Kiniro Mosaic – Blonde Supremacy (Y) [12/06/2025]

Having Kirino Mosaic enter the game seems to lift a bit of my senioritis off my back. Kiniro Mosaic shares a delightful story of two young foreign girls integrating into Japanese society. The innocent take of these young girls as they meet friends and learn about a completely different society from where they came from is just so sweet and charming.

This has got to be one of the most interesting ads that Bushiroad has made in a while for a series release. I watched it; so now you have to as well.

It’s exciting to me since new players can also experience the same magic that enraptured me in my youth (my bones are aching as I type this). The headliner of this deck is none of other than the golden-haired angel, Alice. Alice has a lot of somewhat complicated text, but I’ll break it down as such. Alice rewards you for having blonde-haired members in her friend group placed in your memories (only Alice and Karen). Depending on the number of friends you have in memory, Alice will give you a different number of effects.

As such, if you have two or more in memory, Alice gains 1000 power and prevents you from taking damage from your opponent’s characters’ auto effects during battle. If you have five or more, Alice gains the ability to have an additional finishing ability (with a cost) when she reverses her opponent (do note this effect isn’t limited to your turn). Lastly, if you have six or more, the damage dealt by her combo is increased by one. When Alice swings with her combo, you deal a single point of damage or choose a character in your clock to heal to memory.

There are several options to pick from for the early game for this deck. I chose the Karen combo above because it provides the chance of picking up the event in the center which I’ll explain in a second. This Karen combo checks the top three cards of your deck on swing and lets you add up to a single character or the event, as stated before, in the middle, to hand. Additionally, she gains power and can then send a character from your waiting room to memory if you have two or less cards in memory. The second part of the effect alone is really nice to help with the game plan to put characters into our memory for free. However, the event is the power play for the deck. The event lets you search out a yellow climax to hand and then, at the start of your main phase, you can swap it out from memory with a character from your waiting room.

You may also use the 1/0 Alice combo from the booster as you wish. That combo requires a card in memory, but she gives you a modular choice in advantage upon reversing her opponent with her climax. The trial deck Alice is also another option as it fills up your board with characters and has its own synergy package with other cards in the trial deck.

The next step is to get those blonde-haired cuties into memory. 0/0 Karen is great here since she doubles as both a drop search profile that also goes to memory when she’s reversed. Additionally, should she reveal a choice climax on attack, you get a little bonus of a free salvage on top of the triggered choice effect. 1/0 Alice is another key member of our deck that sends herself to memory to dig through our deck for cards and mill. Lastly, while not acting as a permanent way to get memory, 1/0 Karen sleeping in her futon allows you a delayed search by discarding a card and sending a character from your waiting room to memory to be retrieved at the beginning of next turn. You must pick that sent character from memory to add to hand (it is a mandatory effect). She can also empower one of your characters on swing.

The trick with 1/0 Karen is that she can be used to temporarily bolster the amount of cards you have in memory, say if you are running short for the number needed for Alice. Alternatively, you can use her to send an important card like your 1/0 Karen to pick up and loop her combo again the following turn.

A few more cutie cards before we move on… We’re just going to ignore Alice’s commentary for a second; we will refuse to say NO 金髪 (no blonde hair). Evil Alice (golden hair is absolute) can bounce an opponent’s character on field when she’s played from either hand or from memory. The interesting part is that you can spawn her from memory through discarding a character from hand at level three at the start of your climax phase, swapping herself and a character chosen by you to memory. 2/1 Karen is a choice climax searcher on play and gains power during the turn she’s played from hand to stage. In addition, should she reverse her opponent during the turn she’s played, you are also given the opportunity to send a character from your waiting room to memory. Lastly, 1/0 Karen is a wildcard. On her own, she’s just a large beater on your turn, but if you have a choice climax in play, Karen gains the choice trigger in any zone, prompting you to try and trigger her. Keeping her in mind as she can definitely contribute to paying for the expensive costs for 3/2 Alice’s optional ability.

As we reach the final section, we’ll talk about the defenders of our blonde princesses. 1/1 Alice shares my energy; when I open my notebook, I’m also doomed as I’m currently writing this article while my real life reports for my job are on fire. Alice is a mill backup, letting you mill either your own or your opponent’s deck. 2/1 Karen chasing after the (pirate) booty is a memory backup to get rid of our opponent’s evil threats.

The English daughters are here and ready to rumble. Joining the battalion, we have 0/0 Alice wearing a steampunk outfit as a check three, add one brainstorm with an added ability to reveal the top card of your deck on climax play, and grant a character power and soul if you reveal a level one or higher character. 3/2 Karen among the flowers, our field marshal, is an early play profile that heals a character from your clock to memory. 0/0 Alice smiling and showcasing the joys of youth (unlike me) is a brigadier and Koume profile when sent to waiting room. 0/0 Major Karen sulking on her desk reflects my experience back in school is a Zero Two profile to gamble for hand. Lastly, an elite warrior from the West, 2/1 Alice practicing for kendo is a redraw profile for her alarm ability and can sacrifice herself to bounce one of our opponent’s cards to hand.

While the general history of the Brits are commonly debated, there is both historical and mythical beliefs that the Brits descended from an ancient peoples traversing in search of new lands to settle. Among them, a figure that predates many other mythological individuals stands out. It is here that one of the progenitors to the British peoples, Sir Arthur (or potentially Artorius or Arturus) establishes the ancient kingdom of Camelot. From here, his mighty deeds spread across the nation, crossing borders, and he himself becomes a legend. His sword, Caliburn (later edited to Excalibur) remains in the magical waters of the mystical lake, waiting for a new hero to rise.

あややあややあややあややあやや!