Trancing with Sensei

Given the growing power scaling of late game cards in the game, one particular set looked towards a different direction when entering the end-game. Instead of relying on deadly finishing combos, the deck looked towards compressing itself further. Rather than looking to defeat its opponent with large amounts of damage, the deck hoped to accomplish another win condition by simply depleting their opponent’s resources entirely, locking them out of the game effectively.

Yuko was the primary summon for the deck. Given the mechanics of the set allowed her to be played early, she could grow enormous and quickly, especially with the addition of another card. Her climax ability was nice, but more importantly, she gained large amounts of markers from your waiting room if unchecked, potentially compressing your deck further.

HLL/WE29-11U 見守る者 学園長

Considerably one of the best alarm cards in the game period, the sensei card above was the bread and butter of the set. It was an enabler that allowed one to essentially maintain advantage and potentially spam several “trance” abilities. Keep in mind that her wording doesn’t state once per turn, meaning it was quite a common feat to spam out three Yuko(s) the moment a player hit level 2. Her search function grabs any Logicalist (定理者) or Messenger (使者), essentially any character in the deck, helping to grab extra tools as well.

What granted even more success to the deck was its ability to recur or defend its powerful board in the later stages of the game. The two cards above were great means to defend Yuko or recur her should something happen. Lion, in particular, gave Yuko an additional effect to remove annoying targets permanently with its memory kicking ability.

With the decline of Akatsuki printings at this point in time, having access to any sort of mill ability that filtered hand was a bonus, regardless of its timing. Furthermore, Yayoi was a more powered up version of your standard runner (2500 power) at that time, reaching 3000 power consistently, making her difficult to deal with in the early game.

The power of this set was its gimmick, trance, being relatively powerful and well supported. Rather than being the generic CHANGE ability, trance was an ability which always benefited the player, especially with sensei in the clock. The set showed the power of moving late game strength slightly earlier and the dangerous end results of doing so.