Lucky Star Deck Tech – 1st in BCF 2014 Trios Bracket 2

Lucky Star Konata Kagami

Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be looking at a deck that took down a Trios event at BCF 2014  – Lucky Star!

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.

The deck list can be found listed on Bushiroad’s website here.

Author’s Note: Thanks to reader Christopher for additional thoughts and analysis, which have been marked with [C] in the article.

もってけ!

Lucky Star

Cards – 50

Level 0 – 17

1 Miyuki, Composed Type (LS/W05-119)
2 Nanako, Online Gamer (LS/W05-085)
2 Patricia Martin (LS/W05-078)
2 Konata & Hiyori & Patty (LS/W05-089)
2 Konata, Getting Out of Bath (LS/W05-090)
4 Konata in Sundress (LS/W05-122)
4 Konata, Kung Fu Master (LS/W05-125)

Level 1 – 9

4 Konata on a Summer Day (LS/W05-115)
1 Konata, Innocent (LS/W05-103)
4 Konata, Battlefield (LS/W05-076)

Level 2 – 9

2 Nanako Kuroi (LS/W05-093)
2 Konata, Way of Hobby (LS/W05-116)
4 Konata, Fast Girl (LS/W05-077)
1 100 Mega Shock (LS/W05-095)

Level 3 – 7

2 Miyuki, Strongest Character (LS/W05-082)
3 Stand Up! Konata (LS/W05-123)
2 Konata, Favorite Item (LS/W05-114)

CX – 8

4 This Year Begins (LS/W05-124)
4 Small Breast Is A Status And Rare (LS/W05-098)

At level 0 we have 17 characters.

When you play Miyuki, Composed Type, you may pay 1 stock and discard a card to search for a [Glasses], [Twins], or [Otaku] character. When it attacks, choose another one of your characters and it gains +1000 power for every soul it has until end of turn.

When Nanako, Online Gamer attacks, if you are level 0, you may shuffle your hand into your deck and draw that many cards. (This occurs before the trigger check.)

Patricia Martin gives all your other [Manga] characters +500 power and has a Bond to “Konata, Battlefield” for 1 stock.

You can rest 2 [Otaku] characters to have Konata & Hiyori & Patty gain +2500 power until end of turn.

Konata, Getting Out of Bath is a 3000 power vanilla.

Konata in Sundress gives your “Konata, Fast Girl” and “Konata, Battlefield” +500 power. It also gives your other [Otaku] characters +500 power.

Konata, Kung Fu Master gains +1 level and +1500 power if you have 2 or more other [Otaku] characters.

At level 1 we have 9 characters.

Konata on a Summer Day gains +500 power for every other [Otaku] character you control.

Konata, Innocent has a 1 stock +2000 power Backup ability.

Konata, Battlefield gains +500 power for every other [Otaku] character you control and has a character (hand) Encore effect.

At level 2 we have 9 characters and 1 event.

Nanako Kuroi has a 1 cost +2500 power Backup that gives 1 of your [Otaku] or [Online Game] +1000 power when you use it.

Konata, Way of Hobby gives your other [Otaku] characters +1000 power and has a Brainstorm effect: pay 1 stock and rest it to draw a card for each CX revealed.

Konata, Fast Girl gains +500 power for every other [Otaku] character you have. It also has a CX combo with “Small Breast Is A Status And Rare”: when it attacks, search for an [Otaku] character and put it into your hand.

100 Mega Shock is a 2 stock event counter that gives a character +6 soul.

At level 3 we have 7 characters.

When you play Miyuki, Strongest Character, you may pay 1 stock to return all CX cards in your waiting room to your hand. You may pay 1 stock and discard a CX from your hand to Heal any 1 card in your clock.

When you play Stand Up! Konata, you look at up to the to X cards of your deck and choose a card to put into your hand where X is the number of [Otaku] characters you control. (It counts itself.) It also has a CX combo with “This Year Begins”: when it reverses a character in battle, you may pay 4 stock. If you do, stand this. (On the second attack, it retains its soul value from the previous attack. So if it had 3 soul previously and you trigger another soul, the second attack will be for 4.)

Konata, Favorite Item has an on-play Heal effect and you may rest 2 characters to give it +1000 power until the end of your opponent’s next turn.

The CX spread is 4 2k1 effects and 4 1k1 + Book.

How do we play this deck?

M: We can see that right away from level 0 that there are a variety of uncommon effects in the deck. At level 0, we have no access to Brainstorm effects (not that that is a bad thing per se), and no level reversers. Rather, all characters at the level have, short of some utility, is power.

Nanako, Online Gamer offers an interesting ‘out’ (or solution) to being completely CX flooded at the start of the game. If you happen to draw way too many and are still at level 0, you can attack with it to take a “free” mulligan. Though the ability does nothing later on in the game, it can get a user out of a pinch.

Because really, who here has drawn a hand of 4 or 5 CXs at the start only to get soul rushed by that one person who so happens to run +2 soul? Even if the chances of that happening are truly astronomically low, it helps to know that the deck actually has a way of answering a poor draw that doesn’t cost any stock. 

[C]: The Trio (Konata & Hiyori & Patty) can go as high as 6000 power, which is enough to take down even some level 1 characters. Konata, Kung Fu Master is one of the most powerful cards at level 0, period. If seen in multiples, in the very early game, the deck can strain the opponent’s resources even from turn 1. The Konata in Sundress support is what really holds everything together at levels 1 and 2.

M: Level 1 is mercifully straightforward – play Konata, and preserve the Konata. Make sure it has sufficient power (which is not difficult, given the other support effects the deck has at level 0), and then reverse an opposing character every turn possible. Build stock, and prepare for level 2. Because of how stock intensive the level 3 (and at times level 2) game is, level 1 is where the deck wants to thrive. It will potentially get itself into a low-stock situation early on with the 1/1 Konata, but because of its high power and hand/character encore, it’s very likely to stick around for more than a couple of turns.

Lucky-Star-Konata-Studying

大変ですよね?

Level 2 gives the deck access to its first and only Brainstorm ability. While that might seem like madness at first, it’s with good reason; it’s the only Brainstorm effect that the series has access to. Konata, Fast Girl is the focus of the transition to the late game. Though it costs 2 stock, the ability to search for a character with a CX combo (and having no other condition to fulfill) is convenient, and will usually be for a level 3 character.

[C]: Because Fast Konata is so easily boosted, it can sometimes last through the end of the game. Having it at 11500 power is not uncommon, and with the help of the Backup at level 2, can go as high as 15000, which is very difficult for decks to deal with, short of having a level 2 level reverser. Fortunately, those are incredibly rare.

M: Miyuki, Strongest Character has quite the interesting Heal ability. All the stock that is stored from level 1 (or maybe earlier!) can be cashed in to repeatedly Heal. Granted, it requires you to have CXs in hand, but 1 stock is a very small price to pay to retrieve every CX from the waiting room.

The deck also has a single copy of 100 Mega Shock to speed progress through the deck. While it can function as a super expensive Brainstorm, it does so with the added risk of leveling (or outright ending) the user.

Stand up! Konata does just that when it reverses a character and can end a game with extra damage.

[C]: Miyuki, Strongest Character can be used to Heal sometimes, but should be used primarily with the Stand up! Konata for the CX combo, and only if necessary.

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

M: The deck has no answers to Heal tax, which means that it will rely on having superior stock in the end game if it wants to Heal at all. However, this does not mean that Heal tax is the way to beat the deck.

Its level 1 is very predictable and can be taxed by the presence of reusable level reversers or Bounce effects. Bounce effects only get nastier against the deck as it goes into level 2, as its main attacker at level 2 costs 2 stock.

[C]: Decks that can access even larger characters at level 1 can also give the deck a difficult time.

M: In addition, the deck cannot answer a CX flood during level 1. At level 0, the deck actually has a way to answer a CX flood, but during level 1 is when it truly has no options to either reshuffle or Brainstorm.

To its credit however, the deck does have access to one of the more powerful Heal engines in the game; what it loses in the ability to answer many of the game’s mechanics it makes up for with being able to Heal itself down to 3/0 from 3/6 (with enough stock, of course).

Decks that can Change or play level 3 characters early are also well-positioned to beat the deck, as besides with pure power, it has no way of answering oversized characters. (That is, it has no Bounce, no anti-change, etc) This is not to say that overpowering other characters is a bad way of dealing with them (it’s really the default), but it is worth mentioning that the deck can’t do anything but that.

[C]: Decks that have access to hitting characters in the back stage can also give the deck a difficult time. Decks that have access to ways of sending level 0 characters to the waiting room can also hurt its early game.

How does the deck stack up? Is it conservative or greedy? What’s its overall power range? Is it easy or difficult to use? What would you say about its viability in the JP/EN metagames at large?

Greed: 1

The deck has one color: blue! It never intends to play its Backup effects as actual attackers, and should never have issues accessing the colors it needs.

Power Range: 4 – 9

The deck gets a little edge on power level because having access to a great number of Heal effects can make a deck viable (but not necessarily good). However, the level 2 plan for this deck complements the level 3 so well, that even though Bounce effects are annoying, they still won’t be able to prevent the deck from actually using its Heal effects.

If a Heal tax is active during a game (e.g. during a game against Kantai, Vividred, or Gargantia), the power level of the deck is certainly lowered, but not significantly.

[C]: Worse for the deck is one that can produce bigger level 1 characters. If a deck can actively deal with its level 0 and its level 1 (again, using level reversers, effects that hit the back row, the deck can fall apart.

It should also be noted that the deck does not make use of the “full packet”, that is, the full 20 cards that come in the PR packet for the series. Some have claimed that all 20 are necessary, but this deck list uses 18 out of 20, which is arguably close enough. (Author’s Note: This is an outside opinion.)

Difficulty: 5 – 7

Despite being a mono-color deck, there are still decisions to be made with the deck. The most difficult decisions however, are made near the end of the game instead of near the beginning of the game as some sets (e.g. SAO) may potentially demand.

Stock management is something to be careful with, especially early on. Avoiding using the 3 stock encore rule for characters (unless 2 or more cards of the top of stock are CXs and refreshing is imminent) is key. Timing the use of the 100 Mega Shock event can be skill-testing, especially because it will not come up very much.

EN/JP Meta Viability:

Lucky Star has not been printed in EN, but one day could see print! (We hope)

A bigger question to the question of viability of this deck is probably better answered by addressing strategy in solo events versus trios events.

The answer is surprisingly elegant:

Running into a bad match up, specifically in trios, is much less likely to happen, and is much less likely to matter should it happen.

Why?

Because in a 3s event, 2 out of 3 players must win for a team to take a victory. If a player uses a deck and faces a matchup that is very difficult to overcome, it does not mean the loss of the whole match for the player. Teammates can carry matches! On top of this, trios in WS are limited to one series per player.

Therefore, in a trios format, it makes sense to play decks that are as greedy and focused as possible.

In a solo environment (singles tournament), this deck is still positioned to do well. The presence of the PRs has greatly boosted the deck’s viability despite taking up a great portion of and becoming the core of the deck.

[C]: This deck has a great time against decks such as Kantai Collection because it is able to ignore the anti-salvage effects and (M): to some degree Heal tax. Where Kantai has the utility, this deck has in power. Rewrite though, can actually produce larger level 1 characters.

M: Series that have access to level 0 “snipe” effects as well as back stage attackers include Kantai Collection, Log Horizon, and Illya. This does not mean that the range is limited to those sets, however those are known and powerful sets that have viable builds that can specifically deal with this deck’s otherwise powerful early game. Decks that have access to early Bounce effects can also derail the deck early on, including SAO.

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