Zero Marksman Burn
I built this Zero list so blockers never get to stay on the table. Ember Marksman, Collateral Beanz and Cinderwake Ritualist snipe their guys while I develop mine, and Ember Marksman hits Defenders for 4! Let him cook.

Deck
Game plan
Early turns
I lead with Cinderwake Seer, Rei and Fanatic Kindler while Ruby finds Cinderwake Ritualist or Pekiro and Glass Blower, Hokuto grabs burn.
Middle turns
Ember Marksman deals 2 on play — or 4 straight into a Defender. Zero's ability pings Ritualist to give it +1 attack and copy 1 damage onto their side.
Closing
Scarlett charges in and can take Infiltrate to ignore Defenders, then Enzo, Tenshin, Detonation Pact and Fire Orb finish their leader.
Mulligan
I keep Ruby or Glass Blower, Hokuto with a 1-cost entity and Collateral Burst or Detonation Pact. Send back hands of 4-cost cards and up.
Key cards

Deals up to 2 to an opposing entity on play, or up to 4 if it has Defender. Ishimaru's Carapace 1 leaves it at 1 health, and Carapace eats a 1-damage ping too, so finish it with 2 or more.

Deals up to 1 on play to clean up a 1-health body or finish off a hurt blocker.

Pay 3 leader health to drop a 2-cost entity into my Alley tapped for free while my life is still high.

Once a turn, when an effect hits it in the Garden, it copies up to 2 of that damage onto another target.

Play him in the Garden to blast a leader or entity for up to 3.
Tips
- Ember Marksman only gets the 4-damage upgrade if the target already has Defender when you play it.
- Zero's ping, Detonation Pact, Flame Eyed Reika and Fire Orb all hurt my own leader, so do the math before you cook yourself.
- Leave Cinderwake Ritualist and Pekiro untapped unless the swing really matters so they can't get attacked back.
Versions
- Version 2Oct 31, 2026 update
- Version 1First list





























