Mitsurugi

Master V from on October 18th, 2025
cp-ur 900 + cp-sr 480
40 cards

Notes & Combos

I was really looking forward to playing a midrange list again after Runick decks and Fiendsmith control fell off, so went with a pretty standard pure Mitsurugi list this month. I was drolled or Mulcharmied every second game, but found that Mitsurugi pure surprisingly played through all the lingering handtraps decently well. End board was usually 2 or 3 Mitsu backrow alongside either just Murakumo if I was Maxx C'ed or Mulcharmied, or IP and Futsu if I wasn't.

I was experimenting with a Magistus package early on in my climb to try and add a Savage to my end board, but found it lost harder to droll and also prevented me from playing Impulse. Talents was never live a single time during my climb because I only opened it alongside hands that couldn't play anyway, but every other card in the main felt great. Only thing I would've changed was removing TTT for a second Nibiru. Dropping the Called Bys and the TTT for another set of hand traps was also something I thought about, but I don't think low impact hand traps are good this format, and Maliss/Orcust aren't nearly common enough for me to justify running Lancea.

I didn't make a single rank 8 or Zeus in my climb, but felt they could potentially come up in some weird game states. None of the rank 4s came up super often either, outside of King of the Feral Imps and Gallant Granite. IP into Apollousa is technically something you can do on your opponent's turn using the small rituals revived by Futsu, but I never went for it right off the bat in case of a Talents. Opponents usually didn't have enough to push through everything else anyway, so I only went into Apollousa once or twice as a last push to secure a win after they chewed through the other pieces of interaction.

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