Personally like the interaction of the deck;
Level 0 offers a myriad of powerful effects including a cost-less runner, hand-fix-cum-oversize, tap 1 salvage brainstorm, stock-outlet deck searcher, and a mill/1-stock bond.
Level 1 is where the choice lies, featuring a never-before-seen 1-cost summon + [cxc] "CHANGE" (into a level 2 from hand which gets the 1/0 event counter that pluses) , along with a cost-less wall as the main target for the summoning but also works as an alternative play to the climax combo.
Level 2 mainly is focusing on the combo, however if faced with opposing early plays a myriad of solutions are available such as our own early play which draws to our advantage, a bottom-deck suicide squad to get rid of the more pesky variants, or a bomb which also works to power up other characters on stage, honorary mentions also here are the back-row supports which either searches the deck as utility or disrupt any opposing counters, as well as a stock swap (need i say any more?)
Level 3 being the endgame, the main goal is to close out games with double burns, while also having a fail-safe "heal-to-stock"-cum-"field-swap" in anticipation of anti-heals, jokers, and annoying things of the like.
All-in-all the deck aspires to close out games as efficiently as possible, but sometimes people just like playing annoying things, so this is just a personal way of "mine-sweeping".