A detailed strategy discussion for Interlude Diva Decks!

A few days ago, i came across this link which i think was very well done, kuddos to the author! Do take sometime to appreciate the awesome work.

Click here for the doc!

Here’s a quick summary of the write up!

Tawil - Ancient Surprise

Summary:

Tawil is the premiere full aggro deck of Interlude Diva, and in many eyes, the strongest deck in the format. Mount a powerful offensive with a deck full of Red SIGNI, while keeping your Ener up with Green assists and maintaining hand with Blue assists.

Pros:

  • Consistently threaten the opponent with SIGNI each turn.

  • Able to pay high Ener costs thanks to boosts from At

  • Able to replenish and cycle hand, thanks to Umr, as well as her Level 3 LRIG’s abilities.

  • Access to both Double Crush and Assassin, allowing you to adapt to different opponents

  • Access to some Ener burn, helping you somewhat soften the blowback from giving the opponent too much Ener

  • Sidesteps the “if all SIGNI on your field are red” requirement by only playing Red SIGNI

  • Immune to Ener burn that trashes off color cards, as she plays none.

Cons:

  • Limited defensive options available; your field is essentially a sitting duck waiting to be Vanished, by battle or otherwise. Usually plays only a single defensive Assist, and even then, it is either quite expensive or only a single point of defense

  • Lack of variety due to only playing one color in the main deck, limiting your options somewhat. Weak to SIGNI that have Shadow or are particularly high powered.

  • Can run out of steam if slow-rolled, once all assists are used.

  • Somewhat weak to decks that send SIGNI to the Trash or hand

At - Ancient Surprise

Summary:

Somewhat the new protagonist of Ancient Surprise, At is a balanced deck based around having different types of SIGNI on the field, trash and Ener as well as fielding powerful SIGNI. Using Umr assists for consistency and defense and Tawil assists for both offense and defense, At is a versatile deck that is great for those wanting to try out the game.

Pros:

  • Effective assists that open lanes, defend, and provide resources.

  • Keeps up on Ener thanks to Green Maindeck cards

  • Powerful SIGNI that can prove hard to remove.

  • Flexible deck building, able to support both Green-Red and Green-Blue builds to emphasize damage or disruption.

  • Variety of effects, some of which allow you to completely bypass some of the opponent’s defenses

Cons:

  • Many of your cards are 2 card combos or have certain requirements that may be hard to meet for some game states.

  • While strong, her effects are also very expensive Ener-wise.

  • Low power SIGNI can dodge a lot of her removal.

  • Falls behind if you dont pay attention to the contents of your Ener (or if your opponent does, and has a way to mess with you).

Umr - Ancient Surprise

Summary:

The control deck of the Interlude Diva format, Umr is a deck that demands a different skillset and playstyle than the rest of the Ancient Surprise girls. She struggles to open lanes outside of her assists, but makes up for it by limiting the opponent's ability to execute their game plan.

Pros:

  • Able to manipulate her SIGNI’s positions, something that other LRIGs need to live without.

  • Access to repeatable and cheap effects that discard the opponent, limiting the opponents plays.

  • Able to play fully defensive, though expensive assists.

  • Has a one-time access to the most powerful form of removal in the game: deleting a SIGNI zone.

  • Able to spin SIGNI back into the deck, limiting the opponent's ability to bounce back.

  • Best looking out of the AnSap trio, Tawil is only ok, don’t At me.

Cons:

  • Low offensive power, only able to open lanes through her Level 3’s Enter ability, her assists/piece, and an expensive Ace SIGNI

  • Hand destruction decks are essentially forced to hit their opponents SIGNI on field as part of their gameplan, so her opponent will always have access to Ener.

  • Somewhat reliant on being able to obtain certain cards early to get her gameplan off.

  • Weak to opponents that draw a large amount of cards.

  • Reliant on being able to move her SIGNI around via her effects, which can limit what cards are playable in the deck

  • Requires that you know what the opponent plays and wants to accomplish in order to maximize disruption.

  • Asks that you memorize cards at the bottom of the opponents deck for maximum effectiveness.

Sanbaka

Some Notes:

For this section, rather than discuss each Center separately, I’ll instead discuss Nijisanji(Sanbaka) as a whole, as many of their cards are effective on any of the Centers and assists are meant to be somewhat interchangeable. While there are some minor differences, feel free to play whichever center you like the most.

Summary:

Characterized by being the first team only able to play 2 colors, Sanbaka is a collaboration with the hugely popular VTuber group Nijisanji, featuring three members as LRIGs, and a selection of popular ‘Livers’ as SIGNI. Many of these SIGNI are designed to combo with one another based on real-life “units” making for flavorful decks. All the art is commissioned especially for Wixoss too, for those that are into that.

Pros:

  • Access to a lot of consistency cards, allowing you to grab from deck or trash for relatively cheap

  • Removing SIGNI by returning them to the hand does not give the opponent any Ener, which results in a harder game for the opponent.

  • Can field a very hard to remove SIGNI that provides value turn by turn, or powerful SIGNI that can easily deal with your opponent’s field.

  • High flexibility in picking Assists and Centers, as many assists perform similar roles, but in slightly different ways to adapt to your own playstyle and meta

Cons:

  • High high Ener costs to open lanes. Prohibitively high at times.

  • More than a few 2 card combos, means you might end up having to dig a little too hard for things.

  • Some builds are prone to overmilling themselves, causing you to take refresh “damage” that you would otherwise avoid.

  • Tribal to a fault, you probably won’t be able to get away with teching in much, if anything outside of the <Virtual> typing. Which sucks because..

  • ...no <Virtual> cards or <Sanbaka> LRIGs have been printed in JP since Interlude, as of Set 6.

  • Was romanized incorrectly, so people will think that you’re playing as Three Idiots and not as Samba Carnival. Oh well. #Sambaca

If you have any gameplay strategies or articles do feel free to share with us or comment below!

Peace and stay safe!

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