Monday, February 5, 2024

Archetype Archive: Electrodeity

Unlike Oni Assassins, Electrodeities is is pretty straightforward archetype. Also, side note, many points here may be repeats of what I said in my Miracle Fighter set review so if you want more information, check out that post. I'll try to keep the repeated information brief to avoid too much redundancy. 

The deck revolves around the Kagura-bell of Worship. Basically, the Kagura-bell on its own is a weak 3,000/1 item but it's not meant to be used on its own. It's possession effect allows the player to "equip" a size 3 electrodeity at the start of each player's main phase for free (since call costs aren't equip costs). Then, at the end of each player's turn, the Electrodeity player re-equips the Kagura-bell and the size 3 monster goes back to the player's hand. This allows for a flexible, turn-by-turn playstyle every turn for the deck. Play more defensive size 3s during the opponent's turn and play more offensive size 3s during your turn.

Some Electrodeities also have a more utility based ability but usually, these effects aren't very sought after. Usually, ranked from best to worst, people prefer defensive skill > offensive skill > utility skill.

Also, you can run a build of Electrodeities that works on getting to Lost World. I call this build Lost Electrodeities and is a pretty simple deck build. You build mainly defensive Electrodeities to gain life and draw until you can find Lost World. Then, all your aggressive monster cards are in Lost World to finish off the opponent. So, if I mention Lost Electrodeities below, this is what I'm referring to.

So, with that in mind, let's start with the first set!

Buddyfight Ace

Miracle Fighters

Alright, like any first archetype set, a lot of cards are printed which makes it tougher to neatly talk about them. I like lists, so, let's start with a list of the Staple/Good cards and the Niche/Bad cards and we can go deeper from there. 

Staple/Good cards:

First up is the main size 3 electrodeity card you'll possess into. Electrodeity of Light, Amaterasu costs 2 gauge to summon as a monster but you won't be summoning her as a monster often. Instead you'll possess into her which doesn't require the call cost to be paid. 

She has two abilities that you can choose to use once per turn. You may either gain a gauge and she gains 8000 power and double attack or, you gain 2 life, draw a card and gain 4000 defense (for a total of 12000 defense). 

Over, she has an ok offensive skill and a great defensive skill. Maybe almost too good. Many time's, I've decided to use her defensive skill even during my turn just to get a little more draw and life for survivability during my opponent's next turn. 

Next up is Amaterasu's brother, Unruly Electrodeity, Susanoo. Again, if you want to call Susanoo to the field, he costs 2 gauge. Also, at this point, I'm going to skip over the size 3's call costs since that's not their intention.

So anyways, if you pay 1 life, you can either give Susanoo triple attack and penetrate or, you can destroy all spells and items on the opponent's field. The former ability is used way more than the later. At this point in Buddyfight, there's too much anti-destruction effects to even feel like the latter skill could be used viably so most of the time, you'll be giving Susanoo triple attack and penetrate. I believe even at the end of the game in North America, he's still the most offensive size 3 Electrodeity.

Next up is CHAOS Darryl Berck... I-I mean Guardian Electrobeast Goryou. Goryou has 2 very simple abilities. She can only be called once per turn which is, whatever, and the other ability is when she enters the field, you check the top 3 cards of your deck and put one from those 3 into your hand. Also, because she can grab any card, you do not have to show your opponent what card you chose. Unlike Banquet for the Unrighteous where, because you can only choose a monster, you must show the opponent what card you grabbed. She is amazing for consistency. She's quite literally in all my Katana World decks minus Oni Assassins and even then, I'm trying to think of a way to add her to that deck. Electrodeity wise, I think she's an instant 3-4 of in the deck.

Next up is the tutor for Electrodeities. Miracle Fighters is a pretty basic tutor. Pay a gauge and choose an attribute of a card on your field and grab either an item or a size 3 with that attribute. It's used to mainly grab the Kagura-bell or size 3 card you need.

Electrodeity of Water, Mizuhanome is next up and she's actually deceptively good since both skills are defensive skills. She can either rest a monster on the opponent's field and gain 2 life or, bounce an opponent's monster and burn for 1. What is nice is neither the 2 life gain or 1 burn are dependent on the rest/bounce being successful.  

She's a good financially cheap alternative if you're struggling to pay for copies of Amaterasu. She's also just good for consistency's sake. Sometimes, you just get bad luck and can't find Amaterasu but Mizuhanome's skills can still help sufficiently survive the opponent's turn. Also, her bounce is pretty useful since anti-bounce isn't super common at the point this set has been released.

Ritual, Harvest Prayer is the draw spell for the deck and it too is pretty straightforward but there's actually a little bit of nuance. You can only cast it if there's an Electrodeity on the field. Draw 2 and if your item has a soul (which means your possessed), draw 1 more. 

As good as it is, I tend to run only 2-3 copies because if your hand gets clogged with this card and you can't call anything to get going, this card is a dead card. When I ran it at 4, this happened a few times. Also, its more preferred to get this card on your second turn since you'll get to draw 3 so, you'll want to
see it a little less often. I think it being a 1 of is a little too low so 2-3 seems like a healthy amount.

Onto another staple! Electrodeity Festival has two abilities. Either you can grab an Electrodeity item from your deck (i.e, Kagura-bell) or at counter speed, you can stand an Electrodeity on the field so it can attack again. It's a solid 4 of at the time this set came out. It's debatable if people want to run it at the end of the game. It's ultimately based on personal preference, but we'll get there.

Next up is Kagura-bell of Worship. I've already talked about this card up above, so we'll just move onto the next card.

Electrobeast Emissary, Otora is the next card and it's basically a staple 4 of. If it enters the field and there's already another Electrodeity on the field, gain a gauge and draw a card. Super simple, super good resource gain and cycling.

Electrodeity Return is a good card but I wouldn't say it's a staple. You pay a gauge and you can grab 2 different Electrodeity monsters or items from the drop. Keep in mind you can grab the card you paid the gauge for. If you do run it, I'd say it's fine at around 2 in the deck. It's not something you need early game. You might even want to run this as a 1 of.

Next is a staple that's actually pretty unique. Kagura, Electrodeity Welcome costs 1 life, you gain 3 gauge then, you check all your gauge and put 1 card into your hand. If you can get a couple Otoras played before hand, you could choose from a decent 5-6 card gauge selection. Real nice for consistency and resources.

I'll combine both Ceremonial, Fire Mirror and Ceremonial, Water Mirror in the same group since they're both just attack nulls but one gives 2 gauge (fire) and the other give 2 life (water). I personally liked Water Mirror more but both are good and viable for different reasons. Fire mirror is nice if you're running Lost World and need that 2 gauge. Water mirror has been nice to help absorb an aggressive attack phase from the opponent. 

Regardless of the mirrors, Ceremonial, Execution of Divine Punishment might be the best defensive spell in the set even if you don't gain resources. It can only be played if your item has a soul (so you're possessed). Its first skill is it gives all your opponent's cards -3000/-1/-3000 which can really neuter your opponent's field for the turn. This is the main skill used. I don't think I've ever used the second option of destroying a spell or item on the opponent's field but it's there.

Last but not least is Wind Arc Deity, Uzu-Ikazuchi. I would put this card under the "good" category and not necessarily a staple. It can only be played if you're possessed. The critical of all Electrodeity cannot be reduced by card effects and when the item attacks, destroy a card and burn 1 to the opponent. The burn is also independent of the card destruction so if there are no viable destroyable cards, it doesn't matter. As the art kind of suggests, it's best used with Susanoo and his triple attack/penetrate. 

It's real strong but depending on what you want the deck to do, you may not even run the card. If you're doing a Lost Electrodeity build, for example, you wouldn't run it because all your aggression is once you go into Lost World.

Up next is is the more niche/bad cards so, let's start with the list!

Starting from the top, we have Electrodeity of Wind, Amatsuhikone. His two abilities is, you pay 1 gauge and he can either gain 2 critical and double attack or, all Electrodeities on the field get 4000 power. 

He's not bad, per se, but when you have Susanoo that can do:

- 3 damage in 3 attacks (9 damage total)
- Has penetrate
- 3 activations for Uzu-Ikazuchi 

versus Amatsuhikone that can do:

- 5 damage in 2 attacks  (10 damage total)
- No penetrate 
- 2 activations of Uzu-Ikazuchi

 I think I'd be willing to sacrifice one less critical for one more attack and Uzu-Ikazuchi activation with Susanoo. Also, the gauge cost for Amatsuhikone's skill is more detrimental than paying 1 life with Susanoo's skill. Life gain is super easy with Amaterasu's and Mizuhanome's 2 life gain and then you don't have to worry about slowly decking yourself out more by needing to gauge ramp harder for Amatsuhikone.

Next up is Electrobeast Emissary, Shuto. He's kinda teetering between low staple/good tier and high niche/bad tier. He costs 1 gauge and put an Electrodeity into his soul (but it cannot be the gauge you pay). Right off the bat, he gives the Electrodeity item 3000 attack and defense. Then, if the Electrodeity player's life is 6 or less, the item also gets 1 critical and he has move and soulguard.


I actually used him for a while as a 2-3 of because making Amaterasu 15000 is an absolute pain to get over. I don't believe I ever moved him to center because that just makes activating penetrate easier and I honestly don't think I've ever taken the "6 or less life, gain 1 critical" into consideration. Especially since Electrodeities has so much life gain, you're usually not going to be low on life. 

Guardian Electrobeast, Mizuchi is more of a tech. It has shadow dive and double attack. Also, when your electrodeity item attacks, it gains a critical and that's not once per turn. So, in theory, it could be a 4 crit with Susanoo on the field. This card is mainly for big, beefy size 3 center decks that you struggle to get through so, he just lets you go around with Shadow Dive. Can't say I've ever used him but in theory, he's not bad but, not a consistently needed card.

Guardian Electrobeast, Komaji might at first, seem like a better Otora, because you can get a gauge, 2 life and a card but, if you do run it, you'll want this card on your second turn because the main goal is to draw an extra card and you're not doing that on the first turn without your item having a soul. That's the major downside with the card. I'd rather get a gauge and card with Otora on the first turn than a gauge and 2 life with Komaji. Electrodeities already has enough life gain through other means.

Guardian Electrobeast, Hakuro provides the opposite resources that Komaji gives (2 gauge and 1 life) but it also doesn't have a way to draw a card so, overall I think its worse than Komaji.

Guardian Electrobeast, Inamaro is one of those cards where, nothing is wrong with it technically. It only costs a gauge, can give other Electrodeities penetrate and can get double attack along with move and soulguard but, there's just so many other good cards that its tough to find a spot for him. Plus, Susanoo already has penetrate for 3 attacks and the need for more penetrate is usually pretty low. Overall, just lackluster and not enough space in a deck to need it unless you need to sideboard it in.

I gotta say, I love the art on Guardian Electrobeast, Kiun but his stats and effects are just bad. At this point, anti-destruction is super common and prevalent so his destruction effect won't usually activate and other than that, he has move which makes the Electrodeity player susceptible to penetrate damage so overall, Kiun's a hard pass.

Comeback Electrodeity, Bright Future is the impact card for Electrodeities and it's an ok impact. I'm not much of a fan of impacts that give cards another chance to attack during the final phase because there's many more ways to work around that (such as re-resting the card/reducing the damage to 0) than an impact that just does X amount of damage that can't be nullified or reduced. Don't get me wrong, it's certainly not a terrible impact but, it leaves too many opportunities for the opponent to counter the impact. Especially since it costs 3 gauge which isn't cheap.


Guardian Electrobeast, Komaichi's problem is similar to Komaji. To maximize its effect, you want to get the critical bonus but, not only is it not possible on turn 1 but, even if you could, having one attack have 1 extra critical isn't that worthwhile of an investment to lose a hand card so, if you do run it, it'll be probably a 2-3 of but even then, remember, it's fighting for space in a deck that has a lot better options to make the deck work well. 

If I can give it one positive note is that it's stat boost isn't once per turn so if you are on your 2nd or more turn, you can spam call this guy a few times to get a good damage boost. Conversely though, in order to do something like that, at best, you will have not have had to wait any turns to get a few copies of him in hand by drawing the second+ turn but on average, you would probably at least have 1 copy in hand on your first turn which will have been a dead card the previous turn.

I wont spend much time on Ceremonial, Worded Breath. It's another card that sadly isn't good due to the high amount of anti-destruction in the game. I'd say it's even a waste being in sideboard.

Ceremonial, Winged Arrow is similar to Double Loss. At counter speed at anytime, you can drop a soul from an opponent's monster then, if your item has a soul, destroy it. It sadly falls into the same category as Worded Breath. The meta can just ignore effects like this easily so it's not worth running.

Last but not least of the set is Electrodeity City Center, Takamagahara. It's a set spell that prevents your Electrodeity item from being rested or bounced to hand and the item's abilities cannot be nullified by the opponent. That's pretty worth while for a minus 1 card in hand. This one is actually a decent side board card. Helps with protecting your field and if the card itself gets destroyed, you can grab an Electrodeity monster for free. I would say put this in sideboard.

Dimension Destroyer

The Dimension Destroyer set only had one new card and that was Radiant Electrodeity, Ameno-Wakahiko. It has a passive that if you're possessed onto him, he cannot leave the field by the opponent's card effects. This was a nice counter to Vile Demonic Dragon, Vanity Husk Destroyer's "put" effect. He unfortunately only has one active effect to choose from. For 1 gauge, you draw a card and 1 card on the opponent's field loses 3000 power and defense and 1 critical. So it's like a mini Execution of Divine Punishment. Not the worst defensive skill since you at least get to draw a card but compared to


Mizuhanome and Amaterasu, it's not as good. On the other hand though, his passive effect does pull its fair share of weight so he's nothing to completely write off. I tend to switch back and forth between 1 copy in main or side board.

Golden Garga

The Golden Garga set brought us not one but two cards! Wooh! We're rolling in support! Affectionate Heavenly Deity, Amaterasu's ability costs a life but you get to draw and either make her more offensive (+6000 power and triple attack) or more defensive (+6000 defense and Counterattack). Either way, you draw a card and feels more balanced out on which should be chosen compared to Electrodeity of Light, Amaterasu where it felt like her +2 life/+1 draw ability was just the better option.

Sol Aurora is, in my opinion, a staple attack null. It nullifies the attack, prevents the card from restanding and you gain 1 gauge and 1 life. Super solid overall. It could probably replace the Fire/Water mirrors you were using in the deck.

Blazing Overclash

Weaver of Dreams and Fate, Miko has a small misprint. On the card, it says her name is "Mico" but her real card name is "Miko". This card has 2 abilities. The first is where if your item would leave the field, you can send Miko to the drop instead to keep the item on the field. It's second ability is much more unique and is the real reason to play the card. If you're being attacked and she's in the drop zone, you may pay 1 gauge and put her from the drop zone to the deck to nullify the attack and gain 3 life. Pretty crazy to basically always have this card "in hand". I think it's an absolute 3-4 of in the deck because of the basically free attack null from the grave.

I also feel like this is a sleeper card for other decks with open centers. For Skull Warriors, its easy to chuck in the drop and block attacks. Blade Beasts/Japanese Blade decks get use out of it since they are open center and focus on getting cards to drop. You would think it would be nice in Bladedancers as well and while it's not a terrible choice, Bladedancers rely more on cards that reduce damage to 0 (because of the counter attack on the sword). Not attack nullifies but, if push comes to shove, it can be used.

Ace Re: Collection Vol.1

There's not much to say in Ace Re: Collection Vol. 1 other than Electrodeity of Light, Amaterasu and Miracle Fighters got reprinted which I'm sure was super helpful for many. Oh, and Miracle Fighter's art is full art on the card instead of boxed art so it looks nicer in my opinion.

Perfected Time Ruler

Perfected Time Ruler introduced enough cards to create a new way to play Electrodeities. With the help of Great Electrodeity of Freedom, Izanami, you could potentially get two turns in a row! That's at least one of Izanami's skills as long as you can discard 5 differently named size 3 electrodeities from your hand. Her other skill (which I think is better) is to call a size 3 Electrodeity from the drop without paying its call cost and it becomes a size 0 until it leaves the field. Izanami also has built in triple attack.

I tried to build a deck around her extra turn effect and while I was able to pull it off a couple times, it felt more like 1 and a half turns. It felt like it took so much resources to get the 5 different electrodeities in hand that the first turn was a little stunted but the second turn felt fine. Ultimately, she's still a great card because of her second effect being the much better option in general. Free size 0 Amaterasus/Mizuhanomes and free resources!

Kagura, Blossom Dancer is the other viable, alternative option to Electrodeity Festival. It can be played only on the opponent's turn to equip an Electrodeity item from the deck. This allows you to have a fully online field, ready to go on turn 1. Alternatively, its other ability reduces the next time you take damage to 0.

Kagura, Blossom Dancer's second ability is also a viable option for Blade Dancers since it reduces damage to 0 instead of nullify although, I personally prefer Recover Veil more but, both are viable options.

So, between Electrodeity Festival and Kagura, Blossom Dancer, which would I prefer? It depends. I think Kagura, Blossom Dancer is more for pure Electrodeity decks to help get more attacks off while Kagura, Blossom Dancer is more for if you either need more defense or are running Lost Electrodeity and want to just survive to get to Lost World. They're both good and roughly balanced. They just fit slightly alternate niches.

Freed Flower of Yosen is another staple attack null in my opinion. You can use if anytime you're being attack to nullify the attack and then, if the opponent has attacked 3 or more times and your item has a soul, their phase ends. Keep in mind that this also works if the opponent is attack in the final phase as well. 

Technically, its attack null portion is generic enough to go into any deck but, I don't think any Katana World archetype is struggle that badly with attack nulls that the only viable solution is to use a single attack null effect with no other upside.

I'll be honest, I haven't tried to use Electrobeast Emissary, Shino in my deck but she doesn't look to be a bad card at all. She helps them be more consistent on grabbing size 3s and helps protect your Electrodeities in general. Sadly, you do have to discard 1 card if you grab a card but that's a fair trade. Heck, maybe I should try switching back off from Lost Electrodeity and try the extra turn strategy with her in the deck. Regardless, she's a solid card as long as you can find space for her.

Electrobeast Emissary, Kouki is the least impressive card out of the set. He fits into this weird place where there's other better cards to prevent your Electrodeity item from being messed with but, he does protect all Electrodieties in general on the board so he is a little different. His second effect is a nice way to recover a size 3 from drop so you can work on getting to 5 different Electrodeities to get an extra turn however, you probably don't want him turn 1 with no cards in drop so he's a little bit of a hot mess. I honestly would prefer just to use Electrodeity Return. I don't know. Not unique of a tech to be played in sideboard but he also doesn't seem to warrant the main deck either.

Buddy Ragnarok

The last set for english, Buddy Ragnarok, gave us a new Amaterasu. Sol Trilight, Amaterasu "Wisteria Dance" and I honestly have mixed feelings on her. Let's look at the skills first. Her ability is counter however, it can only be activated during either player's battle phase so it can be a little slow. You draw 2 nice (which is nice) and you pick either the offensive or defensive skill. The offensive skill is you gain a

gauge and all Electrodeities gain 8000 power. Her defensive skill option is to gain 2 life and get 8000 defense. She also has innate penetrate and double attack. 

My biggest issue is that it can only be activated during the battle phase. During the opponent's turn, its not usually a big deal but I hate the idea of missing a useful card to play during the opponent's main phase like Demon Way, Sakurafubuki to hinder the opponent's turn. Like wise, during your turn, I'd hate to miss being able to either gain more advantage cards during the main phase or miss the chance to activate Uzu-Ikazuchi to have a better aggressive battle phase. It just feel slower and I don't think the extra card draw justifies this slowness.

So, due to Demon Way, Sakurafubuki having such strong synergy with the life gain and draw that Electrodeities offers, it was limited to 1 however, Bushiroad made a more balanced spell null for Electrodeities called Cross Manner. It can only be cast when a spell is cast and your Electrodeity item has a soul. Pay 2 gauge, nullify the spell and no more copies of that card can be played this turn. Pretty strong but severely gimped compared to Demon Way Sakurafubuki. I've tried running it and I'm honestly torn on how good of a spell null it is. It seems like too much if you run 1 Sakurafubuki and 4 Cross Manners so maybe there's a happier middle ground taking 1 or 2 out. I haven't tried myself.

Electrobeast Emissary, Mashiro is the last card from the set. Its first ability is like the Takamagahara set spell's first ability. Helps to reduce interference to your Electrodeities on the field. The second effect is like Miko's drop effect but costs a life and helps prevent your item from leaving the field. I'd say its a decent tech card. Not really sure if you would mainboard it but a respectable sideboard card.

Promos

Guardian Electrobeast, Micott is the only Electrodeity promo to be released. She costs a gauge and gets a soul from the deck. She redirects the opponent's attacks to her which is nice and she gets 5000 more attack and defense if you have an Electrodeity item equipped. To top it all off, she has innate double attack and soulguard. Nothing is bad with the card but I think a high defense (10000+) size 3 Electrodeity item can hold its own pretty well without needing help from an 8000 defense monster. Also, with Izanami, you're working on getting a field of size 3s and not really worrying about summoning size 0-2 monsters other than maybe Otora but even that is just for easy advantage and Otora doesn't need to stay on the field.

Honorable Mentioned Cards & Staples

And we're done! Like my Oni Assassin Archetype Archive post, I just want to list some honorable mention cards that could work with Electrodeities that aren't Electrodeities themselves and just list cards I think are absolute staples regardless of the kind of Electrodeity deck you want to make.

Honorable mention cards in no particular order:

Use this card or so god help me...
- Demon Way, Sakurafubuki (limit of 1)
- Recover Veil
- Grace of the Sun Deity
- Cherry Blossom Dance
- Loyalty
- Banquet for the Unrighteous (alternative option if you can't get Guardian Electrobeast, Goryou)

End of game staples for any Electrodeity deck style in no particular order:

I'm not going to say any certain size 3/2/1/0 monster is a staple other than Otora because I think that's more based on how you want to run the deck but I just don't see how Otora can be a bad card no matter what you do in the deck.

That's about it! Hopefully that helps. Compared to Oni Assassins, this deck certainly feels much more straightforward but still has a few alternative play styles. Whether you want to play more aggressive with Uzu-Ikazuchi, try your luck at extra turn Electrodeities or play Lost Electrodeities.  

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