Welcome to the 9th CX’s deck techs! For this article, we’ll be looking at the list that took 2nd at the WGP Regional Qualifiers in Cupertino. This list is brought to you by Yuya Kondo.
Translations can be found on Heart of the Cards. If translations are unavailable for a given card, in-house translations will be used.
A Japanese version of this article will be posted.
Onto the list!
3 Color Girlfriends
Cards – 50
Level 0 – 16
3 Nao Miyoshi, Mirror Girl (GF/W38-074)
4 Fumio Murakami, Day with Strong Wind (GF/W38-075)
3 Haruko Yumesaki, Tropical (GF/W38-038)
4 Akari Amari, Zombie Hunter (GF/W33-006)
2 Kokomi Shiina, Her Heart of Child (GF/W33-114)
Level 1 – 13
4 Kokomi Shiina, Confirmed Capture (GF/W38-071)
4 Mutsumi Shigino, Having Fun (GF/W33-119)
2 Ayame Chiyoura, Flower under the Fireworks (GF/W38-092)
2 Ichigo Kohinata, Flustered (GF/W38-042)
1 Akiho Shigeto, Rainy Day at the Archery Range (GF/W38-076)
Level 2 – 3
2 Kokomi Shiina, Mirror Girl (GF/W38-079)
1 Remi Tamai, Making Sweets (GF/W33-021)
Level 3 – 10
3 Koruri Tokitani, Seeking Models (GF/W33-005)
4 Nonoka Sasahara, Pumpkin Ghost (GF/W38-040)
3 Saya Kagurazaka, Brilliance of Smartness (GF/W33-116)
CX – 8
4 Good Friends “Mei & Akiho” (GF/W38-068)
4 Cheerleading Dance (GF/W38-097)
At level 0, we have 16 characters.
Nao Miyoshi, Mirror Girl gives other characters you control +500 power during your opponent’s turn. You can pay 1 stock and rest 2 characters to brainstorm: for each CX revealed, you may search for up to 1 blue character.
When you play Fumio Murakami, Day with Strong Wind, you scry 1. (You look at the top card of your deck, then you may put that card on the top or bottom of your deck. Yes, we’re borrowing a term from Magic, yes because it’s more convenient and because it’s functionally identical.) You also reveal the top card of your deck, and if the revealed card is a [Girl] character, you put that card into your hand then discard a card. (You can perform these actions in any order)
Haruko Yumesaki, Tropical, is a level reverser. When it is sent to the waiting room, you may pay 2 stock to salvage. (It can return itself)
Kokomi Shiina, Heart of a Child has hand encore. When played, you put the top 2 cards of your deck into your waiting room, and rest it if any CXs are among them.
At level 1, we have 13 characters.
Kokomi Shiina, Confirmed Capture has a double effect CX combo with Cheerleading Dance: when it reverses a character in battle, you may search for a blue character, and if all characters you control are blue, it gains +2000 power until the end of your opponent’s next turn.
Mutsumi Shigino, Having Fun, gets +500 power for each other blue character you control.
Ayame Chiyoura, Flower under the Fireworks gives all other blue characters you control +1000 power during your opponent’s turn. You can rest it to give a character you control +1000 power until end of turn.
Ichigo Kohinata, Flustered has a scaling 0 stock +1000 power Backup ability if you control 2 or more [Girl] characters: the character being backed up gets an additional X power, where X is 500 times your level.
Akiho Shigeto, Rainy Day at the Archery Range gets +1000 power until end of turn whenever another [Girl] you control attacks. It has a CX combo with Good Friends “Mei & Akiho”: when it attacks, you may pay 1 stock. If you do, search for up to 1 [Girl] character.
At level 2, we have 3 characters.
Kokomi Shiina, Mirror Girl is a level assist, and can bond for Nonoka Sasahara, Pumpkin Ghost on play for a card in hand. You can rest it to also give the Pumpkin +2500 power until end of turn.
Remi Tamai, Making Sweets has a 1 stock +2500 power Backup ability. When you use the ability, you can pay 2 and sacrifice a character to send a character your opponent controls with a higher level than they are at to stock.
At level 3, we have 10 characters.
Koruri Tokitani, Seeking Models has a punish burn ability. (The ‘Musashi’ ability: during the turn played, if damage dealt by it is canceled, you put the top card of your deck into your waiting room, and deal X+1 damage to your opponent where X is the level of the revealed card.)
Nonoka Sasahara, Pumpkin Ghost (or just Pumpkin for short) has a heal ability when played. When it reverses a character in battle, if you control a Kokomi Shiina, Mirror Girl (the bond/support), you may pay 3 stock and discard a card. If you do, cannon your opponent. (Burn 5)
Saya Kagurazaka, Brilliance of Smartness gets -1 level in your hand if you control 4 or more blue characters. On the turn played from hand, it gets -1500 power until end of turn. At the start of your opponent’s draw step, if it’s on your center stage, you choose a character you control and it gets +4000 power until end of turn.
The CX spread is a 4/4 split between 1k1 + Door and stock/soul + +2soul effects and triggers respectively.
How do we use this deck?
Y: This list is pretty similar to the mainstream competitive build of red/blue GF Beta. My variation here simply adds yellow for the stock reversers and the level 3 Tokitani (Musashi). The deck has the searching Kokomis at level 1, which smooths out the deck.
At level 0, play reversers to clear the field as often as possible. If I have a support or brainstormer, I will just play it in the back and won’t use it just for stock and damage. If I have enough stock, I’ll pay 2 for the Haruko to salvage a level 1 character.
At level 1, the ideal board has 2 Kokomi in front with 1 Mutsumi. In the back, you’ll want to have a brainstormer and an Ayame. If you play the CX combo with Kokomi, it’ll gain 2000 power if all the characters are blue, and search on reverse. You’ll want to search for early play characters and Kokomi (the level assist), and during the opponent’s turn, every center stage character will have 8000 power. Even without the Kokomi, 3 Mutsumi will still keep the board relatively safe at 8000 power.
At level 2, you’ll want to play the early plays to control the board. If you draw the Kokomi CX combo again, keep searching up blue characters to maximize your chances of canceling damage.
At level 3, finish the game with Pumpkin and Tokitani.
About the list: Is it conservative or greedy? What’s its overall power range? Is it easy or difficult to use? What would you say about its viability in the JP/EN metagames at large?
M: This tricolor deck has some very specific color needs at the different levels – at level 0, it doesn’t really care, but it’ll be in a pinch if it plays anything other than blue characters at level 1. At level 2, it’s more of the same. At level 3, the deck wants yellow and red. If you manage to land these (somewhat) narrow color restrictions, the deck should play just fine.
Power Range: 6-8
M: While GF Beta is not known for being ridiculously unfair, it is hailed for its consistency. Granted, this deck takes a more aggressive path to get to where it needs to go for the late game, but as long as the right cards are drawn or salvaged in the course of the game (note that it can’t actually search for the finishers), it’ll have a good time closing the game with a barrage of burn effects.
M: The deck being 3-color (albeit only really at level 3) isn’t exactly the most newbie friendly setup to have. Errors can stem from things as simple as clocking the wrong color of card, or even playing the wrong color character on the stage to accidentally shut down the level 1 CX combo. Practice with such a demanding color curve is very important, as the deck will test some of these basics constantly, and the margin for error is relatively low.
JP Meta Viability: Very
No number for this one, because if results and popularity are any indicator, GF Beta is still a very popular series… in the Japanese metagame in particular. Because the series now has cards that reward you for branching into other mixed color configurations (as opposed to the first set, which was focused on monocolor builds), it can enjoy the benefits of both worlds with some reliability. Granted, every time you do branch out it does mean you will need to balance consistency against raw potential power, but that is just as a result of the depth of viable cards in the series. Other series with much less flexibility (hi TLR and Little Busters!), may not see as much play and/or may not have as much room to adjust, and GF Beta will presumably continue to play a major part in the metagame.
Now onto the interview!
M: Congratulations on the finish! How was your event overall?
Y: Overall, I got 1 loss, so it wasn’t a bad result.
M: Any really lucky moments you had during the tournament?
Y: During the last round, my opponent was using TLR, but I managed to finish the game before he could play a Yami.
M: Any really unlucky moments?
Y: During one round, I draw 2 CXs in my opening hand, and then drew 2 more after refreshing the hand.
M: Ouch. Any incredible comebacks?
Y: Pumpkin often helped me catch up and finish games.
M: Seems about right. How did you prepare for the tournament? Did you do anything special the day of?
Y: The day before, I practiced with a friend. Overall, I just took out a Kokomi 0/0 3500 and replaced it with another brainstormer.
M: Any funny stories from the event?
Y: The first round was hilarious because I literally could not go over any characters at level 1. My opponent was playing Genai Wo Kakeru Taiyo (Daybreak Illusion), and I kept having to crash into his early play level 2 with 9500 power just to force damage.
M: Congratulations again on the finish and thank you for the interview! Any shoutouts or things you would like to say?
Y: Let’s keep growing the game!
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