The Gamers crew is back again now with more support from Hololive Production Vol. 2. Shirakami Fubuki, Ookami Mio, Nekomata Okayu, and Inugami Korone are at the ready, controllers set, sitting in gamer position with food and drink by their sides. All the girls turn on their consoles as they dive right into the game.
Reprising her role as our main finisher, Mio takes on the stage again being a paid Moca that effectively finishes off our opponent. The Mio 2/1 in the center is a large beater that combos with 3/2 Moca’s climax as well. She lets you stock the top card of your deck when the climax is played and allows you to salvage 3/2 Mio for the following turn.
HOL/W91-T032SP-SP 弾ける水しぶき 白上フブキ (right)
Similarly, Okayu and Fubuki are the two options we have for our early game advantage. Given the new support from Hololive Vol 2., especially the cards that benefit our old Gamers event I will introduce later, Okayu is great because she can potentially grab the event directly from her check three add one on attack with her climax. Fubuki is still a nice option as well that can filter extra cards and bars when she reverses her opponent with her climax in play.
The Hololive Gamers event above has been massively buffed thanks to some cards from the newest set. The event itself has not changed in terms of its ability. When this card is played, you check the top four cards of your deck and add a character from among them to your hand.
HOL/W104-051U 未来へと踏み出す一歩 猫又おかゆ (center)
HOL/W91-060C ジャグリング担当 大神ミオ (right)
With the new Korone on our left, as long as she is in memory, our Hololive Gamers event gains an additional ability to be used as a backup. She is an on-play power pump that can send itself to memory by paying costs to salvage either a 1/0 Korone combo (not in the deck) or the new 3/2 Korone early play. Okayu is a new beater with the additional ability to check three on reverse, add a card, and discard a card whenever you use an event. Mio makes another appearance as a global support during our turn with two nice abilities: the first allows us to look at the top of our deck whenever a character is played to stage, and the second ability allows us to salvage the Hololive Gamers event for a stock whenever a climax is played.
As such, the cards above can help us loop into other cards while consistently grabbing the Gamers event to be reused repeatedly.
Further support with the event can be found with the Korones shown above. 1/0 Korone is a beater that can swap any event in hand for a character in the waiting room when played from hand. 2/1 Korone is a level assist that can either discard the Hololive Gamers event and tap itself to either bounce one of your opponent’s characters or search your deck for a character to add to hand.
The early play Korone is shown on the left who comes out if there are two or more Hololive Gamers events in your waiting room. She gains power for each of your other characters when she swings and has an interesting recursive ability when she is reversed. If you pay her costs, she will revive herself and reverse the opponent in front of her instead. Okayu makes an appearance once again and gains power whenever you play an event. Additionally, when she attacks, you may pay her single stock cost to mill your opponent six cards multiplied by the number of Hololive Gamers events in your waiting room.
Both Korone and Okayu can potentially disrupt your opponent’s plans by messing with their field or forcing your opponent to mill their deck.
HOL/W91-T068TD FAMS 大神ミオ (center)
HOL/W104-040SSP-SSP プールでまったり 大神ミオ (right)
Outside of our event synergies, we also have the above cards to act as additional filtering support through our bar climax triggers. Fubuki is a cost 0 clock bomb with the ability to grant all your characters a climax filter ability to discard a climax and salvage any character whenever a climax is triggered. The center Mio is a climax filter on play and when she is sent to waiting room to salvage a character. Mio on the right is a drop search both on play and when she’s sent to waiting room, perfect for discarding climaxes and grabbing value from the deck. She also lets you check and rearrange the top two cards of your deck when she’s played on stage from hand (you can optionally send any of the cards to waiting room as well), helping you set-up your swings with 3/2 Mio.
HOL/W91-041R 未来へ一緒に 大神ミオ (center)
HOL/W104-063S-SR おにぎりバーテンダー 猫又おかゆ (right)
For backups, Korone is an interesting modal backup that acts as a level assist on stage or a 3000 powered backup in hand. Mio is a costless 2000 powered backup. Lastly, Okayu, who is new on the scene, is a backup that mills cards from the bottom of your opponent’s deck equal to the number of characters that you have on stage.
Okayu is still the selected brainstorm of choice. Thanks to the buff with Korone, Okayu’s use is even better now that you can use her power pump on your opponent’s turn if you use the Gamers event. The new Korone 1/0 is a nice profile to add as well, letting you filter your hand when she reverses with a draw and discard (letting you potentially net the event off her reverse).
Overall, the game plan has not changed with the deck mainly trying to bring Mama Mio out onto the stage to finish our opponents. Thanks to Korone, our deck’s midgame has now gotten significantly better with the ability to use our event on the opponent’s turn as a backup. Given all our new filter options as well, the gamer girls should be able to outmaneuver and play around our opponents. When they are approaching death’s door, Mio should be able to easily close out the game and secure victory.