SAO Alternative – Revival of Crazy LLENN (R/G) [08/03/2025]

We are so back. We are back in 2018 where everyone is slinging their favourite FPS online with their friends. Whether that is planting the bomb in CS or hopping with your boys (or girls) on COD to get those knuckle-clenching kill streaks, everyone is hopping around looking to rise to fame or glory with their favourite gun game.

Returning from the depths of insanity, Crazy LLENN is back and ready to roll out. For those unfamiliar, Crazy LLENN on play would play a mini-game with your deck. You would forcibly mill the top three cards of your deck, and if you hit one character, you would lower the power of one of your opponent’s front row characters by 2000 and then 4000 again if you hit a second character (each instance is separate and you can change targets) and finally deal a free ping of damage if you hit a third character. And then, if you have her climax in play, she deals one point of damage on swing with climax. 2/1 LLENN is the star of the show, a level assist that gives 3/2 LLENN hexproof that can also summon 3/2 LLENN from hand with her additional ability.

In the early game, new LLENN over here grabs us hand and potentially nets us additional stock with its climax combo. Given the heavy immediate costs to bring out Crazy LLENN onto field as soon as possible, we’ll take all the chance opportunities to muster up stock for our mid-game. LLENN needs to reveal a level two or higher card, a synergy that many of the cards this deck profile will share, in order to stock charge.

Some sneaky tools that are in this deck in order to facilitate its plays are shown here. Given the fact that LLENN’s plus is rather random based off the top of our deck, and many of our plays are dependent on top-check triggers, the Tutorial event on the left gives us a way to sort of “cheat” the system. That is to say that this event grants power and gives either one of characters with LLENN [レン] or Karen [香蓮] in its name power and on-reverse salvage while also putting itself in stock. In that sense, Tutorial remains neutral in stock use and hand generation and gives us selection of either a character with LLENN or Karen in its name from waiting room should we fulfill the kill condition. The 2/0 Plasma Warhead Grenade (yes, that is it’s literal name) fulfills our level two count, and if used, it grants power and plays a mini-game with our opponent. If we win the game, we are allowed to salvage two characters for free. The game forces both players to mill the top three cards of their deck, and the winner is whomever cards’ total power levels are higher (but we get a slight advantage due to our high number of level two or higher cards). You also win ties.

Keep in mind that these two events will fail Crazy LLENN’s checks, so make sure you are considering your deck states when employing her.

While we don’t have direct ways to fetch our events, we have indirect forms through the two Fukaziroh shown above. The first Fukaziroh is the standard Fukaziroh profile, milling our deck and fetching any level one or higher card when she’s sent to waiting room. LPFM Fukaziroh is a bit more nuanced. She’s a drop search on play, and when she’s reversed, you clock yourself (this could fix colour needs) and then perform an Aqua effect, adding any level one or lower characters or events to hand from the top two cards of your deck.

Speaking of our level two or higher synergies, new Fukaziroh winking is a great beater that also has two very important abilities. Her first ability gives you a top deck scry on play, perfect for setting up for your level one LLENN. She gains power equal to the number of your other characters on swing, but more importantly, when she is reversed, ideally on your opponent’s turn, she reveals the top card of your deck and bounces back to hand if that card is level two or higher. 0/0 LLENN makes a return from the original set as a potential beater that can last several turns, revealing the top card of your deck when she’s reversed and resting herself if that card is level two or higher.

In the late game, as a way to protect our Crazy LLENN that we spawned out with so many resources, the LLENN backup to the left is a perfect choice while also being a level two card. LLENN is already given hexproof protection from the backrow 2/1 support, meaning the only ways to remove her are either Adachi-style effects or to overpower her in the traditional way. With this backup, even the boosts from a climax are not enough to overwhelm your 3/2 LLENN as this backup provides an additional 2000 power to a character in battle should your opponent have a climax in play. In addition, LLENN’s old anti-change backup to the right can also be a decent option to punish your opponent’s own early played threats.

New LLENN brainstorm bursts onto stage ready to enter the fray. Her first ability is ignored as it is not used in this deck, but her secondary ability to draw and discard a card if you have full field can be quite helpful. The drop salvage PR featuring Fukaziroh, LLENN, and Pitohui is a drop salvage that can also fly to stock upon your opponent’s climax placement. LLENN spraying her signature P-90 is a Riko profile, great for fixing our clunky hands if its too filled with unplayable cards and also giving us top-check utility while powering one of your other cards on swing. Smiling LLENN in the background is a large beater that cannot be reversed by cost zero cards, helping you with maintaining board. 1/1 LLENN looking frightened in her jacket is a memory Adachi profile that can also sacrifice itself to swap your opponent’s board at level three.

Picture this, your team is all down except for you. You are defending the bomb site. There is just about one min left before the round is over. The whole enemy team is up and approaching you. What do you do? Do you sit back and wait for the inevitable? Or do you clutch up and burst out of the shadows, getting that much sought after ace and glory from your friends? Can you revive the legend of Crazy LLENN?