User blog:Tachikaze Master/Remember decklist: Eternal Freeze

A few days ago, I asked Kuku for a Remember-5 banner because... well, I really liked Remember 5's art, and I had it made, but then I didn't want it to just sit in my computer doing nothing, so I decided to make a blog about my Remember decklist and just use it as my poster there. I'm bored anyways, and it'd feel good having something like a guide so might as well :P





Decklist:


Level 4 SIGNIs

Code Art IZRH x3

Code Art HI x4

Level 3 SIGNIs

Code Art MGT x3

Code Art HTR x4

Code Art DY x4

Level 2 SIGNIs

Code Art FM x3

Servant D2 x4

Code Anti Aztec x2

Level 1 SIGNIs

Code Art GRB x4

Code Art DP x3

Code Anti Henge x2

Servant O2 x4

Spells

THREE OUT x1

LRIGs

Piruluk (card)

Code Piruluk K

Code Piruluk Beta

Remember Dawn, Star-Reading Miko

Remember Midnight, Star-Reading Miko

Remember Dead Night, Star-Reading Miko

ARTS

Don't Move x1

Pinch Defense x1

Ancient Surprise x1

Lock You x1

Card Choices:
Eh... First of all: My Level 4 SIGNIs: IZRH is a must, since he's basically the best Freeze Banisher available to us. He Banishes a card on call. Simple wins this match. Plus, the second skill comes useful; particularly when battoruing against Iona-5 or Mayu (possibly). HI has a great Life Burst, and an amazing skill in both the ACT and the Heaven one. Extra Freeze Banishing is never bad and gurantees maximum offense as long as the Cross pair is available on the field.

For my Level 3 SIGNIs: I had to fit many cards in here. CPU was great, but I lacked the space. DEF was also great, but HTR was plain better. In the end: I settled with this lineup. MGT provides maximum hand Engine with GRB, HTR gives URLEH GAEM, a possible Draw engine, and... well, just great flexibility.

For my Level 2 SIGNIs: 4 of Servant is obvious. Aztec is there for the fueling of Ancient Surprise. FM and DP Cross pair provides URLEH GAEM, especially when combined with Beta. It also helps nullify HTR's cost early on, or hell, even helps in activating it.

Level 1 SIGNIs: Henge, DP, and Servants are being ran for basically the same reason as their Level 2 counterparts. GRB is there because of the hand fuel, juicy MGT target, and... preety much what it's good at doing.

After putting everything in, I had a single space left for a non-Lifeburst card. This could have been anything, but I chose to pick THREE OUT. THREE OUT helps in fueling drop for Ancient Surprise and URLEH draw engines, specifically for HTR. It could have been something else, like Mikamune, DEF, Get Bible (even if it's a bad thing to do) and etc. I just chose THREE OUT since I had been desperately suffering from Ancient Surprise's drop fodder, but it's up to preference I'd say.

My LRIG zone I go.

LRIGs: I play Piruluk up to Level 2 because... well, since I use GRB and stuff and don't run Mikamune, fooling my oppononent into thinking that this is a Piruluk deck is easy (as long as DY doesn't come out early and spoil the Freeze banishing shenanigance, that is... and even then, it's a likely story), and Beta's added in +1k is extremely useful, especially if my opponent has a Cross out to counter mine. From Level 3 on out: It's Remember. Level 3 Remember is useful for giving HTR URLEH GAEM, even if it costs me precious White Ener that could be used for other stuff. I'm considering Delta, but Remember-3 has an immediate effect compared to Delta.

I chose Midnight Remember over Night Remember because... well, testing said that Midnight was better. I run 2 Cross pairs (while 1 is at 3 each), and because of this, it becomes easy to Freeze for free consistently again and again. The ACT skill helps too to drain your opponent's resources, and the on-Heaven skill helps out a lot in generating advantage. A lot. On the other hand, Night Remember can Freeze once on-play, then can possibly continously freeze... for an expensive cost of a card from your hand and 2 ener. Freeze by itself isn't even a full +1, and this thing is demanding a -2 from us (assuming that an Ener counts to -0.5). Midnight Freezes for free (basically) with an easy condition, and the HI + DY Cross pair banishes consistently already. I say that it's just not worth it. If you plan to run Night Remember, then it's gonna be for the CONT skill which you dun even know whether it's gonna come in handy or not.

Remember-5 is amazing. It Freezes the cards in the truest sense with it's CONT skill, plus has an extremely flexible Exceed that either Freeze Banishes or Freezes. This thing itself is a standalone boss killer, as a LRIG. A LRIG. Guess what this means? That right: RIP Arcgain. You can Freeze it with Remember-5 and then banish it with HI (Remember-5's CONT OP). Not only that: Remember-5 is the best answer to CMR lockdown, which otherwise would abolish you. Remember-5 is just a really flexible card that counters countless decks really well.

To my ARTS: First of all: Ancient Surprise. It's a meta card, and really good at banishing to make way for more attacks when you can't Freeze nor Freeze Banish. It also has the side option of Aztec-ing and... you get my point.

Pinch Defense is obvious: A really good defensive ARTS. Lock You is basically staple. The one thing that stands out in my ARTS zone would be... well, Don't Move. Why? Because all my ARTS require a Servant to be used, or in the case of Ancient Surprise, a Black card. This hurts, considering I need those Servants to grow too, and I only have 8 in my whole deck to use. Mikamune can help this problem, but even then, not by a large margin unless I somehow magically find the space to max it out (and even then). Because of this, I find that I'm unable to use an ARTS to defend myself, when I have just about 11 cards in my Ener: all Blue. The quickest solution to this problem is putting in a Blue ARTS into the deck, and among the choices I had, Don't Move was the best option. I tend to have 30 Ener just sitting, waiting to be rotted withought anywhere good to be put in anyway, so why not just use it? Of course, it was hard finding the space for it, but it was worth it I'd say.

Playstyle:
Play as aggressive as possible. Early on, gather the "pieces" for your moves, such as HTR, multiple Servants you can charge to either grow or call and let get banished (calling Servants is a legitimate good move with this deck), then play the stalling game for 1-2 turns. If possible, put down a FM + DP pair as quickly as possible. Try and keep your HIs, DYs, and IZHRs, but if you can't, drop them and go for maximum URLEH HTR game, putting IZRH at priority disposal, DY as next and HI as last.

Don't grow into Remember-5 at turn 5-6 just because you can if it's unneccesary and you only have 1 Servant in Ener. You can use that Ener to Pinch Defense next turn. Growing into Remember-5 isn't a bad thing at all: Just time it wisely.

Other Card Options:
Rob Move or FREEZE/BEAUTIFUL are options to murder Contempora (especially with Remember-5) and Anne as much as you want to, but otherwise, they become... well, useless, so I advise against it (unless this game magically gains a side deck system... that'd be great). Running DEF/Mikamune(s) over THREE OUT is a completely valid choice. Spirit Salvage is a good card, let's you situationally nuke a field that didn't get power boosts (another way to deal with Contempora), but finding the space for it is hard, I'd say. Get Bible? I mean... it can tutor out an IZRH/HI/DY/whatever you need when you need it, but it costs a Servant, which hurts a lot. I guess it is a White fodder too, but Mikamune is a much better choice for that.

Matchups:
Iona: Beauty. Iona's attack force shenanigance won't work as well as it could since you'll full-out attack anyways and use IZRH/Remember-5 to get rid of any annoying threats you could have *cough cough Vimana cough*. The moment your opponent brings out Iona-5, you're golden. You'll be playing the Vanila game of which you have access to Remember-5 and IZRH's freeze shenanigance to kill. All you have to do against this matchup is gurantee that you can IZRH twice that game and/or safely grow into Remember-5, and you're good to go.

Overall rating: 9/10: You should have a high chance of winning this one.

Anne: Oh god no... The infinite wall. You have basically no way of getting rid of Contempora aside from battle phase, and you won't be able to Freeze anything that way. Plus Anne-4's skill gives Contempora a power boost, making it hard to beatstick beat. You can't IZRH, Remember-5's basically rendered vanila, you can't do much unless you run FREEZE or Rob Move, which apart from this matchup are trash cards. The only thing you can do is continously banish Contempora and Suiboku until your opponent runs out of Ener... if you even manage to last that long, that is.

Overall rating: 2/10: I'd be impressed if you consistently beat this deck.

Myuu: Myuu? The matchup isn't that bad. Pider gets RIPPED in style by Remember-5, but your opponent has ways to call it back out. The matchup here is going to be interesting, since all it's gonna be is you and your opponent taking turns to drain the other of resources by consistently banishing their SIGNIs and dealing as much damage as possible.

Overall rating: 5/10: Not too good, not too bad either.

Mayu: Mayu eh... Not much you can do here. Assuming it's the Arm version, you really can't do much but get hit hard, survive, do a magical OTKO before the opponent can get Mayu out. Otherwise, you're screwed.

Overall rating: 4/10: Not an impossible matchup, but it's gonna be difficult considering how OP Mayu is.

Red Tama: Red Tama? O boi... The decks work in a similar way, but Red Tama has more URLEH GAEM resource options. In this case, you should just beatdown and play as you would normally until your opponent faints. Remember-5 should be able to carry you off this matchup, considering how well you can do against Red Tama-5.

Overall rating: 5/10: Vanila beatdown that kills and gets killed.

Midoriko: First of all: for 3-stop... it has a scary URLEH GAEM. You should try to survive the onslaught of Lancers coming at your way and Spam Freeze-Banish all the way until your opponent dies. Make sure you can use an ARTS at all times and beatdown. You should be fine. Growing into Remember-5 in this matchup is... well, not a bad idea I suppose, but I woudn't unless you would final turn with it. Also, watch out for Late Bloomer. A lot.

Overall rating: 5/10: As always: Maybe you'll win, maybe you won't.

Piruluk: Spellspam RAINY? I'd say giving up is wise :P

Seriously though, it's gonna be a tough matchup, but it won't be impossible. Just remember all times about Lock You, and use it if you think you can win next turn/you'll die this turn. AMS should not be forgivven to live and you should land the hammer of Remember-5 whenever it comes up. Then just stall out and beatdown.

On the contrary, if the matchup is Lockdown, Remember-5 will kill easilly. Just drop as many cards in your hand as possible before your opponent reaches Level 5 that will murder your hand anyways then kill with... I dunno, topdeck sack/Remember-5 banishing spam.

Overall rating: 4/10 (spellspam), 6/10 (lockdown)

Hanayo: It shouldn't be difficult. You have a millema of ARTS you can use against your opponent to defend yourself, and then brutally murder your opponent when he/she tries to Double Crush shenanigance you. As long as you can ARTS consistenly, there shouldn't be a problem.

Overall rating: 7/10: Not difficult.

Yuzuki: ... This can be tough. Your Servants are RIPPED and you could possibly not be able to grow. Use up Servants as quickly as possible, and then always save a 2nd to 3rd one in your hand to charge and grow later on, no matter what. Aside from that, there shouldn't be big problems. Just always watch out for the Ener cut and Double Crushes.

Overall rating: 6/10: Slightly advantageous to Remember, imo.

Eldora: Well.... well well well... I say give up?

... Fine.

Assuming that it's the traditional Life Cloth manipulation, it shouldn't be that hard. Your opponent lacks power SIGNIs for the most part and is vulnurable to Freeze Banishment, so it shouldn't be hard to put in damage. The problem would be... well... Rebirth, Hammer Chance and the likes that will delay your opponent's death greatly, which is a problem. Also, Eldora 4's Banishing shenanigance will be annoying for you, so beware of that.

If it's an Eldora deck that isn't Life Control... it could be a bunch of other things, but depending on what it is, you're preety much screwed,

Overall rating: 4/10: Not impossible, but would not want to meet.

Ulith: For the Charm version of the deck: Just beatdown. No "strategy" worth mentioning except for using ARTS wisely.

If it's the Life Recovery spam version: Again: Just beatdown. Not much I can say here.

Overall rating: 5/10: Half half.

Tawil: Oh hey, a considerably easy opponent. Sure, the Tawil kill combo that makes the pair RIPPED is annoying, but then all you have to is switch plans, bring out Remember 5, then IZRH beatdown. Shub-Niggura has nothing against Remember-5 and gets rekt, so it isn't difficult, to be honest. Just play smart.

Overall rating: 7/10

Mirurun: So far, all the Mirurun decks I fought against were trash and Mirurun in general has a playstyle that... to be frank isn't very good, so there shoudn't be problems.

Overall rating: 8/10: You shouldn't lose to this deck. If you do, it's okay, but you won't normally as long as you don't misplay hard.

Umuru: Early LostTech spam can possibly kill you and while your URLEH GAEM is decent, it's nowhere as good if your opponent plays the LT game. Just hand on tight, stand unti Level 4-5, then kill your opponent. It shouldn't be hard to damage Umuru in the first place after they LT spam anyways, so you shouldn't fall "behind" in this matchup.

Overall rating: 6/10: Not horrible of a matchup.

Sashe: ... Oh god...

If the deck brings out Saturn, it's gonna become annoying. If this happens, make sure you Freeze it as quickly as possible with Remember-5 and then banish it.

If they bring out Uranus, aim for the non-Uranus collumns. You can't do anything about Uranus except for putting up meat shields in that collumn and trying to kill your opponent before they do you.

Or, if they be stupid and don't call it to the very right, attack and banish it with HI... if possible, at least.