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Yuri for Regional's? Earth.Life.Water?

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.Yuri.

Action:
3x Tag Along

Asset:
4x Seal of Cessation
4x Lynette's Shop

Attack:
4x High Plasma Beam
4x Yuri's Super Upper
3x Gravity Storm

Foundation:
3x The Kyokugen Karate Innovator
3x Holding Ground
4x Battle Prowess
3x Will for the Fight
3x The Ways of Punishment
4x Red Cyclone of Mother Russia
4x Program Malfunction
4x Inhuman Perception
3x Distractible
3x Cutting Edge
3x Criminal Past
3x Blinding Rage

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Chaos Flare into something HUGE imo. Yuri gains life... Lots and lots and LOTS of life. Chaos flare uses all that life gain to turn something increadibly huge. Use Earth's discard/hand control to push it through and Bob's yer uncle.

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Yuri doesn't really gain any life. The only card in the deck that gives any vitality at all is Battle Prowess, which only works on the opponent's turn (so it's not a reliable method of lifegain; supposing they only go for the one-shot with Shin Shoryuken/other Powerful attack?).


Rejection, Kung-Fu Training, The Bigger They Are...; these are all great Water cards (the first two also having Life helps with chaining a bit). But that would require that you play a slightly heavier Water base. Whether or not that's something you want to do is just kinda personal taste.

The attack lineup may be the problem. Gravity Storm is just a bit of a waste - eight difficulty, two check, and slow. Worth looking at as possible replacements are Butt Slam (if you do go the "need to gain vitality" route), Moon Slasher (matches zones with the other attacks you're using, also previews the next check), Midnight Pleasure (a much better high difficulty alternative to GStorm), Flying Edge (punishes momentum generation, and cheap), and particularly Double Grounder, which is a very easy 18 damage for Yuri. Sardine's, Wingless Aeroplane, Big Cyclone, Annu Mutsube, Rera Kishi Matek, and Solar Flash Dance are also quite viable.

Foundation-wise, there's a little wiggle room for some good stuff. The King of Fighters 2006, in particular, should prove useful, most especially if you choose to play Double Grounder - it provides momentum generation and hand stripping at the same time (useful for making sure the damage from Grounder in particular go through). You may consider cutting out one copy of Cutting Edge (it's overly redundant in numbers greater than two; see Olcadan's Mentoring for why this is bad), and adding in the fourth copy of Blinding Rage. Beyond that...it's all what you like in tech (Revenant's Calling...).

My last thought on it all...consider removing The Kyoukugen Karate Innovator. It's really not worth the difficulty and 4-check. Yeah, Spike puts a nice +7 on stuff, but most people won't be running anything over a 5 unless it's definitely going to one-shot you; and in those cases, they have some way to work around that added damage anyway. Cheap, reusable (preferably free, when possible) damage pumps are what's really going to work the best here.

 

Ed: And TWoP is already in the deck...

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hey nav. the deck looks pretty solid. i think u should run The Glare from the Abyss so that you can get rid of the last card when u Ways their hand away. if u need supah uppahs i have 2 i can lend u. and i have 2 of adams, but u'll have to ask him if u can use em if u need em

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I would take out the red cyclones in favor of glare from the abyss. This will allow you to drop their hand then go to town on them. Also i suggest adding in another ways of punishment and taking out one cutting edge since you only need one cutting edge in play. Also I suggest one more will for the fight and one more blinding rage because hand control and olcadan's are pretty heavily used right now.

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