WIND Aggro
Special thanks to my man pkx and War League team The Formula for workshopping the deck with me. Thanks also to Matt Cheek, who shared a WIND Aggro list with me several years back that widened my horizons.
Why Wind? Why Field Spells?
Often underestimated, a deck built with Field Spells in mind is capable of placing the opponent on a short clock. The boost in ATK allows you to remove threats or create threats each Battle Phase, while also dealing more damage. Not all Field Spells are created equal, of course, A Legendary Ocean and Necrovalley significantly change gameplay by either dropping monster levels while pumping up ATK in the case of ALO, or pumping up ATK significantly while locking down the Graveyard with Necrovalley. Rising Air Currrent does something differently than most Field Spells do, which is to say something akin to what Umiiruka and Molten Destruction do--it doesn't boost more than a few, if any, of your opponent's monsters.
Effect symmetry remains one of the major issues with Mystic Plasma Zone, Gaia Power, or Luminous Spark and is one reason why WIND was chosen. WIND Attribute monsters are particularly uncommon, so you don't have to worry about boosting your opponent's monsters most of the time. WIND monsters also tend to be fairly strong on their own, should you not have a Field Spell handy. The same cannot generally be said of Gravekeeper's monsters, save for the ubiquitous Gravekeeper's Spy.
Field Spells do present problems with bricking and topdecking, as they are combo cards that do little to nothing without a monster. However, we have plenty of monsters and many of those monsters are difficult to overcome in battle due to their strength or their effects. Similar criticism has been leveled at Equips, though mechanically a Field Spell that boosts a monster by 500 ATK has far more potential than an Equip that does the same. The offensive bonus granted by Rising Air Current sticks around for your next monster(s) after running into a Sakuretsu Armor, meaning you have more time to profit from your card. Each monster you destroy in battle under a Field Spell should be considered part of the cost benefit analysis: in short, the moment you win a fight you otherwise wouldn't have, your Field Spell has paid for itself. Because the ATK boost results in the destruction of monsters but still requires the Battle Phase, it is fair to conclude that the best deck role analogue for a card like Rising Air Current is removal.
If you assume that your Rising Air Current replaces a removal slot, you may weigh your choices appropriately when sideboarding, as your opponent will certainly be bringing in Dust Tornado and Sakuretsu Armor. Ration your Field Spells and don't play them just to play them, activate them before pressing for big damage or running over an opponent's monster to make sure you're getting value. You can also ward off an attack with a normal summon, Field Spell, and pass if for some reason you need to play conservatively.
Now, to the deck:
Effect symmetry remains one of the major issues with Mystic Plasma Zone, Gaia Power, or Luminous Spark and is one reason why WIND was chosen. WIND Attribute monsters are particularly uncommon, so you don't have to worry about boosting your opponent's monsters most of the time. WIND monsters also tend to be fairly strong on their own, should you not have a Field Spell handy. The same cannot generally be said of Gravekeeper's monsters, save for the ubiquitous Gravekeeper's Spy.
Field Spells do present problems with bricking and topdecking, as they are combo cards that do little to nothing without a monster. However, we have plenty of monsters and many of those monsters are difficult to overcome in battle due to their strength or their effects. Similar criticism has been leveled at Equips, though mechanically a Field Spell that boosts a monster by 500 ATK has far more potential than an Equip that does the same. The offensive bonus granted by Rising Air Current sticks around for your next monster(s) after running into a Sakuretsu Armor, meaning you have more time to profit from your card. Each monster you destroy in battle under a Field Spell should be considered part of the cost benefit analysis: in short, the moment you win a fight you otherwise wouldn't have, your Field Spell has paid for itself. Because the ATK boost results in the destruction of monsters but still requires the Battle Phase, it is fair to conclude that the best deck role analogue for a card like Rising Air Current is removal.
If you assume that your Rising Air Current replaces a removal slot, you may weigh your choices appropriately when sideboarding, as your opponent will certainly be bringing in Dust Tornado and Sakuretsu Armor. Ration your Field Spells and don't play them just to play them, activate them before pressing for big damage or running over an opponent's monster to make sure you're getting value. You can also ward off an attack with a normal summon, Field Spell, and pass if for some reason you need to play conservatively.
Now, to the deck:
The 55:
Mainboard
The deck depends on its various synergies and redundancies to function and is consistent by design. Flying Kamakiri #1 and Reinforcement of the Army heavily overlap in their search targets, allowing us to run single copies of our toolbox cards. Harpie Lady 1 and Terraforming are alternate copies of Rising Air Current. Book of Moon punches above its weight in this deck, powering Slate Warriors up on their second turns, turning opposing monsters into Spear Dragon bait, or just keeping us alive. Lady Ninja Yae and Lightning Vortex clear both rows while also putting WIND monsters in grave for Silpheed. When reduced to topdecking, recruiters and 1900 ATK beaters aren't the worst options you can be likely to draw--if your Field Spell is intact, even better. Monsters are played face-up in this deck, to blank opposing Nobleman of Crossout. Generally speaking, don't try to Set a Slate Warrior if you don't have Dimension Fusion or Return from the Different Dimension in your deck.
We should be able to quickly overpower other Aggro decks, like Zombies or Warriors, though the latter is not to be underestimated. Panda Burn can give us trouble before we side and it may be worth keeping more cards in the sideboard for it, like Dust Tornado or Raigeki Break or even Royal Decree (we need fewer turns to win so suppressing them for even a short time can be worth it). Chaos Control and Goat Control both have weaknesses to Spear Dragon and our sideboarded Skill Drains should be helpful here if our mainboard Warrior toolbox isn't getting it done. Turbo Chaos can give this deck trouble if Rising Air Current isn't up, with Chaos Sorcerer's 2300 ATK serving as a difficult benchmark to otherwise overcome; this is why there is so much removal in the sideboard as well.
We should be able to quickly overpower other Aggro decks, like Zombies or Warriors, though the latter is not to be underestimated. Panda Burn can give us trouble before we side and it may be worth keeping more cards in the sideboard for it, like Dust Tornado or Raigeki Break or even Royal Decree (we need fewer turns to win so suppressing them for even a short time can be worth it). Chaos Control and Goat Control both have weaknesses to Spear Dragon and our sideboarded Skill Drains should be helpful here if our mainboard Warrior toolbox isn't getting it done. Turbo Chaos can give this deck trouble if Rising Air Current isn't up, with Chaos Sorcerer's 2300 ATK serving as a difficult benchmark to otherwise overcome; this is why there is so much removal in the sideboard as well.
Tutors
Flying Kamakiri #1 summons the following useful WIND monsters from the deck when destroyed in battle:
- Harpie Lady 1
- Chaosrider Gustaph
- Lady Ninja Yae
- Sasuke Samurai
- Sasuke Samurai #4
This card is the deck's primary tutor, searching out additional copies of itself or single copies of cards that might be considered tech in other contexts.
Reinforcement of the Army gets us answers while Terraforming acts as a 4th copy of Rising Air Current. Only a single Terraforming was used to avoid clogging. These tutors act like Upstart Goblin, thinning the deck at Spell Speed 1 while making the build more consistent by fetching key pieces. The Warrior Toolbox is something I've noticed was missing from other WIND Aggro builds, and considering how many playable WIND Warriors there are, I was surprised.
- Harpie Lady 1
- Chaosrider Gustaph
- Lady Ninja Yae
- Sasuke Samurai
- Sasuke Samurai #4
This card is the deck's primary tutor, searching out additional copies of itself or single copies of cards that might be considered tech in other contexts.
Reinforcement of the Army gets us answers while Terraforming acts as a 4th copy of Rising Air Current. Only a single Terraforming was used to avoid clogging. These tutors act like Upstart Goblin, thinning the deck at Spell Speed 1 while making the build more consistent by fetching key pieces. The Warrior Toolbox is something I've noticed was missing from other WIND Aggro builds, and considering how many playable WIND Warriors there are, I was surprised.
The Toolbox
Sasuke Samurai replaces Mystic Swordsman LV2 in this build, being almost the same otherwise but boasting a more relevant Attribute.
Sasuke Samurai #4 also appears, filling in for multiple Warriors who weren't WIND and wouldn't fit in the deck, like Ninja Grandmaster Sasuke or D.D. Assailant. I consider the use of the Samurai to be a skill bottleneck, reducing many possible boardstates into 50/50 coin flips. The way I figure it, there are plenty of battle situations in which 50% odds would be an improvement, some where you might welcome 25%, and even some where 12.5% looks quite bright. The blindness under which Sasuke Samurai #4's effect operates takes it to another level: it has 50/50 odds of running over a Black Luster Soldier - Envoy of the Beginning, Chaos Sorcerer, Injection Fairy Lily, or Gravekeeper's Spy--most monsters simply don't have that. Great way to find out if your opponent is running Sakuretsu Armor and/or how confident they are with their hand. The worst case scenario usually feeds Silpheed. The second worst case scenario deals zero damage over an attack mode Sheep token. The best option for Flying Kamakiri #1 when fighting Asura Priest.
Lady Ninja Yae is a threat enabler, offering a one-sided Giant Trunade-on-a-stick while putting a WIND monster in your Graveyard for Premature Burial, Call of the Haunted, or your pair of Silpheeds. If you're having a hard time pushing damage through your opponent's backrow and you need one or two last attacks, Yae is your lady. She functionally is here as a worse--but very tutorable--Heavy Storm that doesn't blow up our own Field Spells. There's probably something to be said about synergy with Trap Dustshoot here.
Exiled Force is Exiled Force. It's there to blow up anything we can't run over or crash with. Losing the Normal Summon doesn't hurt as much with two Silpheed in the deck.
Chaosrider Gustaph takes advantage of our high Spell count and is capable of turning itself into one of the deck's strongest beaters, provided there isn't a Kycoo the Ghost Destroyer on the opposing field. Taking our beaters aside, most of our monsters will run over Kycoo under Rising Air Current anyway, and this includes the otherwise unboosted Chaosrider. Can feed on the Reinforcement of the Army that tutors him. A good choice for revenge when a beater takes out a Kamakiri.
Sasuke Samurai #4 also appears, filling in for multiple Warriors who weren't WIND and wouldn't fit in the deck, like Ninja Grandmaster Sasuke or D.D. Assailant. I consider the use of the Samurai to be a skill bottleneck, reducing many possible boardstates into 50/50 coin flips. The way I figure it, there are plenty of battle situations in which 50% odds would be an improvement, some where you might welcome 25%, and even some where 12.5% looks quite bright. The blindness under which Sasuke Samurai #4's effect operates takes it to another level: it has 50/50 odds of running over a Black Luster Soldier - Envoy of the Beginning, Chaos Sorcerer, Injection Fairy Lily, or Gravekeeper's Spy--most monsters simply don't have that. Great way to find out if your opponent is running Sakuretsu Armor and/or how confident they are with their hand. The worst case scenario usually feeds Silpheed. The second worst case scenario deals zero damage over an attack mode Sheep token. The best option for Flying Kamakiri #1 when fighting Asura Priest.
Lady Ninja Yae is a threat enabler, offering a one-sided Giant Trunade-on-a-stick while putting a WIND monster in your Graveyard for Premature Burial, Call of the Haunted, or your pair of Silpheeds. If you're having a hard time pushing damage through your opponent's backrow and you need one or two last attacks, Yae is your lady. She functionally is here as a worse--but very tutorable--Heavy Storm that doesn't blow up our own Field Spells. There's probably something to be said about synergy with Trap Dustshoot here.
Exiled Force is Exiled Force. It's there to blow up anything we can't run over or crash with. Losing the Normal Summon doesn't hurt as much with two Silpheed in the deck.
Chaosrider Gustaph takes advantage of our high Spell count and is capable of turning itself into one of the deck's strongest beaters, provided there isn't a Kycoo the Ghost Destroyer on the opposing field. Taking our beaters aside, most of our monsters will run over Kycoo under Rising Air Current anyway, and this includes the otherwise unboosted Chaosrider. Can feed on the Reinforcement of the Army that tutors him. A good choice for revenge when a beater takes out a Kamakiri.
The Beatbox
Slate Warrior under Rising Air Current reaches 2400/0 stats, which are truly something to behold on a Normal Summonable monster, surpassing Chaos Sorcerer and matching Jinzo and the Monarchs in ATK power. Slate's FLIP effect also provides it with another means of reaching 2400 ATK, higher under Air Current or Harpie Lady 1. Combos with Book of Moon during your Main Phase to power up. Very weak to Nobleman of Crossout, which would clear out a chunk of the deck's beaters. Of course, that's why Return From the Different Dimension was printed, should you want to turn that weakness into a strength; I saw enough combo pieces in this deck for my own taste and did not want to clutter the mainboard with redundant win conditions. If you're concerned about the FLIP weakness, you'd be surprised how often a vanilla Luster Dragon can do the same job (without the vulnerability to Tsukuyomi). We can beat over an early Blade Knight without help but if it's in the mid to late game, rely on the Field Spell or some removal to deal with them. Blade Knight is either food for Slate Warrior or Slate Warrior's nemesis, depending on when each monster hits the board. Tsukuyomi is a threat that is less abundant these days but still very dangerous.
Spear Dragon is a well balanced card that offers a powerful trade: 1900 piercing ATK on a Normal Summon, a feat more frequently the stuff of Airknight Parshaths past, but in exchange, it must go into defense mode after attacking. This piercer threatens FLIPs with low DEF, sheep tokens, and some Aggro monsters. Often revenge-killed by weak monsters exploiting its 0 DEF, but "dies to Sinister Serpent" isn't something you'd say about a potentially reusable burn card. Damage is damage and damage wins. Often ends up food for Silpheed.
Silpheed accelerates the pace of combat and can leave you with a defender post-Torrential Tribute or Mirror Force. Silpheed has added synergy in the deck's failure states when it can be summoned by removing a whiffed Sasuke Samurai #4 or exhausted Spear Dragon from the Graveyard. Silpheed is two of five cards in the deck that Kycoo the Ghost Destroyer can mess with, the others being Chaosrider Gustaph, Premature Burial, and Call of the Haunted. Fortunately, three Slate Warriors and two Spear Dragons do not make for a good time for 1800 ATK monsters.
Harpie Lady 1 acts as a fifth Rising Air Current. While her ATK boost is less powerful, it is still significant enough to push your beatsticks over the 2000 threshold and raises the power ceiling when stacked with your Field Spell, making the ATK of your monsters ridiculous. Works well with Silpheed, and is the highest ATK monster searchable by Kamakiri.
Breaker the Magical Warrior is here because he's Breaker. A beatstick with its own S/T removal built-in is always welcome in an Aggro deck's 55.
Spear Dragon is a well balanced card that offers a powerful trade: 1900 piercing ATK on a Normal Summon, a feat more frequently the stuff of Airknight Parshaths past, but in exchange, it must go into defense mode after attacking. This piercer threatens FLIPs with low DEF, sheep tokens, and some Aggro monsters. Often revenge-killed by weak monsters exploiting its 0 DEF, but "dies to Sinister Serpent" isn't something you'd say about a potentially reusable burn card. Damage is damage and damage wins. Often ends up food for Silpheed.
Silpheed accelerates the pace of combat and can leave you with a defender post-Torrential Tribute or Mirror Force. Silpheed has added synergy in the deck's failure states when it can be summoned by removing a whiffed Sasuke Samurai #4 or exhausted Spear Dragon from the Graveyard. Silpheed is two of five cards in the deck that Kycoo the Ghost Destroyer can mess with, the others being Chaosrider Gustaph, Premature Burial, and Call of the Haunted. Fortunately, three Slate Warriors and two Spear Dragons do not make for a good time for 1800 ATK monsters.
Harpie Lady 1 acts as a fifth Rising Air Current. While her ATK boost is less powerful, it is still significant enough to push your beatsticks over the 2000 threshold and raises the power ceiling when stacked with your Field Spell, making the ATK of your monsters ridiculous. Works well with Silpheed, and is the highest ATK monster searchable by Kamakiri.
Breaker the Magical Warrior is here because he's Breaker. A beatstick with its own S/T removal built-in is always welcome in an Aggro deck's 55.
The Removal Suite
Book of Moon is a flex card, with a pseudo removal function. Run in triplicate because it combos nicely with Slate Warrior, sets up targets for Spear Dragon while defending it from harm, and wards off Ring of Destruction or Snatch Steal either of which could really ruin our day. If you replaced two of them with Sakuretsu Armors, I wouldn't blame you but I would be disappointed.
Lightning Vortex is there as a way to clear an opponent's threats, usually all of them, in one play. The deck was fairly monster heavy already, so swapping Tribe-Infecting Virus for Vortex was an easy choice. Especially since Tribe sometimes requires multiple discards to remove everything you want gone, and a 1600 ATK Normal Summon isn't particularly good in a deck where the recruiters can hit 2200.
Nobleman of Crossout continues in the vein of Sasuke Samurai, Sasuke Samurai #4, and Spear Dragon: face-down monsters must go.
Rising Air Current is our Smashing Ground or Sakuretsu Armor, allowing our monsters to consistently run over our opponents' and deal damage to their LP.
Snatch Steal is for the Chaos monster we can't run over yet.
Mirror Force is there to vibe check our opponent when they spend all of their S/T removal on our Field Spells. You might use it to protect your Spear Dragons if you have a particular line of play you're following.
Solemn Judgment stops anything that stops us, often a Chaos summon or Heavy Storm. That said though, your Solemn is probably better spent than protecting a Field Spell we run three copies of, plus a tutor, plus a monster that does roughly the same thing. Don't be afraid to let Chaosrider Gustaph get a little food sometimes.
Lightning Vortex is there as a way to clear an opponent's threats, usually all of them, in one play. The deck was fairly monster heavy already, so swapping Tribe-Infecting Virus for Vortex was an easy choice. Especially since Tribe sometimes requires multiple discards to remove everything you want gone, and a 1600 ATK Normal Summon isn't particularly good in a deck where the recruiters can hit 2200.
Nobleman of Crossout continues in the vein of Sasuke Samurai, Sasuke Samurai #4, and Spear Dragon: face-down monsters must go.
Rising Air Current is our Smashing Ground or Sakuretsu Armor, allowing our monsters to consistently run over our opponents' and deal damage to their LP.
Snatch Steal is for the Chaos monster we can't run over yet.
Mirror Force is there to vibe check our opponent when they spend all of their S/T removal on our Field Spells. You might use it to protect your Spear Dragons if you have a particular line of play you're following.
Solemn Judgment stops anything that stops us, often a Chaos summon or Heavy Storm. That said though, your Solemn is probably better spent than protecting a Field Spell we run three copies of, plus a tutor, plus a monster that does roughly the same thing. Don't be afraid to let Chaosrider Gustaph get a little food sometimes.
Sideboard
Don't be afraid to side out some face-down monster hate cards in games 2 and 3 of the Warriors matchup. Under Rising Air Current, we simply will not be walled by sideboard Gravekeeper's Spy. D.D. Warrior Lady can come in as insurance, as can Jinzo. The Turbo Chaos matchup is trickier, requiring us to side in as much removal as we can while also supporting Skill Drain. Chaos Control should be dealt with similarly, while Panda Burn requires a different approach--bringing in Jinzo, King Tiger Wanghu, Chiron the Mage, Heavy Storm, and Torrential Tribute.
Chiron the Mage: helps us pitch dead copies of Rising Air Current or Nobleman of Crossout and turn them into S/T removal for fighting Warriors or Panda Burn.
D.D. Warrior Lady: well-utilized in the Warriors matchup, where your Sasuke Samurai will have less to do, even if they board in GK Spy. Also handy for getting rid of a Chaos Sorcerer in the Turbo Chaos matchup.
Jinzo: You can't (usually) Giant Trunade a Jinzo like you can a Royal Decree. Jinzo provides a beefy body with a useful ability. Bring it in versus Panda Burn.
King Tiger Wanghu: here in two copies (so we actually see it) for the Panda Burn matchup, not shabby against Goat Control either. Rising Air Current reduces the chances that our own monsters will fall victim to its effect. We really don't want to stare down an Ojama Trio-powered Gyaku-Gire Panda.
Spear Dragon: comes in when Skill Drain does, and versus Chaos Control and Goat Control.
Tribe-Infecting Virus: bring it with you to fight Warriors and Goat Control.
Heavy Storm: had to move it to the sideboard to avoid conflicting with our Rising Air Current. Worth bringing in versus Burn, along with Chiron the Mage.
Smashing Ground: in the event we need straight removal, like versus Warriors or Turbo Chaos, but also want to feed Chaosrider Gustaph.
United We Stand: there primarily to create problems for Panda Burn when they play Ojama Trio and otherwise speed up our game plan.
RIng of Destruction: also comes in when removal is lacking, but not at the same time we're using Solemn Judgment. We don't run enough defenses to be that careless with LP. Can be used as a burn card to finish off your opponent using a powered up monster.
Skill Drain: useful against Turbo Chaos, Chaos Control, Goat Control, and Panda Burn. Reduces Blade Knight to a 1600 ATK vanilla, so worth bringing in versus Warriors too. Bring Spear Dragon in from the sideboard, and swap all your weak monsters from your main with stronger ones from your side when using Drain. Kamakiri and Exiled Force resolve in the Graveyard, so you can leave them in. Skill Drain really is mainboard material for this deck concept but it'd require Luster Dragons to make up for the smaller Effect Monsters you'd need to exclude*.
Torrential Tribute: too good not to have in our 55. Bring it in if your opponent can somehow out-tempo you.
Chiron the Mage: helps us pitch dead copies of Rising Air Current or Nobleman of Crossout and turn them into S/T removal for fighting Warriors or Panda Burn.
D.D. Warrior Lady: well-utilized in the Warriors matchup, where your Sasuke Samurai will have less to do, even if they board in GK Spy. Also handy for getting rid of a Chaos Sorcerer in the Turbo Chaos matchup.
Jinzo: You can't (usually) Giant Trunade a Jinzo like you can a Royal Decree. Jinzo provides a beefy body with a useful ability. Bring it in versus Panda Burn.
King Tiger Wanghu: here in two copies (so we actually see it) for the Panda Burn matchup, not shabby against Goat Control either. Rising Air Current reduces the chances that our own monsters will fall victim to its effect. We really don't want to stare down an Ojama Trio-powered Gyaku-Gire Panda.
Spear Dragon: comes in when Skill Drain does, and versus Chaos Control and Goat Control.
Tribe-Infecting Virus: bring it with you to fight Warriors and Goat Control.
Heavy Storm: had to move it to the sideboard to avoid conflicting with our Rising Air Current. Worth bringing in versus Burn, along with Chiron the Mage.
Smashing Ground: in the event we need straight removal, like versus Warriors or Turbo Chaos, but also want to feed Chaosrider Gustaph.
United We Stand: there primarily to create problems for Panda Burn when they play Ojama Trio and otherwise speed up our game plan.
RIng of Destruction: also comes in when removal is lacking, but not at the same time we're using Solemn Judgment. We don't run enough defenses to be that careless with LP. Can be used as a burn card to finish off your opponent using a powered up monster.
Skill Drain: useful against Turbo Chaos, Chaos Control, Goat Control, and Panda Burn. Reduces Blade Knight to a 1600 ATK vanilla, so worth bringing in versus Warriors too. Bring Spear Dragon in from the sideboard, and swap all your weak monsters from your main with stronger ones from your side when using Drain. Kamakiri and Exiled Force resolve in the Graveyard, so you can leave them in. Skill Drain really is mainboard material for this deck concept but it'd require Luster Dragons to make up for the smaller Effect Monsters you'd need to exclude*.
Torrential Tribute: too good not to have in our 55. Bring it in if your opponent can somehow out-tempo you.
Cards Worth Considering
*Skill Drain Variant
If we build around Skill Drain, we gain a few advantages. Because you can't run a Warrior toolbox, that frees up deck slots for more beaters and removal. This streamlines our gameplan even more, as Skill Drain winds up being our Nobleman of Crossout and Sasuke Samurai. Kamakiri definitely isn't as strong in this build, but will help you keep the pressure on. A few more Dragons and I'd consider Stamping Destruction, but Dust Tornado's second effect that allows you to Set a S/T from your hand is very relevant both to Skill Drain and Solemn Judgment.
As for why the primary deck design wasn't built around Skill Drain: the flexibility offered by the Kamakiri-RotA toolbox is strong and is best for the widest variety of situations, or in other words, game 1. A dedicated Skill Drain package in the sideboard that transforms the deck wouldn't be the worst idea.
As for why the primary deck design wasn't built around Skill Drain: the flexibility offered by the Kamakiri-RotA toolbox is strong and is best for the widest variety of situations, or in other words, game 1. A dedicated Skill Drain package in the sideboard that transforms the deck wouldn't be the worst idea.
How to Defeat WIND Aggro
If you're a fellow Aggro deck, save your Spell and Trap removal for Rising Air Current, your monsters should be enough to win fights as long as the Field Spell isn't up. Dust Tornado or Mystical Space Typhoon during the Battle Phase can quickly swing a fight in your favor. If you're Warriors, revel in the fact that Blade Knight will never get its ATK reduced by a Slate Warrior, since Slate is a FLIP. Make sure it stays at full power to resist monsters played on the next turn.
If you're a Control deck, just use monster removal, lots of monster removal. Standard sideboard counters to Warriors like Berserk Gorilla won't do much to a field of 2400s, but D.D. Assailant will at least trade with them. If you have enough Berserks and enough S/T removal though, consider the advice in the paragraph above. Tsukuyomi can really put in work here, but be careful with your board presence. You don't want to take too many direct hits from this deck.
If you're on Burn run removal in addition to floodgates since Lady Ninja Yae is searchable by both Kamakiri and RotA--you'll need to impact their field in some way to survive since two WIND monsters out at the same time can create lots of problems and you're not going to resolve more than one Ojama Trio during a game more than likely. Gyaku-Gire Panda does punish the overextending nature of WIND Aggro, which is nice, but you can't count on it if they bring in Skill Drain.
If you're a Control deck, just use monster removal, lots of monster removal. Standard sideboard counters to Warriors like Berserk Gorilla won't do much to a field of 2400s, but D.D. Assailant will at least trade with them. If you have enough Berserks and enough S/T removal though, consider the advice in the paragraph above. Tsukuyomi can really put in work here, but be careful with your board presence. You don't want to take too many direct hits from this deck.
If you're on Burn run removal in addition to floodgates since Lady Ninja Yae is searchable by both Kamakiri and RotA--you'll need to impact their field in some way to survive since two WIND monsters out at the same time can create lots of problems and you're not going to resolve more than one Ojama Trio during a game more than likely. Gyaku-Gire Panda does punish the overextending nature of WIND Aggro, which is nice, but you can't count on it if they bring in Skill Drain.