After playing with all 6 of the first wave of Diva starter decks, I feel like I’m starting to get a good handle on how the format plays out. They’re definitely different than Key format. The first and biggest difference is game time; Diva games are much faster than earlier Wixoss formats. This is partly a result of the lack of Servants available resulting in more LRIG damage on average, but that’s not as big an issue as it may first seem, since defensive decks tend to have plenty of ways to search or recycle these limited Guards. More important is the bias of Diva LRIG decks to aggression. Most level 1 Assist LRIGs are either aggressive or build resources (ener, SIGNI, etc), while attack-phase defensive options are restricted to level 2. Furthermore, there are no playable defensive Pieces. In practice, this means that while in Key you could have 3, 4, or even 5 defensive effects in your LRIG deck, Diva tends to cap out at 2 (your 2 level 2 Assists).
While the gameplay is narrower owing to the faster pace (although still quite good), deckbuilding is considerably more open than the relatively constrained archetypes of Key. Diva does away with LRIG-type restrictions, and while LRIGs are arranged into teams, few of the team benefits are powerful enough to completely rule out mixing and matching. On the starter deck front, however, this leads into an odd bit of tension, since the decks are balanced between solid, staple effects (red banishing, blue draw and discard, etc) and more niche strategies that may or may not be fully supported in the deck (red level 1 in No Limit, trash recursion in Nijisanji, freeze in Universe’s Beginning).
While the rest of this article is going to narrow in more specifically on the starter decks and their gameplay, it is worth pointing out a few other considerations for the Diva format. Each Assist LRIG only has 2-3 level 2 Assists, which means you can likely predict your opponent’s defensive effects more reliably than in Key as long as you know what options are available. Life Bursts are more specialized than earlier Wixoss formats; you’ll rarely have straightforward effects like ‘draw a card’ or ‘enercharge 1’, but conditional removal effects like ‘banish an upped SIGNI’ or ‘an opposing SIGNI gets -8000 power’ are more common. I’m not sure how realistic it is to play around the life bursts your opponent would likely have, but being able to do so will often be more impactful than it would be in earlier Wixoss formats, so it does bear keeping in mind.
As for the decks themselves (beside each name is a link to a printable PDF that lists all cards in the deck, and translates the names and effects - this should hopefully be a useful tool for those of us who bought a deck, but aren't confident in our ability to read japanese (like me)):
Ancient Surprise - for a printable deck translation, click here
I also covered this deck in an earlier article, but having played it against all 5 decks now, it’s quickly become one of my favourites. It’s primarily green, with red and blue splashes (along with red and blue assists). It doesn’t truly excel at any one strategy, but it’s very adaptable, and has a very good mix of different effects, from defensive to offensive to resource generation (of both cards and ener). In their LRIG deck, they have good early filtering to ensure you don’t miss on early SIGNI (both level 1 Assists), a good strong defensive effect (Umr-Down), Tawil Colours (who both pushes damage and builds resources), and a powerful but expensive Piece, Harmony Call, that not only builds a full field of SIGNI, but also gives them all damage pushing effects. For their main deck, they don’t have any especially notable low-level SIGNI, but they have a good mix of effects at level 3: card filtering which helps dig for Servants (Tobiel), a discard effect to pressure the opponent’s hand in longer games (Assylen), and an ener-sink banish effect (Atalanta). The deck’s spell, Polygenesis, is also quite good - it can return Servants from the ener zone, or any other SIGNI you may need for the late game, and the deck’s ample enercharging means you’ll have plenty to choose from. Another point in the deck’s favour is that unlike several of the other decks, there are no real misses or unsupported archetypes here. Overall, the deck generates resources efficiently, and uses these resources efficiently. It isn’t especially fast or slow, but its adaptability can overpower the fast decks and use its resource generation to pressure the slower decks.
Nijisanji Sanbaka - for a printable deck translation, click here
This deck, on the other hand, is probably the weakest of the bunch. It’s primarily white, with a strong black splash (and its LRIGs are a mix of white and black, depending on the configuration you choose). It aims to be a long-game focused deck, with plenty of ways to build cards in hand, a strong Servant recursion engine, and enough removal to consistently force through damage in the later turns. The biggest issue with the deck is that outside of Otogibara Era (who can both recur Servants for defense and remove opposing SIGNI for offense), the deck’s level 3 lineup is a mess. Shizuka Rin does nothing for the deck, and (Higuchi Kaede) is marginal at best. This deck is also the worst offender for half-supported archetypes - it seems like it wants to have a strong trash recursion engine, but it often lacks the ener to make it work (Wonder Land, Morinaka Kazaki), and it both lacks enablers (Shizuka Rin is the only one that adds to trash, and does it far too late to be meaningful) and payoffs (outside of Era, there’s not anything worth bringing back). That’s not to say the deck is without its good points: it has a strong suite of removal that doesn’t give the opponent ener (Ange’s L1 & L2 assists, Era, and their Piece), which can ener-starve the opponent and make counter-attacking very difficult. The problem is the deck tends to ener-starve itself before it can take advantage of this, and it lacks painfully in attack-phase interaction. I think this deck can be quite strong, but more than any of the others, it’ll likely need some inclusions from boosters before using it.
No Limit - for a printable deck translation, click here
No Limit is primarily Red (with Blue and White assists), and unsurprisingly is the most aggressive deck of this batch. Not only does it have a bunch of banish effects in the main deck, they’re all available at lower levels (Romail, Lancelot, Roaring Fireball,
Akino*Rock), which lets you hit the ground running and force in damage before the opponent has a chance to get their engines fully firing. Rei draws extra cards at both levels, helping the deck’s overall consistency, and her random discard effect at level 2 can knock Servants or other important SIGNI out of your opponent’s hand, which you can fire off as soon as you hit level 2 thanks to her low grow cost. Akino level 2 provides a strong (if expensive) defensive option that can also be used to force through damage on offense in a pinch. Finally, the deck’s Piece and Level 3 LRIG effect all provide additional sources of damage. The deck excels at forcing through damage early, but it can stumble in the late game. Its banish effects are all limited by power, which makes it difficult to force through SIGNI attacks once your opponent starts deploying level 3 SIGNI. And its own suite of level 3s are comparatively weak: Tlet recovers level 1 SIGNI, which can help fill your field if you’re running low on cards but doesn’t help offensively.
Adamasphere can sneak in damage, but her effect is random, and since it only triggers on attack, missing gives your opponent free ener. And
Kagutsuchi lets you spend 2 cards in your hand to bring back a level 3 from your trash, but given the overall weakness of the deck’s level 3s, you’re rarely excited about bringing anything back. The deck also has no Servant recursion engine, which can really hurt if your opponent manages to stabilize at level 3 after your early rush. That being said, this deck wants to win around turn 4, after using its Piece on turn 3 and Hirana’s 1/game effect to hopefully close the game the turn after. The deck’s strengths and weaknesses are well lined up to accomplish this goal, and I’ve been generally impressed with the deck’s performance.
Card Jockey - for a printable deck translation, click here
Moving on from No Limit, we come to Card Jockey which is primarily white with a green splash (and red and green assists), and is on the slow side of midrange. It’s also the most luck-dependent of these first 6 starters. It has some decent offensive pressure from DJ LOVIT at level 1 and level 2, wolf L1, as well as the Piece, ENDLESS PUNCHLINE. PUNCHLINE is either one of the best cards of the deck, or one of the worst - the effect is random, and flipping a level 3 or spell and getting in 3 LRIG attacks in one turn can win you the game on the spot, while flipping a level 1 replaces the text on your Piece with “do nothing.” And the deck needs every source of damage it can get, since it lacks any main deck tools to open opposing lanes. What the main deck does have is a ton of consistency - Good Dig finds anything you need, Servants being the most important (it can also help pull out low-level SIGNI from your deck, slightly tweaking your odds on PUNCHLINE). At level 1, Code Art F Lashli helps dig for your spell, making her one of the rare level 1 SIGNI that’s strong at all stages of the game. At level 3, you have a strong resource builder in
Hare Hare, who generates either ener or cards in hand on attack. You have an interesting offensive card in Code Art C Handelier, who lets you attack into opposing SIGNI without giving the opponent ener. Finally, you have
Athena, a solid, if expensive, Servant recursion engine. The deck’s attack-phase interaction may seem a bit lacking, and while there’s no real difference between using Wolf L2 in the attack phase vs the main phase, she’s a bit more solid than she seems; not only does she add to your life cloth, but she increases the average number of Life Bursts the deck will see by ~1 (so if most decks average 3.5 bursts per game, this deck will usually average around 4.5). This deck has a good number of defensive burst effects, so getting another one on top of gaining another life cloth is quite strong. That being said, life bursts are already quite random, and leaning into them for your defense on top of the randomness of ENDLESS PUNCHLINE means you’ll have games where you make mistakes and win anyway, as well as games where you play perfectly and still lose. If you can make peace with that, this deck does have some neat tools and has a good balance between its resource generation and resource use. Although one or two removal effects from booster cards would go a long way.
Universe’s Beginning - for a printable deck translation, click here
Universe’s Beginning is primarily blue (with white and green assists), and features a good mix of the effects you’d expect from blue: draw, discard, and freezing. It’s another deck that’s on the slower side, but unlike Card Jockey, it has plenty of main-deck damage-pushing effects, and unlike Nijisanji, it’s better set up to manage its ener costs. Not only do you get an enercharge effect from Bang at level 1, but the deck’s Piece and two defensive L2 Assist LRIGs all have very low costs (Nova-Chopper & Bang-Repeat), freeing up ener to devote to your main deck’s offensive engines. Which is a good thing, since your LRIG deck is much more focused on resource building and efficient defense rather than pushing damage, and the main deck tools to push damage are all quite expensive - you’re going to be paying 3 ener per damage from your SIGNI (Shinpachi &
Draconids). Given this high cost, the deck does tend to stall out a bit, but fortunately your opponent is going to be having a tough time getting their decks to fire properly as well, given the plentiful discard effects this deck has. The biggest weakness of the deck is its lack of Servant recursion outside of just drawing cards, which means the deck struggles to minimize LRIG damage in the long games that its ener-intensive offense requires. Unfortunately this deck falls into line with my experience with most other Wixoss blue decks: I like the mix of effects the deck offers, but it falls in the mid- to low-tier of deck strength among its peers.
Diagram - for a printable deck translation, click here
Diagram is mainly black with a green splash, and is the second-fastest of the decks. It’s not as aggressive as No Limit, but has stronger late-game tools. It’s assists are nicely balanced at level 1 between an aggressive effect, and card draw, and due to Muzica’s level 3, you’ll be able to reuse one of them (Muzika is also the deck’s only way to reuse a Servant). This, coupled with a 0-cost Piece that can be used to either push damage or draw cards from the trash, lets the deck adapt as the situation demands - which also rewards a player for correctly reading the current game state. Do you need more cards in hand to keep you running into the late game, or do you need to push damage now? The deck’s level 2 assists lean towards low-cost, efficient defensive effects, which you can often deploy at level 2 - which means you need to have a clear plan as to which level 1 you want to reuse with Muzika. I’ve used a defensive effect at level 2, only to find that the level 1 it grew over was the one I needed to reuse (and subsequently lost because of it). The deck also has some neat combos - Sanga level 2 can save you two life if your whole field is cleared, but can also defend smaller openings if you have Bear Park to move around. Due to the lack of LRIG deck banish effects, offense is mostly left to the main deck. Fortunately, the deck has plenty of low-cost power reducing and banish effects, including the spell Downer Sound and all of the deck’s level 3 SIGNI. The deck can struggle against more dedicated decks - it lacks the low-level banish effects that let No Limit push ’s early aggression, but it also lacks the long-game card advantage engines to keep up with Universe’s Beginning. However, it has the tools to give it a fighting chance against either of them, and is able to function aggressively or defensively, with high amounts of ener or low.
Overall, the deck you choose will depend on which one you like the look of best - there's not enough of a power difference to rule out any of them (except Nijisanji). Or, given they all cost around 500 yen, you could just buy all 6. These decks are also decently set up for future modifications - unlike Key decks, which I really enjoyed in their stock lists, there are plenty of slots to swap cards out here - weird anti-synergy or just underwhelming inclusions. Further, the play patterns of these decks tend to be flatter than Key decks - there's less synergies to master, and sequencing is less vital. The gameplay is good, but these are the most 'starter deck' of starters Wixoss has put out in a while. Which isn't a bad thing. I'll just say I'm excited to make some swaps in these decks in a way that I never really felt with Key's starter decks.