Notes & Combos
Running slightly higher Danger! counts. Legally I do have to give a reason for over 40 in the list, and it's just to add a few more starter(s) over the soft garnets in the deck (the RR package). Cutting it to 40 would be perfectly fine and I'd just chop off the Chupacabra! as he REALLY becomes a non-starter if he hits himself. However, the Dangers! can really fix a gummed up hand. Two ambient 4s can either get the ball rolling or in a worst case scenario pump out a Bagooska, the latter of which you'll be scrambling to summon when a Maxx C resolves.
Deck really wants to try and kill T3 (woah), but surprisingly can go long if needed too. Tiger is truly only limited by Martins OPT and can start spewing out more material as long as she survived in the back. Leo Dancer is probably one of the most slept on fusions in the game, and combined with a banished Chick will completely dismantle a board. Redoer is in here for those occasional longer games as he can dodge slower removal and with a little luck off the top can give you more resources. He's also great with the send effects of the Lunalights and can get you a card back depending on what's sent so if you can get him into rotation early look for those lines!
Though this is ladder and you want these games over with, so replacing Redoer and Dweller/Evilswarm with the Raiders/Arc Rebellion package gives you another insane finisher using very little resources at the expense of a best case scenario T1 board being slightly weaker.