Date A Live – Eight Arcs with Miku (B/G) [08/21/2022]

The wonderful diva Miku Izayoi is more than just her voice and dance. Using the power of music, Miku can force her opponents to submit while being able to sway her fans as well with her magical tunes. Despite her general distaste towards men, she was eventually able to open her heart towards Shido Itsuka who opens up her previously locked world.

To go along with our theme of eight arc triggers, Kurumi above is the main finisher of our deck. When she comes into play from hand, she can pay a cheap cost to spawn another copy of herself from the deck. Her finishing ability with the climax changes its effect dependent on the amount of cards in your clock. With two damage in clock or less, when Kurumi attacks, Kurumi lets you send a card from your waiting room back into your deck, potentially climaxes to cancel the following turn. If you have three or more damage in your clock, Kurumi gains an Icy Tail effect instead on swing.

Miku’s combo above is a filter and hand gainer at the same time. When she swings with her climax to the right, you may pay her costs and add two characters from the top four cards of your deck to hand, discarding the rest to waiting room.

In terms of backrow, Yoshino is a very excellent target as a global support and way to filter any arc triggers into further advantage from the top of the deck.

We have two brainstorms that work well to support our deck. Natsumi has the potential to play out the long game and give us plenty of stock to work with. Tohka presents an interesting opportunity with her first ability to bounce back to hand when you play a climax. She can then be used as discard fodder for our 1/0 Miku.

Miku lets you pay a stock when she swings to trigger twice, which can also potentially net us more triggers for more hand advantage or more soul while paying out any climax triggers. Given that our 1/0 Miku combo is a bit lackluster on defense and the fact that this deck is an eight arc deck, making it easy to recur the climax needed to hand, Origami is great as a J.C. profile to help bounce Miku back to hand to be recycled the following turn.

Tohka offers a plethora of great filter and advantage gaining cards. The Tohka to the left is a great way to charge extra stock while also acting as a free climax ditch filter. Tohka and Yoshino in the center have a very nice Amagi effect while acting as a strange pseudo support to your side lanes. Lastly, Tohka to the right is a great way to mill the deck while adding a level 1 or higher card to your hand.

Some other great Miku selections come in the above options as well. Miku on the left has two great abilities to either act as a sac filter or forced hand gain. The Miku in the center is an on-play optional nuke to reset the field. Lastly, the Miku on the right, is a great early play filter to grab your level 3 Kurumi to set up the end-game.

DAL/W99-086U “〈神威霊装・九番〉”美九

The Miku above is a lovely addition as a level 3 killer. Furthermore, if she directs your opponent, you can charge an extra stock from your waiting room.

Both Origami and Yoshino here accomplish the same goal. Origami is a sack counter anti-change. Yoshino has a two discard cost for her anti-change. Lastly, Natsumi is a nice memory counter that can sneak a few reverses in the early game to surprise players.

There are a multitude of options that mesh well with Miku’s game plan. Considering that we are playing with eight arcs, 0/0 Origami is especially good as multi discard filter when she played from hand or when swings on the turn she’s played. Miku gains an extra soul when she directs, helping to push further damage in the early game or whenever you opponent leaves an empty slot.