Grisaia – Feeding with Makina (Y/G) [03/07/2023]

Contrary to many opinions, feeding fish is actually quite a complicated skill. There is a timing to the art, and positioning your hand to figure out where to direct and aim the small pellets is important to ensure that our aquatic friends’ dietary needs are met.

Master angler and veteran fish caretaker, Makina, will be guiding us on this journey to turn us into professional fish feeders as well.

Makina’s event above on the left portrays her demonstrating her majestic ability to supply nutritious cubes of carbohydrates into the water for our fishy friends. When the event, Feeding, is used, you may salvage a character from the waiting room to hand, send the event to memory, and then reveal the top of your deck and place that card to stock if it is level 0 or lower.

Representing the loss of childhood, Makina’s event thematically disappears to memory as she becomes forced to live with and come to terms with the horrors known as adulthood.

“Hungry Girl” on the right depicts Makina learning from others as she stares blankly waiting for others to feed her. A master must also continuously refine their own arts by seeking knowledge and assistance. This event cannot be played if there is no character named Makina [蒔菜] on stage. On-play, the event lets you draw a card, pump one of your characters’ power, and sends itself to memory. While in memory, it takes on the name of “Feeding”.

Makina spends precious time with Daddy Yuuji as they practice hunting for the most dangerous land predator, The Tuna Man. Learning from his sniper elite skills, Makina grows in power for each Feeding event that is in your memory. Keep in mind that Makina seeks events with Feeding in name, meaning if all eight events are in memory, Makina can reach a base power of 12000.

When Makina attacks with her climax, you may salvage a character to hand whose level is equal to number of cards in your memory. So, to maximize Makina’s value, make sure to get those cards into memory.

Makina hides in the strawberry bushes as taught to her by Yuuji. This is the most optimal technique to catch the devious Tuna Man (tunas don’t normally eat strawberries, duh). Furthermore, Makina’s position is resembling the golden ratio, the perfect form replicating the tuna’s natural environment, making her presence invisible to the tuna itself. Makina’s combo is efficient for ensnaring our opponent with a bait and switch. Dangling some small bits of food in front of her, Makina gives a character the ability where, when their damage is cancelled, the opponent will take the same amount of damage again (damage can be cancelled).

To make sure we capitalize on Makina’s skills, the following cards are highly suggested. 1/0 Makina is a global support that grants an additional 500 power in front if Feeding is in memory. The center Sachi and Makina is a bonder to the Feeding event. Lastly, Amane and Makina is an enhanced beater similar to the Makina combo; however, this card gains an additional 1500 power instead for each event named Feeding in your memory.

Given that our gameplan revolves around getting our events into memory, Kazuki is the brainstorm of choice to try and grab our events to hand. Michiru is an interesting card that can potentially add an event. At the start of your opponent’s draw phase, if she reveals a level one or higher card, she shuffles herself into your deck, and then you draw a card. Amane is a direct way to potentially grab an event to hand if it so happens to be in the top three cards of your deck.

Since Makina’s events compress themselves to memory, we can use these cards to double up on the compression while still maintaining advantage. Kazuki is a J.C. profile that can help keep our level 1 combos alive to be reused. Lastly, Makina is a check-four Riki profile that sends herself to memory while also being a global power assist on field.

Yumiko is very highly suggested for the deck. She’s both a great hand fix and healer that replenishes stock. Alternatively, we can run Makina here as well who is a standard healer that’s a little oversized if you meet her memory condition.

Considering how large our level 1 combos can become, sneaking in a counter or two can greatly defend them even further. Both our backups here are essentially free 2000 power backups with JB being costless entirely and Sachi refunding stock from the top of our deck.

Thanks to her big brother Yuuji, Makina has acquired the knowledge to feed fish and grow to be big and strong. Fill your memory with her events, ensuring that your level 1 combo continues to increase in strength with each passing turn, becoming a field threat that can challenge even higher-level board states.

As for some suggestions, 3/2 Makina is a cheap cantrip that has a built-in discard hand double trigger ability if you fulfil her memory condition. 0/0 Makina can easily fix your clock’s colours on-play, helping with meeting multiple colour requirements. Show your opponent the true strength of a legendary fisherwoman to be and nab the elusive Tuna Man himself.