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Trial Deck Remix: Rurouni Kenshin

  • Writer: Melanie Lynette
    Melanie Lynette
  • Sep 2
  • 4 min read

Find yourself enjoying the remake and the relaunch of this anime classic? Kenshin has an equally strong TD+ that's a lot of fun to pilot!



Deck Code: 2AJ2A


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Quick Pilot Guide:


This deck list is a TD+ build that can be put together with just two Rurouni Kenshin decks (although you may need a 3rd if you pull an SP!). The deck focuses on setting up and repeating a Level 1 on reverse combo Sanosuke to build resources. This leads into a decent 3/2 Kenshin that has an interesting top check of your opponent’s deck ability paired with a burn attack by paying the cost and showing the red Level 0 Kenshin (Resonance). A few Level 2s have been included in the deck for hand filter/deck consistency and as options for challenging standby Level 2 characters or Level 3 early plays.


I’m a new player who has played this combined TD quite a bit. How can I update my deck without changing the climax combos?


Here are some options to consider:


Tsubame can help handfilter to search out another copy of whatever same named character that is already on your stage from your deck to your hand. Her power assist could also come in handy for setting up the Sanosuke on reverse Level 1 combo.
Tsubame can help handfilter to search out another copy of whatever same named character that is already on your stage from your deck to your hand. Her power assist could also come in handy for setting up the Sanosuke on reverse Level 1 combo.

This Yahiko & Sanosuke can not only handfilter to salvage another character, but it can also Level down problematic early plays or standby targets. 
This Yahiko & Sanosuke can not only handfilter to salvage another character, but it can also Level down problematic early plays or standby targets. 

 A decent power level and interesting clock filter Sanosuke. Helpful if you find important cards getting stuck in clock.
 A decent power level and interesting clock filter Sanosuke. Helpful if you find important cards getting stuck in clock.

 I have included this here as one of two more traditional brainstormer options. This Kaoru can, for a stock and resting any two characters, brainstorm 4 for a salvage a character on climax reveal(s). She can then attack with decent power. She can be teched in for more deck consistency with the draw brainstormer.
 I have included this here as one of two more traditional brainstormer options. This Kaoru can, for a stock and resting any two characters, brainstorm 4 for a salvage a character on climax reveal(s). She can then attack with decent power. She can be teched in for more deck consistency with the draw brainstormer.

An on play pay 1, ditch 1 searcher that can help increase deck set up instead of having to wait for the attack phase. The other ability can have some climax trigger payout and damage push options.
An on play pay 1, ditch 1 searcher that can help increase deck set up instead of having to wait for the attack phase. The other ability can have some climax trigger payout and damage push options.

 

A costless Level 1 2000 power Back up Counter. This may be a good way to deny an on reverse combo or can be used to hand encore Sanosuke.
A costless Level 1 2000 power Back up Counter. This may be a good way to deny an on reverse combo or can be used to hand encore Sanosuke.
This is one of the first cards I recommend finding a way to fit in as a 1 or a 2 of. This helps fix climax combos for the deck.
This is one of the first cards I recommend finding a way to fit in as a 1 or a 2 of. This helps fix climax combos for the deck.

Another option to answer your opponent’s early play Level 3s. The hand encore could also come in handy in some situations.
Another option to answer your opponent’s early play Level 3s. The hand encore could also come in handy in some situations.

This Yahiko can early play, replace itself in hand, and possibly push a little bit of extra damage at Level 3.
This Yahiko can early play, replace itself in hand, and possibly push a little bit of extra damage at Level 3.

This event can help push one extra point of damage you might be missing to close out the game and the power can possibly help out.
This event can help push one extra point of damage you might be missing to close out the game and the power can possibly help out.


This event uses a lot of stock, but if you have a full stage it can by you an end game turn or more time to build resources.
This event uses a lot of stock, but if you have a full stage it can by you an end game turn or more time to build resources.

Another budget brainstormer if you’d like to replace the TD draw brainstormer with a search.
Another budget brainstormer if you’d like to replace the TD draw brainstormer with a search.

Upgrades for when there’s some extra change in the wallet after payday:


A very strong early play healer that can hand filter and buy you more time to set up your Level 3 game.
A very strong early play healer that can hand filter and buy you more time to set up your Level 3 game.

 

This shop PR was the shop PR for the month of June I believe, but I could be off by a month. This is a +2500 Backup that also allows you to pay an additional stock, discard a “Meiji Romantic Story” trait character from hand to waiting room, and put a character from your stage in the waiting room to anti-change an Opponent’s Character who is higher than your Opponent’s Level to the bottom of their deck. This counter has several possible plays including getting rid of early play Level 3s or getting rid of a character who’s an on reverse combo target.
This shop PR was the shop PR for the month of June I believe, but I could be off by a month. This is a +2500 Backup that also allows you to pay an additional stock, discard a “Meiji Romantic Story” trait character from hand to waiting room, and put a character from your stage in the waiting room to anti-change an Opponent’s Character who is higher than your Opponent’s Level to the bottom of their deck. This counter has several possible plays including getting rid of early play Level 3s or getting rid of a character who’s an on reverse combo target.

I’m ready to make this into a competitive deck. What are my options?


There are several pathways to playing Rurouni Kenshin as a competitive deck. Setting aside the 8 Choice Trigger or X/Pants deck variants (which use only a few tech cards from this TD), one top contender is the 8 Comeback (Gate) Trigger deck variants. While the RR 3/2 Kenshin is more powerful in how much damage it can push, there are some that like the reduced resource manipulation by running the version that keeps the Level 3 combo from the TD. Below are just a few of the common package pieces (along with the 1/0 Tsubame, 2/1 Yahiko & Sanosuke, and the 3/2 Early Play Healer Megumi above) that support the 8 Comeback (Gate) build that you can find in several various competitive deck lists online.



The other, slightly more budget variant, of a competitive deck this TD can morph into includes the +2 Soul Trigger (8 Stock Soul) List. It keeps the Level 1 TD+ combo and supplements in a really fun R restander Sanosuke with a Yahiko Assist that can set up one to pass. The brainstormer does require resting two characters, but the brainstorm 5 can be useful and her other ability is helpful if you know you’re unlikely to hit a climax for a salvage and still need to mill through your deck. The deck list tends to run the 3/2 Kenshin with his 0/0 Resonance target as a back up finisher. Because this deck runs 8 +2 Soul Triggers please keep in mind that sometimes it is wise in some situations to side attack (especially at Level 3) if you need to close out the game with 1 or 2 damage. This is especially important because restanders keep their soul from previous attack triggers! Please find below some of the common deck list pieces (including the 1/0 Tsubame sometimes, the 2/1 Sanosuke & Yahiko, and the 3/2 Early Play Healer Megumi above).

 


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