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KiiT2

Who said aggro was dead? Try Hanzo's 2 step program for only 68 cards.

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This Deck got 9th in out of 18 local players at regionals. It missed top 8 by 1 SOS point by a Dan player.

***Hanzo 7/18

4x Feelings of Friendship
4x Realm of Midnight

4x Sailor's Rest

4xInstinctual Rivalry
4x Malevolent Genius
4x Two Deadly Rings Technique
4x Wild Storm
3x Midnight Launcher
4x Leg Slash
4x Zhao Daiyu's Poison Touch
4x The Shadow Rises
4x Steel Slammer
4x Double Gale Fist
4x Sazan
4x Ichi no Tachi

sideboard:

1x Midnight Launcher
3x Final Confrontation
4x Communing with the Ancients
 

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Wafflecopter said:

Question: Why not run Unnatural Grace? You could T1 with that...

 

Because Unnatural grace is a 4 difficulty action, thus, if you hit any of the lots of attacks you need to commit hanzo, which means you can't keep your pool clear for the next attack, which means that you get maybe 2 attacks instead of 7. the foundations that are in the deck give a multi-turn control boost meaning if he realizes he can't kill, he can hold blocks.

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Hey guys Im the decks creator, and i really appreciate all of the feedback and input. As far as the deck goes it was not a final build. It was a fun deck that did consistantly decent so i decided to play it, there is no card draw as in testing i was consistantly able to do between 20 and 25 damage on second turn even against turtle decks, unfortulatly the higher vitality characters can usually kill me after they survive, what with my very squishy 18 vit. But hey it was fun and i already plan on some changes to the deck, one possible would be to put in final confrontation.

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kiit said:

Wafflecopter said:

 

Question: Why not run Unnatural Grace? You could T1 with that...

 

 

 

Because Unnatural grace is a 4 difficulty action, thus, if you hit any of the lots of attacks you need to commit hanzo, which means you can't keep your pool clear for the next attack, which means that you get maybe 2 attacks instead of 7. the foundations that are in the deck give a multi-turn control boost meaning if he realizes he can't kill, he can hold blocks.

Ahhh, that makes perfect sense, ty. I thought of the problem with blocking too, but didn't make the leap to realize all the +CC pieces would help out

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I really think you should add in ancient battle ground it really helped my hanzo deck kill on turn 2 consistantly because i could loop way more attacks then just what i drew in my initial hand discard those non attacks that you draw and draw into more attacks but the problem is that it dosnt match sailors rest so if you want 2 play both it takes an extra turn

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the issue with battle gound is that there is no damage pump, so i cant get my attacks to deal 4 damage. i have been looking at it

 

on anothe note i have also been workingon apossible version using alex as he can turn attacks face down and discard them for damage pump, but at this point it is far clunkier than hanzo

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I have to agree, i feel Unnatural grace has a slot in here. It allows the deck to T1 in a perfect world, and its one more 4 check that passes stuff as opposed to 3 check attacks that dont. I know the idea was a lot of attack but i think losing 4 to run grace is a decent idea for sure.

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Sazan can help you pass the Unnat as can wildstorm, both if they hit will have lasting bonuses. I'm against midnight launcher in this deck. If things are working correct you wont ever have a card in your card pool to play it with. Also how do you deal with tag along?

Punching bag and Ancient ensnaring sleves are all good too.
 

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Wild Storm is basically, "roll a 60 sided die, if the number you got is divisible by 15 then +1 to your checks." >_>

Really, really hard to hit that 5+ check

I think it was in the deck anyway, but still

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So drop them, drop midnight launcher, and run more "free" attacks like punching bag.

I would be tempted to say just run 4 BRT and 4 chasing after the powers. I know the deck is really looking to spam hot and fast, but there will be turns where you just have to build turn one, and you need something to do it with. Chasing after the power is great because it can commit to pass one check, and then pop for another. Its like an evil soul of lss or something. BRT is what it is. It offers you some card draw which you lack right now, a card that can stop tag along, and a push an attack though card. For the protection to tag along alone, it's worth using.

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