A clan from the Dragon Empire, Murakumo exists as an espionage corp, with no known leader. A clan filled with ninjas and spies, Murakumo specializes in recon and sabotaging the enemies of the Dragon Empire. Two factions exist within the Murakumo clan, the Dueling Dragons and the Yuki-Onna. Notable players of this clan in the anime include Kyou Yahagi.
Murakumo in V-era has two main roles: being an Accel clan which fires off a large number of attacks, and offering an element of control through mass removal and number denial. They revolve around cloning their own units and powering up them up, along with negatively affecting your opponent’s boardstate, such as a reduction of their rearguards' power. Through gaining additional units via low-cost skills, Murakumo is able to quickly swing tempo into their favor with a wave of early aggression that continues into the late game.
Samurai Chieftain, HYU-GA adds a level of great consistency to the deck as you are able to directly tutor out cards in your deck, helping you adapt to whatever situation you are in and allowing you the valid option of running one-of techs. Along with the versatility you have through this skill, you also have a very effective board wipe, which offers a great amount of control.
The support in BT06: Phantasmal Steed Restoration has pushed this deck to be quite the forerunner in terms of competitive viability, as they can consistently provide an aggressive game plan and control elements in the late game.
Consistent early aggression
Great G3 ride targets
Incredibly powerful finisher
Powerful board clear
Can reliably run one-ofs
Difficult to fight against overly aggressive force decks
When one-ofs are damaged out, it makes the finishing turn less effective
The early game aspect of Murakumo is fairly straightforward. As you are an Accel deck, your goal is to cause pressure and gain tempo by calling units and attacking. This is either going to force cards out of your opponent’s hand, or have them take early damage. This game plan is backed by the ability that Stealth Beast, Million Rat offers, giving access to another Grade 1 on your board. While it is only 4k the turn that you call the copy, this can be boosted by the original Million Rat to hit 12k if you are going second, or it can boost any of your Grade 2 rearguards to hit 13k or 16k, which is more effective if you are going first. Because the counterblast usage in this deck is limited to just Million Rat, HYU-GA, and Hyakki Vogue, an early activation of Rat will usually not have any negative consequences in the late game. Rainy Madame is also a piece that can be utilized in the early game to go on the offensive. If it hits, they have to take a damage. If they choose to block it or any following attack, you have the option to send it to soul to fuel the Shirayuki costs you will use in the later game.
For Grade 2s, your ideal ride will be Houkaku every time. Having a 12k base makes the opponent’s attacks less impactful, as they will not be able to attack you with 9k and 10k units. Meaning if the opponent wants to rush you, they are forced to devote boosters to the board, which reduces their defensive capabilities. Your aggressive options also open up as you can call Houkaku and attack into Accel and Protect Grade 3s without having to have a booster for him. Jakotsu Girl is a fantastic card that puts your opponents into one of two situations: they can either take damage or they can allow you to gain resources. If Jakotsu Girl doesn’t hit, you can check the top seven cards for a Shirayuki. If you don’t fetch a Shirayuki from her effect, you can Soulcharge 1 instead. Because of how terrifying of a unit Shirayuki is offensively and defensively, Jakotsu Girl is usually not blocked. An early call of FUSHIMI also gives you the opportunity to attack an important booster such as a Skull Witch, Nemain, of Shadow Paladin. You can also ride this card and attack a booster if you feel that damage denying your opponent early is more beneficial.
There are two ride choices that you have going into the mid game, those being Shirayuki and HYU-GA. Shirayuki is a very aggressive option that aims to push your opponent to five or six damage. On ride you can Soulblast 2 to reduce the power of three units in your opponents front row by 10k for the turn. The main target for this skill is their vanguard. If you’re going first, this can push your opponent to -1k or 0k, allowing any of your units to hit their vanguard without a booster. Your triggers require 10k blocks, your Grade 2s might require 15k blocks without boosts, and your Shirayuki definitely requires a 15k block. The addition of boosters or power from your Accel marker could force an extra 5k or 10k on top of what they already need to block. The Shirayuki ride isn’t as effective when your opponent is on Grade 3 since the additional 3k usually reduces how much you can really force out of their hand.
HYU-GA is a great transition from a first ride Shirayuki as well as a great first ride target himself. For just one counterblast, you have the ability to tutor for a card that shares a grade with any of your opponent's units. If you go into HYU-GA first while you went first, you will always have access to at least a Grade 2, and if you went second or rode HYU-GA second, you will always have access to at least a Grade 3. This opens several different options for unit selection. You can choose to call Jakotsu Girl if you want to apply more on-hit pressure, you can call Shirayuki which can reduce the power on your opponents units, or you can go for a power-up play with Dansetsu Anarch. Since the skill of HYU-GA also turns the names of all of your units into HYU-GA, Dansetsu Anarch will give all of your rearguards an additional 5k. Along with this, he has the bonus of giving himself 5k because he was called from the deck. There is also a neat interaction with HYU-GA and Million Rat being that you could Million Rat up to three times in a turn, thinning your deck three cards. If you have just one Million Rat on board, you can use its skill to call an additional one from the deck. By using HYU-GA’s first skill to change every units name into HYU-GA, the Million Rats no longer count as Million Rats. So since there are only HYU-GAs on the board, you can use the Million Rat's skill to get another one or two Million Rats from the deck. As this interaction is heavy on counterblast, it is not likely that you will use this, but is an option to keep in mind.
The mid game is also the point in which you are going to be able to use the defensive capabilities of Shirayuki to the fullest. When decks start filling their board and pushing you with several attacks, Shirayuki offers a minus 30k total to your opponent, which could save you two or three cards.
The goal for the late game is to have your opponent to at least four damage, and use HYU-GA to superior call Hyakki Vogue from the deck and turn your entire board into HYU-GA. This gives you the opportunity to use Hyakki Vogue’s skill to counterblast 1 and discard a card to give the entirety of your board 10k. With multi attackers on the board, you can easily reach five or more attacks with large columns. In the case that you have a Hyakki Vogue in your hand already, you can opt for an additional power increaser, such as Dansetsu Anarch or a multi attacker, like Central Arrestor or Sukerock. Of course, if you have a second copy of Hyakki Vogue in deck you can fetch that card to make the total power increase to your board 20k instead of 10k. In situations where your Hyakki Vogue and Dansetsu Anarch are not in your deck or hand already, you can opt for Shirayuki. She isn’t as good in an end game situation in comparison to the other two cards, but she does support the goal of increasing your power in comparison to your opponent's.