Draw "Mill" Ken - Fun with All

By dshaffer, in UFS Deck Building

Principle design for a Ken deck. Looking for input before playtesting

Ken Draw Mill
6/6 *:::Ken:::* HS 6, Vit 26 (All,O,V)
E Discard 1 Momentum: If this attack deals damage, each player draws X cards. X equals the damage dealt.
E Commit 1 Foundation: Each player chooses one of their opponent's momentum which isdiscarded

Actions
2 x 5/2 Flying Power Bomb (All) Split Attack
4 x 3/4 Taking in Students +1M (All,O,V) - First F

Assets
4 x 2/3 Ookie +1M (All) Unique, Split Attack
4 x 0/6 Olcadans Mentoring +0L (8)
3 x 3/4 White Gi +2M (All) Unique

Attacks
2 x 5/2 4H2 Flying Power Bomb +2H (All) Ranged, Split Action
4 x 6/3 4M6 Kazuya Reppa +1H (All) Multiple 1
4 x 4/3 3M1 Ookie +1M (All) Powerful 2, Split Asset
2 x 7/2 5M8 Ryu's Shin Shoryuken +2L (All) Powerful 3

Foundations
4 x 1/5 Altered Mind and Body +1M (All)
4 x 2/5 Antisocial +2M (All)
4 x 1/5 Bereaved +2M (All)
4 x 3/4 Bitter Rivals +2M (All)
4 x 2/5 Blood Runs True +1H (All)
4 x 1/5 Conditioned Reflexes (All)
4 x 2/4 Fight or Flight+2M (All)
4 x 3/4 Independant Operative (All)
4 x 2/6 Lord of the Makai +1M (All)
4 x 3/4 Make a Difference (All)
4 x 2/6 Son of a Tycoon (All)
4 x 4/4 Street Baller +4M (All)

Play Summary: While it has a nice array of attacks, your principle means of defeating your opponent uses Ken's first E to have them consistantly draw more cards then they can handle. You do this mostly by letting your opponent hit you, using a wide array of life gain to counter balance the damage dealth.

Individual card notes: Ken's effect is your main source of forced draw. Antisocial can also result in a lot of cards being picked up and discarded, especially in early matches where they're tempted to play more then one attack a turn. Son of a Tycoon is mostly supplemental, it helps with draw but also helps with checks. Blood Runs True and Make a Difference can also help with card draw, however they're principly there for defense. Flying Power bomb is pure mill and there mostly for the action side.

Lord of the Makai and White Gi are there purely for momentum. I'd like a better source of momentum then White Gi, but All's choices are a bit limited and I'd like to keep things pure All. If you need White Gi's draw ability, something's going wrong.

There's a ton of life gain cards. Ookie, Altered Mind and Body, Bereaved, Conditioned Reflexes, and Independant Operative should hopefully give you enough life gain to survive until they mill out. To keep yourself from milling out, you have a slightly larger then normal deck, plus Street Brawler and Taking in Students to bring you back down to a normal hand size, important if you have Antisocial in play. Shin Shoryuken and Kuzuya Reppa both have effects that bring you back down to a normal hand size too.

Olcadon's Mentoring and Blood Runs True keeps cards that can ruin your strategy from hitting or staying in the field. In BRT's case, this includes 'One shot kill' attacks. Fight or Flight and Make a Difference also help keep one shot kill cards to a minimum. You want attacks to do damage, but not to the point they kill you. Bitter Rivals is a bit of a meta card. It can get rid of attacks but you mostly want to see what's in their hand and change block zones for those times you dont have enough life gain to counter the damage taken.

Suggestions anyone? Any clear flaws I forgot to take a look at here?

Its a cool idea.... I was using a similar deck with zangeif...