Kantai Deck Tech – 5th at 2014 Sacramento WGP Regionals

Yamato_during_Trial_Service

Yamato in all her glory

Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we’ll be looking at the list that got 5th place of the WGP Regionals in Sacramento: Kantai Collection!

This article and tournament report are brought to you by Felix Lee. Special thanks to Felix for prepping his own article. (lol)

Translations can be found on Heart of the Cards. Names will be matched to reflect the translation notes. If translations are unavailable for the card, in-house translations will be used.

Now onto the list!

UWRip Miracle Rogue

Cards – 50

Level 0 – 16

3 Hatsukaze, 7th Kagero-class Destroyer (KC/S25-006)
2 Maikaze, 18th Kagero-class Destroyer (KC/S25-007)
4 Hibiki, 2nd Akatsuki-class Destroyer (KC/S25-056)
2 Ikazuchi, Works Hard (KC/S25-057)
1 Kikuzuki, 9th Mutsuki-class Destroyer (KC/S25-103)
3 Satsuki, 5th Mutsuki-class Destroyer (KC/S25-104)
1 Arashio, 4th Asashio-class Destroyer (KC/S25-152)

Level 1 – 12

4 Shimakaze, Shimakaze-class Destroyer (KC/S25-003)
1 I-8, 2nd Junsen-class Type J-3 Submarine (KC/S25-009)
4 Verniy, “Trustworthy” Destroyer (KC/S25-038)
1 Kinu, 5th Nagara-class Light Cruiser (KC/S25-113)
1 Yahagi, 3rd Agano-class Light Cruiser (KC/S25-010)
1 Ashigara, 3rd Myoukou-class Heavy Cruiser (KC/S25-158)

Level 2 – 6

2 I-8 Kai, 2nd Junsen-class Type J-3 Submarine (KC/S25-019)
2 Chitose Carrier Kai-Ni, 1st Chitose-class Light Aircraft Carrier (KC/S25-040)
2 Zuihou, 2nd Shouhou-class Light Aircraft Carrier (KC/S25-134P)

Level 3 – 8

1 Yamato, 1st Yamato-class Battleship (KC/S25-001SP)
4 Musashi, 2nd Yamato-class Battleship (KC/S25-002)
2 Haruna, 3rd Kongou-class Battleship (KC/S25-084)
1 Kirishima, 4th Kongou-class Battleship (KC/S25-085)

CX – 8

4 All Airplane Squadron, Begin Launching! (KC/S25-033)
4 Swift as the Island Wind (KC/S25-034)

At level 0 we have 16 characters.

kc-s25-006

 

Hatsukaze, 7th Kagero-class Destroyer gives all your other [Fleet Girl] characters +500 power. Whenever a player Salvages a character during battle, all their characters get -3 soul until end of turn.

kc-s25-007

Maikaze, 18th Kagero-class Destroyer reveals the top card of your deck on play. If the revealed card is not a [Fleet Girl] character, put the revealed card in your clock.

kc-s25-056

Hibiki, 2nd Akatsuki-class Destroyer, on reverse, lets you pay 1 stock and send it to memory. If you do, choose a “Verniy, “Trustworthy” Destroyer” from your waiting room and put it rested in the slot this was in. If this is in memory, when either player Heals they may pay 2 stock. If they don’t they take the top card of their deck and puts it in clock. (Heal tax)

kc-s25-057

Ikazuchi, Works Hard has a Brainstorm effect: you may pay 1 stock and rest this. If you do, mill 4 cards. For every CX you reveal, choose a card from your clock and put it in your hand and take the top card of your deck and put it in clock. (Clock swap)

kc-s25-103

Kikuzuki, 9th Mutsuki-class Destroyer gives characters in front of it +500 power. You may pay 1 stock to send a level 0 or lower character on your opponent’s front row to their waiting room.

kc-s25-104

Satsuki, 5th Mutsuki-class Destroyer is a level 0 reverser and has an Encore ability for 2 stock.

kc-s25-152

Arashio, 4th Asashio-class Destroyer, on play, lets you look at the top card of your deck. You may place it on top of bottom afterwards. You may pay 1 stock to draw and discard a card.

At level 1 we have 12 characters.

kc-s25-003

Shimakaze, Shimakaze-class Destroyer has a CX combo with “Swift as the Island Wind”: when this reverses something, search your deck for a [Fleet Girl] character and it put it in your hand.

kc-s25-009

I-8, 2nd Junsen-class Type J-3 Submarine, on play, lets you pay 1 stock and discard a card. If you do, search your deck for a [Fleet Girl] and put it in your hand. When this is placed from your stage to your waiting room you may pay 2 stock. If you do choose a “I-8 Kai, 2nd Junsen-class Type J-3 Submarine” from your waiting room and put it rested in any spot.

kc-s25-038

Verniy, “Trustworthy” Destroyer gains +1000 power if you have a “Hibiki, 2nd Akatsuki-class Destroyer” in memory.

kc-s25-113

Kinu, 5th Nagara-class Light Cruiser is a +1500 power character counter.

kc-s25-010

Yahagi, 3rd Agano-class Light Cruiser has clock Encore. You can rest 2 [Fleet Girl] characters to give it +2500 power until end of turn.

kc-s25-158

Ashigara, 3rd Myoukou-class Heavy Cruiser is a +1500 character counter that gives +1000 power to a battling [Fleet Girl] when used.

At level 2 we have 6 characters.

kc-s25-019

I-8 Kai, 2nd Junsen-class Type J-3 Submarine gains +1000 power until end of turn when another [Fleet Girl] attacks. You may rest a [Fleet Girl] character to give this +1000 power until end of turn.

kc-s25-040

Chitose Carrier Kai-Ni, 1st Chitose-class Light Aircraft Carrier gives all your other [Fleet Girl] characters +1000 power. It also has a pay 2 Encore ability.

kc-s25-134p

Zuihou, 2nd Shouhou-class Light Aircraft Carrier is a +2500 power character counter. When you use it you may pay 2 stock and put the top card of your deck to your clock. If you do choose 1 of your opponent’s character who is higher level than your opponent and put it on the bottom of their deck.

At level 3 we have 8 characters.

kc-s25-001

Yamato, 1st Yamato-class Battleship has an on play Heal effect. It also has a CX combo with “Ready for Shelling and Torpedo Launching!”: when this attacks all your characters gain +2000 power and your opponent may not use any Encore abilities until end of turn.

kc-s25-002

Musashi, 2nd Yamato-class Battleship cannot side attack. During the turn it was played, if damage done by it is canceled, mill the top card of your deck. Your opponent Burns for 1 more than the level of the milled card. (Punish Burn)

kc-s25-084

Haruna, 3rd Kongou-class Battleship, on play, reveals the top card of your deck. If it is a [Fleet Girl] character, you may Burn your opponent for 1. You can rest a [Fleet Girl] to give this +1000 power until end of turn. At the start of any encore step, if you have no other rested characters in your front row, you may pay 1 stock and rest this.

kc-s25-085

 

Kirishima, 4th Kongou-class Battleship, on play, mills the top 3 cards of your deck. If there is a level 1 and a level 2 in there you may choose a card in your opponent’s waiting room and put it on top of their deck. Also on play, you may discard a card. If you do choose a level 2 or lower card on your opponent’s field and put it in the waiting room.

The CX spread is 4 1k1 + Bounce and 4 2k1.

kc-s25-033

kc-s25-034

 

How do we use this deck?

Felix: You send out a bunch of DDs to do what they can and set up for your other ships. Then you send in the SSs and the BBs to finish the job.

Michael: 

This list of Kantai is different than others featured prior due to the September ‘nerf’ of the series. Musashi (Punish Burn), Junyou (+1 soul) and Inazuma (Level 0 search for level 1) found themselves on the Choose 1 list.

F: To me it was hardly a nerf. I never used Inazuma in the list to begin with. I did try it in the deck after the nerf was announced. However, from my testing, she performed very below average, so I took her out.

M: Felix opted to use Musashi for the Punish Burn ability, eschewing the searching power of Inazuma and shying away from the soul boost of Junyou.

At level 0, there are a number of effects available to the deck that can answer reversers and runners. Getting to level 1 first is ideal, because then the Shimakaze CX combo can be used easily.

The deck can answer early level 1 plays with its own “change” with Verniy, while setting up its Heal tax effect for the late game. Because the deck has no Salvage abilities, it can safely play a Hatsukaze on the first turn without worry. Although Hatsukaze on the play is not ideal since your opponent can simply gate if they trigger one and you risk hitting  level 1 after your opponent.

Only at level 1 though does the deck’s real searching power become unlocked, either with I-8 or with Shimakaze. It’s important to consider what kind of character to search for when using one of the effects. If high in damage (e.g. 1/5, 1/6) it is (generally) good to search for a character that is of the next level. If not, it is (generally) good to get a character of the same level.

Near the endgame, level 2 is all about setting up for as good of a level 3 as possible.

F: The deck has a lot of 1-ofs, so searching for them is very important. The game usually ends with a combination of Haruna and Musashi.

What does the deck not do well? Is it missing anything?

F: The deck is somewhat soft to level 0 “loner” characters that become level 1 because it has no easy way of dealing with them.

M: Bringing out an early Verniy is an option, but takes up a turn.

F: There isn’t too much power at level 1, because after you’re done searching with your Shimakaze, it’ll likely be run over. High power or level reversers can make it hard to maintain a board. Clearly, the deck needs anti-search, anti-burn, anti-damage, anti-attack, anti-character, anti-win for the opponent, and anti-loss for you.

M: Besides massive amounts of trolling, Felix has a point that the deck doesn’t have any way of answering Burn or search effects. (Hi Nisekoi!) However, what it does have (like almost any other deck from this series) is a way to counteract Heal and Salvage abilities.

How does the deck stack up? Is it conservative or greedy? What’s its overall power level? Is it easy or difficult to use? What would you say about its viability in the JP/EN metagames at large?

Greed7

F: This deck is somewhat greedy in the sense that there are a bunch of 1-ofs. Since there are no Salvage effects in the deck, anything that gets sent to the waiting room or stock is gone until the next rotation/refresh.

M: The deck may look like it’s three colors, but it’s effectively two. Green is almost an afterthought in the deck. The deck trades consistency for raw power, but is able to erase some of that inconsistency with its search effects. Still, all the search in the world can’t help a 1-of lodged in stock or clock.

F: Well technically you could play the blue counters as characters if you have 1 in clock, so you could even call this a 4C deck.

Power Range: 4 – 8

This deck’s power scales with the relative power of the deck it is facing. If the opposing deck makes a point to Heal and/or Salvage as much as possible in a given game, the deck can seem invincible. However, if faced with a strategy that ignores both of those mechanics, the deck may struggle trying to keep up in terms of power, as Felix suggested earlier. However, since there are no Yuubaris in the list, there is nothing to punish your opponent for using a Salvage effect outside of battle.

The deck may not have as much comeback potential, but it does have 4 Bounce triggers as generic answers to troublesome characters at any stage of the game. Its endgame is one of the most difficult to survive, thanks to Musashi’s Punish Burn ability and Haruna’s Burn ability.

Difficulty: 8

This deck in particular rewards the user for knowing the opponent’s cards more than a typical deck. Whether specific Backup effect is needed, or a particular support is necessary to preserve the board (to give a couple of examples) are a couple of the minute decisions that can be made in a game that are helped along by knowing a lot of cards.

It’s also important to test a deck like this against a wide variety of decks and deck types to get a feel for how it does when completely “on” (i.e. against a Salvage + Heal deck) versus completely “off” (i.e. against a deck that is complete soul rush or other).

JP/EN Meta Viability: 

F: I feel like this deck is in an OK place in the meta right now. Many decks still run Heal and Salvage abilities which Hatsukaze and Hibiki deal with quite nicely. However, there are many decks that get very high power at level which is problematic for the deck. Nisekoi in particular is a huge problem, but mostly Marika.

nk_w30_052

You called?

Now onto the obligatory interview!

M: So, how did the event go?

F: “Ok.” – Rammus

M: Any lucky moments?

F: Not really. I feel like for the most part the games were pretty even. There were some times when my opponent or I would be in some undesirable situations, but that’s all.

M: Any really unlucky moments?

F: Nope.

M: Incredible comebacks?

F: Nope.

M: How did the final match go for you? What did you play against?

F: The final match was pretty close. There was also more pressure than normal since in the middle of the round, they announced that the event was only 4 rounds and if you lost, your tiebreakers would determine if you made it to nationals or not. I played against the Yukiko deck. I had to win the turn that I did, otherwise I would have lost for sure.

M: How did you prepare for the tournament? Did you do anything special the day of the tournament?

F: I FC’d Wonderful Rush on Expert and listened to a lot of Darude – Sandstorm. DUDUDUDUDU

M: -_-

Any shoutouts or things you’d like to say before we wrap up?

F: FrankerZ FrankerZ FrankerZ Kappa Kappa song name? Kappa also hi Khentai

Congratulations again to Felix for qualifying for Nationals!

If you have questions or comments, please send us a message via Facebook or an email at theninthcx AT gmail DOT com.  Be sure to sign up for our monthly giveaway where we are giving away TWO boxes every month!