Hey yeah of course! Depending what version you use, your goals with Horus in Gene are: 1. Get an idea what hand traps your opponent has (I can explain this further if needed) and to force early use. 2. Set-up appropriate counters if possible (S:P, Galaxy-eyes P Lord, Dingirsu). 3. If you bricked, Horus can use the dead cards to gain advantage, make disruptions, and last resort plays if you had nothing else (Coach King or Zombie Vampire). 4. Put free bodies on board which you can use for anything you need (including tribute summoning the big guys lol). Let me know if this helps! I'll mention that one thing you can't see in the replays is my opponent reacting or thinking (delay/field light up) when I make a move. To make plays, I am reacting to these to decide on how best I can reach an end board. It's also important to know when you'll benefit more from using Horus and when you won't. There is a new gameplay video of a slightly changed list and another video coming up, but the ideas are the same. Check them out to have more references or let me know if you have other questions! Do your worst google translate!
Hey the decklist for this version is in the video linked in the description and the end card. The Zombie Vamp variant is in the "8-0 to Master" video at the end. I had chapters made for these videos but they recently stopped working, the timestamps are in the descriptions. What did you use?
Runick is great for playing to the control aspect of Generaider, but because it locks you out of attacking and that's a very viable win con for the archetype (+1k to both stats on the opponent's turn and a staple xyz that reduces the opponent's field by 1k), it just runs into too many hiccups synergy-wise. But this, this seems to totally work because it plays to both of Generaider's inherent strengths.