Today I will preview one of my more favored cheaper deck. While it is nothing too flashy in terms of mechanics, it is very streamline (beat with columns) and its full of our cute and lovely witches from genesis, here's the list:
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Mahou Majo Columns
Grade 0: 17
1 Koroha (FVG)
4 Shiroma (crit)
4 Kukurihime (crit)
4 Lemonccino (crit)
4 Laurier (heal)
Grade 1: 13
4 Framboise (PG)
4 Melissa (CB1 call when SB)
3 Thyme (on call mill 3, 1 to soul)
2 Skoll (stride fodder)
Grade 2: 12
4 Chicory (12k attacker, mate)
4 Jasmine (SC3 12k attacker, mate)
4 Cardamon (CB1 call when SB +2k)
Grade 3: 8
4 Mint (Finisher)
4 Fennel (Main Ride)
Grade 4: 8
3 Doom brace (Your main stride)
1 Madew (fetch grade 3 from drop)
2 Varnagandr (Situation stride)
1 Blizza
1 Dione
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How to play this deck
The deck has a few focus, each helping the other somewhat:
- Soul Chaining by looping Doom Brace SB3 and SC3 if 5 or less soul
- Pushing 21k RG columns (Doom Brace, Mint, +3k with 12k attackers)
- Legion returning triggers after thinning the deck for trigger density
- Fennel Loop late game by shuffling back Fennel, Jasmine and 2 Heals once deck reaches 6-7 cards
Soul Chaining
Your main objective is to "chaining" through your deck to reach a reasonably low deck count while still pushing opponent every turn for damage. This deck aims to "soul Chain" through Doom Brace till the deck is thin, and then legion back triggers for high trigger density. That means you will try to maintain around 3-5 soul for Doom Brace every turn till you either need to Varnagandr or Mint's legion skill, which allows Doom brace will SC 3 every time you stride. This means at least 7 cards per turn will be removed from your deck (draw phase, sc3, triple drive) and you will reach the goal within 3-4 turns of striding.
Fennel Looping
This occurs when you have only 6-7 cards left in your deck. When this occurs you can permanently loop Fennel repeatably by shuffling back 2 heal, another Fennel and Jasmine to legion with. And after the attack, use Fennel's legion skill to SB the legion pair +1 card and search your top 5 for up to 2 witches, in which case we will just take a Fennel and add it to hand, to repeat this loop. Do note that this is a last resort tactics and cannot be repeated a lot of times unless you have an abundance of soul left (each loop cost 3 soul, 1 card + the legion you ride over).
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Card Breakdown
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I am just a messenger...of your DOOM |
This deck is basically a Doom brace deck in a witch engine. Doom Brace is you main damage pusher by providing 21k RG columns each turn and letting you build field through Cardamon and Melissa calling. Its not easy to guard multiple 21-26k RG columns and a 26k stride every turn, specially in a 12 critical deck.
Typical Game Sequence:
- Ride Fennel. CB1 to SC3.
- Stride Doom Brace.
- Call a RG so that each column has at least 1 RG.
- Doom Brace SB3 to pump both columns. SC3 due to only having 2 souls left.
- Call any Melissa or cardamon you SC.
- Swing with stride, triggers to your 21k+ RG columns.
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Framboise and her are BFFs |
Fennel is your ideal main ride and by herself she grants you the 3 soul required to start the "soul chaining". She is also your recovery legion as she can help build hand size to survive big turns through her legion skill by adding 2 witches from your top 5 to hand (only Skoll and Kukurihime can't be taken with her effect), sometimes getting that one PG you really need. You can also infinitely loop Fennel when you are at your last 7 cards due to how you can take a fennel you legion back and SB the previous legion pair every time, allowing you to keep looping, so long as you can survive guarding by looping back all your heal triggers. Her mate Jasmine is our 2nd set of 12k beater and like Fennel, helps us to SC3 to start the set up or help pay for bigger effects (Mint or Vanagandr).
These 2 are a god send for this deck. They help to get Melissa and Cardamon to the soul while also filling drop zone for legion. Shiroma is also a self-recycling trigger replaces itself, which makes the legion process much easier should you need to legion early. They add 1 card to the soul without needing GB or legion should you need to fix the soul before either (either from 2 to 3, or 5 to 6). Ideally try not to use their effects if it push you to 6+ souls as it prevents Doom Brace from soul looping, and only if you direly need to fish for Cardamon/Melissa or need the 3rd soul if you miss Fennel/Jasmine.
The deck gains its card advantage through SB effects, either through Fennel or Cardamon and Melissa. Shiroma is technically a wash, but can help you try to fix your soul count while sometimes letting you put either Cardamon or Melissa in the soul while cycling itself and helping early legion. You ideally want to ride Melissa and Cardamon as VG so they are guaranteed in the soul to be used and your other units are better used as RG. Do note that Cardamon allows some big plays through Koroha and Kukurihime as she is 11k when called from soul, making any 7k booster and her into a 21k column.
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I am RNG-sus; hear me roar |
Vanagrandr does not guarantee 21k columns, but he is special as he can help dig for multiple triggers and cards you need. He can also set up for surviving by leaving a heal trigger as the 4th card, which is useful sometimes. Unfortunately since the deck does not try to reach 6 soul consistently, I only opted to run 1 pair. Also not that you can possibly generate multiple attacks if there are a few Cardamon in the soul. Genesis has never really have consistent drive checks due to the rapid soul charging, but Vanagrandr gives you a shot at changing that fate.
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She's strong, cute, and straight to the point about the beat down |
Mint's legion is another push turn as we are reaching the end of our deck and cannot afford another Doom Brace. She will shuffle back our triggers, and grant us a 37k VG column (which rivals most strides) with boost and 21k Column. With a thin deck and high trigger density these columns can and are usually lethal. Like Vanagrandr she also can generate multiple attacks through Cardamon/Melissa, although they will be 16k/12k each instead of just 11k/7k.
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Variations
Skoll and Thyme are the only units main deck that can be tinkered with as everything else has a role to play. You can opt to run Bellini(10k attacker) instead of Skoll for more early game and more backup attackers, but this deck is more lacking of boosters than attackers. Last option is Hati, which allows us to always generate 21k columns or even 26k column (Doom Brace turn) every turn if you have 11k+ unit in front of it. Of the 3 Hati fits best into the game plan of "huge columns every turn", but as Genesis is already SC rapidly at times, I prefer the added consistency that Skoll gives, but Hati would be a close 2nd of cards I would try to run.
For starter wise 2 other options stand out: Leyding and Pray Angel. Cinnamon, while being a witch unit, doesn't help our cause (we want to stay around 5 soul) and we cannot time her effect to our needs unlike Koroha. Leyding can replace itself for a proper unit, but only after striding, which leaves him vulnerable to early retires. Pray angel has similar issues as Leyding, but can give us the burst soul count should we are forced to legion a lot (easily from 2 to 6 soul) and do not have CB to spare for Fennel/Mint/Jasmine. I much prefer running Koroha because I will call starter to rearguard column regardless to have at least 1 unit in column for Doom Brace, and always boost 12k attackers with her. She can also make 21k columns outside of Doom Brace turns, and can be used early if you are afraid she gets retired early by Gatling Claw. All are decent choice and are playable, so pick which you prefer.
Alternative List
Grade 0: 17
1 Leyding (FVG)
4 Shiroma (crit)
4 Kukurihime (crit)
4 Lemonccino (crit)
4 Laurier (heal)
Grade 1: 13
4 Framboise (PG)
4 Melissa (CB1 call when SB)
4 Hati (+ power on SB)
1 Skoll (stride fodder)
Grade 2: 12
4 Chicory (12k attacker, mate)
4 Jasmine (SC3 12k attacker, mate)
4 Cardamon (CB1 call when SB +2k)
Grade 3: 8
4 Mint (Finisher)
4 Fennel (Main Ride)
Grade 4: 8
4 Doom brace (Your main stride)
1 Madew (fetch grade 3 from drop)
2 Varnagandr (Situation stride)
1 Blizza