Zi Mei Promo

By guest446545, in UFS Deck Building

Hi, I've been playing this deck for quite a while and it's given me quite a lot of fun and actually pretty good results. I'd like to know what you think of it and what cards you would take out or add to it. My problem is that I haven't got most of the expensive cards so I had to make do with what I had, but the deck is still pretty playable. I also had to change it pretty quick after the ban list (Bitter Rivals out) so I'd like to hear your comments.

Zi Mei Promo - Fire

Attacks

4x Zi Mei's Wheel Kick (U)

4x Melancholic Mercurius ©

2x Gaishiki Lunar Rebellion ©

4x Hurricane Kick (U)

4x Nisho Kyaku ©

1x Fury of the Ancients (UR)

Actions

4x Kung-Fu Training ©

Foundations

2x Bushinryu Ninpo © // Included to replace Bitter Rivals

4x Hope for One's People ©

4x Manifest Destiny ©

4x White Magic ©

4x Adoration ©

2x Blinding Rage (SE) // Included to replace Bitter Rivals

2x Superior Witch (U)

4x Impressive Physique ©

4x Always in Motion (U)

2x Solitary Assassin ©

2x Kazama Ninja Arts ©

2x Enraged Golem

4x Communing with the Ancients (U)

Strategy

Basically, the point is to use your character just about every freakin' turn to buff up the damage of every attack you play and every multiple, while using its react to take care of the most annoying cards ahead. I usually kill using a REALLY buffed up Nisho Kyaku, and if the opponent resists that I send out a Melancholic Mercurius, Hurricane Kick or even the Fury of the Ancients (when I get it) to finish the job.

Bushinryu Ninpo - An easily played foundation (0/4), its effect really helps when you need to finish off an opponent and don't want any Tag Along, No Memories or other pesky reactions getting in the way. You only need to sacrifice the card as first form, and that isn't hard :)

Hope for One's People - I went crazy when I saw that card. The VERY powerful ability to commit any card in your opponent's staging area, playable as a form - meaning you can get a LOT of things out of the way before you attack - with excellent stats (0/5) and even a High block! The only drawback being it's a Desperation form, but its stats make it very playable anyway.

Manifest Destiny - Another very powerful card. 10 of the attacks share 2 symbols with your character, and a load of the foundations do as well, meaning it's a very easy way to commit your opponent's cards and make sure he doesn't pester you. In the worst case, you can use it on Kung-Fu Training to commit your opponent's most annoying cards :)

White Magic - Very nice stats, a Mid block, and the ability to easily produce momentum made this card a must in the deck.

Adoration - Helps boosting your attack speed to make sure they aren't stopped.

Blinding Rage - 'Cause I hate my cards getting destroyed, and it has nice stats as well as a Mid block.

Superior Witch - In case your opponent manages to use a speed-boosted kill before you, it allows you to bring the speed back to normal and block the attack. It can also be used in case your opponent managed to reduce the speed of your attack, so that at least it won't be too easy for them to block it.

Impressive Physique - An easy +3 damage on your attack is always nice. It used to work really well with Bitter Rivals, but even without it'll boost the damage of most of the attacks. Nice stats as well, AND a Mid block.

Always in Motion - One of the cards I have the most doubts on, it allows you to discard your multiples from the card pool when they have hit. However, its lack of a block and the fact that itself needs momentum to be used bugs me. However, if you don't manage to kill with one multiple, you'll probably manage with too - especially if the multiples were of a Melancholic Mercurius ;)

Solitary Assassin - In case you need momentum and haven't got any, it can be used on one multiple attack to produce momentum for the next one, and I also use it with the Hurricane Kick to allow its effect to take place.

Kazama Ninja Arts - Also used (as well as Superior Witch) to block your opponent's kills. Also possesses a Low block.

Enraged Golem - Acceptable stats as well as a powerful effect (usually +4, sometimes even +5 damage to a single attack) make this card a good addition to the deck. It's only problem is its lack of a block.

Communing with the Ancients - Here's another card which produced general enthusiasm when it came out over here. Its ability to give +1 to all control checks for attacks make it invaluable in aggro decks, especially as its symbols are a perfect fit to most of those decks (Fire, Air and Chaos are usually very agressive decks, no?), and it possesses acceptable stats like Enraged Golem. However, it also has Enraged Golem's flaw - no block.

Kung-Fu Training - Used to make sure that Tag Along or other cards (Omnidirectional Cluster Bomb's flip, etc...) shall not stop your character in her tracks, as well as to give your kills a high speed boost, with good stats and an excellent Mid block.

Zi Mei's Wheel Kick - An easy to use Stun 3 with a CC3. Used on first or second turn to set the pace and on the final turns to pave the way for the kill.

Melancholic Mercurius - A good Multiple attack with a magnificent ability, an annoying Low zone and even a block. Has a CC2, though.

Gaishiki Lunar Rebellion - Stop those annoying assets from making your life hell, and the damage bonus gives your opponent enough of a scare for it to be deemed quite useful, especially as it can be used with Manifest Destiny. Unfortunately, CC2.

Hurricane Kick - A bit low damage but that flaw is easily seen to with Zi Mei's ability. It's High zone, Multiple ability and EXCELLENT Enhance (if this attack deals damage, your opponent's control checks get -2 for the rest of this turn) make it another of the cards that can lead you to victory. Low CC of 2, but good card nevertheless.

Nisho Kyaku - An excellent attack apart from its CC2, its built-in ability to speed up as well as its good start damage and High zone make it one of the Kills of the deck (I always laugh when I get it to 10/10 or 10/13 ^_^ )

Fury of the Ancients - A card I rarely managed to use (most of the time because it was control checked), its high speed and ability to multiply by sacrificing foundations (Multiple 3!!! O_o ) make it another of the deck's kills.