Dual Paleness is the Wixoss TCG’s 28th preconstructed deck, and 5th released for the “Key” format, and features 2 seperate decks: a white Tama deck, and a blue Remember deck. The Tama deck focuses on War Spirit: Playground Equipment Signi. It was reprinted as part of Wixoss’s 5th anniversary, at the lower price of 555 yen (and a much longer name: “WXK-DF03 Start WIXOSS with Tama and Win by Returning Cards to the Hand!”) - the only difference is that the reprint does not include the two foils (Tamayorihime, Daybreak Miko and one copy of Snow Daruma, Master Play). These cards are instead included as regular, non-foils. The deck lists are identical.
(For a full list of contents, check out https://wixoss.fandom.com/wiki/WXK-D05_Dual_Paleness - note that the first 20 cards listed are the Remember deck list - Tama’s cards are the second 20)
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Tamayorihime, New Moon Miko - LRIG - level 0 / limit 0
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Tamayorihime, First Moon Miko - LRIG - level 1 / limit 2
On-Play Discard 1 card from your hand: Gain
.
(Everything to the left of the : in an [On-Play] ability is the cost. You may choose to not activate the ability by not paying its cost.)
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Servant O - Signi - level 1 / 2000 power - Origin Spirit
[Guard]
(By discarding this card from your hand, prevent damage from a LRIG's attack once)
Constant: [Multi Ener]
(While paying an ener cost, this card can pay for any one color of your choice)
Life Burst: [Ener Charge 1]
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String Phone, Great Knowledge Play - Signi - level 1 / 3000 - War Spirit: Playground Equipment
No effect.
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Snow Sled, Great Knowledge Play - Signi - level 1 / 3000 - War Spirit: Playground Equipment
On-Play: Look at the top 3 cards of your deck. Return them to the top of your deck in any order.
(If there are 2 or less cards in your deck, look at all of them.)
Life Burst: Draw 1 card.
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Level 1 LRIG: Tamayorihime, First Moon Miko
Your level 1 is identical to the level 1s found in most other Key format starter decks. In these starter decks, it makes for a slow “Discard 1 card, then draw a card”, since the starters all have “pay a coin, draw a card” as their level 2 effect. You don’t have to discard, but most games you should easily be able to find something to trade in, either a copy of your spell, or a high-level Signi (you’ll draw more of them, don’t worry).
Level 1 Signi
This deck contains the obligatory level 1 Servant and 3000 power / no effect Signi (in this deck String Phone, Great Knowledge Play), as well as Snow Sled, Great Knowledge Play as your only level 1 with an effect on the field. Looking at the top 3 and rearranging them is useful later, but for now it doesn’t do much, since if you use your level 2 LRIG effect to draw a card (or you get a ‘draw a card’ life burst), you’re drawing all 3 cards you see on your next turn.
Level 1 Arts, etc.
Nope.
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Tamayorihime, Young Moon Miko - LRIG - level 2 / limit 4
On-Play : Draw 1 card.
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Servant D4 - Signi - level 2 / 5000 power - Origin Spirit
[Guard]
(By discarding this card from your hand, prevent damage from a LRIG's attack once)
Constant: [Multi Ener]
(While paying an ener cost, this card can pay for any one color of your choice)
Life Burst: Add 1 <Origin Spirit> SIGNI from your trash to your hand.
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Kamakura, Benevolent Play - Signi - level 2 / 5000 - War Spirit: Playground Equipment
Auto: When this SIGNI attacks, you may return this SIGNI from your field to your hand. If you do, reveal the top card of your deck. If it is a SIGNI, put it onto the field downed as an attacking SIGNI.
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Clean Boundary - Arts - [Main Phase] - cost:
Return up to 2 of your <Playground Equipment> SIGNI to your hand. Then, for each SIGNI returned to your hand this way, return 1 of your opponent's SIGNI to the hand.
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Level 2 LRIG: Tamayorihime, First Moon Miko
Draw a card if you have the coin. Easy.
Level 2 Signi
In addition to your Servant, your level 2 Signi is Kamakura, Benevolent Play. This one is a bit of an odd duck, as its ability is really dangerous to use here, but is one of the decks few sources of (weird) card draw. Returning it to you hand and getting a replacement Signi from on top of your deck means that you effectively drew a card (because you have the new Signi in play, and the Kamakura now in your hand), but if the top of your deck is a spell, you already returned Kamakura, and now all you have is an open Signi zone for your opponent to attack through. Similarly, if you reveal a Signi with a level higher than your LRIG, it goes to the trash instead of coming into play (you don’t even get its on-play, if it has one), resulting in, once again, an empty Signi lane. So unless you know what’s on top of your deck (with Snow Sled, or Tama’s level 4 LRIG action), it’s usually best to not activate the effect, despite how tempting the “card draw” may be (it is a ‘may’ effect, so you can still attack and not use the effect).
Level 2 Arts, etc.
Clean Boundary is playable here (and can even let you reuse a Snow Sled if you’re itching to use Kamakura’s effect). As long as you have 2 playground equipment Signi, it returns two of your opponent’s Signi to their hand, opening up two lanes to attack through without giving your opponent extra ener. You’ll often have plenty of other ways to clear opposing Signi in the late game, so you’re better off cashing this in for damage early. It also lets you reuse on-play effects, but mostly its effect is just to open 2 lanes during your main phase.
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Tamayorihime, Thunder Miko - LRIG - level 3 / limit 7
On-Play: Gain
.
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Pakkuncho, Praiseworthy Play - Signi - level 3 / 8000 - War Spirit: Playground Equipment
Auto:
When this SIGNI attacks, you may return this SIGNI from the field to your hand. If you do, reveal the top card of your deck. If it is a SIGNI, put it onto the field.
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Snowball Fight, Praiseworthy Play - Signi - level 3 / 7000 - War Spirit: Playground Equipment
On-Play: When this SIGNI enters the field from your deck on your turn, return 1 of your opponent's level 3 or less SIGNI to their hand.
Life Burst: Draw 1 card.
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Level 3 LRIG: Tamayorihime, Thunder Miko
2 coins GET.
Level 3 Signi
Pakkuncho, Praiseworthy Play is another Kamakura, except it doesn’t force the Signi you put into play to attack. But beyond weird card draw, level 3 also starts to give you access to some payoffs for putting Signi into play from your deck. Snowball Fight, Praiseworthy Play does nothing when you play it normally, but if you play it from your deck, it returns an opposing level 3 or less Signi to your opponent’s hand, which is useful even into level 4 (most level 4 LRIGs have a limit of 11, meaning there’ll always be at least one level 3 to return). You won’t be able to do much this turn, however, unless you have a stray Snow Sled, and get somewhat lucky.
Level 3 Arts, etc.
If you didn’t fire off Clean Boundary last turn, best to do it now. You’ll also have the coins to deploy your Key, but unless your opponent has a Servant or two in their ener zone, you might as well hold it until level 4 and keep up your defensive Arts.
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Tamayorihime, Daybreak Miko - LRIG - level 4 / limit 11
Constant: As long as there is a "Yuzuki Key, Prospering Flame" on your field, this LRIG gains [Double Crush].
On-Play: You discard any number of cards from your hand. If you discarded 1 or more cards this way, for each card discarded, search your deck for 1 <Playground Equipment> SIGNI, reveal it, add it to your hand, and shuffle your deck.
Action [1/Turn]
Attack Phase Main Phase : Look at the top card of your deck.
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Keropachin, Master Play - Signi - level 4 / 10000 - War Spirit: Playground Equipment
On-Play : Put 1 of your other SIGNI from the field on top of your deck: Return 1 of your opponent's SIGNI to their hand.
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Snow Daruma, Master Play - Signi - level 4 / 12000 - War Spirit: Playground Equipment
Auto [1/Turn]: When 1 of your SIGNI is returned from your field to your hand, you may pay
. If you do, return 1 of your opponent's SIGNI to their hand.
On-Play: If this SIGNI entered the field from the deck, draw 1 card or [Ener Charge 1].
Life Burst: Return 1 of your opponent's level 4 or less SIGNI to their hand.
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Victim Defense - Arts - [Main Phase] [Attack Phase] - cost:0
Bet -
(You may pay when using this ARTS.)
Choose 1 of the following 2. If you bet, choose 2 instead.
① Until end of turn, 1 of your opponent's SIGNI gets "can't attack." You discard 2 cards.
(If there are 1 or less cards in your hand when you use this, discard all of them.)
② Add 1 SIGNI from your trash to your hand.
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Erase Refrain - Arts - [Main Phase] [Attack Phase] - cost:
Bet -
Until end of turn, 1 of your opponent's SIGNI loses its abilities. If you bet, instead all of your opponent's SIGNI lose their abilities.
(Abilities gained and abilities of SIGNI that entered the field after this ARTS was used are not lost.)
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Modern Boundary - Arts - [Main Phase] [Attack Phase] - cost:
Declare 1 number. Then, reveal the top 3 cards of your deck. If there is a SIGNI whose level is the declared number, return 1 of your opponent's SIGNI to their hand. Return the cards revealed by this effect to the top of your deck in any order.
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Yuzuki Key, Prospering Flame - Key - cost:
x2
Constant: Your LRIG gains the following ability.
[ Action Exceed 1: This turn your opponent can't [Guard] with level 1 SIGNI. ]
On-Play: Put up to 2 colorless cards from your opponent's ener zone into the trash.
Action Put this key from the field into the LRIG trash: Put 1 card from your opponent's ener zone into the trash.
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Level 4 LRIG: Tamayorihime, Daybreak Miko
The on-play ability is less useful than it may seem, as I’ve found you tend to enter level 4 with a pretty well set up hand already (although it does cash in unneeded copies of your spell). That being said, your ideal formation is 1 of each level 4, as well as a Kamakura or Pakkuncho, so this can help set that up. The constant is a nice bonus, and means that you should play out your Key immediately; don’t try and be cute and hold it for later. Once your opponent sees your LRIG’s text, they’ll know what Key you have, and they won’t leave any Servants in their ener zone for you to hit, so just play it and get the double crush. Finally, the action is good at letting you know when it’s safe to Kamakura/Pakkuncho, and also all but guarantees you hit off Modern Boundary.
Level 4 Signi
You now have access to your level 4 Signi, but more importantly, now the only misses off Kamakura/Pakkuncho are your spell, which you can avoid with Tama’s action. Your level 4s play into this core strategy as well. Keropachin, Master Play not only lets you return an opposing Signi to hand, but also sets up the top of your deck for Kamakura/Pakkuncho (it can even put a Snowball Fight on top so you can activate its effect when you flip it on your attack). And Snow Daruma, Master Play lets you bounce an opposing Signi when one of your Kamakura/Pakkuncho flips to your hand (its second ability when it comes into play from your deck is nice, but not worth setting up in the way Snowball Fight is). Return to hand removal (bounce) is interesting in Wixoss. Unlike banishing, it opens up lanes without giving your opponent ener, but it also lets your opponent reuse their on-play effects, and also means that you’re giving your opponent back the same cards they had last turn to re-establish their offense. Playing Tama, you want to return lower-impact Signi, while banishing the cards that are central to your opponent’s offensive. This can be tricky, as returning an offensive card when your opponent isn’t in a situation to set it up can be fine, and returning a setup card when your opponent has more offense in hand can be devastating. That being said, you’re also putting on a ton of offensive pressure yourself, so it’s a race to see who can land the last blow. Tama has a fairly slow game in the early levels, but at level 4, you’re off to the races.
Level 4 Arts, etc.
As noted above, just play the key. In most games, the ener trashing effect isn’t going to accomplish much, so it’s better to treat it as a card that gives your LRIG double crush and shuts off half your opponent’s guards. After that, all that’ll be in your LRIG deck are 3 defensive Arts. Technically, you had access to your defensive Arts at level 3, but you’re more likely to use them here. Victim Defense does what it usually does: it stops one Signi attack and brings back a Servant to stop a LRIG attack. Tama does have a bit of trouble using it, as she lacks easy card advantage that many other decks have access to. Still, it does its job. Erase Refrain also does its job, but only barely. It’s low-cost, which is nice, but it only hits a small subset of effects that matter. However, between on-attack banish effects, Assassin, Double Crush, and Lancer, chances are good you’ll find at a point in most games where it can save you from one or two damage. Although you’ll often find yourself wishing it was a little more reliable at stopping damage. Finally, Modern Boundary has been a great Arts from almost the beginning of the game, and is still rock-solid here. Not only does it bounce an opposing Signi, stopping an attack and opening a lane, but you can make sure you hit by looking at the top of your deck with Tama’s action, and it lets you rearrange the top 3 cards of your deck, setting you up for your attack next turn. It is a bit weaker in the Key format, as it tends to be easier to open multiple lanes to attack through each turn. Still great, though (and the art is terrific as well).
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Flying Trigger - Spell - cost:
Choose 1 of the following 2.
① Put 1 of your <Playground Equipment> SIGNI from the field into the trash. If you do, your opponent returns 1 of their SIGNI to their hand.
② [Ener Charge 1]
(Put the top card of your deck into the ener zone)
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Flying Trigger:
There’s not really an ideal level to deploy Flying Trigger; deploy it whenever you have a spare Signi to discard. It opens up a lane to attack through, which is a better effect than most starter deck spells, but costs 2 cards to do so (the Signi you trash and the spell itself), and this deck has trouble drawing enough extra cards to absorb this cost. The deck also doesn’t need much ener, making the enercharge mode near useless. Getting rid of one of your own Signi to return an opposing Signi to hand is basically the same effect as Keropachin, which is a Signi instead of a spell, synergizes with your top-of-deck effects, and doesn't let your opponent choose to return a Servant or meaningful on-play effect Signi. To make matters worse, Flying Trigger is the only miss you have off Kamakura/Pakkuncho once you're at level 4. The best value you'll get off of this is discarding it to the level 1 or level 4 LRIG on-play effects. Most starter deck spells are mediocre; in the context of this deck, this one flat out bad.
Wrap-up:
Tama definitely has one of the most unique decks and gameplan of the 5th anniversary decks, and its cards combine into a powerful attacking engine. That being said, it does have some weaknesses that hold it back. Its defensive Arts come up a bit short, as they’re either situational or only stop one damage at a time, and they don’t hold up well to sustained pressure. You need to keep up your offense and try to race your opponent, but then you run into the decks biggest vulnerability: it doesn’t have much in the ways of card draw or other card advantage. Kamakura/Pakkuncho can help maintain your hand, but they only really come online at level 4. Worse, they’re also the core of your offense, which means if your opponent removes them or otherwise blocks them from attacking, it can be a huge tempo loss for you. Being able to deny you card draw at the same time as protecting their life cloth, and even potentially opening up their own lanes to attack down is really hard for this deck to deal with, and unfortunately the rest of the deck doesn’t do a whole lot without Kamakura/Pakkuncho. The deck is still fine, especially if you’re just playing it against other 5th anniversary decks (I’d say it’s stronger than Carnival and Piruluk, but a notch below Ril and Guzuko), but be aware of its weaknesses, and plan accordingly.