Welcome back to the 9th CX’s deck techs! Today, we are going to have some
green tea CAWFEE and dive into a theorycrafted monoblue deck from the new set GochiUsa (Is the Order a Rabbit?) for all the Chino fans out there!
Just like our Rinne deck tech, we’re going to be testing out our new deck tech analysis format. Translations can be found on Heart of the Cards. If mistakes are found or translations are otherwise unavailable, in-house translations will be used.
Now onto the deck!
Level 0 – 18
3 “A Little Cool” Chino (GU/W44-T13)
3 “Uniform of Rabbit House” Megu (GU/W44-068)
3 “Cheering” Chino (GU/W44-072)
3 “Good Sense” Maya (GU/W44-073)
3 Chino, Part-Time Job at Ama Usa An!? (GU/W44-090)
3 “Summer of A Little Bravery” Chino (GU/W44-P03)
Level 1 – 14
4 “Uniform of Rabbit House” Maya (GU/W44-069)
3 Chino, Miko-san (GU/W44-076)
3 “Great at Ballet” Megu (GU/W44-081)
2 Chino, Choosing Stationeries (GU/W44-082)
2 “Rabbit Hairdress” Megu (GU/W44-084)
Level 2 – 3
1 “My Body is Moving on Its Own~” Megu (GU/W44-077)
1 Aoyama Blue Mountain, New Career in Rabbit House!? (GU/W44-078)
1 Chino in a Maid Outfit (GU/W44-085)
Level 3 – 7
4 “The Anti-Sister Battle Corps” Chimame Corps (GU/W44-070)
2 “Rabbit Ear Parka” Chino (GU/W44-071)
1 “One Step at a Time” Chino (GU/W44-079)
CX – 8
4 “The Friend Group of Three” (GU/W44-100)
4 Errands on a Snowy Night (GU/W44-098)
GochiUsa (as we have noted in our preview video), is a pretty straightforward set. There are some immediately obvious archetypes by color, and probably some viable offshoots. Still, the elephants in the room (G/Y, Mono U, R/x) deserve attention, and so we’ve decided to pick a low-hanging fruit in mono-blue. Can this blue deck live up to expectations? Let’s find out!
At level 0, we have 18 cards.
When you play “A Little Cool” Chino, you loot. (Draw a card, then discard a card.)
Looters! And free at that. Though this Chino is fragile, she provides immediate value by cycling a card. Need more of anything? Play a Chino!
“Uniform of Rabbit House” Megu (Yeah, force of habit and past translations of the character name make it hard for us to say ‘Meg’ so we’re going to stick with this translated form of her name. This is purely Michael’s fault and decision) gives your other blue character in the middle slot of your center stage +500 power and has a brainstorm ability for 1 stock and resting her: for each CX revealed, you may tutor up to 1 blue character.
A powerful brainstorm ability attached to a minimal assist. In this deck, absolutely everything is blue (we didn’t even add the Syaro runner!) and so while we miss out on a couple of effects at level 0 in reversers and runners, being able to tutor up any character from the deck is quite nice.
“Cheering” Chino gives your blue characters in front of her +500 power. You can pay 2 stock and rest her to tutor for a Chino, Maya, or Megu.
Hello redundancy! This effect will probably ring some bells for KanColle fans, but there are a couple of key differences. First, this Chino is not a global but only a frontal assist, and she can only look for other copies of her or her friends. Still, Chino and crew compose a solid 37/50 cards in the deck; only 5 non-Chino/Maya/Megu, and 8 CXs. Interestingly, it cannot search for the main level 3 in the deck as ‘Chino’, ‘Maya’ and ‘Megu’ are in fact not in its name.
“Good Sense” Maya has 2 on-play abilities: reveal the top card of your deck and if that card is a blue character, put it into your hand and discard a card (blue filter), and choose a blue character you control, and it gets +1000 power and +1 level until end of turn. (She can choose herself.)
Not quite Silica, Gathering Materials (filter + level reverser) but still quite good for the deck. The level pump is actually relevant for the deck’s endgame, as it can increase the burn X from 3 to something higher. We assume that the burn will be for 3 or 4, but if you’re behind or just want to be really rude you could try a burn for 7. Now, this Maya might look redundant with the looter Chino that we introduced first, but the two cards serve similar but different functions. Chino can pluck cards blindly, but Maya leaves CXs on the top of the deck. The two can work together to either clear a CX off the top or to filter through more cards, depending on how much risk you want to take. The greedy route is to play Maya first and then Chino to try to clear 2 non-CX cards. In any case, they’re both great ways to burn through a deck quickly and sculpt a hand for future turns.
TR-8R Chino, Part-Time Job at Ama Usa An!? mills the top card of your deck when played, and gets +2000 power until end of turn if the milled card was blue.
Because the entire deck is blue, this Chino is a burst character with some added bonus utility. Did your Maya whiff with the looter Chino nowhere in sight? Other Chino can just dump that CX straight into the waiting room. Note that if you do this to the last card of your deck, you will refresh with it.
“Summer of A
Broken Wallet Little Bravery” Chino is a Riki 2.0 clone; when played, you can pay 1 stock and put the top card of your deck into clock. If you do, draw a card. She also gives your other character in the middle slot of your center stage +1000 power during your opponent’s turn.
It looks like Riki clones have started to be ramped down slightly in the sets of late because the power of practically guaranteeing a smooth level 1 has proven almost too much for many older sets to handle. Arguably, a blank card has the potential to be both better and worse than a level 1 or lower character straight from the deck, but this makes players uncomfortable for a couple of reasons: the blank card could be a CX, and the card could be useless (or both). Though we could write a lot to validate these feelings of discomfort, we will simply take the diplomatic route and posit that this new style of “Riki” is merely a different take on the “pay 1 clock self” card advantage engine which admittedly does have a significantly greater number of downsides. Still, a way to get a plus into level 1 is a plus, so this Chino is quite necessary. (Our condolences to anyone who, as of late August 2016, is looking for this promo and is getting rekt by online prices. Also, Michael wants to buy 4 of these. Please message us if you have them. No, seriously.)
At level 1, we have 14 cards!
If you control 3 or more other blue characters, “Uniform of Rabbit House” Maya gets +2000 power. It has a CX combo with “The Friend Group of Three”: when it attacks, you may discard a blue card. If you do, draw up to 2 cards, and choose a blue character you control and give it +1000 power until end of turn.
Ever wanted to net cards without having to pay stock or even reverse something? Maya gives zero, uh… fangs? about what your opponent has played. The CX she combos with is a 1k1, and Maya can potentially pump herself to 7500 or higher with assists. In any case, cards are cards, and you can dump redundant and/or useless cards for what should be more useful ones with the CX combo. If you are able to use more than one in a turn, you can convert excess CXs into (ideally) non-CX cards, though doing this too blatantly may prompt a bold +2 soul response from your opponent.
Chino, Miko-san can’t declare a frontal attack against a character with a higher level than hers.
Of course, a costless 6500 power character at level 1 has to come with a drawback of some kind, but unlike her counterpart Maya (who needs the full support of her friends behind her), Chino can be used to fight any other level 1 or swing through empty spaces. The idea of using this Chino as opposed to the more conservative vanilla 6000 power one from the TD is that the +2000 power backup will either force your opponent into crashing into her, or use a reverser. In any case, you haven’t lost a lot, and the only times that this Chino would be really bad is if you’re facing a wall of level 2+ characters in the endgame and you absolutely have nothing else to attack with. Barring that kind of tragedy, this Chino should be good if not better most of the time.
In this deck, “Great at Ballet” Megu is a 0 stock +2000 power Backup.
So I heard you like free power. No, she can’t do the splits like Asuna but hey, 2000 power is still 2000 power.
Chino, Choosing Stationery is an assassin. (On play, she gets +X power until end of turn, where X is 500 times the number of blue characters you control.)
Need to clear something large? Drop a Chino and burst it down! Want to deny your opponent a search combo? Drop her early and trade!
In this deck, “Rabbit Hairdress” Megu is a 7500 power character with hand (character) encore. (If all your characters are blue, she gets the +2000 power.)
This is more of a concession to the fact that sometimes you just get beaten by something really, really, really big at level 1. Because there is no clock encore to be found at level 1, it makes it even more important to have some kind of lasting option.
At level 2, we have 3 cards.
“My Body is Moving on Its Own~” Megu is a level assist. You can rest her to give another character +1 level until end of turn. She has a CX combo with “The Friend Group of Three: when the CX is played, all blue characters you control get +1500 power until end of turn.
Need to increase the endgame burn or use a level punish ability? Megu certainly can help you dance around these potentially tricky situations. Add to that her completely free power boost with the CX, and you have a very well-rounded support. We have her at one copy because she is almost a win-more and not a natural source of card advantage.
If Aoyama Blue Mountain, New Career in Rabbit House!? is reversed by a character with a level higher than your opponent’s, you may bury that character. (Put it on the bottom of its owner’s deck)
We’ve had some debates about this card internally, and so for now, we’re keeping Aoyama at one copy because that is the ‘popular’ number of level slaying events that are in decks that have access to the effect. Aoyama’s effect has the dubious honor of potentially being a drawback, but if one looks at it optimistically, she just sets up for future damage!
Chino in a Maid Outfit has a 1 stock +2500 power Backup ability. When you use her Backup ability, you may pay 2 stock. If you do, shuffle your waiting room into your deck. (This card will be shuffled back as well.)
At level 3, we have 6-ish characters.
“One Step at a Time” Chino gets -1 level in hand if your opponent controls a level 3 or higher character. She gives all other blue characters you control +1500 power. At the start of your opponent’s attack phase, you may discard a card. If you do, she gets +2500 power until end of turn.
Aaand this is why we say 6-ish at level 3. Chino can come down early if your opponent has a level 3 character, or if you’ve promoted an opponent’s character to level 3+. Still, she’s only a big beater and/or oversized support. The lack of a heal makes her difficult to justify playing, but as a utility one-of, there’s probably an opportunity in there somewhere for her to shine.
“Rabbit Ear Parka” Chino heals when played, and gets +1000 power as long as
the sky is your characters are blue. When she attacks, she gets +X power until end of turn, where X is 500 times the number of blue characters you control. (She counts herself.)
The obligatory inclusion of heal, paired with a solid attacking capability. Nothing particularly special, but still pretty necessary.
“The Anti-Sister Battle Corps” Chimame Corps gets +500 power for each other blue character you control. When played, you look at up to the top 3 cards of your deck, put up to 1 card into your hand, and the rest into your waiting room. It has a CX combo with “The Friend Group of Three”: when it attacks, you may pay 3 stock. If you do, it gets +1000 power until the end of your opponent’s next turn, and burn X, where X is the highest level among characters you control.
There they go, the three that end the game! With the power of friendship and stock, you can blast your opponent for 3+ damage to end a game. The best part about the Corps is that they dig for the CX, so you don’t have to anticipate doom if you find yourself on your final turn with no other ways to go off. The cost is rather steep, hence the use of +stock +soul CXs. If you wanted to use 3 copies in a turn, you’d need to have 13 stock lying around, which is no small task. (6 from playing, 7 from ability, +2 stock from attacks)
A word of caution! When attacking with this card, if it is over level 3, it can be sniped by anti-level effects! Be sure to create a condition where your opponent cannot use such an effect.
The CX spread is a 4/4 split between 1k1 + Gate/Pants and +Stock/+Soul +2 Soul effects and triggers, respectively.
How do we use this deck?
This deck features some pretty ‘blue’ characteristics overall. It has many ways to burn through the deck for favorable refreshes, and straightforward card advantage. Its plan has an undercurrent of power running beneath its card advantage engine, so we imagine that the deck would play out something like this:
At level 0, sift, search, loot, RikkaChino when necessary, and just start the process of beating down. BaitoChino is a 4500 power burst character that can take down most (if not nearly all) level 0 characters. Trade one for one and keep setting up for any variation of level 1.
Level 1 has many directions. It can play to trade with the assassins and oversized Chinos, and also gain cards through Maya (CX combo) and Megu (sheer power). The +2000 power backup in the deck will demand respect from this level. You can choose how to play your characters in ‘waves’ for maximum value. If you need the cards and/or are in a CX flood situation, you can play out Maya to churn out the cards from your deck and accelerate into the next refresh. If you need to dodge an on-reverse combo, you can wall up or crash down. Walling up is the safest way to address those combos with this deck, because it has limited options to recover in the later game.
Once level 2 rolls around, the beatdowns will continue until the endgame begins. Save that stock and keep swinging! The deck has a limited number of things to play at level 2, and stock should be spent very carefully, to the point where we recommend it be spent only to clear things that can’t otherwise be reversed.
Level 3 is the time to heal up and wall off the opponent. Chino squad goals activate etc. Cash in all the stock, but as always, be aware of the keen balancing act that every level 3 has: maximizing future potential cancels versus maximizing immediate offensive potential. The deck still has ways to optimize its potential cancel count, and this is where Chino in the Maid Outfit comes in. It’s a common inaccuracy to get too trigger-happy in a game and fire off the freefresh as soon as the window opens. However, for this deck, it would make more sense to use it at level 3 as a way to put more cancels back into the deck on the opponent’s turn.
What are some of the risks the list takes? Are there any other cards that may warrant consideration?
There are a great number of cards and combos this deck could use that aren’t used here because they did not fit the deck’s overall flow. The numbers at level 0 may also make some people uncomfortable because of the absence of any 4-of. As for specific cards that may need more tuning, “Rabbit Ear Parka” Chino could be a 3-of, displacing the “One Step at a Time” Chino. This was a style choice made during deck building that is purely due to deckbuilding bias. Many players could probably feel more comfortable with having 3 heal effects in a deck as opposed to only 2.
For true card advantage devotees (or dislikers of +2 soul triggers), the book trigger would be a natural choice to switch to, but we can’t exactly recommend that path. The deck needs stock!
And now for Clinton’s opinion!
C: WHERE IS THE SCARY STORY?
One stock for -1 soul and a near-guaranteed attacker for the next turn? That’s a great deal!
Look, if I see a blue rabbit, I’m going to rush it the heck out of level 0. Like, head-on 3 characters CX turn 1 rush. I envision that this deck’s nightmare is being at level 1 on turn 2, whereas for most decks that’s ideal.
M: Hmm, that’s true. Without any way to take advantage of reversing opposing characters, once the deck is behind it’s behind, and having a way to cheaply prevent damage does look really attractive. But, what gets cut?
C: I would cut one of the level 1 backups, the Aoyama, and a “Rabbit Ear Parka” Chino. Even though it goes down to one healer, I like the idea of having Scary Story with the big Chino.
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?
This particular list does have some greedy elements in that it only uses 2 healers. The deck could be even more greedy by splashing other color characters at levels 0 and 3, but it keeps itself calm by only using blue cards.
Power Range: 6 – 7+
The deck is built to be safe, consistent, and reasonably explosive. The beatdown elements of the deck only get larger as the game progresses, and the deck has ways to secure a win with big burn effects. The deck could potentially be even more powerful with Scary Story but because we already wrote like 3000 words on it we aren’t about to go back to change everything. (Oops)
Stock management is going to be tested a lot with this deck, as is proper level 1 sequencing. Once the early game hurdles are overcome, the remainder of the game should be more simple by comparison.
JP Meta Viability:
Maybe. The new ban list is due in a week, and mono-blue decks like this (COUGHImasCGCOUGH) have performed well in the past. The deck is probably not going to be the scourge of the metagame like the oft-bemoaned TLR, KanColle and Nisekoi, but it’s also not completely warranting a total write-off. Be aware, but not at the cost of sleep.
How did we do? Have some ideas on how to change the deck? Think that Cocoa/Rize or Syaro/Chiya are better? Don’t worry, we’ll get to them too!
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Thanks for reading!