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Shonen TCG · General

Reviewing
Union Arena
This Union Arena InuYasha Naraku deck guide corrects an earlier framing that called him a disruption piece. His actual card text doesn't support that: UA50BT/IYS-1-028's ability protects Naraku himself, it doesn't touch the opponent's hand or board at all. What he really runs is a resilience and recursion package built on the Naraku's Faction trait.
TL;DR: Naraku (UA50BT/IYS-1-028) is a 4-cost, 4000 BP Purple Character whose real ability is self-protection, not disruption. Stack Naraku's Faction or Shikon Jewel Shards cards face-down beneath him, and at 2 he returns to hand instead of dying, at 3 or more that return also replays a cheap sideline piece. Kagura and Kanna both carry the Naraku's Faction trait and feed the engine. Shikon Jewel Shards is a real 3-cost Event card, not the accumulating counter mechanic some earlier coverage invented. No InuYasha deck has tournament results yet.
He makes himself hard to permanently kill. Feed the right cards beneath him and removal stops being a real answer, your opponent kills him, and he comes back to your hand instead. That's a recursion plan, not a disruption plan, and this guide only claims what his printed ability supports.
Kanna and Kagura are both tagged Naraku's Faction, the exact trait Naraku's resilience ability looks for.
UA50BT-028
UA50BT-028Shop on TCGplayer Naraku (SR). 4 energy, 1 AP, 4000 BP. His Raid effect switches him to active and lets him move to the front line like any Raid character. His unique value is the Activate: Main ability, once per turn, feed him a Naraku's Faction or Shikon Jewel Shards card face down. Read the two thresholds carefully: 2 cards for basic resilience, 3 or more to also replay a piece when he returns.
UA50BT-021
UA50BT-021Shop on TCGplayer Kanna (U). 1 energy, 1 AP, 1500 BP, Naraku's Faction trait. Her When Played effect looks at the top three cards of your deck for a Naraku's Faction or Kanna's Mirror card, adding it to hand and filing a card to your sideline if she hits. That's real selection toward whatever Naraku needs that turn.
Kagura (C). UA50BT/IYS-1-016, 0 energy, 1 AP, 1500 BP, Naraku's Faction trait. Cheapest way to get a Naraku's Faction body onto the field, and her own When Played effect draws a card while filing one to your sideline.
Don't play this deck expecting to disrupt your opponent's hand or remove their characters, nothing in Naraku's actual kit does that. Don't feed Naraku's ability every single turn on autopilot either, cards placed face-down beneath him stop doing anything else, so only commit resources once you actually need the resilience. And don't assume Naraku and Sesshomaru are separate decks, they're the same Purple color and share the same 50 cards.
Think about sequencing too. Kanna's dig only fires on When Played, so playing her early when your deck is at its freshest gives the best odds of hitting a Naraku's Faction card. Saving her for later, once you already know what's in your hand, wastes her strongest window. The same logic applies to Kagura, she's nearly free at 0 energy, so there's rarely a reason not to play her on turn one just to start filtering, even before Naraku himself is online.
Removal is the real test for any resilience plan, and Naraku's ability is specifically built to survive it. A generic removal effect that would send him to the Remove Area instead returns him to your hand once 2 cards are stacked beneath him, meaning your opponent spent a card and a turn's worth of tempo to net you a replay-ready copy of a 4-cost threat. At 3 or more stacked cards, that same removal also hands you a free replay of whatever cheap sideline piece qualifies. This doesn't make Naraku unkillable, permanent effects that skip the Remove Area entirely, or removal that targets your hand instead of the field, could still get around it, and no EN opponent has actually tested this yet. But against straightforward battle-based removal, the math favors the Naraku player.
Shikon Jewel Shards switches AP cards to active, it does not spend a growing counter on your characters.
GODEEPER: Want the finisher half of this Purple deck? Sesshomaru's 4500+ BP payoff shares Naraku's color and card pool. Union Arena InuYasha Sesshomaru Deck Guide: Purple Build →
Union Arena's official top-placing decks archive shows zero InuYasha results as of this writing, only titles like Bleach, Jujutsu Kaisen, and Code Geass currently appear. That means there's no confirmed win rate, tier placement, or optimal card ratio for a Naraku build, and no matchup data against anything in the current EN field. Treat this guide as a card-text breakdown, not a meta report.
GODEEPER: Curious what the rest of the confirmed InuYasha roster looks like before you commit to singles? The rarity breakdown covers the full C/U/R/SR/AP structure. Union Arena Card Rarities Explained →
Does the Naraku deck disrupt the opponent? No. His real ability protects himself, returning to hand instead of dying, it doesn't touch the opponent's hand or board.
What does Naraku's card actually do? UA50BT/IYS-1-028 is a 4-cost, 4000 BP Purple Character. Feeding Naraku's Faction or Shikon Jewel Shards cards face down beneath him grants resilience at 2 stacked cards and a replay effect at 3 or more.
What is the Naraku's Faction trait? A confirmed real trait on multiple Purple InuYasha characters, including Kagura and Kanna, which is what Naraku's ability wants stacked beneath him.
What does Kanna do? UA50BT/IYS-1-021 digs three cards deep for a Naraku's Faction or Kanna's Mirror card on When Played, filing a card to your sideline if she connects.
Is Shikon Jewel Shards a mechanic or a card? A specific 3-cost Purple Event card that untaps up to two AP cards, not a generic counter mechanic.
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