Macross Frontier Weiss Schwarz Deck: Sheryl Nome Build

November 23rd is Macross Frontier’s Galactic Fairy, the one and only Sheryl Nome’s, birthday. Getting into the fun of it, I decided to test out a Sheryl Nome Weiss deck build I saw on Twitter. I modified the deck a bit for taste, and I’ll include those edits as we go through. The deck will take players by surprise, because the two things it does well come out of nowhere in terms of both colour profile and Weiss in general. Further, it does quite well against the standby deck profile, one that is very popular right now.

Deck Objective

Your goal at level one is to deploy as much of the White Bunny Sheryl/Universal Bunny Climax combo as you can. The White Bunny Sheryl becomes a giant wall, intrinsically 9,500, that cannot be targeted by effects when she direct attacks[1] with Universal Bunny climax in play. With this, almost nothing that can come out at level one, including via standby, can get over this without dedicating an exorbitant amount of resources. The second card that is part of the Universal Bunny combo, Black Bunny Sheryl, can bounce a cost one or lower front row character back to your opponent’s hand. This opens a lane for your White Bunny to power up. The climax itself has a Wind Trigger on it, further opening up lanes for White Bunny or getting rid of things standby’d in on the back row.

The deck’s level three is actually interesting. Singing is Life Sheryl has two abilities, the first is a garden variety draw two ditch one. The second, however includes things that Weiss has very little of: Player interaction and off turn climax combos! When Sheryl is reversed, you may reveal a Northern Cross climax card in your hand and send it to stock. If you do, rest Sheryl and search for either a Music or Pilot character. Essentially, it allows you to encore a reversed character for neutral hand and additional stock. The secondary benefit is that is blocks finisher combos that require a full board wipe as it rests the character before the start of the encore step. Combine this with a vanilla healing card, and hopefully this is enough to convert the advantage that Universal Bunny generated earlier into a victory before the opponent can get their finish properly set up.


Cards

Level 0: (17 Cards)

The level zero is built to make your opponent’s life annoying by making sure they are playing out level zeros every turn. There isn’t a ton of utility here outside the brainstorm.  Welcome to Macross Frontier.

Canaria Bernstein: 4

Canaria is a pay one tap-self salvage brainstorm. This is really nice utility to have, especially since Macross F doesn’t have a ton of search or hand fix available to it. Deploy this as necessary to compress or rebuild your hand.

Pink Nurse Sheryl: 3

This card gets an extra 1000 power when your opponent has two or fewer characters in the front row. Players don’t like to play a full board of characters at level 0, so this is a pretty easy to fulfil condition for an oversized level 0.

Sheryl and Ranka, Summer Beach: 3

On play this card gets 1000 power and a level. This is nice for clearing out cards that reverse level 0s or bomb them to stock or clock.

Alto on Mayan Island: 3

This is standard level zero reverser. Nothing too much to see, but not a bad card.

Sheryl, Mission Code “Galactic Fairy”: 2

This card has an Assist ability which gives 500 power to the two characters in front of it. It also has a second ability, when a character direct attacks, you may give a character an additional 500 power until the end of your turn. This has nice synergy with White and Black Bunny.

Alto Seeking Real Sky: 2

This Alto gives power to 500 to all Sheryl (Macross F only for you standard players) and Ranka cards on the field. You can also tap this card to give 500 more power to one of your Sheryl or Ranka cars, as Alto’s gotta choose eventually. Honestly a very nice back row piece and boosts staying power quite nicely.

Cards to consider

Luca Angeloni:

Luca is a level zero that has both check and wreck and on play level swap. There is a lot of utility here as Black Bunny relies on Experience to reach 7,000 power.

Alto, Apple Valkyrie

When this card’s damage is cancelled, you may pay one to salvage a character. This is nice salvage for a deck that doesn’t have a lot of level 0 utility, but the timing is kind of off.

Grace, Dying Wish

Sheryl’s manager allows you to place the top card of your deck into stock when you change up Sheryl, Decision in her Youth Days into Singing is Life Sheryl. Basically makes it a free change, although it is a bit hard to justify a place in the backrow for it at level two.


Level 1: (14 Cards)

Your level one game is where your deck looks to build a strong advantage. You want to get up your Universal Bunny wall up as soon as possible.

White Bunny Sheryl: 4

This is the main part of your wall. She is very small at 4,500 without the Universal Bunny effect. Avoid playing her until you can get the effect off.

Black Bunny Sheryl: 4

Mostly as above, her field clearing ability ensures that White Bunny can go off. She also gains an extra 1000 power when you have character levels totalling up to 2 in your level zone.

Sheryl and Alto, Gyro Bike Date: 3

An alternate plan for if Universal Bunny doesn’t go off or you have less Black Bunnies or White than you want. This card gets an extra 1,500 power when your opponent only has two characters in the front row. You are less likely to get this power buff than at level 0, but there will be situations where your opponent either can’t or doesn’t want to fill all three lanes. You will definitely get this buff when Universal Bunny goes off. This card also has hand encore, which gives it more staying power.  It’s also costless, which is always a plus.

Rival’s Instinct Sheryl: 2

A vanilla card that is the same size as Black Bunny with experience. This mostly goes out if it has to.

Universal Sheryl: 1

A 2,000 back up to make your already big level 1 field even more difficult to get over.

Cards to consider

Sheryl, Beautiful Little Devil

Pretty little devil has two effects. The first is the same assist 500 effect as Mission Code Galactic Fairy. The second, if you have character levels totalling up to four or more, is another assist 500 ability. This means that she gives characters in front of her 1000 power. The main difference between her and the Alto back row is that your center slot of the front row will have an additional 1000 power off turn. It’s hard to justify paying two stock for that to be honest when your level one already relies on cards that require stock and doesn’t become better than Mission Code Galactic Fairy let alone Alto until level 2.


Level 2: (3 cards)

Level 2 in this deck is simply to get Singing is Life Sheryl out early.

Sheryl, Decision in her Youth Days: 2

This card changes into Singing is Life Sheryl during the encore step if she is rested. Her experience effect, get an extra soul, allows Sheryl to side against level 2 cards for a single damage or side around level threes with a climax out. This is super nice utility and guarantees you get your change up and opens up the ability to side for game.

Sheryl, Loveslinger: 1

A 3,000 back up to at least make your opponents sweat a little and give you a shot of escaping an on reverse combo late game.

Cards to Consider

Escape from Alcatraz

A pretty solid event. This allows you to salvage a character and give something 2000 power for the turn.

Level 3: (8 Cards)

At level three, you are simply trying to keep a field up and trying not to die. Luckily, both your options here have ways to not die.

Singing is Life Sheryl: 4

As described above, Singing is Life Sheryl is part of your top end with the nice feature that she can rest herself if she is defeated. Good effect for maintaining hand and field and super flavourful.

Sheryl, False Songstress: 4

Vanilla heal is a very good profile in Weiss and False Songstress is no exception. It is slightly underpowered compared to modern versions of this profile, reaching only 11,000 with its power boost ability instead of 11,500. This card is your largest card and will help keep damage off of your field at level three.

Cards to consider

There aren’t any that make sense. These are all the yellow level threes, and Alto Triangler only really works in his own deck.


Climax Cards (8 Cards)

The climax cards are chosen entirely for the climax combos. Four of each Universal Bunny for the level one combo and Northern Cross for Singing is Life Sheryl’s resurrection ability. One of the triggers icons is awesome and the other is kind of okay. The wind trigger on Universal Bunny helps you keep lanes open for your level one combo and removes expensive back row cards late game. The Shot trigger on Northern Cross makes late game damage more likely to stick, but honestly isn’t much to write home about.


Pitfalls

The deck has two major issues: the wall is tied to a climax combo and Macross F doesn’t have a ton of consistency cards. The first of the two issues is probably the more grave. If you cannot get at least one Universal Bunny combo off, you are dead in the water. Without getting that power buff, your field is beatable, as standby or most on reverse combos can beat 10k Black Bunnies with only a bit of effort.

The second issue, lack of consistency cards, compounds the issue. Macross F has very little in the way of search or even draw power that isn’t attached to a climax combo. The salvage brainstorm, Escape from Alcatraz, and a green event are your only real options. If your open sucks, you’re kind of stuck with it.

Is it playable?

Surprisingly, for a 2011 waifu build, yes. In the early game it frustrates currently popular standby decks in two ways. The first is through Black Bunny’s ability and the wind trigger climax: you are able to clear cards that are a higher level than your opponent. Given that standby likes to play from discard, putting them into hand renders them less useful. The second way is through White Bunny. White Bunny easily gets over 10k as a level one card. Throw in back-ups and immunity to effects and she is almost impossible to get over, even for a level 2 beat stick. Black Bunny is no slouch either, as she can be backed up to 10k without much effort either. This can slow the momentum that a standby deck needs to a halt. If they can’t generate enough advantage early in a game, Standby has a hard time coming back even with huge level three fields.

Unfortunately, the level 3 game is quite weak compared to modern decks. The highest that this can back up to is 15k, 16k if you elect to run a costed back row. That will be barely enough to avoid getting reversed by modern on reverse combos such as Great Performance Futaba or a fully powered up Revue Starlight. Unfortunately, since Singing is Life Sheryl’s resting ability is on reverse, it does not deny the on reverse effect. There also isn’t a ton of room to be carrying multiple huge back up cards in this deck. Hopefully you disrupted the opponent enough earlier in the game to force the opponent into a poor level three field.

Overall the deck is fun and can hold its own for a good chunk of the game. However it probably will not be able to keep up with modern decks without a bit favourable deck luck. Nonetheless the deck is viable enough for most of the game to be fun to play. This is definitely a fun deck to crack out at a casual tournament[2]. If you’re a Sheryl Nome fan, you owe it to yourself to try this deck out.

 


[1] Attacks an empty row.

[2] Note, again, that due to licensing issues, Macross Frontier cannot be played in official tournaments in North America.

2 thoughts on “Macross Frontier Weiss Schwarz Deck: Sheryl Nome Build

Leave a comment