100% Orange Juice
F IAaP n Mar 19, 2019 @ 4:58am
Iru and Mira deckbuilding thread
Let's start with Iru. When I've read her description for the first time, my first thoughts about the "...attack first if no other effects affect turn order." line were that it only referenced the interaction with Sherry and nothing more. Turns out it the interactions don't end with just that and there's a synergy with certain cards that allow you to initiate a battle:
Ambush – you deal 1 damage like usual AND attack first.
Assault also allows you to attack first, however you DON'T deal 1 damage to the opponent. Probably has something to do with it being a trap – and thus you don't actually target anyone specific.
In the similar vein, I assume Shery's and Seagull's hypers also deal 1 damage to the opponent(s), but you'd probably still attack second with the former – and I hope you do 1 damage to ALL players you battle with it, not just the first one. Well, it's not like you can easily get you hands on others' hyper, though.

With that said, Ambush is certainly a good card for Iru, albeit a risky one.
But like Sherry, Iru has an exclusive use of Shield, Tactical Retreat and Shield Counter as the opponents can't use them against you (however Iru can't use them against the boss and mobs like Sherry), so the risk with the Ambush is relatively lower.
Another good defensive card is RAF as its effect would be seldom used against you.
Long-Distance Shot seems like a good card to lower opponent's HP to 1, but bringing it is not without a risk. Cloud of Seagulls, on the other hand, is a BAD card as it can save the opponent from dying to you (or anyone else for that matter).


Mira seems to rely heavily on her hyper gimmick and it's probably her only advantage over other characters. Her passive effect is interesting, but it doesn't seem strong enough to warrant filling your deck with Trap cards – she is not Saki or Chicken that have Trap hypers and can create mix-ups with it, and neither she is Krila that can fill the intire field with sheer amount of them. Slowing down others seems more like a short nuisance than a proper setback.

HOWEVER, there's a certain synergy with 2 Trap cards – Heat 300% and, surprisingly, Mimyuu's Hammer. You can place your teleportation Mark and then place either of these traps in the next turn (you can place them closer to the Mark by stopping on your home or attacking someone) – and when someone lands on the trap, you can teleport and attack them in their weakened state when they also suffer from low movement rolls. What's more, these traps don't affect you as much as others since Mira has low DEF and relatively high EVD to compensate. Wow, to think Mimyuu's Hammer would be actually any useful!
Technically, Piyopiyo Procession can also potentially weaken someone in a similar vein, but it's less reliable.
I guess Wanted is an interesting choice too, but it doesn't strike me as something viable.
Other than that, I can't think of any interesting interaction and overall Mira seems to be a bit underwhelming for now. Well, time will tell.


Am I missing something? Actually, seems like the upcoming Community Pack might benefit Mira with the Poppo Transformation and Path Blockers, though I'm not sure about this. Any more interesting interactions? Any ideas?
Last edited by F IAaP n; Mar 20, 2019 @ 1:15am
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Showing 1-15 of 17 comments
Iru = Forced Revival = 3 dead players on the same panel before you (depends on luck) = BOOM! 6 wins
Last edited by 𝕲𝔬𝔬𝔡𝕽𝔲𝔰𝔥; Mar 19, 2019 @ 6:13am
Juno Brier Mar 19, 2019 @ 6:28am 
200 IQ strat for Mira: Place hyper mark, place Present Thief just after, teleport and attack someone after they step on it to immediately take those cards.

May be a bit situational but it's still a thing.


Actually goes for any trap. Mark, place, hound someone after they step on it.
Last edited by Juno Brier; Mar 19, 2019 @ 6:29am
F IAaP n Mar 19, 2019 @ 7:58am 
Originally posted by Kawaii-chan:
Iru = Forced Revival = 3 dead players on the same panel before you (depends on luck) = BOOM! 6 wins
I've thought of that too, but Iru is fragile and dies too often for it to be useful.

Originally posted by Juno Brier:
Actually goes for any trap. Mark, place, hound someone after they step on it.
True, but it's easier to capitalize on those traps that actually weaken the victim in some way. But, yeah, Present Thief does probably just that, at least against card-reliant characters.
Jeoxus Mar 19, 2019 @ 10:27am 
Mira

Since Mira's hyper is so useless, I don't think there is any point in trying to pull off tricks with it. His passive DO have some synergies by itself though:

-Piggy bank: Player's will have a nasty drawback if they steal your stars.
-Pathblockers: When this one gets released, Mira will have some control options around the board.
-Mimic: Mira's hyper sucks.

Aside from that, build the deck like you're playing Hime.

Iru

Sealed guardian could be an option if you want to go for wins. At least your oponent will fell very discouraged to use the SG if he draws it, as long as Iru has cards in her hand. But going wins is a bad idea in the first place.

Iru stats prefer a star farm and prey on weak play style. Some good cards for this would be:

-Tactical Retreat, Shield Counter, Reverse Attribute Field and Ambush as exposed by OP.
-Rbits: Good to cover that nasty -1 def, also allows to take situational risks and attack players with HP > 1.
-Shield: Outclassed by Rbits, but still situationally useful.
-Quick Restoration: Outclassed by Rbits, but still situationally useful.
-Dash!/Windy Enchantment: While everyone could make good use of these, there is no best way to capitalize on Iru's passive that having an edge on movement. Not the best pick in the general sense, but Iru doesn't have a lot of good synergies anyways.
Last edited by Jeoxus; Mar 19, 2019 @ 10:31am
RedSage Mar 19, 2019 @ 12:00pm 
Originally posted by Jeoxus:
Mira-Pathblockers: When this one gets released, Mira will have some control options around the board.
This. I'm waiting to see how well this helps Mira. After playing 10 games yesterday, I was incredibly underwhelmed by the end. I REALLY want to like Mira, because their gimmick SOUNDS good on paper, but his stats don't synergize well with it. You literally have to play certain traps for it to work well (like Heat 300%) and even then, you're not always around to capitalize on it even when it does work well.

Honestly, I see Mira getting buffs somewhere in the near future.
tricosahedron Mar 19, 2019 @ 12:14pm 
I think Iru is best played as an assassin (stay out of harm while targeting low-HP characters for stars). However, depending on field events, the board, or the situation, it might be better to just passively farm stars or go full bully, so it's good to have a deck that allows her to switch playstyles on the fly.

While Iru is inconsistent with wins (given that 0 ATK is unreliable, she's frail, and she can't do much if opponents are good at keeping their HP at max), her hyper and passive have the potential to give her a lot of wins, so I think it's good to be flexible. With her hyper, she also has an alternative option to gain wins when the boss is out, while other bullies have to attack players or try to KO the boss when they are stuck with win norma.

As others have mentioned, battle cards that boost DEF and / or have a going-second bonus are a good choice (Shield, Shield Counter, Rbits, RAF, Tactical Retreat). Dash! and Ambush seem like good cards that let her target other players, while being able to use the defense cards if they are used against her.
I don't personally like Gentleman's Battle: Even with the initial 1 damage and the attack-first bonus, attacking a near full-HP opponent doesn't seem so good to me, and the opponent could make use of the going-second combat cards to fend off the attack.

I also like Nice Present, since Iru can't do much without cards. For a more win-oriented build, out-of-combat damage effects and Passionate Research are useful.

I haven't really though about the upcoming cards yet.
(on a side note, I don't like that the Valentine rerun isn't optional, so the deck is watered down and we can't properly test the new characters)
Last edited by tricosahedron; Mar 19, 2019 @ 5:42pm
risbolla Mar 19, 2019 @ 12:27pm 
iru deck: 1x exchange and hope you draw it and play it and that whoever is in the lead lands on it and you dont get owned immediately afterwards. after some testing i have concluded that this is the optimal iru strat
Vic Mar 19, 2019 @ 4:10pm 
Lost Child feels good on Iru since she's really vulnerable to being run down
Intra Mar 19, 2019 @ 6:01pm 
Future Poppo Transformation for Mira, more trap synergy to capitalize on.

Iru, liking:
3x Long Distance Shot
3x Shield
1x Reverse Attribute Field
2x Tactical Retreat
1x Shield Counter
tricosahedron Mar 19, 2019 @ 7:37pm 
Originally posted by Noob & Spammer:
Turns out it the interactions don't end with just that and there's a synergy with certain cards that allow you to initiate a battle:
Gentleman's Battle and Ambush – you deal 1 damage like usual AND attack first.
I just used Gentleman's Battle against NoName (pot form), and it was like normally challenging an opponent with Iru (1 damage, attack second).
If Mira is still relying on 2 hyper, her hyper is pretty much useless.

Iru, any cards that can deals damage to other players.
Last edited by 「La+ Darknesss ⸸」; Mar 21, 2019 @ 2:23am
F IAaP n Mar 20, 2019 @ 1:16am 
Originally posted by tricosahedron:
Originally posted by Noob & Spammer:
Turns out it the interactions don't end with just that and there's a synergy with certain cards that allow you to initiate a battle:
Gentleman's Battle and Ambush – you deal 1 damage like usual AND attack first.
I just used Gentleman's Battle against NoName (pot form), and it was like normally challenging an opponent with Iru (1 damage, attack second).
Oh, yeah, you were right. I don't know how I made that mistake. My bad, I've fixed the first post.
BBͤOͨBͨJͪSͥ Mar 21, 2019 @ 2:06am 
I'm currently sitting at 4 wins across 5 full lobby games with Mira. Of those 5 games I've managed to use their hyper twice, once being in the game I lost. My wins with Mira have generally had nothing to do with their unique abilities. My current opinion of them is that there generally isn't a reason to pick them over Suguri unless you know you're going to a split stage. That said here's my current thoughts on building a deck for Mira.

Go Away: This is one of the most neutral traps in the game. The only character who can really leverage it is Mixed Poppo, but it doesn't really matter because your matchup against her is favorable and she's not commonly played. The idea here is that Binding Smoke makes the chances of this trap causing an unfavorable position significantly higher for your opponents than you (even if you're not personally able to capitalize on it). Beyond that, I recommend placing it within a roll of your Homespace so that it can potentially be used by you as an acceleration tool.

Mimic: Gives you an out to your Hyper while being extra hard to use against you. I've not personally used this tactic but worth considering I think.

Saki's Cookie: Your below average health makes this a boring but solid option. Unfortunately your low defense prevents this from being a great option since there are many characters who will get more value out if it than you (still probably +EV vs random/unknown characters/stage/events).

Gift Exchange: This is what I've been using instead of Mimic. Mira doesn't exactly want to use Gift Exchange, but they also don't really care if it happens in most circumstances. If someone gets your hyper it's literally useless to them and there are very few cards in the game that Mira can't extract some degree of value from (even though most of these cards are -EV to pack).

Mix Phenomenon: Not a good choice if you're packing many traps, but I only pack 3x Go Away. The idea here is that you have slightly more potential to play off a few of the factors that this card imposes on the game. 1st, it can bury boss spaces for a few turns. 2nd, it adds heal spaces to the board. 3rd, it gives your hyper a new range of opportunities. It's particularly interesting on stages designed around Warp Move dead ends (Starship and TI Night) since players can end up trapped for several turns while your hyper can potentially give you an out.

PotG: Used to bait opponents into triggering one of the above events.

^TL;DR, the deck I've been using is:
3x Go Away, 3x Gift Exchange, 2x Cookie, 1x PotG, 1x Mix Phenomenon
Last edited by BBͤOͨBͨJͪSͥ; Mar 21, 2019 @ 2:07am
Intra Mar 21, 2019 @ 6:16pm 
I'm leaning towards treating her Hyper like the garbage it is and ignoring her passive. 3x Mimic, 3x I'm On Fire, 1x Piyopiyo Procession, 1x Sealed Guardian, 1x Scrambled Eve, 1x POTG
IMHO, Iru isn't very good. Attack characters (i.e. Starbo, Kae, Yuki) obliterate her. Tanks (Kyoko, Fernet) can outlast her. Suguri and similar Evasive types (Hime, Sora) can often dodge her and make short work of her. All she's good at is taking out already near-KO'd opponents if they're not an evasive type. All because her passive and her stat line don't synergize well. Her passive encourages aggro play, but her stats are too weak for that. And add in a hyper that's pure RNG and unreliable.
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Date Posted: Mar 19, 2019 @ 4:58am
Posts: 17