Uzuri, Switchblade

Uzuri, Switchblade

Introduction

Uzuri, a hero introduced in Outsiders, possesses a unique ability to swap a Stealth card with a 2 or less cost card from the hand. This ability is particularly useful in Flesh and Blood, as many 1 and 2-cost cards offer exceptional interactions. For instance, Command and Conquer not only stops Defense Reactions but also destroys the opponent’s arsenal on hit. The Stealth + Hero mechanic allows Uzuri’s hero ability to conceal the actual attack, forcing the opponent to decide how to block without knowing the attack.

While it’s true that swapping a card results in the loss of a Stealth card (since it is placed at the bottom of the deck), the benefit of hiding information until the last moment outweighs pitching a blue card. Moreover, as the deck has a swapping mechanic, it requires fewer blues than traditional aggro or midrange decks.

However, the gimmick of Uzuri is balanced with less value in other areas. The hero can still match the value quota of most decks by leading the combat chain with one or two Go Again cards, but it’s mostly capped at 14 value turns. The deck’s saving grace is Codex of Frailty, which generates 6 to 12 value on its own, making the deck a viable meta option. While this may seem overpowered, it helps the deck compete with the big Aggro contenders and can catch some Control decks off-guard.

However, relying solely on the occasional 12 value push may not be sufficient for the deck to be viable in the long run. Players can play defensively, add more Defense Reactions, or opt for cards like Reinforce the Line and Down and Dirty to counter the deck’s strategy.

However, Uzuri has something very powerful going for it:

Because the deck puts red Stealth cards on the bottom of the deck instead of pitching, Uzuri’s endgame is rather powerful in contrast to traditional Flesh and Blood decks. If you make sure to get some 2-cost attacks on the bottom as well, you are setting up a powerful pitch-stack.

How to play Uzuri?

Uzuri is a deck that relies on blocking and counterattacking. This type of deck is known as a “block 2, attack 2” deck, which means that it focuses on blocking with 2 cards and then attacking with 2 cards during your turn. If you end up with extra cards in hand, you use those to either lead with a Go Again card, a Non-Attack Action, or attacking with the daggers for potential blocking debuffs on the cards that matter.

To get the most value out of Uzuri’s cards, you need to play stealth cards and then swap them for other cards in your hand. This allows you to extend the value of your cards and deal more damage to your opponent. However, it’s also important to block damage during your opponent’s turn, using 3-block cards and Defense Reactions, to deny them value on anything that has an on-hit effect.

Uzuri is a deck that rewards patient play and careful calculation. You need to constantly weigh the value of blocking versus attacking, depending on the game state and the hero you are facing. For example, if you have a blue card + Spike with Bloodrot in hand, you might be tempted to save it for an attack. But if your opponent is likely to block your attack anyway, it might be better to use it for blocking instead and guarantee 6 block and 6 value. Not only that, most of Uzuri’s value is tied in her on-hit effects of the 1 and 2-cost cards, so every time you block 6 damage, you buy yourself half a turn to continue your strategy of wearing the opponent down.

What type of on-hits do we have in this deck? We have a bunch of arsenal destruction, token generation (Frailty, Bloodrot and Inertia) and straight up discard on-hits.

If you’re new to Uzuri, it’s important to practice a lot and learn how to use the deck effectively. You may need to play 150-200 games against top meta decks to master it. But if you’re willing to put in the effort, Uzuri can be a rewarding and powerful deck to play.

The Daggers

Uzuri’s daggers heavily play into her playstyle because you can actively debuff specific card types’ defense value, making it difficult for the opponent to block efficiently. This leads to opposing heroes having to commit resources or cards to attacks they normally wouldn’t want to, and partially why it is a strong anti-Control strategy.

Isolate

Isolate is the real winner in terms of Stealth cards because it combos so well with Command and Conquer, stopping the opponent from defending with more than 1 card from hand no matter how they try to play around this. If their card in Arsenal is a combo piece they are almost guaranteed to lose it.

Tips & Tricks

It is good to keep in mind that cards like Ravenous Rabble do not trigger their additional cost, so you get to take full advantage of that 5 power without any downside. Also, swapping a card isn’t the same as playing a card, so things like Death Touch can be placed from the hand onto the Combat Chain.

Codex of Frailty’s discard only triggers if you have cards in hand. Playing it as the last card in your hand lets you bypass that trigger, essentially giving you a free card at the end of the turn thanks to Ponder. Some good attack actions to fetch from your graveyard are Leave no Witness and Death Touch.

The deck & sideboard

For a good example of a Uzuri deck, you can check out Sam Dando and Ben Dodd’s Red Blade Uzuri deck. They’ve also provided a sideboard for the deck, which can be helpful in different match-ups. I have copied this information and put it into a new Fabrary link with built-in Sideboard for when you play on Talishar.

The deck: https://fabrary.net/decks/01GWG6BKB1M6JG0KYEAXS81GS9

The Future of Uzuri:

I believe that the Assassin deck will remain a strong midrange strategy for the foreseeable future. However, there may be some success in experimenting with builds that incorporate Pummel and slightly more blue cards, though these decks may lean more towards full control rather than midrange. It’s worth exploring these options, as even with just a Tunic Resource and a blue pitch, a Pummeled Command and Conquer can be easily presented with only three cards.

Personally, I really enjoy Sam and Ben’s take on the Assassin deck, which reminds me of the old-school Ira build, but with Command and Conquer. The debuffs provided by the daggers and the deck’s flexibility in switching between full control with the abundance of 3-blocks and aggro are both appealing to me.

However, I do have concerns about the viability of the deck being largely carried by the power of Codex of Frailty. While I hope that LSS does not ban this card, I do think some kind of limit may need to be implemented for decks that abuse it more than Assassin does, such as Azalea and Lexi. In the past, LSS has been reluctant to ban Majestic or Legendary cards, especially those tied to Marvel versions, so I doubt we will see them removed any time soon. Nonetheless, for those who are fans of the Assassin deck, I suggest enjoying it while it lasts!

My Deck Score

Power: 6/10

Defense: 8/10

Consistency: 9/10

Ease of Play: 7/10

Overal score: 7.5/10

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