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
- Count the damage you can deal to a leader without attacking. Two or three such cards turn close losses into wins.
- 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.
- Against Defenders, use Infiltrate: Scarlett can give itself Infiltrate when it attacks.
- Fire has the most burn: Detonation Pact, Collateral Burst, Fire Orb and Enzo.












