Puyo Puyo Deck Tech – 1st at Bay Area Locals


Welcome to another 9th CX deck tech! This time, we have the deck that came as a result of much testing, including the previous theorycrafts and video!

After a few tweaks and some input from friends, the old RYB deck went back to the drawing board and emerged as a much more consistent YR build:

YR Puyo Puyo

Level 0 – 19

4 Ringo, Lost in Mystery (PY/S38-090)
4 Ringo, Student of the Suzuran Middle School (PY/S38-093)
3 KO’d Amitie (PY/S38-073)
3 Draco Centauros, Idle Talk (PY/S38-005)
3 Red Papyrus (PY/S38-123)
2 Amitie, Unrivaled Energy (PY/S38-T11)

Level 1 – 10

4 “Bayoe~n” Amitie (PY/S38-064)
4 “KO’d” Carbuncle (PY/S38-019)
2 Raffine, Training for Beauty and Victory (PY/S38-069)

Level 2 – 5

2 Carbuncle Being Whimsical (PY/S38-008)
3 Primp Magic School (PY/S38-T18)

Level 3 – 8

4 Amitie, Very Good! (PY/S38-065)
4 “Bayoe~n” Arle (PY/S38-003)

CX – 8

4 Bayoe~n (PY/S38-027)
4 This is What You Get For Defying Me (PY/S38-029)

Bonus Stats:

Blank triggers: 30

Soul triggers: 20

Double soul triggers: 0

Bounce triggers: 4

Burn triggers: 4

At level 0, we have 19 cards.


Ringo, Lost in Mystery is a runner: at the start of your opponent’s attack phase, you may put the top card of your deck into your waiting room. If the revealed card is a [Puyo] character, you can run to an open slot on your center stage.


Ringo, Student of the Suzuran Middle School is a “Riki” clone; when played, you can pay 1 stock and put the top card of your deck into your clock. If you do, you tutor for up to 1 level 1 or lower character.


KO’d Amitie gets +1 level and +1000 power as long as you have 2 or less stock. (It also enables your Amitie, Very Good! to be played at level 2 if it’s in clock.)


Draco Centauros, Idle Talk gives your other character in the middle slot on your center stage +500 power. It also has a brainstorm ability: pay 1 stock and rest 2 characters you control to tutor for up to 1 [Puyo] character for each CX revealed.


When you play Red Papyrus, you may discard a CX to salvage a character with level equal or lower than your level. When it attacks, you choose another [Puyo] character you control and it gets +1000 power until end of turn.


Amitie, Unrivaled Energy is a level reverser. When played, you look at the top card of your deck and leave it on top or put it into your waiting room.

At level 1, we have 10 cards.


“Bayoe~n” Amitie is a level reverser and is also considered a “Red Puyo” when on the stage. It has a CX combo with “Bayoe~n”: when your opponent levels up, you may salvage a character. (Yes, it can happen more than once in a turn if you’re lucky.)


“KO’d” Carbuncle has clock encore and gets +1 soul if it’s in the middle slot of your center stage.


Raffine, Training for Beauty and Victory is a level assist and is an Azusa/Akatsuki clone: on play, you may discard a card. If you do, look at up to the top 4 cards of your deck, reveal up to 1 [Puyo] character, put it into your hand and the rest into your waiting room.


Rulue, Sexy Battle Queen can’t side attack. (This card was in a previous version of the deck as a 2-of, but was since replaced by 1 each of the Bayoe~n Amitie and KO’d Carbuncle. It’s being mentioned here only because it was part of the list that actually won, but, it was not a star performer.)

At level 2, we have 5 cards.


Carbuncle Being Whimsical gives [Puyo] characters you control in front of it hexproof and +1000 power.


When you play Primp Magic School, you salvage up to 1 character. Then, you brainstorm 3 cards. If a CX is among them, you salvage again. (The brainstorm component is relevant; if you reveal the last 3 cards of your deck with this event, you will not refresh with the revealed cards because brainstorm has cards move to the resolution zone.)

At level 3, we have 8 cards.


Amitie, Very Good! has trespass if you have a KO’d Amitie in your clock. It gets +500 power for each other [Puyo] character you control, and on play, you look at up to the top X cards of your deck, where X is the number of [Puyo] characters you control, choose up to 1 card, put it into your hand, and the rest into your waiting room.


“Bayoe~n” Arle gets a burn trigger when played from hand. It has a CX combo with “Bayoe~n”: on attack, it gets another burn trigger and gives all [Puyo] characters you control +2000 power until end of turn.

The CX spread is a 4/4 split between 1k1 + bounce and 1k1 + burn effects and triggers.



How do we use this deck?

This deck has changed considerably from its old theorycrafted counterparts. The deck has lost all defensive capabilities and traded them in for consistency. It swapped from using the +2 soul CX to using the less explosive 1k1bounce version, and got to keep a ‘free’ trigger, but this time upgrading it to burn.

Level 0 has expanded to a seemingly massive 19 cards, but everything in the level serves a purpose at every point of the game. For the first couple of turns, the deck will want to have at least one Ringo runner on the board. The ideal follow-up play will be the “Riki” Ringo to search for level 1 characters. If the deck is CX flooded, level 0 is not the time to use those Red Papyrus effects – save them for level 1! KO’d Amitie can serve on beatdown duty if more than one copy shows up, but otherwise should be saved. An ideal one-two punch with this deck at level 0 would be to play a Ringo, run, play an Amitie to trade with the opponent’s character and setup the top card of the deck and clear a safe path for a ‘Riki’ Ringo. Variations of this play will (ideally) frequently show up in games, and is not necessarily restricted to level 0 only.

At level 1, the deck wants to do damage. A good way to get the Amitie CX combo off is to play 2 Amitie on the left and right slots while KO’d Carbuncle takes the center – the extra soul goes a very long way in the long run. If the deck gets to level 1 first, it can recover a lot of cards. If it gets to level 1 second, it will usually have to wait to execute the Amitie CX combo, and instead rely on Carbuncle to provide attacks. In a pinch, the Bayoe~n Amitie can be used to clear level 1 characters to be recycled on the next turn, e.g. if the opponent is at 1/0 to 1/3, and they’ve played a large character or two.

Red Papyrus however, can rescue a poor draw and/or CX flood here. If the deck finds itself with too many CXs, it can use a Red Papyrus to setup for a future turn or immediately. Timing the CX combo depends on how the opponent has been doing with early cancels, as well as their likelihood of leveling up. As we’ve said before, going off while the opponent is at X/6 is very good! Doing the combo while the opponent is at X/0 … not recommended!

Ideally, the deck should be able to get and keep 4+ cards in hand from level 1 on. At level 2, there’s nothing to play but Amitie, Very Good! Make sure that a KO’d Amitie hits the clock and commence the beatdown. If the opponent is running anti-change effects, Carbuncle Being Whimsical can ensure that your Amitie(s) stays safe from those types of counters. Note that you neither have to reveal the card you take from Amitie, nor does it need to be a character. In the very endgame, she might dig out your CX combo! For those who love value, Primp Magic School gets an A+. Getting a 1 for 1 salvage is decent, but pairing it with a brainstorm and the potential to do it again for free is just awesome. The card ensures that you’re able to get a good card from it, while also helping you cycle through your deck. (Yes, it did bear repeating)

Level 3, as we’ve put it before, should be a horrifying memory of TLR’s Yami. Load up with 3 Arles if possible, back them up with 2 Carbuncles to prevent anti-damage shenanigans, and fire away! Now that the deck has burn triggers, it is possible to have a single  Arle attack burn as many as 4 CXs. (Attack reveals a burn trigger with CX combo, attack cancels, 3 burn triggers prime) It also means that with the right setup, it’s extremely difficult for an opposing deck to survive from as low as 3/3. It is possible to punish an opponent with active anti-burn effects because burn triggers bypass them.

Why did the deck change so much?

Two words: consistency issues. For reference, here is the old YRB list. Did it work? Sure. Did it have room to improve? Absolutely.

Blue outside of level 0 was the first thing to go because it was not doing enough, and was becoming a liability at later levels. While the gate triggers were nice at recovering the +2 soul CX, ironically, a mirror match showed how poor Cancel could be in the face of an opposing level 2 Carbuncle! Over time, Risukuma-senpai was not really getting a passing grade either. Games where his impact was felt were not really noticed, and when Senpai reveals a CX, he just vanishes for a turn. Potentially good, but again, consistency was being sought.

Red Papyrus was overperforming as well. Being able to dump excess CXs at any point of the game was something the deck sorely needed more of, and it paid off! Red Papyrus basically meant that no matter how poorly the deck’s damage was processed in the first level, it could always recover if Ringo was unable to tutor the pieces. The extra power doesn’t hurt either.

What, no backups?

Because the deck has a wealth of salvage options to setup a powerful and potentially untouchable board, backups were a conscious omission. Actually, the level 0 reverser Amitie was originally a 1-of, but became a 2-of, shifting the numbers from the KO’d Amitie because said KO’d Amitie does not scale well at all into the late game outside of having a specific role to fill at level 2. Whereas, the reverser Amitie, is and can be quite good in the later levels, either to clear out undesired CXs or to simply know what’s on top.

If Backup effects are truly desired, a case can be made to substitute a single copy of Primp Magic School for a single 2/1 Amitie.


What are some of the limitations of the deck? What risks does it take?

The deck does not have any answer to anti-burn effects. While it does have burn triggers, anti-burn can make it very difficult for this deck to end a game reliably. In the event that an opponent is successful in landing an anti-burn effect, the game plan shifts from an Arle beatdown to Amitie aggro (or just mono-crash). It has a sound game plan for most things at levels 0 and 1, and uses a power-oriented level 2 strategy. Because the level 2 is quite flat in terms of power, it could be (temporarily) outclassed by other decks that run combos at that level. This deck cannot reliably side attack level 3 characters while comboing off unless it knows the top card of the deck. If it ran the +2 soul version of Bayoe~n, it would be able to, but the deck would suffer twofold: it would be unable to bounce characters, and, it would also potentially deal too much damage at level 0. (Yes, this did happen multiple times during games)

The deck is slightly bothered by anti-salvage effects. While not completely allergic to them, the deck does rely on salvaging both in and out of combat. However, anti-salvage that gives power may be potentially ignored by the Amitie’s level reversing capability.

About the list: Is it conservative or greedy? What’s its overall power range? Is it easy or difficult to use? Is it viable in the JP meta?

Greed: 3

The deck runs so many cards at level 0 that even a rocky start can be salvaged. Its CX combo doesn’t rely on reversing characters, and the deck is only 2 colors. It has a single CX that it uses for multiple combos and gets to use its other CX simply for value.

Power Range: 6 – 9+

Having all 1k1 effects makes for a very reliable and predictable amount of damage, and the deck has so many ways of getting extra in without the use of CX combos. KO’d Carbuncle is not even a combo piece and yet it attacks for 2+. (Textbook example of power creep in action!) The deck’s ability to protect its board at level 2 is hard to match, and its finishing power is terrifying. The deck may be quite linear, but by no means does that mean that it’s weak. To that point though, it does not have any defensive capabilities (i.e. heal) whatsoever, so if it falls far behind, it’s going to have a hellish game trying to cover lost ground.

Difficulty: 4

This deck is simple to pick up and play, but like all decks, requires some skill to play to its maximum potential. Fortunately, a lot of the skill required come from the mechanics of practicing the game. For example, knowing when to discard CXs, when to salvage, when to brainstorm, and so on. The biggest skill-testing portions this deck might see will come from choosing the right time to execute the CX combo, and setting up the best conditions for level 3.

JP Meta Viability:

Yes. (Most likely)

Consistency, burn, and an engine to keep lots of cards in hand. It has a free 2-soul attacker at level 1, and a pair of excellent triggers in its CXs. Give it a try!

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