Idolm@ster Shiny Colours – Illumination Stars (Y/R/B) [12/16/2021]

Illumination Stars is a unit composed of three girls: Hachimiya Meguru, Sakuragi Mano, and Hiori Kazano. They are, as their name implies, a group of shiny stars that illuminate the stage around them. Together they combine their strength and talents as they reach for the starry hosts above. Their effects center around having different colours within the level zone.

The main end-game board is shown here. The Mano to the left is a healer that combos with the climax to the right. At the start of your attack phase, if you have the combo to the right in play and you fulfil her conditions, you may choose one of the following two abilities: Stand one of your characters and then give up to two of your characters an extra soul for the turn or deal one damage to your opponent and give this card 1000 power for the turn. Keep in mind the wording states at the start of your attack phase, meaning that you can spawn a second Mano with the climax effect from your waiting room and still activate that Mano’s effects as well.

To compliment the Mano, the Meguru in the center is a level assist in front with an added bonus. If your level zone has three or more colours within it, Meguru is a global 1000 power assist as well. When she’s played from hand, you may check the top x cards of your deck and add one card to hand, x is equal to the number of your Music (音楽) characters on stage.

ISC/S81-022WIR-WIR ちびイルミネーションスターズ

To help push for damage and act as a utility tool, the above event can be used to provide several advantages to your characters. Keep in mind that all three effects can be applied to different characters. The last effect is quite important as it provided a cancel ping effect to one of your characters.

In order to help gain advantage in the early game, the above combo is recommended. This Meguru is a 5500 beater as long as you have a yellow card in your level zone. Furthermore, at the start of the climax phase, if the character in front of her is reversed or the lane is empty, you may pay her costs and search up to two Music characters and add them to hand.

Some other cards to compliment the deck are shown above. The Kazano to the left carries a clean cut effect upon reverse any character, letting you choose one of your other Music characters, resting them, and sending them to the back. This effect may be especially important to save certain cards or to prepare for the following turn. The Mano in the center is a drop search on play with the ability to trigger twice on swing. Ideally, she would trigger a standby trigger early on to spawn out the large Meguru to the right with its hand encore ability.

Some other cards that benefit the deck either by adding hand or providing supportive effects are shown above. The trio to the left is a filter on play, letting your reveal the top card of your deck and swap your hand for it as long as its a Music character or event. Furthermore, it can potentially bounce itself back to hand upon being reversed, as long as the card revealed off the top is level 2 or higher. The Kazano in the center is a tap self search brainstorm while also having a power pump ability for one of your characters at the start of your climax phase. This power pump scales equal to the number of colours in your level zone. The last card, the Meguru to the right, is a free running level 0 stock reverser.

In order to deal with other higher level threats, add to the high level count for ISC/S81-111PR, and act as standby targets, the two above cards are also recommended. The Mano to the left gains power on swing to trample over level three cards. Meanwhile, the Kazano to the right is an early play with the ability to bounce an opposing character on play from hand and give herself an extra soul for the turn.

Some final cards to help further the game plan are shown above. The Mano to the left can blink any of your opponent’s characters to memory and send them back to stage on play from hand. Furthermore, if you fulfil her condition, at the start of your climax phase, you can send her to the waiting room and spawn the Mano in the center from your waiting room into her slot. The Mano in the center is a 7000 beater as long as you have a yellow card in your level zone, similarly to the level 1 Meguru combo’s effect. Lastly, the Meguru to the right lets you rearrange your triggers, potentially preparing you ahead of time for any potential climax triggers. Furthermore, when she’s played from hand, you can filter any card to add ISC/S81-022WIR-WIR to your hand from waiting room.

As for backups, there aren’t too many options that are too beneficial to the build. There is an anti-early play backup, however, its costs involve providing your opponent a stock which is generally quite detrimental (ISC/S81-071U). Anyways, do you best and show your opponent the power of the illuminating stars!