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Analysis/Advice for my ENG Y/G Kantai
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I hope this long post will been helpful to those interested in wanting to play a popular Kantai build or just wanted to see another Kantai player's perspective. I haven't seen a G/Y English deck video uploaded but I'm not sure if I want to keep this build. (Actually thinking about making a WS Youtuber page) It's been the most consistent and I have been topping my locals but I have never been to any regionals. Mostly just providing my experiences but any tips/advice would be nice from other Kantai players.

Deck list:

Level 0: (17)

  • 4x Hibiki (anti-heal)

  • 4x Inazuma (clock, level 0-1 searcher)

  • 4x Hatsukaze (anti-salvage, global 500 )

  • 2x Brainstormers (three is cloggy)

  • 2x Satsuki (suiciders and encore effect is nice near late game)

  • 1x Maikaze (for the beater and potential clock shoot to level up early game)

My level 0 strategy is to try set up against my opponent. If I'm playing against anything that heals I try to get 2 Hibikis in memory. If I'm playing against decks with early-game fatties then Hatsukaze is also a main priority to search with Inazuma if they're not in my opening hand. I found 17 Level 0s to be very consistent with my opening hands with lots of playtesting. 16 is nice because it saves you a deck space but starting out strong is very important, especially for this deck. I think the Maikaze is a bit redundant though. Should I replace her with something better or just another reverser?

Level 1 : (14)

  • 4x Verniy (I run 4 because of better consistency for easing mulliganing when you open with her and also she's still a free drop)

  • 4x Shimakazes (consistent/obligatory. My searches are usually Akagi-Kai or if I'm going up against like a Sinon deck then the anti-change)

  • 2x Yahagi (clock encore is so nice when you have no level 2s in hand, and two Hatsukazes her tap effect makes her power a psuedo-level 2/3 w/o climax)

  • 1x I-8 (mostly for the tutor effect, rarely do I use her change unless I'm at like 1.2 damage)

  • 3x Compass (this card is just too good)

So for Level 1, its very compression/beater. I want to save as much stock as I can while still trying to get out Yahagi/use compass when I can/brainstorm something I need like an Akagi that was from damage. I was thinking about playing Yuubari because my meta at locals tend to salvage with their decks like Bake and Fate/Zero but I'm not sure if it's really worth it. I prefer Yahagi's clock encore to help me hit Level 2 or 3 when I need it. How has Yuubari been for some of you Kantai English players?

Level 2: (4)

  • 2x I-8 Kai (such a great beater)

  • 1x I-58 Kai (she's actually a good tech)

  • 1x Zuiho (anti-change/backup)

As you can see, my Level 2 is almost nonexistent like most Kantai builds. I seen some variations like JPN nationals deck running 2 of the I-58 Kai and 1 of the I-8 Kai but in my plays I've had this deck, I really like how its easy to turn I-8 to a 12.5 with assist after two of your characters attack (not including climax). The I-58 Kai has been a really good addition to my deck for its consistency. Before I use to run only 3 I-8 Kai but the encore and 1 soul for I-58 Kai really does go a long way, especially if I want to solidify my pressure Level 3 game with at least 1 Akagi-Kai. If you run 2 I-58 Kai, how has it been treating you? I'd like to know. Zuiho is there just cause to add pressure to my opponent. I used to run the Ashigara Level 1 backup but as much as I'd like to add her into this deck space, it's very hard to decide what to take out. It sucks that I have to wait for Level 2 to use this backup but then again that's why I have cards like Yahagi where they'll at least stay for one more turn.

Level 3: (7)

  • 4x Akagi-Kai (it's kinda obligatory.)

  • 3x Musashi (dat burn)

Level 3 is the most fun level I ever had playing Weiss Schwarz with this deck. You would be amazed at the amount of stress/shock you can put your opponent even when you're at Level 3 and they're at like 2.5 but then your Akagi-clock shooters and Musashi manages to either end games or get them to 3.6 where they can't even clock themselves. If the opponent can handle the pressure, they usually won't misplay but at the point where my goal is to get them to at least 3.6 so they can't clock is when they usually start to misplay. That's when they usually go all out (which I can't blame them because if they have an open field then they have a better chance to climax unless I have more Musashis waiting). I'm wondering how many draws do you usually perform when you play with more than one Akagi-Kai? My first Akagi is usually just 2 draws but after that it'll just be 1 draw or even 0 draw just so that I can avoid drawing climaxes, which has been a reoccurring nightmare for me in some recent games. Almost as if I feel like Akagi from the anime when she has the returning nightmares of how her historical past sunk. Overall my goal is to win when I hit Level 3 or get them to the point where next turn I just summon Level 0/1 and swing for light damage and pray I do not hit a Shimakaze climax trigger.

Climaxes: (8)

  • 4x Fast like Shimakaze

  • 4x Akagi of the First Carrier Division is Next

Nothing special here. Although I feel like taking out 1 Shimakaze climax and teching in the Yamato climax for the benefit of triggering the burn 1. However for consistency purposes I guess I'll stick to 4 Shimakaze climaxes.

Matchups

Note: These are from my own personal experiences only. I go to two locals and have one tourney on Wednesday and one on Sunday.

SAO: Probably one of the worst matchups for this deck but can also be a good matchup. It is true when people say Kantai will have difficulties if they cannot establish a strong early Level 1 game. I try to hit to 1 first and prepare my Shimakazes searches (but even hitting them to Level 1 is fine, just less searches). Sinon-based decks are very scary to me. I feel as if Zuiho does not matter if your opponent has planned enough stock to switch into two Last Shots, Sinon and do one climax combo with it. I mean it's a ton of stock, but still; 4 free damage can be scary (plus if its cancelled then she gets boosted). My only advice is to pray that you can survive from Sinon and really be careful on how you use your backups. Make sure your power is for sure strong enough to kill their card to the point where back up would be pointless for them.

Bakemonogatori: Another scary deck if you do not have field or anti-heal/anti-salvage established. Their Level 3 Senjyo can come out as early as Level 2 and she can ruin your backstage or front stage. You pretty much want to have a beater ready for Level 1 so Yahagi really does help in these games.

Love Live: Compass is such a blessing against these decks. You have to be careful and picky with how you take damage (obviously) but with Love Live, aka the set that can swing at you for 5 damage for each attack like it's no big deal, is very intimidating. Their powers are not as bad as the other two sets I've mentioned, but their searching and soul rushing can out speed your setups for sure. If you know you've already been through half of your climaxes and your deck still looks big then I would highly suggest getting the brainstormer just so you can speed through your deck. Yes you are going to be taking the 1 refresh damage but it is better than taking 15 damage in one turn, especially with the new support they got in the English format that helps them increase souls.

Persona: Not as pressuring as the other sets, but still not a series to be taken advantage of. Anti-heals are your biggest priorities for most Persona decks unless you are going up against a Yukiko deck, then anti-salvaging should be the top priority for early set up. Junes decks can be troublesome with their return triggers and soul rushing but it should not stop you from coming back with a field presence. Cross-dresser decks can be deadly for soul rushing so use your compasses wisely.

Fate Zero: I love/hate going up against this anime so much. Their early game board presence is actually really great against Kantai. They have a stock suicider that can stop your anti-heals or Inaduma searches (if its their turn priority I believe?) and they have huge walls starting at Level 1. Also, the Akagi-Kai clock shooter is very risky to play if you are going up against a deck with Archer Level 3. The mind games is not worth the stress unless you know they have 0 cards in their hand/4x copies of the climax they need in their waiting room or stock. You are better of using Musashi's effect and hoping to go Akagi-Kai combo next turn (if there is one). Also remember that they have a clock shooter as well and its most likely going to be powerful enough.

Attack on Titan: The trial deck is only out but it still can pack a punch back at Kantai if their setup is correct. Luckily the person I was playing against kept on having their assists in their clock from damage taken. However, I can definitely tell this set is going to be tough to get over, especially with the Titan cards revealed so far.

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