Monday, March 4, 2024

Deck Profile: Water

Next up is my Water deck profile which, due to the lack of overall support for Water, can greatly vary. The core cards tend to stay the same, but the supporting cards can be pretty diverse so do not take the supporting cards as gospel. I'm just doing the best I can with limited support :(

Like usual, here's the YouTube video on the deck list as well:

My Water deck list:



Monsters:
Size 0:

Size 2:

Size 3:

Spells:

Sideboard:

Main Deck

Despite Water's name, its playstyle is pretty much set in stone. You play a field of size 3 Kannon on the left or right. Play either Size 2 Nanase in the center. Nanase's size gets reduced to 0 due to Kannon. Then, either size 0 Goishi Goma for gauge cost reduction, or Bibikawazu for the unnullifiable attack and sending Waters/Skull Warriors to drop. I usually send the 1 copy of CHAOS Gishingyuki from deck to drop. I'll explain his part in his section.

First Omni Beast Messenger, Goishi Goma - Since all the big monsters in the deck are size 2 or 3 Katana World monsters, their gauge cost is reduced by 1. Water does require a lot of gauge to set up so this helps reduce that cost.

Premature Passing, Bibikawazu - Helps for 1 of 3 reasons. First is to filter out cards you don't want to draw. For an example, if you already have your ideal board set up, take out other Nanases from the deck. Second, you can get your 1 of techs to the drop for later like Hundred Mechs General, CHAOS Gishingyuki or Humanoid Beast, Yaejako from the deck. Third is early game when you need 2 waters in the drop to call either Nanase. 

Also, with Nanase Re:B's ability, Bibikawazu can become a big 12,000/1/11,000 monster with double attack that can't be nullified if attacking a lone. Not bad for a size 0.

Guardian Electrobeast, Goryou - Just a good consistency card for the deck. Keep in mind, its size does NOT reduce with Kannon on the field so, minus size 0's, you have to play Goryou first. 

Speaking of size 0s, if you have Bibikawazu and Goryou in hand, play Bibikawazu first to help filter out some cards you may not want as options from Goryou then, play Goryou so your odds of getting cards you do want in hand are higher.

White Dragon Hermit, Nanase "Re:B" - The main size 2 you want on the field. He's free to call if you have Goishi Goma on the field. Also, before we get too far into him, he has a pretty major text error. The card's call cost says you "Put two Water from your field into his soul and pay 1 gauge". This is not correct. The correct call cost is "Put two Water from your drop zone into its soul and pay 1 gauge". 

Now onto his effects. First, he restricts your opponent's gauge to 2 at max. If they try to get more than 2 gauge at a time, the opponent has to send gauge to drop until they're down to 2. 

The next ability activates at the start of each player's battle phase. If the opponent has 1 or less gauge, you gain 2 life, draw a card and for the rest of the turn, all Waters get 10,000 attack and defense and double attack. 

To make this easier to activate, he also has a counter ability that lets you drop one of his souls to make the opponent lose a gauge so, even if the opponent has 2 gauge, you can force them down to 1 gauge to gain the 2 life, draw and bonus stats.

To top it all off, Nanase has innate penetrate, soulguard and counterattack. I wouldn't rely on the penetrate and counterattack too much but they're nice.

Celestial Deity of Misty Dew Water, Nanase - This Nanase is more for consistency to have "a" Nanase on the field. Re:B Nanase is the better option, but this is better than nothing. 

Regardless, lets run by its abilities really quick. He costs 2 gauge and 2 Waters from the drop into its soul. When he's destroyed, destroy an opponent's monster, you gain a gauge, and the opponent loses a gauge. He also has double attack and soulguard. Not bad but the monster destruction effect isn't great anymore, so you'll care more about the gauge gain/loss portion of the effect. Thankfully, the gauge gain/loss is NOT dependent on the monster being destroyed.

Also, if you do have Re:B Nanase on the field, you could use Bibikawazu's ability to send copies of this card to the drop since you won't need them in hand.

Heavenly Vengeance, Full-equip Kannon - The main size 3 for the field. He's a little expensive at 2 gauge but Goishi Goma can help reduce the cost. His first ability is what reduces Nanase to 0. His counter ability allows you to destroy a Skull Warrior or Water monster on your field other than Kannon to gain a gauge and 1 life. This is mainly to help with not getting penetrated but back in the day, it was used to trigger Misty Dew Water, Nanase's abilities. 

Hundred Mechs General, CHAOS Gishingyuki - This might seem like a weird 1 of but bear with me. Lets go over the abilities first and at that point, it should make sense. 

He costs 2 gauge and double attack. His size reduces if you have an originally size 3 Skull Warrior or Hundred Demon on the field. That means if you have Kannon on the field, Gishingyuki's size becomes 0. 

His last counter skill is called "Change of Parts" and lets you call him from the drop to the field by paying his call cost by putting a monster from the field to the drop. So, he's meant to be a small attack extender. Let's say you have Kannon, Re:B Nanase and either size 0 (Goishi Goma or Bibikawazu) on the field. Once they all attack, use Gishingyuki's Change of Parts skill to sacrifice the size 0, pay 2 gauge and call him to replace the size 0. He's more of a beat stick than a high crit threat but hey, two more attacks is better than nothing. Then, worst case, if you want to recoup some resources from Gishingyuki, destroy him with Kannon's skill.

In theory, you could call more copies of Gishingyuki by sacrificing Kannon and each Gishingyuki size reduces the other, but the gauge cost starts to get a little bit unrealistic and starts messing with your field, so I don't try to push for that and just run 1 copy of Gishingyuki.

Demon Way, Fresh Blood Nectar - An absolutely needed Water tutor for the deck. For 1 gauge it lets you get your drop and hand ready for Re:B Nanase or Kannon if you have Nanase already.

Celestial Arts, Returning Water - Another good water card. Helps gain resources and cycle cards you don't need (like excessive Bibikawazus/Goishi Gomas). Also, helps with avoiding penetrate damage if Nanase has no more souls and is being attacked by a monster with penetrate.

Water Ploy, Kyokusuinoen - Help you recover critical cards that may have been destroyed. Remember that Kyokusuinoen can be activated by any destruction method. Be it attacks, Kannon or Celestial Arts, Returning Water. Also, Gishingyuki's "Change of Parts" skill does NOT destroy your monster so you cannot use Kyokusuinoen with him.

Hiding Oni - This deck's core cards have souls so you might as well exploit that and gain some gauge and cards to hand. I only run 2 because if you run more, you may clog your hand with too many Hiding Oni's and not enough set up cards so I played it safe at 2.

Art of Shadow Stitching - The attack null for the deck. If you play against a more weapon heavy deck, you can swap this out for other options but decks more than likely have monsters so this is a relatively safe card for the deck.

Clear Serenity - Used to help make sure Water has enough gauge to get the board going. Also, you can hide calling CHAOS Gishingyuki by waiting until after the last attack on the field, play Clear Serenity then call Gishingyuki. It might be the couple attacks your opponent doesn't calculate for.

Banquet for the Unrighteous - Serves two purposes. First, its another consistency card for the deck with its first ability but remember you can only grab monsters with Banquet. Second, soul charge ability is nice for Nanase to be able to drop another soul to drop the opponent's gauge and allow you to gain 2 life, draw 1 card and gain its buffs. 

Also, worst case scenario, give a monster a soul then use Hiding Oni to gauge and draw two. It's a -2 hand cards for +2 hand cards and a gauge so it's still a plus.

Demon Way, Sakurafubuki - Cheap and easy spell null. Nanase's 2 life and 1 draw gain makes this basically free. Remember its limited to 1 in a deck.

Sideboard

Cherry Blossom Dance - A good disruptor card for decks that frequently want to call from drop such as Skull Warriors, Oni Assassins or MAX Dragons.

Water Technique, Minawagakushi - Many decks have anti-destruction effects but not all have anti-bounce effects so this can help disrupt the opponent's turn. It's an expensive cost but can be useful and it's still a Water attribute card. 

Humanoid Beast, Yaejako - Mainly to help mess with decks that like to use set spells. You can always just destroy Yaejako after you use his summoning effect with Kannon or Celestial Arts, Returning Water. Keep in mind, Yaejako puts the set spell to drop so this gets around all the anti-destruction effects in the game.

Barbed Wire - One of many alternative attack nulls. This is mainly for Hero World. Another good option is Buddy Block!

That about sums up everything. The deck has pretty solid staples, but the secondary support is pretty minimal so there's a lot of flexibility and options. Some people will play more heavily into the Ninja Arts engine instead for example which certainly isn't a bad option.

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