Jin Kazama - Fire, with a bit of Death

By Tinman, in UFS Deck Building

This is my second Jin workup. Off of Death, Jin has access to Character based abilities, and some very powerful chaining, but lacks Draw power, or the continual threat that other symbols offer. Off of Fire, Jin has access to some serious power. Add in some Death tech, and Jin can be very potent. While it is my personal opinion that Fire is a bit of a "solved" symbol (ie improvements are known), I am still working with it, trying to see where I can make it go.

Characters 4
4x Jin Kazama (Chaos) (Fire) (Death) 3/6 +0M

Attacks 20
4x Cleave 5/3 (Fire) (Death) 4H5 +0M
4x The Boot 4/3 (Fire) 3M5 Stun:1 +1L
4x Tandoya 5/3 (Fire) 3L5 Stun:1
4x Leg Slash 4/3 (Fire) (Death) 3L5 Breaker:2 +2H
4x Midnight Launcher 4/3 (Fire) (Death) 3H7

Assets 6
2x Tekken Forces 2/5 (Death)
2x Ymirfang 3/4 (Fire) (Death) +2M
2x Eiserne Drossel 3/5 (Death) +2M

Foundations 36
4x For the Money 2/5 (Fire) +3M
4x Communing with the Ancients 3/5 (Fire)
4x Financial Troubles 2/5 (Fire)
4x Brooding 1/5 (Fire) (Death) +3H
4x Intimidating Presence 2/5 (Fire) (Death)
4x Unstoppable Warrior 2/4 (Fire) (Death)
4x Hope for One's People 0/5 (Fire) +3H
4x All Life is Prey 2/5 (Fire) (Death) +3L
2x Stand Off 2/5 (Fire) +3M
2x Need to Destroy 3/5 (Death) +2L

Side 8
2x Paid to Protect 2/5 (Fire) +3M
2x The Hunt is On (Death)
4x Zi Mei's Wheel Kick 3/3 (Fire) 2H1 Stun:3 +2M

Card By Card

Jin: Hashed to death, no doubt. Helps out checks, boosts damage, good stats. No doubt he will remain tapped the whole game. Stacking more Jins means more possible damage, and more check security.

Cleave: Solid attack, unbeatable block. Its printed 5 damage means Unstoppable Warrior can go to town, and its higher than average speed is good too.

The Boot: Great stats for a card like this. Mid zone is the only downside, but can't argue with a Stun and 5 printed damage.

Tandoya: Probably the first card I am thinking about replacing. Low Zone is good, 5 printed is not bad either. Variable Stun can help out as well, plus it is another Keyword to mix with Need to Destroy.

Leg Slash: Low Zone, good damage, breaker, and only 4 Diff. Fairly staple card in any Fire deck.

Midnight Launcher: Um. Yes.

Tekken Forces: Destruction fodder, plus some form of security if I blow up most of my foundation base.

Ymirfang: Damage, and asset destruction. Basically can act as an extra Unstoppable Warrior.

Eiserne Drossel: Speed and extra damage. This can really push the damage through early game. Speed 6 Cleaves, Speed 5 Midnight Launchers.

For the Money: Yeah. Hard choices all around. Do they give me the +2, or do they let me tack on an extra count to All Life is Prey. Either way is win-win. Can also be used on blocks to either tap out the opponent, or block easier.

Communing with the Ancients: Extra Jin effect, with added benefit of being able to be destroyed and still help out.

Financial Troubles: Draw Power, or hand control. Early game is better than late, but it can push their resources to the edge.

Brooding: Damage and cheap foundation. Nice for finishing pokes.

Intimidating Presence: Extra foundation destruction. If I can push early attacks, I can keep their board to a minimum, or just use it to add to my own tally.

Unstoppable Warrior: Damage stacking Damage. All my attacks can benefit, and the foundation destruction can add even more damage.

Hope for One's People: Cheap foundation, can use to commit out annoying foundations (Stand Off, Paid to Protect, etc), as well as destruction fodder.

All Life is Prey: Damage, again. Benefits off of all other foundations, and can be used on multiple attacks for max damage.

Stand Off: Pretty much mandatory in any deck that can run it.

Need to Destroy: Destruction Fodder, times two. Blow it up, then blow it up again. And the ability is not bad on a Stun or a Breaker, for added problems.

From what I have done with the beta versions of this deck, fast aggro seems to be the name of the game. Going off by turn 4 is key, though later than that is not devastating. I may still need to tweak some cards for symbol chaining, but that is still workable. Hopefully I can get past the learning curve of the deck quickly and really work to perfecting it. I'll add more as I work with the deck more.

-Mr. Tinman

PS: Yes, I know Knight Breakers would be good in the deck. Same with Dragon Flames. Currently, I only have one Breaker, and I am going for consistency first and foremost.

Update:

Managed to get some good playtesting in on the deck. Made a few changes as I went along:

+1 Stand Off : More of these is not bad. Good defense for early game, I have found. Don't actually use it for aggro as much, unless I have built 3-4 times better than opponent.

+2 Knightbreaker : Damage. Managed to get these recently, and they do wonders in the deck. Needed to switch up the attack line up a bit to make the combo work, but definitely worth it.

+4 Neutron Bomb: Good attack with a decent combo ability. In reality, the power is in the card draw option. I am able to drop this T2 and later and recoup the card loss for cheap. Also adds in a new mid attack for the Knightbreaker combo.

+4 Enraged Golem: Damage. Ususally 5 in this meta, 4 in some decks. Plus I can blow it up once it is used for another +3 or +4.

-4 Intimadating Presence: Not enough benefit for the cost in this deck. Seeing as how I can usually go off T2 or T3, my foundation base is better suited to be used for damage bumps instead of destroying their base.

-2 Need to Destroy: Chaining was an issue, and the benefit was less than optimum. Great in a Death build off the same principle, but not required in this Fire build.

-4 Tandoya: No block, low speed, and a higher difficulty. A pain to have sitting in my hand, as I know I can't block with it, but I want to hang onto it to attack the next turn.

So far the deck is undefeated for what I have played. Against some decks, I have gone off a turn early, and been killed because of it, but I turned around and finished the set strong. MVP in most games was either Unstoppable Warrior or Leg Slash. Leg Slash is very potent in this deck, as opponants tend to hold their High blocks, looking for Launchers and Breakers. Then I can swing a fully bumped Slash.

Poll: Would the Neutron Bombs be better served as something like Over the Shoulder, Mark of the Beast?

-Tinman

Thanks for giving me some ideas to work with. I'm trying to take some principles from Jin and use them in Chaos White Crane.

This is awesome, very similar to my Jin deck. Nice. I like the changes you made too, that's what I would have added. My deck is slightly different:

1x Jin Kazama, 6HS 28V, Chaos/Death/Fire

Character Cards (3):

3x 3/6 Jin Kazama +0M (Death/Fire)

Assets (3):

3x 2/5 Gienzende Nova And Frischer Himmel +2M (Fire)

Foundations (35):

3x 3/5 Enraged Golem (Fire)
2x 3/5 Need To Destroy +2L (Death)
4x 2/5 All Life Is Prey +3L (Death/Fire)
4x 2/5 Intimidating Presence (Death/Fire)
3x 2/5 G-Corp Leader (Death)
4x 2/4 Unstoppable Warrior (Death/Fire)
4x 2/5 Stand-Off +3M (Fire)
4x 2/5 Financial Troubles (Fire)
4x 1/5 Brooding +3H (Death/Fire)
3x 0/5 Hope For One's People +3M (Fire)

Attacks (18):

3x 5/3 Crushing Embrace Of The Jotun +3M (Death/Fire)
4x 5/3 Hammer Of The Gods+3M (Fire)
4x 5/3 Knight Breaker +0H (Death/Fire)
4x 4/3 Midnight Launcher (Death/Fire)
3x 4/3 Leg Slash +2H (Death/Fire)

Total: 59+1 cards

Sideboard (8):

4x 2/4 Martial Arts Champion (Death/Fire)
4x 2/5 Paid to Protect +3M (Fire)

Other cards considered were POTM, Tekken Forces, Eiserne Drossel, Ymirfang, Memories That Stain Its Armor, Corrupting Force, Neutron Bomb, a few others etc.

Basically it's the same as your initial concept, I tried to stick with it though and with G-Corp Leader's interactions, it's really dumb. I had Tekken Forces but I like Hilde's asset better of Fire chains, it's more relevant most of the time. All the destruction along with just mauling people is working really well for me so far.