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Uzuri, Switchblade | Deck Tech February 2024 | Flesh and Blood Classic Constructed
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- เผยแพร่เมื่อ 5 ก.พ. 2024
- Hey ya'll! This is an update to my Uzuri deck for February 2024. I tried to keep the video more succinct and just focused on the most important information and reasons to play certain cards. If you have any questions, please leave a comment below!
This was a great video, nice work! Was very helpful. :)
I would be interested in a matchup guide as well.
Hey, I understand if it's too much, but a write-up with how the deck can play into matchups would be great. Including cards to look out for in the matchup.
I feel like it's something that's missing a lot from the Flesh and Blood community.
Hey, thanks for the suggestion! I’ve been looking into writing FaB content so I may have something like this soon.
Please do a match-up guide and also the ways to use Codex of Frailty. Thanks for the guide!
Please make more videos about Uzuri! This one was great already, but I'd love to hear more about codex usages and general switching cards from main deck and side deck for different opponents.
Thank you for the tech, I'm trying to learn Uzuri. I'm curious about the contract cards plunder the poor and annihilate. Are they worth it? They look to me very underwhelming. Wouldn't be better more go agains like hurl or ravenous rabble, or more stealth cards like Red infect or infiltrate, or more buffs like nimblism or pummel?
Hey, thanks for the question! My reason for not running those cards lies in my main theses about Uzuri, which are that 1) Uzuri is best when playing 1-3 card hands, due to the lack of natural go again in assassin, and 2) Uzuri is benefited by playing for a long game, because the disruptive power of the daggers and attack reactions gets strong the lower on life your opponent is. Both of these two points led toward me wanting to minimize 2-blocks, so you can prioritize blocking down to whatever the most efficient 1-3 card hand you have is. Additionally, I feel like Rabble and Hurl are attempting to compete on the same axis as other classes (such as Ninja) but do so less efficiently. Nimblism and Pummel both require specific kinds of draws to utilize well, and Assassin as a class can already have a problem with brick hands, so I didn't want to increase the possibility of bricks by adding them. Threatening to go wide is still good of course, but I think Looking for a Scrap presents a much more efficient rate if you're in a build running enough blue stealth attacks.
Plunder the Poor and Annihilate the Armed, by contrast, both block for three and play well off of smaller hands. They also help for the long game by threatening to banish cards and generate silver to bring back your equipment. Of the rare/common contract cards available, I chose them because they are the most likely to trigger their contracts into the most heroes. You could definitely make an argument that it would be better to play red infect over one of them though!
All that being said--a lot of Uzuri players run Rabble, Hurl, and/or Nimblism. Those are usually redline builds with a more aggressive game plan than what I go for. I'd recommend trying them out and seeing what fits your playstyle more!
Thank you for this great reply. This is really useful, I'm looking for videos on how to play Uzuri, tips, the general gameplan, etc. I find Uzuri super fun but also difficult. Btw I've heard a lot about redline vs blueline Uzuri, but what is really the difference? Most decks I've seen run between 11-17 blues, so there isn't much of a difference.
Right now I build Uzuri by focusing on her switch effect - which I find the most powerful thing you can do with Uzuri. I'm running like 18 stealth and ~16 switches (incl Leave no witness and surgical, also yellow death touch and sneak attack for budget reasons, no cnc). With the rest of the cards I try to complement the main gameplan - switcharoo - and contract cards don't seem to work well because of go again. But they do block 3 indeed, and are decent as a 1 card hand.
Anyway, I'm new to Uzuri, I'm trying to understand the optimal build, how to play, your video was very useful. @@BlackwellTCG
I can see DnD becoming Standing Order, as that can become a 6 from hand, and can clear an awkward arsenal? I also really really like inertia trap because its a way to clear an arsenal for a properly disruptive codex
Also i appreciate your thoughts on the hero. There isn't enough content for assassian if you ask me.
Cool video thank you
Looking for a scrap change for amnezia or for inflitrate ? What do you think
I don't understand. How can you respond with a defense reaction during the attack reaction step? Also I thought nobody gets priority while an effect is being resolved.
When a player plays a reaction, the other player gets priority to play a reaction of their own before the reaction "resolves" and is added to the combat chain. This is why you can respond to a defense reaction with Flick Knives, and why your opponent can respond to an Uzuri activation before the card you're switching in is revealed. You basically get two windows of priority when an opponent plays a reaction: after they play it but before it resolves, and then again after it resolves. I misspoke if I said something about playing a defense reaction during the attack reaction step.
@@BlackwellTCGI have much to learn then. Thanks!
No eradicate?
Can you give us an update with MST?
Been working on lists for both Nuu and Uzuri. I’m currently trying to finalize what I’m playing at US Nationals and will do a video sometime after I figure that out.
@@BlackwellTCG that's nice man! I will appreciate some insights! =)
unfurtunately this deck does not get along much with the new fatigue meta