Uma Musume – Chiyono Speedrun (R/Y) [05/11/2026]

Ever had complains that a game of Weiss Schwarz took too long? Wanted to finish your opponent as early as possible instead of waiting until level three? While ending your opponent at level zero and one are extremely rare and limited, it isn’t unheard of to defeat your opponent at level two. However, our goal here is slightly different. We are looking to move our endgame down by one level entirely, making our endgame dedicated at level two instead. We are deliberately looking to push our opponent to level four the moment we hit level two. This deck will not be running any level threes.

This is our finisher, Sakura Chiyono O shown right above. Chiyono-san is a restanding combo that works with her climax whenever damage is cancelled during her attack (once per turn). Quick, efficient, and simple, that is how Chiyono rolls. To help her with this, she gains an additional soul and power, making her, on board, a sizeable 10000 powered beater with base two soul. Keep in mind that Chiyono does need a marker from inheritance to perform her combo ability. Fun fact, Sakura Chiyono O did win the Japanese Derby in 1988 (the name of her climax).

Happy happy go, yay yay!! That is the mantra of the Maruzensky line, and Sakura Chiyono O has to make her old man proud. That’s right, Maruzensky is Sakura Chiyono O’s literal dad. You see, we’ve got a few tricks to mess with the competition. Our little nervous horse on the left is a cheating way to get extra hand, gaining a gate trigger if we have a gate climax in play. This helps us get extra hand throughout the game to use for later. Her secondary ability is evil as it lets us reverse any character that reverses her while resting herself with the cost to discard a copy of her finisher. Now, this is a rather expensive ability, but it does two things. Firstly, it reverses our opponent. Secondly, unless our opponent encores said character, we have an open lane for our finisher. Now, they can obviously side Chiyono, but that’s their choice, and at worst, we’ll have a free swinger. Her father on the right bonds to both Chiyono on the left and her finisher, helping us recover her finisher from the discard cost if need be, and is conveniently an inheritance card.

In the early game, Manhattan Cafe is speeding away and helping assemble our combo. Manhattan Cafe has two important points here. We can get a marker underneath her to make our combo easier, but for the most part, we don’t particularly care too much what our opponent gives us. Essentially, Manhattan Cafe exists to thin out our deck. We are really looking to increase our odds of hitting Chiyono O while having a door climax in play to gain even more hand. Granted that our 2/1 doesn’t require any stock, all we need to do is make sure we have the hand ready and assembled for level two.

If you’re wondering what to do, it’s fairly simple. With Manhattan Cafe’s combo, search out a copy of the 2/1 Chiyono or the 0/0 Maruzensky bonder. Either way, we get our finisher or we get the bonder to the finisher. This essentially sets it up so they have to give you Chiyono’s finisher at the end of the day anyways. There are more funky ways to do this, but I’ll leave it to your imagination.

Since it is crucial that we try and trigger 0/0 Chiyono, we have some friends who will be assisting us with this. Oguri Cap is great to both provide additional power and soul support to one of our characters. More importantly, her shuffle back ability can be essential in the early game to put Chiyono back in our deck or to add targets we want to search for with Manhattan Cafe. Kitasan Black triggers twice if we pay her cost, giving us a higher opportunity to trigger Chiyono and potentially leave a lasting threat that can survive during our opponent’s turn.

As for our wonderful inheritance targets, there’s no duo like father and son. Maruzensky is our main payoff for having no level threes. Her only whiff targets are climaxes. She is great since she can hold down the fort early in the game while we prep for Chiyono’s entrance. Chiyono is our brainstorm that also acts as our inheritance target, a two-for-one deal.

The other part of our equation is making sure we can try to keep Chiyono alive. To do so, we have the level assists above as a way to try and keep our girls strong on board with power. You can do a mix or just keep it to Rice Shower. Super Creek gives both pump and an additional ability if we trigger door icon climaxes, letting us bounce our opponent’s board for a discard, great for giving additional chances for our other Chiyono’s in combat to trigger or push annoying threats out of the way. Rice Shower is important as she’s the only way to heal in the entire deck since we’re not running any level threes.

This deck needs backups to make sure that Chiyono lives. If they side Chiyono, then we’re already winning. Because Chiyono requires inheritance, we can’t let her get sent to waiting room at any point. We can’t encore Chiyono because she’d lose her marker and thus the ability to restand. As such, backups help us win the power game, and the backups above give additional utility. Oguri Cap is an anti-change option, removing any cheated threats immediately. Haru Urara helps refresh our deck to increase our odds of survival. We don’t really care about stock, and Chiyono will more than likely give us additional stock anyways through her restand attack which we can just freely use for freefreshing.

Some other friends to train with on the racetrack are as follows. Oguri Cap staring into space has an on-play scry and can help dig for your climax and other cards while filling your waiting room. Oguri Cap in the zone is an oversized clean cut profile that cannot side. Grass Shower is a search Riki profile that also has a top deck rearrange to help you with checking for triggers. Maruzensky can be an oversized drop salvage profile that also grants a character trigger check to one of your other characters. Fujiwara March comes in clutch as a climax swapper with a soul trigger. Lastly, Mr. C.B. is a deck Helmet profile capable of filtering for a character we need.

CHIYO CHIYO CHIYO CHIYONO O! Doki doki doki doki… Anyways, the strategy for this deck is quite simple. And there’s a lot of small nuances to it, but the base line for the deck is, get Chiyono with an inheritance marker, slam the climax, and go face. Ideally, Chiyono will trigger our advantage back to hand and stock, but the alternative is also great when your opponent speeds closer to level four instead.