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-fiend fire can help. Basically wait until you have 8-10 cards and you can do a ton of damage, maybe make them vulnerable first.
-offering to help boost initial card draw.
-Seeing Red for turns when you want to chain a combo.
Just pick up plenty of exhaust, and avoid cards that add wounds to your deck, unless you have medical kit, multiple fiend fires, or true grits.
-Searing blow with armaments in the deck, block while you upgrade it multiple times and it becomes super powerful in a few turns. (only works well in smaller decks, 12-20 cards or so)
-Also, I have had evolve work well with pyramid, with ways to put a card from your hand on top of the deck for insane card drawing ability with wounds (warcry, and the colorless version of it). Takes time to get the card engine going efficiently.
-do not take clash with pyramid, or snecko eye