A Link in the Chain – Chain Chronicle Deck Tech

Good evening! Melanie here from 9th CX with some of my recent brews for Chain Chronicle. I recently split a case and have been very much enjoying the set. There are several things to iron out through playtesting in this very diverse set and to consider in how some components were color locked while others weren’t. In my quest to do so I have mostly started out playtesting some mono-colored decks first and a few variants. Despite being works in progress, I did want to share some of these now because they have been a lot of fun to play with for the most part. Updates will be released later!


Mono-Yellow:

 

Level 0: 18

4 x Fatima, Three Sages (CC/S48-003)

4 x Dilma, Sage of Life (CC/S48-004)

4 x Melchior, Sage of Might (CC/S48-011)

3 x Yoshitsugu, Second Lord (CC/S48-013)

3 x Lolo, Fire Sprite (CC/S48-020)

Level 1: 12

4 x Fatima, Golden Witch (CC/S48-005)

2 x Haruaki, Fated Swordsman (CC/S48-006)

3 x Werner, Combustion Sealer (CC/S48-025)

1 x Juni, Blue Ice Sealer (CC/S48-026)

2 x Melchior, Three Sages (CC/S48-007)

Level 2: 4

1 x Juni, Magic Corps Captain (CC/S48-016)

1 x Yoshitsugu, Blood of Shura (CC/S48-027)

2 x Ark, Blade That Cuts Through the Darkness (CC/S48-028)

Level 3: 8

4 x Fatima, Witch of Fate (CC/S48-001)

2 x Werner, Magic Corps Commander (CC/S48-002)

2 x Dilma, Three Sages (CC/S48-008)

Climaxes:

4 x Burn!! (CC/S48-029)

4 x To Produce New Light (CC/S48-030)

How to Play the Deck:

This deck is all about building up power on your turn only to get over your opponent’s board, hopefully refilling your hand in most instances. We also want to preserve stock for the endgame in addition to hand so that we can light the ideal setup “Fatima, Fatima, Werner”. A common theme among most decks in this series and others in the current game state is that we have a deck teched full of “answers” to search or call out to deal with different situations.

The deck has to be very careful in dealing damage and knowing where its climaxes are. The deck doesn’t have a traditional brainstorm due to keeping in mono-yellow. Instead it has the 0/0 Fatima in back row that, when you play a climax, you can pay a stock to get a guaranteed plus mill 4 for a yellow character. Combined with the 0/0 Dilma “Akatsuki” clone, this should be enough mill to sustain the deck, but the issue sometimes becomes that the brainstorm action being based off playing a climax is a little too late to help you get missing combo pieces in hand. Personally this is an effect that I am not fond of playing or running, but since she is part of the condition for early dropping 3/2 Dilma I wanted to give her a try.

The Dilma early drop is convenient from the perspective that you can drop her so long as you have the right back row and if her damage cancels you may ditch a yellow character from hand to heal again. If she can survive through your opponent’s turn, her heal is also reusable if her damage cancels. The downside is that her power level isn’t amazing and the stock and ditched card from hand for the additional hand may better be reserved for finishing the game at Level 3.

The end game for this deck is pretty straight forward. The ideal goal is to get Fatima, Fatima, Werner with Werner’s on play ability giving you a chance of pulling his climax combo. It’s okay if you wipe your stock going into this set-up because Werner pays for his ability after your 3rd trigger step if he cancels his attack. This deck is also running 2 copies of the 2/2 event that allows you to target positions on your opponent’s stage to send things back to hand. Why? Two reasons. One, this deck’s (and many Chain Chronicle Decks) biggest enemy is someone saving a rest counter or a anti-damage counter for your Werner. Most sets with popular rest counters need a full board (Osomatsu, To Love Ru Animal) or require the anti-damage counter to be played in that battle (Little Busters!, To Love Ru Alien, etc.). The second reason is that you want Werner’s damage to cancel to get his finish ability. Putting him in front center stage and attacking into an open slot stacks more soul damage on him from a direct attack. Either the damage sticks, or you pay and get your stacked finish abilities.


Yellow/Red:

 

Level 0: 19

4 x Fatima, Three Sages (CC/S48-003)

3 x Melchior, Sage of Might (CC/S48-011)

2 x Yoshitsugu, Second Lord (CC/S48-013)

2 x Aram, New Hope (CC/S48-T04)

4 x Yuri, Breaking the Chains (CC/S48-051)

4 x Juliana, to Recapture the Capital (CC/S48-080)

Level 1: 10

4 x Fatima, Golden Witch (CC/S48-005)

3 x Haruaki, Fated Swordsman (CC/S48-006)

3 x Werner, Combustion Sealer (CC/S48-025)

Level 2: 5

1 x Juni, Magic Corps Captain (CC/S48-016)

2 x Ashrina, Queen of the Lake of Sand (CC/S48-017)

2 x “Dragon Slayer” Vorg (CC/S48-071)

Level 3: 8

2 x Aram, Bond of Allies (CC/S48-056)

4 x Fatima, Witch of Fate (CC/S48-001)

2 x Werner, Magic Corps Commander (CC/S48-002)

Climaxes: 8

4 x Burn!! (CC/S48-029)

4 x To Produce New Light (CC/S48-030)

 

While there are some things that I really like in the mono-yellow build above, two of the cards that I was displeased with needed a tech out. I haven’t been a fan of the 0/0 Fatima backrow psuedo-brainstorm ability, nor that I had to have her on the stage to drop the early play Dilma. But I really like the endgame for this deck and like the bouncing shenanigans that Melchior synergizes with the Level 1 game to make things really big for several benefits. My decision: try splashing in some red.

The red splash is pretty simple. Swap the 0/0 Fatima for the salvage brainstorm Yuri that allows you to get back any character. Yes, he has to be off the stage by the time you get to Level 3 to light Werner, who requires a full board of yellow characters. This is pretty easily achieved simply by putting down Ashrina at Level 2 or 3, either moving him forward to crash into something at Level 2 or playing over him at Level 3. Also splashed in have been 2 of the runners from the trial deck, and 2 of the 2/1 reversers for early drop Level 3’s. The early drop Aram is also a tech option for a heal at Level 2 and some possible sustaining power. I realize this may not be the best synergy due to the fact that if he survives to Level 3 he has to be played over, but his early drop condition in most cases is easier to pull off and with so many anti-Level 3 abilities floating around I usually don’t expect him to survive.

I have also teched in a playset of the Juliana “Riki” clones for this set. Early on she can grab anything I might want for Level 0 or Level 1 that is either missing from my hand or I need to answer to other player effects. Unfortunately with all of the teching the 2/2 event is the one things that gets lost from this build, as well as some of the soul plussing at Level 1 by losing the 0/0 Fatima backrow. In most cases I’ve found this to be fine. Swinging for 2, 2, 1 with triggers may not be ideal, but it does allow for pinpoints and some attack order decisions to help damage stick.  As I work on this list I will probably be looking at what to drop to put in the 2/2 event. This build is very much a work in progress with several tech decisions to be playtested out.

I feel it is also important to note that there is an entirely third viable mostly yellow deck in the series that runs off of the 1/1 and 3/2 Shuza walls that get markers. While the deck does have some hand challenges and definitely needs to make use of the Red 0/0 Brainstorm, it can build some really big compression marker walls that can deny on reverse abilities and still chain into Werner as a finisher.

Mono-Blue:

Level 0: 16

4 x Burckhardt, Shield of the Holy Princess (CC/S48-T16)

4 x Juliana, Holy Princess (CC/S48-T17)

4 x Musica, Magical Voice (CC/S48-079)

4 x Juliana, to Recapture the Capital (CC/S48-080)

Level 1: 12

2 x Lilith, Holy Savior (CC/S48-082)

4 x Teresa, Natural Sword Skills (CC/S48-083)

4 x Einslot, Captain of the “Holy Blade” Knights (CC/S48-085)

2 x Louise, Body Double (CC/S48-091)

Level 2: 6

2 x Musica, Magical Songstress (CC/S48-086)

2 x Louise, Maid of Holy Princess (CC/S48-087)

1 x Aries, “Holy Blade” Knights (CC/S48-095)

1 x Rowendia, “Holy Psalm” (CC/S48-096)

Level 3: 8

2 x Juliana, Female Knight (CC/S48-T19)

2 x Juliana, Queen of the Holy Kingdom (CC/S48-077)

4 x Teresa, Swordmaster of Slaughter (CC/S48-078)

Climaxes: 8

4 x Light of Hope in That Heart! (CC/S48-098)

4 x You’re Next! (CC/S48-100)

This has become one of my favorite decks from this set in a short time, and the build that I have playtested the most. It went 3/1 its first week at locals, and it’s only loss so far is to Konosuba R/B running the Megumin 3/2 finishers that rest to burn and kick. In my opinion Konosuba is a counter to this deck and punishes it for it’s wall game. This week it went 3/0 against Puyo, GFBeta Blue splash Pumpkin, and Railgun with Power Up Set.

The deck works like a pinball machine all for the cost of using one “Start Up” ability. The deck is filled with costed and free start up abilities that can also be used on your opponent’s turn to create a power wall. Complete with a 1/0 character counter that can hand filter a card to boomerang back to hand and a 2/1 easy conditional 3500 character counter, the deck walls up very nicely, allowing you to sustain hand.

The downside to this deck is twofold. One, some will not like that the mill/plus combo requires a full field of blue to activate. This decreases the amount of splashing and teching you can do from the other colors in the set, although, truth be told, I don’t really think this is necessary. Second, the endgame of this deck is very much a “go big or go home” when relying only on the Teresa 3/2 RR finisher and not splashing in any other colors. Honestly, moving forward, I could see splashing in the RR 3/2 Fatima and stacking her punish burns on Teresa for a more effective end game. An easy 0/0 splash may be the yellow card that can call your Musica 0/0 brainstorm to stage, or simply just level a 3/2 Fatima at some point. It will be tricky due to the conditions for the Level 1 combo, but I think it might be doable.

Mono-Red:

Level 0: 16

3 x Aram, New Hope (CC/S48-T04)

4 x Pirika, Light of Hope (CC/S48-047)

4 x Yuri, Breaking the Chains (CC/S48-051)

3 x Selene, Excellent Assistant (CC/S48-064)

2 x Dusty, Arms Dealer of the Vice Capital (CC/S48-065)

Level 1: 15

2 x Aram, White Mana (CC/S48-060)

4 x Phoena, Live Together And Fight Together (CC/S48-048)

4 x Dusty, Hot-Blooded Arms Dealer (CC/S48-052)

3 x Kain, Virtuous Mercenary (CC/S48-053)

2 x Aludra, Universal Mage (CC/S48-059)

Level 2: 3

2 x Marina, Fervent Healer (CC/S48-054)

1 x “Dragon Slayer” Vorg (CC/S48-071)

Level 3: 8

2 x Aram, Bond of Allies (CC/S48-056)

4 x Yuri of the Volunteer Army (CC/S48-T13)

2 x Yuri, Grasping the Light! (CC/S48-049)

Climaxes: 8

4 x Light that Shows Bond (CC/S48-T14)

4 x Power of the Chain Chronicle (CC/S48-076)

 

This deck has a lot of polishing to be done to tweak numbers at various levels, but overall I’ve been pretty happy with it. The deck, like many salvage decks, seeks to use it’s waiting room as an extension of hand to tech back the pieces it needs. The play style, though, is a little counter to normal deck play where your plus combo at Level 1 adds key late game pieces to hand. Similar to the Goddess Konosuba deck, Phoena instead calls your Level 1 game or other missing backstage pieces to the board provided you meet her conditions (5 or fewer cards in hand and the things you call are cost 0’s). You ditch your Level 1 game and sculpt your hand to hang onto key late game pieces for your match up. The Yuri 0/0 brainstorm and the tech of the 0/0 Dusty help you with this if the cards never seem to come to hand.

Some players will prefer to run more of the 1/0 level reverser Aram, maybe fewer of the Dusty 1/0 in favor of more of the Kain, etc. Level 0 in this deck also has some super hard choices to make due to the amazing utility in the Red 0/0 commons, uncommons, and trial deck cards. I’m currently still swapping around numbers and utility cards to eventually settle on a final Level 0. I will also note that you shouldn’t undervalue the 0/0 Pirika RR in this deck. She gives us another free mill engine that puts more call and salvage options into our waiting room, prevents triggered climaxes that can get buried, and occasionally nets us a free stock.

Level 3 is also in super flux right now for me with this deck. My first build has been playtesting the 3/2 trial deck Yuri as the finisher, with the rare Aram 3/2 as the early play healer with some wall potential and the 3/2 RR Yuri that can heal on play, heal on reverse with the 2/1 Marina in the back row, and chain into a burn on the third attack of the turn. While he has won me at least one game while playtesting, I’ve been finding the ditch 3 to really hurt this deck’s hand and also have been having issues getting my main finisher’s climax for his climax combo. My next step will be to use the Level 0 and 1 core to experiment with the 3/2 RR Aram and the 3/2 rare Yuri early drop that can search out my finishing climax combo potentially on play to help consistency.

So far in games the deck has been decently solid, with work needed on finishing the game. The deck builds a ton of stock if it gets going, which helps if you like a compression style deck. Yes, there are 8 +2 soul triggers in the deck, but so far that hasn’t really come up as too big of an issue. If anything, it helps push damage for a pinpoint finish end game. I would recommend, though, that it is very possible to run the 3/2 RR Yuri with his gate climax combo, or the 3/2 RR Aram with his gate climax combo if you would like another finisher option that isn’t the trial deck combo.

Mono-Green:

Level 0: 27

4 x Eirneus, Demon of Destruction (CC/S48-034)

3 x Burckhardt, Demon (CC/S48-038)

20 x Black Soldier (CC/S48-039)

Level 1: 5

4 x Black Knight, Darkness of the Abyss (CC/S48-035)

1 x Black King, King Dyeing Things in Black (CC/S48-036)

Level 2: 5

3 x Black Knight in the Twilight (CC/S48-037)

2 x Olzada, Rampaging Blade (CC/S48-043)

Level 3: 5

4 x Black King, Fearless Smile (CC/S48-032)

1 x Eirneus, Black Army (CC/S48-033)

Climaxes: 8

4 x Power of Blackening (CC/S48-045)

4 x Dyeing Everything in Black (CC/S48-046)

 

There isn’t enough room for everything in this deck! The frustration in building this deck was very real in attempting to narrow down a build. There isn’t a lot of green in the set, but what we received is top notch. There are countless substitutions and, due to the nature of the deck’s plus combo, several tech ones or twos of cards that could easily be viable in several build variants. The deck also has the means to compress in several ways, and could even be built to splash some red in for an alternate end game and to abuse the 0/0 Yuri brainstorm and the 0/0 Pirika assist.

This deck is a clone deck that is built to focus around the Black Soldier 0/0 clock reversers. While all clone decks rely heavily on their clone counts, this one in particular hinges on it for its plus combo, its dealing of damage back to players by milling a clone, and putting damage back into deck a la “Krone” style. From my few games with this deck I have noted it is a bit greedy on stock, but ends up balancing out due to the fact that most of your plus abilities yank 2 cards from deck to aid in compression.

Level 0 is pretty simple. Play and utilize the clock reverse Black Soldiers, and (ideally) get your Eirenus brainstormer and the 0/0 Burckhardt. Level 0 is a slightly less powerful duplicate of the Yuuki plus combo from Sword Art Online. The corrupted Yuri 1/0 on attack with the gold bar climax pays 1 and ditches a Black Soldier Clone to search two other “Black Army” characters from the deck. This deck can, if running certain cards not featured in this build, hit power levels, but I’ve found the compression engine of yanking damage from the deck with both the 1/0 plus combo and the Eirenus brainstorm to be enough to crash cards and cancel damage.

Level 2 is where the fun begins, starting with the 2/1 Black Knight in the Twilight. He has the chance, if he mills a Black Soldier, to deal damage back to your opponent. This makes it easier to finish the game on your turn. Also, as a hefty 2/1, some meta decks don’t have a great answer to him power wise if they get stuck at Level 2. The 2/1 Olzada counter can help him stay on the board and potentially deal another damage if a Black Soldier is milled. Level 3 runs a tech of the Eirenus healer that can return to hand, and the finisher combo with the Black King to potentially stuff damage back into your opponent’s deck.

The deck certainly dances with luck a bit late game for it’s mill to burn abilities, but overall is a very solid contender in a range of new clone decks that have proliferated in the past year. There is definitely room to play around with tech card options and splashing in some other colors to vary it’s build and end game.

Thank you for taking a look at some various builds! I’ll keep you updated with edits as more playtesting is finalized!


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