CX Spotlight – Book & Whirlwind

Welcome to the 9th CX’s spotlight on CXs! This miniseries is geared toward newer players to go in-depth on the many keyword abilities in Weiss Schwarz.

For this article, we’ll be going into two relatively popular CX triggers, Book and Whirlwind.

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First, let’s look at Book.

Book is a very simple trigger, often found on blue CXs. When a Book is triggered, the player may draw a card.

Why is Book good?

Book is very straightforward in its strength; raw card advantage. Other effects that are similar to Book are Gold and DoorSo let’s lay out some differences in effects.

Book always lets you draw a card. It gives an extra card in hand, which could be a character, event, or CX. This means that at best, a Book will draw the best possible card for a given situation (let’s say you’re looking for that one level 2 character for that CX combo, etc), and at worst, a Book will draw your 8th CX. Book does not fail to resolve if it is the last card in the deck. Instead, a deck refresh occurs, the refresh counter is set to 1, the Book resolves, and then the refresh penalty is applied.

In contrast:

Gold always puts the CX in hand, which is the extra card. The additional card that it accesses in the form of additional stock is optional, and remains unknown to both players. If the additional stock is taken, it will remain unseen for potentially a long time.  Gold does not fail to resolve if it’s the last card in the deck; it will resolve as a Book will.

Door retrieves a character from the waiting room. It loses the unknown factor but trades that off for being able to select any character in the waiting room. Door does however, fail to resolve if it is the last card in the deck.

It’s also important to remember that the draw effect is optional. It’s very rare to not draw a card, but the situations may come up. For example, let’s say that you are at 3/6 (level 3, 6 in clock), and there is one card left in your deck after the Book has triggered. Drawing that last card would make you lose the game (refresh + refresh penalty). It might seem silly outside of a game, but in a higher-stress environment such as a tournament, simple things such as this can be forgotten.

For the next trigger, we’ll look at Whirlwind, or Bounce. Bounce as a term has its roots in Magic: the Gathering, referring to a spell that returns a permanent (or sometimes a spell) to its owner’s hand.

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In WS, the idea is no different, as a Whirlwind/Bounce trigger allows the player to target a character an opponent controls and return it to its owner’s hand. (For ease of use, the rest of the article will use Bounce to refer to the trigger type) It is seen on yellow CXs, and usually has a 1 soul trigger with it.

Bounce is a “targeted” ability, which means that characters that “Cannot be selected by an opponent’s effects” cannot be chosen as a target for a Bounce trigger. Any character on the center stage can be chosen though, including the character that the character that triggered the Bounce is going to battle, as well as a character in the back row.

Bounce does not make an attack a direct attack if the character in front of the character that attack is sent back to the hand. This is because the kind of attack that was declared is locked in (front or side), and cannot change regardless of if there is a character in front.

Why is Bounce good?

Bounce is an incredibly versatile if not one of the most unfair effects in the game. Bounce removes a character for a turn, which can disrupt character power (e.g. if a character with Assist is bounced), tax the opponent’s stock, prevent Change effects from occurring, remove a massive character, and help push for more damage. Bounce does not have very many answers, and the only way to truly “interact” with it is to not interact with it at all, by using characters that can’t be chosen as a target by an opponent or an opponent’s abilities.

Are there drawbacks?

Bounce for all of its strengths has limitations, more than drawbacks.  As stated before, Bounce is merely a temporary solution. Bounce is also notably less effective against characters with 0 cost, especially those in the front row in the early game. Bounce therefore, is a prime example of a trigger that, like Door, is weaker early, and then is much more powerful in the late game.

Thanks for reading!

Questions? Comments? Got an article idea? Want to see more things like this? Send an email to theninthcx AT gmail DOT com!