Fate/kaleid liner プリズマ☆イリヤ Deck Tech

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Two deck techs in a single article? Yes! If you want to see the original list from December 2013, scroll to the bottom or search (Ctrl+F) for the text [Fate2013]

Welcome again to the 9th CX’s Weiss Schwarz Deck Techs! A more detailed walkthrough for Fate/kaleid Liner プリズマ☆イリヤ has been requested, and so without further ado, here is a new deck list and deck tech!

This deck list is brought to you by The 9th CX. The names have been adjusted to match translations from Heart of the Cards.

Now onto the breakdown!

Cards – 50

Level 0 – 17

4 Illya, Practicing Magic (PI/SE18-19)
4 “Promise” Illya (PI/SE18-23)
3 Miyu, Sudden Transfer Student (PI/SE18-24)
2 Rin, Kaleid Ruby (PI/SE18-03)
4 Miyu, Kaleid Magical Girl (PI/SE18-21)

Level 1 – 15

3 Illya, Kaleid Magical Girl (PI/SE18-10)
4 Miyu, Perfect Supergirl? (PI/SE18-11)
4 Illya, Guided Fate (PI/SE18-28)
4 “Believing” Miyu (PI/SE18-27)

Level 2 – 4

2 Illya, Dreaming Girl (PI/SE18-13)
2 Miyu the Realist (PI/SE18-16)

Level 3 – 6

3 “Kaleidoscope” Illya (PI/SE18-17)
3 “Kaleidoscope” Miyu (PI/SE18-18)

Climax Cards – 8

4 Class Card Lancer (PI/SE18-35)
4 Class Card Saber (PI/SE18-36)

At level 0 we have 17 characters.

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“Promise” Illya is a 4000 power character as long as you have 6 or more cards in hand. 2500 otherwise.

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Illya, Practicing Magic, is a Bond with Miyu, Perfect Supergirl? You can also pay 1 and rest it to give a Miyu +1500 power for the turn.

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Miyu, Kaleid Magical Girl has a Brainstorm effect that has you pay 1 and rest two characters to draw a card for each CX revealed. It also gives your center character +500 power.

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Miyu, Sudden Transfer Student is a 3500 power character with hand encore if alone on the center stage. Otherwise, 2500 power.

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Rin, Kaleid Ruby gives your center character +500 power. You can pay 2 and rest it to salvage a character.

The level 0 for Illya is very versatile and powerful. “Promise” Illya is an excellent first turn play when going first because it will almost always (or at least should) be a 4000 power character. The characters generally do not have a great amount of rushing potential, and are best played one or two at a time at most, unless your hand size can keep up with it. Most sets will either have to attack around the characters or use reversers to go even on board. Four copies of Illya, Practicing Magic, ensures a smooth transition into level 1.

At level 1, we have 15 characters.

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Illya, Kaleid Magical Girl is a 5000 power character that gains +1000 power with Experience 2. (i.e. if your level zone has a combined level total of 2 or more)

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Miyu, Perfect Supergirl? is a 5000 power character that has a CX combo with ‘anything’ – if you have a blue CX in your CX zone when it attacks, you draw and discard a card.

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Illya, Guided Fate is yet another 5000 power character. It has a specific ability that allows you to discard a [Magic] character (in this deck, any) to reveal the top card of your deck. If the revealed card’s level is 0 (CX cards count as level 0), it can attack something in the back row.

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“Believing” Miyu is a 4500 power character that gets +1500 power as long as you have 6 or more cards in hand. If you have Class Card Lancer in your CX zone when it attacks, you can put the top card of your deck into clock to draw a card and give it +1000 power for the turn.

The level 1 for Illya is a pretty scary time. During the entirety of its level 1 (and 2), it has every incentive to use its 1k1 effects to deal the most efficient damage possible (2/2/2), all while reaping the benefits of its minor CX combos and interactions. Illya, Kaleid Magical Girl can sometimes function as a 1/0 6000 power character, and go over the standard 1/0 5500 vanilla. Miyu, Perfect Supergirl? filters through the deck quickly with its effect, and allows you to access even more cards per turn to sculpt future plays. Illya, Guided Fate, early on, is a utility card at best to deal with troublesome support characters (e.g. Angel Beats!). It is generally better to hold off on using it or even playing it until level 2 or later, when the CX ultimate would be used. “Believing” Miyu is where the deck stands to gain some decent card advantage. With its CX combo, it can potentially have 8000 power (4500 base, +1500 ≥ 6 cards in hand, +1000 1k1, +1000 ‘Accelerate) for no stock! At level 1, it can be a tall order to get characters even to 7500 power for 0 stock. (Incidentally, the greatest power the deck can get a “Believing” Miyu to at level 1 is 10000 – it just means that every other slot on the stage needs to have either a Rin, Kaleid Ruby or a Miyu, Kaleid Magical Girl on it, and that is provided Illya, Practicing Magic hasn’t had its ability used on it)

The deck mostly lives for its 2 soul attacks at level 1 and level 2. But what happens if the deck finds its level 2 characters?

At level 2, we have 4 characters.

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Illya, Dreaming Girl, gives +1000 power to characters in front. It also gives the center character +500 power with Experience 3. At the start of your draw phase, you can pay 1 and Change into “Kaleidoscope” Illya.

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Miyu the Realist has clock encore and can Change into “Kaleidoscope” Miyu at the start of your draw phase at no cost.

The plan at level 2 is primarily to stay the course with level 1 characters. If one of the level 2 characters so happens to be drawn, it can enable an early level 3 play. Playing both of the characters at level 2 can be very tricky. Sometimes, it makes sense to use the Miyu to clear an opposing character. But at 2/2, 8000 power is not a very high power to have. Typically, a 2/2 with no abilities will have 9000 power. Arguably, from a design perspective, the loss of power comes in increments of 500 from its two abilities. If ahead by a level, that is, the opponent is level 3 and you are level 2, play the characters with Change in the back row. (Illya should be used in the back row regardless) This is because at level 3, it is much more common to see effects that prevent encore from happening, such as putting a reversed character into stock, on the top or bottom of the deck, or worse, into clock. If used improperly, Miyu can also disrupt otherwise favorable attacks by going over the optimal number of 2 soul, into a coin flip 3 soul or rarely-favorable 4 soul.

But let’s say the end game arrives and you can Change or just outright play level 3 characters.

At level 3, we have 6 characters (and 2 walls of text).

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When “Kaleidoscope” Miyu is put onto the stage from your hand or by Change effect, you look at the top X cards of your deck where X is the number of [Magic] characters you control. You choose up to one, put it into your hand, and the rest into your waiting room. If you have fewer cards in your library than you have [Magic] characters as this ability is resolving, you do not refresh the deck. Instead, you look at as much of the deck as you can, and finish resolving the effect as normal. This means that if you have five [Magic] characters but only one card in your deck, you only get to see that one card! If that wasn’t enough, if you play the CX Class Card Saber and this card is on the center stage, you draw a card. It gets +1500 power for the turn and the ability “When this character’s battle opponent becomes reversed, you may put that card on the bottom of its owner’s deck.”

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When “Kaleidoscope” Illya is put onto the stage from your hand or by Change effect, you draw up to two cards and discard one. Note that even if you draw zero cards, you still need to discard a card. When you play the CX Class Card Saber, if a “Kaleidoscope” Miyu is on the stage, you put the top card of your deck into the waiting room. If that card is level 1 or lower (again, CXs are counted as level 0), you may discard a Class Card Saber. If you do, each of your characters gains the ability “When this character attacks, deal 1 damage to your opponent.” until end of turn. This damage can be cancelled normally.

At level 3, the deck’s ability to filter through massive chunks of cards and draw a lot of cards on top of it skyrockets. The CX ultimate (the one that, as advertised, can make your opponent rest in pieces) is a rather elaborate setup, but the rest of the deck is numbered in such a way to maximize its chances of triggering and resolving successfully. In this list, there are only 10 cards in the deck that will make the ability fail from its first check, but because it requires that another Miyu be in play, that number is effectively 8. Note that if you are particularly lucky, you can give your characters multiple instances of the damage ability, but you would need to discard another Class Card Saber for each successful Illya trigger.

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The CX effects are both 1k1 effects, with the Pants and Book triggers, respectively.

How do we play this deck?

Very carefully. The deck is one of the closest things WS has to having a “combo” deck. (For Magic players, the deck is very similar to the old Time Spiral block + Lorwyn standard Spinerock Knoll Pyromancer’s Swath deck)

The level 0 game varies depending on who goes first. If you go first, play out a 4000 power character, and see what the opponent does. Use as much time as possible setting up for level 1, by clocking every turn and keeping the hand as close to 6 cards as possible. If going second, play characters to trade with the opponent, and draw out the level as much as possible, unless you have sufficient level 0 and level 1 characters to carry through subsequent turns. The ideal situation is to have your opponent with no level 0 characters in hand, while he or she is at 0/5, with you being at 0/6.

At level 1, there are a lot of options. You can sweep up your opponent’s lingering level 0 characters with oversized level 1 characters while drawing cards. You can also use the Bond and any CX to filter through your deck and sculpt future turns and plays. If you trigger a Pants trigger, get that CX back and use it the next turn! One of the biggest “secrets” to this deck is not the elaborate CX ultimate waiting at the end of the tunnel of level 2 or 3 but rather the ability to refresh at level 1 with all 8 CXs and cancel a lot of damage. If you have the choice between setting up a refresh with 8 against refreshing with 6 and having the CX ultimate, take the refresh with 8. The odds will be in your favor.

At level 2, it’s more of the same as level 1. Attack for 2 soul as much as possible, and take out key cards whenever possible. This is also an opportunity for the Guided Fate, Illya to shine, because its ability will be more relevant, and it’s very likely to have drawn more than 1 copy by this point in the game. It can take out troublesome Change effects from the opponent before they go off if they trigger at the start of the draw phase, as well as other effects. Its impact at level 2 is much more likely to be higher than at level 1.

At level 3, the story is again the same, cruise control with the same character base from level 1.

What?

This is a trap that many players may fall into when piloting Illya. The ability to use the CX ultimate is nice, when it happens, but should not be approached as the only endgame option. There are a couple of reasons for this. First is, if the opponent knows that you are holding multiple CXs in hand, they are much more likely to attempt higher risk (3+ soul) attacks, and, they are much more likely to hit as a result. Second, the CX interaction (half combo) with “Kaleidoscope” Miyu is fine on its own, to deal with annoying characters.

In fact, the threat of using the CX ultimate is best played when behind rather than when attempting to close a game.

Why?

The CX ultimate has a moderate expected value for damage when up against an opponent with 6 or more CXs remaining in the deck. Because the CXs are 1k1 effects, it means that the Illya will be attacking for 1+3(+ trigger) damage. The 1 damage is very likely to hit, and the 3 damage, though still favorable, is much less likely to hit. Whatever the chances may be at a given point, the total potential damage is still incredibly high, and if left with no other choice, the deck can force a win even if behind by an entire level. It may be a tall order, but it is quite far from impossible.

What does this deck not do well? How do we beat it?

A common observation for this deck is that it does not sustain itself very well. Very very few characters have an Encore ability that is easy to pay, and its Salvage costs are steep.

The deck also has no stable level 2 plan. At level 2, the most it can do is improve its character power by around 1000-2000, depending on the number of Illya supports drawn. This can be seen in two ways. From the user’s perspective, the level 2 is merely a “tech” – something to play and enjoy the benefits of should it be drawn in a match. From the opponent’s perspective, the level 2 is smooth sailing, and occasionally there might be a Miyu that can just be hit with a steamroller larger character.

Getting to level 2 early with a deck that has a plan to play very large characters at level 2 (in the range of 9000-13000 power) can actually be a boon, because the deck’s maximum power hovers around a very easy-to-shove 10000-11000. No bonus effects last until the following turn, which makes removing characters relatively easy.

Ultimately, keeping Illya off of as many characters as possible in the mid-late game a great way to keep it from closing a game. Making the CX ultimate a forced move is much better than having the threat of it still out there while the opponent continues to play smaller characters to attack for 1 or 2. Because the ultimate is not quite a win-more (it doesn’t make sense to use it on an opponent with no characters, for example), there is a bit of variance on when it is best played.  Forcing it narrows the variance and allows you, the player playing against it, to assert more control over the pace of the game. Though, this shouldn’t be taken as a statement of “Do this and it will never beat you”, because these are only the optimal conditions that one should expect to see most of the time. If you have the misfortune of refreshing with 5 or fewer, RIP.

The original deck tech for this set is still included below for reference.

Questions? Comments? Have an idea for another article? Send us an email at theninthcx AT gmail DOT com! Thanks for reading!

Deck tech 1 [Fate2013]

Fate/kaleid liner プリズマ☆イリヤ is the latest WS extra booster as of December 2013, and it is quite a set. With Fate/kaleid liner プリズマ☆イリヤ, we get the mysterious new Gate trigger (or as it’s jokingly known as, the ‘pants’ trigger), which allows you to recover a CX from the waiting room. You can see the article on the Gate trigger here.

This deck tech credit goes to ‘Hisoka’ for their deck idea. (The deck is unofficially named the 神様 Build)This list is my own, though. The names of the cards have been adjusted to match those that can be found on the Heart of the Cards website.

So what’s in プリズマ☆イリヤ?

Cards – 50

Level 0 – 19

4 Illya, Normal Girl (PI/SE18-09)

4 Illya, Practicing Magic (PI/SE18-19)

3 “Promise” Illya (PI/SE18-23)

3 Miyu, Sudden Transfer Student (PI/SE18-24)

2 Rin, Kaleid Ruby (PI/SE18-03)

3 Miyu, Kaleid Magical Girl (PI/SE18-21)

Level 1 – 11

3 Illya, Kaleid Magical Girl (PI/SE18-10)

4 Miyu, Perfect Supergirl? (PI/SE18-11)

4 Illya, Guided Fate (PI/SE18-28)

Level 2 – 6

3 Illya, Dreaming Girl (PI/SE18-13)

3 Miyu the Realist (PI/SE18-16)

Level 3 – 6

3 “Kaleidoscope” Illya (PI/SE18-17)

3 “Kaleidoscope” Miyu (PI/SE18-18)

Climax Cards – 8

4 Birth! Magical Girl! (PI/SE18-33)

4 Class Card Saber (PI/SE18-36)

What does this deck do then?

Let’s break it down by level like usual.

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Level 0

The Level 0 is pretty massive in this deck, with a whole 19 cards being dedicated to it. Having a lot of Level 0 characters in this deck however, is vital to performing its “ultimate” CX combo.

The Level 0 characters in this set are also quite noteworthy. In the back row we have 3 characters: Illya, Practicing Magic, Rin, Kaleid Ruby, and Miyu, Kaleid Magical Girl. The Miyu gives a boost to your front row center and gives you the option to pay 1 stock, rest 2 characters, and brainstorm. Rin has the same buff effect for your front row center, and lets you pay 2 (and rest) to put a character from the waiting room back to the hand. The Illya, Practicing Magic, is a bond for the Miyu, Perfect Supergirl? at level 1. (Currently not in the translation, but it also allows you to pay 1 stock, rest it, and give a Miyu character you have +1500 for the turn.)

On the front line we have a couple of characters that do very well if going first. Miyu, Sudden Transfer Student becomes a 3500 with hand encore if she’s alone in the front row, and the “Promise” Illya becomes a 4000 if you have 6 or more cards in hand. If you have the luxury of going second though, the Illya, Normal Girl is ready to start burning through your deck with the CX combo. When you attack, if you have Born! Magical Girl! in your CX area, you put the top two cards of your deck into the waiting room. If both cards have the “Magic” characteristic, you draw a card.

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Level 1

But that’s not all! This deck has even more cards that allow you to cycle through the deck in its entirety very quickly. At Level 1 there are no cards that cost any stock. The Illya, Kaleid Magical Girl becomes a 1/0 6000 if you have experience 2 (a total of 2 or higher level present in your level), and can usually attack over anything of comparable cost. Illya, Guided Fate allows you to discard a [Magic] character and reveal the top card of the deck. This card serves a double duty in setting up the deck’s ultimate, and occasionally sniping the key back row character. Miyu, Perfect Supergirl? is a CX combo with ham sandwich – when you attack, if you have a blue CX in the CX area, you draw and discard a card. It is possible to refresh the deck during Level 1, because of the Level 0 CX combo and the Supergirl Miyu.

Level 0 and 1 are effectively the same for this deck. No plays should cost any stock (except for encore and the occasional brainstorm).

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Level 2

This is where the fun begins. The Miyu protects herself with a clock encore, and the Illya is a +1000 front support, with an extra +500 for the center character if you have experience 3. Her change however, costs 1 stock. If there is a risk of the Miyu not surviving a turn due to a CX combo effect from the opponent, it’s best to leave her and Illya in the back row for a turn, and continue to attack with Level 0 and Level 1 characters to push for damage. Level 2 takes only one turn before going to either the real or effective-

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Level 3

Remember… this?

With the Kaleidoscope Miyu and Illya, you too can have your opponent rest in pieces with this intricate CX ultimate. (It’s probably best described as an ultimate, because there are many conditions to meet). Never mind the crazy draw power that both give when they arrive from change or hand (Miyu lets you look at the top X cards where X is the number of Magic characters you control, put up to one into your hand and the rest in the waiting room, the Illya draws two and discards one), if you have two Class Card Saber CXs in your hand, the ultimate can go off!

If you have both on the stage, when you play the Class Card Saber, you can apply Illya or Miyu’s effect first. Miyu draws a card, gets +1500, and the effect when she reverses a character in battle, may put the reversed character on the bottom of the opponent’s deck. Illya puts the top card of your deck into the waiting room (a mandatory ability). If the card put there is level 1 or lower, you can discard another Class Card Saber. If you do, all of your characters get the effect “When this character attacks, deal 1 damage to your opponent. This damage can be canceled.” The previously mentioned Illya, Guided Fate, can help you peek at the top of your deck to see which effect you should apply first if you are going for the ultimate.

With this ultimate effect, it is possible to end a game through up to four or even five cancels from the opponent.

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The CX setup is a 4/4 set of both CXs that have combos (or in this case, an ultimate) with cards in the deck. The CXs have such impact that it does not make sense to deviate from running the full set of both.

One player has commented that the printing of this effect could be to combat the ‘heal’ effects in decks that are in many sets. Some heal effects happen as early as level 2, and this CX ultimate can also happen at level 2.

Questions? Comments? Did you do well with this deck? Send an email to theninthcx AT gmail DOT com!