Friday, April 26, 2024

Final Goodbye

"The power to laugh one more time"

Well, here we are. The last post for the site. To not leave anyone wondering, I have decided to not do anymore "Common Rulings and Misconceptions" or potential YouTube shorts. Main reason is my interest in the game is fading and so I'm going to move on. Plus, more and more people are going to eventually move on from Buddyfight so the investment in the content for a smaller and smaller audience just isn't worth it to me. I'll always enjoy playing and talking about the game but I'm moving on. I'd like to move onto other things other than writing blog posts while still playing card games as a hobby.

It was a great 6 years of Buddyfight and I wouldn't trade it for the world. Everyone I have met (and continue to meet at regional events) are great people. The couple times I have gotten into top 8 with my Gojinmaru ninja deck and Lost Electrodeity decks were awesome and fun. 

Even though Buddyfight is dead, I don't see myself leaving the Bushiroad card game scene. I have started to find an interest in Shadowverse: Evolve so I still see myself going to regionals in Toronto, Canada and White Plains, NY so if you see me, feel free to say hi! (if you even know what I look like). I still don't mind talking about Katana World if you have questions or just want to chit chat. Also, unless someone asks me to bring my Katana World cards, I won't be bringing them to any regional.

I will still be a moderator for the Futurecard Buddyfight North American group for the foreseeable future. The games dead but I'll always be around to make sure the sales posts have paper time stamps.

So, what's next? Well first, I'm still learning Japanese and that's been fun. I feel like I'm getting to the point where I feel like I'm semi-fluent so that's nice but there's still a lot of work to do. 

I've also started to get into Shadowverse Evolve (SVE). Within SVE, I have taken interest in the general art and playstyle of Abysscraft. I will probably continue down that rabbit hole unless something drastic happens. I don't plan on starting a new blog for the game though. As much as I have enjoyed writing blog posts (and still did enjoy until the end) for this website, it is very time consuming since I am OCD about everything looking just right on the site and I'm the holy trinity for the site: writer, editor and publisher.

This blog site was ultimate just a passion project of mine that was spurred on/inspired by Blaze's "Buddyfight Theory" blog site. I had many thoughts in my head while building decks but writing them down seemed to help me through my thought processes, so I hope this site was just as helpful for you as it was for me. I've literally never made a penny on this site. I hate ads so I never set that up nor will I ever set that up.

Also, just wanted to say thanks again to Harry on making my blog's background. I still love it to this day. I haven't heard from you in a long time. Hope you're doing well.

This site will stay up for the rest of forever as far as I can tell. It'll be a nice, complete site cataloguing all the ramblings and thoughts of a man with too much money and time to invest in a children's card game... and no, I swear I don't have a problem. Anyways, it was fun while it lasted!

Maybe the real tournament prize is the
friends we make along the way.

From the bottom of my heart, thank you everyone for your thoughts, input and ideas throughout the years. Thank you to anyone who has even read even a little bit of my posts. 本当に有難うございます.

~Billeh

Tuesday, April 23, 2024

Buddy Ragnarok Katana World Set Review

 

And finally, the last set of the game in English. I know I know, hold back the tears. One thing to note is that a box of Buddy Ragnarok always gave the exact same set of cards so, you know what you're getting if you buy a box. Bushiroad more than likely did this since it was the last set. I do want to mention that I personally feel like I didn't say too much about each card in general but at the same time, the cards are pretty self-explanatory in what they do. So, like usual, let's start from the top!

Nanomachine Ninja, Tsukikage Re:B


This is the second printing of this card. The first print was from Perfected Time Ruler. However, this time, it was printed as an SP instead of a boring double rare and I have to say, I like the art. If you want to see any further details about this card, check out the Perfected Time Ruler set review.

Long story short, this card is super flexible in many Katana World decks. Mainly ninjas (duh), Skull Warriors, Garninjas, Bladedancers and Blade Beasts. The protection effect is a nice bonus but is not usually what you use this card for. It's mainly used for the tutoring/filter of your deck.

Also, unless you're low on deck, always grab two cards. Worst case, you discard one card you grabbed from the tutor.

Sol Trilight, Amaterasu "Wisteria Dance"


I have mixed feelings about Sol Trilight. At first glance, she looks like she might be, for all intents and purposes, an upgrade to Electrodeity of Light, Amaterasu but, I disagree. I think the real limiting factor of this card is that it can only activate during either player's battle phase. 

I think depending on what kind of deck you're playing, you can possibly play her but not all decks necessarily want her.  That means if you want to potentially have more counter play during the opponent's main phase (like Cross Manners/Sakurafubuki), you're not running this in the deck. If you're playing Lost Electrodeity, then yes, this card is great because you just want Lost World by the end of the opponent's turn. 

Steelframe Swordsman, KUROGANE "HAYABUSA"


The last Kurogane and thankfully, he's a good card. Hayabusa is basically the default size two Kuragane you'll run in the deck. Mainly because of the card protection effect and the deck needs the opponent to attack. It also helps trigger the size 1 SHAKUDO later on in this list.

Oni Boss, Kid Ibuki "Re:B"


Kid Ibuki got a Re:B! I do wish they used his SP art. It's better in my opinion. Anyways, he works very similar to his original effect but it's a little more power crept to keep up with the times. It can also destroy items along with monsters and deals damage based on the critical. Not their size. He also helps set himself up for free!

Sadly, this won't be enough to make the card good. Most decks run anti-destruction in almost any conceivable way. Sure, there may be a way to break up the board but you'll be having to do something as annoying and tedious as destroying a set spell, then, attacking a 2 soul monster that provides protection from effect damage before you could actually freely start destroying cards. 

By that point though, the game is probably almost over with and not in your favor so people have pretty much given up destruction effects. Sadly, I don't think Kid Ibuki Re:B is really playable to any certain degree.

Electrobeast Emissary, Mashiro


Mashiro is another support card for keeping Electrodeity's items on the field. It can be a toss up between either running a copy or two in the main deck or just leave her in the sideboard. Her first counter effect is nice but I don't think Electrodeities are too worried about destruction or bounce effects. They're more worried about put effects and unfortunately, I think Grace of the Sun Deity does an overall better form of protection because Sun Deity is for the whole turn (and therefore, deals with Vanity Husk Destroyer well) and Mashiro is just for one instance.

Young Alloy Swordsman, SHAKUDO


The other new Bladedancer and he's actually really good! He needs a bladedancer to be put into his soul to be called but that's not a super hard requirement (but strange for a size 1). Keep in mind that his damage increase effect only works on the impact. It doesn't work with Kurogane Hayabusa's burn effect (because he's not an Excelblade). However, his gauge gain effect does trigger with Kurogane Hayabusa's burn effect AND the Excelblade impacts. Also, he's tutor-able thanks to Tsukikage Re:B. 

― KABUKI MAI ―


A new tutor for Bladedancers! It's fantastic that it doesn't cost any gauge. Between this card and Tsukikage Re:B, you can get your full board on the field pretty consistently. Regaining the 2 life isn't hard either. You have Kurogane Hayabusa that burns the opponent for two and gives two life back and you have Fusion Style, Steadfast Sequence the First. Overall, this card's cost is basically free.

Art of Warm Pleasant Happiness

Now this card flew under my radar years after it came out. I just saw Gardog and Garbird and just didn't even think it would be useful in anything other than Garninjas but, this card is pretty strong as long as a deck has a lot of Ninja Art cards. So, at the very least Tsukikage brother ninjas and Garninjas.

At best, you get 3 gauge and 3 life for one card which is solid and it's not that hard to accomplish either. Also, you can even cycle the card itself back into the deck to potentially reuse later. The two Dragod tokens is also nice but I think people will gravitate to this card more for it's resource gain.

Cross Manner


The new spell null for Electrodiety (after they limited Demon Way, Sakurafubuki to 1). It's basically like any other spell null now. Playable on turn 1 but because it costs 2 gauge, it can't be played multiple times like Sakurafubuki could.

I don't think it's an absolute staple in every Electrodeity deck and honestly, it's not optimal to play it with Sol Trilight Amaterasu. Still, I think it can be generally played as a 2/3 of. In my play testing, 4 copies with 1 copy of Sakurafubuki made the deck feel a little too cluttered but your mileage may vary.

Excelblade, Godslash KANESADA -SINUCHI-


The new an improved weapon for Bladedancers! This card isn't technically a straight upgrade to Excelblade, Godslash KANESADA (this card costs 2 life instead of 1) but for all intents and purposes, it's basically better. By this point, you also shouldn't even need Excelblade, Beastcut in the main or side deck at all. You can basically run 8 copies of this card in your deck thanks to KABUKI MAI. Not saying you have to. I find it better to run 2/3 copies of the weapon and 4 copies of the tutor personally.

The last Garninja item. His cost isn't bad since it's split between 1 gauge and 1 life. He has on field protection of your Deity Dragon Tribes as long as a size 2 or greater Dragod is on the field and he can extend the battle phase by summoning two size 0 Dragod tokens. These tokens can also be summoned during the opponent's turn for defense as well. Overall, real solid weapon to choose for Garninja decks. Not much else to say. The card basically writes itself.

Yamigitsune gets a Re:B form and boy was it a sight for sore eyes. He gives everything a skull warrior would want. He gives all Skull Warriors shadow dive. He actually has some staying power by having two easy souls. Skull Warrior's damage cannot be reduced with a Skull Warrior is attacking alone. His "To Darkness" skill gives a gauge, life and draw and he has double attack, soulguard and move (for some odd reason).

Overall, he's the best Yamigitsune Skull Warriors will ever get. 10/10. He's a good boy.

Ziun on the other hand, he's rough. At least from the Skull Warrior/Katana World perspective. I assume he's more fitted for the Dungeon World/Omnilord deck. I've never played that deck so I don't have any insight there. He also in theory works well if you want to still run the Boy Transformation, Yamigitsune, size 0/3 build but he's very weak and susceptible to many disruptions so he's not really viable anymore.

Nanomachine Ninja, Byakuya "Re:B"


On paper, Byakuya Re:B doesn't seem bad but that doesn't make him great. I'll be honest, I haven't thought much about him. I can see there being an all size 1 field gimmick where you just get Tsukikage Re:B on the field to buff 1 or 2 Byakuya on the field and you just work on trying to discard your whole hand to shadow dive the opponent to death with 4 critical attacks but, I haven't really messed with him. Plus for me, size 1 ninja fields feel boring since they've been around since literally day 1 of Katana World and at least Gojinmaru as a concept is at least a little newer (but still very old). This Byakuya is basically as useful as the deck you decide to build around him.

Next up is the goodest boy in all of the Japanese Blade archetype. He gives destruction protection. He gives power and critical boosts and he even freely sets up the drop zone AND gives gauge and card advantage back?! Pinch me I must be dreaming. Sure, he's a little expensive at 2 gauge but what's 2 gauge when you get it right back from his "Stance Under the Moonlight" ability? You can even plus one gauge if you have Voice of the Blade on the field when you play Mikazuki Munechika. Run 3. Make him buddy. Give all your worldly possessions to him. He deserves it.

You know, I think it's a shame that Bushiroad kept making Giant Tanuki/Hellrend Heaven cards in Katana World but never actually gave the card a fair shake in Katana World itself. Like, let people dabble with a decent deck where you play Katana World but also only play Guardians and Executioners. Would it be good? Probably not but it would be a funny casual deck.

Conclusion

So there we have it. The last Set Review for the game. Personally, it feels weird only give about a paragraph explanation for each card but these cards were just meant to be generally good for the decks they were supported with. Can't really look into the future and speculate when you know the games dead. Oh well.

Tuesday, April 16, 2024

Deck Profile: Bladedancer/Excelblade

Relatively speaking, Bladedancers/Excelblades don't have a lot of support. It's enough to make a solid deck (unlike some archetypes *looks at Water*) but there's not enough to have much variety in their playstyle. I made the deck intending to try to make it the best at what it can be. A control/burn deck.

Like usual, if you'd like to watch the video on the deck, check it out below:

Buddy: Steelframe Swordsman, KUROGANE "HAYABUSA"

Monsters: 




Main Deck

The general gist of the deck isn't anything out of the ordinary for a Bladedancer deck. The goal of the deck is to force the opponent to draw with KUROGANE because many times, the opponent doesn't want to attack but KUROGANE will force them to attack. In the mean time, they'll be taking damage from various cards. Let's do a card-by-card.

Silver Orchid Swordsman, SUZU - A 1 gauge cost, size 1 monster that tutors an Excelblade upon successful summon. That means you can grab either the impact or the item. Her other effect isn't anything special. She gains penetrate and double attack if you have the item of the deck equipped but her stats are very low. Also, she will usually be called over pretty quickly so the second effect is pretty negligible.

Young Alloy Swordsman, SHAKUDO - The main size 1 you'll want on the field. His call cost is to put one Bladedancer from the drop into his soul. Keep in mind, this can include spells as well.

His first effect increases damage of Excelblade cards by 1. This only counts towards the impacts.

His second effect gives the player a gauge when the opponent is dealt damage by card effects. This can come from not only the Excelblade impacts but from any other card. Also, keep in mind this is not once per turn. He's a real solid gauge gain card.

Nanomachine Ninja, Tsukikage "Re:B" - This one might seem odd but there's a reason. Tsukikage is in the deck for consistency. He won't be on the field very long. He's a floater. You can think of him as a couple wild cards for either SUZU or SHAKUDO so the deck technically has both 5 SUZU and 5 SHAKUDO. 

You have neither card? You can get both and discard a card from hand. You have 1 but not the other? You can grab 1 of each and discard the extra copy. You can search for a SUZU and SHAKUDO and you'll be all set for both getting at least the item and having your preferred size 1.

If push comes to shove, you can also use his discard ability to keep either himself or KUROGANE on the field. It probably won't usually happen but it's an option if you absolutely need KUROGANE on the field.

Guardian Electrobeast, Goryou - At this point, I don't think I need to introduce her. She's in almost every deck I run. Goryou is just a free consistency card. I run her at 4 to maximize consistency. Worst case, if you have too many, just discard her for Tsukikage or charge and draw her. There's no real downside to her. She is also a monster that will not stay on the field very long. Usually being called over by KUROGANE

Steelframe Swordsman, KUROGANE "HAYABUSA" - The main size 2 in the deck that does a lot of work. He's a little expensive at 2 gauge but he does get 2 souls so that's nice.

When he's on the field, Excelblade cards cannot be destroyed or leave the field by the opponent's card effects. Between this effect and SIN UCHI's souls, the item shouldn't be easily destroyed.

His next effect is quite long. At the start of each player's attack phase, if your item is standing, gain 2 life, deal 2 damage to the opponent and for the turn, all of the opponent's monsters MUST attack if able. This is nice because many times, the opponent will call monsters and just pass turn. Hoping to draw into a solution later but with this, they can't stall. Also, remember that if SHAKUDO is on the field, you would also gain a gauge but you would NOT deal 1 extra damage due to SHAKUDO because KUROGANE is not an Excelblade.

To finish him off, he has penetrate, triple attack and soulguard. All solid effects.

Excelblade, Godslash KANESADA -SIN UCHI- - The best sword for the deck. Pay 2 life and put up to 2 Excelblade or Bladedancer cards into its soul. Doesn't matter if it's a monster, spell, item or impact.

It's downside, like all other Excelblades, is that no monsters can be summoned to the center.

The next effect says all Bladedancers on the field cannot be rested and their abilities cannot be nullified by the opponent.

The counterattack is different than normal. Normally with counterattack, when a link attack happens, you can only destroy one card in the link attack. When SIN UCHI's counterattack triggers, all monsters in the link attack are destroyed by counterattack. This effect, while sounds good, won't be very impactful because counterattack is considered effect destruction and not a battle so, all the anti-destruction will keep this effect from occurring very often.

Ultimately, the point of this card is its beefy stats and is what's needed for several cards to get their full effect.

-KABUKI MAI- - Moving onto spells, we have the second tutor of the deck. For 2 life, you can grab a KUROGANE card and an Excelblade (again, either item or impact) from deck. Real solid, 10/10 card to get the deck going. Pretty self explanatory.

Forging -From Fire- - The draw spell for the deck. Basically, draw a card if there's a Bladedancer and then if there's an Excelblade, draw another card. Keep in mind that just having the weapon equipped is both a Bladedancer and Excelblade.

Hiding Oni - Another alternative draw spell for Bladedancers. It costs the soul of a card on the field to gain a gauge and draw 2 cards. Because SIN UCHI and KUROGANE both can have a few souls, you can send one soul to the drop to gain a gauge and draw two.

Fusion Style, Stance of Staring -Ichi- - Another consistency card. Because this card is slower (it can only be casted during the battle phase), it's going to probably be used more for finding attack nulls and the impact. It's also a nice resource gain for players to be able to actually cast the impact.

Keep in mind, you can grab UP TO two cards to hand. If you need the two gauge for an impact in your hand, you can just grab one card and gain 2 gauge instead of grabbing 2 cards and putting 1 to gauge.

Fusion Style Training Grounds, KAZIBA - A set spell for the deck. It has a few effects. The first is all Bladedancers get 2000 attack which is nice but nothing special.

The second and more important effect lets you gain 2 life and deal 2 damage if the opponent destroys a Bladedancer on the left or right during the opponent's turn. This combos well with KUROGANE since he forces the opponent's monsters to attack something. It creates a "damned if you do, damned if you don't" scenario for them.

Also, you can have multiples of the spell on the field to burn the opponent for 4, 6 or even 8 damage when a monster is destroyed.

Fusion Style, Steadfast Sequence the First - The first of two attack nulls for the deck. I use the word "attack null" loosely here because the cards don't actually "nullify" an attack. They reduce the damage to 0 which allows the counterattack to occur. If the attacks were nullified, the counterattack wouldn't go through.

Anyways, Steadfast Sequence the First can only be casted during the opponent's turn and if your Excelblade item is standing. You gain 2 gauge, gain 2 life and the next time you would take damage, it's reduced to 0. Keep in mind that you don't have to cast this card in response to an attack. It can be casted anytime during the opponent's turn provided your Excelblade item is standing.

Recover Veil - The second attack "null". I know it's probably weird to see a generic card in the deck but it fits pretty well with the archetype in general. First, it protects your hand against decks that want to discard your hand which is nice but not why it's run.

At counter speed, you can do one of two things. Either gain two gauge, which is nice for those clutch moments you need the gauge for your impact or, reduce the next attack you take to 0 which still triggers the counterattack of your Excelblade item. Just keep in mind that it doesn't reduce effect damage.

If you don't want to spend money on Recover Veil or are having hard time finding it, a decent second option is Kagura, Blossom Dancer. You can at least get the "reduce to 0" effect with the card but it won't give you the gauge gain option.

Demon Way, Sakurafubuki - The classic 1 of that can be put in practically any Katana World deck. For 2 life, you can nullify a spell. Pretty simple and straightforward. There's an argument to be made that the power creep at the end of the game is such that one spell null for a turn isn't a huge deal so if you don't want to put this card in, I totally understand.

Excelskill of Iai, "Kamikaze" - Last but certainly not least is the main impact of the deck. Kamikaze can only be casted if your Excelblade item is standing. It costs 2 gauge and you nullify the attack, then, nullify the abilities of all attacking cards and destroy them, draw 2 cards and deal 3 damage. It's pretty crazy. Also, I don't run any of the Pinnacle of Iai, Godspeed because Kamikaze is basically just a better version all around. I also don't think you need to run any copies of Godspeed a long side Kamikaze. Just only run Kamikaze.

Sideboard

Up next is side board which can be pretty subjective based on what decks you're dealing with but let's go over it anyways.

Cherry Blossom Dance - Another layer of protection for your item and helps hinder decks that rely on summoning monsters from the drop zone.

Heavyblade Swordsman, NAMARI - Helps trigger the set spell in the main deck and allows you to get back your impact from the drop so you can use it again. I foresee this being added in if the opponent has a lot of life gain where you can't finish someone off with one or two of the impacts.

Spider Thread Art - Honestly, this isn't a great sideboard option so if you have something else you prefer more, go for it. Another good option is Grace of the Sun Deity if you are fighting Lost World and want to keep your item equipped.

There you have it. I think the deck definitely has enough cards for a little bit of wiggle room for some number/card changes based on how you play but the staples cards for the deck are pretty set in stone.

Monday, April 8, 2024

Deck Profile: Electrodeity


Up next is my Electrodeity deck. This will just be a normal Electrodeity deck and not Lost Electrodeities. Compared to Lost Electrodeity, I haven't play tested this deck nearly as much, but the playstyle is pretty simple and straightforward.

If you'd like to watch the video on the deck, check it out below:


Monsters:

Sideboard:

Main Deck

Weaver of Dream and Fate, Miko - Miko has two abilities. Her first ability lets you sacrifice herself on the field to keep your item on the field. This is a nice effect but not what you play her for. You play her for her second ability. When your opponent attacks you directly, you put her from the drop to the bottom of the deck and pay a gauge. If you do, you nullify an attack and gain 3 life. 

Electrobeast Emissary, Otora - When Otora enters the field, if there's another Electrodeity, you gain a gauge and draw a card. A good card to cycle your hand and gain some gauge at the same time. It's also not once per turn. Just run her at 4 at any time.

Guardian Electrobeast, Goryou - Goryou can only be called once but when you do call her, she lets you check the top 3 cards of your deck and put one to hand. She's just a good consistency boost for the deck.

Electrodeity of Light, Amaterasu - The buddy of the deck. She costs 2 gauge to summon but you will rarely pay that cost. She's your backup possession option. She'll usually be called to the field. At counter speed, she can either let you gain 2 life, draw a card and gain 4000 defense (total of 12,000) or, gain a gauge and get 8000 power and double attack. You'll more often than not use the former skill but the latter skill isn't bad either.

Affectionate Heavenly Deity, Amaterasu - She costs 3 gauge to summon but you rarely will have to pay for this. It'll be summoned for free with a card I'll show in a little bit. Her ability is, pay 1 life, draw a card and choose one of the following two. Her first ability is, gain 6,000 power (total of 14,000) and triple attack. The second is gain 6,000 defense (total of 14,000) and gain counterattack. This is a more offensive option you will summon during your turn. The 1 life cost should be negligible with the life gain you get from Electrodeity of Light, Amaterasu, Weaver of Dream and Fate, Miko and the next card.

Electrodeity of Water, Mizuhanome - She has one of two options you can use once per turn. The first is "rest a monster and gain 2 life" or "bounce a monster and burn the opponent for 1". Also, the life gain and life burn effects are not dependent on the first half of the effect being successful. She's in here mainly as a tech option so if you don't have much of a use for her, you can swap it out for other cards. You'll usually summon her to the field as a size 0 thanks to the next card...

Great Electrodeity of Freedom, Izanami - Izanami will be the main Electrodeity you want to possess into. Izanami has triple attack. She has two abilities that you can only choose one of once per turn. The first allows you to get an extra turn if you discard 5 different size 3 Electrodeities from your hand. This ability can't even be used in the deck. There's only 4 different size 3 Electrodeities in the deck.

The main purpose for Izanami is her second ability. Once per turn, you can summon a size 3 Electrodeity from the drop to the field for free and it becomes a size 0 as long as it's on the field. This is how you're able to re-summon both Amaterasus and Mizuhanome for free onto the field.

Kagura-bell of Worship - The main weapon for the deck. It's a crucial staple that without it, the deck just won't function. I run it at 3 because any less and it's possible for both copies to be in the starting gauge and that will be a major hinderance during a game.

Kagura, Blossom Dancer - A spell card that can only be casted during the opponent's turn. You can either equip an Electrodeity item from deck or drop or, the next time you take damage, reduce it to zero. 

I like this more than Electrodeity Festival because with Blossom Dancer, if the Electrodeity player is going second, they can possess into a size 3 at the start of their first turn (second turn of the game). With Electrodeity Festival, your first turn feels bad enough if you're going turn 0. If you're going second though, your opponent is basically getting two turns in a row. It always feels weak. Where with Blossom Dancer, you can start off with a solid first turn after your opponent.

Miracle Fighters - Another tutor for the deck. You basically pay a gauge, select an attribute of a card on your field, and grab either an item or size 3 monster with the same selected attribute. I just run 2 copies because any more and it starts to feel redundant and pointless in your hand.

Ritual, Harvest Prayer - The draw spell for the deck. Pay 1 gauge. If you have an electrodeity on the field, draw 2 cards. If your item has a soul (which means your possessed), draw 1 more. Pretty straightforward.

Kagura, Electrodeity Welcome - A spell that you can only cast this if you have an Electrodeity on the field. Pay 1 life, gain 3 gauge then, look at all gauge and put up to one card in gauge to hand. A solid resource/pseudo tutor card. You can also rearrange the cards in the gauge how you want so if you want to get certain cards out of the gauge, re-arrange the cards in gauge to your liking.

Cross Manner - Electrodeity's own spell null! It can only be casted if your item has a soul. Pay 2 gauge to nullify the spell and for the turn, the opponent can't cast the same card again. Another straightforward card.

Sol Aurora - It can only be casted if you're being attacked. Nullify the attack then if your item has a soul, gain a gauge and life and choose one of the attackin cards and for the turn it can't re-stand. Another solid attack null/resource gain for the deck.

Freed Flower of Yosen - The last attack null of the deck. You can cast it when you're being attacked. Nullify the attack and if its the third or more attack for the turn and your item has a soul, end the phase. Just a solid way to stop the opponent from trampling you.

Wind Arc Deity, Uzu-ikazuchi - This might be a little unexpected but I see this card as the kind of "impact" for the deck. You can only cast it if your item has a soul. For the turn, the criticals of all Electrodeity on the field cannot be reduced by card effects and when your item attacks, destroy a card on the opponent's field and burn the opponent for 1. I don't expect many cards to be destroyed by this card's effect but the burn damage is independent of the card destruction. So, with Izanami as an item, this will trigger 3 times. I run at 3 so its common enough to see and I might have a chance of using it twice. 4 seems excessive and 2 or less seemed too little. Without this, the deck doesn't feel like it has enough offense to push for game. If you think otherwise, that's fine, you can take this out of your deck.

Demon Way, Sakurafubuki - A better version of Cross Manner. No requirement other than 2 life to nullify a spell. Unfortunately it's limited to 1 in any deck.

Sideboard

Cherry Blossom Dance - A set spell that has two abilities. The first is if your item would leave the field, you may sacrifice the set spell to keep the item on the field. The second prevents your opponent from calling monsters from the drop. It's used primarily to help with the anti-item destruction and the anti-drop summon effect is just icing on the cake.

Loyalty - A spell that costs a gauge and has three abilities. It is mainly used for the third effect. This effect makes it so the opponent can't call more than 3 monsters in a turn. This is nice if you play against a deck that likes to spam summon monsters for effects and advantage.

Grace of the Sun Deity - It's a spell that has one of two effects. It's mainly used for the second effect. That effect states that you choose a card on the field and for the turn, the card annot be destroyed or leave the field by your opponent's card effects and its souls cannot be dropped or returned to deck by the opponent's card effects. 

This is mainly used against Lost World/Husk so your item cannot be put to the drop. With this card, you could arguably replace Cherry Blossom Dance with something else but I haven't thought of a viable alternative card.