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The Price of Greed - Void Aggro/Control Print E-mail
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Written by John Martin   
Monday, 24 September 2007
As a UFS player, I generally consider myself to be the kind of person who prefers the aggro approach. My *Iori* and *Mr. Karate* decks that I posted on this wonderful site a few months back are probably testament to that idea. But ever since the day I became conscious of how collectible card games work on the tournament and high competitive levels, I always understood that control was the preferred, more dominant style of play. While I consider myself an intelligent, thinking human being, control often strikes me as boring, monotonous, and otherwise just frustrating to play, even if it keeps you in a winning position of the game pretty reliably. While I more often than not play to win, if I ever came up with anything along the lines of a control deck it would have to be something original, something innovative. Something fresh.

With an All or Nothing event coming up within a few days, I decided that I would capitalize on the recently released promo characters to come up with something unexpected. My initial Void deck was a *Necro* build that ideally became a hyper-discard engine by not too late in the game. In practice, unfortunately, it did not seem quite as good as I thought it would be, although I really didn't play it enough to give it a fair judgment. Regardless, I thought I'd try something new. And the new promo character that struck my interest at the time was *Greed*.

Of all the random new characters they threw into Soul Calibur III, Greed was probably one of my favorites. So I took a look at his abilities. He had *Mr. Karate*'s stats (5HS 28 Vitality) and interesting abilities. So two days before the All or Nothing event, I threw together a Void *Greed* aggro/control deck that seemed really cool at the time. And in playtesting it, I realized that I created a monster almost entirely on accident.

This deck went 3-1 in a standard tournament with extremely high-level players and has so far dominated all of its challengers in All or Nothing events.

Character

*Greed*

Attacks

2x Shadow Banishment (7/3 3H9)
4x Tiamat's Rampage (6/3 3M12 P:4 S:3)
4x Hatobi Kudaki (5/3 2L5 +2H)
4x Ryu's Shoryuken (5/3 4M6 P:1)
4x Demon Pheromone (5/2 3M5 +1L)

Assets

4x Overwhelming Strength (3/4)
3x Red Gi (3/4 +2H)

Foundations

4x Yoga Mastery (4/6)
4x Charisma (3/6)
4x Mortal Strike (3/5 +2M)
3x Tendon Strength (3/4 +3L)
4x Merciless (2/6 +2M)
4x Evil Shunned (2/5 +2M)
4x Lost Memories (2/4 +4M)
4x Grieving for the Master (1/5 +1L)
4x Rat Chaser (1/5 +0H)

Total Cards: 60
Average Difficulty: 3.38
Average Control Check: 4.3

The beauty of this deck is that it can more often than not establish all the control it wants on turn 1 and then expand from there. Most Void control seems to be primarily based on discard; the fewer cards in your opponent's hand, the better. And even though people say that discard is far from dead, with frequently maindecked cards in the format such as Defender of the Empire and Tendon Strength, relying solely on discard is dangerous when a single card can force you to slow down or even stop the primary mechanic of your deck. So instead of worrying about what's in your opponent's hand, this deck pays more attention to what's out in play right now.

The turn 1 control secret of this deck is as simple as this: try to get Overwhelming Strength in your opening hand, and then play it. So why is this so different from any other deck that runs Overwhelming Strength? Because *Greed*'s Form ability ensures that your opponent will never get even the one momentum necessary to remove it from play. *Greed* does benefit from having momentum to a small degree, but he seems to run optimally at the 0-1 range. If your opponent somehow manages to procure momentum before their next Ready Phase, simply turn *Greed* sideways to force your opponent to discard down to 0 momentum. Nothing is quite as untouchable as a Form ability printed on a character card. Only *Leona* would be able to do something about that. Oh, wait, she's committed. Whoops.

The rest of this deck focuses on slowing or even driving to a complete halt your opponent's efforts to kill you. *Greed*'s guaranteed momentum control makes Mortal Strike and Grieving for the Master that much more playable. Evil Shunned is also played to contribute to the damage reduction fest. I actually chose to opt out Awakening for Evil Shunned because this deck has all the hand control it needs in Red Gi. Not only that, but with *Greed*'s otherwise crappy 5HS, he needs all the card advantage he can get. Rat Chaser is thrown in for that purpose as well. The funny part is that Rat Chaser makes Red Gi's second ability playable; giving your opponent two extra cards is worth being able to respond to draw four in some cases.

Further adding to the deck's damage reduction theme are Hatobi Kudaki and the deck's true MVP, Demon Pheromone. To me Demon Pheromone seemed to slip under the radar with the release of the new sets, falling to the might of such attacks as Scourge of Zeus, Moonbeam Slicer, and Mi-na Frankensteiner. The idea is to bait your opponent into blocking other attacks, then throwing out Demon Pheromone. Upon not being blocked, it sits in your momentum and pretty much guarantees you will almost never take damage again.

Ryu's Shoryuken is just an all-around good, fun attack to use. It even allows you to pitch a card you don't need to draw into something that hopefully might be more useful to you. It also gives you some use for your momentum. While Powerful: 1 is nothing to really be afraid of, you'll want to pitch all of your momentum that isn't consistent of face-up Demon Pheromones to Ryu's Shoryuken. That way you can keep the momentum lock on your opponent until they've pretty much surrendered the game in their mind. Shadow Banishment and Tiamat's Rampage are obviously the deck's kill cards. You play them down when you're ready to win. Shadow Banishment, of course, is always good to throw out whenever you so desire, but Tiamat's Rampage is truly a "I think it's time for me to win this game now" card.

I honestly never took the time to come up with a sidedeck for *Greed*. I threw in Awakening in case I actually needed it and Power of the Edge to add an annoying control element that allowed me to keep my momentum count low. But from my personal experience, this deck operates so well on its own that I found neither card necessary.
Last Updated ( Wednesday, 26 September 2007 )
 
Akuma: Controlled Rush! Print E-mail
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Written by Scott   
Monday, 17 September 2007

Main Character

**Akuma**


Characters:
2x *Akuma*
2x ***Akuma***
2x ****Akuma****
2x *****Akuma*****

Attacks

2x Messatsu-Gohado

3x Buffalo Headbutt

2x Akuma's Tomoe Nage

4x Kunai

4x Multiple Headbutts

2x Kongoko-Kuretsuzan


Actions

3x Power of the Edge

Asset

2x Goken's Beads

Foundation

4x Dirty Pool

4x Shinobi Tradition
2
x The Merchant's Message

4x Ruthless Villainy

4x Unbridled Rage

4x Lost memories

4x Floats like a butterfly...

4x Dark Hado (Next Level version)

all you do with this deck is play two foundations, then use **Akuma**'s first ability to give +2 to your check and attack, after you have some foundations out with control stick it to them. when facing against a heavy responce ability deck switch to ***Akuma*** and then get Floats like a Butterfly... out and repeat process. ***Akuma*** plan does take time to get going but it slows down the responces that your opponent plays very fast.

Last Updated ( Monday, 24 September 2007 )
 
K.Win.Dec Print E-mail
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Written by Jesse Christensen   
Saturday, 15 September 2007

leader:

1 *K*(Promo)

Atacks: 8

4 Tsunami Sabre
4 Geyser Thrust

Actions: 4

4 Hop

Assets: 8

4 Fruit F#@!er
4 Eminence

Foundations: 40

4 Whereabouts Unknown
4 Float like a Butterfly
4 Dark Hado(The next Level,Chaos Symbol.)
4 Meaning in Mastery
4 Modified Shadow Style of Yagyu
4 Mysterious Past
4 Cold and Haughty
4 Ruler of Southtown
4 Material Advantage
4 Gather the Soul

Credit goes to Lenny Owens for coming up with the idea for the deck.
Seems good though not sure for the sideboard yet.

Last Updated ( Saturday, 15 September 2007 )
 
Seong Mi-na's Art of Confusion Print E-mail
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Written by L   
Friday, 14 September 2007
When i first seem **Seong Mi-na** , i was like what is the point of first effect . But after a while when i saw some other Order cards, i decide to make this deck. It still need improvement , cause its hard to stall in UFS . Please give any suggestion. here is the decklist :

Starting Character :

**Seong Mi-na**

Character Block: 4

4 X Any Character that shares 2 symbols with seong mi-na

Attacks : 12

4 X Mi-na Frankensteiner
2 X Heavy Willow Divide
3 X Piggyback Tulison
2 X Ryu's Shoryuken EXTRA
1 X Somersault Kick ( I wanted to play more but i only got one =( )

Actions : 5

1 X Run away
1 X Infiltrating
1 X Get Lost
2 X Psychic Teleport

Assets : 3
1 X Eminence
1 X Seal of Essence
1 x Scarlet Thunder

Foundations : 47
4 X Order And Law
4 X Blind Stance
4 X Megalomania
2 X Trade your passion for Glory
2 X Ring Veteran
4 X E.S.P
2 X Mystic
4 X Quick
1 X Quick to Anger
1 X Shotokan
2 X Charisma
4 X Whereabouts Unknown
1 x Ling Sheng Su Style Rod
1 X Won't Settle for Second Best
2 X The Hero Of Southtown
2 X Ruler Of Southtown
2 X Rat Chaser
1 X Dragonfly
2 X Armored Defence
1 X The Eternal Psychic Idol
1 X Wandering Master

ok here is the decklist, i know its huge . since its a 71 cards deck. Well Basically u are suppsoe to stall....and use Order and law and blind stance to make the player draw cards....then u gkkep removing the important cards from their discard pile....I remember in of the match , i manage to remove all my opponent's attacks... He couldn.t do anything after that.... Its pretty fun to play. Again pls give any suggestion for changes , ty

Last Updated ( Saturday, 15 September 2007 )
 
Akuma wins Print E-mail
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Written by Jesse Christensen   
Friday, 14 September 2007
Leader:

1 Akuma 5 *****

Atacks: 20

4 Kunai
4 Blazing Cadenza
4 Messatusu-Gorasen
4 Go Shryuken
4 Roundhouse Kick

Splits(Atack/Action): 4

4 Instant Hell Murder

Foundations: 36

4 Full Power
4 Twisted Moral Code
4 Unrequiented Love
4 The Raging Demon
4 Live for the fight
4 Beginner's Luck
4 Shinobi Tradition
3 Lost Memories
3 Glimpse of Fate
2 Constant Training


Need help with sideboard other then thats seems good.

Last Updated ( Friday, 14 September 2007 )
 
Blood Riot iori Print E-mail
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Written by Joe Tonello   
Wednesday, 12 September 2007

Iori has been my favorite character in the King of Fighters saga since I first picked up 95 ironically his first game. The one advantage iori has always had is that he rarely changes in game. Being my favorite fighting game character its only natural that he was a natural choice for me in UFS....heck hes the reason I started. This deck does what the title says this simulates iori when he is at his most violent and brutal. Blood riot phase. The deck hits extremely hard with punishing attacks at break neck speed.

Characters 3

Main character,Iori.

2 . Haohmaru.

Attacks
3 Sumo Smash
3 Helm Divider
3 Knee Shot
3 iori's fire ball
3 drop kick
3 Winds of waste
2 Rage of the 8 madiens
3 Deejays Low Roundhouse

foundations
3 Take you all on
3 Ancient arts of Yagami
3 Dark Hado
3 Beastial Fury
3 Do Gooder
3 Clones
3 Unorothodox Fighting Style
3 Elementalist
3 The flames of Finality
3 Masterful Duelist

Actions
4 Absurd Strength

3 Characters
23 Characters
4 Actions
30 Foundations

Last Updated ( Thursday, 13 September 2007 )
 
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