Let me start off by introducing each card in the deck and market and explain why I think they are relevant and then I will talk about cards I thought about and/or even tested but didn't make the cut. Lastly, I will also talk about combos and nonbos in the deck.
CARDS I INCLUDED
1-Cost Units:
1)
Kazuo, Melee Virtuoso - Aggressive stats with a 2/1 body that allows you to invoke later in the game for only 4 power. It also has the benefit of arming itself with a 1/0 Overwhelm
Shingane Mark every time you play a relic weapon.
2)
Oni Patrol - Stays on theme with the aggressive stats with a 2/1 body for 1 power but has the additional benefit of being a 3/2 via onslaught. Play him on T2 after an attack to take advantage of the onslaught effect along with another card that cost 1 power. Though, this can still be played on T1 if no other card is available.
3)
Oni Ronin - A staple in any red aggressive deck and it being an Oni is a bonus. Its warcry can snowball out of hand very quickly.
2-Cost Units:
1)
Flamefang Charmer - People underestimate this card a lot. Being able to create and draw a 3/1
Flamefang and add it to the board helps spread out your stats and damage significantly.
2)
Oni Forgemaster - It's very easy to trigger its Renown. Through Renown, it will create and draw a 2/1
Heavy Axe which will allow us to spread our stats and damage across the board. Buffing a unit can also be handy to push damage through a blocker.
3)
Jishu, the Burning Brush - The reason why we're playing an Oni deck. Giving a 1/0 Overwhelm
Shingane Mark to each Oni played after it is HUGE. Overwhelm is a big part of the aggressive strategy. Also, through Onslaught, being able to search for a weapon in your deck and placing it on top can be very beneficial except when you need to draw power.
3-Cost Units:
1)
Oni Quartermaster - Low stats with only a 2/2 body for 3 power. Its low stats are compensated for its triggered ability. Being able to draw a card from your deck every time you play a weapon makes this an immediate threat for the opponent as it can snowball very quickly. Card advantage in Fire is rare compared to other factions which makes this card unique and relevant.
2)
Markmaker - A decently stated Oni that can give any unit on the board a 1/0 Overwhelm
Shingane Mark. Triggers Renown and allows units to push in more damage. Having Corrupted 2 is a bonus.
4-Cost Units:
1)
Kyojun, Grand Shugo - Another reason why we're playing an Oni deck. It may lack the aggressive stats a 4 drop needs but it compensates well enough for its abilities. Warcry 2 is no joke and can easily snowball out of hand but its static ability of giving all your Onis +2/+2 is the real winner that takes the cake. That's not all! Every time it hits the player, it plays an
Oni Ronin for free!
2)
Tattoo Dragon - The only non-Oni unit in the deck. Well, it may not be an Oni but it flies and spawns a 2/2
Oni Grunt every time you draw a second card. How does this deck draw a second card consistently you ask? I'll explain later so keep on reading to the end. Its Pledge ability has come in very useful as well. I can't even count the times I used its Pledge ability. My personal rules for Pledge in this deck is to Pledge if you only have 2 power or less and don't Pledge if you have 3 power or more.
Attachments:
1)
Furyblade - A cheap, aggressive, and multi-functional weapon in this deck. When played, it triggers the abilities of
Kazuo, Melee Virtuoso and
Oni Quartermaster. It also triggers Onslaught for
Oni Patrol and
Jishu, the Burning Brush. It can easily take out a small unit or beat the opponent's face to a pulp. 1 or 2 Warcry buffs on this thing and it becomes crazy. More than that, it just becomes hilariously insane.
2)
Shogun's Scepter - A great way to keep on the aggression by buffing a unit to push damage and by spreading the board with a free
Oni Ronin.
Spells:
1)
Blazing Salvo - It's cheap and efficient at dealing with small units or finishing off bigger units. It also allows us to use a market which is very great for particular situations.
2)
Torch - Since its nerf, it has significantly become worse. At slow speed, we're not able to react efficiently anymore. Not being able to target Sites also has its disadvantages. But being able to deal 3 damage for 1 power is still the reason why I'm including it in the deck. Power is not a luxury we have in this deck. Being able to play more cards a turn is more important.
Power:
1)
Emblem of Shavka - Great way to draw units even when your flooding with power. Its stats for 2 power is excellent as well. A 3/3 with overwhelm
Ash Elemental is no joke.
2)
Granite Waystone - Another way to draw additional units even when your flooding. Triggers
Tattoo Dragon's ability.
3) Seal of Devotion - With only 2 fire as the influence requirements of this deck, I never have an issue with influence even with colorless power in the deck. The ability to warp is great card advantage for a warp deck.
Market:
1)
Casualties of the Cause - The only card that must be gained from finishing a campaign. Our all-around generic burn spell that deals with midrange units and sites. It also triggers Renown as an added bonus.
2)
Edict of Shavka - Burn spell that deals with Aegis and any possible counter (negate) spell. A specific hate card for Primal and Justice.
3)
Factory Quota - Useful for any unitless or life gain decks. Specific hate card against control-type decks.
4)
Grenarender - Only here for its ability to kill any enemy attachment. Being 2 power allows it to be part of the market. Open for suggestions on substitutions.
5)
Slag - Hate card specific to armory decks and sentinels. I'm looking at you
Sandstorm Titan.
CARDS THAT DIDN'T MAKE THE CUT
Main Deck:
1)
Akko, Inspired Artist - Too slow in my opinion. Only really good when played on T1. Reaching Mastery is almost close to impossible. It has no late-game relevance.
2)
Warbrush Oni - Another card that's good only when played on T2 with the right conditions. It has no late-game relevance.
3)
Sear - Tempting but it was just more expensive than
Torch for almost the same effect.
4)
Ornate Katana - Too slow and clunky. It did not improve the board by any means. It only drew you a card for 2 power.
5)
Granite Coin,
Granite Monument, and
Shugo Standard - depleted power = bad
Market:
1)
Ankle Cutter - It wasn't a direct solution to a problem. The opponent can either kill it or choose to avoid combat damage with their Endurance of Lifesteal unit. Required too many conditions to serve its purpose.
2)
Kaleb's Favor - Found myself never picking this from the market since the lack of power was never a problem.
3)
Phoenix Stone - Open to debate on this. Great way to close a match especially against control-type decks. I don't have the card yet so I didn't feel like crafting this legendary for the sake of a market card.
4)
Daring Maneuver and
Rampage - Both cards have its merits. Can't decide which is more important.
COMBOS:
1) Card Draw Engine.
Jishu, the Burning Brush and
Oni Quartermaster - Each Oni you play replaces itself by drawing a card. You'll be doing 2 things: Filling your side of the board and filing your hand. What's not to love?
2) Oni Spawn Engine. With
Tattoo Dragon in play, every time you draw a 2nd card each turn, it spawns a 2/2
Oni Grunt. So how do we draw a 2nd card consistently each turn, you ask? Quite simple actually. Its ability triggers every time you draw a second card. You don't have to draw from your deck. It can come from the market, invoke, void, and etc. Here are all the cards that trigger this ability:
Blazing Salvo,
Kazuo, Melee Virtuoso,
Flamefang Charmer,
Oni Forgemaster,
Oni Quartermaster,
Emblem of Shavka, and
Granite Waystone. A total of 27 cards
NONBO:
1) Playing
Emblem of Shavka while
Furyblade is still in play. This one is pretty obvious but you'll be surprised how many times I destroyed my own weapon by playing the fire Emblem. Don't be stupid like me.
Currently, this deck is 17-0 in Gauntlet and 7-1 in Throne. Enjoy!