I. Overview: Setsuki is a character that heavily relies on bank interaction, so she often must think on her feet to come up with a creative ways to set up powerful combos. Her key feature is her chip Double Take which allows for unique strategies, most notably those that involve heavy use of cheap brown puzzle chips to boost her economy. Her other two chips chain into Double Take, targets for future Double Takes, and each other to allow this little ninja to cycle through her deck extremely quickly. Be careful though- Setsuki can be fragile to aggressive characters, so don't forget about defense! Strengths: - One of the strongest, if not the strongest, econ gameplans in most banks. - Has a natural brown fork, one of the best because brown to black washers are by far the most common type of washer. - Two chips that help cycle fast, and one that keeps your deck thin allows her to be playing any chip she buys very often. - In addition to econ chips, Double Take has synergy with many reds, especially wounding chips. Weaknesses: -Poor interaction between character chips and purple chips makes her vunerable to rushdown. -No natural defense or pile control. -Suffers in banks without wounding chips, cheap econ puzzle chips such as Training Day, or brown to black washers such as One Of Each. Fortunately, banks that Setsuki absolutely cannot interact with at all are rare. Setsuki's General Gameplan Setsuki typically wants to use cheap brown puzzle chips to boost her econ to where she can transition into a powerful lategame engine deck. She is also very strong using Double Take with Just A Scratch or Really Annoying, and can also play an aggressive game by using Double Take on reds with Hundred Fist Frenzy. Due to her strong endgame power, most other characters will try to rush Setsuki down; in this case, is Setsuki's goal to balance building an engine to triumph in the endgame while defending a rushdown. II. Puzzle Chips Chips Setsuki Loves - Chips For Free, Training Day, Risky Move, Sales Price, Money For Nothing, Draw Three, Now or Later, Self Improvement While Setsuki loves most bank chips, her favorites are the aforementioned cheap brown (and a couple blues) puzzle chips that Setsuki can load up on and Double Take in the first few turns. If multiple are present, give preference to the one listed first. If you are lucky enough to have Double Take on turn two, you can almost always get at least a 6 buy with one of these in the bank. Note that the first 3 chips will actually upgrade your starting 1-gems; and Chips For Free can even upgrade your Crash into a 4-gem. Be careful using Risky Move versus very aggressive characters. Now or Later and Self Improvement can trash two 1-gems from your discard, vastly improving your deck cycling rate and average money density if you buy a 2-gem or better. -Just a Scratch, Really Annoying These wounding chips can be devastating to your opponent used in conjunction with Double Take; especially if Gem Essence or One True Style is in the bank, forgoing your usual strategy in favor of giving your opponent as many Wounds as possible is often a good idea! - It's Combo Time, One of Each, Roundhouse, Degenerate Trasher, Punch Punch Kick, Axe Kick, X-Copy Setsuki will usually be able to afford these very powerful expensive chips before her opponent. Furthermore, besides Axe Kick, they give her the required brown to black washer in order to play purples and other chips off of drawing them with Bag of Tricks and Speed of the Fox. She will usually want as many of these as she can (with the exception of a single Degenerate Trasher) get before she has to start worry about her gem pile. - Dashing Strike, Hundred Fist Frenzy, Iron Defense, Option Select Dashing Strike not only chains into all of Setsuki's character chips, but can be used as a defensive or offensive chip that can be bought and played next turn if you know you will draw Double Take without cycling. Hundred Fist Frenzy synergizes with Setsuki's brown fork and Double Take allows her to crash twice with it using a single red chip. If Setsuki is lucky, she can play Speed of the Fox, Hundred Fist Frenzy, and then Double Take a Dashing Strike to send 4 gems in 1 turn! While not all listed here, any red chips available in the bank can be used in a pinch with Hundred Fist Frenzy. Double Take targeting Iron Defense is a quick way to get two 5-buys and be set on Crashes for the rest of the game. Among the endless powerful bank combos you can do with Double Take targeting Option Select such as Stolen Purples + Mix Master, this can function as two Crash Gems for pile control. - Master Puzzler In many banks, Setsuki will be able to rush buying Master Puzzler as fast as possible. Note The Hammer is not as strong for her, since her econ tends to be bursty with Double Take and then goes away afterwards. Chips Setsuki Fears - Ouch!, Sneak Attack, Color Panic, Chip Damage, Pick Your Poison, Knockdown Setsuki does not fear many puzzle chips since she can make strong use out of them herself with Double Take. Because Setsuki often wants to play a long game, these aggressive reds are usually bad for her. The once-per-turn clause on Ouch! limits it's interaction with Double Take, and Setsuki is usually light on purples which can be targetted by Color Panic, or used to discard to Chip Damage. - Risk To Riskonade This chip speeds up the pace of the game to a level Setsuki does not usually like and will often force her to buy pile control chips instead of building her econ. III. General Tips - Setsuki can Double Take a turn 1 buy on turn 2 if she does not play Speed of the Fox in the first turn or draw Double Take without Bag of Tricks to pig it. This is extremely powerful and should almost always be used if possible. Similarly, any time Double Take is in your bag and you will not cycle next turn (or you can pig it), you can buy a puzzle chip with the intention to Double Take it next turn. - If you choose to discard Double Take turn 1, play at least one of your other character chips to cycle your bag during the first two turns. This will almost guarantee being able to play Double Take on turn 3 with your turn 2 buy unless you are redraw it without playing Bag of Tricks on turn 2 (note this means you chose not to pig it on turn 1). - Try to pay close attention to your pile height, pigs, and chips left in bag so that you refill it only at desirable times to take advantage of Double Take's powerful effect every cycle. - A common rookie mistake for Setsuki players is to go overboard building an engine; remember, in the endgame, crashing gems is the only thing that matters. It is better to draw half your deck and crash 4 than to draw your entire deck and crash 3. Furthermore, it is important to actually survive to the endgame in the first place. - While Setsuki is one of the only characters that can set up an extremely strong economy without ever buying money, it is often advisable to buy money the first one or two times you can use a brown econ ramp chip over engine parts. - If you are significantly ahead of your opponent in economy, it is probably time to transition to buying mostly purples and focus on crashing 4-gems to not allow them to catch up, but also not to unexpectedly die. IV. Matchups: Matchups Setsuki Loves Setsuki probably has the most favored matchups out of any character. She excels against characters without a strong rush or disruption game, as she will almost always have a superior endgame to them. However, note that in certain banks with poor Double Take options she can be disadvantaged against these characters that she is usually favored against, such as Grave. Matchups Setsuki Fears Setsuki primarily fears the rush characters that can add gems to their piles such as Jaina and Midori. She is also vunerable to characters that can crush her defense while performing a rushdown such as Vendetta and Zane. Afterword: Setsuki is one of the most complex characters in the game to master, but also one of the most powerful. This guide only covers some of the extremely basic strategies using Setsuki; experiment on your own to unlock her true potential!