Among the ninja clans in the game of Vanguard, Murakumo is a clan that focuses its tactics on a hit-and-run style of fighting. Specifically, this clan is capable of calling copies of units to the field, using them to attack, and returning them either to hand or deck at the end of the player’s turn. This style of fighting has the advantage of saving resources in hand while being able to attack with units that are called from the deck, not unlike the Paladin clans in this game. Although this is the case, the fact that the majority of the superior-called units in this deck return to hand or field enables the player to conserve attackers while avoiding control mechanics found in other clans, such as Link Joker and Kagero. With all of this in mind, the G Murakumo build seems to best supply the player with the essence of Murakumo combat tactics. Here is the deck list:
Grade 4 Units
4x Ambush Demon Stealth Dragon, Homura Raider
3x Ambush Demon Stealth Rogue, Kagamijishi
1x Ambush Demon Stealth Fiend, Ushimitsu Train
Grade 3 Units
4x Stealth Rogue of Revelation, Yasuie
3x Covert Demonic Dragon, Magatsu Typhoon
Grade 2 Units
4x Stealth Dragon, Runestar
4x Stealth Rogue of the Flowered Hat, Fujino
4x Tenjiku Stealth Rogue, Dokube (12K Beater)
Grade 1 Units
4x Gateway Stealth Rogue, Ataka (Stride Helper)
4x Stealth Beast, Charcoal Fox
4x Stealth Beast, White Heron (Perfect Guard)
Grade 0 Units
3x Chain Sickle Stealth Rogue, Onifundo (Starter)
4x Stealth Beast, Cat Devil (Critical)
4x Stealth Fiend, Yukihime (Heal)
4x Dirk Stealth Rogue, Yaiba (Critical)
4x Stealth Dragon, Hiden Scroll (Stand)
One of the deck’s main mechanics is centered around calling copies of units from the deck to the field while placing those copies back to the deck at the end of the player’s turn. Yasuie’s skill searches for up to two copies of one of the player’s rearguard units when a stride is placed on Yasuie. The player then places these copies to field, shuffles the deck, and returns the units called due to this effect to the bottom of the deck at the end of the turn. In addition to this stride bonus, Yasuie’s generation break two skill allows the player to search a copy of a card that is returned to the deck due to the player’s cards’ effects, to place that copy to the rearguard, and shuffle the deck. Magatsu Typhoon is in this deck for his secondary skill, which requires the player to discard a card in order to search the deck for a copy of Magatsu Typhoon from the deck and place the copy to a rearguard circle. At the end of the turn, the Typhoon called to the rearguard with the skill is placed to the player’s hand. Runestar’s generation break one allows the player to call another copy of Runestar from the deck to the rearguard when he is boosted and for the cost of one counterblast. In addition to this, the copy of Runestar called from the deck due to Runestar’s skill is called to the player’s hand at the end of the turn. Ushimitsu Train on-hit skill searches two copies of a rearguard unit, places them to the rearguard, shuffles the deck, and places the copies to the bottom of the deck at the end of the player’s turn. Hiden Scroll generation break one enables him to go to the top of the deck in order to allow the player to choose a rearguard, search the deck for two copies of the chosen unit, place them to field, and shuffle. The units called from Hiden Scroll are placed to the bottom of the deck at the end of the player’s turn.
In addition to the mechanic of calling copies of rearguard, there are units in this deck that either benefit from being copied or using copies in order to pay for or gain certain skills. Charcoal Fox’s generation break one allows the player to give up to four Charcoal Fox copies on field to gain 2K additional power when Charcoal Fox is placed on the rearguard. This ability is very useful in situations when Charcoal Fox is cloned multiple times in the same turn, since Charcoal Fox can stack power on all Charcoal Foxes on field when placed multiple times in the same turn. As a rearguard unit, Fujino gains 2K additional power and the skill to countercharge one damage each time another copy of Fujino is placed on field. Not only does this ability have the capability of stacking if multiple copies are placed in the rearguard, but this ability is also not a generation break skill, which allows the player to use Fujino placements from hand in order to hit 11K base vanguards at certain points before generation break is available to the player. Kagamijishi is able to give units that are placed 2K additional power and the ability to attack from the backrow until end of turn if there are two or more units with the same name as the unit placed on the rearguard circle. Homura Raider can pay two counterblast and flipping a copy of Homura Raider face up in the G zone in order to unlock the ability that allows him to restand after its first attack if there are two or more units face up in the G zone and shuffling three units with the same name from the field into the deck. Even though Homura Raider gives up one drive check per attack when the skill is activated, it still provides the player with the weapon of a restanding grade 4 vanguard unit.
The rest of the deck focuses on supplying the player with the appropriate resources to make the deck more consistent. Onifundo can be placed in hand and allow the player to check the top three cards of the deck, put one from the three cards to the rearguard, and put the called unit to the bottom of the deck for the cost of one soul blast at generation break one. Not only does this supply more guard to hand, but it also allows the player to place units to the field that are needed in certain situations. Cat Devil is able to give another unit 3K power when put to the soul, which allows the player to refill soul and supply power to units. Dokube is able to attack for 12K power when at generation break one, supplying the player with needed attackers despite the availability of units that gain power when their copies are placed. White Heron, the G perfect guard for Murakumo that countercharges a damage if used to guard with another White Heron in the drop zone, is used for defense and the ability to provide the player with needed open counterblast.
I hope you enjoyed this deck list. If you have any questions or comments, please feel free to put them in the comments section.
Images of cards came from http://cardfight.wikia.com/wiki/Cardfight!!_Vanguard_Wiki. These images may have been re-sized.