Deep between the mangrove trees, where the most dangerous predators lie, where the heart of adventure exists alongside the great unknown, howling as they dash from vegetation to vegetation, comes the golden-locked dangerous beauty, Jungle Pocket.


I’m going to be completely real with all of you. I have absolutely no idea what a Jungle Pocket really refers to. Now, using this English degree that I overpaid for and has never really come into any use whatsoever outside of writing funny posts about Japanese anime cards, I presume “jungle” refers to something of a wild state. It could be related to her rambunctious energy and unpredictable behaviour. A “pocket” is not only that space you find in your shorts to store snacks but a calm area of reprieve to rest yourself. So maybe her name is a contradictory title that relates to the horse’s unrivalled show on the race track with a tranquil, yet composed nature somehow hidden in the deep metaphorical jungle of madness. I honestly made this up on the fly.
Yeah, I got no clue. Anyways, Jungle Pocket is the queen of the jungle. This whole deck revolves around building up to Jungle Pocket. When Jungle Pocket attacks with her combo, she deals a single point of damage to your opponent x times equal to the number of markers she possesses. For two markers or less, you’ll deal the damage once, for three, it will be twice, and for four or more, it will be three times.
The question is, how do we get markers underneath Jungle Pocket? With your traditional Uma inheritance, she will gain one automatically by entering the field when you have an inheritance target. She also lets you place one underneath her from your clock by discard a card. The only question is how do we achieve the other two?


For our early game, Jungle Pocket stands out again, giving us a large beater that has the modular ability to either perform a Maguro ability or to grant two of your characters additional soul when they attack.

It is imperative that we fill our deck with as many characters with Jungle Pocket [ジャングルポケット] as possible. The reason for this is because Jungle Pocket’s wonderful friend and rival, Fuji Kiseki. Fuji Kiseki, especially her card shown above, are key to helping enhance our gameplay through an assortment of filters and other tools to enable our finisher. This Fuji Kiseki in particular is crucial to our gameplay, being a Riko profile that allows you to salvage any character with Jungle Pocket in its name.



UMA/W119-010S-SR 先輩ウマ娘 フジキセキ (center)
UMA/W119-014U 帰ってきたエンターテイナー フジキセキ (right)
Key supports for our Jungle Pocket are shown here. The Fuji Kiseki on the left grants global power and the hexproof ability to any character with Jungle Pocket in name. The center Fuji Kiseki gives all your Jungle Pocket characters a cheap encore effect if there are no rested characters in your front row. Lastly, 2/1 Fuji Kiseki level assist can tap to directly place a character with Inheritance [継承] in your waiting room underneath your finisher Jungle Pocket.



UMA/W119-079SP-SP 舞台の真ん中に ダンツフレーム (center)
UMA/W119-007S-SR お人よしなウマ娘 ダンツフレーム (right)
Speaking of Inheritance targets, these three above are nice cards to add that work very well with Jungle Pocket’s synergies. Jungle Pocket herself gains power during your turn if she has a marker, but more importantly, when she’s played from hand, you can pay a cost to marker an Inheritance character from your waiting room underneath her. She readily assembles the two Inheritance bodies underneath a single card as she herself has the Inheritance trait. Dantsu Flame in the middle is an early play healer that sends itself underneath another card as a marker at the end of its attack while refunding a stock from the top of your deck. She’s perfect for pushing your opponent’s clock while making more marker value for your eventual finisher Jungle Pocket. Lastly, 0/0 Dantsu Flame either lets you stock a character from hand or choose a card in hand with Inheritance and place it directly underneath a character on your field. She can forcibly push markers underneath Jungle Pocket to close out the game.


As we close out the race, we have some countermeasures to keep in mind. The reality of the situation is that our cards are only really powerful on our turn, so defensive capacities are more or less not as needed. But the utility can be quite useful. In the case of Haru Urara, she provides us a freefresh backup, letting us shuffle our climaxes back into a fresh deck. Prism, a rather unique card, is an event that prevents one of our characters from being reversed entirely. This is important because this, alongside 0/0 Fuji Kiseki, are ways to keep our markers on Jungle Pocket, allowing us the rare but entirely possible chance to use her combo again while she retains her markers.
As we reach our end, we have a couple of friends ready to cheer Jungle Pocket on. To begin with, we have our alternative finisher with Jungle Pocket herself, which has a Moca ability on swing, but can also help draw and dig for our climaxes in the late game. 0/0 Fuji Kiseki presenting herself is an alternative clean cut profile that works if she direct attacks. 0/0 Dantsu Flame posing is a Kazuma profile which also doubles up as a cantrip discard hand fix. 2/1 Dantsu Flame cheering is an alternative finisher that also acts as a bottom deck Adachi profile. 0/0 Dantsu Flame running towards the goal is a check three, add one brainstorm that also grants you additional hand of your opponent’s choice should you reveal a climax on your brainstorm while she has a marker underneath her.
Make way for the queen of the jungle. Hear her roar. She is rushing through the leaves, proud and ready to reach the finish line.




