Saturday, February 11, 2017

Current Skull Warrior Deck Profile (2/11/2017)

This post is sort of a continuation of my last post where I was comparing Ninja Blade, Chirizakura with Fiendish Blade, Urahonekui. If you didn't see that post, click here to read more!

I'm not a huge fan of deck profiles because they don't teach people how to make decks and experiment for themselves but I figured this was over due and I promised it in my last post.

So let's get into the list:

Sorry for the light to the right :(
Buddy: Undying, Benishojo

Size 1:
4x Undying, Benishojo
4x Evil in Heart, Yamigitsune
3x Demon Kid, Hiunmaru
3x Godly-Speed, Natsubame
3x Treachery, Jakikarasu
3x Yamigitsune, "White Fire Shigaisoshi!"

Size 2: None

Size 3: None

Items:
4x Ninja Blade, Chirizakura

Spells:
4x Return to the Underworld
3x Odd Ritual, Skull Festival
4x Clear Serenity
3x Demon Way, Jugonrensa
4x Demon Way, Oborogenbu
4x Demon Way, Kasumienran
4x Demon Way, Arakuyou

Well first thing's first, the deck only has 20 monsters.  I have a hard time finding more Skull Warriors to put in and the ones I have in are the better available Skull Warriors. I don't run Snake Princess, Setsuna because half of my Skull Warriors have call cost and that just isn't efficient. If she didn't require call cost to be paid, I would more than likely play her. I guess you could try to make her more worthwhile by replacing Treachery, Jakikarasu with Diversion Troublemaker, Bakemujina but I don't like having 4000 power between two monsters on the field. Plus, she's not a permanent solution to resurrecting your monsters every turn.
Good buddy material here

The overall plan is to equip Ninja Blade, Chirizakura, call Treachery, Jakikarsu off to the left side, a self-destructing monster to the center and either another self-destructing monster or a Yamigitsune card to the right. The order of attacks can vary depending on your opponent's field but after your center monster attacks, sacrifice him to attack with Ninja Blade Chirizakura. Then, during final phase, kill the non-Jakikarasu monster on the side and call the impact Yamigitsune.  If you only have self-destructing monsters on the field when you call impact Yamigitsune during the final phase, you can call him to the center if you need some more defense. Then, you can call them all back with the Demon Way set spells.

I'm going to replace Evil in Heart, Yamigitsune with the discard Yamigitsune when he comes out. Yamigtisune or Benishojo could be the buddy in this deck.  I like Benishojo more since he's easier to call back and I'm replacing Yamigitsune later. Plus, Benishojo as buddy acts as a reverse Demon Kid, Hiunmaru the first time you call him from drop.

I originally had Revelation Tactician, Keiganryu in the deck but when I had him, the deck was a little too gauge heavy. At one point, I did have Retainer of the Demonic Dragon, Resurrected Dragon Bones in the deck with Keiganryu but without Keiganryu, his size 1 counterpart is pointless. Also, Keiganryu can't be resurrected with the set spells so any other way to call him back is super gauge expensive.

You might be concerned about the consistency of drawing Ninja Blade, Chirizakura but you can get the weapon pretty consistently with all the draw monsters and spells in the deck. Same thing with the set spells. Cat Shadow, Aoihime isn't really needed and the fact that she's size 2 messes with the formation you're going for.

Other monster cards I considered for the deck:
Blood Knife, Kimensai
Diversion Troublemaker, Bakemujina
Kalavinka, Uguisukomachi
Lightning Speed, Tsukiusagi
Strength Summoner, Kotenso

Other spell cards I considered for the deck:
Art of Body Replacement
Demon Way, Geppakugiri
Double Loss
Hundred Demons' Tome of Judgement
Ninja Arts, Snake Gaze

I don't plan on doing deck profiles often but I figured it was justified trying to show people how to work with Ninja Blade, Chirizakura. I'm interested in the Assassination Demons that are being shown but I hope Bushiroad keeps supporting Skull Warriors even with this new archetype and don't think they can just replace them. I'll make a post once we know more about them other than the fact that they have a new red text ability called Raid.

Wednesday, February 8, 2017

Weapon Comparison: Urahonekui vs Chirizakura

So I decided to write and compare these two weapons because these two weapons have three things in common:

1. They don't directly coincide with Japanese Blades/Blade Beasts decks since neither of them have that attributes.

2. They both want to be able to attack even if you called a monster to the center during the main phase.

3. The cards are very open to be generally used in any deck.

So, I wanted to compare each one and see if they're currently viable in Ninja, Skull Warrior or Water decks.  Let's start with Fiendish Blade, Urahonekui and what it does.

Urahonekui translates to backbone eater.
That's pretty dark.
Fiendish Blade, Urahonekui
Power: 3000
Critical: 2
Equip Cost: Pay 1 gauge & pay 1 life
This card can attack even if there is a monster in your center

Urahonekui has the same base stats as the vanilla Katana World weapon Ninja Blade, Kurogachi. So then, we can assume the ability to attack through center has a value of 1 (.5 paid through gauge and .5 paid through life). This is understandable since Bushiroad wants the game to have a risk vs. reward aspect.  They want players to have the risk of being directly attacked for having a weapon equipped and being more aggressive. Being able to attack while having a monster in the center makes the player too safe and to justify this, they make the player use up resources. 

One thing this weapon doesn't help that normal weapons innately deal with is that any deck that runs this card is still susceptible to penetrate. So you could expend resources to use this card and still come behind if your opponent pentrates your center monster.

So let's look at how it can work in the Ninjas/Skull Warriors/Water.

Ninjas: I've seen some people use this weapon which is understandable. You can attack when you have size 1s on the field and many decks (including mine) run INV Second Omni Demon Lord, Death Asmodai so you can (hopefully) discard Ghoul Deity, Gojinmaru and freely call him. It also helps get down to 5 life so you can use Raiton, Art of Stored Electricity.
Is this what they called shock therapy?

I don't run this weapon personally in my deck. Water Slash Sword, Murasame works fine for me and helps control reducing my life a long with being able to discard them for the Tsukikage & Byakuya "Chaotic Nano Art of Body Duplication!" impact monster.  It's up to the person's play style and each weapon is pretty interchangeable.

I find the card slightly inefficient in Ninjas just because Gojinmaru has move and so the "attack through center" ability becomes a useless skill.

Skull Warriors: I think Urahonekui was meant to be used in Skull Warriors.  Classic size 1 Skull Warriors always have Evil in Heart, Yamigitsune in the center so this compliments the line up and lets the deck be a little more aggressive.

I have a couple issues with the weapon in Skull Warriors though. The first issue with the size 1 line up uses gauge and life to recall their monsters and so the resource usage is pretty heavy.  Skull Warriors don't have a lot of free resources with the constant recalling of their monsters with the set spells so sometimes I feel like you hurt yourself more with this card than it helps

The second issue is the size 1 Skull Warriors suffer from having average power where the deck requires link attacks to attack big monsters and this weapon doesn't help.  I mean sure, it can be used in a link attack for the extra 3000 power but that isn't a lot.

Water:  Sadly, there isn't much to say. The weapon could probably do well in this deck since Water is about having good attack and defense on the monsters with the water set spell and having a closed center. Unfortunately though, Water is so under supported, I shouldn't consider it an archetype anymore. Maybe we can get something in Season 4 but it was a cute idea for the Break to the Future set and didn't get much farther than that.


So let's move on to Ninja Blade, Chirizakura

Which weapon is the actual ninja blade?
Ninja Blade, Chirizakura
Power: 2000
Critical: 2
[Counter][Act] During your attack phase, destroy a monster on your field. If you do, for this turn, this card gets power +5000!

There's a lot going on with this card so I'll keep this as clear and understandable as possible.

So let's start with its stats. It has 1000 less than Ninja Blade, Kurogachi. The ability is interesting. Destroying one monster makes this card a wash. Its attack would become 7000.  You could argue that then, the base stats could be 3000 and the destruction would be 4000. It's a reduction in initial power but a boost in power with each monster you sacrifice. This is the same concept with Tempest, Garo-oh that I talked about and why I liked Garo-oh over Gale Conflagration, Amakujaku

If you're going to sacrifice any monster, it would be the center monster. You can attack with the monster in the center, destroy it and then attack with the weapon. This card is actually amazing. You're losing nothing because you get to attack with the center monster and then you can still attack with the weapon at 7000 power which Skull Warriors have a hard time hitting without using Strength Summoner Kotenso or link attacking.

Also, this ability isn't once per turn. After one destruction, it hits that quality 7000 power. After two, it hits 12,000 power.  You can link attack with two monster to try to kill a 10k defense monster like the Asmodai Omni Lords.  If that gets stopped, kill them both and try again with just a single attack.

Also, unlike Urahonekui, this card is free to play.  Sure you need to sacrifice a monster in the center to attack with the weapon (which would be -1 in resources) to get this card up to its base potential but the point of the center monster is already done if you destroy the monster after battle. This card is more bang for your buck without essentially losing anything.

Just like every other weapon other than Urahonekui, this weapon does cover the penetrate issue I mentioned above.

So let's look at Ninjas/Skull Warriors/Water

Ninjas: I've never seen Ninjas run this weapon and to be fair, they don't really need to. Gojinmaru is about shadow diving so excessive power doesn't accomplish this goal. Currently, it's about keeping Gojinmaru on the field for as long as possible to shadow dive your opponent as much as possible.

Skull Warriors: This weapon is amazing.  Absolutely amazing for Skull Warriors.  It's a hidden gem that I feel like no one has really looked into.  I'm not saying that no one has tried it with Skull Warriors but I find this weapon 100% needed for Skull Warriors to get that extra bit of damage to end the game or get a big weapon to bring down a 10k+ defense monster.
He's got your back. Or is it your front?

If you're worried about your center being open, don't worry.  First of all, your defense spells work fine with open center. You have Demon Way, Oborogenbu and Demon Way, Kasumienran which fits perfectly with the play style. If you're still worried about leaving your center open though, run a mover. Either Diversion Troublemaker, Bakemujina or Treachery, Jakikarsu will do the job.  Call them off to the side during your turn. I like Jakikarasu more since you get better stats and essentially a vanilla stat monster with free move if you use one of the Demon Way set spells to call him back.

It has so many synergies with Skull Warrior spells as well. Kill your own monster and proc any spell that can be played after a monster is destroyed. Demon Way, Geppakugiri, Double Loss and Water Ploy, Kyokusuinoen all work. The one that works the best though is Demon Way, Arakyou. Draw 3 after the monsters have attacked and you blow atleast 2 of them up. Your opponent doesn't have to destroy your own monsters to proc these and that's what makes these cards so good with this weapon. It's controlled destruction to get even more bang for your buck from your Skull Warriors.

There is literally no reason to not run this deck in Skull Warriors. Lets count all the things we get for calling self-destructing monsters and killing them ourselves. For 1 gauge/life per monster (we're assuming your using the Demon Way set spells) and calling a full size 1 field, you get:

1. The monster's attack.

2. Any call from drop effects (e.g. Godly-Speed, Natsubame/Demon Kid, Hiunmaru on enter abilities).

3. +5000 power onto the Weapon for their destruction which in turn means...

4. High quality 7k/12k/17k attack weapon.

5. Bait counter destruction during battle.  Kill your own monster when your opponent uses a counter spell to destroy your Skull Warriors. You get the last say in their deaths and they essentially waste a spell.

6. Proc on-destruction spells. My personal favorite is Demon Way, Arakyou. It's for pretty much free and you start the cycle all over again.

7. You don't get penetrated. You have an open center or if you have a mover on the field and they call a monster with penetrate, don't move the monster to center. Force your opponent to choose to attack your monster or you.

When you're killing monsters that are already doomed to die at the end of the turn, it makes it a trivial downside that you have to destroy your own monsters with the weapon. This play style is aggressive. It can essentially get 4 consistent attacks a turn every time. 3 monsters on the field and the weapon attacks for high numbers. That's a lot of attacks your opponent has to deal with and I doubt they can keep up with their defenses and it gets resurrected with the set spells.

The new discard Yamigitsune will make this deck even better once it comes out.  Think about it. Your opponent will use his nullify/counter destruction cards on your attacks.  Once you break through his defenses, attack him directly and make him/her start throwing his hand away.

What's even better is your overall level of defense isn't much less than before.  With the movers I mentioned earlier, you still get that closed 1000 defense center. Just like before.

Sorry for the wall of text on this part but there was a lot to talk about with this weapon.  I seriously hope Skull Warrior players have a new view on this card start trying out in their decks. I'm going to post a deck profile of my current Skull Warrior deck soon with this weapon next to give everyone an idea of how to build the deck.

Water: The weapon is not even useful for Water.  There's no water monster with move that syngergizes well. Again just too under supported to be super useful.  It has some synergy with Water Ploy, Kyokusuinoen like I mentioned before but the point of Water is to have a high defense monster in the center and to destroy the monster just to put it back to your hand doesn't keep your defense up. Of course Water has always had close relations with Skull Warriors so who knows?  I honestly might be missing something but until Water gets more support, I've put them on the back burner for now.

As you can probably tell, the main pointers I wanted to cover with the two weapons were for Skull Warriors. Katana World has had their weapons freely usable for any archetype but the Japanese Blade weapons have pretty much made their home with Blade Beasts so I wanted to look at these non-Japenese Blade weapons and analyse their uses for the rest of the Archetypes.

I hope this article was a little eye opening and have people try different play styles with the above mentioned weapons. Especially Ninja Blade, Chirizakura. I'll be posting my Skull Warrior deck with the weapon next to help give you guys an idea of what their play style is better.