**Kyoshiro**
Attacks
[3] Sardine Beach Special - 7/2 8/3M
[4] High Plasma Beam - 4/3 3/3H +1H
Actions
[4] Tag Along - 5/4
Assets
[4] Seal of Cessation - 3/3 +2L
[3] Olcadan's Mentoring - 0/6 +0L
[3] Assassination Arts - 3/5 +2H
Foundation
[4] Program Malfunction - 3/5 +1M
[4] Experienced Combatant - 3/5 +2M
[4] Chinese Boxing 3/5 +3M
[3] Psycho Style - 2/4/5
[4] Blood Runs True - 2/5 +1H
[4] Forethought - 1/5 +1M
[4] Makai High Noble - 1/6 +1H
[4] The Anti K' - 1/4/5 +3M
[3] Amy's Assistance - 2/4 +1M
[3] Charismatic - 2/3/4 + 2H
[4] The Bigger They Are... - 2/4 +3M
[4] Aquakinesis - 1/5 + 3H
[3] Cutting Edge - 2/5 + 2M
This is a straight up Order Control Deck. It wins the game by commiting the board of the opponent and keeping it committed. When I am ready, I will throw Sardine Beach Special following by a High Plasma Beam to win the Game. Both of these cards can hit someone for over 15 Damage each easily.
The Defense of the deck include the 15 commit effects (Program, Experienced, Chinese Boxing, Psycho Style), it has 12 CC Hack (BRT, Forethought, The Anti K'), And Damage redux includes Amy's Assistance, Assassination Arts, Cutting Edge.
Anyone who knows me, knows that if I'm not Drawing Cards, I'm not happy, my draw engine for the deck is The Bigger They are... (Kyoshiro is 5'4" and is incredible short with regards to the feild) and Aquakinesis to keep my handsize up and give me options, and they pump up High Plasma Beams.
The Seals are there to shore up any missing defenses, Olcadan's to remove or get around problematic cards like Chester's Backing/Red Lotus of the Sun/Destiny. Tag Along is just there to get me back my Attacks that I checked, and to counter any abilities like Hugo's Draw Ablity etc.
The Deck spills off Order, Attacks from Earth Only and I can chip (a 10 damage chip) with HPB and tag along has earth. It also splashes for The anti K' off Chaos because the card is great and can force people to commit cards and lets me emtpy my hand faster so I can dig into the foundations I need or attacks that I am looking for, oh and early game it can just shut off people's turns and combo's with forethought. As stupid as this sounds, Experience Combatant works real hard in this deck, as it doesn't commit for it's effect and is open to fuel psycho style and forethought.
As for checks it has 3 2's, 8 3's, 19 4's, 35 5's, 6 6's
The sideboard is still in progress, and any comments/suggestions would be appreciated.