If Your 5 Girl Polycule Isn’t Working, Add One More – Assault Lily Hervor Exodia 8 Pants Deck Tech

I sat down to write this, thought about it, and then got up for a bottle of water because this is gonna be a long one.

“Sometimes, you just get a deck in a box” was something I overheard at a magic pre-release many years ago. And this is kinda like that, but also nothing like that, and also the exact opposite. Because on the surface, this is a <Hervor> deck, and the finisher requires so many pieces that by the time you’re done slotting them in, you’ve barely got space for a brainstorm and a corn chip. So it should be a pretty clear cut, simple deal. But oh man, how they have lied to us. We have been deceived, bamboozled, had for complete fools. And by we, I just mean me, because who the fuck else has fixated on this specific deck with a desperation that rivals insanity? If you’re out there, do say hi, it’s lonely here.

Anyway, this is not a deck in a box, it’s an idea in a box. And through months of hitting my head against the wall, I have all but confirmed that it’s an idea utterly divorced from reality. Sometimes you look at cards (like the Sokka and Azula bullshit) and think to yourself there’s no way Bushi expected it to be played that way because it’s just too good. I have the same conspiracy theory for this deck, but for a totally different reason: because it’s so teeth-pullingly, headache-inducingly convoluted, it just doesn’t make sense. Why would you do this to yourself? Japan isn’t full of masochists, is it? … actually, hold that thought.

Deck Log (at the time of writing): 34YYF

Encore Decks (I am updating this live if/when I change cards)


Usually, a deck tech starts with level 0 and then goes up to level 3, but I think this is my first time explaining a deck where it makes sense to go backwards, top down, from the kill to the setup. You’ll see why, it’ll all make sense (probably not).

Let me explain …

Kazuha’s combo is a free end of attack burn 2, and then you can pay 3 and put one front row Renka with a marker and all of its markers under Kazuha face up as markers to restand her. Crucially, no part of this ability is limited per turn, so the goal here is swing, swing, swing, burn 2 → restand → swing, burn 2 → restand → swing, burn 2 for 8 instances of damage. We do run 19 soul triggers, so the chances of you having lots of soul to play with by siding with the restander is quite high, but that’s assuming the opponent has left you something to side. If you’re restanding twice into empty lanes, good luck – they’ll take the 8 eventually.

Renka, meanwhile, has an on play or on summon (we’ll get to that) free optional bounce effect, and then you can discard a card to bounce a second of your opponent’s characters. And I’ve maneuvered this around enough to see the value by now, like sometimes you do need to open a direct lane or remove a backrow assist, but still – the idea of emptying 4 of your opponent’s slots with barely an inconvenience on what’s supposed to be an accompaniment to a restand combo just feels weird to me. It does let you dodge counters, but that’s not always super relevant considering that with the right setup, all our <Hervor> girls with markers will always be hexproof anyway (we’ll get to that later too). Ultimately, I’m not gonna shit on this bounce ability too much, because I do often use it to open up one slot, and if nothing else, it can be funny if you just wanna shut your brain off a little and go unga bunga no counters all directs for 4+.

Also, Renka gives out +3k on attack to any character if you have a full board, which is very convenient if you don’t want your end-of-attack restander combo getting memory kicked but you don’t want to swing it into an open lane either. With the right setup – let’s just call it setupTM from now on – Kazuha will swing at 18.5k, and I don’t think there’s anything relevant that can counter that high, especially not after potentially having their backrow bounced.

Okay, but where does the marker for this Renka come from?

Well you don’t do Exodia with just two pieces, do you? At least I assume you don’t, I don’t actually know YuGiOh. Anyway, meet your backrows – and no, these are not the same character despite how identical they look.

The 2/1 Chikaru is a global +1k assist, and when you trigger Pants, you can discard a climax to heal. I will tell you right now, this is the only ‘healer’ in the deck. You can show me the new goated Kazuha early play all you want, we have neither the space nor the stock – trust me, I tried. The deck has been infinitely more consistent after I stopped trying to have two EP healers in there. And yes, sometimes you’ll be 3-6 going into your restander nonsense with 4 cards in deck just hoping that the one remaining climax is not on the bottom so that you can heal before you die, and then the deck will laugh in your face and kill itself. Sometimes it just is like that.

But the main block of text on this 2/1 Chikaru is that at the start of your climax phase, if you’re level 3, she can take one 3/2 Renka out of your level zone and put it on a stage slot where you have a 1/0 Yo with a marker. Then you give the 1/0 Yo’s markers to the 3/2 Renka, and send the 1/0 Yo to your level zone.

And the 1/0 Yo herself is also a global +1k assist if she has a marker. Without a marker, all she does is when you trigger Pants, she lets you discard a card to draw a card. I’ve had some funny sequencing with two 2/1 Chikaru in the back and her as a chump attacker in the front before, such as really needing to heal down, triggering Pants, and then going salvage CX → ditch CX for the first heal → ditch to draw → draw CX → ditch CX for the second heal. But the global +1k from the 1/0 is not that relevant in the early game, because our level 1 combo is just 3.5k on defense anyway.

For those taking notes, the ‘cards we need to pull from level’ counter is now at 2 for both 3/2 Renkas, and we get them a marker by using the 2/1 Chikaru to put them where a 1/0 Yo with a marker was.

… Avis, how does this Yo get the marker?

What do you think? Is it:

a) on play reveal top deck, marker if it’s a <Hervor> character

b) on play marker a specific character from waiting room

or

c) marker any character from waiting room, but only when she’s placed on stage from level zone, and you need two of these with a marker for the setupTM so the ‘cards we need to pull from level’ counter is now up to 4, and also you need a specific other thing to bring her out from level zone, and oh god what am I doing.

ヘルヴォルを想う 藍

Hi, this is ‘specific other thing’ that makes the deck work, also known as the 0/0 Ran. She has an Amagi effect, but instead of pay 1 on climax play, it’s clock one character from waiting room to bottom of clock to check top 4 for a character. And you can rest her as an ACT ability to swap her with a 1/0 Yo in your level. And while the 0/0 Ran is in level, all your <Hervor> gang with markers are hexproof.

How to put 4 cards in a 3-card level zone when you’re not Makeine

Naturally, with 4 cards we need to yoink from level and only 3 levels to play with, we’re gonna need a level swap. Luckily, this isn’t Hervor’s first rodeo with Experience mechanics, so we already have a level swap available from set 2, and set 3 added a second one:

One is an on play level swap and a standard level 0 coinflip, and the other is a 1/o Event that level swaps and then mills you for 4 to salvage level X or lower character, where X is the number of soul triggers milled. Yes, soul triggers. In a non-Choice deck. Utter madness, I tell you.

Jokes aside, the only other person I’ve discussed this build with swears by the event for deck speed, but I’ve personally never tried it due to space constraints and issues with reliably grabbing it at lower counts. Plus with how I think I solved this deck in the end, the event is strictly inferior in terms of consistency, so yeah – we are running the coinflip for the mandatory at least once per game level swap.

And that’s the operative phrase there: at least once per game. Because you need to level either two 1/0 Yo and one 3/2 Renka or vice versa, and then swap in whichever you’re missing the second copy of. If you don’t manage that, you’ll need to level swap more than once. However, we do have some effects that make building this Hervor jenga tower a little less precarious:

The other ability on the Kazuha restander lets you swap her with a <Hervor> character in waiting room at the start of your main phase if she’s in your level, which is kinda why we run 3 copies despite only needing 1 of her for the setupTM. As already mentioned, the 0/0 Ran can send characters from waiting room to clock with her Amagi effect, and we’re also running the somewhat inferior deck climax swap because it has SHIFT that lets us swap it from clock with another blue card in our hand at the start of main phase.

But no, we don’t run the new red Riki that also clocks from waiting room – at least not anymore. I used to, because of course you would, it’s fucking obvious for a deck that wants to level 3 out of 4 specific cards every game. But as I shook the sack of top tier potatoes that is the Assault Lily card pool in search of something, anything to make this deck actually work, I ended up swapping the clock-from-waiting room Riki for everyone’s most hated blue Riki that clocks from top deck and salvages any blue character, but also mills you and your opponent for 1 on play, and if a climax was milled among those cards, you get to put a blue character from waiting room to stock.

The funny thing is, everyone else is running this little gremlin in non-blue decks to snipe opponent’s climaxes, but for us, that is actually secondary to the fact that she can grab you anything blue. Of any level. And as you will soon see, using 1 stock to guarantee grabbing an Exodia piece is kinda like, our whole shtick.

I can’t say for certain, I haven’t done the math, just pure raw frustration and vibes, but so far since swapping to the blue Riki, the deck has actually felt noticeably better overall because of it. Yeah, sometimes you’re at 0-6 with the Riki and level 1 CX in hand, and you have to play and use this damn thing that can’t even grab you a third copy of the level 1 combo because it’s not in the waiting room, but oh well. Other times, you have what’s basically 4 extra copies of any Exodia piece you need, and that goes a very long way in this deck. Plus the occasional surprise extra stock can be really helpful in making the game feel a little more stable overall too.

In a way, I think this is also just a lesson or at least an observation about Lily deck building in general: we have so many good profiles in so many different versions and so many different answers to so many different questions. If the question is ‘how do I make leveling specific cards really easy’ there is probably enough on offer to make a whole deck out of answers to that alone. But we’re not just asking one question – we are asking several, and the real art is in balancing which and how many answers to each you run in your limited 50 cards. And in my experience, the value of the blue Riki outweighs its own downsides as well as the advantages of the red Riki in this deck.

 

And now, let us assemble Exodia

Naturally, there is so much to do that we really need to get started ASAP, get as much sorted during the course of the game and leave minimal setup for the finisher turn, right?

Wrong.

Oh so very wrong, and what’s more: a complete trap which I think makes this deck near unworkable.

I have tried the double 1/0 Yo with markers in the back strat. I have tried to scam heals with double 2/1 Chikaru. I have even sought balance with stashing one Yo and one Chikaru back there. But this is the point where you need to step back and realize that neither of these cards are actually that good to have on field. At best, they’re passable. Sometimes when you randomly heal 3 for free at level 2, you will feel like a god. But a lot of the time, dare I say, these cards are dogshit. Global +1k, for what? For what, may I ask? Our level 1 combo, as previously mentioned, is 3.5k on defense. I tell that to opponents who don’t know the deck, and they fry their braincells trying to find the missing piece of what these assists are actually on the board for. But the answer – at that point in the game – is basically nothing.

Do not fall into the trap. Do not lose sight of what we’re here for. We are not running these cards because they are good, we are running them because they get us where we want to go. If they made this whole rideline (fuck it, yeah I’ll call it that, I guess Vanguard can be useful) actually good, we would not be suffering and I would not spend half a year feeling like I’m going crazy pulling red string all over a cork board full of Lily cards. But alas, here we are. Do not be fooled.

What you really want to do is start with one 0/0 Ran in the back. Probably even use her clock Amagi once or twice. If you manage to level 1/0 Yo for your level 1, then clock Amagi another piece for the setupTM that same turn, that is honestly one of the most solid fucking moves. But usually, I will actually swap out that first 1/0 Yo to get its marker relatively soon: sometimes on my second level 1 turn, but sometimes already on my first one. It’s not necessarily the optimal or required play, but it makes keeping track of things easier for me, and for all the trash talk before, having one global 1k with the ditch draw on Pants trigger in the back is not the worst thing in the world. But once you’ve done that …

You sit back, and you pretend you’re a normal fucking deck.

Maybe if you know your opponent can’t mess with your back row, you can use a level swap in the midgame to put the 0/0 Ran out of your level and replace her with either a 3/2 Renka or the second 1/0 Yo. But if you don’t know what your opponent can do, level swapping the 0/0 Ran out and not doing the second Ran-Yo swap on the same turn to get another Ran back into level is extremely risky, because without the 0/0 Ran in level, your characters with markers are not hexproof, meaning you’re vulnerable to losing the 1/0 Yo or at least its marker. And I can not stress this enough: unless you are having an absolutely baller game, that is probably not recoverable. You can not afford that risk. You can not allow yourself the possibility of going down to a stupid memory blink that costs your opponent nothing. So be careful, and if you don’t know what you’re up against, save it all for the final turn.

 

Save it all. For the final turn.

 

It’s the final countdown

So you have arrived at your final turn.

Your board has one 1/0 Yo with a marker.

Your level is one 0/0 Ran + two 3/2 Renka, or one 3/2 Renka and one 1/0 Yo. Or, if you level swapped already, two 3/2 Renka and one 1/0 Yo.

  • If not, you need to play the 0/0 level swap to swap the 0/0 Ren for whatever card you’re missing to get two 3/2 Renka and one 1/0 Yo in level.

At the start of your climax phase, your board needs to be one Kazuha restander, two 2/1 Chikaru in the back to bring out two 3/2 Renka from the level zone, and two 1/0 Yo with markers in front to summon the Renkas over. So you need to play:

  • one 0/0 Ran to bring out the second 1/0 Yo from level and give it a marker,
  • two 2/1 Chikarus,
  • the Kazuha restander,
  • and (after summoning out the Renkas) slam the climax.

 

It’s actually not that stock intensive: you need just 6 stock at the start of the turn to play all your costed pieces and then do full combo with restanding twice.

And it’s not that hand intensive either: this is just 5 or 6 cards, depending on whether you’ve already level swapped or not.

But it is 5 or 6 specific cards that you have to hoard up during the course of the game, but if you find yourself in a pinch or some unexpected game state, eg. stuck at level 2, you are lowkey kinda fucked. If your hand is all Exodia pieces, then you no longer hold the stuff that can grab you the Exodia pieces. Having to use the 0/0 Ran or the level swap as chump attackers a turn before your finisher is pure pain. You obviously can’t play the 3/2 Kazuha in that situation either, and if you ever need to use 2/1 Chikarus as attackers, good luck – you are past the point of no return.

As if just getting the setupTM together in time wasn’t hard enough, now you also need to reckon with the fact that filling your hand with Exodia too early actually exposes you to a fuckton of risk and leaves you little to no leeway for alternative lines.

So what are you actually supposed to do?

 

Expanding the polycule

I have wrecked (yes, as in destroyed) my brain with this for months. If there was just some fucking miracle to make this cosplay of a normal deck possible, some way to reliably offload the bulk of the setup – including grabbing the pieces! – to the final turn, then maybe, maybe this could work.

And then it dawned on me that in the setupTM, the only card on the board that needs to be standing is the 3/2 Kazuha. The 2/1 Chikarus can be rested. The 1/0 Yos can be rested. Whatever else you had in the backrow alongside the first 1/0 Yo the turn before will have to leave the board anyway. And anything in your hand that isn’t an Exodia piece is surplus. There is no ditch cost for the restand: you can go to attack phase with zero cards in hand.

The answer is to drop and tap everything.

“ヘオロットセインツ”楪

 

The true hidden backbone of this whole affair is this 1/0 Yuzuriha that does nothing except ACT – [Pay 1, rest 2 characters] Operation Tornado. Or Warehouse, if you wanna call it that. But trust me, with how she makes the final turn look, tornado is a much more accurate description. Either way, it’s mill 3 and salvage level X or lower where X is the number of characters milled.

If you have just 2-3 stock more than the 6 stock required for the combo, one single copy of this card practically guarantees you can grab half of your pieces in a single turn.

Are there vulnerabilities? Yes. Just today, I played a game with both copies of this card stuck in clock at level 3. Oh and they also stock-swapped me, so even if I could collect my pieces, they could have been too deep in stock. Which sometimes happens even when you haven’t been stock swapped. Of course there are vulnerabilities – there always are. Every deck has some.

Does this deck have more vulnerabilities than the average deck? Well duh, also yes. But I genuinely feel like I’ve broken down the wall that stood between me and this deck being as good as it could be. I mean just look at it. Look at this damn thing. Look at this silly stupid convoluted thing. It was never going to be perfect. I don’t think Bushi wanted anyone to be doing this.

But I wanted me to be doing this.

And so I fucking did.

With the first version of this deck that I took to locals, I got amused laughter, concerned looks, and someone asked me if this has ever worked. With the current version, I say to friends “let’s play some Weiss, I’ll take the funny meme deck out” and then they somehow quite often die. Who would have thought!

But at the end of the day, win rate was never the metric I wanted to judge this deck by. I’ve talked before about how one of the things I love about Weiss is that it allows us to play two games at once, one against the opponent and one against our own decks, and to be honest, I often feel like I enjoy the latter the most anyway. And with this deck, everything is in motion all the time, my opponents either have no clue what’s coming, or they know exactly because we’ve played before and now they’re probably finding this nonsense just as silly as I am. It feels triumphant, every time, to create such chaos – literally, physically, with all the cards getting milled and taped and overplayed and tapped again – with one card at its center, and then once all the pieces are in my hand, she leaves the stage and never actually gets to be a part of the show she built. Only ever watching from the wings. The background. The support.

I love storylines like that. I love characters like that, and in so many aspects, I am one of them. I adore being the cog in the background that keeps things running out of sight.

But I also love markers, and the physicality of assembling a complex Weiss board, and convoluted things that take a lot and are still not the best and never will be but you invest in them out of love, not a quest for perfection. For the substance, not the outcome.

What I measure this deck by is whether I can do Exodia. Whether they die from it or not, if I end my turn with two slots on my board empty and the Kazuha restander looking like she’s the Vanguard in a Soul Blast deck after I’ve stacked 4 markers under her, I am content. Fucking elated, actually.

And this deck, as it is right now, at least in my hands, manages to do Exodia almost every time.

So I am really happy with that.

And as good of an ending as that sounds, I can’t really close a deck tech post without even covering the level 1 combo, or the rest of the level 0s, right? So let’s do that first, and then we can have a little chat about whether you, dear reader, should try to play this deck yourself.

 

The normal deck cosplay

Finally, you can rest easy because our level 1 combo is just a normal combo that doesn’t have anything to do with setupTM – other than, you know, actually giving us cards to play in the midgame.

想いを乗せて 藍

With how wacky the rest of the deck is, this Ran combo looks almost vanilla in comparison. But actually, she’s eating a 4 scoop ice cream cone on the CX art, and none of those flavors look to be vanilla. Or in other words, she’s pretty quirky and unique herself. If you have 2 or more other characters, she’s 6.5k base on your turn, and prevents backups during her battle (just backups, not events). And the Encore Step timing for the search or salvage is pretty neat: we love deck thinning after attacks, and we also love having selection no matter if we’ve just refreshed or are soon about to. With the CX, she’s swinging at 7.5k, or 8.5k if you have a 1/0 Yo with a marker in the back. Sure she’s not living on defense, and I know I’ve been dragging her for that, but that’s really just in contrast to the Yo and Chikaru to emphasize how useless their global +1k is. I don’t expect any 1/0 1k1 combo to survive a turn in 2026, I’m not that much of an optimist (although in the aforementioned game I had today, she did survive at 4.5k on two occasions somehow).

I really like this combo. I think it’s nifty. I will probably ask people to grab me an extra playset of it next time someone is in Japan.

But given that I could explain the whole core of the deck without showcasing her, and she’s now being discussed almost as an afterthought, and we do have those global assists that currently don’t synergize with anything, and Lily has such a good card pool, and this is one of the few parts of the deck that isn’t required for nor specifically enables the setupTM … could we maybe replace this combo with something else?

Quite frankly, I haven’t tried it, I haven’t even considered it, and I do not want to. This is a <Hervor> deck to me. This is the best <Hervor> level 1 combo. I want to play this combo. Just look at her precious little face. I’m sure her teammates bought her that 4 scoop ice cream too – and if that’s not canon, don’t tell me, I don’t want to know. They are a set, do not separate.

Or, I mean, do if you want to – just please don’t message me trying to discuss other non <Hervor> combos in this deck or asking if I’ve tried any. I am emotionally attached to this combo, and not interested in alternatives.

 

Hippity hoppity whatever I need to grab is my property *

* Terms and Conditions apply. Early game cards not in waiting room not included, because as we’ve discussed before, the blue salvage Riki comes with her own trade-offs.

But aside from her, there’s also two copies of the helmet, which works so well with the 1/0 Operation Tornado strategy, it’s actually genius – especially with her also having an on play and on death top check! You can rest her for the Operation Tornado cost, and then sack her to grab what you need (especially if you’re missing the 3/2 Kazuha restander and keep hitting one climax on the mill instead of 3 characters) – congrats, you’ve gotten two free top checks in the process. And if you see a climax on there, you can then adjust your sequence accordingly if needed, and maybe do a brainstorm or use the Raimu & Sachie check 4 to grab the climax. One of the best utility cards in the set if not ever, needs no introduction. And hey, we already plan to have a bunch of useless bodies on board that we’ll need to overplay anyway, so the part of her cost with sending a character from stage to bottom of the deck fits right in – and the part with ditching a character is fine too, because our hand is so very expendable. But I will say, sometimes I’ve really gone down to the wire digging for a CX with her and then overplaying and getting her back to try a second time, and it still feels so weird going to attacks with zero cards in hand, even if I know that’s perfectly fine for this deck.

 

Not everything can be a tech card …

… or so I’ve learned, despite my best efforts.

Like, did I intend to put the Fumi 3.5k level 1 chaser in here? Surprisingly not. I own 12 copies of her, I love this card, it’s so solid and good, I’d take 12 more copies if I could! But initially, she didn’t even cross my mind for this deck. How could she? There’s no space here! And the consistency of the deck was already terrible, and the only things I could possibly cut were some copies of the Exodia pieces (and the EP healer) but surely, that would make things worse?

Well I trusted the absolutely goated card and I gave it a shot, and surprisingly – she solved everything? Well not really, but she does make the deck so much more stable in the early game, and with the Operation Tornado strategy, the whole point is to have a stable early game because you can make up for basically anything on the final turn. I just know it’s gonna be a good game when I see the chaser in my opening hand, she’s such a great card. Look at those cheeks, pure consistency and violence ♥

While we’re at it, on the topic of Exodia ratios, it does feel a little dicey sometimes, having only 3 copies of a card that you need to level 2 of, but for the most part you can maneuver paying things out of stock on the final turn as well, as long as it’s not in the very bottom few cards. The chaser is most of the reason why there’s no EP healer and why all the Exodia pieces are at 3 copies, but honestly, the deck has felt more stable like this than when I’ve had some Exodia pieces at 4.

The Kanaho double on-attack Akatsuki is another absolutely goated card, straight up insane shit milling 4 for free and fixing your hand not once but possibly twice. If I had more space, I’d instantly put her to 4 copies – as would most Lily decks. There’s a reason she costs more than a Re:Zero vol. 4 playset!

And the Renka brainstorm is another card that just really fucking works with the Operation Tornado strategy, both as a searches-from-deck alternative to the mill-3-salvage for the same cost, but more often, she just makes sure we have that sweet sweet extra stock to spam tornadoes with. Rest 2 give something on reverse blind stock is just so nice. For most of my early game, my ideal back row is actually her + the 0/0 Ran which then swaps to the 1/0 Yo with a marker, and life is good. I try to sneak in extra stock whenever I can, it really makes everything so much easier if I’m starting my finisher turn with 8 or even 9 stock. And those have been pretty reasonable numbers to aim for in my experience! But also, if I already have the pieces but I’m short on stock, I can instead just tap everything to get extra stock during attack phase. Too bad reversed characters don’t become reversed again, otherwise this would be so funny with the restander … one can only dream …

 

Should you play this deck?

It depends.

I sat down to write this just before 8 pm, it is now half past 1 in the morning on a work night and my water bottle has been empty for hours. All that to say, I might be losing the eloquence required for a fully nuanced take on the preferences and pains and compatibility issues with this deck for other people.

Rigorous empirical testing has repeatedly confirmed that I do not necessarily enjoy Weiss the same way a lot of the playerbase does. Sometimes there’s overlap, and sometimes there’s not, and fuck if I know exactly where this deck fits in. But hopefully, I have explained enough about what it is, and why it is, and what it isn’t, and what I love about it, and what I’ve struggled with, and what I judge it by, and what matters to me for you to be able to figure out for yourself if playing this would be an enjoyable experience for you. But also, proxying a weird meme deck you might hate or get a headache from is a pretty low stakes gamble for a Friday night, so maybe just go for it 🙂

I will say though, there is maybe one litmus test to judge if you should wrangle with this one or stay away. When I show this deck to people, a common response is something along the lines of yeah I guess, I mean at least the burn 2 is free so you can also just do that too. And may I say, with all due respect, no one should be putting this deck together in the year of the lord 2026 with the plan of resorting to a worse triple Marine that needs 6 stock, loses burns to memory kick and doesn’t even dig for her own climax. The 3/2 Kazuha can be that – but it should not be that. What should draw you to this deck is the challenge of commitment, the determination to go balls to the wall, Exodia or bust, and if you get stuck in the middle with two Kazuhas and only one restand, it should leave a sour unfulfilled taste in your mouth. That is, in my expert vibe based assessment, the kind of mentality you need to enjoy this deck.

But on the other hand, if your first thought was instead hmm, big swings without any decompression tools are kinda mid, I wonder if we could fit stockswap somewhere – I am still looking at you with suspicion and doubt, but you are probably just stronger or better or more delusional than me. Maybe there’s a world out there with a different build that splashes green, doesn’t have it get in the way of everything blue that needs to be in level, and somehow also finds 3 more extra stock for the stockswap. By all means, be my guest – maybe there is hope, I just do not dare venture out into that great unknown.

I almost gave up on this deck at the very start when I couldn’t even answer “has this ever worked” with a solid yes. But that ‘idea in the box’ was so intriguing, the flow and the movements and the markers so satisfying, the glimmer of success so rewarding that I just kept at it. On the side. A little pet project. A brief respite from the rest of my Lily arsenal when my friends – for some reason – didn’t want get stockswap-fumio’d for the fourth game in a row. But lately, they don’t enjoy this deck too much either 🙂

I, however, very much do.

It feels like a challenge complete. A job well done. A reward that keeps giving every time I say “okay, I go to climax phase …” and my opponent doesn’t even know the dissertation-length speech I’m about to drop. I’ve loved building all of Assault Lily, but this deck more than any other feels like my Guilty Gear- wait, that metaphor doesn’t even work lol. The Guilty Gear was mine to begin with too. I was the silly goose attached to I-No all the way from seeing her in my batch of previews in 2023 to getting my first ever BCS top cut with her in 2025. Anyway, my journey with building this deck feels a lot like the I-No deck did for me, and that’s a wonderful thing. I am not innately adept at building decks: understanding synergies, evaluating issues, finding answers, developing strategies, etc. – it all takes a lot of time and effort and trial and error for me. But when I lock in, I really do lock in.

You can make a lot of things work if you love them enough.

And I fucking love making silly unconventional underdog Weiss decks.

Okay I go to climax phase *opponent looking at my board all rested except one Kazuha standing there menacingly* So at the start of climax phase, each of these *taps hand on two backrow Chiharus* summons one of these *scoops two Renkas out of level with one hand* over one of these *scoops up two Yos from stage with the other hand* so these get the marker *puts down the Renkas* and these go to level zone *puts Yos in the level zone* also it’s not relevant this time but it’s not an exchange effect so these two always go back on top of level regardless of where the level 3s were, anyway *remembers to breathe* okay, uh, so these two *taps hand on two Renkas on the field* have on summon, I can bounce one of your characters, and then I can ditch to bounce another thing, so I’ll bounce the one facing this for this one, and- that’s an assist in your back row? Okay yeah bounce that too, and I won’t ditch to bounce more. Also, when these two attack, they give 3k to someone if I have a full field, which I do. And then this one *breaths again, taps hand on Kazuha* the combo is end of attack, I can burn 2, and then I can *gestures to stock* pay 3 and *not so deep breath* put one of these *taps hand on two Renkas on the field again* and her marker under her as markers, and restand. And it’s not once per turn, and the burn 2 is free, before the restand cost, so that’s after every attack, burn 2. And she’ll be 18.5k, that’s- 3k from each of these, and also *taps hand on two backrow Chiharus again* these are global 1ks, plus the climax, that’s plus 9k so she’ll be swinging at 18.5k. And also *hand still on the Chiharus* if I trigger Pants, I can ditch a climax to heal, for each of these. Oh and *lifts up two Yos in level to show the Ran underneath* because she’s in here, everything with markers is hexproof, so *taps hand on two Renkas on the field again* these are hexproof, and then the restander on the second attack will also be hexproof. And that’s a level one, right? Okay *sigh of relief* so let’s go direct for four … side for two-for three, okay *waiting for opponent to level up* so end of attack, burn 2 … then pay 3 *awkwardly grabs one Renka and her marker* have a little snack *shoves them under Kazuha all neat and tidy and ofc facing in the same direction, never Renka one way and marker in the other* restand, attack here for three … okay … side for two, end of attack burn two *one hand reaches for stock, the other for the second Renka* pay 3, have a little snack *tucks in the markers, again, all facing the same direction, I’m not a neanderthal* restand … side for one, end of attack- oh you’re dead to refresh, okay- yeah, it was just one more burn two, yeah. Thanks for the game!

2 thoughts on “If Your 5 Girl Polycule Isn’t Working, Add One More – Assault Lily Hervor Exodia 8 Pants Deck Tech

  1. Regarding the level swap event, milling for soul triggers is pretty nice in an 8 pants deck because (unlike choice) your cxs have soul triggers, so it feels a bit less bad when you mill them

  2. Hmm… looking at that 4-scoop ice cream cone, my headcanon is that not only did her teammates buy it for her, but they each chose one scoop, and they all happen to have favorite flavors that match their theme colors

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