Welcome to this USW Weiss Schwarz deck tech article! This is
a Y/G/R Monogatari build that focuses mostly on Shinobu.
Hey everyone, this is a deck that I have a blast playing.
If you enjoy making plays on the field through the use of power manipulation,
this is the deck for you. Requires a bit more knowledge on maintaining
resources but once you get the hang of it, it is truly a beast of its own
kind.
This deck is based on my personal preferences; Monogatari is
a series that can be built a bunch of different ways. This is just one of the
formulas that I have the most fun with. Definitely one of the more expensive
builds in BakeNise, but most are expensive by default.
All translations and images are from HeartoftheCards.com.
Please forgive me in advance since I do like to give some cards nicknames.
Total Cards in Deck: 50
Level 0 – 14
2 Hitagi Senjougahara, Hollow Girl (BM/S15-055 )
2 Mayoi Kachikuji, Large Knapsack (BM/S15-054)
2 Shinobu Oshino, Human-Like Vampire (BM/S15-014)
3 Shinobu Oshino, For the Help (NM/S24-007)
3 Shinobu, Return Path (NM/S24-003)
2 Hitagi Senjougahari, Farewell to the Past (NM/S24-048)
Level 1 – 12
3 Koyomi Araragi, Vampire-Like Human (BM/S15-016)
3 Tsubasa Hanekawa, Family Issues (BM/S15-026)
1 Tsubasa Hanekawa, Inner Feelings (BM/S15-079)
4 Shinobu Oshino, Blessing of the Moon (NM/S24-004)
1 "Forgery" Deishu Kaiki (NM/S24-029)
Level 2 – 5
3 Shinobu Oshino, Living in the Shadow (NM/S24-010)
1 Shinobu Oshino, Serious Mode (NM/S24-006)
1 Tsubasa Hanekawa, Well Conducted (BM/S15-044)
Level 3 – 11
2 Suruga Kanbaru (BM/S15-032 )
3 Hitagi, Girl Who Encountered a Crab (BM/S15-052)
4 Shinobu Oshino, Master and Servant Relationship (NM/S24-002)
2 Hitagi Senjougahara, Someone to Protect (NM/S24-026)
Climax – 8
4 Encounter at the Ruins (NM/S24-019)
4 Hitagi Crab (BM/S15-073)
Level 0 I run a relatively greedy count of 14 characters
Hitagi Senjougahara, Hollow Girl (BM/S15-055)
-4k Standalone with hand encore. One of the signature cards
of the series, I would opt to put another Hitagi brainstormer in but I love
this card too much to do away with her (plus she’s foiled). She helps to secure
a red level 0 in our level zone by level 3.
Mayoi Kachikuji, Large Knapsack (BM/S15-054)
-Level 0 suicider that has added utility with a +500 to another
character when it attacks. Another instance of locking a level 0 in the level
zone by level 3. The +500 has actually gotten me there to either match an
opponent or just get over them altogether.
Shinobu Oshino, Human-Like Vampire (BM/S15-014)
-Bonds for level 1 Araragi. BakeNise does not have a whole
lot of ways to generate advantage, especially if you choose not to run 8g8s or
no gates at all. A bond solves this to an extent by allowing us to save our
Araragi when it dies and keeping us up on hand size.
Shinobu Oshino, For the Help (NM/S24-007)
Shinobu, Return Path (NM/S24-003)
-One of my favorite cards in Nise, at level 0 and 1 she
gives all our characters on our turn, +500 and +1 level. Insanely good at
getting rid of level reversers early game. This card’s 2nd ability
is when you get 5 or more experience in your level zone, she gives all
characters in front with “experience” in it +1k. So this is essentially a 1.5k
assist on your turn at level 2…what. This deck runs a multitude of characters
that benefit greatly off this (Blessing of the Moon Shinobu, Level 3 Shinobu
etc)
Hitagi Senjougahari, Farewell to the Past (NM/S24-048)
-MVP of the set right here. Literally the Haruka Water Shot
brainstormer from Little Busters. Allows us to get everything we need, whether
it’s assists, putting in change targets, filtering out cx in hand, or trying to
zoom through our deck in case we drew 10 climaxes. I honestly want to run 3 but
finding room to cut 1 is extremely hard with this build. Once you use her, you
will forever remember the bliss of getting everything you ever wanted. HIGHLY
recommend this card.
Level 1 I run 12 characters
Koyomi Araragi, Vampire-Like Human (BM/S15-016)
-5500 vanilla with hand encore when you have a Shinobu on
the field. Great costless card that has a bond. Can easily get over things
thanks to Tsubasa Hanekawa, Family Issues. Basically a costless 8.5 attacker
reaching up to 10.5k or higher depending on other resources that you pool into
him.
Tsubasa Hanekawa, Family Issues (BM/S15-026)
-One of the best if not best cards in Monogatari. Gives a
global 500 power and enables all your cards including itself to tap and give 1
character 1000 power. So in theory it works like this, if you have 1 of these
in the back and you tap 2 of your back row, and tap both your left and right
front lanes…you can give your center 4k from taps alone. Is it necessary? Not
really since you don’t really need more than 2 taps ever if you use this with
Blessing of the Moon Shinobu. Also if you want to play over something, tap the
card you are going to replace and give something power before doing away with
it. HIGHLY RECOMMEND this card with a minimum of 3 per deck.
Tsubasa Hanekawa, Inner Feelings (BM/S15-079)
-Costless 1500 backup with a second ability of: pay 2, give
the opponent -1 soul. So if someone crashes lategame while you are at 3-6 and
they don’t trigger, play this and they just did no damage. #rekt
Shinobu Oshino, Blessing of the Moon (NM/S24-004)
-Nisemono’s playmaker…this is the card that will make your
attacking field relevant up to level 3 (I have actually killed level 3s with
her). This card’s effect is if you have 2 or more experience, she gains 500
power and also gains 1000 power during your turn. You can see why this is a
reactionary card, it will most likely die if you leave it on the field, but
it’s job is to get key kills on targets. Has “experience” so at level 2, it
receives an additional 1k from your Shinobu, Return Path. This card plus
Shinobu assist and Hanekawa reaches 10.5k with just those 3 cards alone, 12.5k
with a 2k1. Incredibly strong, I believe all yellow Shinobu decks should run no
less than 4.
"Forgery" Deishu Kaiki (NM/S24-029)
-THE GOD, aka Kaiki. This card right here just may be my
favorite in the whole set. When he comes into play, he gives -500 to an
opponents character. So he can snipe a Hatsukaze or other weak assists for
free, you can also use it on front row to weaken then a bit. Second effect is
what makes him the perfect SAO counter. You tap him and give one of your opponents
characters the ability that they cannot play backups OR event backups from
hand. This with 1/0 Shinobu and 1/1 Hanekawa makes for sniping “problem”
characters out with ease. Even late game you can secure guaranteed kills by
giving the effect to the card facing your Level 3 Senjougahara to ensure you
get the effect off. If you play in a meta that is mostly SAO, run 2.
Level 2 I run 5 characters
Shinobu Oshino, Living in the Shadow (NM/S24-010)
-Our changer, this is pretty much the game plan for Level 2.
We go from having little defensive presence to having a monster on our field.
This is an encore step changer so it pays out climaxes that you trigger. Some
games you can just keep yourself at Level 2 and destroy your opponent so that
they can’t make a comeback.
Shinobu Oshino, Serious Mode (NM/S24-006)
-Our signature Anti-Encore card. Basically with the cx combo
she gains 6k power. With everything (Shinobu assist, Hanekawa, 2k1) she reaches
19k. You don’t even need Kaiki at that point to secure a kill. Gets rid of
annoying changes as well as pesky encore cards. I only run 1 since I feel it is
more of a tech rather than a level 2 gameplan. Our main focus should still be
the Shinobu changer, this is just there in case I’m playing against something
with obnoxious level 2 fields.
Tsubasa Hanekawa, Well Conducted (BM/S15-044)
-3k backup, it’s green. Highly suggest fishing one out with
a brainstorm or gate before changing into Level 3 Shinobu. On defense if you
have this card and a Level 3 Shinobu on the field, she gets to 15.5k. Quite a
hurdle for most decks to even come close to at level 2.
Level 3 I run a large count of 11 characters
Suruga Kanbaru (BM/S15-032 )
-10.5 healer with hand encore. Good field presence and
pretty much doesn’t leave field. Not much else to say.
Hitagi, Girl Who Encountered a Crab (BM/S15-052)
-“Took out a loan for this Senjougahara”. Another iconic
staple of Bake. Most good players won’t fall for its shenanigans but it will
force them to play different which is what we want. This card can easily get its
effect off with this build due to the power modifiers. You can run 4 if you
wish, but I personally run 3.
Shinobu Oshino, Master and Servant Relationship (NM/S24-002)
-The reason you play yellow in Nise. She’s an 11k healer
that is not targetable by opponents effects. This means wind triggers, anti
change backups etc etc. She is still prone to “on reverse” effects such as clock
shots. Still there is no reason to run any less than 4, she is our gameplan at
level 2 and at level 3 she is just a wall that makes opponents commit resources
into killing. A little pricey but 100% worth.
Hitagi Senjougahara, Someone to Protect (NM/S24-026)
-11.5 card with no heals. When she attacks, she gives
another of your strange characters 1k till the end of your opponents card. When
she is front attacked, you can top check and either leave it on top of the
library or put it into the waiting room. This card is a monster, I highly
prefer to play this over a healer if I’m at 3/0 in damage.
I run 8 climax cards
Encounter at the Ruins (NM/S24-019)
-Yellow 2k1, combos with 2/1 Anti Encore Shinobu. Key to
getting kills throughout the game with the 2k power boost. Also hitting the 2
soul trigger amplifies our swinging power. I used to run 8 gates but I opt for
this now due to all the field benefits it brings me.
Hitagi Crab (BM/S15-073)
Gameplan at every level:
Level 0 I try to mulligan so that I at least have 1-2
beaters in hand. My priority targets are a level 3 Shinbou or green level 3 in
my clock. This is an experience based deck hence the massive amounts of level
3s being ran. At level 0 after my clock is secure, I focus on obtaining the
Shinobu assist, as well as the Hanekawa assist. Both are key parts to our field
game. This deck does not really worry about getting shoved to 1 fast since we
run so many costless. As long as we have 1 stock going into level 1, we are
golden. Don’t be afraid to attack with random 0s like the Shinobu assist or the
Hitagi brainstorm, you can get them back if you need them through various
methods.
Level 1 is where we begin to claim field dominance during
our turn. If you get pushed to 1 first, do not over commit to the board. Leave
a weak level 0 and 1 Araragi hand encore and see what you opponent puts out to
kill them. NEVER use 1/0 Shinobu as a defenseive option first, always
offensive. She is our main reactionary card to anything other decks have. If
they have level 1 bombs, our 0/0 Shinobu gives our field +1 soul during our
turn so that we can safely remove it. During level 1, you should be getting 1-2
key kills each turn if they have a strong full field. You can easily wipe their
field if they play 1-2 strong characters and 1-2 weak ones. Also during this
time, start focusing on getting 2/1 changer into your hand and a 3/2 Shinobu
into your waiting room (very easy to do with this deck). Don’t forget that
Kaiki is there in case you are playing against a cancerous 3.5k backup reliant
deck.
Level 2 is where we start to take off in terms of
overwhelming power, very suitable for Shinobu’s character. We should still be
using our boosted 1/0 Shinobu(because of experience boost) to kill targets. You
should drop your changer immediately and focus on changing into 3/2 Shinobu. If
you refresh and your Shinobus go back into deck, use Senjougahara brainstorm
and mill it into your waiting room. You should have plenty of stock to do so since
our level 1 game is costless. Also 2/1 Shinobu is great for killing annoying
encore cards or change targets. You should have the perfect balance of power,
sustainability and raw burst potential at this stage.
Level 3 is a little rough for a deck with no finishers but
hopefully we’ve established dominance during level 2. Our level 3 is still
fairly strong due to multiple overstat'd healers and a top check power boosting
Senjougahara. Never forget to use all your tools at this stage, Kaiki, Hanekawa
Taps, play overs etc etc. If it’s one thing this deck can do, it is power.
Hitting over 20k power is not a hard feat at all so never feel intimidated by
your opponents power, in fact..they should be terrified of ours.
I hope this guide helps some people out there looking at
getting into Monogatari or if some just wanted to see how my deck operates. I
enjoy playing this deck a lot due it rewarding good play. Sure you still get
Weiss’d at times but most decks fall victim to the same thing. Just keep calm
and believe in Kaiki.