BLOCK 3- Yi Shan the Three Headed Dragon

By Psyscape, in UFS Deck Building

Well I finally finished my Yi Shan deck and it was a interesting journey to get it where it is currently.
The name of the deck is based off of it being a tri-symbol build, I tried to include a mix a things I like so here goes nothing,,,,

~CHARACTERS~

4x 6/6 *Yi Shan* (Earth,Good,Life) 6HS 29VT +0M

~FOUNDATIONS~

4x 0/6 Infected (Good,Life) +2H
3x 2/5 Strife's Patronage (Life) +0H
3x 2/5 The Red Lotus of the Sun (Good) +3L
3x 2/5 Revenant's Calling (Earth,Life) +1M
3x 4/5 Tough Outer Shell (Life) +2M
3x 2/5 Will for the Fight (Earth,Life) +3M
3x 3/5 Criminal Past (Earth)
3x 2/5 Heidern's Assassination Arts (Earth,Life) +1L
3x 2/5 Destiny (Good)
4x 2/4 Amy's Assistance (Earth,Good) +1M
3x 1/4 Battle Prowess (Earth,Life)

~ASSET~

4x 3/6 Lynette's Shop (Infinity) +1M
3x 0/6 Olcadan's Mentoring (Infinity) +0L
3x 3/3 Seal of Cessation (Infinity) +2L

~ATTACKS~

4x 5/3 4H4 Yuri's Super Upper (Earth,Life) +2L Breaker 1,Powerful 1,Punch
4x 4/3 3L4 Lynx Tail (Good) +2H Breaker1,Kick
4x 5/3 1M4 Rera Kishi Matek (Good,Life) Throw

~SIDE BOARD~

3x 4/4 Nature's Force (Good,Life) +2M
3x 3/5 Rejection (Life) +1L Breaker 2
2x 0/5 Malicious Intent (Life) +1M

Well theres my deck performance wise it runs rather smooth and I hardly have troubles with my chains. The foundations where picked for there defensive applications while still promoting a little speed and damage buffs. The assets are rather simple and straightforward. The attacks are the area that I am a bit concerned with, all my attacks flip 3's and my only mid attack is a throw so I am happy with that but I would be interested in upping the power of the line up a bit.

The sideboard as you can see is odd with all the cards being actions, honestly I just couldnt figure out what I wanted in there. Personally I like Nature's Force and Rejection but I am thinking about changing Malicious Intent to something else.

Well there you go I hope you guys like it and any comments or questions are welcomed.

Psyscape said:

~ATTACKS~

4x 5/3 4H4 Yuri's Super Upper (Earth,Life) +2L Breaker 1,Powerful 1,Punch
4x 4/3 3L4 Lynx Tail (Good) +2H Breaker1,Kick
4x 5/3 1M4 Rera Kishi Matek (Good,Life) Throw

~SIDE BOARD~

3x 4/4 Nature's Force (Good,Life) +2M
3x 3/5 Rejection (Life) +1L Breaker 2
2x 0/5 Malicious Intent (Life) +1

Going to try to keep attack suggestions to 3cc to keep your checks high

  • Heavenly Phoenix Dancing Stomp (Rare) = Good/Earth. 4H for 7D with a useful enhance and a fantastic action side.
  • Annu Mutsube (UR) = Good/Life = Reversal that doesn't require a block. 4H for 5D.
  • Swooper Kick (UC) = Good/Earth = 4 diff, 3H for 4D, has the Kick keyword, works well with Heavenly Phoenix Dancing Stomp.

I'd highly recommend looking into those three. The Super Uppers in your deck are fantastic as well.

Sidebaord wise, keep the Natures Forces, they're fantastic. Also keep the Rejections for the same reason, personally I'd up to 4x Rejection. I'd also recommend experimenting with ***Gaira*** in your sideboard, his react nerfs damage redux nicely. This should leave you:

~SIDE BOARD~

3x 4/4 Nature's Force (Good,Life) +2M
4x 3/5 Rejection (Life) +1L Breaker 2
1x 6/6 ***Gaira*** +0

I'd also heavily recommend you either up your attack count or cut your deck size. At a 72 card deck with 12 attacks, your early killing power is hindered.

Hewittzil said:

Psyscape said:

~ATTACKS~

4x 5/3 4H4 Yuri's Super Upper (Earth,Life) +2L Breaker 1,Powerful 1,Punch
4x 4/3 3L4 Lynx Tail (Good) +2H Breaker1,Kick
4x 5/3 1M4 Rera Kishi Matek (Good,Life) Throw

~SIDE BOARD~

3x 4/4 Nature's Force (Good,Life) +2M
3x 3/5 Rejection (Life) +1L Breaker 2
2x 0/5 Malicious Intent (Life) +1

Going to try to keep attack suggestions to 3cc to keep your checks high

  • Heavenly Phoenix Dancing Stomp (Rare) = Good/Earth. 4H for 7D with a useful enhance and a fantastic action side.
  • Annu Mutsube (UR) = Good/Life = Reversal that doesn't require a block. 4H for 5D.
  • Swooper Kick (UC) = Good/Earth = 4 diff, 3H for 4D, has the Kick keyword, works well with Heavenly Phoenix Dancing Stomp.

I'd highly recommend looking into those three. The Super Uppers in your deck are fantastic as well.

Sidebaord wise, keep the Natures Forces, they're fantastic. Also keep the Rejections for the same reason, personally I'd up to 4x Rejection. I'd also recommend experimenting with ***Gaira*** in your sideboard, his react nerfs damage redux nicely. This should leave you:

~SIDE BOARD~

3x 4/4 Nature's Force (Good,Life) +2M
4x 3/5 Rejection (Life) +1L Breaker 2
1x 6/6 ***Gaira*** +0

I'd also heavily recommend you either up your attack count or cut your deck size. At a 72 card deck with 12 attacks, your early killing power is hindered.

I think I will look into the Heavenly Phoenix Dancing Stomp I had fun with that card in casual testing. As for the Sideboard Upping to 4 Rejections might not be a bad idea though I am not a fan of Gaira3 might go with another SoC just in case,

Also the deck is 61 cards counting the starting character not 72 but either way thank you for the suggestions.

Psyscape said:

I think I will look into the Heavenly Phoenix Dancing Stomp I had fun with that card in casual testing. As for the Sideboard Upping to 4 Rejections might not be a bad idea though I am not a fan of Gaira3 might go with another SoC just in case,

Also the deck is 61 cards counting the starting character not 72 but either way thank you for the suggestions.

Apologies on the deck size, please ignore my inability to count! lengua.gif

I haven't tested this myself yet... but with the Enhance on Heavenly Phoenix Dancing Stomp (+5 to next Kick), you may need to check the numbers of your kicks in deck if you want to use the Enhance to full effect.

SoC for last sideboard slot sounds fine.

Have you given any thought to Tag Along?

Looks pretty good, man. It seems kinda strange to me that you'd go so heavy on Earth and not include Inhuman Perception or TWoP, but I suppose you tested those and found you didn't need them.

And yeah... kinda seconding a reccomendation for Tag Along here. I'm not quite sure what you'd take out for it (side it over Malicious Intent maybe?) but I'd give it consideration.

Some good attacks I can think of off the top of my head:

Butt Slam (4/3 3 damage throw with a good block. gain 2 vitality if they don't block)
Naruto (5/3 4M5 with a built in draw effect)
Rising Conquering Punch (8/3 3M8, just a big solid Earth/Life move)
Sniping Arror (7/3 4H7 with a speed bonus to your next move if it hits)
Sakura's Shinku Hadoken (4/3 4M4 Reversal with a free life gain E)

also, I noticed a lack of Tag Along, Kung-Fu Training, and a card that any Yi-Shan deck should have in it Distractable. Distractable negates those nasty enemy rejections and any Enhance DR they have. I would take Destiny out for it unless it's a meta thing, because Destiny, while the best anti-cc hax card I can think of right now, is also a sideboard card.

Well thank you all for your suggestions it means a bunch to me.

As for the overall suggestion concerning Tag Along I may remove the Malicious Intents for them over all I dont need much in the way of recuresion though shutting off a character ablitiy would be rather useful, Thank you all for that suggestion

Concerning your suggestions Travis I tested Inhuman Perception and it really didnt do to much for me though I would be very interested in testing TWoP though I dont own any for some odd reason.

And quarzark I would like to add Butt Slam to the line up in stead of the Ruru throw I am using but I am one Butt Slam short of a set as soon as I get the last one I will be running it. Over all I would like to avoid any attacks above 5 diff to make my attack strings smoother and if I have to go with a mid zone attack in general I would prefer it to have the throw ablitiy. To be honest I forgot entirely about KFT though I dont feel I need it at this time. As I have plenty of Speed bumps between my attacks build in speed buff plus HAA. Distractable is a very good suggestion though the long the game goes the stronger my deck plays in general and Destiny is main due to prior instances with CC Hax and my opponent rollin a 6 when I didnt need them to. Though I do see the benifits of moving it.