Friday, November 2, 2018

Dimension Destroyer Katana World Set Review




Katana World finally is in a main set of the Ace season. It's personally kind of odd for more Katana World to come out right after Miracle Fighters but it's fine.

I'm surprised they're releasing two more different Katana World archetypes this set. The two new ones are Ninjas (but it's with Gargantua Dragon) and Bladedancers. This currently makes three new archetypes this season. For the last several seasons, they've only been releasing one new Katana World Archetype a season and just sprinkling support for it through the season.

I'm not surprised that Gargantua Dragon is taking on the Ninja mantle but I am surprised that it's the first non-Dragon World Gargantua Dragon deck. This confirms in my mind that Bushiroad really won't let Ninjas die.

At this point, we have been informed that Gargantua Dragon is going to be in Magic World as well. What is odd though is that Garga won't be any specific attribute in Magic world that already exists.

My theory on why they're having Garga be Ninjas in Katana World but no old archetype in Magic World is because Ninjas are a special archetype to Bushiroad. Ninjas have always have the counter spells and impacts to stop virtually any play style. To keep the game balanced to some degree against the main decks, they need this threat of counter play in the game and ninjas fit this spot.

It is refreshing that the new ninjas aren't based around Tsukikage and Byakuya. Don't get me wrong. I love the ninja brothers but all the support focused around them which got kind of predictable and narrowed what cards were considered viable. Did it directly work with Tsukikage and Byakuya whether by card name or play style directly? No? Cool. The card wasn't used.

This also comes with the added benefit of already having some solid pre-existing support for Ninjas that isn't going to break anything in a Garga Ninja deck. Some notable examples are Searchlight, Shinobi Scrolls, Secret Scrolls, Fuuton, Sweeping Whirlwind, Apex of Flashstep, Tsukikage, etc. The list could go on for a while but that's a solid start. The deck is very discard heavy but there are cards, both old and new, to help mitigate the hand loss.

Bladedancer's play style is interesting. It revolves around having a weapon equipped that will never attack because all the good card effects will require that the weapon be standing. This requirement is for their impact which is the ace card in the deck but we'll get to that. Other than the weapon, it only plays size 1's and 2's.

Without further ado, let's start with Gargantua Ninjas.

Gargantua Ninjas

Items:

Deity Dragon Blade, Garkunai


Currently, the only weapon  meant specifically for Garga Ninjas. This card costs a gauge and a life to equip but it's effects are worth it. As far as I can remember, it's actually the first weapon with the Ninja attribute. This means it can be tutored with Miracle Fighters but I don't think that will be a thing.

The card has two effects. If there's a Dragod, (a.k.a Gargantua Dragon or one of his forms) all monsters on your field get 3,000 power and 1 critical.

It's counter skill lets the player discard a Ninja Arts from their hand during an attack and if you do, the attack is nullified. This allows the deck to play a variety of ninja arts without having to worry about how many shields the deck should run. couple this with Fuuton, Sweeping Whirlwind and you could shield multiple attacks using little to no cards in hand. Keep in the mind you can only nullify attacks that are attacking the player specifically. This can't protect the side monsters.

Speaking of Fuuton, Sweeping Whirlwind, you will absolutely need to run the card to make the most out of the deck most likely as a 4 of. There is also going to be Ninja Arts, Hiding in Fallen Leaves but that will come out in a later set in the Impact! Triple Punisher decks.

Size 1:

Nincat


First up in the line of monsters is the adorable Nincat. Just like with Dragon World Dragon Deity Tribes, he's one of the basic advantage cards for the deck. He's free to call with 2000/2/1000 stats.

His skill is when he enters the field, if there's another Deity Dragon Tribe on the field, the player discards a card from hand to gain a gauge, life and draw a card. It helps mitigate the cost of the weapon without losing any advantage.

Since this ability isn't once per turn, it's safe to say you could run 3-4 in a deck without a problem.

Nindog


Moving onto the second of the trio, Nindog is a good thinning card for the deck. He's free to call with 6000/1/1000 stats. When he enters the field, you grab any Nindogs from the deck and put any amount to the hand and the rest to gauge.

This leaves flexibility in allocating resources where necessary. More often than not, you'll probably put most if not all of the Nindogs to hand. Because of this easy thinning of the deck, the deck will probably run 4 of this card.


Ninbird


Last and absolutely least of the main Garga trio is Ninbird. He's free to call as well with about average stats being at 3000/2/1000.

Unfortunately his skill is lacking. After he battles, the player puts Ninbird to the drop zone, then, the player gains a gauge and deals 1 damage to the opponent. This is a pretty plain and non-impactful effect which causes most players to not even run him.

Deity Dragon Ninja, Yasiromaru



Last of the size 1's is Yasiro Maru. It's another free to call monster. It has 3 abilities. First, if the player has an item equipped, Yasiro Maru gains 2 critical. Second, when the card is destroyed, the player gains 2 life and lastly, it has move.

There's a couple problems with the card. The first skill can be inconsistent since the weapon doesn't have a staple tutor. the second skill is slow and is easily telegraphed. Meaning the opponent can work around the 2 life gain and move just tries to make the second skill occur more frequently. Overall a lack luster card that doesn't do anything.




Size 2:

Gargantua Wind Demon Dragon


Moving onto the first new form of Katana World Gargantua Dragon. Gargantua Wind Demon Dragon has 6000/2/6000 stats. His call cost is to put a card from the drop zone into its soul and pay 1 gauge. Keep in mind that if it's called via G-EVO, you ignore this call cost.

He has double attack and soulguard which are pretty standard for Garga. His special ability, "Replicate", allows the top card of the deck to be put on the field face down as a kind of token. The tokens have the Dragod attribute. They're a size 0 with 6000/2/6000 stats. If there's a card with G-EVO in his soul, you can call 2 of these face down tokens instead.

Keep in mind that the call cost allows a card from drop to be put into this Garga's soul. If there is a base form of Garga with G-EVO in the drop, it's easy to fulfill the second part of "Replicate".

This is the main Garga that will be played in the decks since the tokens are free to call have a lot of flexibility. They can be used during the player's turn to be called to the center and opposite side of Garga after the other side monster and the Kunai attack.  Then, during the opponent's turn, call them to the center and replace the first token. This makes an attack wiff (and possibly stop penetrate damage).

Gargantua Koga Dragon


Gargantua Koga Dragon has the same call cost as Wind Demon Garga. Keep that in mind with his special ability. This Garga can help get over big center walls since he has Shadow Dive. His other "standard" skills are move double attack and soulguard.

His more special ability is the following; If his soul has G-EVO, he can destroy a monster on the opponent's field. If the monster is successfully destroyed, the player gets to draw a card and deal 2 damage to the opponent. Since this isn't once per turn, it will activate both times he attacks.

While this skill is solid, there is a lot of monsters that can't be destroyed by card effects so it has limited uses. Especially since some archetypes have weapons and items protect the monsters on the field so Koga Dragon can't theoretically pop the set spell that protects the monsters then the monsters.

Another problem with the skill is the 2 damage is dependent upon the monsters successfully being destroyed. It would've been better if it was just "destroy a monster and deal 2 damage" but this keeps the card balanced and stops it from getting out of control which is fine.

Spells:

Deity Dragon Ninja Arts, Cy-clones Sword Dance


While we're moving on to the spells section of Garga Ninjas, and subsequently, Ninja Arts, I want to preface this section by reminding you, the readers, that with the Garkunai, none of these cards will be dead in the hand since they can be used to shield attacks.

Moving onto the first new Ninja Art spells, we have one heck of a free to cast spell. This spell allows the player to re-stand a Dragod and stand any other cards with the same attack power as the chosen Dragod.

This is a powerful but niche card. Just because I say this is a niche card card doesn't mean it won't come up frequently. Based on the art, it should be self-evident the point of this card. The card is suppose to let Wind Demon Gara restand with his size 0 token clones to re-stand and keep attacking. Of course it would work with Nindog on the side with Garga as well but that's not as impactful as with the tokens.

Art of Truancy


Next is one of the meat and potato spells for Garga Ninjas. Art of Truancy is a set spell. It protects all Deity Dragon Tribe monsters from destruction effects which is always welcomed.

Its second effect is just like Electron Ninja, Shiden's "Cyber Analysis" ability. Once per turn, you may pay 1 gauge and discard a card to draw two cards. Of course to make sure this doesn't get out of hand, there can only be one "Art of Truancy" set on the field.

It's a real solid advantage card. Especially since Fuuton, Sweeping Whirlwind make this literally free advantage.

Art of Speedrun


Here comes Ninja doggo to the rescue! Art of Speedrun is a nice, versatile card. You may pay 1 gauge to nullify an attack and if there's a Dragod on the field, destroy a CARD on the field. Helps get rid of pesky set spells or strong items that can be destroyed.

If there's no viable option to destroy and/or you can't spend the gauge for the card, just discard it with Garkunai equipped to just nullify the attack. I'm sure Nindog would understand.

Art of Getting Fish


Last of the new Ninja Art spells is Art of Getting Fish. I personally love these innocent Ninja Art names. They're pretty cute and funny.

The first skill is when the card is dropped by card effects, the player gains two gauge. This is an okay effect. It's not as good as Fuuton, Sweeping Whirlwind but it's a nice backup.

The second effect is better. The player can put up to two Deity Dragon Tribe monster or item from their drop to their hand. If the player picks up two cards, they must discard one card. This is to keep the deck from gaining a free +1 in advantage... but wait! There's more! It can become a free +1 and a gauge if the card you discard is Fuuton, Sweeping Whirlwind since you can then gauge and draw. Nothing says the card discarded had to be one of the two cards the player picked up.

I hope you are all seeing how pivotal of a card Fuuton, Sweeping Whirlwind is in this deck at this point.


Impacts:

Deity Gargnatua Punisher!!


Last for Garga Ninjas is the impact and it's actually a solid impact. It's also named exactly the same as the Dragon World version so, if in the future, Bushiroad makes a flag that allows all Deity Dragon Tribes to be played under one flag, up to four between the Dragon and Katana World impacts could be in a deck. This is because they both share the exact same name.

The card is pretty par for the course for a finishing impact. The opponent must be at 5 life or less, have a Dragod monster on the field and the total power of all cards on the field must be 12,000 or more. The player pays 2 gauge and deal 5 damage that can't be nullified or reduced. Besides the 12,000 or more power for its cast cost, it's nothing crazy.

Game finishing impacts have always been a weird card that some decks do want to run usually for first turn kills (FTK) and some decks don't care about. It's hard to say if this will be run. Life gain is pretty rampant in some decks where this could be a dead card. I'm going to probably not run it especially since Vanity Cells come out in this set.

Bladedancer

Items:

Excelblade Godslash, KANESADA


What better place to start than with the go-to sword in Bladedancers. A long with the Bladedancer attribute, both swords have the Excelblade attribute as well.

Excelblade, Godslash, KANESADA cost 1 life to equip. It has 10,000/1/6000 stats. One interesting note is that this card is actually the first item in Katana World that has defense.

The weapon's first ability that is "technically" bad but it's not a big deal. When this weapon is on the field, the player can't call monsters to the center. The second ability helps to keep the weapon consistently on the field. The weapon can't be destroyed or bounced back to hand and all bladedancers (even the monsters) cannot be rested by your opponent.

The second ability helps guarantee that unless the monsters get destroyed, they will be able to attack. The main point of this second ability is so the Bladedancer's weapons don't get countered easily by cards like Barbed Wire. I don't mean that the opponent will want to rest KANESADA because it's a powerful attacking weapon.

On the contrary, the deck doesn't even want to attack with the item. The deck focuses around using the powerful impact that can only be casted if the weapon is standing.

The card also has counterattack and with 10,000 power, it can counterattack almost every card. The problem is the very prevalent "can't be destroyed by effects" effect that saves monsters from counterattack. Before there's controversy, I'm going to lay it out here. Counterattack is effect destruction.

Excelblade, Beastcut


Ah the... "special" Excelblade weapon. It costs 1 gauge to play with 5000/1 stats. Just like KANESADA, monsters can't be called to the center once it's equipped and it can't be rested by your opponent's card effects.

It does give all Bladedancer monsters +5000 power and 1 critical but that won't really matter.

The problem with this weapon is no defense and no protection from card destruction unlike KANESADA. Sure the stat boost is nice but the Bladedancer monsters have good enough stats that they can hit almost anything.

I may throw it in sideboard if the opponent really likes high defense monsters or items (i.e. Prism Dragons or Electrodieties) but that won't be every match.

This would be a backup weapon but between running four copies of KANESADA and Silver Orchid Swordsman, SUZU, the player should be able to get to the weapon somewhat easily. That's basically 8 copies in the deck. That isn't consistent enough for me to say you'll get the weapon every game but at least SUZU helps. It's unfortunate that the back up plan to get the needed formation is so bad.

Impact:

Pinnacle of Iai, "Godspeed"



I know this is a little out of order since I tend to leave impacts for last but there's a reason for this. The Bladedancer deck revolves around this impact.

The impact can only be casted if the player is being attacked and the player's equipped weapon is standing. The player pays 1 gauge and 1 life which is a little expensive but it's worth it.

The impact, at counter speed, nullifies the attack. Then for the turn, nullify the abilities of all the attacking cards and destroy them. If any of them are destroyed, you deal 3 damage to the opponent. Sure this card can be worked around but it is a powerful effect nonetheless.

Most people are running Demon Way, Sakurafubuki or ...Or So the Dream I had Went in their respective world decks. This gets around that counter play since impacts aren't spells and this is more powerful than most, if not all, attack nullify spells.

This impact is a main reason why the weapon the player equips won't be attacking.


Size 1:

Silver Orchid Swordsman, SUZU


We have arrived to SUZU as the first size 1 Bladedancer. She's the tutor for the deck. She has pretty standard size 1 stats at 2000/2/1000. She costs 1 gauge to call. When she enters the field, you can search for an Excelblade from the deck. The impact is an Excelblade as well so it's tutorable.

Sure it'll be an obvious give-a-way to the opponent that you're grabbing the impact and showing it to the opponent but now they'll have to maneuver their battle phase around the player potentially casting it.

SUZU's other ability givers her penetrate and double attack if the player has an Excelblade eqiupped which should be very easy to accomplish considering you can tutor for it with the very card that gets the penetrate and double attack.



Heavyblade Swordsman, NAMARI



NAMARI is an intersting card and I like it. It's free to call with 5000/1/1000 stats. At counter speed you may call the card to the field from the player's hand and redirect the attack. If it gets destroyed on the opponent's turn (which it will 99% of the time) you can grab an Excelblade from the drop.

Who thought you could only cast the impact up to four times in a match? Just cast the impact, call this guy on the opponent's next attack, let him die and retrieve your impact to make your opponent hate you. They then have to work around the impact yet again.

Magnetic Swordsman, NEO



NEO is the man. Sure he has midiocre stats at 4000/1/1000 but he's one of the core advantage cards for the deck. He costs 1 gauge and top of the deck into his soul. When he attacks, if you have an Excelblade equipped, gain a gauge and draw. Since he has double attack, this occurs each attack. This gives the player the gauge needed to cast the impact on the opponent's turn. The advantage is even more unreal if you play one on the left and right.


Rainbow Swordsman, TITAN



TITAN is a drop zone retrieval card. His stats are pointless. The main point of this card is to rest him and pay 1 gauge to grab the two main Bladedancer monsters you want to actually call back during the turn to your hand.



Size 2:


Steelframe Swordsman, KUROGANE


Kurogane is the main size 2 you'll want to call to the field. His stats are 6000/2/1000. His call cost is 1 gauge and top of deck into his soul. He has double attack and soulguard.

His ability is at the start of each player's attack phase, if your Excelblade is standing, destroy a CARD on the field and if you do, you gain 2 life and deal 2 damage to the opponent. Considering many times at least one card on your opponent's field is vulnerable to destruction, this effect should go off somehwhat frequently. Some decks protect themselves pretty well against card destruction so it can be hit or miss.

The threat of freely destroying cards will make the opponent want to get rid of KUROGANE though so he does at least boast the field presence and the soulguard helps keep him on the field

Alloy Instructor, SHAKUDO


Alloy Instructor SHAKUDO is the only other size 2 Bladedancer. His call cost is-... wait. Is that triple attack? Sheeeet. I'm ready to start swinging with him. Anyways, his call cost is 2 gauge and the top card of the deck into his soul. If the Excelblade weapon is standing, all Bladedancers get +3000 power, +1 critical and penetrate.

He's clearly the more aggressive of the two size 2 Bladedancers. With a weapon standing, he boasts 10,000/3/4,000 stats which is nothing to sneeze at. Definitely a solid backup option if you can't get KUROGANE on the field or if all the cards on the opponent's field can't be destroyed by card effects.

Spells:

Forging - From Fire -


Forging - From Fire - is the Bladedancers draw spell. You draw a card for having a Bladedancer on the field then, if there's an Excelblade (the weapon) on the field, draw again and it can only be casted once per turn. It's just like Pot of Greed from Yu-gi-oh... too bad I can't remember what that card does.

Anyways, solid advantage card. Run 3-4 of it in the deck. You won't be sorry.

Fusion Style, Steadfast Sequence the First


Not a lot of spells in the set for Bladedancers but that's fine. The two there are are real solid. Fusion Style can only be casted during the opponent's turn and if your Excelblade item is standing. The player gains two gauge, 2 life and the next time the player would take damage, reduce it to 0.

Obviously this should be casted during an attack. The damage reduction to 0 is better than a nullify because reducing damage to 0 means the attack finished and allows counterattack to activate with the KANESADA item. If it was nullify, counterattack wouldn't go off. The two gauge and 2 life gain also sets the player up for the impact as well.

Electrodeities

Size 3:

Radiant Electrodeity, Ameno-Wakahiko


On to the one and only Electrodeity in the set. The buddy stealing Radiant Electrodeity, Ameno-Wakahiko is a new Electrodeity that can be possessed into. He costs 2 gauge but if you possess into him, you don't pay the call cost.

His first, static skill is if he has an Electrodeity soul, he cannot leave the field by the opponent's card effects. This is mainly meant to combat again Vanisty Husk Destroyer's "put cards to drop" effect. This will not stop Topfist Vainglory, Brawlzeus from sending the size 3's and/or Kagura bell to the drop though. Brawlzeus puts a card to drop from his call cost. Call cost does not count as a card effect.

What else is nice about Ameno-Wakahiko's first skill is the player will know in advance if they want to possess into Amaterasu during the opponent's turn or not because the opponent would go into Lost World before the player has to possess. If they go into Lost World, protect yourself by going into Ameno-Wakahiko. If they don't go into Lost World, Amaterasu is probably the better size 3.

Ameno-Wakahiko's counter skill allows the player to pay 1 gauge. If they do, the player draws a card and reduces the stats of one card on the opponent's field gets -3000/-1/-3000 stats. What I find baffling is this stat reduction doesn't synergize too well with Ameno-Wakahiko's first anti-Lost World effect. Most Lost World monsters have enough power and critical to not care about this stat reduction.

One thing to note about him as well is he has no real offensive pressure. Sure, the player could reduce the stats of a card during the their turn but with no double attack or higher, he doesn't provide any offensive pressure during the attack phase.

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To conclude the post, both Garga Ninjas and Bladedancers are solid decks but I don't see them winning any regionals. Based on other decks with similar play styles, they're a tier 2 deck.

Garga Ninjas have the potential to be better in the future with the support we know they're getting but at the moment, not too much. Sure, it's a new play style and I'm totally open with Ninjas being open center instead of closed center now but that a lone doesn't make it any better or worse that the Ninja Brothers build.

The main problem I see with Bladedancers is the consistency to get their blade. Between KANESADA and SUZU, that's 8 cards in the deck but out of a minimum of 50 cards, that's still only 16% of the deck. Sure the player has the initial 6 cards, the draw and charge and draw but that's still low compared to Electrodeities that have Electrodeity Festival and Miracle Fighters to help get the cards the player needs. This consistency, a long with amazing stats, is what makes Electrodeities such a strong deck right now.

Let me know what you guys think about the new decks. Are you hyped for them? Disappointed in them? Think they're better or worse than what I say? I'd like to know.

EDIT: I was requested to make a sample deck list for each of the new decks. I haven't play tested these deck lists personally but this should be a good starting point and based on how the deck feels for you, you should be able to adjust a few cards here or there to better fit your play style or your local meta.

Gargantua Ninjas:

Buddy: Nincat

Size 1:
4x Nincat
4x Nindog
3x Clean-Up Ninja, Kunoichi Saori
3x Apex of Flashstep, Tsukikage

Size 2:
4x Gargantua Dragon
4x Gargantua Wind Demon Dragon
3x Gargantua Koga Dragon

Items:
4x Deity Dragon Blade, Garkunai

Spells:
4x Art of Truancy
4x Art of Speedrun
4x Searchlight
4x Fuuton, Sweeping Whirlwind
3x Art of Getting Fish
2x Deity Dragon Ninja Arts, Cy-clones Sword Dance


Bladedancer:

Buddy: Silver Orchid Swordsman, SUZU

Size 1:
4x Silver Orchid Swordsman, SUZU
2x Heavyblade Swordsman, NAMARI
4x Magnetic Swordsman, NEO
2x Rainbow Swordsman, TITAN

Size 2:
3x Guardian Electrobeast, Goryou
4x Steelframe Swordsman, KRUOGANE
4x Alloy Instructor, SHAKUDO

Items:
4x Excelblade, Godslash, KANESADA

Spells:
4x Forging - From Fire -
4x Fusion Style, Steadfast, Sequence the First
2x Miracle Fighters
4x Clear Serenity
3x Banquet of the Unrighteous
2x Demon Way, Sakurafubuki

Impact:
4x Pinnacle of Iai, "Godspeed"



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!


Tuesday, March 27, 2018

Toronto Top 8 Oni Assassin Deck List

Hi guys! I'm back from Toronto regionals. It was a fun time. I lost a few gym battles but that's fine. It was fun and people enjoyed my gym battle format. I wanted to share my deck list and sideboard before I rework it with all the new New World Chaos support so let's hop to it!

The flag is not legitimate just fyi

Obviously you have to run Katana World to play Oni Assassins. The flag is custom made. It's not normally able to be foil. Fiend of Gaze, Ayo is buddy because he's free to call and free set up. Pretty straightforward reasons. I know people run Red Lady Oni, Kureha as buddy and I don't blame them. It's fine if you buddy her but I like free call monsters as buddy. It's personal preference.

Max rarity is so beautiful

Size 0:

Size 1:

Size 2:

Size 3:

Item:

Spells:

Impact:

The deck heirs more on the set 1 cards in terms of game play and cards since New World Chaos just release. I didn't receive all my cards yet for New World Chaos and I wasn't a huge fan of most of the support from set 3 for Oni Assassins. The weapon I liked the most that I had available to me was Dark Arms, Soaring Blade since there are still a healthy amount of monsters that can die by effects.

The concept of the deck is simple but it's execution requires expertise. It's more about controlling the opponent's board and having a good toolbox of one ofs for almost any situation and sideboard out the ones that don't help with the match up. Ideally, you want to stop the opponent's plans to set up their perfect board before it happens. This means that you have to be pretty good at predicting what cards people are running in decks and plan accordingly.

The newest card in the deck was Witching Hour Oni, Kid Ibuki "Gedomaru" since I was able to snag those before the trip. They were useful a couple times but didn't make a big impact. I feel that that's more on me for putting them in last minute and I feel they can be better than I used them for. Usually, I have my deck ironed out for the last week or two and just play it until it feels natural. I literally put those Ibukis and play tested it in my deck the night before.


Sideboard:

So I'll break down why I chose each card for sideboard:

CHAOS Ox-Head Horse-Face for soul reliant decks but aren't necessarily souls in monsters such as Black Dragons with Death Count ~Requiem~ and Plague's book, Scholarly Tome of Death, Aneotomy.

Chess Break was for Invitation to Death Grounds and Sunken Seabed Ruins. The former just literally stops by deck and the latter is annoying when trying to inflict effect damage and even if I destroy it, the opponent can just revive it for 1 life during their main phase so putting it to the bottom of the deck is a nice alternative.

Demon Way, Sakurafubuki was sided as a general toolbox against decks with strong spells. I had to real target in particular.

The Secret Sword cards fall under the same general category as Demon Way, Sakurafubuki. There's so many dragons in this game that it can stop a lot of decks. My personal favorite deck to stop with it is Prism Dragons since the opponent has to pay the call cost (usually 2-3 gauge) and then it's nullified. This makes it hard for them to recover that 3 gauge without sitting on something in the mean time.

If you have any questions about the deck, feel free to leave them in the comments.