Greetings, fellow admirals and captains! It’s me ruo for the weekly Weiss Wednesdays~~~!
Continuing with the series of featured decks used by me and my friends during the recently concluded Bushiroad Spring Fest last June 7, we’ll be taking a look at the Kantai Collection deck I brought with me to the tournament that day.
As most of you regular players know, Kantai Collection was just released in the English format last month. As such, the quantity of cards and their relatively low prices in the market made it very tempting for me to build the set. Which I
Not being a fan of anything too expensive, I stayed clear of the meta builds such as that of the iconic Akagi-kai/Musashi and Kongo/Haruna builds. Instead, I went for the overshadowed Shokaku/Zuikaku pair (both of which are RR’s) and added some parts from the standard builds to come up with the deck I have right now.
Please do note the ff:
Eight Special Mission Fleet:
Level 0 – 16 cards
4th Fubuki-class Destroyer, Miyuki x2
9th Fubuki-class Destroyer, Isonami x2
5th Mutsuki-class Destroyer, Satsuki x3
1st Ayanami-class Destroyer, Ayanami x2
Clumsy Girl, Inaduma x3
Hardworking, Ikaduchi x2
4th Asashio-class Destroyer, Arashio x2
Level 1 – 14 cards
1st Tenryu-class Light Cruiser, Tenryu-Kai x3
2nd Tenryu-class Light Cruiser, Tatsuta x3
3rd Agano-class Light Cruiser, Yahagi x3
2nd Junsen-class Type III Submarine, I-8 x2
3rd Myoko-class Heavy Cruiser, Ashigara x1
Level 2 – 5
1st Shokaku-class Aircraft Carrier, Shokaku x2
2nd Zuikaku-class Aircraft Carrier, Zuikaku x2
2nd Shoho-class Light Carrier, Zuiho x1
Level 3 – 7
2nd Ise-class Aviation Battleship, Hyuga-Kai x3
Kaga-class Aircraft Carrier, Kaga x2
2nd Kongo-class Battleship, Hiei x2
Climax – 8
That’s the way to do it, anchors aweigh! x4
“All planes, take off!” x4
Staple support. 9th Fubuki-class Destroyer, Isonami gives all of your <Fleet Girl> characters an additional +500 power. On play, Isonami also checks the top card of your deck. If it’s not a <Fleet Girl> character, rest this card – somewhat non-material unless you mean to use her for an attack.
5th Mutsuki-class Destroyer, Satsuki is your average level Reverser. She also has an Encore ability for 2 stock.
A stage Loner. 1st Ayanami-class Destroyer, Ayanami gets an additional +2000 power when she is alone on the stage. On play, she also gets an additional +500 power for every character your opponent has on the stage.
Your main setup card for level 0. When Clumsy Girl, Inaduma is placed into the waiting room, you can pay 1 stock and place the top card of your deck into your clock to Search your deck for 1 level 1 or below <Fleet Girl> character. On play, she also has the same ability as Isonami where you reveal the top card of your deck. If it’s not a <Fleet Girl> character, rest this card. Does very well in helping you get to level 1 faster.
Hardwoking, Ikaduchi has a Brainstorm ability where you pay 1 stock and rest this card to reveal the top 4 cards of your deck. For every CX revealed, choose a card from your clock and add it to hand. Place the top card of your deck into your clock. Basically a very nifty way to get valuable pieces off the clock~~
A hand filter. On play, 4th Asahio-class Destroyer, Arashio checks the top card of your deck. Afterwards, you may choose leave it on top or place it on the bottom of your deck. She also gets an additional ability where you can pay 1 stock to draw and discard a card.
Level 1 – 14 cards
1st Tenryu-class Light Cruiser, Tenryu-Kai gets an additional +1000 power when you have two or more <Fleet Girl> characters. She also has a CX combo with “That’s the way to do it, anchors aweigh!” where, on attack, you can pay 1 stock to Salvage a <Fleet Girl> character from your waiting room.
The deck’s main stock builder. Upon playing the CX, “That’s the way to do it, anchors aweigh!”, 2nd Tenryu-class Light Cruiser, Tatsuta places a marker under her to stock. She also has two other abilities: First, you can rest her to choose a <Fleet Girl> character from the waiting room and place it under her as a marker. Second, you can rest her to place a marker under her to stock.
2nd Junsen-class Type III Submarine, I-8 has a Search ability where you can pay 1 stock and discard a card to search your deck for a <Fleet Girl> character. Her second ability is not used in the build.
A standard +2500 power backup. When 3rd Myoko-class Heavy Cruiser, Ashigara uses her +1500 power Backup ability, choose one of your <Fleet Girl> characters in battle and give it an additional +1000 power.
Level 2 – 5 cards
Standard 2-soul attacker. 1st Shokaku-class Aircraft Carrier, Shokaku has a clock encore. She also has a CX combo with “All planes, take off!” where, on attack, you can choose one of your opponent’s characters and Bounce it back to your opponent’s hand.
2nd Zuikaku-class Aircraft Carrier, Zuikaku has a CX combo with “All planes, take off!” where you get to choose a <Fleet Girl> character with “Aircraft” in its trait and give it the Punish Burn ability for the cost of 1 stock when your opponent cancels the attack of the selected card.
An anti-Changer backup. 2nd Shoho-class Light Carrier, Zuiho has a +2500 power Backup. When you use her Backup ability, you can pay 2 stock and place the top card of your deck into your clock to place one of your opponent’s characters with level higher than your opponent’s level to the bottom of the deck.
Level 3 – 7
The deck’s main finisher. On play, you discard a card to give 2nd Ise-class Aviation Battleship, Hyuga-Kai the Clock Shoot ability and an additional +1000 power. She also gets an additional +1000 power when you use a [Act] ability. Her combo with 1st Ise-class Aviation Battleship, Ise-Kai is not used in the deck.
Late game support. Kaga-class Aircraft Carrier, Kaga gives all of your <Fleet Girl> characters an additional +1500 power. On play, she also places the top two cards of your deck under her as markers. At the beginning of your opponent’s attack phase, you can pay 3 stock to give one of your opponent’s characters a huge +4 soul (combos with the Compass). At the beginning of your draw phase, place all the markers under her to your stock. Pretty good toolkit card overall.
Place holder for Haruna or Musashi (best gril nonetheless). 2nd Kongo-class Battleship, Hiei Salvages a <Fleet Girl> character from your waiting room on play. She also has a second ability not used in the deck. Because reasons.
Like naval warfare in the 1940’s, the deck’s game runs in multiple phases, each with its own objectives:
Phase I – Screening the fleet’s advance
Torpedo Squadron, commence attack~~!
Like how destroyers would be the first ships of the fleet to engage the enemy, the main objective of the build’s level 0 game is to gain stock and search for your level 1 game. Clumsy Girl, Inaduma must be utilized as much as possible as not only does this allow you to search, it also accelerates your entry to your much crucial level 1 game.
Phase II – Skirmishing: Gaining the gradual advantage
While light cruisers don’t have the necessary equipment and firepower for a sustained engagement, they do have the speed and the relatively easy maintenance that makes them a vital part of any fleet. In Phase II, the main objective is to effectively trade with your opponent. In level 1, the repetitive use of CX’s is highly encouraged as most of your characters are underpowered, culminating to why you must maximize 3rd Agano-class Light Cruiser, Yahagi for her clock encore. When you have “That’s the way to do it, anchors aweigh!”, you must also prioritize the use of Tenryu-Kai/Tatsuta to gain that advantage you’d need for the late game push.
Phase III – Air superiority: Getting rid of the larger fish
Light cruisers and destroyers are most of the time not able to engage anything much larger than them. As such, support in the form of aircraft is usually needed. In Phase III, the main objective is to destabilize your opponent’s stage. Primarily using 1st Shokaku-class Aircraft Carrier, Shokaku’s CX combo, you are to Bounce early level 3’s, oversized level 2’s, and just about anything that threatens your own field, save for those with CIP abilities, allowing your much weaker light cruisers from level 1 to press on the attack.
Phase IV – Final shelling: Firing the big guns
Before the conceptualization of aircraft carriers, battleships were the centerpiece of any fleet. Battleships represent industrial might and superiority of arms. In Phase IV, the main objective is to deal sure damage through 2nd Ise-class Aviation Battleship, Hyuga-Kai overpowering your opponent’s cards and shooting them to clock. Another goal is to maintain your field presence in order to generate pressure from your opponent. Here, set-up a large walls to force your opponent to invest much more resources than regularly required to counter you. Kaga+Compass combo is also a must!
The deck runs the same way as most Kancolle builds do. Generate stock, trade efficiently, and use all resources gained in a decisive finishing turn. As such, the deck shares the same skeletons as those of the more meta of decks. To successfully play the deck, one must be able to determine whether or not a CX combo play would be viable for the next few turns. As you see with the deck’s lineup, the deck would have a hard time answering level 1 walls as its own level 1 game only has a power threshold of 5500 power to a deficient maximum of 8000 power – still a few short to take down the popularized Imprisoned Queen, thus calling for the regular use of the CX outside its designated combo. Despite the deck’s improved stock-building capabilities, management of stock must also be taken to account as effectively addressing this allows a leeway to maintain cards in the stage (via normal encore). Also, search/salvage when able.
That ends my first decktech in a while. Hmmm, still trying to get a hang of it. Hopefully I do haha. Anyhow, I hope you folks had a good read. If you have any question, comments, or suggestions, just fire away – the entire comment section is yours!
Till next time. See you folks o/