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3 (or 4) Accellerant+, 3 (or 2) Reckless Gas+, 2 Bane+ works if decks are 8 cards. On Purify Poison: two Accellerant+ is x9 uses 2 energy, one Purify Poison is x8 uses 2 energy. More card-efficient, less energy-efficient.
3 Enlighten+, 4 Meditate+ and 1 Premonition+ can work (possible 42 energy). Replace one or two cards with Mind's Eye if worried about energy.
Those are good filler cards. Digging using Neutral cards feels better with variety -- I use one each of Blind Blow+, Consume+ and Regroup+ (though your build doesn't have attack cards). Be adaptable rather than sticking to multiple of one card.
Could drop third spirit, replace Premonition+ or a Enlighten+ with Momentum+. Maybe replace a Ribbite card with Momentum+, too.
Sneezy Breezy
Whenever an enemy is banished, draw 1 card and gain 1 Energy.
@Lucallia thanks for the guide, thoroughly enjoying the deck. Not sure if you're still playing/looking at the guide, but have you considered using Karyote for the fill position? Having the extra card makes it that much easier to get the engine running. Granted the base stats aren't ideal, but that's easily fixed
Once i can actually get a Minoot I also plan to remove bane . Though I think this deck can also run fine without it. If you get momentum into play and have enough psychic to hit 99 energy within first turn there's really nothing that can really survive that. I kept bane mainly for going infinite and seeing how high I can stack the poison on 1 enemy. It's unnecessary otherwise.
@Gensoukyuou1337
As long as all your spirits survive the first turn it shouldn't matter even if they're all dropped to 1 hp. It's why I focus hard into hp and armor. Of course you'll want to heal them up before the next fights but once you get your set-up going you'll have 99+ energy. You won't need all that to kill the enemies you can use some of that to heal before you end the fight if you don't want to go into the medallion to heal every time.