Madoka Magica – Homura & Madoka (G) [11/15/2021]

Close friends, Homura and Madoka, transform into magical girls as they combat the evil darkness known as “witches”. Throughout their adventure, they come to learn about the true reality behind their contracts as magical girls and the truth behind these so called “witches”.

Using the bond of both Homura and Madoka, the goal is to field several copies of the card above and use its multiple damage instances to defeat your opponent. The Madoka here is a beefy healer that has quite an expensive cost to both clock kick its opponent on reverse and deal an additional three damage afterwards (with climax in play). One swing alone (assuming you get the reverse) is akin to three damage instances making it quite the competent finisher.

The early advantage engine of choice is the Madoka shown above. With its combo, this card hits 8500 power on its own, and when it reverses its opponent, you get to place the top card of your deck into your stock for free. Ideally, a combo with bar is better both for reversing power and to help with the hand requirement costs for MR/W59-032SP-SP. However, this climax does come with the upside of granting an extra stock on play as well.

Other interesting cards to help push advantage are shown above. The Madoka to the left, MR/W59-033SR, gains power on play with a very interesting secondary effect. Whenever this Madoka reverses its opponent, you may mill the top card of your deck into your waiting room. If that card was a card that shares a name with any character on your field, you may place it into stock. Aside from the level 1 combo, this is another card that’s used to push for more stock.

MR/W59-034R is a card with a J.C. effect which lets you pay its cost and bounce back another card that’s being front attacked. Furthermore, this card gives an additional 1000 power to one of your cards during your opponent’s turn when its effect is used which can be useful for MR/W59-033SR to secure more stock.

The Homura on the right is an early play that comes out early as long as MR/W59-033SR is in your clock. It’s a large beat-stick with a rare effect to stop opponents from moving positions on stage when it swings. More importantly, this card lets you check your top three to potentially add a card that you need like a climax.

The cards above are other recommended options to run in the deck. MR/W59-039U is a standard climax discard outlet to salvage any Magic (魔法) character to hand.

MM/W35-027RR is another early play option that has a wonderful ability to heal to stage assuming a character in your clock is equal to your level or less. At level three, this card can be a way to cheat out a MR/W59-032SP-SP onto the field while adding another body to the stage.

Lastly, the Homura to the right lets you rearrange your top two triggers when it swings. You choose which card you would like to trigger and mill the other card. With this card, you can dictate your damage on swing and go for precise amounts. Furthermore, this can be a way to try and grab the bar climax into your hand.

MR/W59-037R 魔法少女の素質 まどか

One last card I would like to highlight before moving to the end of this post is the card shown above. This card is a level assist with a revenge powered ability. Whenever one of your Magic characters is reversed (either player’s turn), you can power pump one of your other characters by 1000 power for the turn (stack-able). In short, you can use this card to crash your smaller characters into your opponents to set-up power for MR/W59-032SP-SP.

Backups are considerable options for the deck, primarily to help keep MR/W59-033SR alive and to potentially gain stock on your opponent’s turn as well. As for the choices for backups, the main three options are shown above. MM/W17-033U is a backup that provides 2500 power to your green characters specifically. The Homura in the center and the Madoka to the right are vanilla backups with their listed power and costs as shown.

As always when possible, some other deck suggestions are shown above. Keep in mind that MR/W59-033SR checks for specifically same name as a character on you field. As such, it is highly recommended to limit the number of different character names for the deck. There are quite a number of options to build the deck with. Just keep in mind that your level three combo requires a reverse to go off along with both a heavy hand and stock cost. Try your best to field ideally two or even three if you get lucky enough.