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MakeMarikaGreat's Decks

1/0 Yuuki is (almost certainly) still the play although there's very little good green fixing in the set so you're forced to push up your bomb count to compensate - this isn't really a hindrance because encore is pretty solid at 0 for turning bad cards in your hand into a good card on the board, and besides you can always level slot a 3/2 leafa (underappreciated card pls) 1/0 kreeto+aids gives you some maguro-tier deck milling which is always good, yes you do invest stock into the 1/0 Yuuki but the handfix is thicc af and that makes you happy. Brainstorm is pretty decent, handfix on a plussing brainstorm is obviously pretty nuts although you can't search, but the +500 power is likely to go to waste since you don't have amazing/useful ways to proc it pre-Level 2 where you can board machine of ice (countering for 2500 doesn't really mean shit when your base power is like 5k tops), obvs you run 3-4 obviously the biggest draw to this deck is that it's completely braindead to set up your L3 combo, 5 stock and 3/2 Asuna gets you 3/2 Asuna, gets you Kirito and your line goes: Front Row: Asuna/etc/etc Back Row: Asuna/Kirito Stock: 1 - Asuna attack (2 Stock) - Etc character attack, on attack swap front Asuna with Kirito (0 Stock, 1 Stock after attack resolves) - Kirito attack (2 stock) - Etc character attack, on attack swap front Kirito with Standing backrow Asuna (0 stock, 1 stock after attack resolves) - Asuna attack (2 stock) gg no re easiest and most stock efficient finish in the game bar none, obviously you want your etc characters to either be the 0/0 Asuna that gets a free soul for some dumb reason or the 3/2 Leafa. There are some silly interactions that can stop the 5 attack scenario going off (memory kick/clock kick namely) but these aren't majority scenarios and assuming they come up you can just change your board setup to something different 3/2 kreeto is still probably the preferred early play over the lizbeth because it draws cards and when you're playing a strong finishing combo which has more than one piece (ie not Yami) then you want to commit as many cards as possible towards the eventuation of that result 3/2 asuna from the first set (global +1 soul) is a genuine consideration as a 1-of because it +1souls your entire board and will let you side for 1 damage up to 5 times (fun fact: hitting for 1-1-1-1-1 is surprisingly good for dealing 4 damage) clearly a lot of messing around to be done with the level 0 game but this is just a hungry skellington build, obviously there's other shit to explore here re card choices (do we still run topcheck bomb 0/0 silica, what's the actual backrow etc etc) but the general concept is sound
check_circleaccount_circleMakeMarikaGreat
359.58 74 testplaying
Playing 2/1 Felt at the beginning of your Level 3 game allows you to cheat a 3/2 onto board and get your Reinhardt safely into your hand. Assuming this, you will need a further 7 stock to play double Emilia + Reinhardt (back row) onto your board and the following line occurs: - Felt attack [search a Puck when the stockcharge primes and resolves for +1 stock and to slot it into your WR later in the line] (2 stock remaining) - 1st Emilia attack (3 stock remaining) - 1st Emilia effect, sack Felt, play Puck over Emilia (1 stock remaining) - 2nd Emilia attack (2 stock remaining) - 2nd Emilia effect, sack back row (presumably Ronald McDonald), play Puck over Emilia (0 stock remaining) - 1st Puck attack - On reverse, 1st Puck effect primes and the card is bottom-decked - 2nd Puck attack - On reverse, 2nd Puck effect primes and the card is bottom-decked - Reinhardt remains as your only back row with all 6 effects active 5 instances of damage in the order 2/2/2/1/1 [NB: for this line to work, you must have the first Puck either in your hand or in your Stock] To get full value out of Reinhardt you need to also have any 3 cards in hand, so to follow this line you need to start your Attack step with 8 stock and a 9 card hand of 2x Emilia, 1x Felt, 1x Wind CX, and 5 cards (one of which may need to be Puck); ie, you must finish the previous turn with a 7 card hand. The other lines to consider include starting the turn with 3/2 Felt already in play; skipping the freefresh/Felt completely and instead using spooky clown guy as your third attacker (presumably was already on board); or using any other hand card as your third attacker. If you guys do any testing on these builds please send your results to either FB or Youtube (MakeMarikaGreat); more hands are always better. I'm unlikely to read or respond to any in-depth criticisms here.
check_circleaccount_circleMakeMarikaGreat
324.72 69 testplaying
Fully experimental at this point. If you guys do any testing on these builds please send your results to either FB or Youtube (MakeMarikaGreat); more hands are always better. I'm unlikely to read or respond to any in-depth criticisms here.
check_circleaccount_circleMakeMarikaGreat
324.99 100 testplaying
Probably not subject to significant future changes Use this is a framework for building decks in general: https://www.youtube.com/watch?v=isJmGKlljpg&t=112s If you guys do any testing on these builds please send your results to either FB or Youtube (MakeMarikaGreat); more hands are always better. I'm unlikely to read or respond to any in-depth criticisms here.
check_circleaccount_circleMakeMarikaGreat
416.22 67 testplaying
Subject to significant future changes. Build 8 stock, play Ram + 2x Emilia (+Gate): (- Ram effect resolves) - Ram burn (0 stock remaining) - Ram attack (1 stock remaining) - 1st Emilia attack (2 stock remaining) - 1st Emilia effect, sack Ram, play Puck over Ram (0 stock remaining) - 1st Puck attack (1 stock remaining) [NB: This Puck likely gets bottom-decked] - 2nd Emilia attack (2 stock remaining) - 2nd Emilia effect, sack 1st Emilia [or Puck], play Puck [NB, you can play Puck over your 2nd Emilia if you want to dodge on-reverse effects] - 2nd Puck attack (1 stock remaining) 6 instances of damage in the order 1/3/3/2/3/2. You need to begin the attack step with 6 (7 w/ CX) cards in hand, and after the play you will have 0 cards in hand and 1 stock. As of 22 Jan 2017 we haven't run the numbers via simulation, but this setup is on principle best at dealing 4, 5 or 6 damage from a neutral state, and if the Ram burn and either of the first two attacks are not cancelled, the setup should be very likely to deal 6 damage. If you guys do any testing on these builds please send your results to either FB or Youtube (MakeMarikaGreat); more hands are always better. I'm unlikely to read or respond to any in-depth criticisms here.
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394.60 75 testplaying
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289.26 96 testplaying
more like get on this dick (this actually works)
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197.46 93 testplaying
K we did it boys this is it go slay welcome to party town and embrace the 2/1 12k common that nobody knew existed until today
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330.24 164 testplaying
Creme meme for nice dreme welcome to S tier fuccbois
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364.09 110 testplaying 4 comments
Real talk everyone who's playtesting this needs so much help xoxo Also yes this is version 2 I am actually testing gg Current record: MG >> 1-0 GC >> 1-0 100% winrate is real
check_circleaccount_circleMakeMarikaGreat
287.78 141 testplaying
Current build piloted by Make Marika Great. Changes from article list: -1 0/0 Sig -2 2/1 Amitie Counter -1 2/1 Klug +1 0/0 Carbuncle +1 0/0 Runner +1 1/0 2k Counter +1 2/1 Schezo -> 0/0 Sig dropped to 3 to avoid flooding but may be bumped back up to 4. -> 2/1 Amitie counter played in <5% of games, primary function is to protect 3/2 Amitie, not to survive finishers, a function which is achieved better by the 1/0 counter. -> 2/1 Klug played in <12% of games, in general 2/1 Schezo better against metagame for dealing with early plays. -> 0/0 Carbuncle added to deal with lategame CX flood through refreshes. -> 0/0 Runner bumped to 4 to improve earlygame and because of decline in LB play. -> 1/0 2k Counter and 2/1 Schezo bumped for reasons above.
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462.05 139 testplaying
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532.91 118 testplaying