STEINS;GATE – Mayuri Heal Loop (B) [09/07/2021]

Within the many, possibly infinitive timelines of STEINS;GATE, Mayuri falls to an unfortunate fate. As a result, Okabe travels between the timelines looking for an alternative, a means to which he could try and save his childhood friend. Yet with each passing change, he grows more and more distressed and riding on the brink of insanity.

As per the namesake of the deck, the deck will run four events and several other healers. The idea is by using the event above, you will be able to outlast your opponent. There are six alternative arts for STG/S60-097U as shown above. By sacrificing one of your Mayuri characters on the field, you may heal off the top card of your clock to your hand and send the event to memory. The catch of the event is you have to run cards with Mayuri in name to resolve the effect. This ability also dodges any on-reverse abilities due to the fact that Mayuri leaves the field before any damage calculation takes place.

As for the other heals in the deck, these are the other available healers. The left card is of great importance with its secondary ability because of a card that will be mentioned later in the post. The card to the right is a generic healer which is ran because it carries the Mayuri name.

The card on the left is your primary finisher for the deck. It’s more important effect for the deck is its initial skill. She allows you to potentially filter for STG/S60-097U giving you some sort of defensive power if you don’t beat your opponent on your turn. To use its finishing ability, it does require the condition of having the card in the center in the level zone. That is where STG/S60-076SP-SP comes in. If by any chance you are unable to slot STG/S60-002SR into the level zone before level three, you can do it with STG/S60-076SP-SP‘s level swap ability. STG/S60-002SR is a good card overall, being a salvage Riki to fetch your early game cards.

STG/S60-T18SR “ラボメンNo.002”椎名 まゆり

If by some chance you want another potential finisher for the deck, the above choice is a good option. It also does not require a combo letting you play other combos in the deck if you want and lets you ignore the yellow package.

The early advantage combo is the one pictured above. The combo is a simple check four off the top of the deck when she swings and add one Labmen (ラボメン) character to hand, send the rest to the waiting room. Unfortunately, the combo doesn’t grab any of the STG/S60-097U events, however the trigger works on a book which occasionally can nab you one of those events.

I have given further suggestions above in the slideshow. It is imperative that your cards survive until the opponent’s turn for when you can make the best use of STG/S60-097U. As a reminder, STG/S60-097U is an event meaning that it can also be used on your turn as well. Because the event chooses a Mayuri character on the stage, that means you can also choose Mayuri characters that are already reversed.