Notes & Combos
Skill discard a fiend, send crimson, search sprinter. Sprinter revive crimson. Crimson + sprinter into rising. Rising revive crimson. Crimson summon red and synkron. Red + rising into scarlight.
From here it depends on extenders.
With garbage lord: Summon garbage lord. Synkron + garbage lord into 2nd rising. Rising revive synkron. Synkron add red to hand. Skill return red and synkron to set red reign. Crimson + rising into void ogre.
With luna/wildwind + fiend: Skill return fiend and synkron to set red reign. Summon luna/wildwind. Crimson + luna/wildwind into 2nd rising. Rising revive crimson. Crimson + rising into void ogre.
The goal of the deck is to setup red reign + void ogre. This is very strong because red reign is protected by void ogre and vice-versa. As a result it requires specific combinations of none-engine to break the board. To make the additional void ogre you need to open one of the 8 extenders luna, wildwind or garbage lord + a few fiends. Hands with garbage lord + 1 fiend or luna/wildwind + 2 fiends are able to end on red reign + void ogre. The deck is strong enough going first, so I decided to play none-engine that helps going second. In retrospect I should have played 3 into the void. The card cycles itself for none-engine/extenders after you've thinned your deck by a bunch of combo pieces you don't want to draw. Even the "downside" is helpful, making sure void ogre can be used.