if a get hata 2...

By trane2, in UFS Deck Building

i can build this deck.

Character: James Hata 2

actions: 3

3 kft

assets: 3

3 lynete's

attacks: 17

4 wheel kick

4 pommel smash

4 first rite

3 second rite

2 third rite

foundations: 34

4 adoration

4 comuning with ancients

4 savage fighter

4 evil plans

4 tae kwon do zephir

4 empire's ruin

4 manifest destiny

3 hope for ones people

3 kof 2006

2 white magic

the point of this deck is 2 turn 2. against a 20 health character i will almost always turn 2 if i draw attacks and get a communing with ancients out turn 1. if i don't turn 2, i can still kill, but it becomes more dificult becuase i can't tap there entire board before going for the kill.

How exactly do you T2?

Let's say... T1, you hit Communing - Savage Fighter - KOF2006 - Hope for One's People, all of which are guaranteed except KOF and that only takes a 4.

T2, you draw 1st Rite, Wheel Kick, Pommel Smash. It makes sense to play them in that order -- so you get a 3L3 stun:2 with a guaranteed check, a 2H1 stun:3 with a guaranteed check, then a Stun:1 3H2 Pommel Smash (its free E triggers Hata), with a tiny chance to need a foundation to pass your check. Now say you want to make it really count -- so you enhance with Savage Fighter, Hata R to the cost 4H3, effect resolves 4H8, enhance with KOF + hata R, 5H9 (and they lost a card), then enhance with Hata E (tapping Hope), Hata R 6L10.

Even if Stun could trigger Hata's R (and it doesn't; the keyword is "your opponent commits X foundations"), your total damage output would be 17. The last hit is virtually unblockable, okay, but your foundations are simply not strong enough to support such a one-dimensional attack strategy.

I would honestly run Hata2 off Death/Fire. I would then proceed to run jank like Manifest Destiny, Trapped in a Nightmare, Commitment to Exellence.

Remember that his R ability works anytime a foundation is committed. So, should you Manifest, you actually net +2 spd and dmg! Same with Trapped.

I would also run the Launcher + Breaker combo as kill.

My friend SMurzzurco runs this garbage and it reliably kills T2, and against opponents w/higher VP! Makes me wish I had a Hata2, fo realz!

also if you splash air you can get chinese boxing and even shooting cap.

Upper Claw > manifest > manifest > chinese boxing = 11H11 lol

Also a big finisher against life gain decks (prowess, etc) is Hades ax > Midnight Launcher > Dragon Flame

Using the E on dragon flame alone makes it 6m19 (usually they have at leat attempted to block the first 2) and with a manifest or chinese open its sudeenly 8m21 or easily a 10m23

Used to be what i did after someone rejected Midnight Launcher.

Also you may be thinking to yourself, "well with a 6 HS how do you setup a combo attack, too unreliable". That's why you cheat and just store them in your momentum, and grab them as you need them. (from the mouse humility, i was probably one of the few rockin that baby before LoTM was banned lol)

Empires ruin another good one. It becomes "Commit one foundation, your attack gets +1dmg and +3spd"

Anything that commits for dmg/speed boost is that much more dangerous with Hata

Wafflecopter said:

How exactly do you T2?

Let's say... T1, you hit Communing - Savage Fighter - KOF2006 - Hope for One's People, all of which are guaranteed except KOF and that only takes a 4.

T2, you draw 1st Rite, Wheel Kick, Pommel Smash. It makes sense to play them in that order -- so you get a 3L3 stun:2 with a guaranteed check, a 2H1 stun:3 with a guaranteed check, then a Stun:1 3H2 Pommel Smash (its free E triggers Hata), with a tiny chance to need a foundation to pass your check. Now say you want to make it really count -- so you enhance with Savage Fighter, Hata R to the cost 4H3, effect resolves 4H8, enhance with KOF + hata R, 5H9 (and they lost a card), then enhance with Hata E (tapping Hope), Hata R 6L10.

Even if Stun could trigger Hata's R (and it doesn't; the keyword is "your opponent commits X foundations"), your total damage output would be 17. The last hit is virtually unblockable, okay, but your foundations are simply not strong enough to support such a one-dimensional attack strategy.

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generally first turn goes more like comuning, savage fighter, adoration, and a zero diff or 2. even if second turn went like you described as long as i get out some dmg pump i turn 2 a 20 health char because on turn 2 with thier board tapped, they are not gonna be blocking anything. if i get out savage fighter turn one i generally win against a 20 health char turn 2. also thanks to mulliganing i generally draw the hand i need to start the game so i almost always get out communing with anncients + dmg pump turn one.

made some revisions with the deck, thanks for the sugestions.