This is the deck I play most of when i really don't feel like trying to play something newer. It's pretty newbie friendly, but even seasoned players can have fun with it. It's mostly a salvage value deck with a finisher.
Level 0: This is your main constancy engine. It mainly start with assembling your backrow. Typically it would be "Vessel" Inoris. They are the real backbone of the deck. First off, its a brainstormer. It mills when you need to, and salvages on the way. Whether you are out of CX's, have too many still in the deck, mill out your CX that you just triggered, or just feel like taking a chance on salvaging something good, It's a real powerhouse. No seriously, it also gives global 500 power. It's support and brainstorm in one.
How do I set that up?
We have a level 1 or less searcher in Shu, Thinking of inori and a general searcher in Tsugumi in Swimsuits. Shu, Thinking of Inori can also be an attacker in a pitch since it can give 1k to itself or other characters on attack. You don't want to use Tsugumi's search in the early game. It's still a decent attacker, though.
Playing first? We have a "Shorty" Tsugumi runner that filters your hand and maintains it in the early game by always having an attacker. Playing second? You the can use the "True Oath" Inori and Shu or the Shifter Mana if you have Gai, Accepting Fate in your waiting room. Gai isn't in your waiting room? Clock Mana to draw and shift into it to clock-bond your Gai is there at the beginning of your main phase. You want yellow for your main level 1 game, anyway.
Don't have "True Oath" Inori and Shu, you say? Use Inori, Words of Farewell as an alternative. Suiciders are always good and it's a common card. You do miss being able to get rid of "on-reverse" level 0 effects, but it's not the end of the world.
Typically you want to flood the field with Gai, Accepting Fate. It becomes a 7.5 beater with a full field and "Vessel" Inoris. The level 1 blue punch is a "if you have it" type card. You can use it if you can gain value from keeping Gai alive. If you don't have the punch at the time, you don't need to get it. It's better to advance your game plan. Plus you have Mana to clock-bond it back. Shu, Hidden Potential (aka the vanilla) is a potential alternative. In a pinch, hope to have blue in your clock for the sad attack with your level 1 punches.
Level 2: Wait, do you have no CX combos at Level 1? Where is your combo? You said value. I see no value.
Hold up. This is where the value comes it. You see Euterpe has 2 different CXs? Look at the Level 2 Inori and the Level 3 Inori. Yeah, that's not a mistake. Want to kill your opponents level 3's and salvage your level 3 game along the way? You want to change into your own Level 3 that heals and also combos to salvage? Want to do both? Here's your chance!
A lot of the times you want to conserve your stock for the Level 3 Gais, so mostly you'll use the 2/1 Inori for salvage. Don't be afraid to play it just for the salvage value. It's best you set up for Level 3 when you can. Have enough stock, but don't have either? We got a early play killer punch, just incase your opponent wants to establish a wall at level 2. Can't do the combo? Sad times. Well at least we have the "Shorty" Tsugumi in a pinch.
Level 3: We use Gai, now right? Right, we use Gai. I don't like Gai but Bushiroad decided to make him the finisher. So we use Gai. Fuck that Gai but he is needed. But wait, there's more! Want to try pushing for the win? We have a shot CX! How do we set that up? Play Tsugumi, Operator first, and then your Gai's to move around the top of your deck. You can only do the effect twice. Did you find your shot CX? Time to attack with Gai. Can't set it up? It's okay, you don't have to. A potential 12k Musashi-clone is still pretty good on it's own. Can't get any Musashi? Well the TD Inori can come in handy to salvage one on play (you don't have to play her, but I like it when I really can't pull off the salvage at level 2).