MonoGreen Madoka – Deck Tech

Author’s Note: This deck tech is out of date! Because of the new PR that was released for February 2014, a followup for this deck will be released soon™. When that happens, this deck tech will be phased out.

MonoGreen Madoka – A Comprehensive Look

Decklist: 50

Level 3 – 5

4 Ultimate Madoka (MM/W17-E030)
1 Homura “Fights On” (MM/W17-E036)

Level 2 – 13

1 Time Regressor Homura  (MM/W17-E035)
3 Madoka’s Swaying Feelings (MM/W17-E027)
3 Magical Girl of Time, Homura (MM/W17-E028)
2 Fighting Against Fate, Homura (MM/W17-PE02)
3 Madoka’s Secret (MM/W17-E022)
1 Mami’s Bind Magic (MM/W17-E010)

Level 1 – 10

2 Magical Girl of Bows, Madoka (MM/W17-E026)
3 Homura’s Determination (MM/W17-E034)
3 Battle With Walpurgisnacht, Homura MM/W17-E101
2 Madoka of the Blue Skies (MM/W17-E048)

Level 0 – 14

3 Kyubey Urges for a Contract (MM/W17-E003)
4 Madoka’s Battle with Walpurgisnacht (MM/W17-E032)
4 Kyoko Parts at the Subway Platform  (MM/W17-E072)
2 Madoka: “In order to protect everyone” (MM/W17-E042)
1 Fair and Beautiful, Homura (MM/W17-E023)

CX – 8

4 Don’t tell anyone else in class, okay? (MM/W17-E059)
3 Madoka’s Wish (MM/W17-E055)
1 Time Control Magic (MM/W17-E057)

Q & A

What is the deck?

The deck is very aggressive. Mono-Green Madoka has a very specific objective in mind for each level. Level 0, build stock, even if it means throwing the supports at the opponent. At level 1, there are two modes of operation. If the deck is behind, especially in stock, it’ll use the free 1/0 cards to score exact damage (get the opponent to Level X + 5 damage) and build stock. If the deck is ahead, it will use the more expensive 1/1 Madoka to establish a board presence and use the 1/1 Homura to setup for a larger, 2/2 Homura. At level 2, the idea is to keep the damage sustained with the use of characters that are very hard to get rid of. With the 2/1 Madoka, her CX combo allows you to stash away a character until the following turn, and the 2/2 Homura has a unique character encore. Barring zeroing out a character’s power, it’s very difficult to keep that board gone. It also lets you use the 2/1 support Madoka to cheat out an Ultimate Madoka to keep from getting to level 3 sooner than comfortable. The miser’s copy of Homura “Fights On” is there just to provide a wall and another card to clock early on. It’s not worth using the CX combo to get out, though.

What’s with the climax numbers?

The +2 soul CX is the most important CX in the deck. +2 soul hits for a lot of damage, punishes bad draws, and helps you even out when you’re behind. The 1K1 (+1K +1 Soul) is there to win battles and push for additional damage at early levels. The 1-of +2k Draw is in the list to do a lot of things. First, it ensures that if a CX is triggered during an attack, that it doesn’t go to the hand half of the time. In an earlier version of the deck, the +2 soul and 1K1 were at an even 4/4 split, but I was finding that in practice the gold bar would trigger too often. The benefits of the CX being in the hand and being able to be played on the following turn are contingent upon having a board that survives for a turn (which is highly unlikely in this deck). The +2k draw CX can also randomly win an attack step in the early levels. Sometimes a character will have 4000 power and be at level 1 at level 0. A 2k draw CX will ensure the opponent loses their large character.

There are only 14 Level 0 characters in the deck, as opposed to the suggested 16. Why?

I’ve actually never considered why. It’s only because the level 0s that are included have a very specific function. Underneath it all, it’s to build stock. In the case of Kyubey, he can serve dual function by filtering through an additional card when he attacks and dies (if you’ve drawn multiple CXs for example). The 3.5k Madoka stands on her own pretty well, and maximizing the number of reversers (Kyoko) ensures that the opponent is also unable to establish and keep a board presence. Sometimes, you need to go over it, and that’s why the 2k Madoka is there to give the 1k boost. The single copy of Homura allows you to get a temporary 4k attacker that can go over even things as high as 7k early on (granted you need to setup a lot for it, but if needed, it’s there). The math is pretty decently in favor of finding one of the two in the first hand as well. After clock, there is a 94-96% chance of seeing a level 0 on the first turn (assuming one is going first). If the player draws 7 cards (1 for turn, and first card off clock isn’t a L0), the chance that that eighth card will be a L0 is 32%.

Two cards at Level 2 involve sending a character to memory. Is the open space ever an issue?

The CX combo usually means that they’re getting hit for a lot of damage. Barring knowing that there are 0 CXs left in the deck, no, that should never be an issue.

Why only one Level 2 backup effect? How often is it relevant when most of the Level 2 cast is able to save itself anyway?

The backup is basically an enhanced character encore that so happens to reverse their character instead of mine. It’s never played; usually if there is nothing better to clock between it and level 2, it will go to clock to draw 2 cards. Showing it early will also keep the opponent wary of it later on. Sometimes showing it early can indicate having more than one copy.

When you change early into an Ultimate Madoka, you lose a level assist. Because you don’t have any salvage effects, does only having 5 affect you at level 3? Are there times where having no back row is a disadvantage?

If the deck is ever at level 3 and behind a level, changing is difficult, but necessary. An older version of the list used to run a single copy of the bond that gets the 2/1 changer from the waiting room, but it was cut in favor of using other cards. However, because of the very aggressive nature of the deck, level 3 is usually just a luxury for the deck. The deck is fully capable of performing and having all of its cards in play at level 2. Level 3 just means it gets to play the Ultimate Madoka and Homura if it so happens to need to.

How has the deck performed?

This particular version of the deck has currently won/placed in more than four tournaments, and lost fewer than five games. Throughout 2013, with this deck and its earlier versions, it has won more than nine tournaments, and has an overall match win percentage above 90%.

Questions? Comments? Send me an email at theninthcx at gmail DOT com!