In celebration of myself convincing a newer player to shell out a couple bucks for their most favourite unit in Project Sekai, this is a dedicated post for them. That way, they can remember getting scammed convinced into buying trading cards. Welcome to the game, friend.


I’m disappointed in the new player (joke) as they’re clearly only a second biggest fan to Minori at best. When asked if they would donate a lung for a single copy of Minori’s signature, they declined while crying and staring at the two pennies left in their wallet.
Anyways, Minori above is a fairly efficient finisher with the best climax trigger in the entire game. Minori’s costs are simple as, by having her fellow member Haruka in memory, you can pay her costs to tuck a card from your opponent’s waiting room onto the top of their deck followed by a burn four. This is, in actuality, a somewhat more secured burn four since the top card is assuredly a clean card. To help with her own combo, Minori can sack another one of your characters on board to heal your top card to stock, refunding a stock while healing you.


Before we move further, we need to talk about the Haruka whom is an essential requirement for Minori’s ability and that of Airi, an optional choice that uses the same combo as Minori. Haruka only exists to be put into memory, giving you a quick Minami ability to snag a More More Jump! (MORE MORE JUMP!) character to hand. She grants global power to all your front row during your turn as long as you have a specific other Haruka in memory. Airi is an optional secondary combo that resonates with Minori to give you additional stock and hand while leaving a rather large body on your board. Remember, in order for Minori to combo, you must have at least one copy of Haruka in your memory.


In the early game, fellow member Shizuku takes the spotlight. Comboing with our most favourite trigger once more, Shizuku performs a Cigarettes combo and can potentially even grant us extra stock if we choose to salvage a level three or higher card.



PJS/S109-113BP-BP 仲間達からの祝福 花里みのり (center)
PJS/S91-042V-VR 届け、この想い! 花里みのり (right)
And, as for why I opted to suggest Airi as optional over highly recommended, that is because this deck contains an absurd amount of level threes and early plays as is to maximize on Shizuku’s value. While level three Shizuku is the only card here that’s not an early play, her modular ability to refill our hand or stock shuffle our opponent is unparalleled in value. Minori in the center (that my new friend couldn’t afford) is an early play heal profile that can heal a copy of any character in our clock to memory (this is key because we can use this as another failsafe to cheat Haruka into memory). Our other early play, another Minori, has no text, has a bundle of different effects based on cards in memory, but most importantly, she’s essentially a cheap 2/1 that also hand fixes on play. As such, Airi isn’t as needed since Airi will mainly compete with Minori for slots in the deck, but you can run a few if you’d like.


Given that we are on the eight bag climaxes, we may as well run the bag duo in both Len and Airi. Len is a cost zero clock reverser that can also snag a bag climax from our waiting room for a slightly hefty cost when he’s sent there. Airi is a check three, add one brainstorm that works exclusively with bag, giving us one additional check compared to the typical brainstorm.



PJS/S125-050C 頼れる先輩達 KAITO (center)
PJS/S125-031RR 世界一の笑顔 桐谷遥 (right)
As for some more additions, Airi joins the fray as a pseudo-Riko profile that checks your number of Shizuku combos in waiting room. Kaito shares a rare “gold sacrophagus” type of effect, letting you take a turn to place any character with Recollection [記憶] in its text to memory to retrieve at the beginning of next turn. This is important for fetching copies of your finisher, but on top of this, Kaito can temporarily send 1/0 Haruka to memory, thus fulfilling Minori’s memory condition for the turn as an emergency move. Haruka is an Akatsuki profile on attack and also simultaneously a drop salvage profile that goes to memory upon reverse. She is the condition needed for 1/0 Haruka’s global power support during your turn.


To defend our More More Jump! girls, Shizuku is a counter that can conversely act as a bottom deck Adachi profile on board. Minori’s backup on the right is another payoff for running eight bag as, with the listed amount of bag triggers indicated on her card effect, you can get a cheap freefresh while protecting your characters.
Evil Minori (my friend’s shorthanded name for the card) peeks from the leaves as a cost zero clock reverser that also gives a filter when sent to waiting room. Shizuku with a local cat allows you to perform a double discard filter to draw two on play. Airi literally “jumps” from positions on stage to gain power and then gives a cheap salvage ability upon reversing her opponent. Airi up in the air gives a free cantrip with the top of your deck if it is level one or higher and then provides a drop search utility upon reverse. Luka playing a trumpet is a Zero Two profile that also gains power against level twos.

“This is Airi above, I love Airi above all else. Please donate to me.”
It’s okay, buddy. You’ll probably never come close to becoming immortal. Just keep going 0/20 with Faceless Void. You should probably stop playing Sniper with two eyepatches on. Also make sure to reserve some money for the Minori sleeve after your next pay cheque.




