Prove the Nature Clinch Deck: Shinra Yukihi

## Shinra-o and Yukihi-o

Combining the defense of Shinra and the pressure of Yukihi, clinch your opponent in range 0 and win the game with either Prove the Nature or Swaying Flame

### Strategy

Aim to hug your opponent in range 0 while maintaining pressure with Swing/Pierce, and try to maintain the game flow with the help of some reaction like Yukihi's Pull Back/Advance and with the help of Shake the Mind to seal one of your opponent's strong card, you win the game by slowly killing your opponent with Swing/Pierce and then open the Prove the Nature to get several direct life damage, or if your opponent isn't careful, you can win the game by shredding your opponent's aura with Shinra's Argue, then follow it up with Yukihi's Chain reel into Swaying Flame.

You can use your enhancement (like Eloquence), to make it harder for your opponent to move backward with shadow.

#### Warning:

Be careful, when playing Prove the Nature; make sure that you can kill your opponent before Prove the Nature disenchants.

#### Strengths

* Has 2 win conditions (Swaying Flame and Prove the Nature)
* Hard to deal with, if your opponent can't move to range 3 easily

#### Weaknesses

* Hard to face opponent that has multiple attacks and can pressure in short range (like Raira or Yukihi)
* Winning condition requires a lot of flare, hard to face opponent that has the ability to deal damage to flare (like Thallya or Hagane)
* Chain Reel Swaying Flame build is weak to step dodge (like Tokoyo's Song and Dance and Thallya's Turbo Switch)

### Example Deck List

**Normal Cards**

**Special Cards**

* You can switch a card to Protest, if your opponent has a strong attack with 3 damage to aura
* You can switch Shake the Mind with Infer the Totality, if there are no worthy cards that you can seal from your opponent or if you want to focus on Prove the Nature build more (you can replay bind from the played pile using infer the totality)

### 1st Round Cycle:

* Mulligan so that you have Chain reel and Bind on your 3rd turn and Hidden Needle on your 2nd turn
* 1st turn: move forward once
* 2nd turn: try to move to at least range 6 and hit your opponent once with Hidden Needle (you can hit them with hidden Needle on turn 3 as well)
* 3rd turn: move forward to range 2 hit them with Hidden Power/Chain reel and use the after attack to move to range 1, then play Bind to move the range to range 0 (open your umbrella during your end phase)
	+ if possible try to keep Swing/Pierce in your hand this turn, because with the existing of Bind your opponent has to move backward to range 4 if your opponent doesn't want to get hit by Swing Pierce

### Example Lethal

#### Prove The Nature

* When your opponent life drop to 4 you can safely play prove the nature then play Bind and Eloquence
	+ keep Eloquence with Divine plan, then replay it every turn for 3 turn (3 damage from eloquence and 1 damage from Bind)
* Note that in the course of the game whenever your opponent move to range 2+ you can speed up your opponent reshuffle with the help of Argue, so your opponent might need to reshuffle more ofthen than you

#### Swaying Flame

* opponent Aura = 5, deck size <= 2, range = 2
	+ play Argue to deal 2 aura damage -> play Chain Reel to close the distance to range 0 -> play Swaying Flame