Suzu Kanade is a sweet-hearted innocent glutton. To be honest, I kind of think of her more as “K*rby” given that her personality seems to be to swallow just about anything in existence that is consumable near her. She is also infamously attracted to sugary treats. She also has a specialty dish that only she can concoct dubbed the “Suzu dango”, a treat that is known to be able to fell even the mightiest of beasts.



AYT/W110-072SP-SP 止まらない欲望 すず (center)
AYT/W110-097CR 夢の時間 (right)
Suzu’s deck is rather streamlined, not that it’s necessarily a bad thing. Basically, you want the 2/1 Suzu changer by the time you reach level two which lets you hurt yourself to draw a card and then sacrifices itself when her climax is played to spawn the finisher 3/2 Suzu from hand.
3/2 Suzu is a modular finisher that either lets you heal on attack or deal a single shot of free damage on swing while having her climax in play. 3/2 Suzu is also quite interesting for her on-play effect, letting you pick and choose one of your characters in your clock and sending that card to memory permanently. With her climax in play, you may optionally choose to try and heal down, ideally remaining at level two or close out the game with Suzu’s free pings. 3/2 Suzu is also notably a level zero card on field with built-in hexproof, making her quite difficult to remove depending on your opponent’s deck.


In the early game, Suzu steps up once again as the means to stretch our hand advantage. Suzu is an essentially no condition Shimakaze combo that just searches out a character on climax play. She does have relatively high statline for a level one combo at the downside of losing a level on board.


It’s rather odd that most Suzu cards are level zero, but there is good reason for it. Quintessential to the deck, Lucy above gives all level zero cards in front of her an astounding 1000 power. To add to this, Lucy is a climax filter for the deck, transforming your arc triggers into potentially something more useful while also milling your deck.
This is also where I’d like to introduce the other key piece to our deck, 0/0 Suzu brainstorm. 0/0 Suzu brainstorm is a salvage brainstorm, but more importantly, she has a powerful clock swap ability on play. Suzu is required for many of the deck’s shenanigans by being in your clock herself, granting others additional abilities.



AYT/W110-078R 装束着装 すず (center)
AYT/W110-085U 感じるロマンス すず (right)
The pay-offs for having Suzu in your clock are shown above. There is a missing 3/2 Matsuri which we cannot play due to not meeting colour requirements. A very powerful profile, 1/0 Matsuri is what I’d argue as the main reason why we have red in the deck to begin with. Matsuri gains power and an additional soul during your turn should we have Suzu in our clock while also acting as a J.C. profile. 3/2 Suzu is a Fumio profile that comes out early for the same condition. Lastly, 1/0 Suzu is a stock charger on swing should we have Suzu in clock. Keep in mind 1/0 Suzu checks for level one or lower cards compared to the more traditional one or higher.


In addition to our 2/1 Suzu selectively clocking a card from our waiting room to the bottom of our clock (ideally our 0/0 brainstorm), we have 0/0 Suzu and Matsuri which are a drop salvage that give top deck rearrange and a clock swap ability on play that can also be used to make sure we get Suzu into our clock. Yayoi is another interesting card that we can place at the top of our clock for her redraw ability at the beginning of our climax phase or to freefresh our deck on play if needed.

As the largest counter we have available in our colours, Suzu’s backup above is a memory kick profile that hopefully will keep our 3/2 Suzu(s) alive cross-turn. Suzu is quite large on her own if we have the 0/0 Lucy support that grants her an additional 1000 power, making her base 12500 without any backup use. However, you can consider Suzu’s backup above as additional insurance.
Cruising into the finishing touches, we begin with Matsuri and Suzu in lingerie as Suzu teaches Matsuri the allures of the female body (this card is an oversized chaser profile that is also lewd). Suzu eating her donut is a standard search Riki profile on play. 2/1 Yayoi is a supercharged version of 0/0 Lucy, granting cross-turn power to one of your characters when a climax is played and also giving a climax filter ability like Lucy. 0/0 Suzu eating Packy (due to legal reasons) is a climax swapper profile with a combo we do not run. 1/1 Lucy showing her conspiracy smartphone is a bottom deck Adachi profile with on-play scry. Chibi Yayoi is a double drop search profile during the turn she’s played from hand when she swings.
While simple, Suzu gets the job done. Search out the 2/1 Suzu in the early game, slam them on-board, recur that hand advantage with its hand refunding ability, and then spawn out 3/2 Suzu to hopefully sit on them until the end of the game.





