Notes to come. Briefly there was a hard time dealing with other characters that relied upon momentum to have the kill turn. So momentum hate needs to be considered. As of right now Earth and Water where considered in the side and main board. Now seeing Chaos making an entrance there need to be counter play in there for that symbol. This deck has some defense but does not want to commit to do and Enhance (sorry passing the torch). Reason: This deck can do the kill turn on 28 hp (or less) in one turn on turn two with 4-5 foundations. Look out for Capture Evil Doers, because this deck wants the momentum to have the kill turn with either Engine Rush or Recipro Burst. Burst does feel easier to do but CED stops this, Engine Rush comes in with better stats and with it being a mid there is a better chance that they have done their mid blocks. Every opponent is still looking for IS 1.3M Volts being the problem attack. So they will hold a low (Benefit Engine Rush) however, Extend is a low but can pump speed much easier. With in this deck Extend can pump +4 without momentum (Natural Leader, Defrosting, Extend, and its own stun).
Will be looking at more changes for adding momentum for the kill because 4-5 will do it for both Engine Rush and Recipro Extend.
Also to note. That IS 1.3 MV can be changed to a mid with Tape and then get the same bonus speed from Natural Leader and that is enough to also be a kill turn, hence the 4x/3x respectively.
To not Drowning in Resentment is good both offensively and defensively and works well with Challenging the Fakes on defense. Drowning can push the extra damage because this deck runs only 3x main board non stuns. This is also why it runs Charged Up to get the extra momentum that is needed for the kill because only 3x do not have this keyword