Okay, I think I'm going to go for the
Valley of KingsOrgan Harvest x4
Enkephalin Refinery x3
Anglerfish Dragon x1
Mountain of Bodies x2
Nightly Sweep x2
Fog of War x2
Stygian Skiff x2
Ghost Eel x2
Restless Spirit x4
Bombardment x3
Demon Footsoldier x4
Release the Lifeboats x3
Backfire x2
Cyberpunk Waifu x1
The Red Mist x1
PGW x1
Hell-Broth x2
Destructive Analysis x1
Focusing my deck on the Region this time, but in a way that I think
should prove viable in other regions as well. Unfortunately, the only Grey cards we have that are really worth bringing back from the grave are the Mountain and Nightly Sweep, but I still think it should prove good. In particular the combination of Refineries, Lifeboats, Harvests, and the one Destructive Analysis for 'just in case' purposes should prove incredibly useful if they drag me to The City and, well... you'll just have to trust me on The Red Mist in the Dragon's Graveyard.
Of note, we have uh... literally only three cards that 'support' the Airbase, and one of them is very nearly a net-neutral effect. Also:
Aren't you supposed to be Mr.Consistency? The ability to pull any card you want is powerful on its own, and I have enough backfires that I can afford the cost. It is designed to work well with MoB and does a pretty good job of it, but it can also:
-Grab me Unintentional Bombardment whenever I need a board wipe
-Grab me Fog whenever I need to face punch, or summon+flip
-Grab me Cyberpunk Waifu when I have a hand full of Backfire and Fog
-Set up and grab me Isekai (if I do get my designated area then I have double star gen and thus can use it fairy easy)
-Give me a monster cardo when my hand is filled with spells
You can't just plug and chug for free MoB, but it is a really versatile card even when the discard is considered a drawback.
While all of these do technically work, remember that you are ceding a turn to your opponent in any of these scenarios. If you're in a situation where you desperately need a board-wipe or face-punch, you will be a turn behind on doing so, which you could easily lose your opening(or even the game as a whole in the former scenario) during. This is very much a "when you've got a combo already set up but don't have the exact right card to put it in motion" card, which is why I'm personally using so few of it, as the situations where it is necessary are few and far between, and I'll essentially always have an alternative option in them.