Ko-No-Su-Ba! Part 2! – Explosions!

It’s another week of KonoSuba deck lists here at 9th CX! Michael and Melanie have put a couple of lists together for your enjoyment. For those who enjoy the world class tanking ability of LALATINA Darkness, a mono-yellow list, and for the other thousands of players who want to use EXPLOOOOOOOSIONS, we have a mono-red list! Onto the lists!


Michael’s List

Deck Name: Tank ALL The Things

Level 0 – 18

3 Kazuma (KS/W49-003)
1 “Shameful Abuse” Darkness (KS/W49-004)
3 “Hardcore Pervert” Darkness (KS/W49-006)
4 “Specialty: Delusion” Darkness (KS/W49-007)
4 “Decide How Much Your Own Panties Are Worth” Chris (KS/W49-009)
3 “Rescue Successful!” Darkness (KS/W49-010)

Level 1 – 10

2 “Somehow Happy” Darkness (KS/W49-025)
4 “Skill Lecture” Chris (KS/W49-008)
4 “Skill Obtaining Completed” Kazuma (KS/W49-022)

Level 2 – 6

3 “Something You Must Protect” Darkness (KS/W49-014)
3 “Striking a Pose wWith Arms Open” Darkness (KS/W49-013)

Level 3 – 8

4 Darkness (KS/W49-001)
4 “Steal Successful…?” Chris (KS/W49-002)

CX – 8

4 Masochist Crusader (KS/W49-032)
4 Thievery Skill (KS/W49-030)


Melanie’s List

Level 0 – 18:

4 “Board Game” Megumin (KS/W49-037)
3 “Guide to Obtaining Skills” Megumin (KS/W49-038)
3 “Proper Manner” Yunyun (KS/W49-039)
4 “Problematic Act” Megumin (KS/W49-040)
2 “Parents’ Names” Megumin (KS/W49-T02)
2 “Proud of Explosion Magic” Megumin (KS/W49-T03)

Level 1 – 14:

4 “Cannot Spit It Out” Yunyun (KS/W49-043)
2 “Good Explosion!” Megumin (KS/W49-042)
4 “Quiet Today” Megumin (KS/W49-048
4 Explosions Magic Everyday! (KS/W49-064)

Level 2 – 4:

3 “Simultaneous Fire!!” Wiz (KS/W49-044)
1 “Calling for Sensei” Megumin (KS/W49-051)

Level 3 – 6:

4 Megumin (KS/W49-035)
2 “Lich” Wiz (KS/W49-036)

 

CX – 8:

4 Real Explosion Magic (KS/W49-067)
4 Megumin’s Rival (KS/W49-068)



When Kazuma is placed to the stage from hand, you may pay 1 and ditch 1 to look at up to the top 3 cards of your deck, add any card to your hand, then ditch the rest.

“Shameful Abuse” Darkness mills 2 from your deck on attack, if there was a CX among the cards milled, she gets +1 soul for the turn. She also has an on play ability to pay 1 and ditch 2 to search 2 [Worries] or [Rogue] from deck.

“Hardcore Pervert” Darkness gets +4000 power times the level of the character facing her. She also runs to combat at the beginning of your opponent’s attack phase.

“Specialy: Delusion” Darkness can give one of your characters +1000 power when you play a CX. You can also hit yourself pay 1, clock yourself from top of deck, and rest this to tutor for a [Adventurer].

When “Decide How Much Your Own Panties Are Worth” Chris enters the stage from hand, your opponent calls 0, 1, or 2, then you put the top card of your deck into waiting room. If the level of the card milled this way is the same as the number your opponent called, you draw up that number plus 1 cards.

“Rescue Successful!” Darkness lets you discard a card on attack to bounce one of your YELLOW characters to hand from stage.

“Somehow Happy” Darkness gets +500 for each other [Adventurer] in the back row and has a ‘zombie’ effect(When this gets reversed, hit yourself you put the top card of your deck into clock and rest this).

“Skill Lecture” Chris gets +1500 power on play. She also has a CX combo with Thievery Skill. On attack, you mill the top card of your deck. If it is a level 0 or lower character, your opponent gets a blind stock from top of their deck. Otherwise, you get 2 blind stock from the top of your deck.

“Skill Obtaining Completed” Kazuma gets the following ability as long as you have Experience 2 or higher “When this attacks, choose the character facing this, it loses 1000 power and this gets +1000 power for the turn”

“Something You Must Protect” Darkness is a level assist. She has a CX combo with Masochist Crusader where on CX play, you may rest this and put a [Worries] character in your WR under this as a marker. If one of your characters is sent to the WR, you may put a marker from under this to the WR and return that character rested to its previous slot.

“Striking a Pose With Arms Open” Darkness is a +2500 power backup. When you use this card’s BACKUP, if you have another [Adventurer] character, choose a character in battle, and give it +1000 power.

Darkness gets -1 level in hand if your opponent has a level 3 character. If you have 2 or more other [Adventurer] characters, this gets hexproof and +1500 power. At the start of your opponent’s draw phase, you can give one of your characters +4000 power if this is in the front row. When your opponent hits you successfully deals damage to you in battles involving this, you can pay 2 and discard 1 to deal the same amount of damage back to your opponent. (You can’t do this if you are dealt lethal damage because the game will have already ended.)

“Steal Successful…?” Chris heals on play. On attack, choose one of your other [Adventurer] characters to give power equal to 500 times the number of [Adventurer] characters. Also when this attacks, you may pay 1 and ditch two to look at the top 3 cards of your opponent’s deck, discard as many of them as you want, return the rest to their deck and shuffle.

 

When “Board Game” Megumin is placed to the stage from hand, you may ditch a CX to salvage an [Adventurer] or [Magic]. She is also a free runner.

“Guide to Obtaining Skills” Megumin gives all level 0 or lower characters in front of this +1000 power. She is also a pay 1 rest 2 salvage brainstorm.

“Proper Manner” Yunyun gets +2000 power if you have no other characters and is a pay 1 bond for Megumin(The level 3 Megumin, not any Megumin)

When “Problematic Act” Megumin is placed to the waiting room from stage, you may ditch a card to look at up to the top 4 cards of your deck for a [Magic] character, then discard the rest.

“Parents’ Names” Megumin is a level 0 reverser. When this gets sent to the WR from stage, you may pay 2 to salvage [Adventurer] or [Magic].

“Proud of Explosion Magic” Megumin gives one of your other [Adventurer] or [Magic] characters +1000 power and +1 level for the turn on attack.

“Cannot Spit It Out” Yunyun has a CX combo with Megumin’s Rival where on attack, if you have another Megumin character on the stage, you may look at up to the top 4 cards of your deck for a [Magic] character, then ditch the rest.

 

Good Nice Explosion!” Megumin is a level 1 or lower reverser with hand encore.

“Quiet Today” Megumin gets +2000 power and +1 soul if Explosion Magic Everyday! is in your level zone. She also lets you discard a card on play to salvage her experience target.

Explosions Magic Everyday! cannot be played if you are higher than level 2 and your opponent is higher than level 1. When you play this event, you may ditch a [Magic] character from hand. If you do, put this in your level zone and explode your opponent perform the following action 6 times: “Deal 1 damage to your opponent.”

“Simultaneous Fire!!” Wiz gives all your level 3 or higher characters in front of this +2000 power. She has a CX Combo with Real Explosion Magic where if you have another Megumin(The actual card name, not a character with Megumin in name) you may pay 1 and ditch two cards to burn 5.

When “Calling for Sensei” Megumin attacks, if she is facing a level 3 or higher, she gains +6000 power. If she reverses her battle opponent and it’s level 2 or higher, you may pay 1 to salvage a character.

When Megumin is placed to the stage from hand,  look at the up to the top 3 cards of your deck, add one to your hand, then ditch the rest. She has a CX Combo with Real Explosion Magic where if this is in the front row, you may pay 1 to burn 4, then choose a level 3 or lower in front of this card, send it to your opponent’s clock, then rest this. (This means that Megumin will not attack.)

“Lich” Wiz gets -1 level in hand if you have 2 or less CX in WR. On play, you may heal. Also on play, your opponent may put a cost 0 or lower character from their WR onto the stage in any slot.

The CXs for the deck are Masochist Crusader(1k1 w/Shot Trigger) Thievery Skill(1k1 w/Bounce trigger) Real Explosion Magic(Red stock soul) Megumin’s Rival(Split 2k1)


Melanie:

Other cards that might be considered for this build, with the limitation of keeping it to mono-red and ::Magic:: trait.

 

“Serving Tea” Wiz (KS/W49-041),
“Super Archwizard” Wiz (KS/W49-045),
“Shaken” Megumin (KS/W49-047),
“Doll Horror” Megumin (KS/W49-050),
“Insufficient Mana” Wiz (KS/W49-052),
“Spell Chanting” Megumin (KS/W49-059).
“My Name Is” Yunyun (KS/W49-061),
– a
nd –
“Crimson Demon Girl” Megumin (KS/W49-T06)

It should also be noted that a variant of this deck could be built with the below card, but it is off trait and would probably want to warrant a look at choosing a different Level 1 climax combo.

Cabbage (KS/W49-057)

How to Play this Deck:

This deck’s main goal is to push damage at every level of the game and ending it with an explosive finish. Tools have been put in to allow this deck to mill through its own damage and search for setting up your end game, while including runners and many cost 0 characters to help build stock that is much needed for the deck’s end game.

This deck’s Level 1 game may seem a bit controversial, especially looking at the Level 1 event included. In exchange for 6 single instances of damage you Level yourself with it. The goal is to deal your opponent as much damage possible before their first refresh. The event, while it does level you, does give you 6 single instances of damage to help you with this goal and creates a +2 soul powerful beater in “Quiet Today” Megumin. (Did I mention she bonds for the event?!?)

The Level 2 game for this deck is very sparse, and only for certain match ups where the event was missed or soul damage rush just didn’t happen. Two early drop heal Wiz’s are included for healing off damage at Level 2, as well as a Level 3 slayer Megumin as a tech 1 to help maintain hand and power over things. Most games, though, you are simply going to be swinging with 1/0 characters for either climax combo plusses or extra damage, and then hanging on or looking to set up the Level 3 game.

The Level 3 game in this deck falls in the line of “Go big, or go home.” Your goal is 3 of the 3/2 Megumin and 1 2/1 Wiz assist, and enough stock and hand to light the finisher climax combo. The stock soul helps recoup a stock for the Megumin’s ability. The dream end game, of course, is an additional 2/1 Wiz assist added in the back row, but a bit unrealistic from a stock/hand perspective. The hope is to stick at least one burn out of the 4, and utilize the 3 psuedo “clock kick” abilities on the 3/2 Megumin to secure game. If it fails, the game is probably done, due to the fact that Megumin’s power level isn’t that great on defense and the lack of stock generated in that final turn to replay/relight anything on the next. It should be noted this finisher has a bad match up against decks that run a strong “hexproof” defense. In those games, players should seek to light Megumin and the 2/1 Wiz where there is no “hexproof” opponent, and then use the 3/2 Wiz’s to heal and attack as normal in those slots where Megumin can’t “clock kick”.

 

This deck is super greedy in terms of stock and damage dealt to you as the player. To this end, I’ve attempted to slim down my stock costs as much as possible, mostly focusing on 0 cost characters and characters with utility abilities that cost little to no stock. Also avoided have been counters, due to most of the counters being heavy on hand or spending a stock that just is better reserved for the end game. Even though there is a Wiz that has a pay 1, deal yourself a damage to retrieve a Level 1 or lower character from waiting room to help level you for lighting the event, I have avoided it due to not wanting to deal myself anymore damage than necessary.

While there are probably more viable builds in the series from a competitive standpoint, this deck is a soul rush deck that will upset a lot of decks out there in the meta. There are several sets that have a hard time coming back from a ton of damage being slung at them, especially if you push at Level 0 with 2 or 3 attackers early game. Use the hand plus/mill combo to maintain and filter your hand for your end game, and then swing for game with as many Explosions as you can light. Feel free to try teching in and exchanging some of the other cards considered for this build above to find the right fit for your playstyle.


Michael:

Now if you are the type who just has to hit themselves as much as possible in a game, Darkness certainly can help you out with that. When I was looking through the yellow cards for the set, I noticed a few things:

  1. Darkness really loves to get hit. A lot.
  2. Chris, at level 0, offers a unique opportunity for card advantage that has little to do with the user’s skill.
  3. There are very few opportunities for card advantage, unless you are willing to hit yourself. A lot.

With these things in mind, I built the deck to go all in while also deliberately ignoring the Freeze card. I thought that Kazuma and his spread of cards did not quite contribute enough. However, his exclusion from the list here doesn’t mean that he isn’t viable. Freeze is probably a fun card, but with this deck, it doesn’t belong.

How to use this deck:

At level 0, instead of kiting opponents, the deck can throw a Darkness in front of any character. Hilariously, the power she gets from facing down a higher level character is significant and can actually prevent some damage. In practice, it’s not likely to, but it’s a fun thought.

Fans of GirlFriend Beta will recognize the character-recycling Darkness at level 0, but the real odd duck is “Decide How Much Your Own Panties Are Worth” Chris. This card is strange, because rarely do cards test the opponent’s skill as intensely as this card. Magic players may recognize this kind of effect as similar to Fact or Fiction. As the user, one hopes that it trades with a reverser or gets good damage in, and if one is lucky, the opponent calls for a 0, and then a 0 is milled. The issue here is that individual familiarity can actually make this card better or worse. At worst, it’s a vanilla that mills a card on play. At its worst, its viability is questionable. At best, it could be an Ancestral Recall. The card would be considered broken if its favorable outcomes appeared much more than its unfavorable outcomes. To that end, the card is balanced by its own randomness.

At level 1, the deck wants to pile on as much stock as it can, even if it means giving the opponent some stock once in a while.

At level 2, Darkness can come down early!

Wait wait, there’s no Model Knight Darkness in this list. Wow.

For those who are uncomfortable using the Panties Chris, a 4-for-4 swap with “Model Knight?” Darkness here is reasonable. There are a couple of reasons that she isn’t in this list:

  • The deck does not have overwhelming power at level 1, and doesn’t have many characters worth defending as a result
  • Players usually have early play level 3 characters anyway

So yes, at level 2, Darkness can come down early and begin the damage trades. Trading damage at level 2 is particularly crushing because as long as you haven’t lost (and have the resources), you can burn your opponent right back. This can create a scenario where you don’t need an extra turn to make up for lost damage.

At level 3, the plan remains trading damage with Darkness and healing if need be with Chris.

The deck is gimmicky, fragile, and aggressive, with a distinct lack of brainstorm abilities. There are plenty of effects to help you search things out, and very obscure ways to gain card advantage. Only a player truly dedicated to tanking damage would use something crazy like this! (Something like that)


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