Day Break Illusion Deck Tech – 2nd in Bay Area Locals

Day Break Illusion

Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we’ll be taking a look at a slightly less recent set: Day Break Illusion!

Translations can be found on Heart of the Cards. Names will be matched to reflect the translation notes. If translations are unavailable for the card, in-house translations will be used.

This deck list is brought to you by Brian. Brian is a player from the Bay Area who has posted strong results using different decks, including this one and Haruhi.

Now let’s get to the breakdown!

Day Break Illusion

Cards – 50

Level 0 – 18

2x Luna, Flushed Cheeks (GT/W29-035)
3x Akari, Sleeping (GT/W29-059)
3x Ginka, Loves Takoyaki (GT/W29-003)
4x Ginka, Girl of Destiny (GT/W29-001)
2x Akari, Ditzy Girl (GT/W29- 064)
2x Luna on An Anxious Night (GT/W29-033)
2x Luna in Combat (GT/W29-026)

Level 1 – 10

4x Akari, Girl of Destiny (GT/W29-056)
4x Hinata Taiyo (GT/W29-055)
2x Luna, Kind Smile (GT/W29-041)

Level 2 – 6

2x Ginka, Depressed (GT/W29-020)
2x Ginka, Looking at the Sky (GT/W29-P05)
2x Ginka, Rookie Member (GT/W29-006)

Level 3 – 8

4x Akari, Power of the Sun (GT/W29-052)
4x Ginka, Power of the Temperance (GT/W29-002)

CX – 8

2x Last User (GT/W29-075)
4x Clessidra (GT/W29-073)
2x Bloodstained Future (GT/W29-023)

At level 0, we have a generous 18 characters.


Luna, Flushed Cheeks gets +X power until end of turn, where X is 500 times the number of [Tarot] characters you control.


Akari, Sleeping, is a level reverser. When it is sent to the waiting room from the stage (not reversed), you can pay 1 stock to send it to memory.


Ginka, Loves Takoyaki gets +1000 power during your turn. When it becomes reversed, you reveal the top card of your deck. If the revealed card is a [Tarot] character, you may send this card to memory.


When Ginka, Girl of Destiny is reversed in battle, you may pay 1 stock, discard a card, and send it to memory. If you do, you may tutor up to 1 [Tarot] character.


When you play Akari, Ditzy Girl, you reveal the top card of your deck. If the revealed card is a [Tarot] character, you put it into your hand and discard a card. When “Last User” is placed in your CX zone, if you control no other characters, you may put this card into the waiting room. If you do, search your deck for up to 1 “Akari, Girl of Destiny”, put it in the slot this card was in, and then shuffle your deck.


Luna On An Anxious Night gives all your other “Akari, Girl of Destiny” +1 level and +500 power.  It also has a Bond ability for “Akari, Girl of Destiny”.


When you play Luna in Combat, you may put the top card of your deck into clock and choose a level 0 or lower character in your opponent’s front row. If you do, that character does not stand during your opponent’s next stand phase. You can also pay 1 stock and rest this card to perform a “clock swap”. For each CX revealed, you do this once: “Choose a card in your clock, put it into your hand, and put the top card of your deck into clock”.

At level 1, we have 10 characters.


Akari, Girl of Destiny has clock encore.


Hinata Taiyo gives your other characters with “Akari” in the name +500 power, and is a level reverser.


Luna, Kind Smile has a free +1500 Backup effect.

At level 2, we have 6 characters.


Ginka, Depressed gets +1000 power for the turn when another [Tarot] character you control attacks, and has clock encore.


Ginka, Looking at the Sky, gives characters in front of it +1000 power.


Ginka, Rookier Member has a 1 stock +2500 Backup effect. It also has a Recollection ability that triggers when you use its Backup ability, where if you have 2 or more [Tarot] cards in your memory, it gives a battling character +1000 power for the turn.

At level 3, we have 8 characters.


Akari, Power of the Sun gets +4000 power for each marker under it. When it is put onto the stage from your hand or via a Change ability, you may Heal. It has a CX combo with “Clessidra”, where when it attacks, you may put a “Hinata Taiyo” in your waiting room under this card as a marker.


Ginka, Power of the Temperance gets +1500 power when you have 3 or more [Tarot] cards in your memory. When you play it from your hand, you draw up to 2 cards then discard a card. It has a CX combo with “Bloodstained Future” where when it attacks, it gains +6000 power until end of turn, and your opponent may not use any kind of Encore effect (including the 3 stock game rule).

The CX split is 4/2/2.


The Last User is a 2k1 with a +2 soul trigger.


Clessidra is a 1k1 with a Door trigger.


Bloodstained Future is a 1k1 with a Fire trigger.

Author’s Note: Brian has contributed his analysis and commentary on the deck, and will be added here in the how-to section.

How do we use this deck?

Starting at level 0, the goal is to begin sending characters to memory, while keeping up with the opponent card for card.

Brian: Don’t be afraid to clock level 2 and level 3 characters, because your Door triggers and clock swap effects can retrieve them easily later on.

The deck can also run a gambit in getting out an early Akari, Girl of Destiny, which is almost impossible to remove before level 1 (and during level 1 for that matter) because of its clock encore ability.

Brian: Don’t overdo it with spending your stock at level 0. The deck has a lot of search, Brainstorm, and Bond cards, but the deck will need its stock especially going into later levels.

At level 1, Akari, Girl of Destiny is the name of the game. Akari, Girl of Destiny, is a fairly costed card that can be sneaked into play a full level early, and does most of the heavy lifting even going toward level 3. The level reversers in the deck clear the board of troublesome characters that Akari, Girl of Destiny may otherwise be unable to run over.

Brian: Don’t be afraid of using your CXs to run things over. Even if your opponent has a Backup effect, that’s okay, [because Akari, Girl of Destiny has clock encore].

Going into level 2, the idea is to refresh the deck with as many characters in memory as possible, and also as many CXs in deck as possible.

Brian: 8 is ideal, but 6 or 7 is fine.

By the time 2-soul attacks or 2/2/2 attacks come from the opponent, having a refreshed deck will allow for the greatest number of cancels.

Brian:  It’s actually okay to push your opponent to level 3 before you, because your level 3 characters can just annihilate theirs, in most cases. Going to level 3 with 8 stock is the dream, but 4-6 is still workable.

With that in mind, be careful of stock management in early levels. If 1 CX gets sent to stock very early, it isn’t the end of the world if it isn’t pushed into the waiting room before a refresh. In fact, if you have 4 non-CX stock on top of a CX stock, the deck is still fine as far as its chances to cancel are concerned; it just loses one potential cancel.

Brian: Lastly, this deck makes liberal use of clock encore. Watch your CX count and what your damage level is. Knowing when it is better to let things go versus giving them an expensive clock encore, is of utmost importance.

And that said, knowing when to keep a character on the board comes best from playing a lot of games with the deck, as well as knowing the deck your opponent is playing.

What does this deck not do well? How do we beat it?

The deck’s plan is not to all-in a level 0 Akari, Girl of Destiny, but rather have the opportunity to. If it so happens to get it, the deck is incredibly dangerous, but it’s nowhere near the end of the world for it if it misses.

Interestingly, some of the deck’s compression (ability to permanently remove non-CX cards from the game) is luck-based, and is generally favored to happen.

Decks that can make use of level reversers and characters with cheap Encore effects (hand or clock) are favored to give the deck a hard time in the midgame.

Level 2 is where the deck tends to fall off a bit in terms of power.

Brian: The level 2 game is basically non-existent, and in my opinion, this set’s level 2 game is [really bad].

Pushing 2/2/2 attacks before the deck is able to refresh and compress is likely where the deck’s opposition will thrive.

Decks that can make use of the newest Heal tax and anti-salvage cards can make the deck unable to recover from a poor draw, shut down half of its CX triggers, and render it unable to Heal. On top of that, if a deck sacrifices most of its level 3 game in favor of a very taxing level 2 game (2/2 characters with clock encore, for example), it can push a lot more damage to the deck a lot sooner, but against other decks as a whole, that approach is not really recommended.

Decks that can make liberal use of Heal effects, especially repeated ones (e.g.  certain builds of Madoka, Milky Holmes, and Haruhi) can also make it very difficult for this deck to close a game, especially if the Heal effects begin at level 2.

Questions? Comments? Have an idea for another article? Send us an email at theninthcx AT gmail DOT com or send us a message on Facebook! Thanks for reading!