Saekano – Eriri/Utaha 3-Card Combo (Y/R) [08/20/2021]

Eriri and Utaha are naturally born enemies, hating each other but working together to accomplish their goals. Despite their constant meanderings, bickering and protests, the two are quite alike in personality. In spite of how much they say they hate each other, they partially look out for each other on the side as well as caring for the rest of their friend group.

The deck circles around these three cards as its main combo. All three cards above are related to one another. The first card on the left, SHS/W71-057SP-SP is the main finisher for the deck. It is a healer that has a powerful modal effect based on whether or not you pay its costs (there is also a requirement of a copy of itself being in the level zone). You may choose to pay the cost when the card attacks and pick the following effects to perform in any order:

  • Pick up to three cards in your opponent’s waiting room and shuffle them back into the deck.
  • Deal one soul damage to your opponent.

Note that you get at least one of these cards’ effects off regardless of whether or not you pay the cost. You get both if you do manage to pay three stock for the effects. The first effect is quite situational, but if the scenario occurs where your opponent has a small deck and very few cancels, you can punish your opponent by increasing the odds of landing soul damage. The second effect is good in any situation since you can use it to ping out any remaining climaxes or just to push for extra damage.

SHS/W71-002RR, the center card is an early play beater that also has a nifty ability of letting you spawn a character equal to your level or less from your hand when it is played from hand to stage while giving itself 2000 power for the turn. You can use this effect to spawn out potentially large beat-sticks or value cards. Alternatively, if you are at level three, you can use this to play SHS/W71-057SP-SP onto the stage from hand for free. The early play condition requires a single copy of SHS/W71-057SP-SP and SHS/W71-008SR in your level zone. It’s last effect is potentially quite useful for its single stock cost and swapping itself with another card on your stage to save one of your characters or beat down an opposing card.

The last card, SHS/W71-008SR is an oversized beatstick that gains an enormous amount of power when she swings dependent on the number of Game (ゲーム) characters on your field. Her more relevant ability for the deck lies in the fact that she can spawn your finisher, SHS/W71-057SP-SP from the waiting room with a single stock cost.

The combo climax for SHS/W71-057SP-SP is shown below.

SHS/W71-079RRR 二泊三日の新ルート

Gathering the pieces for the combo is rather simple. At base, the only requirements are the following:

You’d need at least one stock going into the battle phase since SHS/W71-057SP-SP needs at least three stock when she swings to pay for the full combo costs. This is optional if you are just going for one of the effects. Nevertheless, the whole goal of the deck is to get both effects off if need be.

*Since the main combo is only reliant on SHS/W71-057SP-SP, I would suggest to optimise on this card and change the ratios for the other cards related to the combo*

Before I talk about an advantage combo, due to the high stock costs for the level three combo, having a pair of cards like the two above is highly recommended. The card on the left lets you charge extra stock from the top of your deck assuming it reverses a character while the event on the right is in your memory. The right card is a replacement filter that reveals the top and adds it to your hand if it is either an event or a Manga (漫画) character (mostly Eriri or Izumi cards). There’s a decent chance that you’ll get the effect off, but the deck does have a chance of failure. The card also aids in helping the left card reverse by providing a global 500 power to all Manga characters during your turn (effect is stack-able).

Additionally or alternatively, depending on how you see it, green could be added to the deck to provide the extra stock using a combo like the one for SHS/W56-036R. The colour also allows the event, SHS/W56-052U to be played which provides both additional stock and hand.

If you wish to not play into green, I would recommend the above combo. The card is is a non-interactive combo that lets you filter through your top four cards of your deck and add any Game character to your hand. This hopefully helps you grab combo pieces or filters that help you change cards in your hand to pieces that suit your current or following turn situation.

Some other important suggestions for the deck include the two cards above. The card on the left is a level 0 reverser which also has a nice ability to possibly give you additional stock when it is reversed in battle. The card on the right is a good brainstorm for the deck that also combos with either SHS/W71-079RRR and SHS/W71-029CR. It lets you swap either of the climaxes with one in the waiting room to fit the situation as needed.

I’ve included some other suggestion for the deck above. Ideally, do your best and try to get maybe two SHS/W71-057SP-SP off in a single turn. Turbo charge your deck with stock and advantage, then blow them up with your finisher. Best of luck!