Corrin F (B17)

## Overview

Written by: Basil

Although she is often written off as “Oboro lite”, this Femui MC has some interesting nuances that set her apart. Yes, she runs a lot of the same cards as Oboro, the archers, Ryoma and Mamui, and of course Oboro herself, but the fact that Oboro isn’t your MC means you have an extra body on top of Oboro’s typical board. Since she is worse on defense, she often leans more into aggro, since she can still swing for 80 thanks to her skill 2, and her skill 1 allows her to grab a crit for any of her units from the retreat.

## Gameplan

Femui’s gameplan is pretty much that standard aggro gameplan- play 1 costs and swing at the opponent’s MC as much as possible. She runs the 1 cost white archers, which you can stick in the backline and can be annoying to remove.

You can promote on turn 2, but you can also hold off and deploy more 1 costs instead, especially if you go first or your opponent doesn’t have a bridge. When you promote, you mainly want to be using her skill 1 for either grabbing Oboro to deploy her and draw, or grab crits for units you have on board.

The deck somewhat lives and dies depending on how long it takes you to get Oboro going. She is your only real bond spender, so you need to get her 4 cost in retreat and 1 cost in hand ASAP to keep your fuel up and continue to pressure the opponent. One nice thing is you are going to be swinging a lot with your archers, so you’ll mill a lot of cards, and if you mill Oboro 1, you can just get it back with femui, making it fairly consistent.

In the mid game, you can run the usual Ryoma -> Mamui, but you can also use Mamui’s skill to tempo out Oboro 1 and continue using her if she was cleared. Kaze is usually also run as a mid game finisher, allowing all your units to crit with whatever 1 costs you have.

## Strengths and Weaknesses

Strengths:

* Strong aggro tools with the attack support archers and Oboro
* Can consistently get Oboro and crits from Retreat for pressure
* Swings for 80 relatively easily

Weaknesses:

* 60 on defense can make the aggro mirror a bit sketchy
* Reliant on Oboro to get cards

## Key Cards

### Oboro 4(3) & Oboro 1

Oboro is your draw engine, she is half the reason you would play this MC at all. Since you can consistently grab her using Femui skill 1, you can do the usual Oboro flip X draw X to refuel crits and deploys, in addition to getting an 80 base unit on the board.

### Attack Emblem Archers

Your trio of attack emblem archers are vital to the deck. Not only do they enable Oboro to be 80 base, they also are her early attackers to mill, and their 40 supports on offense can allow some stuff that normally should not hit end up hitting.

### Ryoma 5(4)

Ryoma is pretty much your only top end with Corrin M, so he’s quite important to have by turn 5. He lets you get more tempo by tapping a low cost archer to deploy something actually threatening, and draws you a card for free since you’re very likely to be at 3 or fewer cards in hand.

### Corrin M 6(5)

In conjunction with Ryoma, Corrin makes up Femui’s top end. He already swings for 80 or 90 himself, but he can also grab a crit or useful card from your bonds and then tempo out whatever low costs you want, including Oboro 1.

### Kaze 4(3)

Since you run so many low costs, Kaze is a great way to turn leftover low costs on board and in hand into hits on the opponent’s MC. He can even get you a card back if one of your crits actually connects, which is always a plus.

## Sample Decks

Black/White Femui
3 Corrin (Male), Divine Son of the Dazzling Dawn Dragon
4 Corrin (Female), Alight
4 Corrin (Female), Betwixt of Dawn and Dusk
4 Kana (Female), Dragon Princess
4 Oboro, Stunning Spear Maiden
4 Takumi, Young Prince of Hoshido
4 Kiragi, Upbeat Archer
4 Ryoma, Brave King of Dawn Walking with the Dusk
4 Oboro, Matching Ponytail
4 Lilith, Daughter of the Silent Dragon
3 Corrin (Female), World-Saving Heroine
4 Setsuna, Absent Archer
3 Kaze, Faithful Verdancy
MC:
1 Corrin (Female), Princess of the White Dawn