New Player: Fire Sagat. Advice?

By orchunter13, in UFS Deck Building

So, uh, this is my first UFS deck (it's really just a slightly modified Sagat starter >_> ), but I really like the playstyle. However, even with the foundation damage and speed bonuses, I figure I can pack a little more punch by throwing in some more earth cards. Well, here's the list:

Characters (2)

Sagat **** x2 (second is just for blocking, came in the deck)

Foundations (30, a lot of these are not that useful...)

Tensho Kaireki Jin (plan on editing out, though it is kinda useful to make it a tad harder to block)

Sensing Weakness (again, makes my attacks harder to block)

A Powerful Offer (great card for putting my foundations in play while attacking)

Exceptional Poise (pretty good since I increase speed a good amount)

Bounce Back (conditionally useful speed boost)

Teenage Champion (nifty for putting all those CC5 foundations into play :D )

Superior Balance (conditionally useful, probably going to edit it out)

Reunited x3 (useless to me. focuses on reversals, which I lack. going to be edited out)

No Memories (decent, but once again, only conditionally useful. saves me from a damage or speed loss)

Manifest Destiny (eh, only conditionally useful. probably going to get the boot)

Savage Fighter x3 (pretty nifty. If it's my third attack, +5 damage :D It's good for now, but I'm sure there are better cards)

Psychotic Power (decent, but not great for this deck.)

Separated (useless. no reversals.)

Adoration (great card, speed boosts based off off opponent's foundations :D )

Blinding Rage x2 (another great card. When my foundations are destroyed, I can take 'em out of my deck :D it's the bane of foundation hate decks :D )

Bushinryu Ninpo (eh, decent, but not great)

Sting Like a Bee x3 (pretty good, makes it easier for me to play my foundations)

The End Justifies the Means (only decent. I rarely play it, what with its low CC and such. probably going bye-bye)

Get up and Go x3 (a tad useless in the beginning, but later in the game, this card is great! speed boost equal to momentum - 5 :D )

Attacks (20)

Nisho Kyaku x3 (great card, has a built in speed boost that's pretty high. It usually averages around eight to ten speed with one enhance :D )

Toro Zan (another pretty good card, with a built in speed bost. Usually around six to eight speed with one enhance)

Zessho Hoho x2 (Great card, with built in speed boost equal to my momentum :D Great late game)

Byakko Soshoda (decent. conditional speed boost; if my opponent uses a response, it gets a pretty good speed boost.)

Tetsu Zanko x3 (good card, lets me gain vitality equal to my momentum, so it useful late game to keep me afloat :D )

Kubikari x3 (I don't really like this card. At all. I really want to get rid of it.)

Super Tiger Ki x3 (a powerful card, since its damage goes up for every foundation before it in the card pool. Since this is a Sagat deck, that's a lot :D )

Kagesukui (another one of those "doesn't really fit in" cards. I wish to remove it.)

Tiger Fury x2 (my favorite cards in the deck :D This natural damage enhancer as well as Sagat's built in damage enhancer usually rounds this late game finisher out to about twenty or so damage :D :D :D :D )

Melancholic Mercurius x2 (decent. it's got multiple, and those multiples get speed bonuses. Probably going to be removed.)

Assets (3)

Kiga Cave (decent, makes it harder for me to be blocked, but could be better)

Ready for Anything x2 (great card. as long as I play a foundation before an attack, it gets faster and stroner. Also, it lets me draw more cards :D )

Actions (5)

Rock Crush (Horrible. No reversals. *sniff* Definitely going to be removed.)

Kung-fu Training x2 (probably my favortie action in the deck. Makes my attacks much faster; on average about +5 speed or so)

Work in the Restaurant (decent. Makes my attacks faster based off of their difficulty, giving Tiger Fury another +7 speed :D )

39th Bushin Master (Another one of those cards I just don't like in this deck. *sniff*)

Well, that's my beginner's deck. Any advice/ideas?

I'm seriously considering making the deck Fire and Earth, as opposed to just Fire.

Also, cards I'm considering adding are things like Origins Unknown, Tiger Wave, and Fury of the North.

If you can help at all, I'd greatly appreciate it. Thank you!

Kryzen Beastfang

One question needs to be asked : will you be playing in standard format or in Legacy? In Legacy, there are loads of good cards but I can't tell you which to get because I'm not good in Legacy ^^ However, for standard format, here are a few which can be useful, and at a budget :

Ready For Anything 4/3 +3L (All Earth Fire) : An asset with slightly doubtful stats but with a nice effect. If you've got a non-attack card before your attack, it gives you +1 speed and +3 damage for free, and that's always good ^^ If you've got a Fire Character (such as Sagat ^^), you can commit this card and one foundation to draw 2 cards, which is VERY good. It's an uncommon card but quite easy to come by.

Origins Unknown 1/5 +1H (Earth Fire Life) : This foundation is one of the best if you use Earth Fire foundations, as its speed bonus gets quite huge as the game goes on. I've already mentioned it to you, but still recommend it again. The trouble is it's a bit hard to get (at least in a box, we only got one or two per opened box).

Enraged Golem 3/5 (Earth Evil Fire) : This foundation gives a hefty damage bonus just by committing it, usually +4 or +5 damage.

No Memories 4/4 +3M (Death Fire Void) : If you wish to give a control side to your deck, this foundation is just great. Its stats are the only problem, but its enhance cancelling effect really saves games (cancelling a Multiple, Powerful, Stun or other such enhances is really powerful).

Manifest Destiny 1/4 +1L (Death Evil Fire) : Same as No Memories, if you wish to give your deck a slightly control side, this goes in quite well. It can commit any problem foundation that shares a symbol with one of your cards (even a character)

Transference 1/5 +1L (Evil Fire Order) & Evil Plans 2/5 +2M (Evil Fire Order) : These two are given together as, for the cost of 1 momentum and comitting them both, it gives your attack a damage boost even before the Enhance Phase.

Kung-Fu Training 2/5 +1M (All Evil Fire Life Void Water) : You've already put 2 in, but I advise you to add 2 more as not only does it give an easy speed boost but it's action cancelling effect is very powerful (cancels Tag Along, for example, and other such cards)

The Tae Kwon Do Zephyr 0/5 +2L (All Earth Fire) : If your attack's damage is reduced under its printed damage, it can return it to printed and can otherwise give it a small boost. Its stats are also very good.

The Silent Soldier 1/4 +1M (Earth Fire Life) : Other people may not agree but this foundation can allow you to know your next check at the same time as sometimes giving it a damage bonus. It doesn't work too well with Sagat's Enhance, though (because searching your deck means you shuffle it afterwards and changes the top card of the deck).

Brooding 1/5 +3H (Death Earth Fire) : This foundation is easy to get, provides a small damage boost without needing to commit and works well with Origins Unknown.

The Street Life 4/5 +4L (Earth Evil Fire) : This is a bit doubtful but when you've given your attack a damage bonus this ups it even further and can sometimes even allow you to one-shot.

Cobra Blow 4/2 2H2 +1L (Earth Fire Order) / Split Action 3/2 : This is just stupid when used with Origins Unknown, and is often used as kill in a lot of decks. I'm not sure it's easy to come by though, as Realm of Midnight booster boxes are nearly always sold out as soon as more are available.

I'd also advise you to run a few Earth foundations as there are some really good ones and Sagat allows you to get some more without needing to play them directly.

Battle Prowess 1/4 (Earth Life Water) : This foundation is excellent and common meaning you can easily get your playset. It allows you to gain life equal to the difficulty of an attack in your opponent's discard pile simply by committing it. The life gain it offers is just too good to pass up on ^^

The Ways of Punishment 2/5 +0H (Earth Evil Void) : It looks a bit tricky to use but is actually very good when you're going for the kill. Discard cards up to 1 card less than what your opponent has in hand and attack till they're down.

I don't really like Fury of the North as passing full tap is very risky if your opponent manages to survive.

These are some really good cards...

I looked them all up, and these cards mostly fit right into the strategy! Thanks for all your help :D

Also, I'm pretty sure that Fury of the North could be used properly... if you use the Ways of Punishment, get your opponent down to virtually no cards, then bait them with a regular attack to block, then you can finish them off with a carefully orchestrated Fury of the North. I'm not positive it'll work, but I'm going to try and get my hands on most of these cards and try 'em out :D

Once again, thanks for your help.

I tried this but the thing is they didn't always block. They keep the block in hand for the attack that would kill them, so that's why you need to make both attacks deadly. OR use TWoP on just one attack to make your opponent discard his whole hand if you're sure that your attack will kill - after all, if the game ends, why worry that this will be your last form of the turn?

For good damage pump I prefer to use regular foundations rather than Fury of the North, and trust me I tested it ^^

Thanks for the advice! I ordered some of the cards you recommended online today... got me some Cobra Blows, Ready for Anything, and a couple of others.

And yeah, I see what you're saying about the Fury of the North thing...

Ah, and I added some cards you recommended. They worked really well :D

Thanks a lot!

I'd also recommend using some throws for his E: search your deck

All of ragnars new throws (crushing embrace of jotun, and Body slam are really great. Also some of rashoteps stuff could work if you consider running of earth (Sandstorm throw is great here)

Plus, they reprinted Close Throw, a badass throw that would work very well as a set up attack.

Thanks for the advice, everyone! I looked at the cards you all recommended, and they all seem great!

Also, the updates seem to be working. I was playing against my brother just now, and I got Tiger Fury to a speed of 12 and 220 damage :D

I had like 24 foundations in play, and the card The Street Life is really useful when you've got that many damage boosting abilities... >:]

Thanks everyone!

Even though the street life is very fun and all, I've found that using it does not change much.. 40 damage tiger fury and 100 damage tiger fury, they both kill the opponent.

I'd suggest you might take it out and add Program Malfunction or something, to help get rid of irritating foundations