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[CFV] Onmyo Stealth Rogue, Seimei/ Transformation Stealth Rogue, Kuzunoha


Just Crouton

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273px-PR-0135EN_%28Sample%29.jpg273px-PR-0134EN_%28Sample%29.jpg

 

Legion: [ACT](VC): Legion20000 "Transformation Stealth Rogue, Kuzunoha" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[ACT](VC):[Counter Blast (1)] If this unit Legion, choose a unit on your (VC), search your deck for up to two cards with the same name as that unit, call them to separate (RC), shuffle your deck, and at the end of that turn, put the units called with this effect on the bottom of your deck in any order.
[CONT](VC):During your turn, if you have a rear-guard with the same name as a unit on your (VC), this unit gets [Power]+3000.

 

Mate: [AUTO]:[Soul Blast (1)] When this unit is placed on (RC), if your vanguard is Legion, you may pay the cost. If you do, choose one of your rear-guards not named "Transformation Stealth Rogue, Kuzunoha", search your deck for up to one card with the same name as that unit, call it to (RC), shuffle your deck, and at the end of that turn, put the unit called with this effect on the bottom of your deck.

 

Thoughts?

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This is so beautiful....Magatsu ride chain this and 12 crits....all the pressure and hand advantage are so beautiful.

 

I think the best advantage this may offer are the empty columns to avoid removal\lock skills...not that great pressure tho, since they have no viable ways of making 20k+ columns so your opp use less cards to guard and the hand sizes tend to be equal

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Main thing about this is, with only 1 rearguard on the field, you can create three full lines for rushing while keeping yourself from losing shields by calling units to RC.

Early game, that full 3 columns rush hurts. Like, hurts that much especially if you can pull off the Magatsu chain in the meantime. Lategame is another thing entirely, but it's good to establish early game dominance.

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I think the best advantage this may offer are the empty columns to avoid removal\lock skills...not that great pressure tho, since they have no viable ways of making 20k+ columns so your opp use less cards to guard and the hand sizes tend to be equal

16k is good enough because you're essentially forcing those G0's out the hand while you have literally not played a card from your hand.

 

Main thing about this is, with only 1 rearguard on the field, you can create three full lines for rushing while keeping yourself from losing shields by calling units to RC.

Early game, that full 3 columns rush hurts. Like, hurts that much especially if you can pull off the Magatsu chain in the meantime. Lategame is another thing entirely, but it's good to establish early game dominance.

Lategame you're pretty solid as well. As long as all of your Kuzunoha's are all intact (not in damage zone) you get the luxury of treating Seimei like Maching Tarantula treats himself. You ride one over another and then soul blast the two legion material. And the green grass grows all around and around...

 

The only down side to them right now is that you really are not able to stride. So unless the Murakumo stride is derplicons of awesome then I'm afraid I can't go forward into the next generation.

SN: Murakumo is my main clan and Nubatama would be as well but ECG for some reason hates them...the only clan whose Legion wasn't realesed.

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These two are quite the annoyance in fights.

 

My friend runs a MuraTama deck and runs this Legion. And going up against it, even with his own Magatsu Murakumo deck is a definite pain. And I'm probably going to hate this duo even more once Stride arrives for the Murakumo.

 

Then again, the abilities of calling rearguards that "disappear" after battle really screws up other players using something along the lines of the Narukami where you can't exactly retire any rearguards when there aren't any.

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