Say'ri (B12)

## Overview

Written by: Basil

At her core, Say’ri is a pretty straightforward flip 1 draw 1 MC that is particularly suited to fight aggressive decks and decks that try to tank up and wall out their opponent. Against aggro, she can replace her evades by flipping to draw, keeping her alive for longer, as well as her other skill that gets her 2 evades from retreat once you class change into her with 6 bonds. Against stall decks that try to wall her out, she can crit through their bulk and get a card back, cycling the evade for a useful deploy.

## Gameplan

The usual build for Say’ri runs the blue manakete package to get to 5-6 bonds quickly so you can use Say’ri’s 2nd and 3rd skills sooner to get card advantage, so early on you’re looking to play your ketes and swing to try to ramp.

After promoting, you’ll mostly want to be using your Say’ri’s in hand to either crit through missed attacks or dodge enemy attack to flip and draw. Thankfully Say’ri mostly runs ranged units that stay in the back line, so your opponent will likely be focusing their attacks on her, letting you dodge and draw pretty regularly.

Once you’re at 5 bonds, you can play Naga to class change Say’ri from retreat- meaning you’ll want to pitch 4(3) Say’ri’s for dodges / crits first. Say’ri’s second and third skill come into effect even if she’s class changed by a skill, you just need 5 bonds total, so Naga is flip 1, class change from retreat to draw a card, adds 2 Say’ri to your hand from retreat, then bonds herself and buffs the board. The board rally is actually quite nice since Say’ri and your ketes will be able to hit for the turn, letting you make a decent push on the board.

Say’ri’s win condition is mostly just outlasting the opponent, since it can be annoying to kill her when she actively wants to dodge attacks. If they’re slower than you, you’ll have to try to beat them down with ketes and use your extra Say’ri copies proactively to draw other cards.

## Strengths and Weaknesses

**Strengths:**

* Good advantage from dodging & class changing at high bonds
* Good survivability since she wants to dodge & gets extra dodges

**Weaknesses:**

* Not great at finishing out the game
* Somewhat limp offensively since the ketes are pretty weak
* Can have issues with range and doesn’t hit 80 on her own

## Key Cards

### Naga

Naga is a great card for Say’ri since she basically lets you use her skill 2 & 3 from retreat instead of hand, but you also get ramp and a board rally out of it. Great on turn 5 to get cards, great later since you can play some low costs in addition to her, at any point in the game you’re pretty happy to play this card.

### Blue Ketes

Since half of what your MC does is locked behind 5 bonds, you want to get to 5 bonds fast. Luckily, blue has plenty of ketes to get you there fast. As a bonus, they also scale into the late game and can be run with higher cost versions of the ketes like Nowi 4, Nah 3, etc as dodges.

### Lissa 4(3)

Lissa is your premiere turn 4 play- although she usually only swings for 60, she has basically a flip draw that also sets up your orbs with Say’ri copies you can use to dodge with, and if she sticks around she’ll swing for 90 if you class change Say’ri.

## Sample Decks

Basil's Say'ri
4 Say'ri, Virtuous Drawn Blade
4 Say'ri, Sword Princess of the Resistance
4 Say'ri, Princess of Reverance
4 Nowi, Long-Lived Little Dragon
4 Tiki, Sleeping Princess of Ancient Times
4 Naga, Divine Dragon of Salvation
3 Peony, Sweet Dream-Bringing Lass
4 Lissa, Holy Princess
4 Nah, Serious Manakete
3 Nowi, Playful Millenary Dragon
4 Lucina, Princess Striving for a Hopeful Future
4 Lucina, Despair-Defying Princess (P)
3 Robin (Male), Tactician of Exalted Strategies
MC:
1 Say'ri, Chon'sin's Blade Princess