Oboro

## Overview

Written by: Basil

While an aggro deck made mostly of archers doesn’t sound that good on paper, Oboro is able to make it work thanks to her consistent promotion, easy card draw, and excellent support base. She’s both an aggro deck and the check for other aggro decks, and her ease of use and consistency give her a large impact on the meta even if she isn’t as strong as some of the other tier 1 MCs.

For those who don’t know how the Oboro draw combo works, here is a brief explanation:

1. You need to have milled an Oboro 4 into the retreat area, or if she is already class changed, you can use her skill 2 Makeup Fix to send it there.
2. Use Oboro 1’s skill to move her to the backline.
3. Oboro 4’s skill 1 procs, you can flip 1 bond to class change from retreat, and draw 1 card.
4. Then you can use skill 2 to send Oboro 4 back to retreat.
5. Here’s the tricky part- because Oboro 1 is now face up again, she is treated as a new unit and therefore can use her skills again. Go to step 2.

The shorthand for this is usually flip 2 draw 2 to keep her in the same area, but if you want to move Oboro to the front or back, you can do it an odd number of times as well.

## Gameplan

As an aggro deck, her gameplan is usually pretty simple- swing at  the opponent’s main character as much as possible. Early on that means deploying your 1 cost archers in the back- if your opponent doesn’t have range or can’t clear them, they’ll be in trouble later on. And if your swings happen to hit a Kana support and you can ramp, it just accelerates your gameplan even more.

The other reason to deploy your 1 costs early and swing is so you can try to mill your promotion, so you can use turn 3 to deploy more units instead of class changing to keep pressure up. If your opponent swings at you, you can also just dodge with your main promo instead to save the hit and set it up to class change from retreat next turn.

Turn 3 you ideally play a 3 cost archer like Setsuna, or if you played a Takumi 1 early and he didn’t die, class change him. You can also promote if you have no other plays or if the opponent is slow or already bridged and you haven’t promoted already.

Turn 4 you’re mostly looking to play Takumi 4 and use him to deploy another archer, but Kaze can work as well if your early archers stuck. You may be wondering how 60 attack units can hit in an 80 base meta, but if they hit an attack emblem archer, the opponent’s MC self supports, or you crit, they can actually end up more threatening than they first appear.

Turn 5 you really want to deploy Ryoma and use his skill to deploy Corrin M (tapping a low cost archer for the cost ideally), and from there you can swing with Ryoma to draw a card, pick up a bond with Corrin and deploy archers, and then use the cards from Ryoma, Corrin and Oboro to crit align with whatever is on board.

After this, if you still haven’t won, you’re mostly looking to play Ryoma again or Kaze to help finish off your opponent, but you’ll pretty much just be throwing whatever you draw at them until they die.

## Strengths and Weaknesses

Strengths:

* Consistent promotion since you promote from Retreat
* Efficient and easy card draw
* Being 80 on turn 2 makes her great against aggro
* Solid early game aggro and late game deploys

Weaknesses:

* Can burn out
* Pretty much has to be mono-white due to Oboro's bond color requirement, meaning no techs
* Not much disruption or trickery, what you see is what you get
* If her early aggro doesn't go well she can struggle to close the game out
* Hurt pretty badly by Freyr, since he stops her from swinging and drawing

## Key Cards

### Takumi 4(3) B07

This Takumi is deceptively strong. Though he only swings for 60, he makes up for it on his basically free deploy on his first skill, and his second skill can ruin your opponent if they don’t deal with him. Pushing all non-MCs to the backline mean the opponent’s MC can’t hide behind a wall, as they’ll be moved back and then trigger a forced march. He can also help you ignore 1 range deploys they have since they’ll be stuck in the back. Combined with his ability to crit with his 1 cost or hit 100 with an attack emblem archer support, and he’s just a card you always want on turn 4.

### Setsuna 3(2) B02

This Setsuna is pretty absurd, hitting for 60 as a 3 cost makes her the best deploy off of Takumi. And like Takumi, she can hit with an attack emblem archer support or if you crit with her 1 cost.

### Ryoma 5(4) B20

Ryoma is pretty much your only top end with Corrin M, so he’s quite important to have by turn 5. He lets you get more tempo by tapping a low cost archer to deploy something actually threatening, and draws you a card for free since you’re very likely to be at 3 or fewer cards in hand.

### Corrin M 6(5)

In conjunction with Ryoma, Corrin helps make up what is ideally Oboro’s finisher. If you have some archers left up, he can pick up a crit of theirs from the bonds or just buff them if you happen to have 2 face-up white bonds, as well as swinging for 80-90 himself.

### Attack Emblem Archers

Your trio of attack emblem archers are vital to the deck. Not only do they enable Oboro to be 80 base, they also are her early attackers to mill, and supporting them later on can let your 60 attack units hit 100. They are mostly interchangeable, though Takumi notably has 40 attack once Oboro promotes, and Kiragi can sometimes swing for 40 if the opponent is a beast.

### Kana F 1 B02

With how much you’re swinging, you can end up hitting your single kete fairly often. Being able to accelerate your gameplan as aggro is always a plus, the sooner you can Ryoma the better, and mid-late game she can swing for 60, which hits with a good support.

## Sample Decks

Basil's Oboro
1 Oboro, Matching Ponytail
4 Takumi, Young Prince of Hoshido
4 Kana (Female), Dragon Princess
4 Ryoma, Brave King of Dawn Walking with the Dusk
4 Corrin (Male), Divine Son of the Dazzling Dawn Dragon
4 Setsuna, Easygoing Sniper
4 Setsuna, Absent Archer
4 Kiragi, Upbeat Archer
2 Kaze, Faithful Verdancy
2 Oboro, Draper's Daughter
4 Takumi, Prince of Brilliant Winds
3 Automaton, Clockwork Contraption Child
2 Oboro, Fierce Fighter
3 Caeldori, Flawless Winged Archer
MC: