Union Arena - That Time I was Reincarnated As A Slime Analysis
- Degenerate

- Jul 8
- 20 min read
The best part of this set is likely going to be its size. On its English release, we’re receiving the Japanese starter deck cards, Volume 1, Volume 2, and a run of support promos all in one box. This being said, there’s a lot of options to look over when figuring out if you want to play this set. Many decks blend into one another and have slants to how you’d like to play them. I’ll try to be more brief with this set because there’s a lot to cover, but between this set and the upcoming 100 Girlfriends set, there’s going to be a lot of new decks introduced to Union Arena in a brief time period. Let’s see what we’ve got.
That Time I Was Reincarnated As A Slime Set
Blue Rimuru (And Friends)

This deck and its three permutations is likely what people are looking mainly for in the That Time I Got Reincarnated As A Slime set, so it’s coming first in the line-up. This deck and its archetypes revolve around using Rimuru (and a companion or two) in order to gain advantage and slowly achieve victory by filling your sideline with 4000BP characters, event cards, or in some cases… both. I’ll be breaking this deck down as carefully as I can, but much like the decks in Sakamoto Days, you can make your own recipe for this deck, playing what you’d like in your build and trying out what feels best for your playstyle. It’s a very versatile deck, albeit at the cost of a lot of Super Rares and Promos to fill them out. I’d like to start with the Slime first, Rimuru:
The Rimurus:

Rimuru [TSK-2-018]
This is a Raid Rimuru that will be the majority of your advantage engine, no matter what build of the deck you play. Its first effect draws you a card by blanking the effects on one 4000BP or higher character on your field (hint: you don’t have to exclusively pick from your front line if you don’t want to) in order to draw you a card. The second effect lets you -1000BP a character on your opponent’s field, making your smaller units more effective attackers, or comboing with Rimuru [TSK-1-107] which will be mentioned momentarily. Then, it lets you push up a unit from your back line into the front line at the cost of discarding a card (and having four 4000BP characters in trash already). This card does what you need for all builds of the deck and is still a competent attacker at 4000BP itself. This is my favorite Rimuru in the set, purely for its flexibility and utility.

Rimuru [TSK-1-107]
This is the offensive end of your deck. You can tell because this Rimuru has a frowny face in the art (as well as having Impact if you’re more a fan of reading card text rather than looking). It has a pretty pathetic sidelining capability, what with it only killing 2000BP characters, which is conditional on you having two or more 4000BP characters in your sideline. It feels a bit underwhelming at first, but an Impact character which can delete a chump blocker (which may also have Nullify Impact as a keyword), it’s a decent threat, especially if you opponent doesn’t choose to remove it immediately, as that means you have a free 4000BP swing with Impact every attack phase. It’s a solid card, promotes your Rimuru slimes in the back line into competent attackers, and keeps opponents at one life on their toes.

Rimuru [TSK-1-053]
This is a pretty heavily costed card. At 2AP to play without a “set to play as active” line of text, it’s not going to be a strictly offensive tool, especially early game. It’s better to think of this Rimuru as a funky 4000BP attacker with a Revived Memories [CGH-2-049] stapled onto it with the upside of playing another card set to active/Raiding with it if you fulfil its condition of having four 4000BP cards in sideline. This is more or less a catch-up card that you use in niche situations, like if you’re ever thinking of playing a card as a blocker primarily, but you also want to fill out your front line. Everytime I’m tempted of playing this from hand, it’s either late game where I want a Rimuru [TSK-1-107] to come out and swing with Impact and I don’t have one in hand, or it’s mid-game and I’m ahead on tempo, so I’d like to cash in some of that tempo to add a Raid to hand for a future turn. This is my least preferred Rimuru, but I still end up playing it at one or two copies because it’s generally useful, if only in a late-game scenario.

Rimuru [TSK-1-052]
I like this card, but it feels like a really watered down Rimuru [TSK-2-018]. Yes, it’s 4000BP so you can use it to fill your trash with 4000BP characters, but there’s a lot of setup needed to get this card’s good effects. It gives your opponent incentive to block the character Rimuru targets, but letting the card go through isn’t going to be terribly detrimental to their game state. I feel it’s a worth-while addition, especially to a budget build of this deck, but every time I want to cut a card, it’s always this one I reach for first. Working that hard for an extra attack feels like the light at the end of the tunnel, but I so seldom get more than one extra attack off. I think it’s a keeper, but I’m not thrilled about it.

Rimuru [TSK-P-004]
This Rimuru is the backbone of all Blue Rimuru strategies. A pseudo-0-energy card that lets you filter your next draw, is printed 4000BP for checking stats in sideline, has a life trigger, and even punches harder than a 1500BP attacker if you want to have some early game aggression. Do I even have to mention it’s a Raid target for all of the Rimurus above that need to Raid? I love this card, it’s a four-of in every Blue Rimuru deck. The only downside is this promo takes up a rare slot in the sealed packs. If these were distributed as proper promos, I somehow feel that this would be a better way to get these than ripping them out of packs.
Now, Onto the Friends:
And now, we move onto the other cards you can mix into this deck: Shizu, Soei, and Shion. You’ll notice a lot of cards mention targeting a character not named Rimuru to get its effect, and that’s what these guys are: your primary targets for these effects. They all do good work, but considering decks cap out at 50 cards, it’ll be difficult to put these all in and have your Raid and Raid-target ratios perfect. I recommend picking a friend and sticking to it.


Shizu [TSK-1-102]
This card is the ultimate tragedy for me. When I started playing Blue Rimuru, I was playing the Rimuru/Shizu build because it just felt like it was meant to be. The Japanese players got a starter deck for this exact build too… all the way in 2023. And let me tell you: This feels like a 2023 Union Arena card. It’s not under-statted, but it’s also not under-costed. Damage 2 is great, but it doesn’t play active. Drawing two cards is absolutely nutso, but when-sideline means that if this card ever gets hit with non-sidelining removal, you immediately
begin experiencing depression. You’re not even incentivised to block with it because Damage 2 only gets more valuable the more attacks it gets in. I like having this as an option in Shizu focused strategies, but it feels slow. It feels outdated. The speed at which Union Arena plays now means you have to get this Shizu out ahead of curve by activating an AP using a final or risk playing it into a board where it’s not going to recoup the 2AP you played to use it. I’m willing to bet there will be some matches, maybe one out every twenty where you’re kicking yourself for not including two or so copies of this card just for added pressure, but it’s not worth it in my opinion.

Shizu [TSK-1-043]
This card is a markedly better Shizu than the one above, but once again, it feels like 2023’s character design decisions are falling behind in 2026. This one plays active, making me feel a little better about it. It returns a card on your opponent’s field to hand, circumventing when-sidelined affects and sometimes, keeping a card out of the sideline (looking at you, purple decks) is a better idea than outright sidelining it. The one thing keeping me from recommending this card… is that it does sideline itself after your attack phase. Not at your next main phase where you might be tempted to use this as a blocker… your attack phase. This card reminds me of a more suicidal Ichigo [BLC-2-018] from Bleach Volume II, proving that sometimes not coming in active is fine if all you want is the removal. You can negate its self-sidelining effect with Rimuru [TSK-2-018], but don’t rely on it – This combo is 4 AP and 3 Cards worth of set-up, so tread lightly if that’s your plan for a crack-back. I will say this however: This card represents a sort of a checkmate card in Blue Rimuru decks. If your opponent has one life left, and four blockers, you can play this on field, bounce something back to their hand, and you can be assured one of your attackers is going through. It’s a card I dislike on principle, but a card you’re going to want for the Shizu variant of the deck for that situation specifically. Remember: removal trumps all, even if it’s really crippled removal.

Shizu [TSK-P-002]
The promo cards for Slime are essentially guaranteed a spot in their respective decks, even if this one feels a touch worse than Rimuru’s promo. It’s a 4000BP body, mills from the top of your deck in case you need more 4000BPs in sideline, and it can even have this effect negated if you want via Rimuru [TSK-2-018]’s Main effect. I like this, if you’re playing Blue Rimuru run it at four copies, and this might be the only Shizu you would run in other builds of the deck purely for diversifying names and having a two-energy generator. I like it, but it’s nothing wild.


Soei [TSK-1-060]
This card is strong, but in a very subtle way. This is the best pairing for Blue Rimuru, as he can spit out his raid source as a new body on the field for you to Raid on top of. Getting a free play of a card is always a good effect to have. Plus, his unblockable effect makes him a good late-game finisher if your opponent forgets to place a character with <4000 BP on their front line to block. Soei is a card with great fundamental strength behind him, and even though he’s looking for Event cards instead of 4000BP characters, it doesn’t take much tweaking to add him into a Blue Rimuru deck.


Shion [TSK-1-056]
I feel like this card is a generally a weaker addition to the Blue Rimuru deck. That’s not to say that this card is bad, but it certainly feels over balanced. This is another one of those cards where you can feel 2023’s card design sneaking in. Paying 1AP to activate Damage 2 was good when the likes of Renji Abarai [BLC-1-047] was running around, but nowadays feels like an expensive cost to just make Shion a little more threatening. There’s a lot of what-ifs on this card too. The When Played to draw a card if it’s blocked is good… if it comes up. The -2000BP on your opponent’s front line is good… if your opponent has a larger blocker you can’t normally contend with. There is the upside of these effects all being live, completely ignoring the Event-Cards-or-4000BP-characters-in-tsideline criteria a lot of Rimuru cards have. On the best days, this is a solid attacker that can clinch out a late-game swing while threatening Damage 2, but don’t put all of your eggs into this basket.
Green Milim, Rimuru, and Veldora (Also Demon Lords Not Named Milim)
The pink-haired menace is here to destroy your opponent’s characters, sites, and any hope of a late-game victory. If Younger Toguro [YYH-1-025] had a counterpart in Union Arena, it’d be this brat. Milim is also part of the Demon Lord archetype, a who’s-who of demon lords not named Milim that have their own gameplay strategy outside of stacking absurd amounts of energy generation and punching your opponent into the emergency room. Veldora and Rimuru make up their own deck as well, playing characters by effect to gain special abilities. This is the punchiest color, wanting to turn the Attack Phase into its best opportunity for effective removal.
Pink Haired Menace:


Milim [TSK-1-005]
Milim is one of the scariest cards I think I’ve ever seen in Union Arena. This is the one card where site removal is a bonus effect too, so the fact it can eliminate a Monarch’s Domain [SLG-1-035] the second it Raids only makes this card feel better against a field-focused deck. Snipe-Impact is the primary mode you’ll be using, as Milim’s When Played gives her the Snipe keyword to deal with effect-protected nuisances on the field. Don’t underestimate the Damage 3 on this card when attacking too. There has been many times where I can swing Milim on an empty board and throw in a chump attacker after her to clean up 4 life from my opponent in a single turn. That’s a massive swing in tempo and makes building up to her feel worthwhile. Like all Milims however, Red Kenshin and other push-back decks are going to crush this deck, as it relies on having 8-or-more energy available at all times well into the late-game. This card feels like Kurapika [HTR-1-074] with a ton more upside for just one more energy investment.

Milim [TSK-2-066]
What If I liked Milim’s Snipe-Impact removal, but I wanted it to be even better by just blasting characters off of my opponent’s board? This card is that answer. At a massive 9 energy cost (!!) you need to be careful playing this card. More than likely, these will be languishing in your hand in the early to mid game, but it behooves you to keep one in-hand at all times. A return-to-hand removal and a sidelining removal all on a card that still gets to attack is nothing to scoff at. There are limitations to this debauchery however, as you can only gain the strong double-removal effect of Milim once per turn, not to mention she un-Raids herself during the end of your opponent’s attack phase.This card’s removal is also unconditional, so BP limitations aren’t an issue. This card is hard to finally Raid into, but once you do, all of the struggle will be worthwhile as your opponent’s front line completely vanishes after it’s used.

Milim [TSK-P-006]
This is the English-exclusive Milim we got for the set, and I got to say, the Milim promos released both in Japan and the English formats really boost this deck to incredible heights. A card that doesn’t get sidelined for two turns when it’s played, plays active for attacking, and can even generate energy on your front line is utterly absurd and well worth passing up Drago-Nova [TSK-1-097] as your Special trigger in the deck, especially considering your Raid Milims will likely be doing plenty of removal on their own. This is a much-needed defensive staple in this deck. It can even be combined with Luminus [TSK-2-071] as your Color trigger in deck to free up your back line in order to generate a good chunk of energy in your front line, if you’re okay paying 2AP for that upside.

Milim [TSK-P-003]
This is another card that’s deceptively powerful, and I remember playing Green Milim in Asian Union Arena format before this was included in the deck. It’s a really cheap and easy way to accelerate or stabilize your energy line. This is going to be your likely Raid target too, as it can quickly launch you from six energy to eight in order to play Raid Milim when some worth-while targets have developed on board for removal. I love playing this card
Milim Accomplices:

Ramiris [UE20BT]
Is this card wasn’t printed in Slime Volume 2, I don’t think the Milim deck would even be remotely effective. This card has a crisp two lines of text that mean a world of improvement. Just to get your gears turning: You can play Ramiris [TSK-1-086] when going first. Then, use this card’s Rest ability to generate two energy. Play out a Frey [TSK-1-081] with your two fulfilled green energy, then raid Ramiris [TSK-2-068] on top of the rested Ramirism drawing a card just to keep your hand full. You are now at 5 green energy generation on your second turn while your opponent realizes, in pure terror, you are only three energy away from delivering unto them a Very Bad Time. You can even use this as a pseudo-AP Draw in your Main Phase if you just have a Ramiris lying around, generating one energy, and want to upgrade it.

Ramiris [TSK-1-088]
I like this card, in general, but… I feel like this is more for a Demon Lord/Rimuru/Veldora deck than Milim? Sure, this plays out bodies for free, which in modern Union Arena is practically a pre-requisite for relevance, but that card needs to have two-or-less required energy. In a big-energy-line deck like this, I’d honestly just rather play a Milim [TSK-1-083] and have an attacker on-standby. I think other players will have better luck using this card than me, but every time I saw this card in hand, I really didn’t want to play it unless I could squeeze out that additional value of playing a Milim out as a raid target, for instance. I think this is a good inclusion in a Green Milim deck, I just… didn’t vibe with it.
Rimuru and Veldora:


Rimuru [UE20BT]
Did you know every color has a Rimuru, and this lone green one is the primary playmaker of the Rimuru and Veldora deck. A lot of cards in that deck gain effects when played by a card effect, such as via this card or Invitation from the Demon Lord [TSK-1-099] (if you prefer gambling). Having this effect be stapled onto an Activate: Main ability makes it a lot more consistent. There are times when I try to play Rimuru [TSK-2-070] for this effect, and it all feels a bit… clunky with that card. It’s best to have the featured ability of your deck glued onto a character than it being a one-time effect. The biggest downside is this card needs to be in the front line to use that effect, so it’s wearing a massive “Pretty Please Don’t Sideline Me Please” sign on it.

Veldora [TSK-1-071]
You know what’s almost as good as Snipe-Impact? “Your opponent must block this character’s attack if able” and Impact, and it’s a whole lot cheaper than Milim that’s for certain. This card is a powerhouse. You’re looking to repeat this effect as often as you can using Rimuru’s return-to-hand ability to re-raid him, even if you have to pull the already-raided card off of the field. Gaining the 1000BP when it’s played by effect also means that a majority of cards are going to get bopped by this. If you can narrow the field down by using Lord of Gluttony [TSK-1-098] to remove a sub-optimal target, these Veldora attacks can get pretty nasty pretty quickly.
Demon Lord Lightning Round:

Luminus [TSK-2-071]
This is a good Color trigger in Milim but I’d keep it away from Rimuru and Veldora focused decks. It’s a good card, but I generally end up reaching for another Color trigger instead of this one. This is just my personal preference.

Clayman [TSK-1-078]
I like this effect in general, but there’s not a good way to play this card that isn’t just dropping him up front fo block or scooting him from energy line, but one turn later. I’ve sneaked a few damage in my test games with this guy, so he’s not that bad, he’s just mediocre.

Clayman [TSK-1-077]
I like drawing cards, and if you feel like having no trigger is worth drawing cards, you can use this man as a chump blocker that gives you the delayed gratification of drawing a card sometime in the future. Nice.

Carrion [TSK-2-063]
A Double Block character with an Active trigger is always a super-nice inclusion to a deck with space in it. I know Sung Il-hwan [SLG-1-023] is included in some Solo Leveling purple lists just because this is a good way to block a bunch of smaller units. Carrion is a solid card in general and an awesome early-game defensive wall in Milim decks.

Carrion [TSK-1-075]
I like these staple zero-energy Negate Impact cards. It’s a good addition if you feel your deck is going into an Impact-heavy meta.

Guy [TSK-1-076]
It searches for other, more useful Demon Lords and that’s about it.
Purple Hinata, Luminus, and Team Reborn
This is the color introduced in Japan with the Volume 2 set of Slime, so these effects feel a lot more modern than the playmakers in other colors. Modal effects on cards are often stronger because you can customize the effect of a card to do what you prefer given the situation you’re currently in. Purple Slime decks play with this concept as well as the obligatory manipulation of cards in sideline or cards being sidelined for effects. By “play with” I mean more… dismissing the concept entirely and getting all of the effects. Fuck it. It only costs a card in hand. Why not?

Raphael Stratagem with Team Reborn:

Rimuru [TSK-2-044]
Rimuru here is more for set-up than any kind of pay-off. By coupling this card’s Activate: Main effect, you can make all of your modal effects on purple cards (including event cards) fire off simultaneously. Rimuru is a pretty plain card, just cleaning up your hand a little bit when he’s played, but the strength of this card is unlocking all of the modal effects of other cards in the deck. Knowing this, you can assess the following cards more accurately.

Shion [TSK-2-053]
Shion has no When Played effects, so be sure she’s able to get attacks out in order to trigger her abilities. It’d be a shame if this is the card that gets hit with a Special trigger while you’re probing for some damage with other characters, yeah? With either a 2000BP boost to another character, boosting herself 1000BP and gaining Impact, or playing a Team Reborn card from sideline at the cost of a card from hand, she’s a very flexible card. Shion is undoubtedly the best aggressor in this deck, and her modal effect to gain 1000BP and Impact when attacking is worth using even if you aren’t powering her up.

Shion [TSK-P-005]
The promo card for Team Reborn is a solid addition to the deck, but it’s not as flashy or impressive as the other characters’ effects provided by using all modal abilities on the card. It’s still good, and definitely worth playing at four copies, but it’s unlike the Milim promos which elevate their respective deck head and shoulders above what it’s normally capable of achieving. I could see this card being cut to two or three copies if you need space for other options in your deck build.

Diablo [TSK-2-030]
Some cards like Yhwach [BLC-1-023] don’t get a lot for the 2AP you spend on playing the card. Others are more valuable, like Mikasa [AOT-1-105] able to hit the board active quite easily and start swinging with Impact, or cards like Heisuke Mashimo [SMD-1-007] provide excellent removal but aren’t able to play active because of this. Diablo just… has all of this plus a draw two, discard one effect tacked on as well. If you can trigger all three of his effects at once, this card delivers a massive amount of value from just a single card played out of hand. However, keep in mind this has to be done with Rimuru’s Activate: Main ability or the event card Answer [TSK-2-057] backing him up. If you only get to pick one effect, his usefulness dwindles to that of a more mediocre Union Arena 2AP character.

Hinata and Luminus

Luminus [TSK-2-048]
Luminus is the Damage 2 cohort of the team. She provides some nice play-for-free-from-sideline effects whenever she wins battle, which by stacking Damage 2 on her as often as you can, makes it a real easy sell to block this. I’m not sure how I feel about sidelining a card to re-activate this card’s When Played, but at least it’s easy to recur the card you sidelined back. You would think more cards would gain advantage from being sidelines, but they seem to be leveraging the When Played abilities to be used when this card free-plays a character.

Hinata [TSK-2-034]
Right off the bat, drawing a card on a Raid is good. Then, making this card immune to Trigger effects means that you can swing your Luminus first (like you want to) without having this card accidentally biting the dust. The When Attacking to switch a character on your opponent’s front line to resting and then also gain Impact is incredible, along with placing the source card into sideline so that you can fetch it out with more copies of Luminus. This card is incredible and the cornerstone of this strategy. It does a lot of good in a single card, making this a potent value play.


Yellow Kijin and Diablo
It’s a bit strange when a set has two archetypes that gain Snipe-Impact, but I guess Slime is just that big and that brutal. Diablo is a juggernaut of a card, but it’s a card like the blue Kenshin Himura {RNK-1-011] where to get his best effects, you need to make sure he’s boosted his BP to a sufficient level. Fortunately, there’s no shortage of these effects to gain BP. Even the Kijin deck wants to gain BP in order to keep pushing their advantage, so boosts fo BP seem to be this color’s motif. I’d like to also shout out Giving a Name [TSK-2-012], an event card with hybrid support that you can run in either deck. It’s a neat card and I’d certainly try mixing it into both archetypes to see how you like it.
Assorted Rimurus:

Rimuru [TSK-1-013]
It helps to talk about this card first as it could be used in both decks to some extent, but I think it’s more intended to be used in the Diablo builds most effectively. It’s a very simple card: Do we gain 1000BP and give it to the entire frontline, or do we only give one guy a bigger 2000BP? A question for the ages. It’s nice you can also trigger this effect when attacking, playing on effects like Gon Freecs [HTR-1-078] where you can get the BP boost When Played or When Attacking to never lose that value. The 2AP is a steep cost, however, and this card tends to be a removal magnet. It’s a good inclusion, just try to factor in this card staying alive for really only one turn.

Rimuru [TSK-P-001]
This yellow Rimuru supports both archetypes as well. Rimuru goes well with just about anything in this set it seems. This is a nicely protected support piece, staying in the back line and giving you the option to trade out a card in hand for a 1000BP boost when needed in the future. Promos in this set are very good, and as usual, I’d recommend maxing out copies of this card.

Rimuru [TSK-1-012]
Getting up to five energy to raid this card will likely be the most difficult part about playing it. Once it’s on your field, however, it provides a powerful BP boost to any yellow card on your field that needs it. This is an auto-include in the Diablo deck, and Kijin will love this effect too if you can get up to five energy. This feels more of a boss monster than the super-rare Rimuru mentioned above, truth be told. This card is kill-on-sight if you want to strop a yellow Slime strategy from having wave after wave of power attacks.
Targets for Rimuru:

Diablo [TSK-1-076]
Cards that gain keywords past certain BP thresholds are some of my favorite effects. You can only give this guy Snipe the turn he’s played unless you use Rimuru [TSK-2-003] to re-activate its When Played during a future turn. It’s not difficult to get this card up to 7000BP. In fact, it’s almost a given considering how many +1000BP effects there are in yellow.The trick is to keep this guy topped off, as a wise opponent will be killing your Rimurus that boost BP and not this guy. You get good mileage out of Diablo’s powerful removal, and any turn after the turn he’s played only generates more value for you.

Shuna [TSK-1-019]
This feels like a 2AP event card they’ve made into a character by accident. I’m not complaining, mind you, it does a lot of good for the Kijin archetype especially, but you do need to have a mass of Kijin ready before you can really utilize this card’s effect. It’s nice to leave in back as a Raid target for your other Shuna if you need one, making this character a mid-game menace when it comes to protecting front lines.

Shuna [TSK-2-007]
Cards that free-play other cards are great, so this Shuna is great too. She’s limited by the number of Kijin you have on the field, but if you’re in a position to raid over this card, you’ll likely be well set up to re-filling your front lines with oni. That additional 500BP boost doesn’t seem like a lot, but since a lot of Kijin end up at 3500BP base, it’s a good effect to kick them up to contending with 4000BP blockers on your opponent’s side of the board.

Benimaru [TSK-1-027]
A three energy Raid that has impact is a very aggressive stat line. Its effect is aggressive too, resting blockers on your opponent’s front line based on how many Kijin you have on the front line. However… resting a 3000BP card on front line later in the game is a little tough to accept, as most attackers will already be attacking at that 4000BP level. This deck intends to play fast and to win fast, so keep pressure with Benimaru’s Impact swings… and, uh, make sure he’s got some kinda BP boost, because that 3500BP stat line isn’t the greatest mid- to late-game.
Final Assessment
Most of these decks are… about even with each other! Between them all, the stand-out is Blue Rimuru and Soei with very powerful effects and playing out bodies for free. It’s a very strong strategy that I could accept arguments for it being Tier 1. The rest feel pretty even, like Tier 1.5 to Tier 2 strategies that play nicely against each other and can still score wins against technically stronger decks if you know how to pilot them effectively. I’ve won games against Yellow Sakamoto (if I got lucky), Purple Shadow Army, and even Yellow Eva (once again, if I got lucky) playing these mid-grade decks, so it’s not like they can’t punch up if you really like the Slime anime and want to represent these decks at a local or regional tournament.
This set is fun, which is the key takeaway from all of this. I came into this set pretty lukewarm on the whole, but after playing an untoward amount of games using Slime decks, I can say I’ve had a blast playing these decks as well as playing against them. While I wouldn’t call this set my new favorite, I’ve garnered a newfound respect for these strategies, and I hope while playing them you enjoy what they can offer too!

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