Madoka Magica – Tsurono’s Ramen Court (Y/R) [12/26/2022]

It’s late into the third quarter. Star player Tsurono Yui has hold of the ball. She charges up to the plate. In front of her, the dastardly witches attempt to block her from reaching the net. Using her athletic prowess, she weaves between them as her fans dance in the background. She leaps straight up into the air and dunks the ball, securing the final shot and victory for her team.

Professional players like James Harden or LeBron James have nothing on Yui. Despite being only 5’3″, Yui is more than fast and agile to make up for her height. Playing ball is her passion, and when damage dealt by her with her climax in play is cancelled, she can deal one damage to her opponent while simultaneously healing your clock by one. Furthermore, she innately has a damage cancel ping naturally on the turn she’s played from hand.

Where does Yui draw her tremendous strength and 3-point shot accuracy from? The answer is clearly in her family’s ramen. By working part-time at her family’s restaurant, Yui builds her muscles and turns the nutritious combination of broth and noodles into physical growth. Despite losing a soul with her climax in play, Yui gains the grand ability to salvage a character from waiting room to hand when she “shoots” (swings).

MR/W59-026U 味はいかほど?

Her WNBA passions are supported by her family as shown by the event above. When played, this event grants a character an additional 5000 power and a soul for the turn with a cancel ping ability. The game plan is simple. As per the coach’s instructions, we play with the team, dance around our opponents for a bit, and then hand Yui the ball when she’s closer to the net to sink in the win.

As another additional option, Yui above is a potential early advantage combo, but more importantly, she is a turbo advantage engine that can potentially snag you up to four characters from the top of your deck upon reversing her opponent.

The hardest part of our deck is ensuring that we get the event we so desperately need to supply Yui with the calorific output needed for the parting shot. Forming our starting line-up, we have Kaede, Yui, and Sana. Kaede is our brainstorm of choice as she lets us draw two and discard one if we hit a climax. Yui lets you check up to x and add a card to hand on play by clocking a card from hand, x being equal to the number of your characters on field. Sana is draw Riki profile if she is sent to waiting room from stage.

Another play that we can make is based on the 0/0 Tsuruno Yui to the left. This card is an on-play power pump to a character of your choice, but more importantly, when she is reversed and you have two or less memory, you may send her there. The 1/0 Yui in the middle is a level 1 reverser with the ability to pay out the 0/0 Yui from memory to salvage a character on attack. Lastly, 3/2 Yui has two nifty abilities. Firstly, she can discard any card from hand on-play to send a character from waiting room to memory (if you have two or less memory), ideally, 0/0 Yui, to gain an additional 3000 power for the turn. Secondly, at the start of your opponent’s attack phase, you can pay a stock and remove any number of 0/0 Yui from your memory to reduce one of your opponent’s cards soul by x equal to the amount of 0/0 Yui sent.

The key strategy here is to juggle 0/0 Yui in and out of memory. By dribbling and weaving throughout the game, we are able to maintain the advantage without burning out Yui’s exuberant stamina.

MR/W80-013U 噂を調べる鶴乃

An additional card to consider is the Yui above. During your turn, she gives a global 500 power and character encore ability to all your other characters. Her ability taps herself to power pump one of your characters when they swing at the cost of making them reversed at the end of the attack. This can be used to secure reversals on a card that wants to enter the waiting room anyway.

Sana is another great addition to the team. She’s effectively a 6500 beater when she swings, but more importantly, whenever her other teammates reverse their opponents, you may mill your deck by one. Felicia is a potential beater that can bounce herself back to hand when she’s reversed to help maintain hand advantage.

MR/W80-103PR プレゼントの相談 鶴乃

The last card I’d like to mention before entering the final quarter of this post is the Yui above. This Yui is effectively a level 2 8000 power beater as long as she’s facing a costless character. Furthermore, she has hand encore, letting you easily maintain her on the field.

In terms of backups to support our center, Iroha is a nice defender with a Leafa effect. Kyoko in the center is a sack counter anti-change ability. Alternatively, if you want a higher level Leafa counter, the three on the right in the classroom serves that function.

When the match begins, make sure Yui is first to grab the ball. The play-by-play is to have her pass the ball to her teammates. They will dribble it between them as you push your opponent closer to level three. And then, when they least expect it, perform a fake and hand the ball over to Yui. Paired with her ramen event and the power of friendship, she will rise to the occasion and perform a slam dunk securing the game.