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.

 

Pros

  • Consistent early aggression

  • Great G3 ride targets

  • Incredibly powerful finisher

  • Powerful board clear

  • Can reliably run one-ofs

Cons

  • Difficult to fight against overly aggressive force decks

  • When one-ofs are damaged out, it makes the finishing turn less effective

 

Samurai Cheiftan, HYU-GA

Grade 3 

4 Copies

Main Vanguard

Stealth Fiend, Tangan Nyudo

Grade 3

2 Copies

Goes into soul to draw

Unyielding Stealth Rogue, Houkaku

Grade 2

4 Copies

Ideal Grade 2 ride

Stealth Fiend, Rainy Madame

Grade 1

4 Copies

Recurs Shirayuki and fuels soul

Stealth Fiend Yukihime

Grade 0

4 Copies

Fantasy Petal Storm, Shirayuki

Grade 3

4 Copies

Defensive/Offensive Pusher

Covert Demonic Dragon, Dansetsu Anarch

Grade 3

1 Copy

Early option for HYU-GA

Swift Archer, FUSHIMI

Grade 2

2 Copies

Attacks the back row

Bangasa Stealth Rogue, Sukerock

Grade 1

2 Copies

Multi attacker

Stealth Beast, Leaves Mirage

Grade 0

4 Copies

Covert Demonic Dragon, Hyakki Vogue

Grade 3

2 Copies

Great end game push

Stealth Fiend, Jakotsu Girl

Grade 2

4 Copies

Searches for Shirayuki 

Stealth Beast, Million Rat

Grade 1

4 Copies

Cloning device

Stealth Beast, Moon Edge

Grade 0 

4 Copies

Stealth Beast, Cat Rouge

Grade 0 

1 Copy

Stealth Beast, Zanba Rider

Grade 0

3 Copies

Stealth Beast, Cat Devil

Grade 0

1 Copy

 

Samurai Cheiftan, HYU-GA

Grade 3 

4 Copies

Main Vanguard

Stealth Fiend, Tangan Nyudo

Grade 3

2 Copies

Goes into soul to draw

Unyielding Staleth Rogue, Houkaku

Grade 2 

4 Copies

Ideal Grade 2 ride

Stealth Beast, Million Rat

Grade 1

4 Copies

Cloning device

Stealth Fiend Yukihime

Grade 0

4 Copies

Fantasy Petal Storm, Shirayuki

Grade 3

4 Copies

Defensive/Offensive Pusher

Covert Demonic Dragon, Dansetsu Anarch

Grade 3

2 Copies

Early option for HYU-GA

Swift Archer, FUSHIMI

Grade 2

1 Copy

Can remove important rearguards

Stealth Fiend, Rainy Madame

Grade 1

4 Copies

Recurs Shirayuki and fuels soul

Stealth Beast, Leaves Mirage

Grade 0

4 Copies

Covert Demonic Dragon, Hyakki Vogue

Grade 3

1 Copy

Great End Game Pusher

Stealth Fiend, Jakotsu Girl

Grade 2

4 Copies

Searches Shirayuki or soulcharge

Central Arrestor

Grade 2

1 Copy

Allows for additional attack

Stealth Rogue of Summoning, Jiraiya

Grade 1 

2 Copies

Ideal Grade 1 ride

Stealth Beast, Moon Edge

Grade 0 

4 Copies

 

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.

 

Bermuda Triangle

Matchup Difficulty: Moderate

With the recent nerf that Bermudas have suffered, the deck’s early game is not nearly as fast as it was before. The lack of Choco Love Heart, Liselotte gives the deck a more defined weak point in that they will hardly be able to pressure you in the early game. Since Melody decks run a higher Grade 3 count, the deck is not able to survive an early rush. This early rush is how you can help transition to the late game. The numbers that Bermuda can hit get very large very fast. They also have the addition of Force II, which can make some rearguard attacks pretty threatening. One turn of an all out attack from Bermuda should not be a problem as long as you block earlier attacks. If need be, Shirayuki can be used to reduce the front row by 10k, letting you keep more cards in our hand for when you attack back. If the chance to resolve a HYU-GA board wipe presents itself, take the opportunity. As their defensive capabilities are low, an ideal push with Hyakki Vogue should either end the game or leave them with too little to make a comeback.

Dimension Police

Matchup Difficulty: Easy

Dimension Police can exert some crazy pressure with a first ride Super Dimensional Robo, Dailiner and Force II, threatening at least three damage with one attack. However, access to a guardian that reduces the power of the vanguard-centric strategy of the deck is a huge boon. If Force II is chosen by the Dimension Police player, their attack power of Dailiner will generally hit 46k with the boost. If you guard with a Shirayuki, you reduce the power of the attacking vanguard to 36k, meaning they will have to get a trigger in order to be able to restand with Super Dimensional Robo, Great Daiyusha. If they fail to check a trigger, their rearguards might not be able to attack either since they lack the power boost from Great Daiyusha to negate the Shirayuki effect. If they choose to commit additional resources to make sure that Shirayuki’s power reduction doesn’t affect the reride, that’s less cards in hand for when you attack next turn with HYU-GA and Hyakki. If Force I is picked instead, they lose the additional critical and pressure which is a win for us. Shirayuki also offers the possibility of turning off Super Dimensional Robo, Daizaurus since you could reduce their vanguard’s power to below 35k.

Gear Chronicle

Matchup Difficulty: Easy

In the current meta, Gear Chronicle just doesn’t have enough going for it to be able to compete. The deck is very slow and everything released in recent sets has just power-creeped the clan. Turns with Interdimensional Dragon, Mystery-Flare Dragon can be pretty intimidating, but a lot of setup is required. As Murakumo is a faster deck, Gear Chronicle won’t really get a break from defending your attacks to have the ability to set up. This is one of the matchups that you will not really have to worry about crazy high numbers on attacks, so Shirayuki can be used better as an offensive tool to help close out games fast. A board wipe from HYU-GA is also devastating as it takes a lot from Gear Chronicle to recuperate from the loss of their bound cards and boosters.

Genesis

Matchup Difficulty: Easy

This clan currently does not have the support to keep up with how fast Murakumo is. Besides the problem that the deck has with its consistency, the numbers that the deck reaches are just not powerful enough. If they choose to apply a Himiko skill to the front row, one Shirayuki negates the skill. The other option is to stack the skills all onto one unit and hoping to end the game in one attack. If you have a PG in your hand, the rest of their attacks will be fairly insignificant. Genesis also requires rearguards to be called in order to set up the soul, so usually the board will be filled. Because of how slow the deck is, trying to recover from a HYU-GA board wipe will prove quite difficult. The deck also lacks on defensive options, so blocking a HYU-GA/Hyakki turn is another hurdle the deck isn’t well equipped to take on.

Kagero

Matchup Difficulty: Easy

Kagero, although it received two back to back sets of support, is not super prevalent in the meta right now. This is due to it being a slow deck to get going, needing a Grade 3 in soul for their restand skills to resolve. Their Grade 3 units, Dragonic Overlord, Dragonic Overlord the Great, and Dragonic Overlord the End all have the ability to restand for different costs. Their restand turns with these units all get severely weakened by blocking with Shirayuki. Against the Great, you reduce the power of the accompanying Neoflame and with the End you effectively reduce the attacking power by 30k total if they get three attacks. This block can save you several cards in hand to use offensively. They also have the power to retire rearguards with ease. However, Murakumo has the ability to bounce back from a board wipe. HYU-GA gives access to any unit, Million Rat has the ability to clone itself once or even twice with HYU-GA. Even though recovering a board is fairly easy, you do not want to commit to a board and rush super early as it will result to a loss of several rearguards when you can save them for an end game push with Hyakki.

Link Joker

Matchup Difficulty: Moderate

Link Joker, much like Kagero, is a clan that requires Grade 3s in soul to have its engine live. This means that their first couple of turns are going to be three attacks at the most. Shirayuki can mitigate the damage that you take from oncoming turns early, giving you some leniency to take the larger attacks when they can resolve the full skill of Harmonics Messiah. Riding Houkaku is another way to deter a push from Link Joker in the early game. If they decide to commit attackers and boosters to the board early, that is less cards in hand for them to block with if you choose to go on the offensive. As Link Joker decks tend to run Docking Deletor, Greion, you want to make sure that you have an additional Grade 3 in hand, so the searches from Jakotsu Girl and the retrievals from Rainy Madame will prove to be very useful. You can also take the approach of avoiding the delete from Greion by not pushing early game and using FUSHIMI to attack a unit in the back row. This is particularly useful if units such as Destiny Dealer or Calderon Wing are there, as they are important pieces for Link Joker’s game plan.

Neo Nectar

Matchup Difficulty: Moderate

The consistent early game rush that Neo Nectar offers is a problem for this deck, as early defense is not a strong suit. Because of this you can expect two or maybe three damage early, especially if they go first. Shirayuki can be used while on Grade 2 to reduce the number of attacks and damage taken. To help rebuild the early loss of soul, skills of units like Jakotsu Girl and Rainy Madame will be important to resolve. Other than the early game, the deck is not too scary, especially if you go first. Resolving a HYU-GA board wipe does not do a whole lot to Neo Nectar as they can rebuild easy with White Lily Musketeer, Cecilia. The aggressive turns with cards like Shirayuki, Dansetsu Anarch, and Hyakki are what really swing the game, as Neo Nectar can’t really deal with such large attacks.

Royal Paladin

Matchup Difficulty: Moderate

As another Force deck that has a strong early game with cards like Knight of Friendship, Kay, Knight of Loyalty, Bedivere, and Blaster Blade, Royal Paladin poses a threat. Some decks also tend to run Wingal, which makes the first two turns even more difficult to block. Thankfully, that is the biggest threat Royal Paladin has. The rest of their game plan is very straightforward. Ride Solitary Knight, Gancelot, call Blaster Blades, declare attacks with drivechecks. Since there are only three attacks, Shirayuki makes the attacks they have much weaker. Gancelot himself isn’t even the focal point of their attacks, Blaster Blade is. A board wipe from HYU-GA can prove to be a problem for them if they had committed two Blaster Blades to board. Knight of the Harp, Tristan is able to fetch Blaster Blade right back out though. Even with these extra drive checks and free draws that Royals have, a board wipe in combination with a Hyakki power boost is still difficult for the clan to deal with, like most others.

Shadow Paladin

Matchup Difficulty: Hard

This is probably the hardest matchup for the Murakumo. Being a Force deck that has an above average early game with Skull Witch, Nemain and Black-winged Swordbreaker to deckthin and draw extra cards along with Illusionary Revenger, Mordred Phantom supplying a plethora of Force markers for Blaster Darks in the mid game, the deck poses a large threat. Going second allows them to possibly get five attacks off on their first Grade 3 ride to Mordred. There are countermeasures to these attacks though. Shirayuki is yet again our saving grace as she saves you a 10k shield per attack, for up to 50k total defensive power total. This makes the multi-attacking turn much easier to survive. Along with this, resolving a board wipe against Shadow Paladin while they have two Blaster Darks sets them back a lot. If they only call one Blaster Dark to the board, then they lose out on the fifth attack that they could get, giving you a win-win either way. The one card you really need to look out for is Danger-Lunge Dragon. This card boosted by Demon World Castle, Endefort and some Force I markers can reach 71k easily. It also has an extra critical and sentinel restrict. The goal is to end the game before that card has the chance to end you.

Spike Brothers

Matchup Difficulty: Easy

Even though Spike Brothers did just get support in EB09, the deck’s new playstyle of bouncing around a Force marker just doesn’t do enough against Murakumo. The early game they have is reduced to help support this playstyle revolving around their Force markers, so that is one less thing to worry about. When they ride into Deadheat Bullspike, they are pushed into choosing Force I or else they risk getting blown out by a guardian Shirayuki. Their whole board might have two crit, but when their attacking columns hit 18k max, they don’t pose too much of a threat. The non-on-hit Bullspike offers also does not do enough, as it only retires a rearguard and draws a card. Losing one unit is not a problem as HYU-GA can just regain it, and the extra card in hand should not matter in the grand scheme of the game. The board wipe HYU-GA offers is slightly mitigated by the new card Spikes got, Powerback Renaldo. Sadly, Renaldo is not enough to sway the matchup back into their favor.

Aqua Force

Matchup Difficulty: Easy

Aqua Force is one of the matchups where Shirayuki has limited use, turning her from amazing to situational. On an Aqua Force “kill turn”, they use Blue Storm Supreme Dragon, Glory Maelstrom which limits all our blocks to one card per attack. With the addition of Coral Assault or Riptide Dragon, they can have units that are attacking for up to 47k. Meaning even if you use Shirayuki earlier in the turn, it will still be 37k. This forces you to have a PG or die. If none of the attacks the opponent declares give the opportunity to block with just a Shirayuki, they are forcing you to either take damage or have perfect guards. This whole situation is what gives you a hard time in this matchup. However, you can still use Shirayuki in the mid game when they go for their wave of attacks with Blue Storm Dragon, Maelstrom. Shirayuki reduces the restanding units like Tidal Assault and Marine General of the Restless Tide, Algos to a power level too low to hit. If you use Shirayuki in the mid game to minimize our damage and ensure that Maelstrom doesn’t restand, living their big push turn with Glory Maelstrom should not be a problem. Aqua Force also has very little card advantage, meaning they should be easy to push into a corner with a HYU-GA and Hyakki push turn. A board wipe from HYU-GA will also prove too much for the deck to handle.

Gold Paladin

Matchup Difficulty: Moderate

Gold Paladin is a clan that has access to a very potent highroll, being able to superior ride to Grade 3 while you are still on Grade 1. Under some circumstances, they can superior ride two or three times on that turn, given that they have the correct units and an open counterblast. This whole mechanic is the key factor as to why the deck is scary. If they can ride to Incandescent Lion, Blond Ezel and Raven-haired Ezel on their second turn, the game is very heavily skewed in their favor. If you choose to not give them a damage, they can’t get to Raven on their second turn, but the point is that they are on Grade 3 and geared with four attacks while you are still on Grade 1 with no board presence established yet. Their second drive check from attacking would also be missed. However, in the instances where the opponent can not superior ride to Blond Ezel, the game is completely winnable. They play like a generic Accel deck; call rearguards to get four or more attacks and try to force damage. The attacks from these rearguards will all be around 20k, meaning Shirayuki will most likely shut down three of their attacks. If a board wipe from HYU-GA resolves, the game is just about over. Gold Paladins will not pose any real threat assuming they don’t hit their superior ride.

Great Nature

Matchup Difficulty: Easy

Great Nature currently can not keep up with the meta as it does not have proper support. They have access to a quick board presence with School Hunter, Leo-pald or Pencil Hero, Hammsuke along with some draws off of cards like Binoculus Tiger, but the deck as a whole does not pack as great of a punch as Murakumo does. The board Murakumo generates is more impactful. Jakotsu Girl and Rainy Madame can grab a Shirayuki which is generally a better unit that the one-of draw that Binoculus Tiger sometimes offers. Great Nature also requires the powerup effect of Binoculus Tiger for their numbers to be threatening while Murakumo can on-call Shirayuki or Dansetsu Anarch for the same effect. They also lack a real finishing turn, so if the game goes further into the late game, Murakumo has access to a 10k board buff and a board wipe.

Murakumo

Matchup Difficulty: Hard

In the mirror match, like most other clans, favor goes to whoever gets to go first. This is because the first player will have access to faster board presence thanks to Million Rat and HYU-GA, while also being able to board wipe the second player. It is important to balance aggression with defense as a failed all in attempt will lead to a board wipe and a strong crackback. If you or your opponent can’t find your HYU-GA for a ride target or a Shirayuki for defensive turns, that sways the matchup even further. Damaging one-ofs like Dansetsu or Hyakki can also prove to be difficult hurdles to overcome. Whoever can better time a turn to use Hyakki and make a strong multi-attack push has the advantage in this matchup, as it proves quite difficult to block and recover from.

Narukami

Matchup Difficulty: Moderate

Narukami is the infamous Accel killer, as it has access to Eradicator, Gauntlet Buster Dragon. This unit gains 5k and a crit for each open rearguard circle you have in the front row. As you are playing Accel, you could have three, four, even five empty front row rearguard circles empty, which makes GBD a very threatening card. Backed up by Supreme Army Eradicator, Zuitan, Gauntlet Buster can reach some pretty ridiculous numbers. Meaning, if you don't have a perfect guard, you’re going to have to eat four+ damage. The game plan to beat Narukami is to block their early game attacks in order to give some leniency in taking the first Gauntlet attack. Searching for a PG for future Gauntlet attacks is also going to be important. That’s the plan for defense, but for offense, you just want to do what you normally do: call units. Narukami does not excel at having strong defense. The only cards in the deck that draw cards are Zuitan, which requires himself to go to soul after he attacks. Attacks boosted by Dansetsu are going to be good ways to chip down the opponent’s board. Cards like Rainy Madame and Tangan Nyudo, which go to soul at the end of battle or turn are going to help minimize the damage done to the board when Narukami binds the front row. If you live through two turns of Gauntlet binding and big attacks, the good ‘ol board wipe and Hyakki turn should finish them off.

Nova Grappler

Matchup Difficulty: Moderate

Nova Grappler is another accel clan that can do some crazy damage later in the game. To mitigate this onslaught, a similar approach should be taken to the Narukami matchup where early damage is avoided. Rushing Novas early is a strategy that you are going to want to stay away from, as that will give them access to a crazy turn with Beast Deity, Azure Dragon, Kick Kick Typhoon, Ultra Beast Deity, Illuminal Dragon, and Beast Deity, Glanz Dragon. These units offer multiple attacks which are extremely difficult to block early, even with the power of Shirayuki. These attacks multiply the effects of critical triggers too since the 10k and crit can be used upwards of three or four times per turn with the restands. A balance of offense and defense are going to be crucial in this matchup to not give your opponent the advantage. Because of this, units like Tangan Nyudo are going to be good as they can be called as attackers and then draw you a card after. Shirayuki is going to be very effective at turning off the attacks of the units that restand other rearguards, like Azure Dragon and Kick Kick. As damage tends to come in bursts from Novas, the big attack turns can use more counterblast heavy units, such as Sukerock or Jiraiya, which help add more power to finish off games. As Novas don’t have any draw engine, being able to resolve a board wipe on a full board is extremely devastating.

Pale Moon

Matchup Difficulty: Moderate

Pale Moon has been boosted in competitive viability immensely with its support from Phantasmal Steed Restoration. The Silver Thorn archetype is incredibly strong, allowing access to full boards with high power while not having to commit any cards from your hand for just two counterblast. On top of this, they get to draw cards at the end of each turn with Silver Thorn Beast Tamer, Doriane. Because of Doriane, the Pale Moon player will never have any rearguards, which allows you access to the extra card in soul that you would normally want to save for a HYU-GA board wipe. The only card that uses soulblast in the deck is Shirayuki, but now she can be used more than other matchups. Using Shirayuki once will not stop any attacks completely as attacks from units like Silver Thorn, Rising Dragon and Silver Thorn Dragon Tamer, Luquier will hit for 27k or higher for free. But now that the extra card in soul does not have to be saved, resolving Shirayuki’s skill twice is not impossible. A countermeasure that can be taken against Pale Moon is only letting them have one faceup damage going into their turn. This prevents them from using Luquier’s skill and makes them have to commit units from hand to board or just have a lackluster turn. Either way, they will be forced into a situation which allows for a better opportunity to go aggressive on the following turn.

Tachikaze

Matchup Difficulty: Easy

Tachikaze got some very good support that helps accelerate equip gauges significantly. This support made the deck a lot more consistent and a lot faster. Thundering Sword Dragon, Angerblader restands up to three rearguards and gives them additional power, which means that on their third turn they could have seven attacks. Along with Angerblader’s other skill, several new units from the same set charge gauge onto units on call and on attack, making a six+ attack turn on their first Grade 3 ride fairly consistent. Along with this, Clearout Dragon, Sweeperacrocanto isn’t able to be chosen by affects as long as it has three or more gauge, which gives invulnerability from Shirayuki. Even though the deck has multi attacks and a great early game, if a board wipe is resolved against them, they completely fall apart. All of the gauge they had attached to their units is discarded, and every unit which they committed to the board for an aggressive turn gets shuffled back. Tachis don’t have a draw engine either, so the deck is fragile in this regard. Live their early game and board wipe, and you have yourself a win.

Angel Feather

Matchup Difficulty: Easy

Angel Feather is a clan that is too slow for the current meta. The early game Angel Feather offers is subpar and Murakumo can take advantage of this by calling attackers as early as turn one. Their one kill card, Mobile Hospital, Feather Palace, is extremely slow, requiring two Grade 3s in soul. Due to Solidify Celestial, Zerachiel, reaching those two Grade 3s in soul isn’t too hard, but they have to have the right pieces in the right place. Even then, Feather Palace only hits for 50k tops with a boost from Thousand Ray Pegasus and that can easily be blocked with two to three cards or even taken if it’s still early enough in the game. The deck lacks a lot of defensive strength against multi attacking decks like Murakumo, and adding the offensive power of Hyakki, Dansetsu, or even Shirayuki should secure you the game fairly quickly.

Dark Irregulars

Matchup Difficulty: Easy

 With support from Phantasmal, Dark Irregulars has become one of the strongest Protect decks, but it still doesn’t do much on the side of defense. Their gameplan is changed to soulcharging specific pieces fast, so that Demonic Deep Phantasm Emperor, Brufas can search out the pieces it needs. The deck plays way faster than it did before, but still falls behind in comparison to an updated Accel deck like Murakumo. Murakumo is able to push more effectively and give damage faster, while having the freedom to make use of any units -- while Dark Irregulars needs certain cards to be able to have their turns be effective. Dark Irregulars do have a strong kill turn, given they ride No Life King, Death Anchor and call Variants Hard Leg, requiring every attack for the turn to be blocked by three or more cards. As long as their attacks are more than 22k to start, Shirayuki has a hard time fully negating attacks. Plus, no clan at the moment is well equipped to take on many attacks that require three or more guardians each. Even with this strong play and the mid game power of Brufus retiring any rearguards to gain power and a crit, the deck is still too slow and can’t keep up with a Hyakki push turn with board wipe.

Granblue

Matchup Difficulty: Moderate

Granblue is a deck that has the mechanics that just inherently make Murakumo less effective against them. The two main ones being that the attacking units retire themselves and can be revived each turn, and that they only have three attacks but they are generally very large. This makes the board wipe the HYU-GA has and the power reduction that Shirayuki offers less effective than in other decks. Granblue revives things from their drop zone and send units there from their deck or field. By sending the few units they have left from rearguard to deck, there really isn’t much gained as an outcome. Shirayuki also does not do a lot against cards like Dragon Undead, Skull Dragon or Seabed Demon Beast, Scaredick, which attack for over 50k with their boosters. The matchup is a little difficult due to our main strategies not being as effective, but Granblue can’t deal very well with multiple attacks. Using cards like Sukerock to get additional attacks after a power boost from Dansetsu and Hyakki will help you pile on the damage that you need to win the game. Also, as Shirayuki is not as effective defensively as other matchups, she can be called as an attacker to make turns even more threatening.

Megacolony

Matchup Difficulty: Easy

Megacolony just received support from Raging Tactics, and it made the clan significantly better compared to before. However, making it better than before isn’t good enough to consistently beat Murakumo. The deck is still very slow and its main gimmick is milling the opponent one to four cards a turn. Milling isn’t a big threat against Murakumo, as our goal is to finish the game fast. The new ace unit of the deck, True Demonic Rifle Rogue, Gunningcoleo, gains an extra drive check and 5k on ride and could gain an additional drive check and 10k if you mill a Grade 3 from its skill. This has an alright chance of happening, as you run a higher Grade 3 count in the deck. But more often than not, it only gains 5k and one drive check. It also has a skill where you can soulblast a Grade 3 and mill a card to gain guard restriction for the turn. This skill is scary if you mill a Grade 0, but only if you mill a Grade 0. Because of the lack of defense the deck offers and its relying on the chance to mill the right grade, the deck still gets run over by how fast Murakumo is.

Nubatama

Matchup Difficulty: Easy

Nubatama is a clan that has historically been an underperformer in Standard, and that is still true at this time. The deck does not excel at offensive or defense, as it is this awkward hybrid of the two. Shura Stealth Dragon, Jamyocongo has a powerful skill which limits your hand size down to six or four depending on if there is a Grade 3 in soul. However, Jamyocongo does not offer any strong offense. Covert Demonic Dragon, Magatsu Storm offers multi attacking and a strong skill to block attacks from your vanguard, but it is setup reliant. Nubatama is currently cluttered with pieces that heavily rely on each other in order to do impactful plays. Murakumo can get around the hand limit skill of Jamyocongo by committing to board harder and pushing faster, and can honestly ignore the vanguard attack block from Magatsu Storm as HYU-GA is not the unit that is focused for powering up. Nubatama lacks a strong first Grade 3 ride and is very slow to get started, which is why Murakumo has a favored matchup, as it can take advantage of these weaknesses. The one unit that could cause a problem is Stealth Beast, Kokushigarasu as it can return the rearguards you have to your hand and make you discard five cards. This card returning the board is more of an inconvenience than anything else, because you’ll just need to focus more on rebuilding. Thankfully, cards like Million Rat and HYU-GA are great in those areas.

Oracle Think Tank

Matchup Difficulty: Moderate

Oracle Think Tank’s main archetype of Tsukuyomi is the main competition that you’ll have to worry about. This deck uses some elements of highrolling in order to get ahead and have some devastating plays in the mid game. By using Goddess of Crescent Moon, Goddess of Half Moon, and Goddess of Full Moon, the opponent is able to create a stack of triggers on the bottom of their deck. With Full Moon, the opponent can check the top five cards of the deck and leave two on top. These two will be triggers assuming they found them. This can make their attacks a lot stronger and more threatening as they can stack criticals if they are going for a kill or heals and draws if they are going for more defensive plays. In addition to being able to leave triggers on top, they get to draw three cards which helps them live aggressive turns. However, the deck is very reliant on seeing the full “ride chain”. If they miss a piece, their gameplan could be delayed by a whole turn which is a huge setback for the deck. The stack at the bottom of the deck is also a gameplan that they will not consistently be able to rely on as a board wipe from HYU-GA shuffles their board into their deck and ruins the entire stack. To give yourself the best chance of beating OTT, you’ll want to block early as that will give the most leniency in the mid and late game to no guard their vanguard attacks and live a double crit. The cards in their hand can be whittled down over the course of two turns with cards like Dansetsu, Shirayuki, and Hyakki, which will set you up for a strong late game finish.

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