Showing posts with label Deck Profile.. Show all posts
Showing posts with label Deck Profile.. Show all posts

Monday, 13 July 2015

Cray Journals: Bermuda Triangle Harmony Deck

Hi guys. I haven't been on this blog for awhile, but now I'm back with a new article :)
With the release of the new Bermuda Triangle clan booster for Japanese meta, the new stride-harmony based deck is looking very strong in recent testings.
Before saying anything else, I think I should explain the concept of Harmony.
Harmony is a new mechanic created in the game, so far exclusive to the Bermuda Triangle clan. I'm a little lazy to explain here, so you guys can go read on this link:
http://cardfight.wikia.com/wiki/Harmony

The G3s
Miracle Voice, Lauris
G-CB01-004
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[AUTO](VC)[1/TurnGeneration Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):When this unit becomes Harmony state, choose two of your units, they get [Power]+5000 until end of turn, and this unit gets [Critical]+1 until end of turn.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one of your rear-guards, and return it to your hand. If you return a unit this way, draw a card.

Diligent Girl, Riddhe
G-CB01-006
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[CONT](VC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):During your turn, this unit gets [Power]+5000 for each of your units in Harmony state.
[AUTO]:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one card with Harmony ability from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.

Little Princess, Himari
G-CB01-025
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[AUTO](VC/RC)[1/TurnGeneration Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit's attack hits a vanguard, if this unit is in Harmony state, you may pay the cost. If you do, choose one of your other rear-guards, return it to your hand, choose up to one card from your hand, call it to (RC), and that unit gets [Power]+5000 until end of turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn)

Take a good look at these 3, and try to figure out a combo in your head, while I move on to the main techs of the deck that make it so powerful.

Strolling Weather, Emilia
G-CB01-005
[AUTO] Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit is returned to your hand from (RC), you may pay the cost. If you do, draw a card.
[CONT](VC/RC/GC):Resist (This unit cannot be chosen by the effects of your opponent's cards)

Glitter of Yearning, Spica
G-CB01-007
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, choose one of your other rear-guards, return it to your hand, choose up to one card from your hand, call it to (RC), and that unit gets [Power]+3000 until end of turn.

Unprecedented Girl, Potpurri
G-CB01-009
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are inHarmony state until end of turn)
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):When this unit's attack hits a vanguard, choose one of your other rear-guards, return it to your hand, if this unit is in Harmony state, choose up to one card from your hand, and call it to (RC).

Extraordinary Freshman, Shizuku
G-CB01-010
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[AUTO](RC)[1/TurnGeneration Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):When this unit becomes Harmonystate, look at five cards from the top of your deck, search for up to one grade 3 or greater card from among them, reveal it to your opponent, put it to your hand, and shuffle your deck.

Sweet Paradise, Manya
G-CB01-033
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):When this unit boosts, if this unit is in Harmony state, the boosted unit gets [Power]+4000 until end of that battle.

Important Phase, Reina
G-CB01-012
AUTO](RC):[Put this unit into your soul] When your vanguard attacks, if you have a grade 3 or greater vanguard with "Lauris" in its card name, you may pay the cost. If you do, draw a card, choose one of your vanguards, and it gets [Power]+5000 until end of that battle.

First Lesson, Akari
G-CB01-022
[AUTO]:Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[CONT](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):If this unit is in Harmony state, this unit gets "[ACT](RC):[Put this unit into your soul] Choose one of your other rear-guards, return it to your hand, and draw a card.".

School Etoile, Olivia
G-CB01-001-GR (Sample)
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC):[Counter Blast (1) & Choose a face down card named "School Etoile, Olivia" from your G zone, and turn it face up] When this unit attacks a vanguard, if the number of face up cards in your G zone is one or more, you may pay the cost. If you do, choose up to five of your rear-guards. If all of the chosen units have different card names, return them to your hand. If the number of cards returned is three or more, choose up to two cards from your hand, call them to separate (RC) in your front row and back row, and this unit gets [Critical]+1 until end of that battle.

More combos forming in your heads now guys?
Spica and Olivia allows for extra attacks in a turn, and pressuring with Himari can possibly land another attack in the turn. Having Manya as a 10k booster in the same column as Himari is gonna make things a lot more pressurizing, with your opponent having to drop 15K shield every time you attack with that column. When done right, it's possible to have 6 attacks in one turn on the turn you stride Olivia. Here's how. Your field:
Spica-Olivia-Himari
Shizuku-Manya-Manya
Attack unboosted with Himari first. Attack boosted with Spica. Activate Spica's skill, bounce Himari, call her back. Attack with unboosted Himari again. (3 attacks)
Attack with Olivia, bounce Shizuku, Himari, Manya(behind Olivia). Olivia gets +1 crit. Call Spica in front of Manya, Manya behind The rested Spica. (4th attack)
Spica attacks boosted by Manya, skill activates. Bounce the rested Spica, call Potpurri in her place(5th attack). 
Attack boosted with Potpurri for a 21k column.(6th attack)
Assuming your opponent did not get any damage triggers during this whole combo, this is arguably the current best game-ender in Bermuda Triangle. Similar concept to Ethics Buster Reverse's "Infinite Hell", a counterblast 3 is kinda justifiable in this case. 

The deck's defensive power is just as good as the offensive power. Lauris' on stride skill lets you bounce a unit, and draw a card, for 1 counterblast. If you bounce Emilia, it's a draw 2 for 2 counterblast. Reina helps you draw more during your battle phase, so you have more options to bounce and call different units throughout the battle phase. You can also use this when your Vanguard is Olivia, provided your Heart is Lauris, since the G unit inherits the name of the Heart. 
Akari's skill lets you draw even more to boost your defensive capabilities. Assuming she is in Harmony state, use her to bounce Emilia, and net a draw 2 for 1 counterblast. 
Shizuku's tech helps to filter the deck by finding you stride fodder and Himaris, increasing your handsize even more to possibly fool your opponent into thinking there's alot of shield in your hand(which there probably is from other effects). 
For those of you sick of my babbling, here's a decklist for you to consider. I personally saw this deck in my past 3 shop tournaments, and died 2-0 in all of my match-ups against them.

G4: 4 Olivia, 2 Legend of the Glass Shoe, Amoris, 2 Leisure Soft Ribbon, Somni
G3: 3 Lauris, 3 Himari, 2 Riddhe
G2: 4 Spica, 4 Emilia, 3 Potpurri
G1: 4 Kukuri(unflipper negate), 4 Shizuku, 3 Manya, 3 Duo Clear Parsol, Kura
G0: 4 Reina(crit), 8 other crits(any), 4 heal(any)
Starter: First Lesson, Akari

I may not have mentioned Kukuri, but she is simply the G-era type negate, which lets you unflip if you guard with her and there is another copy of herself in the drop zone. Kura is one of those 5K soulblast 2 unflip 2 cards, which really is a must in this deck which eats up counterblast at the speed of light. 
Amoris is the FC2015 RR if you're wondering, which is a good option for your first stride, letting you bounce 2 cards on the field the moment she appears. 
Somni is the other good option for your first stride, as she is another pressure unit which lets you bounce one RG and call another, giving it 3K, if her attack hits the opponent's Vanguard. 

Really, I've said all I can about this deck. It may be rather expensive to build due to the GR Olivias, and full foil G2 lineup, but this deck is so strong and so fun, you'll probably forget about the cost soon enough, and win enough tournaments to earn back the cost of your deck building. Go test this out for yourself and have fun Cardfighting everyone! :)

Signing off, 
Lee Megan

Tuesday, 22 July 2014

Cray Journal: Genesis, the Sacred Regalia

One topic not covered in this blog yet, is the Genesis clan, and their atchetype, regalia. 
In the very beginning, we had Wisdom of Sacred Regalia, Angelica from the TD
After that, we had the crossride, Omniscience Regalia, Minerva 
Now, at Extra Booster 12: Waltz of the Goddess, we have legion for these beautiful ladies :D
Our main boss, the CEO of genesis herself, Regalia of the Cosmos, CEO Yggdrasil, and her mate Regalia of Fate, Norn. 
CEO Yggdrasil: [ACT] Legion 20000 "Regalia of Fate, Norn" (If your opponent has a Grade 3 or greater Vanguard, only once, this unit may return 4 cards from your drop zone to your deck, search for the specified card, and perform Legion)
[AUTO](VC): [Soul Blast 6] When this unit attack a Vanguard, if this unit is in Legion, you may pay the cost. If you do, until end of that battle, this unit gets [Critical]+1, and your opponent cannot call Grade 1 or greater units to (GC) from his/her hand. 
[AUTO](VC): When this unit attacks a Vanguard, if you have another unit in the center column, this unit gets [Power]+3000 until end of that battle. 

At a glance, this seems like a very powerful unit, but overcosted with a cost of soul blast 6, considering soul charging support from bt14. But wait, let's look at support from eb12:

Regalia of Abundance, Freya: [AUTO](RC): [CB1] When your Vanguard performs Legion, you may pay the cost. If you do, soul charge 3, and this unit gets [Power]+5000 until end of turn
Regalia of Midday, Hemera: [AUTO] When this unit is placed on (RC), choose up to 3 cards from your drop zone with "Regalia" in its card name, and put it into your soul
Exorcism Regalia, Shiny Angel: [AUTO] When this unit is placed on (RC), choose up to 3 cards from your drop zone with "Regalia" in its card name, and put it into your soul
Regalia of Foredoom, Lot Angel: [AUTO] When this unit is placed on (GC), you may Soul Charge (1)
Regalia of Prayer, Pray Angel: [ACT](RC): [Put this unit into your soul] If your Vanguard is in Legion, Soul Charge (3), choose your Vanguard, and that unit gets [Power]+5000 until end of turn. 

Now does it seem so hard to achieve the cost of Soul Blast 6? I don't think so...

Now let's take a look at what makes CEO Yggdrasil so powerful:

Regalia of Fate, Norn: [AUTO] When this unit is placed in the drop zone from your soul, choose your Vanguard with "Regalia" in its card name, and that unit gets [Power]+5000 until end of turn
Mirror Regalia, Achiles: [AUTO] When this unit is placed in the drop zone from your soul, choose your Vanguard with "Regalia" in its card name, and that unit gets [Power]+5000 until end of turn. 
Regalia of Purify, Pure Angel: [AUTO]: [Counter Blast 1] When this unit is placed on (RC), you may pay the cost. If you do, choose your Vanguard with "Regalia" in its card name, and until end of turn, that unit gets [Power]+5000, and "[AUTO](VC): [Soul Blast 3] When this unit's attack hits a Vanguard, you may pay the cost, if you do, draw a card. 
Regalia of Congratulations, Preach Angel: [AUTO](RC): When this unit boosts a Vanguard, if your Vanguard is in Legion, the boosted unit gets [Power]+4000 until end of that battle

These are the various supports that allow CEO Yggdrasil to gain so much power. Norn and Achiles' skills can be easily activated when Yggdrasil uses her skill to Soul Blast (6). Combining that with Pure Angel, we're possibly looking at 58k power with 2 Critical, without a Vanguard booster. This element of being able to easily power up, and have a critical effect is what makes CEO Yggdrasil so threatening, and hence Genesis' main boss in the current Legion meta. 
But of course, CEO Yggdrasil and her mate cannot stand as solo warriors on the field. And that's why we have a second Legion unit for the Regalia archetype: 
Regalia of Midnight, Nyx: [ACT] Legion 20000 "Regalia of Midday, Hemera"
[AUTO](VC): When a card with the same name as a unit on your (VC) is placed in your drop zone from your soul, if this unit is in Legion, this unit gets [Power]+5000/[Critical]+1 until en of turn. This ability cannot be used for the rest of that turn. 
[ACT](VC): [Soul Blast 3] If the number of cards in your hand is 3 or less, draw a card. This ability cannot be used for the rest of that turn.

The Legion skill seems abit hard to pull off at first glance, but remember the specific Regalia support like Hemera and Shiny Angel. These 2 units can get either Nyx or Hemera into the soul, and then you can use Nyx's ACT ability to place one copy of either herself or Hemera from the soul into the drop zone. Of course it's risky to have 3 or less cards in your hand at any given time, so this may not be a very good card to work with. 

All in all, the Genesis Regalia is a very strong deck to use, if you know exactly how each unit works with the other. Below is a decklist of this deck seen in tournaments, but your decklist is for you to decide. After all, Vanguard is all about having fun, right? :D

G3:
4 Cosmic Regalia, CEO Yggdrasil
4 Regalia of Midnight, Nyx
G2:
4 Regalia of Fate, Norn
4 Regalia of Midday, Hemera
3 Regalia of Abundance, Freya
G1:
2 Regalia of Cold, Svalin(Quintet Wall)
2 Witch of Strawberries, Framboise(Perfect Guard)
4 Exorcism Regalia, Shiny Angel
3 Regalia of Purify, Pure Angel
3 Regalia of Congratulations, Preach Angel
Rainbow triggers(all with regalia archetype)
Starter: Regalia of Prayer, Pray Angel

Some may choose to tech in Angelica and/or Minerva as back-up bosses along with some older support from bt14 and td13, but ultimately, your choice of deck build is yours. Do what suits you best and have fun :D

Signing off, 
Lee Megan

Monday, 30 September 2013

Cray Journal: The Dead Sea

Hey folks, Its another section of Khai's Cray journal.
Today I'm going to talk about granblue and the dead sea.

Its been like 2 weeks since I've been experimenting on the deck.
I was experimenting on abusing Negromarl. Yes that pathetic grade 3 with 8k base power. Well. After being taught to look at a deck and cards at a different perspective. It gives me that idea of using him and abusing that card as a rearguard.

For those who have no idea who is negromarl, here it is.

[AUTO]:[Counter Blast (2)] When this unit is placed on (VC) or (RC), if you have a «Granblue» vanguard, you may pay the cost. If you do, choose a card from your drop zone, and call it to (RC).

To be honest, he sucked as a vanguard. But to make him a rearguard, he is just what granblue needs to generate more free pluses and advantage. Just imagine the ya get a plus 3 every turn if ya spawn him with a cocytus reverse. If this is a grade 2, it is exactly what granblue really needs.

My previous decklist.
4x Nightmist, Lord of the seven seas
4x Cocytus R
1x Negromarl

4x Ruin Shade
4x Deadly Spirit
3x Corrosion dragon

4x gust jinn
3x sea walk banshee
3x Dandy guy romario
3x Deadly Nightmare

12x criticals
4x heal
1x Nightkid

Problems I faced when playing granblue with this decklist.
1. You ran out of soul very fast. Negromarl helps who respawn banshees more often. Which depletes ya soul fast alongside with the deadly spirit and nightmare which are soulblast heavy.

2. Negromarl is a 1 time use card. You need him like Once or twice in the game. Respawning him too much jams your field and cockblock you. Especially when you need a rearguard to intercept and he can't intercept.
The point is that negromarl is only good during your turn to a small extent. You do not want to keep him on the field. Which i would normally use nightmist to respawn it. Using a cocytus R to respawn him is good however, But it broke even than give pluses. As ya get a dead rearguard spawn by his effect to jam your own field even though it looks like you can gain +3 with him which you want to replace with the deadly spirit after ya spawn him. This cause you to run out of soul too fast which later limit your use and privilege to abuse the banshee.

New Decklist.
4x Nightmist, Lord of the seven seas
4x Cocytus R

4x Ruin Shade
4x Deadly Spirit
3x Corrosion dragon

4x gust jinn
3x sea walk banshee
3x Dandy guy romario
4x Samurai Spirit

12x criticals
4x heal
1x Nightkid

Here is some questions that imma answer and ya might ask.
Is Cocytus Reverse an offensive card or defensive card?
Cocytus Reverse isn't a good card for it to be an offensive card as it kills the synergy of the whole deck and disrupt your stack of triggers. The milling of 3 cards can be a little too high for a cost for granblue. Which spawning a banshee sometimes gives the minus 2 than a plus 2. Drawing and milling trigger sucks. Been there, done that. Problem with Cocytus Reverse is that it doesn't have any raw power unlike the other decks.
Although it gives the rearguard that it pulled from the dropzone a +3k. Its just help you maintain your maximum field presence and generate advantage for defences and to intercept.

Where does granblue's offensive power lies on?
Their only offensive power is the pressure from the deck where you hasten your triggers with ruin shades and when you break ride on a nightmist. I would usually call corrosion dragon along side with the sea-walk banshee on the same column to hit a 28k rearguard column with it. And a ruin shade as my rearguard to stack a double trigger on my drive check or a crit to give my huge rear the pressure on my opponent. Means if ya can't break ride anymore, its a matter of who can survive the longest and whose hand size is able to tank the volley of attacks longer.

Is Granblue a consistent and easy deck to play?
Obviously no. Granblue isn't the clan for anyone and an easy clan to play like your gold paladins.
It requires knowledge on deck building and deck structure. Its one of the few clans where deck structure plays an important role and one card can screw the deck synergy. Another is the skills it takes to pilot the clan. Its not the type of clan that is easy to pilot. It requires perfect precision in timing and control.

I've tested against a few decks. Here are some of the consistent results.
Effective on Nubatama which helps you to set up your dropzone even faster.
Lost to Zerachiel. Due to Early game rush and consistent huge columns that I can't guard with.
Lost to nova grappler. Can't guard against the multiple volleys of attacks and reverse breakride OTK.

~Signing off Khai~

Friday, 14 December 2012

Deck profile: Nova grapplers

Unsure what deck to play after the banlist? Need a replacement for an MLB deck? Here is a deck you might enjoy playing and has similar playstyle as MLB
EB04-001.jpg
Here is perfect raizer for you. His effect is,
[CONT](VC/RC):If you do not have another vanguard or rear-guard with "Raizer" in its card name, this unit gets [Power]-2000.
[CONT](VC):During your turn, this unit gets [Power]+3000 for each card with "Raizer" in its card name in your soul.
[CONT](VC):During your turn, if the number of cards with "Raizer" in their card name in your soul is four or more, this unit gets [Critical]+1.
[AUTO]:When this unit is placed on (VC), put all your rear-guards with "Raizer" in their card name into your soul.

Which means he can absorb its rearguard too. similar to the majesty lord blaster.
So whats the difference between him and MLB? MLB allows to choose a unit named "Blaster Blade", and a unit named "Blaster Dark" from your Rear-guard Circle, and put them into your soul] When this unit attacks, you may pay the cost. If you do, this unit gets Power +10000 until end of the Battle. This means it will only get the bonus 10k attack for the turn only whereas the Perfect raiser allows at least a +12k and may stack if you crossride it and abuse it again. Just imagine ya got at least 6 raizer in your soul, means +18k. To sum up. It will be 18k soul +11kbase + 8k boost = 37k vanguard with 2 criticals!! Assuming opponent controls a 11k vanguard, it will be 30k guard for 1pass and 40k for No pass which excludes the pressure from the rearguard. Not to forget this effect will goes on again on your turn.

Below is rough decklist on how to build it.

G0:
4x battleraizer (SVG)
4x turboraizer
4x draw trigger
4x heal

G1:
4x twin blader
4x Burst Raizer
4x Raizer Custom
3x tough boy

G2:
4x High-Powered Raizer Custom
4x Transraizer
3x Magician Girl, Kirara or  Street Bouncer

G3:
4x Perfect Raizer
4x Mr Invincible

Hmm of all grade 3s why Mr Invincible? Why wouldn't put him? With your rapid soul charge capabilities and the need to have a huge soul, Why not. The deck do not use much of a counterblast as compared to the other decks, so why don't use it for a megablast? He can even use the megablast as a rearguard. With him around and an 8 soul, your perfect raizer would have drain the most from your opponent's hand with a kanzen or even 40k guard and a rearguard to drain a 10 -1k guard. So why not use him as a beatstick and pressure your opponent where he got so less to guard or nothing left to guard and use the megablast to stand all your units and go for a 2nd wave of attack and declare FINAL TURN! TODOMEDA!
Mr invincible ability is
[AUTO](VC):At the beginning of your main phase, Soul Charge (1), choose a card from your damage zone, and turn it face up.
[AUTO](VC/RC):[Soul Blast (8) & Counter Blast (5)] When this unit's attack hits, you may pay the cost. If you do, [Stand] all of your units.

Friday, 7 December 2012

Murakumo Deck Profile

So I heard Murakumo has received lots of support recently. Confuse on which build is better?
Here is a clearer picture of the different builds

Build 1
Deck Name: DKV Troller(Anti meta build)
SVG: Body Changing Ninja, Kokuenmaru
G0 triggers:
4x critical
8x draw
4x heal

G1:
4x leave mirage
4x Stealth Beast, Midnight Panther
4x Silent Stealth Rogue, Shijimamaru
2x Stealth Beast, Leaf Racoon

G2:
4x Stealth Beast, Bloody Mist
4x Caped Stealth Rogue, Shanaou
3x Stealth Beast, White Mane

G3:
4x Phantasmagoric Snowy Wind, Shirayuki
4x Dueling Dragon, ZANBAKU

So how does the build works?
Combo 1: Zanbaku+leave racoon to jam and disrupt their hand card.

Combo 2:use kokuenmaru skill to search for shirayuki ASAP. Then lucksack draw triggers to stack her in hand till late game.

Combo 3: Why shanaou? Hmm to say she can hit and run to hand. Keep your hand size large so that leave racoon get + 4k boost and to scare opponent with large hand size. Opponent will be extra cautious.

With little rearguards on your opponent turn, Decks like Narukami, DKV are rendered useless and has little chance to use the limit break, not even the blood stands a chance with a zanbaku on your side of the field.

Build 2
Deck Name: Magatsu Storm
SVG: Stealth Dragon, Magatsu Wind
G0 triggers:
4x draw
8x critical
4x heal

G1:
4x Silent Stealth Rogue, Shijimamaru
4x leave mirage
4x Stealth Dragon, Magatsu Breath
2x Stealth Beast, Leaf Racoon

G2:
4x Stealth Dragon, Magatsu Gale
4x Stealth Beast, Bloody Mist
3x Stealth Beast, White Mane

G3:
4x Covert Demonic Dragon, Magatsu Storm
4x Money-Grubbing Stealth Ogre, Arahabaki or Dueling Dragon, ZANBAKU

How does this build works?
It works optimally with the continuous chain ride and get pluses every turn. Hence the reason why on the less use of draw triggers as compared to shirayuki build. The purpose is to constantly put pressure on your opponent with a full field every turn while gaining hand advantage. I did not add cards like million rat, midnight crow etc.. etc.. as magatsu storms uses a lot of counter blasts hence the reason i add white mane. Grade 3 can be variants or either Arahabaki or ZANBAKU as it is more of a beatdown rush type of play style which its recommendable ya play either of these.

Build 3
Deck Name: Naruto shadow clone(tamamo)
SVG: Stealth Beast, Evil Ferret
G0 triggers:
4x draw
8x critical
4x heal

G1:
4x Demon Summoning Ninja, Jiraiya
2x Stealth Beast, Flame Fox
4x Silent Stealth Rogue, Shijimamaru
4x Stealth Beast, Midnight Panther

G2:
4x Stealth Beast, Bloody Mist
4x Stealth Beast, White Mane
3x Stealth Fiend, Midnight Crow

G3:
4x White Face Golden Fur, Tamamo
4x Stealth Beast, Gigantoad

So how does this deck works? Its more of a combo-based beatdown play style.It bring out the big stuffs as early as the 2nd turn. However it uses lots of counter blasts which is why i max out my unflipper in this deck.

Combo 1: With jiraiya able to bring out a gigantoad with just 1 counterblast, it gives you an advantage at early game and pressure your opponent continually.

Combo 2: evil ferret + gigantoad. evil ferret has the ability to call any murakumo from your hand to the rear guard. so why not combo with it and bring out a gigantoad after uses jiraiya's skill.

Combo 3: Flame fox + Tamamo. Ya boot the fox with the kyubbi. 6k boost + 5k skill + tamamo 10k + 5k skill = 26k attack. If your opponent were to control an 11k vanguard, he has to throw a 20k guard for 1 trigger pass, which means 30k guard for no pass which excludes the attacks from the rear guard. This gaves brutal pressure to your opponent.

Signing off,
Phantom Jester