What is up everybody? SimplyJeff is back and today I am bringing you a Touken Ranbu deck build. I wasn’t planing on doing this deck build for awhile because frankly before researching this cards I had no idea what to expect. However, I asked people on Reddit what they wanted to see, and compared to the other suggestions (Pale Moon without Luquier and Bermuda Triangle after Academy of Divas) this one required a lot less reading and I am currently on vacation out of town. Pale Moon sin Luquier and Bermuda will be coming when I have more time, but I figured I could pump this out in a shorter time. Please keep in mind this post is before the official release, so I can’t actually test this yet. This is a very presumptive build based on my opinion. This deck was requested by /u/DemonSlayerX. And, away we go!
Grade 0: 17
1 Kashuu Kiyomitsu (SV)
4 Gokotai (HEAL)
4 Shokudaikiri Mitsutada (CRIT)
4 Aizen Kunitoshi (STAND)
4 extra crits (Yagen Toushirou or Sayo Samonji)
Grade 1: 14
4 Imanotsurugi (STRIDE FODDER)
4 Kousetsu Samonji (PG)
3 Horikawa Kunihiro
3 Nikkari Aoe
Grade 2: 11
3 Yamatonokami Yasusada
Grade 3: 8
4 Tsurumaru Kuninaga
Grade 4: 8
4 Mikazuki Munechika
Okay let’s get to the reasoning. When I am building a deck for a clan I don’t know much about, I usually start with the Grade 3s or 4s and work sporadically after that. And that’s basically what happened here. I typically try to avoid using Crays in a deck unless I feel I it is necessary. Lucky for me. Iwatooshi for one CB and one Persona Flip he attacked every card in the front row. This clan is all about repeatedly punching your opponent in their firetrucking jaw, and if you’re gonna kick more butt than Little Mac, stealing some of Narukami’s thunder (pun intended) is a pretty solid way to do it. Next, Hotarumaru, which at the cost of a Persona Flip and a Commander Laurel style rest, Hotarumaru restands and gets drive -2. Since this is a grade 4 we are talking about here, it still has one drivecheck after the cost is paid, which can be deadly if an extra crit is pulled. Also, this allows you to draw 4 cards in one turn.
Finally, we get to the main finisher, Mikazuki Munechika. Copying his ability from his wiki.
[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] This unit gets [Power]+3000 for each face up card in your G zone until end of turn. Choose a rear-guard in your opponent’s front row for each two face up cards in your G zone, and retire it. If the number of face up cards in your G zone is two or more, this unit gets [Critical]+1 until end of turn.
Assuming you stride 3 times in one game, this could build 15k in additional power, retire 2 rear guards, and get an extra crit. That’s a pretty big hit. If the opponent doesn’t have a PG in hand, they are not stopping that thwacking.
Next we will look at the Grade 3s. Tsurumaru Kuninaga is the main boss and preferred stride heart. His main ability allows you to, for one soul blast, counter charge (unflip a damage) and return a G3 to your hand. His stride ability is, for out soul charge, grant 2 units a 3k boost until end of turn. Tsuru’s abilities piratically pay for each other, along with whatever unit strides over it. Next Grade 3. I’ll be honest, I had a hard time picking this one. None of the other G3s jumped out at me. Finally, I settled on Kogitsunemaru. The main ability I am concern with is his first ability. If his attack hits, Soul Blast 1, look at the top card of your deck, put it on the top or bottom, and draw a card. Touken Ranbu seems to borrow a lot from other clans, and this ability reminds me of an OTT type skill. Overall, selective draw power is always helpful.
Next, let’s look at Grade 2s. Take a quick look at Grade 0 and you’ll see there are no draw triggers. The Grade 2s I chose cover this weakness. The main grade 2 is Shishiou. At 3+ damage (officially called Shinken Hissatsu, I’ll be referring to it as SH3 for the rest of this article), you CB 1 and soul blast 1, you can discard a card from your hand and draw two when this unit attacks. This is amazingly powerful and pretty cheap cost-wise, hence Shishiou’s 7k attack power.That hardly matters though, since this clan pushes power around quite a bit. Yamatonokami has a similar skill but requires the attack to hit, but that gives (I believe her) a 9k base power as a trade off. Nakigitsune allows you to draw a card and call a card to RC from your hand for a CB and a soul blast, so long as the attack hits.
Now, the Grade 1s. 4 perfect guards should not require an explanation. It’s simply unavoidable in today’s play style, especially if there is no legion in the deck, where a quintet wall may be added in just in case. Stride fodder is also a staple in any stride deck, but I like how Imanotsurugi is so useful. Along with being stride fodder, you can also put (I believe him) into your soul and grant your G4 vanguard a 5k power boost, and if the attack hits, you Counter Charge 2 at the cost of a soul blast. Using his skill guarantees you will have something in your soul to activate his MVP skill, which is pretty fun. Nikkari Aoe allows you to give your G3 or less vanguard an extra 10k power if you are at SH3 and put him into soul if you have three or more REST rear-guards. Unfortunately, he doesn’t count for his cost, but it’s still a useful ability. The final unit is Horikawa Kunihiro, who, when placed on RC, if you CB 1 and are at SH3, soul charges 1 and gains 4k for the turn. Not the best, but not awful.
Finally, we get to the Grade 0s. 8 crit 4 stand is pretty standard for an aggressive deck. The only two G0s worth mentioning are Shokudaikiri and Kashuu. Shokudaikiri, if standing when your vanguard attacks, if you move him into your soul, you draw a card and give 3k to up to two rear-guards. This ability can be done whenever you want, since there is no MVP or SH3 on it. And last but not least, the starting vanguard. I debated for awhile on this one, but finally settled on Kashuu. Her ability is as follows, taken from her wiki.
[AUTO](RC):[Soul Blast (1)] When this unit boosts, if you do not have face up cards in your damage zone, you may pay the cost. If you do, Counter Charge (1), and until end of that battle, this unit gets [Power]+3000, and “[AUTO](RC):When your unit’s attack hits a vanguard, draw a card, and put this unit into your soul.“.
Her ability is nice because it doesn’t require your vanguard to have MVP or SH3, meaning it can be used at any time. Also, it allows you to Counter Charge and potentially draw a card. This forces your opponent to choose between taking a hit or allowing you one free unflip per turn. It takes a lot of risk out of the CB skills of the main bosses of this deck.
That’s all I got for my deck build, everyone. Unfortunately, I can’t make a video for this deck because the cards aren’t even on CF Area yet. I’ll post that separately on Reddit when I am able to do so.
Well that’s it for this post. Once again feel free to contact me on reddit here or leave a reply on this thread for suggestions on what I should do next. I’ll try to get my posts out in a timely fashion, but do ask for understanding if I don’t. SimplyJeff, signing off.