cagg with handtraps or extend into an almiraj or bagooska along with it. There is also the factor of newer tenpai players not reading.
Replays
If you are interested in seeing my build in action, I have several replays up. You can follow me and watch them by searching this ID! 837-020-271