How do you finish the games you almost win in the Azuki TCG?

Add reach: damage that gets to their leader past their board. Charge entities like Indra or Black Jade Brawler attack the turn they arrive, a weapon arms your leader, and direct damage like Tenshin’s 1 or Lightning Orb’s 1 finishes a leader at low health.

Leaving them at 1 health is like almost catching the ice cream truck and then it drives away. Pack some reach so you actually get your ice cream!

How to tell

  • You lose games where their leader was at 5 or less.
  • Their Defenders and Taunt stop every attack you have.
  • Your last cards are all entities that cannot attack until next turn.

Example: Their leader at 3

Their leader sits at 3 behind an untapped Defender, so any attack you make gets redirected.

Tenshin deals up to 1 to a leader when you play it: 2 left. Lightning Orb deals 1 as a Response when they attack you: 1 left. A second Tenshin next turn finishes it, and no attack had to get through.

Real example: Miharu Death Garden update: less blocking, more winning

Real example: Renji Triple Source Blast update: no more dying early

How to fix it

  1. Count the damage you can deal to a leader without attacking. Two or three such cards turn close losses into wins.
  2. Add Charge for the last turn: Indra and Black Jade Brawler, or The Red Bean to give Charge to an entity that costs 4 or less.
  3. Against Defenders, use Infiltrate: Scarlett can give itself Infiltrate when it attacks.
  4. Fire has the most burn: Detonation Pact, Collateral Burst, Fire Orb and Enzo.

MochiBosu’s decks with these cards

In other card games

Questions

What is reach in a card game?

Damage you can deal to the opposing leader without getting past their board: burn, Charge and effects that hit a leader directly.

Can your leader attack in the Azuki TCG?

Only with a weapon or an effect that gives it attack. Weapons go to the discard pile at the end of the turn.

More deck-building guides

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