The Chaotic Frog Goddess of Pain and Destruction- Chaos Negase

By BlackFireDragon, in UFS Deck Building

Characters :
***Negase***

Foundations: 43
4 N-Type Human
4 The King of Fighters 2006
4 Red Lotus of the Sun
4 The Bigger they Are…
4 Controller of Souls
4 Trapped in a Nightmare
4 Lord of the Makai
3 Counter the Assault
3 Oral Dead
3 Destiny
3 Sting Like a Bee
3 Military Combat Arts

Attacks: 11
4 Galactica Phantom
4 Dash Low
3 Fire Kick

Assets: 10
3 Olcadan's Mentoring
3 Lynette's Shop
4 Path of the Master

CC Breakdown
1cc 0
2cc 3
3cc 8
4cc 10
5cc 33
6cc 10

Diff Breakdown
8+ diff 0
7 diff 4
6 diff 3
5 diff 0
4 diff 4
3 diff 3
2 diff 40
1 diff 7
0 diff 3

Cards in Deck 64 + Character
Average Diff. 2.47
Average CC 4.61

Blocks: 54
Highs: 15
Mids: 23
Lows: 16

Side deck:
4 Seal of Cessation
3 Lesser of Many Evils
1 Military Combat Arts


Ok, so this deck is actually kind of fun, and Negase can be a beast. Basically the idea is to build up momentum and foundations, use Negase and other cards to dump your opponent's hand into their momentum so they cant block, then after using the Negase + PotM + SLaB combo to draw lots and pump your checks up hugely (if your opponent lets, you, other wise they just dont get a hand) you throw a string of huge Galacticas and other attacks to kill. Momentum is like hand grenades in this deck, for her is either fuels the combo or keeps her alive with her ability, for my opponent it fuels Galactica and Counter the Assault and ditchs the hand. (FYI, I dont use the momentum gen for my opponent every turn, only when I need them to have it). The deck has been doing well so far, but can always use help from outside sources and different points of view. Let me know of any ideas you have that could help, thanks

I tried the deck without the Military Combat Arts, but it slowed it down a lot so I added them back in and am trying it again.

Nice deck!

You're probably a Nagase fan, and that's why you're running her, but this deck would kill sooo much faster with Fio, imo.

oh man final confrontation is your worst enemy!

OhSteven said:

oh man final confrontation is your worst enemy!

Has anyone ever even played that card? I know no one does in my area nor have I ever seen anyone play it... but I guess I'd have to side in SoC if it ever was played and was a problem.

However it wouldnt really be a problem, since I dont hold onto momentum for any longer than a turn (and can gain it back on my opponent's turn) and dont play that many foundations out, about the same as an average air deck.

RockStar- actually no Im not, I just have always though she was interesting and kind of goofy. As for Fio, noooooo, I at first thought about it and realized it would destroy the deck. Fio is WAY to slow, would die quickly with her low life and lack of defensive ability, not to mention I couldnt add their whole hand to momentum nor could I do the PotM + SLaB combo

Ok, I wanted to get some people's thoughts on this, the deck has been doing very well so far, but theres always room for improvement. One thing I've been thinking about is switching out the Dash Lows for Crack Counter Vaulting. Im not really sure if it would be a good idea or not, there are both goods and bads brought about by it.

Pros of Crack Counter
- reversal
- cool static blocking ability
- can draw back hand after a string of foundations
- restricting the cards my opponent can play because they are at the bottom of the deck

Cons of Crack Counter
- +1 to the block
- switching a Low attack for a High
- Less damage
- deck isnt designed to play one weak attack
- If blocked, I get nothing (easy to fully block)
- can be discarded by Bitter rivals

Pros of Dash Low
- Low attack (can be harder to fully block)
- better block modifier
- +2 to my next check (not actually all that important for the deck)
- more damage (only 1 more)
- cant be discarded by Bitter Rivals

Cons of Dash Low
- ability doesnt do too much in the deck, mostly just if I cant get much or any check pump from SLaB
- its just a block on my opponent's turn (not really that bad of a thing, but still)


anyway, I'd like to hear some people's ideas on the matter. thanks

I'd definitely go toward Crack Counter. It's easy to block UNLESS their hand is nearly empty and they're worried about eating a Fire Kick, and the hand-refill ability is fantastic. Dash Low just doesn't really do anything for ya, it's just an orange card when Fire Kick will probably be doing all the killing you'll ever need to do.

Crack Counter seems like a viable option in this deck.