Revue Starlight – A Revue of Glasses and Bananas (Y/G/B)[10/15/2022]

Within the mysterious backstage known as the “Revue”, countless battles take place as contestants fight it out in skirmishes filled with song and dance. Following the previous events from the year before, the girls at Seisho Music Academy find themselves once again thrust into the fray as they battle for supremacy once more. Junna Hoshimi and Nana Daiba leap onto the stage with their swords sharpened and ready to fight.

Deck suggested and produced by XanNex.

Junna is the big boss of the deck, coming in as an early play. Junna is capable of bolstering her own strength whenever she attacks, choosing to marker a character from your waiting room to grow her own power, progressively strengthening herself the longer she remains on stage. When she finishes her attack, if her climax is in play, she pays her costs and discards all markers underneath her as she lunges towards your opponent, sending a flurry of strikes equal to the number of markers sent and dealing a single point of damage for each.

RSL/S98-006R 狩りのレヴュー 大場 なな

The Nana above acts as a supporting role to our big boss Junna. Nana here is a big boost assist for level 3s or above, helping ensure that Junna remains on board in terms of power contestation. Furthermore, during the player’s turn, she can tap herself to place an additional character marker from the waiting room underneath Junna to empower and prepare her for the explosive finish.

Serving as the early advantage engine, Nana’s level 1 combo fiercely strikes down her opponents as a strong beater while having a salvage ability if her climax is in play. Bearing the weight of her classmates behind her, Nana gains an additional amount of power if she attacks with a full board.

To help ensure that we can fulfil the full field condition, if we would want to have the additional boost in power for our level 1 Nana, the two cards above are recommended to retain physical presence on the stage. The Nana to the left provides additional offensive support when she swings directly, and if she is reversed during your opponent’s turn, you may pay her cheap cost to have her rest herself while going to the waiting room at the start of your next end step. The Nana to the right is a global support with the ability to pay a cost to run to an empty slow in your backrow at the start of your opponent’s attack step.

Nana isn’t the only one capable of fielding stage presence. Junna is more than able to hold her own. The Junna to the left is an oversized clock encore in the center slot of your stage, helping to potentially fix your missing colours should she be reversed while maintaining a presence. The center Junna is a large beater during your turn, but upon being reversed, she provides knowledge from the top of your deck while carrying a cheap cost to return herself to hand if a character is revealed. The Junna to the right is 6500 beater as long as you control a specific brainstorm on stage while carrying a nice clock swap ability to threaten your opponent’s board.

To further assist our finisher Junna, we have other options above as additional support pieces. The blue Junna is a secondary finisher with a filter ability on play to hopefully help us dig deeper into the deck to grab what we need to hand. The center Nana is a healer and a potential power pump on swing to help ensure that our finisher can get all the power she needs for reverses. If our support 2/1 Nana doesn’t give enough power to ensure that big boss Junna gets the job done, this Nana on the right will provide ample power while being an additional heal.

Backups are a great option to carry in the deck due to the defensive power of our cards. Also, since our finisher needs time to truly grow herself, backups can ensure she retains her field presence. The Junna backup to the left is a “free” 2000 powered counter that replaces your stock on usage. The center Junna is an oversized backup. Lastly, the Nana backup to the right is an anti-early play counter, helping to rid your opponent’s cheated or early played threats.

There are plenty of options to choose from to power up both Junna and Nana. Given the amount of hand gain in the deck from our combos and climax triggers, 1/0 Junna can be a great option to help turn extra cards into advantage from the waiting room. 0/0 Nana is a great option that acts as free discard bonder to our support level 3 Nana while acting as a way to cheat out our 1/1 Junna, should we fail to meet her colour condition.

Ensure that Junna has enough time to grow her marker count to a sizeable amount. Defend her with Nana’s supportive power. And finally, when we reach the climactic moment of our plays, give Junna the spotlight as she knocks your opponent offstage with an overwhelming flurry of swift strikes.