Kantai Collection Deck Tech 2 – The New List!

Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be revisiting the large set Kantai Collection and updating an older list!

This deck has been in progress since the set’s release. Translations can be found on Heart of the Cards. Names will be matched to reflect the translation notes. Note, this article is best read after the previous one as not every card will be explained in-depth like our typical deck techs.


Image Credit

Now to the breakdown! Characters from the previous deck tech will be noted in Bold.

Level 0 – 16

3 Inazuma, 4th Akatsuki-class Destroyer (KC/S25-P09)
2 Ikazuchi, Works Hard (KC/S25-057)
3 Hatsukaze, 7th Kagero-class Destroyer (KC/S25-006)
4 Hibiki, 2nd Akatsuki-class Destroyer (KC/S25-056)
4 Satsuki, 5th Mutsuki-class Destroyer (KC/S25-104)

Level 1 – 16

1 I-168, 1st Kaidai VIa Submarine (KC/S25-024)
2 Compass (KC/S25-031)
3 Yuubari, Yuubari-class Light Cruiser (KC/S25-037)
4 Verniy, “Trustworthy” Destroyer (KC/S25-038)
3 Aoba, 1st Aoba-class Heavy Cruiser (KC/S25-050)
3 I-8, 2nd Junsen-class Type J-3 Submarine (KC/S25-009)

Level 2 – 2

2 Zuihou, 2nd Shouhou-class Light Aircraft Carrier (KC/S25-134)

Level 3 – 8

3 Musashi, 2nd Yamato-class Battleship (KC/S25-002)
3 Kongou, 1st Kongou-class Battleship (KC/S25-082)
2 Kongou Kai-Ni, 1st Kongou-class Battleship (KC/S25-080)

CX – 8

4 Ready! Fire!! (KC/S25-123)
4 All Airplane Squadron, Begin Launching! (KC/S25-033)

At level 0, we have 16 characters. Bolded cards have been explained in the previous deck tech.

You may notice a new card that does not have an official translation (as of this article’s writing).


Fortunately with the power of the KanColle wiki, we were able to form a proper translation for this promo: Inazuma, 4th Akatsuki-class Destroyer. It gains +1500 power for the turn you play it.


Our familiar friends with the Heal tax, level reversing, anti-salvage, and Brainstorm ability are back.

At level 1, we have a larger 16 cards, with 14 characters and 2 events.


Compass is an event with Backup timing, and only applies when one of your characters is front attacked. (Otherwise, you wouldn’t be able to use it) Instead of interfering with power, it Brainstorms for 3 cards. If at least one CX is revealed among the three cards, the attacking character gains the ability “This character cannot deal damage to a player” for the turn.


I-8, 2nd Junsen-class Type J-3 Submarine allows you to pay 1 stock and discard a card when you play it to tutor a [Fleet Girl] character. Its Change ability is actually not used in this deck.


More familiar faces for the level 1 again round out the game plan, but with 50% more melon.

Level 2 continues to have 2 characters, but they are now the same character.


At level 3, we have bid farewell to Yamato (Felix’s note: I think he’s crazy) and welcomed Musashi to the fleet in earnest, but there are still 8 characters.


The CX spread is a 4/4 split. Both are 1k1 with Door and Bounce triggers respectively.


How do we play this deck?

This deck plays like it did before, but with less risk of nuking itself in the early midgame (around level 1/0 to 1/5) with unwanted Door triggers.

At level 0, the aim is to again build stock and go 1 for 1 with the opponent. However, the Hibiki will be likely not reliable as a wall, but rather something to crash (or better trade) into (with) another character. (This is due to the 0/0 Kazuto from SAO 2 containing the effect that characters that are reversed on an attack go to the bottom of the deck; such an effect would render Hibiki useless on the defense. This is speculation based on what is known as of this article’s writing.)

The promo is very good at matching other 4000 power characters and keeping the opponent off good attacks, all while building stock.

The deck’s level 1, though arguably just as stock-intensive as its previous incarnation, offers more options. Gone are the 1/0 +1000 power supports and extraneous 1/1 7500 power characters. Instead, we have upped the amount of melon Yuubari count to give the deck better scaling into level 2, and to have something to make the Door triggers the deck has live toward the later portions of the midgame (around level 2/2 to 2/5+). This allows the deck to ignore its symmetrical effect (-3 soul upon mid-battle Salvage) and make the effect one-sided (+2000 power per Salvage from the opponent)

Compass is also a card worth analyzing further. While it can be used as early as level 1, it isn’t the greatest card for level 1, unless you are horribly CX flooded and want to refresh the deck to maximize its potential remaining cancels. However, if the opponent is doing something crazy (+2 soul or even 1k1), it serves as a way to mitigate and deny damage. Even though the card goes to the top of your deck if it fails to find a CX, the cards it put into your waiting room are certainly not going to be damage, as they would have been had you not played the card. This card can also be a lifesaver at the very end of the game, when the opponent is making very small attacks to win. If you are at 3/6, you would much rather be hit for 3 soul than 1 soul, because the chances of a 1 soul attack landing are incredibly favorable when compared to an attack for 3 soul.

I-8, 2nd Junsen-class Type J-3 Submarine is an interesting card choice to defend, especially since the Change target is not being used in the deck. However, it shores up a couple of weaknesses in the previous list. In the old list, there was no way to get excess CXs out of the hand short of sending them to clock or just using them. And though being forced to use a CX is not necessarily a bad thing all the time, it doesn’t mean that it’s a bad thing to add the ability to discard them more easily. The addition of the effect allows you to effectively deny your opponent 1 potential damage by improving your deck’s compression. Though the percentage is seemingly marginal, it still improves your chances, and because it does, we can say it’s a good thing!

But then why wouldn’t you use the Change?

It’s about space. The deck does not have much space to use the level 2 Change target, and said target does not have a particularly high impact. If you compare it to its level 1 form, the I-8, 2nd Junsen-class Type J-3 Submarine gives 85% of its potential and reward right away; you don’t -have- to pay the 1 stock, but it always will give you the opportunity to fix your hand throughout the game. The level 2 is effectively a vanilla 2/1 character that attacks for 1 soul; most of its benefits (that is, being able to attack about once, and potentially reverse a character) are matched by the level 1 despite the level 1 having a lower power.


I-8 Kai, 2nd Junsen-class Type J-3 Submarine gains +1000 power whenever another one of your [Fleet Girl] characters attacks, and can also be given +1000 power by resting a character.

At level 2, the Yuubari comes from the back to the front and becomes a massive character. Zuihou, 2nd Shouhou-class Light Aircraft Carrier has an anti-Change ability that punishes your opponent for skipping levels with level 3 characters that are able to be played prior to level 3, or characters that gain levels after they reverse other characters.

Excuse me – you’re missing a lot of potential from CX combos!

Yes, but not really.


Shoukaku, 1st Shoukaku-class Aircraft Carrier has clock encore and a CX combo with ‘All Airplane Squadron, Begin Launching!’. If the CX is present when it attacks, you can Bounce a character your opponent controls.

Why wouldn’t you use that card? How about the support?


Zuikaku, 2nd Shoukaku-class Aircraft Carrier can rest itself to give one of your characters +3000 power for the turn. With the same CX, you can choose a [Carrier] character you control and give it the Fire” (or Shot) ability for the turn.

Unfortunately, no other characters in the deck have the [Carrier] type! Were Shoukaku, 1st Shoukaku-class Aircraft Carrier in the deck, it would work with the ability.

So then why not run it?

Stock. Shoukaku, 1st Shoukaku-class Aircraft Carrier in particular is a very stock-intensive card and rather expensive to keep around. The deck wants to enter level 3 with enough stock to play at least 1 (ideally 2+) Musashi, and perhaps a Kongou for its double Salvage ability.

The Bounce ability it has is also overlapped by the very CX itself, and partially by the Zuihou, 2nd Shouhou-class Light Aircraft Carrier’s anti-Change effect. While redundant effects can improve a deck’s consistency, its impact is nowhere near as high as Musashi or Kongou during level 3.

At level 3, the Kongou combo is still there to do extra damage as needed, and to Heal if the tax is not too high. Yamato however, has been phased out in favor of more Musashi. Being able to attack with up to 3 copies of Musashi is very reminiscent of being attacked by the active CX ult from イリヤ, i.e. tons and tons of damage. While the secondary effect only triggers upon a cancel, it is still an effective potential 6 attacks that can end a game, which is a lot to ask for from the opponent especially if he or she has fewer than 6 CXs remaining in his or her deck.

What will the changes mean for the deck as a whole?

This deck on a very broad scale can attack many of the most popular keyword abilities.

The first, Heal tax, is going to remain relevant because not only does it have a way of preventing an opponent from accessing cheap Heal effects, it is also tied to the level 1 Верный. which can extend a lead from late level 0 into level 1.

The anti-salvage effects that penalize soul and give your characters power are both present in the deck, and now in greater numbers. Opponents will be kept in check when they trigger Door triggers, and later in the game, the deck can transition to making the anti-salvage effect a one-sided effect with Yuubari.

Change is also kept in check by now two copies of the Backup that can punish your opponent for having a character above his or her level. The anti-change ability can also be used on a character that is not the current attacking character, which makes it an even larger blowout if the opponent front attacks with a different character first.

What does the deck still not answer well?

Any deck that has a cheap front line at level 1 that can encore for cheap (be it via clock or hand) has very good fighting odds against the deck, simply because the deck has no anti-encore effects aside from its reactive level 2 Backup.

Because the deck now has a very minimal number of Heal effects, most damage will stick to it. Very focused combos and/or decks that ignore both Heal tax and the anti-salvage (looking at you, イリヤ) aspects of this deck are  favored to do well against it more often than decks that will have Heal and Salvage and even Change abilities.

This deck has also remained fairly stock-intensive, and Bounce effects and triggers can stymie the deck’s progress into level 2. Ideally, the deck wants to have at least 4 stock throughout level 2 to be able to play its biggest characters in Musashi and Kongou. If it can’t get there and/or stay there though, it’s in for a rough late game.

Questions? Comments? Have an idea for another article? Send us an email at theninthcx AT gmail DOT com or send us a message on Facebook! Thanks for reading!