1. Deck Overview
[Hachiko One-Shot] ([Hachiko]). The key is Hachiko, Loyal Sword of Bukkomi, which you can include any number of copies of. When conditions are met it can call out copies of the same card, so putting out one lets you chain "put out → attack → put out → attack...", and if the opponent's board is thin, you can win from a single copy.
The condition for consecutive attacks is winning "Gachinko Judge," where both players reveal the top of their decks and compare costs. This deck's charm is its one-of-a-kind play feel, packed with tricks to win Gachinko Judge, such as referencing the high-cost side of Twinpact cards.
2. How to Win
Mana-boost 2 mana → 4 mana → put out Hachiko, Loyal Sword of Bukkomi at 4 mana and attack with Speed Attacker → win the Gachinko Judge after the attack to call the next Hachiko → chain this, shave the opponent's shields, and win with a direct attack. If you look stuck, pry the way open with Revolution Change and Invasion.
3. Strengths
- The explosiveness of winning outright from one Hachiko via consecutive attacks.
- Gachinko Judge win rate can be raised with high-cost cards and tricks (a tie is also a win).
- Hachiko's call is "at the end of the attack," so the addition comes out after Shield Trigger resolution = "can't attack"-type triggers are less effective.
4. Weaknesses & Notes
- Since consecutive attacks are the axis, it struggles against decks loaded with Shield Triggers and Blockers.
- It falls into dysfunction against opponents who lock Speed Attacker, like "can't swing right after entering" or "makes creatures enter tapped."
Official Deck Composition
Official Deck Composition
| Creatures | 28 |
| Twinpact Cards | 12 |
| Total | 40 |
5. Card Guide
001
Hachiko, Loyal Sword of Bukkomi ×9
×9 / Creature / Fire / Cost 4
Role: The deck's star (consecutive attacks)
You can include more than 4. Speed Attacker. At the end of an attack, if you win Gachinko Judge, put one Hachiko, Loyal Sword of Bukkomi from your deck into play. The call is "at the end of the attack" = it triggers if it survives after Shield Trigger resolution. Gachinko Judge wins on "at or above the opponent" (a tie is a win too).
002
Q.Q.QX. / Final Burial Five Sense Down ×4
×4 / Twinpact card (creature / spell) / Nature / Cost Creature 4 / Spell 8
Role: Gachinko Judge support + alternate win gimmick
Mainly the creature side. With it present, the opponent can't look at their deck, so they have no cost to use for the Gachinko Judge decision, making it an automatic win for you. It sticks a broken shield as the opponent's 4th deck card, and drawing it makes the opponent lose. If revealed during a Gachinko Judge, reference the high spell-side cost.
003
Redgirazone, Roaring Revolution ×2
×2 / Creature / Water/Fire/Nature / Cost 7
Role: Revolution Change (re-attack + breakthrough)
Revolution Change from a Water/Fire/Nature Command (Hachiko is a Flame Command, so OK). Grants Speed Attacker, Mach Fighter, and unblockable to all your Commands, and with Final Revolution untaps all your non-self creatures. Ideally, put it out during the 2nd–3rd Hachiko's attack to untap an already-attacked Hachiko → re-attack. Note that a Hachiko that was changed into can't use the "end of attack" effect.
004
Redzone Z, Passionate Invasion ×1
×1 / Evolution creature (Hall of Fame card = limited to 1) / Fire / Cost 6
Role: Invasion (shield destruction)
Stack it via Invasion during a Fire Command's attack. Placing it on a non-evolution creature sends one opponent shield to the graveyard (denying both the Shield Trigger chance and hand replenishment).
005
Warner Giant / Longrun Hit ×4
×4 / Twinpact card (creature / spell) / Nature / Cost Creature 8 / Spell 2
Role: Early mana acceleration (from deck)
Accelerate 2 mana → 4 mana with the spell Longrun Hit. Since it adds mana from the deck, it doesn't consume your hand. The creature side is a Gachinko Judge piece, and if you can put it out in a long game, it's reliable as a removal Triple Breaker.
006
Shibireashidake / Invincible Power ×4
×4 / Twinpact card (creature / spell) / Nature / Cost Creature 2 / Spell 13
Role: Mana acceleration (creature remains)
When it enters, place 1 card from hand into mana — acceleration. It uses a card from hand, but the creature stays on the board, so it can be involved in the last point of damage. When you have a "card you won't use" in hand, prioritize this. The spell side Invincible Power is basically unused (you can reference the cost 13 in a Gachinko Judge).
007
Bambishikatto of Bronze / Behold my Strength! ×4
×4 / Twinpact card (creature / spell) / Fire/Nature / Cost Creature 2 / Spell 9
Role: Mana acceleration (conditional) + defensive trigger
The creature side, if you win the Gachinko Judge when it enters, accelerates 1 mana from the deck (high risk-reward). The spell side Behold my Strength! is a Shield Trigger that destroys opponent power 12000 or less + draw 1 on a Gachinko win. If in your opening hand, placing it in mana on turn 1 is recommended.
008
Counterattack Skysword ×4
×4 / Creature / Nature / Cost 10
Role: Shield Trigger (removal + deployment)
Send an opponent creature to mana and put a creature from your mana into play. Since it's also on the board, you can effectively create a 3-point gap. Putting out Q.Q.QX. from mana lets you attack next turn, and with room to spare, add removal with Warner Giant. High cost, so strong in Gachinko Judge too.
009
Storm Hyper Double Cross ×4
×4 / Creature / Fire / Cost 11
Role: Shield Trigger (mass removal)
Hyper Energy, Powered Breaker. +3000 power per ally of a different cost. When it enters, destroy all opponents with less power than itself (can't beat equal power). Basically hope for it to come out as a Shield Trigger. High cost, so strong in Gachinko Judge. Note that Twinpacts on the field can't reference their spell-side cost.
010
Final Forbidden Redtron, D2V3 / Forbidden Hand ×4
×4 / Twinpact card (creature / spell) / Fire / Cost Creature 5 / Spell 9
Role: Disruptor-creature removal + Shield Trigger
The creature side can be put out at cost -2 by discarding 1 card, and on entering forces a battle with an opponent creature. It can deal with the Speed-Attacker-locking, cheat-disrupting creatures that cripple Hachiko. The spell side is a Shield Trigger that destroys power 9999 or less (the seal effect isn't used in this deck).
6. Basic Play Flow
Early game
Basically "2 mana → 4 mana." On turn 2, always use mana acceleration. Whether to prioritize Longrun Hit or Shibireashidake depends on your hand — Shibireashidake if you have a heavy unused card in hand; Longrun Hit, which accelerates from the deck, if you want to conserve hand-cheat cards (Revolution Change, Invasion). Bambishikatto of Bronze is less reliable, so use it when you can't draw the other two. A Bambishikatto in your opening hand is good to place in mana on turn 1.
Mid game
At 4 mana, put out Hachiko, Loyal Sword of Bukkomi and aim for the chain of Speed Attacker attack → Gachinko Judge → 2nd copy → ... Losing a Gachinko Judge stops you, and the opponent has disruption too, so it's also important to take a buffer step — put out Q.Q.QX. first to lock in the win, or push aside disruptors with Final Forbidden Redtron, D2V3.
Late game
When you can't win on the Hachiko chain alone, push in with Redgirazone, Roaring Revolution or Redzone Z, Passionate Invasion. Use them with a clear reason — breaking through Blockers, untapping a tapped Hachiko, sending the last shield to the graveyard, etc. (using Revolution Change or Invasion means that Hachiko can't use its "end of attack" effect).
7. Final Summary
A one-of-a-kind one-shot deck that chains Hachiko, Loyal Sword of Bukkomi — which you can run any number of — into consecutive deployment while winning Gachinko Judges to push through. Reinforce its penetration with Revolution Change and Invasion. Its weaknesses are an excess of Shield Triggers/Blockers and Speed Attacker locks. You can freely customize it with high-cost cards and Twinpacts that synergize with Gachinko Judge.
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