Kill la Kill – Mako Change (Y/R) [07/29/2021]

Reliving my memories and remembering Kill la Kill puts a genuine smile on my face as I think about the dumb antics between the pair of friends, Mako and Ryuko. Ryuko generally acts as the more forceful front of the pair while Mako acts as her support, encouraging and assisting her however she can. Don’t judge Mako by her rather comedic looks, she is a formidable character herself whom Ryuko acknowledges.

The cards above are the main core of this deck profile. The combo works as to sacrifice a very specific card on the field (card below) to change into any Clothes (服) or Family (家族) character from hand. It has a bit of a steep cost considering with the climax played as well, you’re discarding two hand to just swap a better character onto the field. Nonetheless, you can change the specific card below to any character that matches the traits listed allowing for all kinds of potential shenanigans.

The Mako above combos with these two cards. They are technically the same card name-wise, so you can only run four of it in any combination or form. Neither of them have very good conditions as 1/1 7500 characters, however the reprinted version on the right has the potential to net you an additional stock when it is played on the stage from hand or through another card’s effect.

Before I get into anymore cards, let’s look at the potential targets for the swap effect. Since the 2/1 Mako, KLK/S27-001RR actually plays the card for the combo from hand, many hand effects can actually occur. Above are some of the potential pay-offs for the combo. The left card has a combo that is unlikely to be played due to its conflicting period with the main Mako combo. However, it does allow you to refill your hand when played with a check top three, add one card to hand. The center card is a strong beat-stick on the turn it is played while having a Musashi-like effect when soul damage dealt by it is cancelled.

The last card is very interesting where if the card ever does get reversed (either player’s turn), you may pay a stock and place a Clothes character card from your hand underneath it as a marker and turn it to tapped form. It comes in with a marker (a specific card) from your waiting room when it is played from hand. The best part of this card is at the start of your encore step, you pay two stock to burn your opponent for soul damage equal to the number of markers underneath it. This card will be the main target focused for the Mako combo. Ideally, this card would survive for multiple turns and let you potentially continually burn your opponent till they reach level 4.

I would introduce these cards earlier, however I think having the pay-off stated earlier is more important to the deck. The left card is a card at level 0 that changes into KLK/S27-047R or KLK/SP03-04PS from the waiting room. After paying the cost, this card will be sent to memory and have an additional anti-heal effect (stackable with multiple copies of this card). The right card is a good level 0 in the early game for removal, but its more relevant effect is that it is the target for the level 3 Ryuko, KLK/S27-042RR and the combo below.

This combo is the other combo in the deck. It is an on-reverse combo that grabs you a character from the waiting room. If you have a marker underneath this card, KLK/S27-045R or KLK/SP03-02PS, this card will have a continuous 6000 power cross-turn. This card also places one of those two cards from the waiting room underneath itself as a marker when it comes onto the stage.

The cards above are some notable mentions for the deck. The left card acts as a power assist to all Family or Clothes charactres, but more importantly it protects your Ryuko, KLK/S27-042RR by giving her hexproof. The center card is a constant way of potentially netting cards into your hand assuming you fulfil its condition while milling you as well. It also works very well with the level one combo by providing a bit of additional power for the reverse. Lastly, the card on the right is a very interesting tech in the fact that it is a way to force refresh both players. Unfortunately, he does not carry the Family or Clothes trait making him immune to those archetype boosting effects. However, his effect can be quite powerful depending on the turn used.

KLK/S27-018U 古典的な罠

There is one last card I want to mention before ending this post and that is the card above. This event is extremely versatile in the fact that it can be used during both players’ turns. It can save your card from an attack while denying reverse or letting you recycle a card on your field during your own turn. This is a card I highly encourage considering given its potential use during the game.

I’ve provided several cards above that are suggestions for the deck as well. As always, good luck to those who want to give this deck profile a shot. Show your opponents the power of the bond between the soft-hearted Ryuko and the gentle overly-friendly Mako.