Jill (B09)

## Overview

Written by: Basil

Though Jill is most often seen as a common green bond spender splash card, she is also a solid MC. Hitting 80 as a flier is already a plus, and her ability to tempo out good fang units like Kurth and Skrimir without needing to go all in on the fang package gives her a few different build options. Overall she’s a good tempo MC that is mostly held back by being a flier and having to choose between consistency or using her skills more than a few times per game.

## Gameplan

Since you have a finite number of bonds to flip, you want to end the game sooner rather than later. While a yellow variant can extend this timeline, you still want to be running some low costs for early game aggression, especially since Jill 1 isn’t likely to hit much with a 30+20 statline. Luckily, your fang units that you deploy later also happen to have solid 1 costs, especially Kurth 1, who also mills your deck so you can actually do your deploy on turn 3.

After you promote, you want to try to use Jill’s deployment skill as much as possible. Kurth 4 and Skrimir 4 are your usual 2 choices, since Kurth is at least 70 with range and Skrimir is 80 and has the potential to draw a card if Jill gets to hit something. If you have one out, simply deploy the other, and if your opponent isn’t clearing them, you can use your bonds on Kurth’s healing skill or yellow shenanigans if you go that route.

Depending on your build, your subsequent turns will vary. Mono green has other turn 4 options like class changing Micaiah 5 or just Soren, while yellow wants to class change Sigurd and start unflipping bonds for more deploys. Mostly you’re just trying to manage your opponent’s board enough so you can use your extra deploy per turn to close out the game.

## Strengths and Weaknesses

**Strengths:**

* Good statline, 80 on attack and 30 support
* Solid, on rate tempo

**Weaknesses:**

* Gets wrecked by Lilith and Oboro
* Can be inconsistent or gas out too fast depending on build

## Key Cards

### Tempo Deploys (Kurthnaga & Skrimir)

These 2 are the reason you play this MC- Kurth is a 70+ base with range and Skrimir is an 80 base that is usually your backup. Which one you want to deploy depends on the situation- if you have one in hand, you may want to deploy the other for maximum tempo. If the opponent has some threat in the back line, you may want Kurth to use his range to clear it. If you think you can use Jill to clear something, then you could deploy Skrimir and growth him with Jill’s skill 3 to draw a card.

### Kurth 1 & Skrimir 1

Not only are these solid low cost deploys to apply pressure, they’re also crits and dodges for your tempo units, which are nice to have since they’ll be on the board almost as much as your MC.

### Micaiah 5(3) & 1

Micaiah is just a great card to run- you can play her 1 cost for consistency and to class change into her 5(3) a turn early. The 5(3) then draws you cards as long as you’re below 5 cards in hand, which isn’t too hard since you can dodge & deploy low costs. She also swings for 90 with range, so you can stick her in the back line for safety or front line to clear something.

### Yellow Engine (Yellow variant)

If you want a slightly slower gameplan that extends the number of times you can deploy with Jill, the yellow engine can get you lots of unflips and generate a good amount of value. Sigurd, Seliph and Leif are all you really need for unflipping and ramping, but you can run other yellow staples as well such as Nanna or Deirdre.

## Sample Decks

Yellow Jill
4 Jill, Fiery Dracoknight
4 Jill, Sincere Wyvern Lord
2 Jill, Between Loyalty and Friendship
4 Kurthnaga, The Coming Era's King of Dragons
4 Sigurd, Holy Honor-Imparting Knight
4 Sigurd, A Soul Who Lived for Love
4 Seliph, Savior of Light+
2 Leif, The Future Sage-Lord+
3 Micaiah, Priestess Shrouded in Dawn's Light
3 Micaiah, Maiden of the Dawn Brigade
4 Kurthnaga, Prince of the Land of Dragons
4 Skrimir, Regal-Fanged Successor
4 Skrimir, Heir to Gallia
3 Deirdre, Fated Saint
MC:
1 Jill, Mistress of Wyverns