Thursday, September 13, 2018

Miracle Fighters ~Miko & Mel~ Katana World Set Review


So the time has come. Katana World is getting it's new archetype for the Ace season and boy is it shocking! HAHAHA... ha... ok. Puns aside, the archetype is a new twist for Katana World but I'll get to that soon.

What really impressed me was how well Bushiroad was able to hide the mechanic of the deck for a respectable amount of time. Even after we knew about 6 cards for Electrodeities, the community didn't have a real solid idea of how the deck worked. There were strong size 3 monsters that were spoiled but nothing seemed to have a cohesive strategy. We even know what Amaterasu did at this point and nothing still made sense. People thought that if anything, the deck would be based around protecting her in the center as a giant 12,000 defense monster that would be a 8,000 beater during your turn.

We also knew several size 3's and while they all had strong effects, they all had 2 gauge call costs and a few costed another gauge/life to activate one ability per turn. To spend 3 resources on one effect that wasn't game changing or super special seemed over costed. Especially since we just finished the X season where advantage was just oozing out of every card created. This 3 resource cost para-dime also never factored in monsters having anti-removal effects like soulguard or any protection from destruction.

To add on top of  it, the size 3 monsters seemed to have no synergy with Amaterasu herself. No monster reduced in size if Amaterasu was on the field and no spells helped with the synergy. The item wasn't released yet but I knew the item had to hold the key to the deck but I couldn't imagine a weapon that would make everything fit together perfectly. Nothing was adding up... until the episode with Miko playing Electrodeities was leaked a day early.

I was luckily able to watched the episode when it leaked. It was one of the most shocking (no pun intended) episodes I've ever watched in regards to showing how a deck was meant to be played and having no knowledge beforehand. I was correct in assuming the strength of the deck came from the item but it blew my mind in the way that it worked. Basically, Katana got...

Kagura-Bell of Worship

Miko is too precious for this world

TRANSFORM!... or ride... or in this case, possession. Now I understand the Hero World players are probably rolling their eyes and sighing "so what"? but you have to understand. This is new and exciting for Katana World. Every Katana World archetype before this one were closed center (Ninjas, Skull Warriors, Water, Oni Assassins) or a pseudo open center (Japanese Blades) deck. With this in mind, I love that Bushiroad is trying an old concept in a new world. Let's take a look at the text of this card:

Card Type: Item
Attributes: Electrodeity, Weapon
Power: 3000
Critical: 1
  • At the beginning of each player's main phase, put a size 3 «Electrodeity» from your hand on top of this card and it is treated as an item.
  • This card and the item it is in the soul of cannot be destroyed and this card in the soul of an item cannot be put into the drop zone by your opponent's card effects.
  • At the end of each player's turn, if this card is in the soul of an item, equip this card and put the equipped item into your hand.

So this card is clearly not meant for its power or critical. It's effects don't boost stats or work with Electrodeities already on the field and the effects are quite a mouthful. Let's look at each bullet one at a time:

  • At the beginning of each player's main phase, put a size 3 «Electrodeity» from your hand on top of this card and it is treated as an item.

So this is meant to be the bread and butter of the card. The concept is the size 3 Electrodeities are possessing the player and being treated as an item. The Kagura-Bell goes into the size 3 Electrodeity's soul.

  • This card and the item it is in the soul of cannot be destroyed and this card in the soul of an item cannot be put into the drop zone by card effects.

As much as I hate indestructible effects, I feel it was necessary in this situation. The whole focal point of Electrodeities is to have your base item. Without it, the deck can get bullied way too easily and the deck will just go nowhere. This is more justified by the fact that none of the size 3 monsters have soulguard. This was kind of a necessary evil.

  • At the end of each player's turn, if this card is in the soul of an item, equip this card and put the equipped item into your hand.

This effect is the deck's tempo feel. During your turn, you can equip a size 3 Electrodeity with great offensive capabilities. During your opponent's turn, equip Amaterasu and become a 12,000 defensive wall.

Ultimately, it's a utility item. What the card doesn't mention that makes it stronger is you don't have to pay the call cost of the size 3's because they're call costs. Not equip costs. So the 2 gauge call cost all the size 3 monsters is pointless when you equip them. This brings the cards more in line with how buddyfight has been giving good abilities for low resource cost because now you just have to pay the 1 resource cost for the effect you want.

So with this in mind, let's start by looking at the size 3 Electrodeities:

Size 3:

Electrodeity of Light, Amaterasu

I'd hope you could do anything with a deity as a sister

We might as well start with the canonical buddy of Electrodeities. Don't let the 0 power confuse you. Amaterasu's stats shouldn't really be taken into consideration until you read her abilities. She exemplifies the tempo game play the deck is looking to be designed as. 

Once per turn at counter speed, you can choose one of her two abilities. During your turn, it's recommended to use her first ability of gaining a gauge, double attack and +8,000 power. This is meant to be the "aggressive" option which is pretty solid. Nothing overpowering but it's solid.

During your opponent's turn, you use her second ability to increase your defense to 12,000, gain two life and draw a card. I'm assuming the draw part of this ability is to hopefully draw into shields or some defensive option. Regardless, the 2 life and 12,000 defense is a nice wall to help you stack up against super aggressive decks.

Amaterasu is going to be used more for her defensive ability than her offensive. Her offensive isn't bad but it isn't nearly as good as...

Is he considered Miko's big brother?

Susanoo is another size 3 with two skills you can choose from. Unlike Amaterasu's abilities being free, he pays 1 life to activate one of his abilities. Keep in mind his two skills are not counter like Amaterasu's. This means he's more only strictly good during your turn.

His skills are not strictly offense and defense based. After reviewing all the size 3 monsters, it looks like their abilities are going to be one of three options: offensive, defensive or utility.  Susanoo's first ability is offensive but his second ability is more utility. 

His first ability gives him triple attack and penetrate for the turn. With 3 critical and still boasting 10,000 power, this is clearly meant to be a more extreme offensive ability compared to Amaterasu's first ability.

His second ability destroys all spells and items on the field which, while sounds nice in theory, probably won't be used too much. The X season just finished and people are still going to be using cards that can't be destroyed by card effects for still a good while. There may be some lower tier decks that this can be really useful against, Electrodeity players can probably use some other skills and abilities that will help them more than Susanoo's second effect. Nonetheless, it's not a bad ability.


How does she not have the water attribute?


On one extreme side defensive spectrum is a size 3 monster with 8,000 defense. Mizuhanome has no real offensive pressure but she can either rest a monster on the field and gain two life, or return a monster to the opponent's field and deal 1 damage to the opponent for no cost. Both abilities can help with Batzz and Geargod since both can either be rested or bounced.

Mizuhanome's first ability may make it where players don't have to run Ninja Arts, Snake Gaze in the deck but apart of me is doubtful. Ultimately time will tell if certain generic Katana World cards are going to be used.

Grab your ankles and get ready
On the extreme other side on the offensive spectrum is Amatsuhikone. For 1 gauge, he can either gain 2 critical and double attack or give all Electrodeities 4,000 power. This card can be a scary turn 1 card to bring your opponent to 5 life but that probably won't happen too much. Susanoo's offensive ability is better.

The 4,000 power probably won't be too useful because many electrodeities already have high power which should deal with practically anything. Nonetheless, Electrodeities seem to have a decent amount of toolbox. Being able to pick and choose which size 3 monster fits for the current situation.



Size 2:



I hope that club isn't used for "healing"

Goryou is the deck's Banquet for the Unrighteous except she's better (at least for Electrodeities). You can only call one per turn but when she enters the field, look at the top 3 cards of you deck and take any card and put it to your hand. The other two go to the drop zone. This is a pretty generic card so I could see this being used in other decks such as Skull Warriors and Water just to get cards in drop and subsequently, get the field ready. It's not like the card requires an Electrodeity to be on the field or anything special. Only downside is it doesn't have synergy with itself but that tends to happen with cards that have strong abilities.

Just do it.

Next up is a size 2 that gives a good amount of advantage. Komaji basically gives you a gauge and 2 life if you have an Electrodeity item equipped. If the item has a soul (meaning if it has the bell in the soul), you draw a card. 

This is also NOT once per turn so slap multiples on the field and get some juicy resources or play a Gambit to bounce him back to hand and play him again. You'll find many resource gain monster cards aren't limited to once per turn which is probably why Bushiroad limited Gambit to 1.

Guardian Electrobeast, Mizuchi


This guy could actually fit on a Water deck's field. How is HE not water?!

Up next is more of a side board card if it'll be played at all. Possibly for Prism Dragon match ups but it could work against any closed center deck.

Mizuchi adopted a skill of the Ninjas and has shadow dive. Also, when your Electrodeity item attacks, Mizuchi gets a critical... and that isn't once per turn. If you're equipped as Suzanoo and do triple attack, he becomes a 4 crit monster AND it has double attack. Not bad at all if I do say so myself. Of course it's quite easy to destroy but his potential damage output could get your opponent's attention and force them to attack him during your opponent's turn.

Guardian Electrobeast, Inamaro


Sorry. Mommy told me not to follow strangers

Last of the size 2 lineup is Inamaro. He gives penetrate to all Electrodeities as long as you have another Electrodeity on the field which, let's be honest, this isn't hard. He also gets double attack if you're basically possessed by a size 3 Electrodeity.

Along with his offensive pressure, he has move and soulguard to help you defend against the opponent. Solid skills overall. He's a perfect anti-Chaos deck. Just keep attacking Geargod. The opponent will Chaos Drain to keep him on the field but you'll keep dishing out the penetrate damage. Any card that is strong against GearGod is a good card in my book.

As offensive as this card is, it will still probably be side board at best. For most decks, the offensive power of Susanoo is about enough.

Size 1:

You lazy bum


Moving on to the size 1s is Komaichi. He's a solid stat booster for the Electrodeities. If you have an item equipped, give all Electrodeities 3,000 power. If the item has a soul, give everything a critical as well. This is also not once per turn so throw a couple on the field or call over each other to keep boosting your field. Or better yet, use Gambit and bounce him and Komaji back to hand just to replay them.


Thought he would be better since he's also on Electrodeity Return's art

Kiun is... a mediocre card. It doesn't boast a lot of power or critical and it's destruction ability can be easily worked around. I don't think I'll be running any of him but if the opponent does run a deck with no way to prevent destruction, then I suppose this is a good card. Too bad there's so many anti-destruction cards that he doesn't really do much. Electrodeities do have tool box in their monsters so this does fall under that jurisdiction. I'm trying to find something nice to say about him but he really is just a mediocre card.

Bushiroad knows what's up

Hakuro gives the opposite resources that Komaji gives minus the draw. She gives 2 gauge and a life instead of 2 life and a gauge. The gauge will probably not be necessary enough that players would use her. She's more fan service than anything.


If looks could kill

What is this? A Non-Electrodeity card? What is this blasphemy?! I wish I could praise Kunoichi Saori more. Ninjas are in a weird state where if the ninja doesn't support the ninja brothers, it tends to be an under average card which is disappointing.

This cards abilities are solid. It has shadow dive, resource gain and monster destruction when a ninja arts is casted, double attack and soulguard but it doesn't seem to have the right skills to make it worth while and make an impact. She's not bad but she doesn't help ninja decks to any significant degree.


I just need a little bit of your help and I'll leave you a lone. I swear.

Last but absolutely not least of the size 1 monsters is a new Skull Warrior! Yoroinezumi technically has below average stats for a vanilla size 1 Skull Warrior being a 3,000/1/2,000 base stat monster. His first ability gives all Skull Warriors on the field +1 critical so he's actually a 3000/2/2000 base stat monster.

Not that anyone in their right mind should use Sea-splitting Irakamaru (or Steel Head, Helmet Bear) but Yoroinezumi is basically a better vanilla Skull Warrior. This makes me sad because I like the idea that there is vanilla monsters of each size for worlds/archetypes and you can think "does the stat reduction/call cost of a monster with an ability make a card better than the vanilla form?" I know 99% of the time, monsters with effects always trump vanilla monsters and I know Bushiroad occasionally makes cards that are literally better vanilla monsters. Every time they do that though, I feel it ruins the base stat points of monsters if they were plotted on a chart.

Don't get me wrong though. I love this card. Especially since this makes Lynx-Eyed Military Deviser, Keiganryu a 4 critical penetrate monster or 5 critical penetrate if you have two on the field. If Yoroinezumi and Keiganryu are on the field, you can also have Hundred Mechs General, CHAOS Gishingyuki be a 2 critical double attacker which basically makes him better than his non-CHAOS form.

What is a terrifying turn zero move is have two Yoroinezumi on the field with a Freak-Wrist Beast Lord, Ziun and punch your opponent for 7 critical that can't be nullified. That'll knock the wind out of them.

Yoroinezumi's second ability gives you two gauge if there's a Skull Warrior on the field when he enters the field. There's always been a gauge problem with Skull Warriors. They've always had to rely on Clear Serenity and nowadays, a card needs to do more than just gain three gauge. Hopefully this ability will help. Especially since this gauge gain isn't once per turn.

I'm thinking Snake Princess, Setsuna might be used with Yoroinezumi but Evil Ocular Arts, Yamigitsune will probably still be preferred because he'll become a three critical monster (compared to Setsuna's potential two). It would be nice if Skull Warriors didn't have to rely on Clear Serenity and Demon Kid, Hiunmaru being resurrected via Keiganryu to gain their gauge. Yoroinezumi may ultimately replace both Demon Kid, Hiunmaru and Clear Serenities in the deck. I think more so Hiunmaru than Clear Serenity but play testing will reveal if that is the case.

Yoroinezumi may be used a little bit in Water decks since Heavenly Vengeance, Full-Equip Kannon is a Skull Warrior. If Yoroinezumi is called to the center, his size would get reduced and you can gain 2 gauge and give Kannon another critical. This is kind of a weird fringe strategy. Especially since you always want Nanase in center. Yoroinezumi may be just called to the center, destroyed with Kannon's ability to get another gauge and life and then call Nanase to center.


Size 0:

Just keep sweeping and being cute

There aren't many size 0 monsters for Electrodeities but they are solid choices. Shuto actually has good stats considering he's a size 0. His ability gives your Electrodeity item +3,000 power and defense. Then, if you have less than 6 life, the item gets a critical. Susanoo could be a 4 crit triple attacker!

He does have move and soulguard as well to make decks that don't have penetrate have to go through a him before actually trying to attack you which is icing on the cake. I think the best field for Electrodeities during the Electrodeity player's battle phase will be a size 3 and size 0 monster on the left and right and obviously be equipped as a size 3 Electrodeity.


Just give me the gauge and draw and you're free to go.
The advantage just keeps rolling in with Otora! Komaji is the gain-advantage size 2 monster, Hakuro is the gain-advantage size 1 monster and Otora fills the spot for the size 0 monsters.

Otora has standard stats for a size 0 (2,000/1/1,000). When he enters the field, if you have another Electrodeity on the field, you gain a gauge and draw a card and this also is not once per turn. While I'm totally fine with these monsters not being restricted to once per turn, it really surprises me. Most advantage cards are hard once per turn abilities but it makes me wonder what Bushiroad's logic is with these not being once per turn.


Spells:


Our first Katana World waifu
We're starting the spells off with the one and only dual world spell in the set: Miracle Fighters! Miracle Fighters is a very ubiquitous tutor spell for both Katana and Dungeon World. When you cast the card, you choose an attribute of a card on your field and tutor your deck for a size 3 monster or item that has that attribute. Now obviously this is meant to have the player get the appropriate size 3 Electrodeity or the Kagura-Bell item but let's see how it could work in other Katana World archetypes:

In ninjas, the card isn't too helpful. Ninjas are already super consistent with Yumi Ninja, Suiha and Searchlight to grab any size ninja. Coupled with the fact that there's no weapons with the ninja attribute and Miracle Fighters is practically useless.

I can see it being viable in Skull Warriors and Water to have them grab their respective size 3 (Keiganryu or Kannon). The spell is also limited here since Skull Warriors and Water don't have a common item that has their respective attribute and synergize well with the deck. Plus, Demon Way, Fresh Blood Nectar is an overall better searcher since it is a Water attribute card and Miracle Fighters is not. Sure there's a couple Water weapons that could be searched but they aren't used in a Water deck and they would be either used in Ninjas or Japanese Blades.

Speaking of Japanese Blades, they do have decent synergy since they have size 3 monsters and items with the appropriate attribute. I see one problem with Miracle Fighters here and I mentioned it in the above paragraph. Miracle Fighters only has "Get" as its attribute so it doesn't help count towards the number of Japanese Blades in the drop.

Oni Assassins also have about as much synergy as Japanese Blades. They too have weapons with their appropriate attribute and size 3 monsters that can be searched and then set face down with House of Assassins, Oni Convoy. Hard to tell if Miracle Fighters would replace Fiend of Ailment, Affliction Oni. I don't think so since Affliection Oni have more overall synergy with his own attribute.

Chiiiii~

Ritual, Harvest Prayer is the Electrodeity's draw spell. It's a Nice One! clone if you have an Electrodeity on the field and if you have an item with a soul, you draw another card. Pretty good, standard draw spell with a nice bonus for playing the deck correctly.

Players may be curious if they should hold onto Ritual, Harvest Prayer during their first turn so they can draw an extra card when it comes back around to their turn and they're possessed by a size 3 or just play it the first turn and draw two. I pondered this idea for a little while and ultimately believe that you should play this card when you get it. Even if your item doesn't have a soul for the extra draw.

Main reason being is I'd rather draw one less card but possibly survive the next turn with the two cards I did draw being defensive spells than try to be greedy, wait it out for your next turn only to just get OTK'ed before you get there. Plus, you might even draw into another Ritual, Harvest Prayer anyways to play next turn.

Miko's so sweet, I'm getting diabetes

Electrodeity Festival is... wait, another tutor spell that lets you search specifically for your item?! Damn. Well the whole deck revolves around the Kagura-Bell item so I can understand Bushiroad making sure you can consistently get your item.

It's second ability helps Electrodeities be resistant against rest spells by re-standing an Electrodeity at counter speed which I can't complain about. If anything, this may make the impact obsolete since it's pretty easy to get your item to at least 4 critical or more and start punching with Susanoo.

The amount of life gain this season is insane

Ceremonial, Water Mirror, for lack of a better example, is the Electrodeity's Green Dragon Shield. It can nullify the attack then, if your item has a soul, you gain two life.

As a side note, I've noticed that there is a lot more life gain this season overall than past seasons. I wonder if it's to counteract how aggressive the X season cards are. Regardless, this card is pretty solid (pun intended) and since many decks can dish out a lot of damage, I may prefer this shield over the next one.

Wouldn't you think a Fire Mirror would burn instead?

Fire Mirror's conditions are the exact same as Water Mirror except it gives the player two gauge.  These shield are pretty standard. Electrodeities don't seem to use too much gauge because you usually equip into the monsters that would cost 2 gauge. Between that and the other monsters/spells that give resources, this might be a little overkill on gauge.


Fool me once, shame on you. Fool me twice and well...

What isn't pretty standard card is this card. It's Electrodeity's closest thing to a Loud Voice clone and this card isn't once per turn. Ceremonial, Divine Punishment, Execute's first ability reduces -3,000 attack and defense and -1 critical. These stat reductions don't seem like a lot but when Amaterasu has 12,000 defense and this debuff applies to all of the opponent's cards, it can add up.

The second ability allows the player to destroy a spell or item on the field. This normally wouldn't be that great but it still retains the counter-speed. This means it can be chained to your opponent playing a card and they can't stop this card's effect since they used up their timing.




The consistency just keeps coming with Electrodeity Return. It allows the player to pay one gauge to grab two Electrodeities from your drop zone. This should be obvious by now but you can grab the card that is paid through the gauge cost of this card. I could see this being run as a 2/3 of. Maybe more on the 2 of side since this card doesn't synergize with itself and the later the game is, the more options Electrodeity Return gives you.


Ching~~ Ching~~

Kagura, Electrodeity Welcome is this nice mix of Clear Serenity and Dragonic Exchange. You can only cast it if there is an Electrodeity on the field. You pay 1 life, gain 3 gauge then, you look at ALL your gauge and put card one to your hand. Electrodeities have access to a lot of gauge excel so this card helps with your deck consistency.

With all this consistency, I would find it hard to believe that players can't at least get the Kagura-Bell weapon and couldn't even get Amaterasu. It's almost insane the amount of consistency Bushiroad gave Electrodeities.


I love nice scenery
Here we get the Electrodeity set spell. The spell makes it so the item can't be bounced, rested or nullified. The only thing it doesn't stop is "putting" the item to the drop (I'm looking at you, Godpunks).

The second effect is more there to make your opponent determine if destroying the set spell is worth it (which is usually yes). When it's destroyed, the player can grab an Electrodeity monster from the drop.

The spell doesn't do much and it seems to be more of a sideboard card. It helps cover your item from other effects and spot removal but doesn't help if your opponent doesn't employ these strategies in their deck which a lot of decks don't in which case, it becomes a dead card. About the only two common cards that could be used on a wide scale without the set spell on the field is Barbed Wire and Skill Binder.

Take it easy Susanoo
This spell has this weird feeling of duality where it seems scary but I don't think it's broken. It prevents the critical of your Electrodeity to not be reduced and when your item attacks, you destroy a card and deal 1 damage.

In non-meta decks, this can be devastating but many decks nowadays have some form of anti-spot removal and people tend to be prepared for decks with spot removal by having the appropriate countermeasure cards. It's an interesting card that will have game play but it's not "broken".


PETA would be proud of Amaterasu
As ironic as it is, I don't have many words to say about this card. I love the artwork for its comedic value. The destruction doesn't really affect monsters with soulguard or anti-destruction effects and I don't find effect damage to be special. Is it annoying sure, but this won't stop most higher tier decks. Especially with all the life gain this season.

It could definitely be a side board card for decks that spam monsters on the field with little/no protection but again, those decks usually aren't super competitive. I could see it helping against Chaos decks to help thin the number of monsters attacking in a turn or mess up their Chaos Gear.


I used to be a card game player like you, then I took a winged arrow to the knee
Ceremonial, Winged Arrows is a nice Double Loss like card without the gauge cost and it doesn't require a monster destruction. By this extension, it also makes Double Loss reletively pointless to play in Electrodeities unless you really need more copies of Double Loss-like cards in your deck for whatever reason.

This nicely stops Gargantua Dragon. If your opponent plays Gargantua Dragon then they enter the battle phase, just counter and destroy it. Of course, it doesn't help if they play Deity Dragon Sword, Garkris, that puts a stop to that plan. It also helps deal with Jackknife deck variants (Star Dragon World or Dragon World). This can also stop link attacks by destroying one of the monsters when they attack Amaterasu at 12,000 defense so this could also be seen as a shield as well.



About time Katana World got an card similar to Oswira Gard
How do I start with a card I love and adore so much? I suppose the best way is to start with its effect. Celestial Arts, Returning Water is a Ninja Arts, Demon Way, Water spell. You can destroy a monster on your own field to gain a gauge, life and draw a card.

Even though this card is meant to be used in Water (based on it's art, effect and attribute), it is pretty open to be used in nearly every Katana World deck and it replaces any use of needing to use Benefit. Especially since Benefit "puts" a size 2 or less instead of destroy and lets be honest, you want to draw a card instead of gain 1 more life.

I'm not going to repeat some points in every archetype so I'll get them out of the way here. In general, Celestial Arts, Returning Water gives Katana World an Oswira Gard clone. So you can destroy your own monster before an opponent's monster with penetrate goes off.

This next general use is a fringe situation but if you're at 5 life and you're opponent uses an impact to deal 5 damage to try to end the game, you can destroy one of your own monsters to go up to 6 to stay alive. With those out of the way, let's run this card down for each archetype:

Ninjas: Returning Water has its uses but they're limited. Since it has a ninja arts attribute, it can be tutored from the deck with Secret Scroll and thrown into the soul of Shinobi Scrolls. It also has the uses I mentioned in the above paragraph.

Skull Warriors: Skull Warriors have a very similar Dragon Emperor Legend clone called Demon Way, Jugonrensa. In theory, the requirements to get it to act like Dragon Emperor Legend should be easy but it always felt clunky. Most of the time, I either charged and drew it because I couldn't get two or three Skull Warriors on the field to play it or I played it with 2 Skull Warriors on the field to gauge and draw. Celestial Arts, Returning Water in theory should be able to replace Jugonrensa. Especially since it's counter.

The monster destruction shouldn't be a down side for Skull Warriors anyway. Its primary application is with with Demon Way, Arakuyou. Arakuyou requires two Skull Warriors to be destroyed to pay 1 gauge and draw 3 cards. The card doesn't say the opponent has to be the one that destroys your Skull Warriors and a long with Humanoid Beast, Yaejako, Celestial Arts, Returning Water can make this easily doable during the main phase. Celestial Arts, Returning Water gives you the gauge needed to play the Arakuyou as well so you won't have to do any preemptive math. This helps set up your drop zone with all the destruction and helps you get to the field you ideally want with Lynx-eyed Military Deviser, Keiganryu to resurrect the monster you want from the drop.

There's other cards such as Double Loss and Demon Way, Geppakugiri but they're pretty much obsolete because of Master Clown, Dark Fox. Sure, you can use the former spells after playing Celestial Arts, Returning Water but it isn't that efficient compared to Dark Fox.

Water: Water has the most use for this card because of Celestial Deity of Misty Dew Water, Nanase. It gives Water a way to proc Nanase's gauge and monster destruction other than from Heavenly Vengeance, Full-equip Kannon.

It's also a great way to bait your opponent after using Kannon's ability. What I mean is if your opponent is trying to play around Nanase's destruction ability during their turn and they think they're in the clear because they baited you into using the destroy effect from Kannon, you can use Celestial Arts, Returning Water to activate it again. So, in theory, you should always use Kannon's ability first since your opponent will never really know if you have Celestial Arts, Returning Water in hand.

Japanese Blades: There's only 3 real special uses in Japanese Blades I can think of. The first is to destroy a monster on your field to get more Japanese Blades in drop. Second one is being able to have a full field with a monster in the center and counter destroy your center monster after it attacks to let your weapons attack. This leads into the third option of it being a spell that can be used to activate Famous Blade, Kogane-chidori a gauge and double attack ability.

Oni Assassins: The obvious use for Celestial Arts, Returning Water in Oni Assassins is to activate ambush during a battle phase to extend the attacks that are possible. This card will probably replace Ibuki's Encouragement. Especially since you'll always get gauge, draw and life with it instead of just a draw.

The only other real difference left between Ibuki's Encouragement and Celestial Arts, Returning Water is that Returning Water can't destroy Oni Assassin items or Art of Explosive Hades Fall to activate ambush while Ibuki's Encouragement can remove the soul and activate ambush.

I don't think that's a huge deal but it is something to take note of. You're sacrificing the flexibility of the soul removal from anything but in exchange, you gain a gauge, life and you draw. That should be fine though. Especially since most of the time, people put face down cards into the monsters anyways and Returning Water helps Oni Assassins deal with penetrate.

Electrodeity: For this being the most recent archetype, Celestial Arts, Returning Water really doesn't have a unique purpose for Electrodeities. Most I can think of is destroy a resource gain monster card (Guardian Electrobeast, Goryou, Guardian Electrobeast, Komaji, Guardian Electrobeast, Hakuro, etc) to gain some advantage before you slap Unruly Electric Deity, Susanoo on the field and proceed to punch.


Begone THOT!
Never thought Onis would get a another bounce card. Sure, there's been White Mask Tyrant, Kid Ibuki but two gauge for a monster that doesn't even get double attack isn't great and there were clearly better size 3 monsters.

This spell's first effect helps replenish your deck of Oni Assassins you want to tutor out. Red Lady Oni, Kureha will probably be on the top of that list. Or bottom of the deck. Whichever way you want to look at it.

Unlike the first effect, the second effect bounces any card on the opponent's field instead of just monsters and it's free.

The face down ability can help bounce an item or spell that prevents other cards from being destroyed. Then, you can call Rampaging Evil Demon, Akuro-oh after to properly destroy cards on the field and deal two damage.

Impact:

Believe in the me that believes in you

For how simple this card is, this impact actually has some healthy strategy to it. Most people will automatically think you should just attack with everything during the battle phase, then use the impact during the final phase to attack one more time but are some cards better to NOT attack during the battle phase and do their full attack during the final phase to do more damage to the opponent?

Let's look into this. Fair warning, there is some math but it's all simple math so don't be afraid. The four size three monsters you'll possess into are Mizuhanome, Amaterasu, Amatsu-Hikone and Susanoo. This test will be comparing damage output (critical) to the number of attacks your item will have.

We will indirectly consider cards that increase or decrease critical reduction but you'll see in time. We're looking at base vanilla situations at first. Only after looking at the vanilla situation can you draw a conclusion during your game with what the current game state is if you should attack with your item during the battle or final phase.

Mizuhanome:

Let's start with the least offensive size three Electrodeity. In the first experiment, Mizuhanome has only one attack at two critical during the battle phase. During the final phase, you cast the impact. She will re-stand, gain two critical and attack again. Overall, that's six critical between two attacks.

The next experiment with her, you decide not to attack during the battle phase but you cast the impact during the final phase. She attacks once with four critical. Overall, that's... duh obviously four critical with one attack.

In this example, it's better to do the first experiment than the second. Coupled with the fact that you could catch your opponent off guard with the impact makes the later tactic better. Seems simple enough.

Amaterasu:

Let's move on to Amaterasu. The first experiment will be doing the full attack on your battle phase and doing one attack during the final phase. She will attack twice at two critical each and four damage total. Then, re-stand during final phase to do four more damage. Overall, that is eight damage spread across three attacks.

Let's look at the second experiment where you do all the attacks during final phase. Amaterasu will gain two critical so she will be four critical total with double attack. Overall, that is the same eight damage but it's only between two attacks.

In this situation, it is better to still do the first experiment because even though you're still only doing eight damage, you are getting an extra attack in that your opponent may block during the battle phase and it will mitigate your critical to a later attack they may not see coming.

Amatsu-Hikone:

Next is Amatsu-Hikone. In the first experiment, using his offensive ability, he will have five critical and double attack. During the battle phase, that will be ten damage. During the final phase, he will become seven critical and attack again (yikes!). In total, that is 17 damage between 3 attacks.

In the second experiment, Amatsu-Hikone is attacking all during the final phase. He will have seven critical and double attack. That will be 14 damage between two attacks.

For Amatsu-Hikone, it is better to still attack during the battle phase because you get 3 chances to make your opponent use shields instead of two and your damage output is still more.

Susanoo:

At this point, you might be thinking "Well Susanoo is going to be the same" but hold on. Let's go through the experiments. Like the others, in the first one, Susanoo will be a three critical triple attacker during the battle phase and one more attack during the final phase at five critical. This adds up to 14 damage between four attacks.

Now if Susanoo only attacks during the final phase, he will have five critical with triple attack. That's 15 damage between three attacks.

Now hold up, how does Susanoo work better on damage output by only attacking three times during the final phase? Here are the rules in bullets:
  • If a monster has only one attack, it will always be better to attack once during the battle phase and once during the final phase
This should be obvious. You get two attacks instead of one and your critical will be higher on the second attack. Everything linearly scales up. 
  • If a monster has double attack, the damage scales better when you attack during the battle phase and have the third attack during the final phase as long as your item doesn't have one critical.
This usually doesn't apply for now because there is no one critical size three Electrodeity but it's something to be aware of if your opponent does reduce Amaterasu's critical by one. It will deal five damage during the first example and six in the second. The reason is because if you put the formula for the two different experiments on a graph

  • If the item has triple attack, it is always be better to only attack during the final phase with the impact if you want damage output. Otherwise, it's better to attack during the battle phase if you want more attacks.
This phenomenon occurs because you add the two extra critical across all three attacks during final phase. Of course the down side of this is the loss of an attack with Susanoo (three versus four) and it makes it much more obvious to your opponent which attacks to interrupt. Fortunately, the attacks can't be nullified to make it harder for your opponent so there is pros and cons to this strategy.

In summary, if you want to bait shields or really need that fourth attack to kill a monster, it's better to attack four times total between battle and final phase. However, if you know the opponent can't stop the 15 damage and they're at 15 life, then go straight to final phase.

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If you've read everything up to this point, I commend you. This article is much longer than I originally thought it would be. At this point, I think I've thrown a large enough article in your direction.

In regards to how competitively viable the deck is, I think it is a very strong deck but it definitely isn't unbeatable. That being said, it does seem to have enough solid support to get top 8 in regional tournaments at least. With Electrodeities probably getting more support in set 2, I think they'll be viable for a while.

Also, I know a lot of Lost World cards have been shown and released but I'm going to hold off on talking about Lost World for the moment. It's a new mechanic in the game not like any other so I wouldn't feel confident with my theories of Lost World without play testing first. I may post about Lost World in relation to Katana World but no promises at the moment.

What do you guys think about my points with the cards? Did I miss anything with them? How competitively viable do you think the deck is? Let me know in the comments!


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