Thursday, July 30, 2015

Budgetguard 26: Murakumo Updated!

Hey Cardfighters,

Murakumo got support! This is exciting because Murakumo was actually the first budgetguard I every did. Let's see what their new support brings to the budget deck!

Winning Image: Early Aggressiveness supported by "bunshin" skills

PR-0134EN (Sample)PR-0135EN (Sample)
(Image Courtesy of Cardfight Wikia)
     Sticking with the same main boss from last time, Seimei provides a lot of advantage around the mid game by creating an almost full field from 1 CB especially when combined with Kuzunoha's calling effect. The main use of this card is to legion as soon as you can and pressure with a full field before your opponent is ready for it.

BT14-015EN-RR
(Image Courtesy of Cardfight Wikia)
     Like we have stayed with Semei, we also stick with Hyakki Vogue. This is because he has a great on-ride skill which lets you copy himself and then at the end of the turn the copy returns to your hand. This sets up stride plays to try to snowball the early aggression and is a super strong play for when you go first.




Deck List:
Starter: Stealth Beast, Evil Ferret
6 Crit
3 Stand (Stealth Dragon, Hidden Scroll)
3 Draw
4 Heal

G1s:
4x Stealth Fiend, Oboro Cart (0.50)
4x Stealth Fiend, White Heron (5.00)
4x Stealth Beast, Million Rat (0.30)

G2s:
4x Stealth Rogue of the Flowered Hat, Fujino (0.30)
4x Tenjiku Stealth Rogue, Dokube
4x Transformation Stealth Rogue, Kuzunoha (0.70)

G3s:
4x Onmyo Stealth Rogue, Seimei (0.50)
4x Covert Demonic Dragon, Hyakki Vogue "Reverse" (2.00)
1x Platinum Blond Fox Spirit, Tamamo (0.90)

G4s:
2x Ambush Demonic Stealth Dragon, Ushimitsu Train (0.50)
2x Ambush Demon Stealth Rogue, Kagamijishi (0.50)

Final Cost:  $41.20 (oops a little over budget... recorded the match before checking the prices :/ )

Deck Comments:
     Phew 40 on the dot. First you might notice the starter is Evil Ferret. This is because the ferret really helps smooth out those early turns. being able to call a grade 2 while on grade 1 or a grade 3 while your vanguard is grade 2 helps make those early rushes that much more viable. It is also very useful for being able to reuse Million Rat or Oboro Cart's skills to keep on the pressure. Lastly it lets you make aggressive plays with Grade 3s and then get them back to stride the next turn. The next "oddity" will be the lack of stride fodders in a deck that wants to stride for its late game plays. The choice for this was to maximize the ability to act early-mid game using million rat and oboro cart. The extra grade 3 helps deal with the lack of stride fodders. Overall this opens up a lot more plays than having just the stride fodder. Also a comment on why the new stuff isn't really included. Onifundo is a really good card but with a deck that wants to be aggressive the Ferret is much more valuable. Yasuie and Runstar aren't super expensive so why didn't I use them? It goes along with skew towards early- mid game. Both are really strong cards but with only 6k boosters Runestart isn't going to be doing a lot of damage to my opponent even with its skill. I don't want to use Yasuie not because its too slow but because it relies heavily on having field presence the turn before which can run counter to Ferret's ideal plan.

Match ups:


    Overall Performance:
        The deck has some issues striding when it wants too which is something I sacrificed to have a powerful early game. I think the deck still sits around the same power level that it was before the new support since I ended up not having much new stuff added. The ability to early rush is as strong as ever though and if you can manage it and draw well into your grade 3s to support your striding when you need it then you can easily snowball the game to victory.

    Tips for Mastering:

    • Plan your "bunshins" to leave your front row open. This helps give you a lot of options each turn as well as forcing your opponent to attack your vanguard where damage triggers can slow an assault and guarantee's you CB for future plays.
    • Use Ferret as early as you can to provide a lot of pressure and create 3 attacks early and as often as possible.
    • Some of your skills can be used to deck thin and don't forget to about Hyakki Vogue's ability to make your Bunshin's permanent by locking them. 


    Tips for adding money:
         I think that the main way to add power to the deck is to fill out the stride zone. I would suggest adding in 2 Homura Raider and 2 Madew. Homura Raider excels in that late game push that the deck is lacking but the only real way to enable it is with the stand trigger so it ends up being very situational in this deck. Madew is an excellent choice to provide continuous striding over you legion where the extra trigger checks and high power of stride will secure the game. The last think you could do is trade out a few of the grade 3s for Yasuie. Personally I would only change out Tamamo for Yasuie but you could replace Hyakki with Yasuie if you want more of him.

    Striding really smooths out the deck by covering spots in the aggression that you might be lacking and is very useful for the deck even though this update didn't seem to be much more than slapping on strides I feel like the deck has been tuned a bit more and works a lot better.


    Do you have any comments on the deck? Want to request a budget deck from me? Please leave a comment and help me help you.

    If you want to be updated on the latest information and be notified about new posts click the link below and like the Vanguard Central Facebook page.


    Thanks for reading,

    Chris

    No comments:

    Post a Comment