Post by Salticidae on May 26, 2013 0:39:57 GMT -5
EDIT: Note that TFT is not *technically* legal in the format but may be legal on a playgroup-by-playgroup basis. Ask your playgroup if TFT is right for you.
Of all the unaligned strongholds available in Bushi, only The Forgotten Temple currently has enough cards legal to build a cohesive deck. Palace of the Breaking Dawn suffers from almost all ronin being promos or rares; Journey's End Keep EXP, while it has enough cards to put together a Dynasty deck, is all over the place in terms of what that Dynasty deck actually wants to do - and the stronghold itself doesn't actually do much. Barring a consensus ruling on the legality of Coils of Madness, I won't bother with either of the new strongholds from there.
So what does TFT do in Bushi? While none of the Naga and many of the Forest cards aren't legal, some powerhouse Oni are, so the deck can be built to focus on summoning large, powerful demons and crushing through the enemy ranks with them. In that respect, this deck is not unlike a Crab Berserkers deck, but you get to run a few shugenja on the side to help support the demon ranks.
Here's a first draft list:
The Forgotten Temple
Bamboo Harvesters
Border Keep
Dynasty Deck
3 Gozaru no Oni
3 Mumoku no Oni
2 Raido no Oni
2 Sea Troll Predator
3 The Red Hunger
3 Chuda Kiuchi*
3 Chuda Niiro*
3 Chuda Seki*
1 Akuma's Power
3 Damaged Port
3 Incense Mill
3 Prosperous Village
3 Silk Works
3 Staging Grounds
3 Remote Village
Fate Deck
3 Master of Beasts
3 Summon Swamp Spirits
3 Death, Defeated
2 Essence of Undeath
3 Crushing Strength
3 Suck the Marrow
3 Duel of Serpents
2 Surprise Attack
3 Gold and Steel
3 Charge Into Danger
3 Killing Intent
2 Ruthless Onslaught
2 Undetectable Enemy
3 Nakanu Technique
1 Ring of Fire
1 Ring of Water
Some comments on the build:
1) Summon Swamp Spirits and Nekanu Technique are there to help protect against cards that target personalities without attachments. All legal followers require at least zero family honor, which this deck can't achieve, and buying weapons and demons eats up a lot of gold. These two cards let my cheaply protect my expensive investments.
2) The shugenja subtheme allows me to run Akuma's Power (beefy dude), Master of Beasts (bowing is one of the few ways to defeat my otherwise huge guys), and Suck the Marrow (kills everything...eventually). Essence of Undeath allows me to retrieve dead Demons as an open action, then swing with them.
3) My nonhumans are all huge and should win many combats through brute force. The fate deck mostly focuses on dealing with ways to answer the demon brigade: bowing and send home. This deck doesn't have many kill actions available to it, but I was able to include a few ways to bow or send home important defenders.
4) Gozaru no Oni is effectively immortal with TFT, which is convenient since Gozaru no Oni is also the deck's most powerful demon. Synergy!
5) The gold scheme may need some work. Damaged Port is particularly attractive since it lets you turbo out larger holdings on turn two and then start dropping demons into play on turn three. Individual demons, particularly Gozaru no Oni, can scare off smaller attacking armies until you get a significantly sized force.
This is just a rough draft list, though, since no one else has posted in this subforum. Thoughts?
Of all the unaligned strongholds available in Bushi, only The Forgotten Temple currently has enough cards legal to build a cohesive deck. Palace of the Breaking Dawn suffers from almost all ronin being promos or rares; Journey's End Keep EXP, while it has enough cards to put together a Dynasty deck, is all over the place in terms of what that Dynasty deck actually wants to do - and the stronghold itself doesn't actually do much. Barring a consensus ruling on the legality of Coils of Madness, I won't bother with either of the new strongholds from there.
So what does TFT do in Bushi? While none of the Naga and many of the Forest cards aren't legal, some powerhouse Oni are, so the deck can be built to focus on summoning large, powerful demons and crushing through the enemy ranks with them. In that respect, this deck is not unlike a Crab Berserkers deck, but you get to run a few shugenja on the side to help support the demon ranks.
Here's a first draft list:
The Forgotten Temple
Bamboo Harvesters
Border Keep
Dynasty Deck
3 Gozaru no Oni
3 Mumoku no Oni
2 Raido no Oni
2 Sea Troll Predator
3 The Red Hunger
3 Chuda Kiuchi*
3 Chuda Niiro*
3 Chuda Seki*
1 Akuma's Power
3 Damaged Port
3 Incense Mill
3 Prosperous Village
3 Silk Works
3 Staging Grounds
3 Remote Village
Fate Deck
3 Master of Beasts
3 Summon Swamp Spirits
3 Death, Defeated
2 Essence of Undeath
3 Crushing Strength
3 Suck the Marrow
3 Duel of Serpents
2 Surprise Attack
3 Gold and Steel
3 Charge Into Danger
3 Killing Intent
2 Ruthless Onslaught
2 Undetectable Enemy
3 Nakanu Technique
1 Ring of Fire
1 Ring of Water
Some comments on the build:
1) Summon Swamp Spirits and Nekanu Technique are there to help protect against cards that target personalities without attachments. All legal followers require at least zero family honor, which this deck can't achieve, and buying weapons and demons eats up a lot of gold. These two cards let my cheaply protect my expensive investments.
2) The shugenja subtheme allows me to run Akuma's Power (beefy dude), Master of Beasts (bowing is one of the few ways to defeat my otherwise huge guys), and Suck the Marrow (kills everything...eventually). Essence of Undeath allows me to retrieve dead Demons as an open action, then swing with them.
3) My nonhumans are all huge and should win many combats through brute force. The fate deck mostly focuses on dealing with ways to answer the demon brigade: bowing and send home. This deck doesn't have many kill actions available to it, but I was able to include a few ways to bow or send home important defenders.
4) Gozaru no Oni is effectively immortal with TFT, which is convenient since Gozaru no Oni is also the deck's most powerful demon. Synergy!
5) The gold scheme may need some work. Damaged Port is particularly attractive since it lets you turbo out larger holdings on turn two and then start dropping demons into play on turn three. Individual demons, particularly Gozaru no Oni, can scare off smaller attacking armies until you get a significantly sized force.
This is just a rough draft list, though, since no one else has posted in this subforum. Thoughts?