Priconne – Bishokuden (Y/G/R) [10/16/2022]

After winning a rather large tourney at my locals, I thought it’d be time to share one of my favourite decks that have come out as of date. Bishokuden is the main guild where the main protagonist of Priconne resides. Yuuki spends his days hanging out and going on adventures with the endless stomach Pekorine, the shy but caring Kyaru, and the ever reliable Kokkoro. Together, their mission is to seek the bounties of the gourmet world in Landsol, trying the most exotic of foods from places far and wide.

The big name finisher for the deck blasts into the scene with her signature Princess Strike! Ironically, in the game itself from which this set is based on, Pekorine is an actual tank and Princess Strike does little to no damage yes, I’m also considering her new 6* form. Peko has a high powered multiple damage instance ability. For her cheap attack cost, Peko mills your opponent three times for two cards each, dealing x amount of damage equal to the climaxes milled. Generally speaking, the more compressed your opponent’s deck is, the more punishing Peko’s ability can be, potentially pinging out cancels to clear the way for the big swing of soul to land in.

Kyaru is the combo of choice. Kyaru is a standard cigarettes combo with additional power, reaching up to 7500 on swing with her climax ability and climax in play. Kyaru does have one major downside being that she does require level 2 experience in level zone to perform her combo. Compared to level 1 Kokkoro, Kyaru does mill less as Kokkoro checks three, but Kyaru is stronger on defense, her selection of cards is generally higher based on the size of your waiting room, and her climax is on a salvage rather than a bar.

Kyaru carries some nice support and filters. The first Kyaru is a Riko profile with a two experience requirement, helpful for exchanging cards freely while exposing the top trigger. The Kyaru in the center is a standard Chiyuri profile which fills the waiting room early while also letting you grab the combo Kyaru since she’s level 1.

Lastly, we have a spawn Riki profile with the Kyaru to the right. Given the speed at which players hit level 1, she can readily spawn out your combo from your deck. Furthermore, she also mills cards on play, helping fill your waiting room more and potentially sniping your opponent’s front row characters with low power. Her spawn timing happens when she’s sent to waiting room, meaning that if your opponent keeps you at 0, you can still pull some sort of value card from your deck like a clean cut or brainstorm.

PRD/W100-089U 冒険の続き ユウキ

One of the best cards from the newest set comes with Yuuki above. Ignoring colour conditions, Yuuki can be played regardless of your colours in level or clock. He most importantly bonds to any of the level 1 Bishokuden combos, meaning he can grab back your level 1 Kyaru from the waiting room. He grants an ability to your Kyaru(s) on swing to manipulate the top two cards of your deck when she swings, granting Kyaru quite a bit of flexibility. Due to the timing of the ability, you can use it to secure triggers, letting her side for free in the worst cases, and milling out your deck further. Alternatively, if you have Kyaru’s climax and are doing her combo, you can mill your deck even further or selectively pick cards milled for her Cigarettes ability.

Two last cards I’d like to mention are the Kyaru level 3 shown above. Remember the Riko that was posted earlier? This Kyaru is a free draw and discard with an optional bounce ability to rid your opponent’s field of any nuisance. Combined with the Riko, you can potentially guarantee a climax and use a Yuuki climax swap for your late game (assuming you don’t draw into Princess Strike!). She is also a secondary finisher with a nice on-reverse ping ability to send the last bit of damage into your opponent’s clock.

The other Kyaru is a freefresh with a nifty shift ability. Given all the red cards in the deck, Kyaru can be easily swapped into your clock and help chain experience into there in your early game, ideally the level 3 Kyaru for level 1. Her freefresh can come in handy if you are out of climaxes early to save yourself from hitting the endgame too quickly before you are prepped.

PRD/W100-035S-SR 次なる美食を求めて コッコロ

The only counter that’s thematic and a good choice for both experience and green count is the Kokkoro above. You could alternatively choose Yuuki who does the same thing but in blue. Either or will work since you just need three different colours in level zone for Pekorine’s finish ability. However, since green is our main tertiary colour, I opted to run this Kokkoro counter instead for our early play Kokkoro.

Kokkoro is our early play of choice. We need her for both experience in more than one sense for colour and level requirements. Being a modal card gives her versality as either a healer or a way to potentially force draw a climax that can be swapped with Yuuki’s CX swap ability for Peko’s finisher or to add Princess Strike! directly. As a multi-colour deck, Kokkoro’s brainstorm is always a great option to boost a character’s power right before combat. Peko’s level 1 is an additional way to gain extra stock and a potential pseudo combo if you cannot get Kyaru off that turn, a backup plan of sorts.

Charge up your squad and prepare Bishokuden for their adventure!