Yurina

*This article was last updated to S7-2*

* Yurina-O
* Yurina-A1
* Yurina-A2

#### Story

The current era's martial god, originally the human Amane Yurina. She ascended to the position of Megami at the end of the Tale of Heroes, and subsequently carved out the ensuing period called the "Age of Raining Sakura".
She's a victory supremacist with a deep love for dueling. However she's awkward outside of battle, and her girliness is about a 3/10.

#### Tactics

She embodies the fundamental form of this game, namely "Approaching and Attacking", and she's characterized by a traditional and tenacious fighting style. Great for learning the basics. She has various offensive tools like checks, winning moves, and huge techniques, so if you want to reach higher with her you'll need to understand how to best use all of them.

### Mechanic:

#### Resolve

While your Life is 3 or less, your cards with Resolve are strengthened.

### General Strategy:

Yurina trumps most other megami in terms of attack power and gets even stronger when she enters her Resolve state. In a vacuum her strategy is pretty straightforward: get into attack range quickly, play four attacks in a turn to overwhelm your opponent's defenses, make sure you enter resolve without getting burst down. Getting into attack range usually won't be a problem, but Yurina does lack mobility and can have trouble with Rangelock decks. Packing Overawe to shave her own aura for forward movement can help with that, but it's not ideal. That aside, once she gets into range (usually turn 3 or 4) she shouldn't have too much trouble overwhelming her opponent, just be aware of her opponent's reactions. Brandish is her easiest card to beat, but also her best punish outside of specials.

Yurina-O only has one reaction, and it's a once per game special, so she's naturally vulnerable to counterattacks from her opponent. Ideally they have to devote more resources to defense than she does, and she will come out ahead, but if not Ukifune Serene can help defend against a counterattack in advance, while letting you devote most of your resources to aggression (just be wary of rangelocking yourself). In general you want to save your most potent reactions to stay alive while at 4 or less life (4 because you can reshuffle into resolve at any time from there) and set up lethal from there.

Yurina's weaknesses revolve around her lack of reactions and mobility, and her expensive specials. Having Tsukikage Crush or Final Blow miss or get cancelled is often game ending (Of course, having them hit is usually game ending too). Flare denial can be very problematic if you bring the wrong cards, and being in resolve might not do you much good if you wind up aura locked. Don't lose the game in the deckbuilding stage!

## Cards:

### Yurina-A1

 N1
 N6
 S2
0-10, 3/-
**Terminal**
**After Attack**: The attack this card was played as a **Reaction** to gets -3/+0.

### Yurina-A2

 N3
 N7
**Ongoing**: The first time each turn your opponent's **Aura** changes due to a basic action or damage from an attack, after that basic action of attack resolves, you may choose one:
* Perform a Recover basic action. Then, you may perform a Focus basic action.
 S1
0-5, X/2
**No Reactions**
**Forced**: X is equal to the number of Sakura tokens on your **Flare** as you pay this card's cost.
**After Attack**: Perform up to X total Recover or Focus basic actions. Choose up to X of your **Devoted** Special cards and turn them face-down. Your maximum hand size is increased by X this turn.

## Credits:

* Image Material: 【ふるよにコモンズ/BakaFire,TOKIAME】https://main-bakafire.ssl-lolipop.jp
* Translation: Shen, Cinnabar