Hentai Strike 1.6

Hentai Strike 1.6

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A deck that kinda works like Exodia
By Baka Piot, shy cutie and 1 collaborators
The ultimate deck guide for a game which you literally can't buy anymore and is not worth playing anyway. Send your enemies to the shadow realm.
   
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Introduction
Can't win any games? Then I'm here to change your life with my experience of 8 minutes of gameplay. This is a guide to create the absolute best deck (except there might be better stuff (except no, not at all...)).

Actually, this guide is just for the memes because I got bored. It might get silly in here. But since people have found this guide somehow, i should put some effort into it, even though I doubt that more people will read this guide.
Also, it's unlikely that this will be updated. This deck works in the release version and it will never break because who needs updates amirite?
I wouldn't be opposed to meta changes though. It's time for Giant Monster to shine which, at the moment, is only a decent rogue deck, but nowhere near as consistent as Thunder turbo. It literally dominates the competitive scene right now. Also, if Giant Monster enters the scene, Warrior wouldn't be such a brick right now, and Heal would actually be useful, as currently, Thunder is too bursty to outheal.
Our first card
The first key card is "Thunder".


This card lets you damage the enemy base for 3. It costs 1 point. We use it as our win condition. It basically kills the enemy.
This makes it actually more burn than Exodia, but calling it Exodia is more meme.
Our second card
The second key card is "Draw".


With this, you can draw a card. It's our engine for a fast deck. You might be like "Yeah, so I use one card to draw another, but is it worth it?". And that's the best thing about it. It costs nothing. You basically cycle through your deck for free. It's very convenient deck thinning (except there's no deck thinning in this game).
Now you might say "What's the point of putting "Draw" in your deck then". To which I reply: What's the point in leaving it out? It's free consistency. People like free things.
Other cards
Card
Description
Mage is the most common card aside from Thunder, if not more common (outside of the competitive scene, at least). It's a 1/1 creature for 1 mana that can hit both cards and the enemy base.
Quite versatile, but pointless for this strategy unless you play a hybrid variant. However, this guide is for a pure thunder deck.
Giant Monster is a powerful creature with a statline of 2/4, but a steep 3 mana cost. I love this card, but sadly, it's a little expensive, which makes it so it's a rogue pick at most. Also, it is easily countered by Warriors.
For the strategy explained in this guide, it is too slow. Also, this guide is for a pure thunder deck, so we don't use creature cards.
Warrior is pretty much the counter to Giant Monster. Its stats are 2/1, and it only costs one mana. You might think "Wow, it's the same as Mage, but stronger", but here's the catch: It can only attack cards, not the enemy base. By itself, it doesn't work as a win condition, unlike Mage. It's more of a staple instead.
Given the current meta, this card is a brick in most cases, but if Giant Monster sees more play, it may actually be a decent card to splash in, at the cost of consistency, but since I'm explaining Thunder Turbo, we are going to stay aggressive and leave it out. Hybrid decks are a little out of our scope for now.
Against our deck, this card is unsurprisingly harmless.
Heal is the opposite of Thunder, where it increases your base's health by 3 instead of decreasing the enemy base's health. However, while you can throw every Thunder at your enemy in a single turn, Heal isn't as effective. As long as it can't overheal, you don't have to fear this card despite possibly being intended as a counter.
Against Mage and Giant Monster decks, you might be able to use this card at the cost of consistency, but since I'm explaining Thunder Turbo, we are going to stay aggressive and leave it out.
Against our deck, this card is surprisingly harmless.
The deck itself
First of all, there are lots of ways to build this deck. After a lot of experimenting, I found my preferred build and it's likely that you have to do some trial-and-error too. By now, I have decided that 4 Thunders and 2 Draws works best for me. For my tastes, more Draws is too overkill, less Draws is too inconsistent, more Thunders is too aggressive, and less Thunders is too merciful.

You can put 6 cards in your deck. In the game, these cards are randomly put into your hand. Any combination of these cards should give you the ultimate (and least fun) deck.

Here are the extreme examples of possible decks:

Exodia turbo / Thunder turbo
It consists of 5 times Draws and 1 Thunder. When I started playing Thunder Turbo, it's the deck I used to play and probably the most consistent, since it is based on drawing cards and cycles through them real quick. I assure you that you will NEVER have a dead hand.


Exodia aggro / Thunder aggro
A more aggressive version of Exodia. It's made of 6 Thunders. I only really use it when I'm really pissed off. So far, I haven't gotten any dead hands, but I think I just got lucky. There should be a really high chance for dead hands because of the lack of Draw cards. Still works though.


Exodia true turbo / True turbo
A speedier version of Exodia made out of 6 Draws. I do not suggest this one since we took out the primary win condition so you have to rely on the secondary win condition. Just spam Draw until one side quits the duel (usually it's you).
The strategy
Before we talk about the strategy, we have to talk about the basics of the game.

Each player has a base. A base has 25 health points and if it reaches zero, you lose/win the duel. You may have up to 4 cards in your hand and you can redraw for 2 mana points, which gives you 4 new cards. Every turn, we get 5 mana points and we draw one card. Mana stacks, so if you have 5 points, you will have 10 points next turn. That's all we need to know.

Now some mathematical stuff.
Thunder deals 3 damage to the enemy base. A base has 25 health points. So, to destroy the enemy base, it will take 25 / 3 = 8,3333... -> 9 Thunders.

It is likely that we have to redraw twice because we can only have 4 cards in our hand. That means, we need to spend 4 mana for that (sometimes 2, when the enemy doesn't heal pre-turn 3).
9 Thunders means 9 mana.
Add that together and you get 13 mana.
Every turn, we get 5 mana, so we need 3 turns (15 mana) to wreck the enemy base.
We will have 2 mana left over and we haven't considered that we draw 1 card each turn. We can use this to optimize our strat.

Now, to the strats (I improved it a bit)
Turn 1: [5 Mana, 4 cards] Pass your turn. You may use any number of Draws and up to two Thunders before passing your turn.
Turn 2: [8-10 Mana, 3-4 cards] Pass your turn. You may use any number of Draws and up to two Thunders (minus the ones you used in your first turn) before passing your turn.
Turn 3: [13-15 Mana, 3-4 cards] Use every card you have. Once your cards run out, redraw. Then, again, use everything you have. Redraw again and use Thunder for game.

I like to do it like this: Pass, pass, redraw, one Thunder, redraw, 4 Thunder, redraw, 4 Thunder. The first redraw is some strong disrespect, plus you end up with no cards and no mana for a clean finish, that's why I like it.

It's possible that you don't have to redraw a second time when you used Thunder on your first and/or second turn and the enemy hasn't healed. However, if things go right, you will always win in 3 turns max.
If the enemy summons monsters, ignore them (you can't kill them anyway).
Conclusion
That's it for this deck basically. It's a boring and cheap way to win, but it works almost 100% of the time. Maybe it will be nerfed. At the very least, I expect that Draw will land on the banlist quite quickly for the insane speed it gives.

Also I don't expect anyone to read this, but if you did, then thanks I guess. Also, you wasted your time like I did when I wrote this guide, which actually took more time than the game itself.

Instead of wasting your time here, why don't you waste your time on my Twitch channel?[www.twitch.tv]
7 Comments
Baka Piot, shy cutie  [author] 2 Dec, 2018 @ 12:23pm 
No problem. ;)
DaAre 2 Dec, 2018 @ 12:21pm 
Ok, thanks a lot. Also, thanks for this guide.
Baka Piot, shy cutie  [author] 2 Dec, 2018 @ 12:12pm 
Could also be that the achievement broke. Happened to a game I own once, luckily after I got the achievement.
Baka Piot, shy cutie  [author] 2 Dec, 2018 @ 12:10pm 
I honestly don't know. Maybe spend some time in a game? If I remember correctly, the achievement didn't unlock instantly. I actually found that unlock to be quite random tbh.
DaAre 2 Dec, 2018 @ 12:04pm 
Is there another way to unlock the achievement ?
Baka Piot, shy cutie  [author] 2 Dec, 2018 @ 4:22am 
I think it automatically unlocks when you start a match. At least it did for me.
Penumbean 1 Dec, 2018 @ 8:54pm 
look like one yigioh player, thanks for your guide, but i wanna know how to unlock the achievement?