Is The Order a Triple Deck Tech?? (3x R/B GochiUsa)

Welcome to another shot of 9th CX Triple Deck Tech action! We have a set of three GochiUsa lists, which are all variations of the new R/B build using the new EB cards. These lists, though tested, are still works in-progress, and are tuned to the player’s style.

Translations can be found on Heart of the Cards. In case of missing/inaccurate translations, in-house translations will be used.

Let’s get to the lists!


Arin’s Build:

Deck Name: Mocha

Level 0 (18):

2 “Rabbit Ear Parka” Cocoa (GU/W44-032)
2 “Dignified” Rize (GU/W44-034)
2 Rize in the Wood-Framed Town (GU/W44-035)
4 “Present Exchange” Cocoa (GU/WE26-017)
4 Rize, Being Herself (GU/WE26-20)
4 Chino, Being Playful (GU/WE26-035)

Level 1 (11):

2 Cocoa, Very Drunk (GU/W44-037)
1 Cocoa, Going Together (GU/WE26-021)
4 “Present Exchange” Chino (GU/WE26-034)
4 Chino, Serious Match on the Board (GU/WE26-041)

Level 2 (5):

1 “Suspicious” Rize (GU/W44-047)
1 Chino in a Maid Outfit (GU/W44-085)
2 Cocoa, Get Well Visit (GU/WE26-023)
1 Rize, Club Helper! (GU/WE26-030)

Level 3 (8):

4 Chino & Cocoa, Good to Have Met (GU/WE26-018)
4 “Present Exchange” Rize (GU/WE26-019)

CX (8):

4 Pillow Fight (GU/WE26-032)
4 Talking in Sleep (GU/WE26-048)


Travis’ Build:

Deck Name: Two Shots of Espresso

Level 0 (18):

3 “Rabbit Ear Parka” Cocoa (GU/W44-032)
4 “Dignified” Rize (GU/W44-034)
4 “Present Exchange” Cocoa (GU/WE26-017)
3 Rize, Being Herself (GU/WE26-20)
4 Chino, Being Playful (GU/WE26-035)

Level 1 (11):

2 Cocoa, Going Together (GU/WE26-021)
4 “Present Exchange” Chino (GU/WE26-034)
4 Chino, Serious Match on the Board (GU/WE26-041)
1 “Greeting” Rize (GU/W44-P05)

Level 2 (5):

1 “Suspicious” Rize (GU/W44-047)
1 Chino in a Maid Outfit (GU/W44-085)
2 Cocoa, Get Well Visit (GU/WE26-023)
1 Rize, Club Helper (GU/WE26-030)

Level 3 (8):

1 “Rabbit Ear Parka” Rize (GU/W44-033)
4 Chino & Cocoa, Good to Have Met (GU/WE26-018)
3 “Present Exchange” Rize (GU/WE26-019)

CX (8):

4 Pillow Fight (GU/WE26-032)
4 Talking in Sleep (GU/WE26-048)


Michael’s Build

Deck Name: Cold Brew

Level 0 (18):

4 “Dignified” Rize (GU/W44-034)
4 “Present Exchange” Cocoa (GU/WE26-017)
4 Rize, Being Herself (GU/WE26-20)
4 Chino, Being Playful (GU/WE26-035)
2 “A Little Cool” Chino (GU/W44-T13)

Level 1 (12):

4 Cocoa, Very Drunk (GU/W44-037)
2 Cocoa, Going Together (GU/WE26-021)
4 “Present Exchange” Chino (GU/WE26-034)
2 Chino, Some Day (GU/WE26-042)

Level 2 (4):

1 Chino in a Maid Outfit (GU/W44-085)
2 Cocoa, Get Well Visit (GU/WE26-023)
1 Rize, Club Helper! (GU/WE26-030)

Level 3 (8):

4 Chino & Cocoa, Good to Have Met (GU/WE26-018)
4 “Present Exchange” Rize (GU/WE26-019)

CX (8):

4 Pillow Fight (GU/WE26-032)
4 Talking in Sleep (GU/WE26-048)


At Level 0, we have these cards varying among our setups:

When “Rabbit Ear Parka” Cocoa is played to the stage, put the top two cards of your deck into the waiting room. If there is at least one CX among them, this card gains +3000 for the turn.

 

“Dignified” Rize is a global 500 to all other [Rabbit House] characters. She can also snipe: pay 1 to send one of your opponent’s Level 0 or lower characters on center stage to the waiting room.

When Rize in the Wood-Framed Town is placed to the stage, choose a [Rabbit House] character you control to give +1500 power until end of turn.

 

When “Present Exchange” Cocoa is played, you may pay 1 and put the top card of your deck into clock to salvage a [Rabbit House] character. Also, on attack, you can give a character you control +500 power until end of turn.

 

When Rize, Being Herself is placed to the stage, you may reveal up to the top 3 cards of your deck. If 1 or more is revealed in this fashion, choose up to one [Rabbit House] character from among them, add it to your hand, send the rest of the revealed cards to waiting room, then discard a card. (If you have the misfortune of revealing 3 CXs, or you don’t choose a character to add to your hand, you still need to discard.)

 

Chino, Being Playful is a “Pay 1 Rest this” brainstorm that searches for [Rabbit House] characters. At the beginning of your opponent’s attack phase, you may choose another [Rabbit House] character you control and give it +500 power until end of turn.

 

At Level 1, we have these cards varying among our setups:

Cocoa, Very Drunk is a Level 1 reverser. When she is placed to the stage, you may discard a CX to salvage a [Rabbit House] or [Bread] character.

Cocoa, Going Together is a 1000 power backup. When you use her backup, you may pay 1 and sacrifice a character to choose one of your opponent’s characters that a higher level than your opponent’s level, and send it to the waiting room. Then, they select a level 0 from their waiting room to replace that character.

 

“Present Exchange” Chino gets +1000 power if all your characters are [Rabbit House]. When this card reverses its battle opponent, if “Sleep Talking” is in your climax slot, you may tutor for up to 1 [Rabbit House] character.

 

Chino, Serious Match on the Board gets +500 per other [Rabbit House] character. When she reverses her battle opponent, she also is considered to have the name “Chino, Big Sister” until end of turn.

 

When “Greeting” Rize attacks, she gets +2000 power if you control 2 or more other [Rabbit House] characters. She also has clock encore.

 

At Level 2, we have these cards varying among our setups.

“Suspicious” Rize is an early play reverser. (When reversed, if the character that she battled was a level higher than your opponent, you may reverse that character.)

 

Chino in a Maid Outfit is a 2500 power backup. You can also pay 2 when you use her backup to freefresh.

 

When Cocoa, Get Well Visit is placed to the stage from hand, give one of your [Rabbit House] characters +1000 power until end of turn. She is also a +2000 assist to Level 3 or higher characters in front of her.

 

Rize, Club Helper is a 1 stock, 2500 power backup. When you use her back up, you can pay 2 to burn 1.

 

At Level 3, we have these cards varying among our setups:

When “Rabbit Ear Parka” Rize is placed to the stage from hand, reveal the top card of your deck. If it is a [Rabbit House] character, burn 1. On attack, you may pay 6 to burn 5.

 

On play Chino & Cocoa, Good to Have Met is a draw 2 ditch 1. They also get +500 per [Rabbit House] character, and when they attack with Pillow Fight in the CX area, you may Pay 2 Discard 2 to deal two instances of burn 1, then this card gains +6000 power until the end of turn. (Damage may cancel)

 

“Present Exchange” Rize gets -1 level in hand if you have Cocoa, Get Well Visit and Chino, Being Playful on the stage. On play, heal 1. She also gets +2000 power on attack if you have 2 or more other [Rabbit House] characters.

 

The CXs within the three builds are:

Pillow Fight, Talking in Sleep

(1k1 + door, 1k1 + gate/pants)


How do we play these decks?

M: These decks have some pretty minor differences, but the plans are more or less the same by level.

At level 0, the deck wants to attack for profit as much as possible, without rushing the opponent. Given the Brainstorming early on is actually okay in the deck, because the level 0 Cocoa salvages. A slower level 0 allows the deck to hit level 1 first, where Shim- er, Chino can use her CX combo to search for vital characters.

Going even or profiting on attacks at level 0 will likely be a difficult task. The only characters that the deck(s) can reliably reverse at level 0 will be 2000 power or lower. Not removing level 0 characters is usually risky.

At level 1, the deck(s) have a wealth of options. All of the lists use the Chinokaze search combo, so opportunities to use it should be jumped on whenever possible. The deck(s) also have the unique ability to deny on-reverse effects and punish early plays with the level 1 backup Cocoa. This particular counter scales very well into later levels, as it can be used to remove early level 3 characters, or deny clock kicks (and other related effects).

By level 2, the decks want to have accumulated enough stock to afford a big Rize. If the decks go into level 2 with less than 6 stock Rize becomes more painful to play. This is where there are going to be some differences in opinion. Some players will opt to heal as much as possible, at the expense of potentially missing out on future burns in the final CX combo. Others will be more aggressive (or greedy) and keep that 8-10 (clean) stock for use at level 3 for the grand finale. If the deck is able to continue to build stock at level 2 while canceling, hooray! If not, better hope for at least 1 iteration of the CocoChino CX combo.

One thing will remain fairly consistent: if short on cards, keep clocking. The final CX combo requires a big 2 cards in hand on top of its 2 stock cost, and using it multiple times will require a decent hand size. The CocoChino replaces itself, which is helpful, but it isn’t everything, so keep up with those cards!

Level 3 is a kind of unique slice of burn finish combo. The deck needs a critical mass of stock and cards in hand for the dream play of 3 CocoChinos (10 stock minimum, 6 cards in hand), but this usually means that the deck has been winning for some time and the level 3 is either to send a message or close out an important game. (Why not both?)

Realistically, getting two iterations of the combo hits hard enough to end many decks. Burn 1 + Burn 1 + 3(+) soul, followed by another Burn 1 + Burn 1 + 3(+) soul means that an opponent will need 6 cancels to survive at 3/6; a nearly impossible feat. With two iterations, it means roughly 13 damage overall being dealt, which can be lethal as far back as mid or early level 2. Like many similar finishing combos, it gets better as the opponent gets closer to level 4. A key difference to note here is that the burn is proactive and not a punish, meaning that the overall potential damage is higher, when compared to a combo like that of TLR’s Yami or Puyo Puyo’s Arle.

T: Honestly, just one instance of CocoChino is deadly. If one of those small points of damage cancels, you get a % bonus to stick the next damage depending on how many CXs are left in your opponent’s deck. 3 instances of the combo is just overkill, especially if you don’t manage to finish off your opponent. Keeping at least 3 stock for a freefresh Chino is almost a priority at that moment. Or if push comes to shove, just enough stock to use as many of the sac counters as you can to prevent clock kick effects in the end game. Ideally, 5-7 stock going into level 3 is sufficient enough for the deck’s end game to light, and still have some left over afterwards to give some defensive options.

M: Of course, if all else fails, you can use the Rize backup to really make your opponent regret clocking to 3/6.

So there we have it – a small guide for our set of lists! There is certainly room still for any of these lists to be changed. However, Arin has stated that the list is really a list for him to play to suit his style, and the same can be said for the other two. We invite you to look at these lists as a starting point. Are they missing some cards? Swap them in! Are they not Syaro and Chiya? Well of course they’re not, but we’ll do those lists later! And yes, we do have BEST SHOT lists on the way.


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