GochiUsa Deck Tech – 2nd at WGP Regionals – Santa Clara

Not enough coffee in your life? 9th CX has you covered with this deck that took 2nd at the WGP Regionals in Santa Clara!

The Regionals was hosted by yours truly, with a big shoutout to Legends Comics and Games in Santa Clara for housing the event.

This deck is brought to you by Alan L., and a special thanks to Travis for putting the article together.

Now onto the list!


Level 0 – 19:

2x “Dignified” Rize (GU/W44-034)
2x Rize in the Wood-Framed Town (GU/W44-035)
4x Artist Cocoa (GU/W44-052)
3x “Present Exchange” Cocoa (GU/WE26-017)
4x Rize, Being Herself (GU/WE26-20)
4x Chino, Being Playful (GU/WE26-035)

Level 1 – 10:

2x Cocoa, Very Drunk (GU/W44-037)
2x Chino, Miko-san (GU/W44-076)
4x “Present Exchange” Chino (GU/WE26-034)
2x Chino, Serious Match on the Board (GU/WE26-041)

Level 2 – 6:

2x “Guardian of Roses and Explosives” Rize (GU/W44-045)
1x “Suspicious” Rize (GU/W44-047)
1x Chino in a Maid Outfit (GU/W44-085)
2x Cocoa, Get Well Visit (GU/WE26-023)

Level 3 – 7:

3x Chino & Cocoa, Good to Have Met (GU/WE26-018)
4x “Present Exchange” Rize (GU/WE26-019)

CX:

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


At level 0, we have 19 characters;

“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.

Artist Cocoa gets +1 level and +1000 power if you have 2 or less stock.

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 10 characters;

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.

Chino, Miko-san can’t front attack when facing a character with a higher level than this.

“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.

At level 2, we have 6 characters;

“Guardian of Roses and Explosives” Rize is a 2500 power backup. When you use this backup, you may reveal the top card of your deck and add it to your hand if it is a [Rabbit House] character, then discard a card.

“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.

At level 3, we have 7 characters;

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) (As of publishing, this card is on the choose 1 list, with the anti-change level 1 Cocoa backup being the other)

“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.

CX Spread

Pillow Fight (1k1 Door)
Talking in Sleep (1k1 Pants)


M: Multi-part question: What made you decide to play this deck for the event? Were you considering other series? Was your local meta a factor in your decision?

A: I like cute grills…. I mean rabbits… I like to have an order of waifu onegai! I was considering running Love Live Sunshine but I got lazy switching deck and I lent it to my brother to play since he has no JP decks. Local meta was not a factor in my decision. This is a game of Dimension Shift (DS), I’m just playing against myself while my opponent loses in the end. (Editor’s Note: Dimension Shift being a Runecraft deck from Shadowverse that involves playing a bunch of spells, taking extra turns, and then ending the game with a big attack, etc)

M: How did you approach building the deck you ran? If you had to make changes, what would you add or take out?

A: This is one of the few decks where it’s so consistent that I only need 7 level 3s and play like 5 level 3 per game? (unless I don’t cancel, ouch). If I could make changes I’d bring the 2 anti change punch back into the deck, woohoo! (Editor’s Note: If only! The card is still on the choose one list though.)

M: Describe your list. What does it do at each level? What’s it’s early, mid, and endgame like? In your mind, what makes this deck a good choice? Is there a time or a place where you think it would not be a good choice to play?

A:

At level 0: play a level 1 Cocoa beater, filter, pump power, brainstorm, global support while Rize bombs grills, and Riki salvage.

Level 1: free searcher, beaters, and ditch CX to find answers as needed

Level 2: all kinds of utility punches, early play support

Level 3: early play beater, ultimate quad pokes until you drop finisher.

At 0, don’t stress; unbrick yourself with list described above.

At level 1, search for early play and hope that you cancel.

Level 2, heal loop with Rize until opponent mental breaks.

Level 3, just normal swing with Rize and win. Finisher is hardly used in this deck. I want my anti-change Cocoa back!!

Strongest card that most other sets don’t have is Artist Cocoa 😀

M: Tell us how the event went. What did you play every round, to the best of your memory? How did the matches go?

A: Event went well. Each round was fairly fast like bam bam BAM. Next! You hardly got a breather. Shoot I forgot who i played against…

I remember Kantai, Persona 5, Symphogear, Love Live Sunshine, and Charlotte. Matches ended when opponent’s Dimension Shift bricked…

M: What was the best play you made (or saw someone else make) during the event?

A: When my opponent played Charlotte with anti burn… that game I played Rize heal 5 times and won. Asked my Kantai opponent which restricted he chose. He said power creep, so I resume to play my own dimension shift.

M: Give us an ideal opening hand. What makes it good, and how important are the cards in it?

A: Brainstorm Chino, Pantsu CX, and Artist Cocoa is all you need. Everything else will flow through your hand while you mystic ring (filter) and get to 2 more win con pieces…

M: What would a difficult opening hand look like for the deck? What would you mulligan? 

A: I mulligan anything that’s not a level 0 or Pantsu CX. On rare occasions, I may keep one level 1 CX combo Chino.

M: What are the deck’s best/worst matchups in your mind?

A: Anything that’s anti fun. Liza hurts my DS deck like a boss… (EN: anything that can prevent healing, burn effects, etc)

Felix Question: Do you feel that it’s truly possible to tryhard in Weiss Schwarz, and why?

A: As my friends say, if you’re playing this game in a “tournament” you’re a tryhard lol. Luck plays a fairly minor role in WS.


Congratulations and thanks again to Alan for the interview!

If you have questions, please send us a message via Facebook or an email at theninthcx AT gmail DOT com. Be sure to sign up for our seasonal giveaway, and subscribe to our YouTube channel!

Please check out our partner store, Card Academy!

Thanks for reading!

Is The Order a Best Shot? – GochiUsa Deck Tech

It’s article time again at 9th CX and we are going to give this one our BEST SHOT! GochiUsa is back as promised, this time featuring the new Best Shot deck theme from the extra booster.

Special thanks to Travis for article prep and for the list.

Let’s look at the deck!


Level 0 – 20

4 Syaro, Every Day is Best Shot GU/WE26-003
3 Syaro, Fun Time is Best Shot GU/WE26-006
4 Chiya, Every Day is Best Shot GU/WE26-012
3 Chiya, Precious Best Shot GU/WE26-014
4 Maya, Treasure Hunting GU/WE26-043
2 Meg, Treasure Hunting GU/WE26-044

Level 1 – 18

4 Cocoa, Every Day is Best Shot GU/WE26-024
4 Rize, Every Day is Best Shot GU/WE26-025
3 Cocoa, Summer Best Shot GU/WE26-028
3 Rize, Best Shot Even While Taking Break GU/WE26-029
4 Chino, Every Day is Best Shot GU/WE26-037

Level 2 – 4

4 Rize, Club Helper! GU/WE26-030

CX

3 Pillow Fight GU/WE26-032
2 Talking in Sleep GU/WE26-048
3 Full of Best Shot GU/WE26-050a


At level 0, we have 20 characters:

If Syaro, Every Day is Best Shot sees a “Chiya, Every Day is Best Shot” on the field, she becomes a global 500. She is also a Pay 1 Rest 2 search brainstorm for “Best Shot” or “Treasure” characters.

Syaro, Fun Time is Best Shot reveals the top card of your deck on attack. If it’s a character with “Best Shot” or “Treasure” in it’s name, this gets +1 soul for the turn.

Chiya, Every Day is Best gives your center slot character with “Best Shot” or “Treasure” in its name hand encore. If she sees another “Syaro, Every Day is Best Shot“, she becomes a global +500.

Chiya, Precious Best Shot lets you rearrange the top 2 cards of your deck when played.

Maya, Treasure Hunting is a Pay 1 Ditch 1 search for “Best Shot” or “Treasure”.

Meg, Treasure Hunting has hand encore.

 

At Level 1, we have 18 characters:

When Cocoa, Every Day is Best Shot is placed to the stage, you may mill the top card of your deck. If you do, give +1 soul to a character with “Best Shot” or “Treasure” in its name for each soul trigger on the milled card.

When Rize, Every Day is Best Shot attacks, you may mill the top card of your deck. This card gets +1 soul for each soul trigger on the card milled this way.

When Cocoa, Summer Best Shot is placed to the stage, you may mill the top card of your deck. If it has a soul trigger, draw 1 ditch 1

Rize, Best Shot Even While Taking Break lets you salvage a character with “Best Shot” or “Treasure” in its name, then discard a card if she reverses her battle opponent.

Chino, Every Day is Best Shot has a CX combo with Full of Best Shot. On CX play, if you have another Syaro, Every Day is Best ShotChiya, Every Day is Best ShotCocoa, Every Day is Best Shot, and Rize, Everyday is Best Shot, you may pay 1 and send the CX to memory. If you do, draw 3 cards.

 

At Level 2, we have 1 character:

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

The CX Spread looks like this:

3 Gate(Pillow Fight/1k1), 2 Pants(Talking in Sleep/1k1), 3 Memory/2Soul(Full of Best Shot/While in memory, gives +4k to characters w/ Best Shot or Treasure in name)

Note: The Full of Best Shot does not have any ability when played and only functions in memory.


Because this deck is mostly for fun (i.e. use at your own peril if in a competitive environment), we’ll be giving only a brief snapshot of how this deck might be used.

T: Best Shot can be a very tricky build to play around, especially since you need 5 characters just to have the ability to give your board a giant power boost. Level 0 should be spent looking for as many pieces of the Best Shot combo, while also building stock. Syaro’s on attack ability can help make up some soul damage, since 3 of the 8 CXs in the deck offer no soul or power advantage when played directly. You shouldn’t have any issues at all keeping a board presence, since the back row gives a global 1000 to the deck. With the lowest attack you’ll have at level 0 being 3k, the only thing you’d have to worry about is level 0 reversers. Chiya’s on play ability can help you anywhere in the game, whether it’s setting up top check/mill abilities or checking to see if it’s safe to use a brainstorm.

Level 1 you want to drop the 3 remaining pieces of Exodia the Best Shot combo and start building hand, and keep it there. Sending one copy of the Full of Best Shot CX to memory lets your board sit at 9k on defense, which again, is still at the mercy of level reversers or overextending to reverse your field. Since you won’t have to replace your field often, you can afford to just draw for turn and then attack. Don’t use unnecessary stock at this point of the gameWhen you use the Best Shot combo, you lose a decent amount of compression to boost your board since you are taking a CX out of your deck permanently. Pay out your CX triggers if need be, or brainstorm to pull damage out of your deck, and that should be the extent of using stock at this point. Using a 1k1 here and there will help push more damage.

By level 2 it wouldn’t hurt to have a second Full of Best Shot in memory, if you haven’t done that already. 13k level 1s are nearly invincible until your opponent hits level 3, or uses a level 1 reverser. Rize, Club Helper! is your form of a “Level 3” game because of her other ability when you use her backup effect. Once you get that second Full of Best Shot in memory, you’ll want to finish the game quickly. Rize becomes a high priority target since getting hit with any form of CX attack will hurt drastically. The Rize, Every Day is Best Shot will become useful for her on attack ability so you can mill through your deck faster and keep CXs in deck. This game plan extends into Level 3 as well, since this deck runs zero level 3s.

M: Let’s look at the deck with a different view (if only for a second). Since the card pool for GochiUsa is limited to two sets (and a TD), improving the list is very difficult. However, that does not mean that there is no room for it.

Level 3s are certainly missing from this deck for a reason, but let’s say that someone wanted to play something with more oomph or more finishing power. Could someone fit in the level 3 CocoChino combo and just do a 4/4 split of CXs?

T: It’s possible, yes. I suggest taking the 1/1 Rize out and 1 of the Rize backups to run a full playset, or just take out the 1/1 Rize and run 3 CocoChino instead. However, a 4/4 split probably wouldn’t be the best idea for the build as it will make half the deck’s CXs useless outside of triggers, and CocoChino does not benefit from having the Best Shot CX in memory. I suggest keeping the current split of CXs even if you ran the CocoChino.

And that’s all for this time! Best Shot is a deck with a unique take on CX use, and we can’t really give it a “competitive” endorsement, but we hope you have fun with the list!


If you have questions, please send us a message via Facebook or an email at theninthcx AT gmail DOT com. Be sure to sign up for our seasonal giveaway, and subscribe to our YouTube channel!

Please check out our partner store, Card Academy!

Thanks for reading!

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.


If you have questions, please send us a message via Facebook or an email at theninthcx AT gmail DOT com. Be sure to sign up for our seasonal giveaway, and subscribe to our YouTube channel!

Please check out our partner store, Card Academy!

Thanks for reading!

Is The Order A Decklist? – GochiUsa Deck Tech (Blue)

Chino

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!

Cuppa Chino

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.

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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!

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“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.

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“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.

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“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.

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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.

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“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!

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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.

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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.

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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.

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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!

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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.

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“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.

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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!

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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.

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“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.

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“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.

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“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.

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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!

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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.

M: Fair!

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: 3

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)

Difficulty: 5

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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