Rurouni Kenshin Decklists
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Blue Aoshi
Aoshi thrives on nonstop combat. Swing, ready, swing again- then do it one more time for good measure. You’ll want to find ways to rest your characters to keep doing what it’s best at.
Strengths: Strong all-in turn, Well statted cards.
Weaknesses: Really only all-ins on the setup.
Difficulty: 3/5
Archetype: 4c Midrange Combo, Rest your own card effects
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Blue Seijuro
Seijuro is all about getting big and hitting hard. Typically decks that ramp are locked into just that, but this deck curves out well so you’re not committed to just the generation.
Strengths: Good midrange cards to apply pressure without boss cards.
Weaknesses: Payoff is really just a 5k Damage 2 character, so its really reliant on the rest of the deck just doing well by itself.
Difficulty: 3/5
Archetype: 7c Ramp, Discard
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Purple Saito
The epitome of midrange in UA. You draw cards, play cards, push or raid to make space, and keep drawing cards. Just a solid gameplan from beginning to end with little gimmick.
Strengths: Very consistent gameplan via searches, Strong pressure, Extra attack and Snipe Impact from backline.
Weaknesses: Can be raid heavy making it hard to block, 6c Raid can be resource intensive to get out on turns when you're behind.
Difficulty: 2/5
Archetype: 6c Midrange, Snipe Impact, Extra attacks
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Purple Ten Swords
Having multiple ways to discard from the top of the deck makes the deck amazingly consistent. The 4c Seta rare and 3c Makoto rare are the best partners for their SR counterparts, allowing you to mill the top deck with amazing effects. The 1 and 0 cost characters are also very good at supporting the big guys.
Strengths: Consistent 2-3 Impacts every turn, Constant knowledge of top deck, Extra removal, Defensive capabilities.
Weaknesses: Very reliant on engine without any protection (has some recursion).
Difficulty: 4/5
Archetype: 4c Midrange Combo, Impact, Sideline recursion
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Red Kenshin
Kenshin is the hypocrite deck of UA. Who pledges not to kill but is also the prominent aggro deck??
Strengths: Very aggressive and disruptive to your opponent’s board, Special will bottom deck instead of killing.
Weaknesses: Will gas itself out.
Difficulty: 2/5
Archetype: 4c Aggro, Restand, Pushback
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Red Sanosuke
By resting your front line Sanosukes you get the ability to push through block, rest an opponent's character, and even remove characters.
Strengths: Force block, Consistent Damage 2.
Weaknesses: Attack phase requires more thought due to resting effects, Can gas out.
Difficulty: 2/5
Archetype: 4c Aggro Midrange, Rest and restand
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