Kantai Deck Tech – 2nd at 2015 9th CX PH Cup


Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be looking at a deck that took 2nd place at the 2015 9th CX PH Cup!

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.

The deck list and interview are brought to you by Miggzz Jaurigue. Special thanks to Johnny Chau for article prep.

Kantai Collection

Cards – 50

Level 0 – 13

3 Akitsumaru Kai, Army Type C Special Ship (KC/S31-024)

3 Hatsukaze, 7th Kagero-class Destroyer (KC/S25-006)

3 Satsuki, 5th Mutsuki-class Destoyer (KC/S25-104)

4 Miyuki, 4th Fubuki-class Destroyer (KC/S25-112)


Level 1 – 9

3 I-19, 3rd Junsen-class Type B Submarine (KC/S25-026)

3 Tatsuta, 2nd Tenryuu-class Light Cruiser (KC/S25-093)

3 Tenryuu Kai, 1st Tenryuu-class Light Cruiser (KC/S25-086


Level 2 – 8

2 I-19 Kai, 3rd Junsen-class Type B Submarine (KC/S25-021)

2 Fusou, 1st Fusou-class Battleship (KC/S25-098)

2 Houshou, Houshou-class Light Aircraft Carrier (KC/S25-099)

2 Instant Repair Solution (KC/S31-074)


Level 3 – 12

3 “Tea Time” Kongou (KC/S31-061)

3 Yamato, 1st Yamato-class Battleship (KC/ S25-001)

2 Musashi, 2nd Yamato-class Battleship (KC/S25-002)

2 Haruna Kai-Ni, 3rd Kongou-class Battleship (KC/S31-062)

2 Kirishima Kai-Ni, 4th Kongou-class Battleship (KC/S31-063)


CX – 8

2 If Haruna’s Fine, Then I’ll Be Your Opponent (KC/S31-075)

3 Ready for Shelling and Torpedo Launching (KC/S25-032)

3 I Expected So, Raise the Anchor! (KC/S25-124)


At level level 0 we have 13 characters!


Akitsumaru Kai, Army Type C Special Ship can’t direct attack.


Hatsukaze, 7th Kagero-class Destroyer gives +500 power to all your [Fleet Girl]. Her second effect is an Anti-Salvage where during the attack phase if you or your opponent return a character from the waiting room to the hand all characters controlled by that player get -3 soul.


Satsuki, 5th Mutsuki-class Destoyer is a level 0 reverser and has a pay 2 encore.


When Miyuki, 4th Fubuki-class Destroyer is played from hand to stage put the top card of your deck into the waiting room and if it was a climax card this card goes to waiting room.

At level 1 we have 9 characters.


I-19, 3rd Junsen-class Type B Submarine gets +500 power for every other [Fleet Girl] you control until end of turn when played. Her second effect is when she gets front attacked you can discard one card from your hand to change into her level two.


When the climax card “I Expected So, Raise the Anchor!”, Tatsuta, 2nd Tenryuu-class Light Cruiser can put a marker under her into your stock. Her second ability is to rest herself and choose a [Fleet Girl] in your waiting room and put it under her as a marker. And her last effect is rest her to put a marker under her in to your stock.


Tenryuu Kai, 1st Tenryuu-class Light Cruiser gets +1000 power if you control two or more other [Fleet Girl] characters. Her second effect is a climax combo, when she attacks and “I Expected So, Raise the Anchor!” is in play you can pay 1 to salvage a character card.

At level 2 we have 6 characters and 2 events.


I-19 Kai, 3rd Junsen-class Type B Submarine gets +1500 power if there are three or fewer cards in your hand. Her second effect is on attack, you can pay two and discard one to bounce an opponent’s level three or lower character in the center stage and one in the backstage.


Fusou, 1st Fusou-class Battleship has a change ability of rest two [Fleet Girl] characters to play Fusou Kai, 1st Fusou-class Aviation Battleship from your waiting room and that character gets +1000 power until the end of turn. Her second ability is a one stock +3000 power back up.


Houshou, Houshou-class Light Aircraft Carrier is a level assist to front and when she is played from hand to stage you can pay one and discard a card to search your deck for either a [Aircraft Carrier] or [Light Aircraft Carrier] character.


When you play Instant Repair Solution you can salvage a level two or higher character.

At level 3 we have 12 characters!


“Tea Time” Kongou has -1 level in hand if there are six or more climaxes in your waiting room. She also gets +1000 power if there are two or more other [Fleet Girl] characters on your field. And when she is played from hand to stage you can salvage a [Fleet Girl] Character from your waiting room.


Yamato, 1st Yamato-class Battleship has a heal on play and when she attacks with the climax “Ready for Shelling and Torpedo Launching” is in play all your characters get +2000 power and your opponent can’t use encore, including the pay three encore.


Musashi, 2nd Yamato-class Battleship cannot side attack and once per turn, on the turn she’s played, she gets the effect “if this card’s battle damage is canceled put the top card of your deck into waiting room and deal X amount of damage to your opponent. X equal to that card’s level +1. (Punish burn)


When Haruna Kai-Ni, 3rd Kongou-class Battleship is played from hand to stage you may look at the top 3 cards of your deck and put one in your hand and the rest into the waiting room. Her second effect is a climax combo, when she attacks with the climax “If Haruna’s Fine, Then I’ll Be Your Opponent!” in play you can choose one card in your opponent’s waiting room and put it on the top of their deck, then she gets +2500 power and “this card can not be targeted by your opponent’s effects” until the end of your opponent’s next turn.


Kirishima Kai-Ni, 4th Kongou-class Battleship has a heal on play and if all your characters have [Fleet Girl] then she gets +1000 power.

For climaxes it is a 2/3/3 split between 5 gates and 3 shots.

KC-S31-075 kc-s25-032 kc-s25-124

How do we use this deck?

Miggzz Jaurigue: The deck has a lot of opportunity to salvage, though its main play supposedly is level 2 where you can play “Tea Time” Kongou by just having 6 climaxes in waiting room.

For Level 0 to Level 1 just generate enough stock, and make sure you have at least 1 “Tea Time” Kongou available in your hand. In case you don’t have Kongou by Level 1 you can salvage her by using Tenryuu or when you go to level 2 use Instant Repair Solution if it’s available in your hand.

By Level 3 it’s best to have Musashi available.

M: Pretty straight forward deck. Using Hatsukaze in a deck that loves to salvage can be risky, but it gives the highest variance possible.

What does the deck not do well? Is it missing anything? What are some of the potential risks the list takes?

MJ: One of the potential risks of this deck is using Hatsukaze too early. She may shut down the salvage you desperately need for turns to come. Another is not getting “Tea Time” Kongou, though that chance is very low.

M: In decks where the level 2 game revolves around playing level 3s, if it misses the timing it can really put the deck behind. In addition, 2 stock is a steep investment to start to put characters out at that level, so if you lose a character it will hurt a lot more.

About the list: Is it conservative or greedy? What’s its overall power range? Is it easy or difficult to use? What would you say about its viability in the JP/EN metagames at large?

MJ: I’m not sure with that part, though i think it’s a conservative deck. Max power is at 15,500. It’s easy to use. It’s a good deck to use against meta decks.

M: Some might see the deck as difficult to use, for example, not knowing when to use Hatsukaze. Like most Kantai decks it seems like it would be able to hold its own against most decks in today’s meta. Although a deck using Anti-Salvage cards would hinder the deck.

Here are my thoughts on the breakdown of the numbers.


The list is unusually greedy not because of its colors but because of its directly conflicting game plans. The deck will have a lot of situations where it does draw its Hatsukaze and may have to choose whether to lose damage or gain a card. Sometimes, you’ll have games where Hatsukaze does not show up and you salvage forever, and sometimes you’ll have games where Hatsukaze is there and neither player salvages. This isn’t the end of the possibility tree, but it should give the idea that yes, when you play something that directly conflicts with your own deck plan, you will run into issues!

Power Range: 2-8+

If the deck’s wires get tangled and start to cause a conflict, it can look like a mess. Few things are more awkward than having to choose between near end-game damage and a card in hand for the turn after. On the other hand, the deck’s level 3 plan uses some of the most powerful that are in the series, including Tea Time Kongou, Musashi, and Haruna. Yamato also rounds out the top end giving the deck a lot of finishing utility.

Difficulty: 7

I would not recommend that someone new to KanColle pick up this list; the potential of having an awkward decision come up in-game is too high to make it worthwhile for an unfamiliar player. For someone who knows the game particularly well though, the deck can be a fun high-risk high-reward list to toy with. Though playing around with the set’s mechanics is important, also recognizing where the opportunity costs might lie (card versus damage) is a key component that can only really be learned through playing a lot of games.

JP Meta Viability:

Right now, I think that burn is one of the major names of the game because of, well, a lot of common ‘hate’ effects in heal tax and anti-salvage. This deck is a pretty greedy one, in that it uses the double-edged sword of lots of salvage, with the most prominent anti-salvage in the game. But, the engine works well, and can certainly put out a lot of damage in the later levels. A more “all-in” approach may eschew Hatsukaze altogether, but I would still say that the deck and its strategy are worth a look.

Now onto the interview!

M: How was your event overall?

MJ: Overall for me the event was fun and exciting.

What was a really lucky moment you had during the tournament?

MJ: I guess I can say that my lucky moment was top deck draw of Musashi.

M: Not too lucky for your opponent though!

What was a really unlucky moment you had during the tournament?

MJ: Taking 12 straight damage with 4 climax in deck.

M: Ouch! Did you have any incredible comebacks?

MJ: Sadly I had none.

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

MJ: Well for me win or lose my final match was something I wanted to happen. I told my fellow Kantai player “See you at the top”, and apparently that’s what happened, haha. I fought against Kantai Collection.

Called the shot! Very nice. How did you prepare for the tournament? Did you do anything special the day of the tournament?

MJ: Nothing out the normal, a good night sleep and a full stomach always helps, though I have this routine to drink warm tea before doing anything else.

How fitting seeing as how your deck relies on Tea Time Kongou. Any funny stories from the event?

MJ: Sadly no funny stories.

Any other shoutouts or things you would like to say?

MJ: “Why Salt Wizard WHY?!?!” XD

M: Maybe next time the Salt Wizard will be more forgiving, bwahaha Thank you for participating in the 9th CX PH Cup and congratulations on the finish!

Did you like this tournament report? We have 1 more on the way from the 2015 9th CX PH Cup!

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