Shakugan no Shana – Anti-Burn Restand (Y/R) [10/20/2021]

In the Shakugan no Shana series, a mystical fight ensues between the Flame Hazes and Denizens. A human named Yuji finds himself thrown into the fray as he meets with one the Flame Hazes named Shana. Together they go on an adventure as they come to learn the truth behind the world.

With the help of SS/W14-006R, the hopes are to slow down your opponent’s damage and prevent them from hurting you with AUTO burn effects. Keep in mind that they can still clock kick and place cards into your clock since these effects do not count as soul damage.

On the offensive, this deck hopes to use SS/WE15-12R with its climax, SS/WE15-25C, to burn your opponent out.

To maintain advantage throughout the game, the combo above is suggested. Shana is a one stock cost beat-stick which when combined with her combo to the right, allows you to salvage any character from your waiting room upon reverse.

Most of your early game will play around costless beaters. Interestingly enough, many of the beaters in the set also have built in encore making them stickier threats as well. SS/WE15-08R is an interesting option as it both suffices as a beat-stick while providing global power to your other characters.

In terms of assists, considering that SS/W14-006R only provides power to level 2 characters in front of him, the two above are suggested. SS/W14-101TD has a re-usable secondary effect that can be used every turn as you play new Flame (炎) characters onto the stage. SS/W14-001RR has the ability to tap every turn to empower any character by 500. Comparatively to SS/W14-101TD, it comes out earlier at 0 allowing you to build board presence earlier. She is also yellow, which is valuable for the yellow count in the deck.

Alternatively, there is an option in SS/W14-031RR, however, your level 1 game is already expensive stock-wise due to SS/WE15-08R. The filter effect is quite nice with its tap two ability, but the requirements are quite specific.

The cards above are some other suggested options for the deck. SS/W14-003R is a power pump on swing letting you give any character on your field an additional 1500 power for the turn. SS/W14-036R is a level 0 reverser with a nifty ability to pay a stock to send any of your opponent’s level 0 or lower characters in the front row to the waiting room. SS/W14-035R is a spammable salvage filtering brainstorm.

As for other level three options, the above two are suggested. SS/W14-042RRR helps you set-up a ping upon reversing its opponent which combos very well with SS/WE15-12R and guaranteeing one damage. It also lets you attempt to filter through your deck to grab combo pieces. SS/W14-104TD is a healer on play that also gets power whenever one of your characters is reversed.

Backups are a pretty decent option considering that the deck is heavy on high powered beaters. SS/WE15-05C is mainly used because it is a yellow backup to up the yellow count over a costless red backup. SS/W14-048U is an oversized backup as long as you meet its EXPERIENCE condition.

I have provided some other options above. Remember that SS/W14-006R prevents any damage from opponent’s auto effects. He is a crucial part to helping you slow down damage taken, however, most auto effect damage occurs at three. As long as you have him ready just before your opponent hits level 3, you should be good to go. SS/W14-026U is a great consideration to add as well since it helps you grab your pieces for level 3 and possibly SS/W14-006R if you don’t have him set-up already. Build up your board and set your opponent aflame.