First shot at [Air] Taki

By Ziephnir, in UFS Deck Building

Starting character: Taki*


Attacks:

4x Zi Mei's Wheel Kick 3/3 2h1 (Stun: 3) +2M

4x Dragon Lifter 4/2 3h4 (Weapon, Stun: 2) +4M

4x Execution Technique First Rite 4/3 3l3 (Weapon, Stun:2) +2L

4x Dream Scroll 4/3 3h3 (Weapon) +2M

4x Ninja Cannon: Fury 5/3 3l5 (Combo(Weapon, Weapon)) +2M


Assets:

2x Path of the Master 2/5 (Unique) +2M

2x Rekki-Maru & Mekki-Maru 2/5 (Taki only, Weapon, Unique) +2M

2x Tower of Remembrance: Ancient Gate 3/5 (Terrain) +2H

2x Eiserne Drossel 3/5 (Unique, Weapon) +2M


Foundations:

4x Perfect Sense of Balance 2/5

4x Unknown Son 2/5 +3H

4x Loves Her Blade 2/5 +2L

4x Standoff 2/5 +3M

4x Communing with the Ancients 3/5

4x Just Kidding 2/5 +3L

4x Quick Exit 1/5

4x Mishima Zaibatsu Leader 2/5 +2H


Side Board:

4x Tieh Lei, Iron Thunder

4x Acrobatic

32 foundations 8 assets 20 attacks actions 1 character 60 face down foundations

10 high blocks, 12 low blocks, 26 mid blocks, 12 non blocks

average diff: 2.73

average check: 4.27

card by card:

Taki*: If you dont know what she does: taki-lg.png

her First F has proven to be brutal against the few decks ive been able to play with her so far, its nice to blank a Torn Hero and proceed to stun down the board regardless of it being out. her E lets me chuck attacks at my opponent and still have it be a build turn by sending attacks to an improved momentum, my staging area. the building advantage she has is overwhelming.

Zi Mei's Wheel Kick: part of the Zi Mei's Wheel Kick >> Dragon Lifter combo. Stun : 3. its 1 damage so nobody cares to block it normally meaning it will probably go down to be a blank foundation with Taki 's Enhance.

Dragon Lifter: one of the best attacks in the format. early game Zi Mei's Wheel Kick > Dragon Lifter is a almost unblockable 8-9 damage that my opponent is forced to take while both of them become foundations at the end of the turn.

Execution Technique First Rite: another Low attack (hardest to block ATM), a Low block, Stun : 2 and the Weapon keyword. its a very solid attack and it fits perfectly in the deck.

Dream Scroll: another Weapon card to fuel Furry ninja cannon combo. it also gives a pretty sizable speed pump to the cannon or forces your opponent to put a block in his cardpool to stop the speed.

Furry ninja cannon: the decks big flashy kill condition.

Path of the Master: this card is broken, and even more so when you can Quick Exit it back up for another use in 1 turn.

Rekki-Maru & Mekki-Maru: most people like this card for its E , but since I rarely gain momentum i use it a lot more for its F . Since your attacks act like your staging area is your momentum, and since "4.3.7 A player may look at the reverse side of a face down card in their staging area." you get to recur that attack you stashed there, or replay that card that your opponent flipped for Taki 's First F . effectively turning Taki into a 7HS character.

Tower of Remembrance- Ancient Gate: Worried about those pesky combo cards? Nah. this card is the biggest defense a character off these symbols will have.

Eiserne Drossel: Free speed pump yay. cards that do things and don't get flipped by Taki 's First F .

Perfect Sense of Balance: commital defense. stops stun heavy characters that are dominating the meta.

Unknown Son: A +2H block that has more of an effect than playful, which has a +3H Block

Loves Her Blade: A +2L block, and if Taki gets commited and i have unwanted attacks in my momentum i can do something with them.

Standoff: blank foundations>damage pump=win. most of the time it becomes fodder to keep people away from my other foundations with Taki' s First F.

Communing With the Ancients: check bonuses and card draw if path is out. its an obvious choice for aggro decks.

Just Kidding: another speed pump card, the deck has a healthy amount. again it reveals their hand. also the decks only low block.

Quick Exit: hey man, you like your broken card? well ima let you use it again. this card serves so many purposes its rediculous. im kinda tired of typing though so im gonna forgo listing all the reasons this card can save a turn or pull off a kill. extremely good support piece.

Mishima Zaibatsu Leader: it is a sideboard card that's been mainboarded for the sake of better blocks.

Sideboard;

Tieh Lei Iron Thunder: Theyre sitting around after my Yi shan deck and here for slightly off symbol anti discard

Acrobatic: i would put this in the main deck except i am back of the line to get them, if we ever get more than 1

the main focus of the deck is to pretty much play whatever is in your hand minus blocks and have it all go to your staging area to fuel your next turn. i chose air for a few reasons, theyre pretty obvious because theyre pretty much the only cards without life on them: Wheel kick, lifter, standoff and communing. these are 4 of fires biggest cards and wind just happens to share them. they help the deck go at a faster pace compared to whats available in life. the deck is also extremely uniquely defensive with the way it completely disrupts your opponent.

id appreciate your comments.

credit to Lordaggro for his nice elements of deck list formatting

Edit: the taki picture got squirreled. its good they have her in one of the news posts.

Glad to know someone reads my decklists. happy.gif

Have you considered momentum generation such as Assassin's Secret or Ascending Zephyr in order to use Rekki-Maru and Mekki-Maru* 's E without having to sacrifice anything related to your strategy? I think the first one is particularly good for you; it combo's off most attacks in the deck (and can set up Dragon Lifter as well), and it provides that High block you need. Also, Execution Technique First Rite gives you access to a Weapon attack with the Stun keyword, so you can have another avenue you can use Clash of the Ages with.

Last but not least, nice call on rule 4.7.3 . Fine bit of research right there.

Only four low blocks? Maybe some more low blocks? Seems cool I'd love to see Taki in play.

LordAggro said:

Glad to know someone reads my decklists. happy.gif

Have you considered momentum generation such as Assassin's Secret or Ascending Zephyr in order to use Rekki-Maru and Mekki-Maru* 's E without having to sacrifice anything related to your strategy? I think the first one is particularly good for you; it combo's off most attacks in the deck (and can set up Dragon Lifter as well), and it provides that High block you need. Also, Execution Technique First Rite gives you access to a Weapon attack with the Stun keyword, so you can have another avenue you can use Clash of the Ages with.

Last but not least, nice call on rule 4.7.3 . Fine bit of research right there.

i was already considering first rite as a replacement to Seal, its a weapon, it has stun, and its a low block.

the thing about momentum in general in this deck is i feel that taki can be played 2 ways, shes got alot of momentum friendly cards, and alot of facedown cards in staging area friendly cards. when i get bored of trying to squeeze out this idea im looking at building her off chaos and doing nasty things with momentum, but i made this deck trying to optimize the use of the face down cards and gaining momentum just feels like it will take away from the efficiency of the deck.

Only four low blocks? Maybe some more low blocks? Seems cool I'd love to see Taki in play.

id love to play more, and first rite will give me 4 more, but a majority of airs low blocks are on attacks and the attack base for this deck is fairly firm.

Good point. Looks like it is gonna wreck face.

Im trying to build my own Taki deack but without access to the set yet iv got nothing but paper to go by.

I understand what you are saying about Tower of Remebrance - Ancient Gate (hereby reffered to as ToR-AG so i dont have to keep on spelling it) and how it stops the opponents combos but surely it will stop yours too. It will ready at the start of your turn no matter what and the only way to commit it to stop its static effecting you is to play its E which will force your first attack to be turned face down stopping it adding to the later combo.... how do you get around this in such a combo heavy deck?

Theo

Theo said:

Im trying to build my own Taki deack but without access to the set yet iv got nothing but paper to go by.

I understand what you are saying about Tower of Remebrance - Ancient Gate (hereby reffered to as ToR-AG so i dont have to keep on spelling it) and how it stops the opponents combos but surely it will stop yours too. It will ready at the start of your turn no matter what and the only way to commit it to stop its static effecting you is to play its E which will force your first attack to be turned face down stopping it adding to the later combo.... how do you get around this in such a combo heavy deck?

Theo

its not nearly always out, but a normal combo in the deck has looked kinda like wheelkick>lifter>dream scroll>furry ninja cannon. with alot of variants finding their way in. but the most blunt way i can say it is that you just have to have the extra attack to blank. it sucks to have to do it, but I think the defence it provides against combos and kill turns in general is worth it. Seal will also act as a scape goat to it, resolve Seals E first and the one on ToR-AG either fizzles or does nothing, not that it matters which. which oh lol you can get back with rekki-maru & mekki-maru's F. more often than not there will be a way to deal with it, if not, you wait another turn and watch your opponent struggle to kill you soon

i cant really say with any amount of certainty about it though, ive only played roughly 8 games with the deck so far since its thanksgiving week n all and my area isnt doing a tournament this week.

Btw: im open to internet games on skype or some other IM. PM me or email at [email protected] if you wanna try to set stuff up.

Edit to main post:

I've done some balancing of the blocks and trimmed excess fat that was thrown in while i was building it in 5 minutes after the prerelease.

i miss seal though and am tempted to run the deck with 24 attacks

a card id love to put in but am too tired to find out what it should replace is the box topper, Quest of Souls . it is "anti Taki" support, but this Taki i made would simply love it, being Ricky-Martin & Mickey-Mouse's F only slightly better. only problem with the card is its a 3 diff without a block.

until it becomes a fuzzy tree living creature:

SCIV2P01.jpg

I really like Quest for Souls in Taki, especially when you have that AND her asset, since then there'll be no problem to keep your stand-offs (or whatever you need), even if you use Taki's F each turn.

it also recurs attacks that went down with Taki's E or any card that went down with Furry ninja cannon's E.

Ziephnir said:

it also recurs attacks that went down with Taki's E or any card that went down with Furry ninja cannon's E.



Yes obviously. :P I just meant that there is a point in having both of them.

If you use Seal you can semi-loop it as well. :)

I'm a little confused on the Perfect Sense of Balance in the deck. If you're playing against a stun deck, all it's going to do is turn this card over, as it's the only card that's an issue in the deck... and even still it's more of a road bump. Between that and Quick Exit, both of those cards just scream to be turned over as soon as they hit the table. Quest of Souls is only good in multiple copies... but it's still good.

I'd be tempted to play Musoh-Battou-Ryu to be able to move cards that are face down from your opponent's staging area into their card pool on their turn, and Evil Destroyer to blow up their face down foundations during your kill turn. Both of them might also be bait to be turned over, but having board advantage is extremely important.

Musoh-Battoh is pretty much a staple I feel.

Have not read the entire decklist, just commenting on the attack lineup since it's what struck me as odd at first.

You only have one Kick for Dragon Lifter's Combo. If you want hotness, it and Assassin's Secret combo off of each other (Dragon Lifter is a weapon and has Combo Kick and Assassin's Secret is a kick and has Combo Weapon). So if you need momentum (for Rekki-Mekki or Loves Her Blade, for example), start with Dragon Lifter (or any other weapon), then acquire free momentum with Assassin's Secret. If you want damage output, start with Assassin's Secret (or Wheel Kick) then follow with Dragon Lifter.

Assassin's Secret is a must to get the necessary momentum for Rekki/Mekki and Loves Her Blade (and Musoh-Battoh-Ryu if you decide to add it), especially if you want to speed-build with her E turning all your attacks into foundations instead of momentum.

to be honest, im not completely sold on the last few suggestions.

concerning the remarks about certain foundations: yeah they can be turned over, but so can every foundation i can put in the deck. there's also the fact that it's 1 at most of my foundations being flipped a turn, the more good foundations i play the more either my opponent stresses about what to pick, or stresses that he cant do anything about it except stall and wait to see if i use my First F enough for them to flip over what they need gone in order to kill me.

ill admit ive overdone it alot, but you don't have to use the First F every turn, if theres nothing worth flipping then i wont activate the first F.

the thing about assassin's secret is that to put it in i either need to run 24 attacks, or take out a weapon. running 24 attacks was fun but not competitive. and taking out a weapon just makes it harder to pull off a cannon early.

ive also not run into a problem generating momentum to use for rekki-maru&mekki-maru, and whenever it's a threat to an opponents kill turn the people ive played have generally been smart enough to put something in their card pool before attacking so its nothing more than +1 progressive. it also just sucks against xianghua cus of her F.

ill sideboard assassin's secret and musou battoh ryu to test them out though

another note, she decided to completely fail at drawing or checking well at all in her first tournament.