Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be looking at a deck that took 3rd 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 Aeade Alexander. Special thanks to Johnny Chau for article prep.
Cards – 50
Level 0 – 16
2 Inazuma, Blunderer (KC/S25-061)
4 Hibiki, 2nd Akatsuki-class Destroyer (KC/S25-056)
1 Tokitsukaze, 10th Kagero-class Destroyer (KC/S31-003)
2 Isokaze Kai, 12th Kagero-class Destroyer (KC/S31-004)
4 Akatsuki, A Moment in Winter (KC/S31-040)
2 Ushio Kai, 10th Ayanami-class Destroyer (KC/S31-044)
1 Shiratsuyu Kai, Pride of Nameship (KC/S31-079)
Level 1 – 14
2 Yuubari, Yuubari-class Light Cruiser (KC/S25-037)
3 Verniy, “Trustworthy” Destroyer (KC/S25-038)
3 Tatsuta, 2nd Tenryuu-class Light Cruiser (KC/S25-093)
4 Tenryuu Kai, 1st Tenryuu-class Light Cruiser (KC/S25-086)
2 Natori Kai, 3rd Nagara-class Light Cruiser (KC/S31-070)
Level 2 – 2
2 Takao, 1st Takao-class Heavy Cruiser (KC/S25-073)
Level 3 – 10
3 Hyuuga Kai, 2nd Ise-class Aviation Battleship (KC/S25-043)
3 Kongou, 1st Kongou-class Battleship (KC/S25-082)
2 Haruna, 3rd Kongou-class Battleship (KC/S25-084)
2 “Tea Time” Kongou (KC/S31-061)
CX – 8
4 KC/S25-123 Ready! Fire!!
4 KC/S25-124 I Expected So, Raise the Anchor!
At level 0 we have 16 characters.
When Inazuma, Blunderer is played from hand to stage reveal the top card of your deck, if it is not a [Fleet Girl] character rest this card. Her second effect activates when she is placed from stage to waiting room. You can pay one, clock yourself one damage and search your deck for one level 1 or lower [Fleet Girl] character from your deck and add it to your hand.
When Hibiki, 2nd Akatsuki-class Destroyer is reversed in battle you can pay one and send her to memory to play a “Verniy, “Trustworthy” Destroyer” from your waiting room to the slot this card was in rested. While in memory she has a recollection effect which is a heal tax.
Tokitsukaze, 10th Kagero-class Destroyer has a brainstorm ability. Pay one put the top four cards from the top of your deck into the waiting room and for every climax search your deck for one [Fleet Girl] and add it to your hand, then discard a card.
When Isokaze Kai’s battle opponent becomes reversed you can put a [Fleet Girl] from your waiting room under her as a marker. And for every marker under her she gets +1 level and +1500 power.
When Akatsuki, A Moment in Winter is played from hand to stage you can discard one card from your hand and look at the top four cards of your deck. Choose one [Fleet Girl] and add it to your hand, discard the rest.
When Ushio Kai, 10th Ayanami-class Destroyer is reversed in battle and she is facing a level 0 battle opponent, you can heal your opponent one damage and if you do put that character into your opponent’s clock.
At the beginning of your opponent’s attack phase you can put the top card of your deck into the waiting room. If it is a level one or higher send Shiratsuyu Kai to the waiting room. If it was a level 0 or lower she can run to an empty slot in the center stage. Her second effect is pay one rest two brainstorm 4, for each climax draw one card.
At level 1 we have 14 characters.
If you have one or fewer climaxes in your waiting room you can not play Yuubari from hand. If you have four or more cards in stock she gets +1000 power. When your opponent salvages at any time, you can choose one character and that character gets +2000 power until end of turn. And if you are level two or higher this card gets +1500 power.
If Hibiki is in your memory Verniy, “Trustworthy” Destroyer gets +1000 power.
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 salvage a character card.
Natori Kai, 3rd Nagara-class Light Cruiser is a level one reverser and when she attacks you can choose one of your [Light Cruiser] characters and that character gets +1000 power until the end of turn.
At level 2 we have 2 cards!
If Takao, 1st Takao-class Heavy Cruiser is in the middle position of your center stage she gets +1000 power. She also gets +500 power for every other [Fleet Girl] you control.
At level 3 we have 10 characters.
Hyuuga Kai, 2nd Ise-class Aviation Battleship gives all of your other “Ise Kai, 1st Ise-class Aviation Battleship” +1000 power. On play or via change you can pay one discard one and this card gets +1000 power and clock shoot. Her last ability is effect is when you use a [S]/[Act] ability she gets +1000 power until the end of turn.
When Kongou, 1st Kongou-class Battleship is placed from hand to stage until the end of turn she gets the effect “when this card’s battle opponent becomes reverse salvage two [Fleet Girl] characters” until end of turn. When she attacks with the climax “Ready! Fire!!” in play you can burn your opponent for one and she gets +3000 power until the end of turn. Her last effect is an encore phase change to “Kongou Kai-Ni, 1st Kongou-class Battleship”.
When Haruna, 3rd Kongou-class Battleship comes into play from hand to stage, reveal the top card of your deck, if it is a [Fleet Girl] you can burn your opponent for one. At the start of your encore phase if you do not have any other rested characters in your center stage you can pay one and rest her. Her las effect is rest one [Fleet Girl] and this card gets +1000 power until the end of turn.
“Tea Time” Kongou has -1 level in hand if there is 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.
For climaxes it is a 4/4 split of 8 gates.
How do we use this deck?
Aeade Alexander: At level 0, mainly concentrate on searching for Tatsuta and Tenryuu.
At level 1, generate stock using Tatsuta and maybe salvage some cards using Tenryuu. What you salvage depends on where the climaxes are. If they are mostly in waiting room, salvage for “Tea Time” Kongou, if the climaxes are mostly in the library, get Takao, 1st Takao-class Heavy Cruiser.
At level 2, put “Tea Time” Kongou or Takao, 1st Takao-class Heavy Cruiser in play. It doesn’t matter if they can overpower the opponent’s character or not, you just need to get as much soul damage as you can before he does refresh. If you have “Ready! Fire!!” in hand, salvage for “Kongou, 1st Kongou-class Battleship”. Otherwise, get “Haruna, 3rd Kongou-class Battleship” or “Hyuuga Kai, 2nd Ise-class Aviation Battleship”.
At level 3 use “Kongou, 1st Kongou-class Battleship”, “Haruna, 3rd Kongou-class Battleship” or “Hyuuga Kai, 2nd Ise-class Aviation Battleship” and hope their extra 1 damage helps in defeating your opponent in 1 turn.
Other notes: Get as many CXs into the Waiting Room for Tea Time Kongou. Use Tatsuta for stock, Tenryuu for salvage, “Tea Time” Kongou or “Takao, 1st Takao-class Heavy Cruiser” because Kancolle has always lacked soul damage at level 2, Yuubari and Natori Kai are for opponents with pumped up Level 1. If you have 1 or less climaxes in stock, it’s advisable to conserve stock and generate more stock using Tatsuta until you do a refresh.
Cards that need to be replaced since they serve no purpose in the deck:
Shiratsuyu Kai, Pride of Nameship
Isokaze Kai, 12th Kagero-class Destroyer
M: Hey, Shiratsuyu Kai is a fine card! Isokaze Kai is an interesting reach for the level 0 game because it can gain markers and get larger, but to his (the deck maker’s) credit, Shiratsuyu Kai and Isokaze Kai can be replaced for more Inazumas.
What does the deck not do well? Is it missing anything?
A: React to opponents attacks and keeping characters on stage. Compass and probably a level 1 backup.
M: Like most Kantai decks, power level is sometimes an issue with trying to keep your field alive. Some lists will run Ashigara as a standard +2500 power backup, and some will use Zuihou as an anti-change +2500 power backup. Other lists use both, but for a list that is so salvage-happy, having a multitude of Backup effects is actually not as effective. Yup, having too many cards in hand can actually be a thing (I’ve seen it happen), and because the deck has powerful plays to make at level 2, the need to defend those cards at that level is a bit lower. Why? The stock you expend from using the effect is one less stock for you to use on the following turn, and because the characters from level 2 and up need 2 stock a piece, 1 stock can mean needing a full extra turn to be able to play 3 2-stock characters.
What are some of the potential risks the list takes?
A: Using the CX combos and the -1 level of “Tea Time” Kongou depends on your luck, having an empty front row, and opponent having characters like Hatsukaze and Yuubari to counter salvage.
M: Many things contribute to the success of the deck and an anti-salvage could really shut down its advantage engine and late game plan.
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?
Power Range: 4 – 8
A: Very weak at level 0, manageable at level 1, either strong or weak at level 2, strong at level 3.
M: The deck uses a less power-oriented plan at level 0, and focuses on getting more cards in hand during level 1. It’s more difficult to KO characters early on, but the deck hits its biggest power spike starting level 2. (Contrast this to the “typical” GY Kantai deck which hits its power spike at level 1.)
A: It’s pretty easy, since I don’t have to think of how my opponents will react. I forgot to place in cards for it.
M: To its credit, the deck does not have anything to worry about on the opponent’s turn. Just play everything out, swing hard and just hope your ships make it through!
JP Meta Viability:
A: I’m not really sure, I haven’t been playing these past few months.
M: With the introduction of more new and powerful sets, the JP meta has become inundated (not necessarily diluted) with viable decks. Because of that, the likelihood of running into strategies that have anti-salvage is going to likely be lower, especially in a larger tournament.
Now onto the interview!
M: How was your event overall?
A: It was nice, got to see friends again after a long time.
M: What was a really lucky moment you had during the tournament?
A: I was at level 0 and my opponent was at level 3.
M: Doesn’t sound lucky for your opponent! What was a really unlucky moment you had during the tournament?
A: I kept getting climax triggers.
M: We all know that feeling. Did you have any incredible comebacks?
M: How did the final match go for you?
A: Me having Hibiki and my opponent having Hatsukaze that didn’t affect us much since I didn’t need to salvage during combat and he had stock to pay for healing.
M: What did you play against?
M: How did you prepare for the tournament?
A: Play against anyone willing > revise deck > repeat
M: Remember folks, play testing is the key to success. Did you do anything special the day of the tournament?
M: Any funny stories from the event?
A: I was hungry the whole time because I was going to an eat all you can buffet after the tournament.
M: #Dedication. Any other shoutouts or things you would like to say?
A: I hope they put Taihou in the next Booster of Kancolle.
M: Thank you again for the interview, and congratulations for taking the 9th CX PH Cup title!
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