Whatever Wednesday Week 3

Since this week is going to be the Rochester final chance for Weiss Schwarz I decided to review a Cinderella Girls deck list . After the harsh restriction Bushiroad Japan decided to impose on CG I had to rebuild my deck, and after a month of testing this is what I managed to come up with:

Let’s start with quick overview of the deck list:

mikucapture

Now that we have an overview of the deck list we are going to go over each of the plays that are available to this deck at each level:

LvL 0:

There are 11 utility cards, 2 bombs with a slight upside, and 3 brainstorms with +500 center front support. This deck gives up LvL 0 board presence for free utility throughout the rest of the game. Here is a breakdown of what each card brings to the game plan:

 x 3

When Natsuki is sent to waiting, you can dig up to 6 deep for up to 2 cards (one blue and one red), for the cost of 1 stock, 1 card and 1 damage, this is a great setup since we get to tailor our hand and fill our waiting room.

 x 3

Arisu is a great hand cleaner, as she helps to tailor 2 cards from your hand to add consistency, and worst case she removes climaxes from your hand.

 x 3

Koumei is a free mill up to 4, then you may grab a climax by pitching a card. The climax you grab is rarely relevant but can be used with Miku since you can then pitch your climax to salvage any character.

 x 3

Kanako is the best brainstorm in both CG sets; pay one stock and tap itself to salvage brainstorm, while providing a power boost to the character in center front.

 x2

“Miku, Accepting Challenge” might not be as used as Momoka Bomb, but since our LvL 0 is lacking in board presence this card gives us a bit of both. This allows us to run over our opponent’s utility LvL 0 characters and bomb during their turn.

 x 2

This is the card that seems to never cancel, but if it does it stocks itself. Otherwise it lets you clean a climax from your hand to salvage a character.

LvL 1 :

The level 1 game for this deck is still mostly LvL 0 utility,  play them as needed since you don’t necessarily want to mill your entire deck too quickly unless you are put into that situation.  The LvL 1 characters are bombs that can value off of climax combos,  or 1 stock beaters with clock encore.

 x 4

Chibri is a LvL 1 bomb that stays around if you climax combo to bomb again. She also helps a friend out by giving her the same ability.

 x 3

Anastasia is this deck’s choice for a 1/1 beater since she has clock encore and it’s blue, making Natsuki and “Riina, our lyrics” live more often.

 x 1

LvL 1 backup that can scry 1 and save damage in a pinch.  It’s blue so it will make Natsuki live more often.

 x 2

Riina is a global support for free. Her climax combo is relevant early if you can spare the climax since it will ensure cleaner combat and facilitate stock cleaning later on.

 x 3

“Riina, our lyrics” is an early play if all the conditions are met, but most of the time you keep it in your hand to play LvL 3 Miku early. The situation where it is acceptable to get her out are against decks with lots of LvL 1 bombs or if their series lack beaters at LvL 1, otherwise she is just a waste of a stock that could have been used for an Anastasia.

LvL 2:

The LvL 2 plan is all early plays and change into LvL 3. At this stage of the game CG also has its anti early play backup and strong backrow to cement the absence of LvL 1.

 x 3

Miku that changes with Riina. She sends herself and Riina to memory to make up for the fact that she drains so much stock and hand.

 x 1

Miku assist that gives +3k too all LvL 3 in front of her. She has the potential to pay herself back so she can end up as a free +3k support at lvl 2.

 x 1

Riina is a LvL Assist that has a climax combo we do not use, her other ability however allows your characters to move to empty spaces where the opponent has a character at the beginning of their battle. This allows you to dodge certain climax comboes or force the opponent to have sub optimal board.

 x 1

Mayu is the anti early LvL, useful against any deck with early play and early change. You can also pay the cost of sending a character to the waiting room to dodge clock kicks and on reverse finishers. If you know the deck you are against have any of the threat mention above, grab this ASAP.

 x 2

Rin is a early play healer with high power while in center and a non backup clause; enough said.

 x 2

Anzu is an early play healer with high power that has a different early play condition the Rin so the deck can still have an early healer depending on the situations it find itself in.

LvL 3:

 x 3

“Miku Maekawa” is this deck’s main “finisher”. Her strength lies in her ability to be played early and stick around for another turn of climax combo ping and soul reduction. She salvages her own climax that can be also used with either with “Miku, Riina’s Patner” or Arisu to grab healers, depending on the situation.

Overall this deck’s weakness is any type of hard pressure, since the deck goes through itself very fast you end up taking a lot of self damage (usually you take 2-3 refresh damage per game). The pros of this deck lies in its consistency and amount of utilities when in a pinch. I wouldn’t say this deck is tier S, but it plays well and has lots of tools to deal with a variety of situations. The only thing I would change is the inclusion of two rest backup:

 + 2

Replacing:

 – 1

 – 1

This rest of the backup is very easy to play around however even more so then static power boost, but it is a good backup to stop a single character if you can consistently get a board of 2 Red and 2 Blue characters.

And that’s it for this Wednesday. Hopefully this deck helped you out, either by improving your current deck or inspiring you to play a CG deck. Until next week, peace.

s2ep04_00071

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