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As for my two cents, I think getting your black gems in chain enablers is a big deal. Cards that either cost 0 (like an upgraded Switft Kick/Mind Blast or, effectively, Concentrate (+2 energy (Overcharge if upgraded)) or cards that essentially cost 0 due to replacing themselves by drawing - Maneuver, Stoicism upgraded, Battleplan and such. Spending 1 card and basically 0 energy to get 2 chain (with your first chain hopefully coming from an Opener) can make a turn wildly more efficient. If you get even one black gem over a run, that's easily a third of your turns with a hugely more efficient Zen for it. And if you use Vision to make sure that card leads *most* of your turns... you can imagine.
Something I'll give you a lot of credit on is being willing to use Shii cards with the Future Strike start. Due to Rage being the main damage booster, and working on both damage types, it's much more important to just go after high quality cards for most of the run. Strong synergy cards like Mind Shatter can be clutch later, but for most of a run you just want raw quality attacks, and they don't care which deck you started with.
I came up with a big plan where I would pull my dream roster - delay rage, future strike a bunch, get vulnerability going, play a mind games to convert future strike to shi followed by a mind shatter for hundreds of damage on floor three. I also thought I would be using foresight to mitigate the costs. Well... That was unrealistic.
I'll test out a few more 2-3 card synergies before I watch the big boys do it. Unlike StS, I don't mind losing this game repeatedly. Every time I get stomped by the final four, I think, "that was preventable" or "I needed scaling on _". It'll click eventually.