When it comes to German engineering, nothing can match the prowess of the Deutschland spirit. From their small trinkets to advanced weaponry, to the very small everyday tools that have unique purposes for which they were specifically designed for. Now at the apex of their work, the German navy is nothing to scoff at, ready to pummel their opponents with their powerful, damaging shells.
Retrofitted Prinz Eugen Kai is hipper and ready for battle. When she’s played from hand, you may marker a copy of her earlier version from waiting room underneath her as a marker. If she has a marker, she’ll gain enormous power on swing equivalent to the cost of the card facing her multiplied by 1000. When she does reverses her opponent, you may pay her costs, and if you do, restand her for a second performance.
The cute pudding girl, the targeted card for Prinz Kai’s marker, appears as our level one combo. On attack, you may pay her costs, and if you do, search your deck for any character you’d like, and she’ll gain a cross-turn bonus of 2000 power until the end of next turn. Reliable and practical, such is expected of the German cruiser.
KC/S42-032S-SR Bismarck級戦艦1番艦 Bismarck (center)
KC/S42-055CR 艦隊戦か…腕が鳴るわね!(right)
As you may have noticed, Prinz’s finisher does carry quite a bit of hefty cost. That is fine because Prinz’s damage can be partially mitigated by that of her darling onee-san, Bismarck. Bismarck arrives on the scene earlier before Prinz’s debut in the late game, helping to turbo charge your stock, ideally living for at least a second turn, and making sure you’ll have your required resources to perform your closing salvo. Bismarck’s early play condition is the card in the center that must be in clock when you are at level two.
KC/S67-039C 択捉型海防艦10番艦 福江 (center)
KC/S31-044C 綾波型駆逐艦10番艦 潮改 (right)
The star of the show, Maya returns with flare in her eyes. Borrowing from the Japanese fleet, Maya is a stock charge upon reversing an opponent when you an ACT ability (this also works during the opponent’s turn). Fukae is serves a dual purpose in this deck. Firstly, her neat ability to give cross-turn power when you play a climax is nice little bit of support. Her second ability is a nice ACT ability, triggering Maya, filtering our clock with our hand, but most importantly, in the mid-game, swapping a copy of 0/0 Bismarck into clock for her level three version’s condition. Ushio can perform this ability too thanks to her shift ability but without triggering the ACT keyword.
As the supportive carrier in the back, Graf carries the squad as our power support, ensuring our level threes dominate the field. In addition, as an expensive secondary ability, Graf allows us to perform an ACT keyword and snag a card from our clock to hand while placing the top card of our deck into our clock.
As for our early game backline, Shimushu is our brainstorm of choice that also acts as an on-play hand filter with the top of our deck. Shimushu is a rather expensive search brainstorm, but when paired with our other back-line character, Z3 zwei, there’s no demerit since Z3 zwei carries no tapping ability. Z3 zwei serves as our main way of holding the line in the early game, providing global support and most importantly giving a 1000 power boost once per turn when an ACT is used.
Rounding out the end of this post, Hibari is our counter of choice that also carries a secondary ability. Outside of being a counter, while she is at the top of our clock with her alarm ability, at the start of our climax phase, and if we have four or more characters on field, we can give one of our characters a boost of soul for the turn.
As for the rest of the German fleet, they have arrived to support their sisters. Tashkent is our only healer, and if we have enough resources, we can burn stock to make her defeat any foe. The adorable and ever-dependable Akatsuki helps move our facilities and resources around between our comrades. Inazuma is a Riki profile who helps us prepare our early game. Jintsuu can grab a climax for us at the cost of life, keeping our fleet sailing. Lastly, Matsuwa is an interesting card that can act as our front line. She has two purposes; she can swap the bottom card of our clock for free, usually putting a copy of herself in our clock to enable her extremely large burst of power during your turn. Keep in mind that she gains power for each copy of herself in your clock and that you may swap any character into the bottom of your clock, helping put Bismarck in there in the middle of our game if need be.
The German fleet is unstoppable. Through their superior technology, organized fleets, and powerful salvo, the German ships maintain dominance over the seas. Battle through the early and middle game, and then, on your finishing turn, summon the unstoppable Prinz and let her pudding energy sink your opponent’s flagship.