Welcome to a 9th CX Cup deck tech! This deck is the first in a series of deck techs to come from our annual hosted tournament series in PH. The tournament was hosted with the JP banlist in place. Special thanks to Sebastian for article prep. This placing list is brought to you by Miggzz, a previously featured player. Because the series has been featured extensively, we will only be introducing the cards not commonly seen or seen previously. Card names will likely not be in line with current EN releases, and can be found on Heart of the Cards.
Now onto the deck!
Cards – 50
Level 0 – 12
1 Murakumo, 5th Fubuki-class Destroyer (KC/S25-101)
1 Kagero, 1st Kagero-class Destroyer (KC/S25-011)
3 Akatsuki, A Moment in Winter (KC/S31-040)
2 Tokitsukaze, 10th Kagero-class Destroyer (KC/S31-003)
3 Inazuma, Blunderer (KC/S25-061)
2 Ushio Kai, 10th Ayanami-class Destroyer (KC/S31-044)
Level 1 – 12
3 Compass (KC/S25-031)
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 – 7
2 Zuikaku, 2nd Shoukaku-class Aircraft Carrier (KC/S25-004)
2 I-19 Kai, 3rd Junsen-class Type B Submarine (KC/S25-021)
2 Instant Repair Solution (KC/S31-074)
1 Zuikaku Kai, 2nd Shoukaku-class Aircraft Carrier (KC/S31-018)
Level 3 – 11
3 “Tea Time” Kongou (KC/S31-061)
2 Musashi, 2nd Yamato-class Battleship (KC/S25-002)
2 Kirishima Kai-Ni, 4th Kongou-Class Battleship (KC/S31-063)
1 Yamato Kai, 1st Yamato-class Battleship (KC/S31-001)
3 Akagi Kai, Akagi-class Aircraft Carrier (KC/S25-035)
CX – 8
2 All Airplane Squadron, Begin Launching! (KC/S25-033)
3 Akagi of the First Carrier Division, Deploying! (KC/S25-075)
3 I Expected So, Raise the Anchor! (KC/S25-124)
When Murakumo, 5th Fubuki-class Destroyer is played, you may pay 2 stock. If you do, salvage a [Fleet Girl]. It also has a 1 stock bond for Furutaka, 1st Furutaka-class Heavy Cruiser, which is not used in this deck.
Instant Repair Solution lets you salvage a level 2 or higher character.
Kirishima Kai-Ni, 4th Kongou-Class Battleship gets +1000 power as long as you control all [Fleet Girl] characters, and has a heal trigger on play.
Now onto the guide and interview! (For the purposes of clarity, Michael’s analysis will be preceded by a 9CX, not an ‘M’)
How do we use this deck?
M: Stock up and let Akagi do all the eating! XD
9CX: This deck is a rather interesting take on KanColle. Given that the JP banlist severely restricts the commonly-seen EN strategy of running all-disruption-all-the-time, other strategies have emerged and proven viable. In this deck’s case, it makes use of 3 colors with a focus on red and green, opting for more salvaging power to maintain midgame momentum.
In the early levels, the deck plays a very tight game, running on few characters. During level 1, it uses the Tatsuta/Tenryu pair to build stock and recover cards into hand. At level 2, it can play a Tea Time Kongou to push for damage and maintain its hand, ideally sculpting its final-turn push of Akagi + Musashi, or whatever mix arrives in hand first.
What does this deck not do well? What would you say are some of its key weaknesses?
M: Level 1 play I guess, though level 2 isn’t any better because the stock-building component is crucial. I thought I was going to rely on Tea Time Kongou more, but I ended up running with my level 0s more.
9CX: For a deck that runs on so much stock, it certainly wants to attack a lot, and its level 0 lineup will not help with that at all. It does need to hit its crucial level 1 CX combo in order to secure that stock, and it can run dry quickly if it runs a Tea Time Kongou only to have her sunk immediately the turn after. Of course, this all doesn’t matter in the end when Akagi is eating through all the stock she can, but in order to get there, the deck will probably need to play very conservatively unless it is already winning on board.
In other words, this deck relies heavily on drawing well at the start of the game, and if it stumbles (given the number of level 0s in the deck, it’s more likely than other decks to do so), it can make for a hellish game. This is one of the rare times where we might suggest that the deck’s greatest weakness is its own build.
What are some of the risks the list takes? Are there any other cards that may warrant consideration?
M: Main risk is that you’re going to rely on “Tea Time” Kongou to level the field by level 2, though the greater risk is that characters won’t last at least 1 turn at levels 1 and 2. I have to admit I was considering putting abyssal cards, though I’m gonna try that in the future, for now I think a more durable level 1 or 2 will do.
How did you go about building this list? (Where did you get the numbers, etc)
M: I just thought about it the night before, while i was talking with one of my friends. When I came home I checked how many of which cards i have available, the Poof deck list is made. 😀
About the list: Is it conservative or greedy? What’s its overall power range? Is it easy or difficult to use? Is it viable in the JP meta?
Greed: 5 (9CX: 7)
M: For me it’s mostly on the case of how good your hand is.
9CX: To follow on his point, this deck runs 3 colors. It runs a lot of the series’ best cards available, all while maintaining a markedly greedy ratio of characters.
Power: 7 (7)
M: 7, because it has the best finishers of the series, but it still needs some refinement for the pieces before Level 3.
9CX: The deck’s potential endgame power certainly can’t be overlooked. A restricted Akagi endgame still involves Akagi and Musashi, and in this deck’s case, it has some defensive options to heal in case it needs to last another turn.
Difficulty: 5 (6)
M: Because Kantai Collection is so popular, players are more likely to know what the series does.
9CX: Meaning that to some extent, the series has become predictable (and this applies to both the JP and EN games). If playing KanColle, one can reasonably expect that an opponent will have some (or extensive) knowledge of the series, and as such, any kind of surprise factor this deck may hope for will probably vanish after the first few turns. The deck can be difficult to use because of the precise colors it needs at level 3, but for the levels between, it really only needs red to attack, yellow to defend, and ultimately green to finish. (Like a traffic light, almost)
Would you consider this deck viable in the JP/EN (if applicable) metagame?
9CX: Variations of this deck have popped up in both the JP and EN game, with varying levels of success. Because a banlist is in place to affect it in the JP game, this deck will perform very differently. The JP game has had more of an emphasis on burn effects, and anti-salvage effects have gone down in popularity. In the EN game, this deck will probably look subpar because it doesn’t make use of the series’ most powerful cards available because the EN game allows the deck to have anti-salvage and heal tax in the same deck.
How was the event overall?
Did you have any particularly lucky moments during the tournament?
During the top 8 match my opponent is using Railgun and I’m at Level 3 with 5 in clock and I have 1 card left in deck. My opponent has 1 more attack and his last character is “Mikoto & Kuroko, Under One Roof” which has the ability of burn 1 if her opponent gets reversed. The attack was for 2 damage and i’m going for refresh, I managed to cancel the 2 damage with a top deck climax, then I refreshed a character, and came the moment of truth the deal 1 on reverse. RNG was with me during that cause I also managed to cancel the burn, leaving me at 3/6 which gave me the chance to attack to take the win.
How about unlucky?
I guess I can say that discarding my backup was my unlucky moment hahah. (Sorry, no context!)
Any incredible comebacks?
I guess I can say what happened to me during top 8. Though my comeback was my opponent was at 3/4. I attacked for 3, he canceled. I attacked for 2, and it stuck, leaving him at 3/6. I had another attack for 3 which he canceled but it left him with 2 cards in deck and 1 stock. He drew a card and lost because he couldn’t attack or heal. It was a good fight though.
How did your final match go?
It was fun. I admit I have no idea how to play against Dog Days, but it was a fun experience.
How did you prepare for the event? Did you do anything special the day of or night before?
I did nothing, unless you count making the deck the night before.
Did anything really funny happen?
I guess i can say “Salt” =))) if he reads this he knows =))))
Any shoutouts or other things you’d like to say?
CURSE YOU!! JULIUS!!!
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