For the first Deck Profile in a long while, I’m going to be looking at the Otaku deck from Lucky Star. Thanks to a recent Comeback Campaign and a new PR card, the deck has been given a massive boost in strength. The deck has gone from outdated and weak, to something which can measure up to modern decks. The deck has a very straightforward strategy, but in my experience it does this very well.
I’ll be working through my current list for the deck, explaining my card choices and the strategies for playing them, alongside alternatives you might want to consider if you wanted to play the deck. For the convenience of the readers, each card will have a link to the translations found on Heart of the Cards. So if you’re unfamiliar with the cards you can check out exactly what they do on there. In some cases I will be using slightly different names to the ones they have listed, because I disagree with the way they’ve chosen to do some of the translations. Also in one or two cases, I’ve made some slight modifications so the name flows a little better in English.
The first thing you might notice about the deck is the large number of Level 0 cards that it plays, and the fact that a disproportionately large number of these are essentially support characters. The deck contains more support cards at Level 0 than most other decks contain in their entirety. These supports are vital for getting the deck up and running, and most of them remain relevant for the majority of the game. With so many supports it becomes much easier to set up for the early game.
The most important support in the deck, and arguably the most important card in the deck is [Sunday’s Best Konata], who provides general support for the deck, as well as turning [Battlefield Konata] and [Swiftly Running Girl Konata] into real powerhouses. During Level 0 she is important for helping your attackers reach their full potential, thanks to the global +500 she provides for Otaku, as well as the fact she has that attribute herself. Her true power isn’t revealed until you reach Level 1 though, at which point she turns into a +1,000 boost for [Battlefield Konata], allowing you to fairly easily field some 8,500 Power cards with Encore during Level 1. Once you reach Level 2 you can start putting down cards with up to 11,500 Power, which can even threaten some Level 3 cards. It’s only once you reach Level 3 where you might consider playing other cards instead.
A big selling point for this card is the fact that it remains relevant into the late game. This means you don’t need to pay Stock in order to play new cards, or have to worry about drawing higher Level support cards. You can just keep the same Level 0 cards around and get large Power boosts out of them.
The second main support for the deck is [Patricia Martin], who not only functions as a backup plan for global supports, but also bonds to [Battlefield Konata], your most important Level 1 card. She gives a global +500 to all of your Manga characters, which includes all of your other Otaku characters, except [Swiftly Running Girl Konata]. This means that during Level 0 she serves just as good a support role as Konata, and that she still helps at Level 1, albeit not as much as Konata. You will hopefully have been able to replace her by the time you reach Level 2 though, because she will not give [Swiftly Running Girl Konata] a Power boost, beyond the fact Patricia will count as an Otaku.
Her Bond allows you to safely discard [Battlefield Konata] from your opening Hand, and it gives the deck an easy way to start building up card numbers. At the same time, she can also be helpful for paying out early Climaxes.
Miyuki is a multi-purpose card within the deck, who fulfils several different roles. The most obvious is the fact that she can search your deck for just about any card you want. The only character she cannot get is your Level 2 Counter, [Kuroi Nanako]. This search effect can be important at any point in the game, whether it’s getting your full set of supports at Level 0, or making sure you have more high Level cards to play at the end of the game.
Tied to this effect is the fact that you can also use her as a hand filter, allowing you to dump Climaxes to the Waiting Room without the need to play them. In this way you can avoid losing resources and also set up for after Deck Refresh. If you have her alongside [Patricia Martin], you might even consider discarding [Battlefield Konata], knowing you can bond it right back, although this will probably not be worth the effort most of the time, compared to just keeping it in your hand.
Her third use is to help provide a Power boost to your characters, ensuring she actually has a use after completing her search effect. This effect is obviously intended to work with [Completionist General Miyuki], who can reach at least 57,000, but that card has no place in an Otaku deck. Instead she’ll usually be providing either a 1,000 or 2,000 boost, which can be useful for winning battles you otherwise could not.
This effect can be useful at most points in the game, but will probably be least useful during Level 1. During Level 0 a +1000 boost can make a big difference, especially given the lack of Counters at that point in the game. Once you reach Level 1, not only does the importance of a +1000 boost go down relative to general strength of cards, but you also need to consider that in real terms it is only worth +500. Since she is not an Otaku, your Level 1 cards will not be getting the +500 they would have if she were. Whilst this is still true at Level 2, the fact you can start giving a +2000 boost, or in real terms +1500 can make quite a substantial difference. Level 3 cards will benefit from the full +2000, since they stop caring about the presence of other Otaku.
Miyuki also allows you to get an extra boost out of Climaxes, turning any Soul increase into an extra +1,000. So with [Hiyori Starting], you might even see characters gain +4,000 Power.
The main attacker in the deck is [Kung Fu Master Konata], who is a powerful variant of some commonly seen Level 0 cards. Many decks have access to cards which become 3500 when two or more other cards of a certain attribute are around (usually matching to their own), so this is hardly a special effect. Where Konata differs is that by giving up an extra 500 base Power, she also gains a Level when two or more other Otaku are around. This kind of effect is much more common on ‘loner’ type cards, which become stronger when fewer or even no other characters are around.
Since Konata gets bigger in the presence of other cards, it means she can often become stronger than loner cards, because she is still able to benefit from support cards. You could also play multiple copies of her on the Front Stage, without worrying about her losing strength, although I wouldn’t recommend doing this most of the time. It’s not unusual to have her as a Level 1 4500, meaning that she threatens other Level 0 cards in battle, as well as being immune to most Level 0 Reversers.
The final Level 0 in the deck is [Konata & Hiyori & Patty], who I often call the Otaku Trio. This card provides a big heavy hitter for the deck, capable of hitting 6000 on the offensive without too many problems. This should be able to deal with most Level 0 cards that Konata can’t beat, and even take on a few of the smaller Level 1 cards. Be wary that they will lose their Power afterwards, making them liable to only last a single turn. However their regular base is a respectable 2500 Power, so they can sometimes stick around for more than 1 turn. It’s also important to note that you will not be able to use two of them at full strength together. Although, usually you won’t want to be fielding too many cards at Level 0.
As you might have realised, both of these attackers need to have 2 other Otaku around in order to function properly. A lot of the time this can be achieved thanks to the large number of support cards the deck plays, but what about those games where you don’t draw them? What will you do then? If you cannot get 3 Otaku cards at all during Level 0, you will probably need to sacrifice them in order to simply gain Stock. Sometimes you might be able to get over 1 or 2 cards thanks to a Climax or Miyuki, but this deck can really struggle if it gets a bad opening draw.
If you do get 3 Otaku, but none of them are supports, what should you do then? It’s very tempting to go on the offensive, especially if you have lots of [Kung Fu Master Konata], but this could leave you very open to counterattack, especially if your opponent can easily play cards with 3,500 Power or more. Instead, I would suggest placing two of them Back Stage, only putting the final one to the Front Stage. Which one you choose to leave out the front will depend on what your opponent has.
If you’re going first you’ll usually want to leave [Kung Fu Master Konata] out the front, because even at 3,500 it can threaten some cards, and the ability to get around Reversers should not be underestimated. If you suspect your opponent will defeat Konata anyway, you might simply want to sacrifice one of your Level 0 cards on the first turn, sending it out alone, and hoping that you get better cards on the second turn.
If you’re going second it will depend on what your opponent has played. If it’s a Reverser or small, then feel free to send [Kung Fu Master Konata] after it. If it’s big you’re better off using the Otaku trio to deal with it, because they can reach 5,000 even without supports. If 5000 is too small, even to suicide, then you’re probably in big trouble.
Due to the fact the deck plays 18 Level 0 cards, 16 of which are Otaku, it is usually fairly easy to start with Level 0 cards, at least some of which should be supports. I would usually advise dumping cards from your opening hand which are not Level 0, in order to increase your chances of setting up a proper Stage early on. This goes against how I usually play, where I try to keep at least some options for the late game. One card you might want to keep is [This Year Begins] for the Power boost and the fact you don’t lose cards by playing it. The draw will also help you dig for other Level 0 cards. You can always Bond back [Battlefield Konata], or simply search for the cards you need later on. If however you already have a good Level 0 set up in your opening hand, then it’s probably a good idea to hang onto the other cards as well, since you won’t need to dig for other Level 0 cards just yet.
I would advise playing as many copies of most of these cards as you can, because having as many Otaku at Level 0 as possible is very important for the deck. The only card where it might be overkill, is with Miyuki, because she isn’t an Otaku, and you might want to save some of your Stock for actually playing other cards.
Aside from these cards, which other Level 0 cards might you want to consider when playing this deck? Unfortunately, the choice of cards is very narrow, because most of them fit into the other decks within Lucky Star, like Twins or Glasses, and would not help the Otaku deck at all. Other cards like [Yasaka Kou] are completely outclassed by the supports already in the deck, and ones like [Hobbyist Hiyori] I just think are bad.
The only real choices you’re left with are [Konata Getting Out of the Bath] and [Idol of the Academy Michi], both of who are vanilla cards, the latter of which is one of the PR cards you are allowed to play in anything. I feel both of these are hugely outclassed by the Otaku trio and [Kung Fu Master Konata], although they will have more Power on their own. The only reason I can see to play the latter, would be for Red, for those very very rare circumstances where you might have to play the Red Counter onto the Stage. I really doubt this will happen often though.
Something which I had not considered until talking with another Lucky Star player was using [Online Gamer Nanako] to try and fix early game problems. She’s not an Otaku, so doesn’t directly benefit the rest of your cards, but her effect might come in handy when you have terrible starts. This could include Climax heavy hands and those where you simply don’t have the required Level 0 cards. You’ll hopefully be able to trade off your hand for a better one, but I can imagine it getting worse sometimes. The fact she doesn’t directly contribute to the rest of the deck’s strategy would make me wary of playing it, especially since I don’t think there’s that much space to play with at Level 0 anyway. I think she’s definitely an option if you can’t complete the Otaku core.
Level 1 is all about fielding big characters which your opponent will have a hard time dealing with. Your offensive forces will be split between [Battlefield Konata] and [Summer’s Day Konata]. The former of which is a 1/1 with Encore that will usually reach 8,500, the latter is a 1/0 that will usually reach 7500. Both of these are fairly big for their costs, and the former has Encore to help keep her around.
[Battlefield Konata] will probably take up the bulk of the work, because she’s bigger, more durable and [Patricia Martin] has a bond with her. This makes drawing [Battlefield Konata] less of a problem, because you can always bond back copies which end up in the Waiting Room. With a full Stage of Otaku she reaches 6,500, which is actually pretty poor compared to similar modern cards which start at 6,500 with Encore. The only real difference being that Konata has a Soul Trigger, whilst those cards do not.
Where [Battlefield Konata] really starts to come into her own is when you consider her alongside [Sunday’s Best Konata]. She gets an extra +500 on top of the regular Otaku boost for a total of 1,000.
[Summer’s Day Konata] on the other hand just simply allows you to put out a big card without having to worry about Stock.
The deck gets its full strength when you have a full field. This means you’ll be pushing the game ahead quite fast, and is usually not how I would play things. Keeping a single copy of either alone on the Front Stage will be sacrificing 1,000 Power, which will be much easier for your opponent to pick off.
Putting lots out makes them harder to beat, but also leaves you more exposed if your opponent does manage it. At least with [Battlefield Konata] you can Encore her and strike back on the following turn. Paying the Stock for her early on might seem like a lot, but she’ll stick around for so long that she can easily make up for it in the long run.
Level 1 is rounded out by counters, where you have two possible choices of what to play, either the 1/0 [Takara Miyuki] or the 1/1 [Innocent Konata]. So far, I’ve tried out both cards in the deck, but I am currently still trying out the latter. Both cards have their advantages, so it will probably be down to the user to decide which one they prefer.
At a basic level, the difference between the two comes down to their Cost and the Power boost they give. [Takara Miyuki] is free to play, but gives a smaller boost of 1,500, whilst [Innocent Konata] can give a 2,000 boost for 1 Stock. As far as conserving Stock is concerned, Miyuki is the better option, because she’s free, meaning you never have to worry about her impacting on any of your future plays. On the other hand, the extra 500 from Konata will be useful for turning suicides into victories, or defeats into suicides. How often this matters will depend greatly on what you play, and how the deck is performing at the time.
An important difference between the two cards is the attributes they have. [Takara Miyuki] has Glasses and Chairman, whilst [Innocent Konata] has Otaku and Net Game. In both cases the latter is unimportant, but the former can make a big difference to the usefulness of the card during the game. Both cards can be searched by [Calm Type Miyuki], but only the [Innocent Konata] by the Climax combo of [Swiftly Running Girl Konata]. This latter interaction is important, because it allows you to search for a Counter to defend yourself on the following turn, something which you cannot do unless you run [Innocent Konata]. Whilst you’ll lose the surprise factor that counters can usually bring to battle, it makes it much easier to keep cards on the Stage.
The basic core of this deck’s Level 1 should be made up of four copies of both [Battlefield Konata] and [Summer’s Day Konata], because it not only increases your chances of seeing them, but also the number of them that you can play onto the Stage at once. Beyond this, the number of counters will probably be up to preference. My build shown here uses two copies of [Innocent Konata], but you could just as easily use one copy, replace them with [Takara Miyuki], or do a split between both kinds of counter. Just due to sheer availability, you may find it easier to use [Takara Miyuki].
Most of the other Level 1 choices for the Otaku deck really aren’t worth thinking about, but there are a few that you might find useful. There are two Red and two Yellow cards with Otaku, however they don’t do enough for the deck to consider trying to mix colours.
[Konata & Yui] is a Red card that could be useful for taking out support characters, but it is tiny for a 1/1. You’ll ultimately be using up a Stock and 2 cards just to get rid of a support card.
[My Pace Konata] is another Red, but it’s not worth running her Climax in order to use her properly.
[Anime Research Club President Kou] is Yellow, and honestly the deck doesn’t need the Power boost she provides.
[Outlaw Hiyori] is the final Yellow, and she’s quite frankly terrible. A 1/1 6,000 is awful.
This leaves you with three possible Blue cards to consider.
Firstly is [Izumi Soujirou], who is simply outclassed by the other supports in the deck.
Secondly is [Patricia in a Hot Country], who could fill a defensive role at Level 1. During the opponent’s turn she is equivalent to one of the other Level 1s, with 3 Otaku around. She allows you to have decent Power during your opponent’s turn, without having to commit a lot of cards to the Stage. She is completely lacking offensively though, and will be completely outclassed by the other Level 1s when you have a full Stage.
[Thinking that way Hiyori] is yet another support card for the deck, once again providing a global +500 to Otaku. Support wise it’s completely outclassed by [Sunday’s Best Konata], but it could give you extra options for when you haven’t drawn that or [Patricia Martin] yet. Her Climax combo is okay, because it allows you to recover from playing [Hiyori Starting], and actually gives said Climax a purpose outside of +2 Soul boosts. However, she’s so small that she’ll likely be defeated on the following turn, undoing any advantage you just gained. Her 3rd effect is mostly pointless, but I suppose it could be used to give [Swiftly Running Girl Konata] Manga, so she gets a boost from [Patricia Martin] or something like that.
Level 2 is where you start to bring out the big guns, with [Swiftly Running Girl Konata], who thanks to [Sunday’s Best Konata] will usually have 11,500 Power when you’ve got a full Stage. This is more than most other Level 2 cards can handle, and will even trouble some Level 3 cards. For example, a Level 3 backed up by a Level support can usually only match her, meaning that at the sides of the Stage, some decks will struggle to beat her. Often she will still be your biggest card, even during Level 3.
You have to be wary that she does not have Manga, instead having Net Game, because this means she will not gain a Power boost from [Patricia Martin]. This means that during games when you cannot get the complete support set up done, she will be a little smaller than expected.
Her Climax combo is the icing on the cake for this card, because it allows you to turn a Climax card that would normally lose you a card, into just about anything you want. What’s more, it doesn’t cost you any Stock, so you can save that for the cards you add to your Hand. You’ll also be thinning your deck down, hopefully making it easier to cancel attacks in the future.
With a single copy on the Stage it turns the Climax into an even trade off, whilst with 3 you’ll end up gaining two cards out of it. In all likelihood, the only cards you won’t be able to get from your deck are [Kuroi Nanako] and, if you choose to use them, the Miyuki cards such as [Strongest Character Miyuki]. Cards you will often want to add to your hand include any of your Level 3 cards, [Innocent Konata] and extra or missing copies of your support cards. If none of these are available, just grab whatever cards you can, preferably with 0 cost, just in case you need them later.
You could also opt to play 4 copies of this card if you wanted, but that might be a bit much, and it would make your end game even more costly.
Outside of this, every other Level 2 card plays a support role of some kind.
For a Counter you have [Kuroi Nanako], who can give +3,500 to a single character, or split 2,500 and 1,000 across two characters. For the same cost, this outclasses the standard 2/1 vanilla counters that you get, and can make her quite a versatile card. She allows you to defend with up to 15,000 when used together with [Swiftly Running Girl Konata], which is very hard to get over, even for most Level 3 cards. She also allows your Level 1 characters to challenge Level 2 cards, because even [Summer’s Day Konata] can reach 11,000 with this card.
The fact you can split the effect across two cards means that on some occasions you’ll be able to take out two of your opponent’s cards for the price of one. Although it’s more likely that you’ll take one out and force the other to Side Attack, but even then it saves you from damage. Of course, since her bonus effect only works on Otaku and Net Game, she won’t be much use to [Strongest Character Miyuki], but that’s not really a card you plan on protecting in the long term anyway.
I feel that two copies should be enough of this card, but some people might want to play a 3rd copy instead of other cards.
As an extra support card that I run is [Way of Hobby Konata], who provides a global +1,000 boost to Otaku. During your Level 2 game, this will only be on par with [Sunday’s Best Konata], which also gives +1,000 to your main attack force, but without having to worry about a Stock cost. However it will start to come into its own once you reach Level 3 and start having to play cards which do not receive an extra boost from [Sunday’s Best Konata]. This extra 500 can help you win a few battles, but usually the advantages it has over [Sunday’s Best Konata] are negligible. This is why I’ve dropped it down to a single copy, but it’s very easy to play two in the deck, in order to see it more often.
The reason I haven’t removed it completely so far, is because it has a Brainstorm / Concentrate effect, which can be useful for thinning your deck down when you’re low on Climaxes, or refilling your hand when the effect succeeds. Since she rests herself, you cannot use the effect repeatedly, but this is usual, given that she lets you draw cards without having to discard any.
The final Level 2 card I use is [100M Shock], which isn’t vital to the deck, but I still find useful to have. This event gives your opponent’s character +6 Soul, which means that in all likelihood you will be cancelling that attack. This is best saved until the end of the game, where you can use it to survive attacks that would have otherwise killed you. If it fails, you were going to lose anyway, so it doesn’t really matter.
There isn’t really much else going at Level 2, because it’s mostly off colour vanillas or cards intended for the wrong deck, such as [Konata & Kagami & Tsukasa], which is for the Glasses version of Lucky Star. Others which fit the colour, such as [Soujirou & Kanata], simply aren’t good enough to use or are once again vanillas.
This really only leaves two cards that are even worth thinking about. Up first is [Cornet Player Konata], who can become strong and only costs 1 Stock. She can easily reach 11,000 during Level 2, working from a 10,000 base, which makes her nearly as strong as [Swiftly Running Girl Konata]. She does suffer from two major drawbacks though.
Firstly, she is not that useful in multiples. With two copies you’ll either need to split the Power across the two of them, leaving them at a 9,000 base, or alternatively leave one of them at a poor 8,000 base. With three of them, whatever you do, one of them will not be getting any extra Power.
The second drawback is the fact that this Power does not stay on the opponent’s turn. She’ll be an 8,000 base whilst defending, which will usually only mean 9,000 after supports. This shouldn’t be too hard for other Level 2 cards to deal with.
The only other real option at Level 2 is [Boooo!!], which is an Event that you could use to get more Otaku cards into your Hand. [Stand Up! Konata] does practically the same thing, and has a 10,000 body, so there’s really no need to play this Event any longer.
At Level 3 the deck finally starts getting some interesting effects beyond just big guys. There are 3 main Level 3s that you will want to be playing in the deck, but the numbers you play of them will probably be dictated more by availability of the cards, than your desire to use them.
The most straightforward of the Level 3s is [Favourite Food Konata], who is the only straightforward healer in the deck. On top of this, she can also gain 1000 Power until the end of your opponent’s turn by resting two Otaku. This will often allow her to reach at least 12,000, making her the strongest card in the deck. This is nothing compared to other decks which can hit closer to the 15,000 mark. In the vast majority of games, the deck cannot defend against attacks which go above 15,500, so you need to be wary of facing decks which can break this Power level.
This card is useful in the deck, but I don’t think it is absolutely vital for it, hence why I don’t currently see the need for 4. The other Level 3s have much more interesting effects, which can be more useful for actually winning the game, rather than just delaying losing. Another thing to consider is the fact that this card is practically impossible to find, and if you do find it, it will cost you at least ¥4,000 (~£24). In the likely event that you cannot find it, or simply do not want to spend that much money on a single card, you can easily replace this card with extra copies of the other Level 3s.
Your game-ender at Level 3 is [Stand Up! Konata], who can maintain your hand size, thin your deck, and deal extra blows to your opponent. When she comes into play you can check the top cards of your deck, up to the number of Otaku on your Stage, and then add one to your hand before placing the rest in the Waiting Room. Usually this will allow you to check for at least 3 cards, but could go to as many as 5. This can be useful for digging for other cards to play late game, such as other Level 3 cards, or the Climax that goes with this card. At the very least it keeps your hand size the same, and leaves you with less cards in your deck.
Hopefully her effect won’t reveal too many Climax cards, and if it does, chances are you were going to Trigger them when you attacked anyway. Just be careful when using multiple copies of this card that you don’t dig too far into the deck, and get rid of all of the Climaxes that could have saved you from losing.
Her second effect allows you to Stand her for 4 Stock when she defeats something in battle, provided [This Year Begins] is in play, allowing her to attack for a second time, and deal even more damage. If your opponent wants to stop this, they need to make sure their character is bigger than Konata, which can be extra difficult considering [This Year Begins] can give her an extra +2000. A suicide isn’t enough, because she’ll still restand, regardless of her current position.
Something important to note with this effect is that Konata will still have any Soul bonuses she gained from her first attack. So if you used [This Year Begins] on her, and then hit a 2 Soul Trigger, her 2nd attack with be for 5, before even considering any extra bonuses. It’s rather unlikely, but you could even end up hitting for 7 damage in one go if the Triggers fall your way. You need to be very careful with this amount of damage though. If you’re not careful it will get cancelled and you’ll waste the extra attack. If you don’t need this much damage to win, you can always Side Attack instead. If you do need a lot of damage to win, you might as well take your chances anyway, because you weren’t going to win without the second attack.
This card can easily be bumped to 4 if you don’t have enough copies of [Favourite Food Konata].
The final Level 3 I use in my deck is [Strongest Character Miyuki], who whilst not an Otaku has a very useful effect. Miyuki can fetch all of your Climaxes from your Waiting Room, and then turn them into healing, however this will be incredibly stock intensive. Unless you have a Climax in hand already, Miyuki will cost you 4 Stock and a card in order to heal 1, whereas [Favourite Food Konata] will merely take 2 Stock and won’t lose you any cards. Stock wise, Miyuki will only become efficient after the 3rd heal, which has the same Stock cost overall as 3 copies of [Favourite Food Konata], but you will be hemorrhaging cards at a massive rate. If you have a huge pile of Stock (which can happen with this deck), then it is possible to heal 4+ in one go, but just be wary that you probably won’t have many cards left next turn.
The real use for Miyuki’s effect will be to get certain Climaxes into your hand, and not care about the healing. Mainly this will be to get [This Year Begins], so that [Stand Up! Konata] can use her Climax combo. It could also be used to get back the lone copy of [Hiyori Starting] to help you win those games when you’re behind on damage.
This Miyuki is helpful to have as a backup plan for late game, so I wouldn’t like to take her completely out of the deck, but the other Level 3s are more consistently useful on their own merits. If you’re lacking copies of [Favourite Food Konata], then you can replace them with more copies of Miyuki.
Beyond changing the amount of each Level 3 that you play, there’s not really much else you can do at Level 3. [Embarrassed Konata] serves a similar purpose to [Strongest Character Miyuki], in terms of salvaging Climaxes but she’s Red so is much harder to fit into the deck. Her effect to top deck opponent’s cards is also far too costly and restrictive to really be of much use at Level 3.
[Showdown on New Year’s Eve] is an interesting Blue Event card that prevents your opponent’s cards from standing, but I really think there are better things to be doing with your Stock, especially since you could probably Reverse a lot of them anyway if you have 3 Stock to spare.
There’s not much to really say about the Climaxes that hasn’t already been covered with the cards they work with.
I use 4 copies of [Small Breasts are a Status Symbol and Rare] because it’s the best Trigger you have access to in the Blue build, and has a Climax combo with [Swiftly Running Girl Konata] for even more advantage.
After this, [This Year Begins] is needed for the [Stand Up! Konata] Climax combo, so it’s an obvious inclusion in the deck. The fact that it replace itself on play means that you can safely use it during the rest of the game without worrying about losing cards.
Rather than just playing 4 copies of each of those, I’m also playing a lone copy of [Hiyori Starting]. Normally I wouldn’t play this kind of card, unless it had a really good Climax combo, because it does nothing to help your Stage on its own. However, this type of card can be useful when you’re behind on damage, or during those games where your opponent runs through most of the Climaxes in their deck. A single copy means that I can sometimes use this Climax, but most of the time it will instead end up just being discarded or Clocked, because it’s much less useful during the early points of the game.
Since the deck is running [Strongest Character Miyuki], it means I can use her effect to retrieve [Hiyori Starting] from the Waiting Room at the end of the game, rather than needing to hold onto the card for when I need it. I probably wouldn’t run this Climax without access to cards like Miyuki.
If you opt to play [Thinking that way Hiyori] in your deck, then you might want to consider using more copies of [Hiyori Starting], because the two have a decent Climax combo together.
The remaining Blue Climaxes are either not very good, or have Climax combos that simply are not worth running in the deck. If you upped the Red count in the deck, I suppose you could get away with playing [Valentine], since it’s a Comeback Trigger, but to me that would take away from the other cards in the deck that need the Blue Climaxes to function properly.
I hope you’ve enjoyed reading, and finding out what a Lucky Star Otaku deck can do. It has massive field presence, and can easily put out very strong characters. However, it needs to be wary of decks that can put out bigger threats, because it doesn’t do much aside from play big characters.
So far I’ve been enjoying the deck, and it’s been nice to have something new after so long.
If you have any comments or questions, please don’t hesitate to drop me a message or write a comment on here.