Ume and the Blade

Hi Everyone! Introducing the last of our 4 main decks, Ume and the Blade. This is a very unique deck that highlights Okinawan Karate, Aikido, and has a taste of the Katana. Keep in mind that if you are playing with weapons in your deck, you’ll need to mutually agree with your opponent first! Likewise, “Anything Goes” mode of play also allows for Illegal Moves as well.

What’s the deck about?

Ume and the Blade is a more advanced deck that introduces Takedowns and Grapple (Pins) to your game. After performing a regular attack, depending on what it is, you may follow into a take down. And after a takedown, you can pin your opponent. Getting these combinations may be difficult, but once you have it, you can bring in some pain. Another theme of this deck is to wear down your opponent’s stamina by “decking them out” and causing them to keep discarding their main deck. If you recall, once you a player cannot draw a card from their deck, they will lose a turn to “recover”, reshuffling their discarded cards into their hand. This extra turn can be pivotal to the game and can be controlled through your Aikido prowess.

The Karate aspect is also a sampling for this deck, though offers some solid blocks and a couple of solid attacks. Let’s take a quick look at these cards:

MAE-GERI KICK: With the Karate moves, you’ll notice a lot of focused energy, allowing for more powerful attacks. This kick, if you put some adrenaline in it, gives you a very sturdy front kick. Karate for the most part doesn’t transition their moves in a flowing manner. But what they lack in fluidity of quick combos, they make up for in focused power.

CHOKOZUKI: Another focused Karate move, this time literally requiring you to expend your focus (discarding a card from your hand) to create an even more powerful attack.

OSU!: For practitioners of Karate, this was your Ki. Scrying for your next card is a very tactical advantage worth spending an Adrenaline point for. Regulation of Ki Energy to “refresh” your focus is what this move symbolizes.

SUDDEN RAIN: This is the only Event card in the deck, keeping lines of Ume’s dramatic storyline. Just like in battle when suddenly it pours, visibility and maneuverability becomes hindered. But just like a storm, if you wait it out, it will pass. But who knows in the meantime what advantage you or your opponent could make out of the situation?

AGE UKE: A main Karate block against high attacks. With a little burst of energy you can setup for a very epic counter-attack.

WINDMILL THROW: It’s a very neat move since it’s all about balance and momentum. It happens so fast that an unaware opponent can’t escape, though they can use a last ditch effort to try to lesson their damage in their landing.

SHUTO UKE: A great Karate block that literally chops away at the opponent while you move forward or back away from them. Armed warriors will end up with one less weapon with this block.

TENKAN: This is an introduction of a Grab. Grabs can be a useful “decking” mechanic against your opponent and is your intro into Takedowns. Since this can be very pivotal to Aikido, by preparing for a future Takedown (by discarding one) you can always be sure that Tenkan is in your hand. The SCARIEST thing? You can also keep using it in succession until you can’t bring it back again. Yikes!

KOTE GAESHI: This is your Take Down! So once you’ve setup a Grab, throw your opponent down and sap their stamina. Gain a little bit of adrenaline with this take down as a sweet bonus.

SAYUNAGI: Another great Aikido Takedown. This time less powerful attack-wise but sap even more stamina.

YOKOMENUCHI: Third in a series of Takedowns. No only a way to sap energy and give a large amount of damage, it’s also disarming tool in a weapons battle!

IRIMINAGE: Like pain? this one is all damage that will shake up your opponent quite a bit.

IKKIYO: Ikkiyo is a transition move that offers great defense and awards you for saving up for a Take Down. Forcing your opponent to sap an extra stamina while doing damage is pretty powerful.

USHIRO TEKUBI: One of the two Pins in this deck. We introduce the term Grapple which produces stackable “injury” tokens. This grapple is a Stand to Ground grapple, making it have to follow a Take Down (our future Jiu Jitsu deck focuses more on ground grapples which translates a bit differently.) So long as an injury token is in play, your opponent will keep on taking an annoying 1 ATK damage at the beginning of their turn, simulating the accruing pain from a successful Aikido grapple. Oh, and following the them, a great stamina sap!

NIKKYO: A little weaker at tiring out a person, this grapple instead allows for two ATK damage per turn. Definitely not a great place to be receiving a bunch of injury tokens.

HIGH PARRY: There are only 4 Katana based cards in this deck, and it is completely optional. The reason was to give players a taste of weapons (while King of the Ring brought in a couple of Illegal Moves). Weapons for the most part deal and defend much more damage than normal moves. Some moves (as we saw in this deck) can disarm weapons. As we discuss weapons further, we’ll talk more about the special rulings for them. With High Parry, it’s a great defense that builds to your counter attack. You’ll notice a recurring theme based off of this mechanic throughout the Katana sets.

KESA-GIRI: A very powerful diagonal slashing attack (mastered by samurai). It’s full of force, but leaves you wide open. Kesa-Giri is a great move against weapons as it prevents counterattacks with its sheer power.

JODAN-GIRI: This is another great Katana to Katana combination move, building up more power. A potential 5 ATK is nice though the possibility of giving your opponent a +3ATK bonus is the risk you’ll have to take to get it.

YOKO-GIRI: The Katana’s powerful horizontal attack. This is move is extremely versatile in a Katana based deck, as it’s the perfect link between katana moves, giving you a reward for having attacked with and following up with more sword technique.

HOW TO FIGHT AGAINST THIS DECK?

This is another deck you’ll have to use speed against. If you play the waiting game, drawn out battles usually end up with you getting decked out and clobbered. The worst feeling is having all your great moves being discarded by getting slammed to the ground, and grappled. You’ll find that if you let a few of these mad combos get to you, it’s very tough to recover.

Because this deck is immensely defensive and relies on spamming Ikkyo and Tenkan to begin their Takedown to Grapple combos, you’ll have to either find ways to neutralize them or prevent them from catching your attacks.

To play around with Ume and the Blade, download the PNP here. You can also still download one of our other 3 decks as well!:

https://www.dropbox.com/sh/iugla9nho8g5kix/AAA4yrulSzFGH92CbqKECJwxa?dl=0

MORE CARDS?

If you recall, there is actually a 30 card expansion pack that was unlocked during this campaign. These moves add a lot of variety for you to build into your deck. The cards come in a variety of different styles including moves from Judo, Sambo, Shaolin, and more! We also have a couple of backer created cards that will be introduced soon. As well, you will also be receiving a weapons pack that will give you more weapons to play with in an “anything goes” match.

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