Love Live Sunshine Deck Tech – 1st at 2017 WGP Regionals – San Jose

Welcome to another 9th CX dech tech plus tournament report! Today’s article features the winning Love Live! Sunshine list from the San Jose WGP regional. The list is brought to you by Rin D. and special thanks to Travis for putting the article together.

As always, translations can be found on Heart of the Cards. Onto the deck!

Deck can be found on WSDecks here.


Level 0 – 16

2x “Tear of the Fallen Angel” Yoshiko Tsushima(LSS/WE27-10)
3x “Aozora Jumping Heart” Riko Sakurauchi(LSS/W45-034)
2x “Koi ni Naritai AQUARIUM” You Watanabe(LSS/W45-037)
2x “Mijuku DREAMER” You Watanabe(LSS/WE27-22)
4x “Aozora Jumping Heart” Dia Kurosawa(LSS/W45-067)
3x “Capture Stance” Kanan Matsuura(LSS/W45-077)

Level 1 – 11

4x “Koi ni Naritai AQUARIUM” Ruby Kurosawa(LSS/W45-005)
4x “Aozora Jumping Heart” Chika Takami(LSS/W45-035)
2x Riko Sakurauchi(LSS/W45-038)
1x Glamorous Swimsuit Look” Kanan Matsuura(LSS/WE27-44)

Level 2 – 5

3x “MIRAI TICKET” Riko Sakurauchi(LSS/WE27-19)
1x “Aim for the Brilliance” Ruby Kurosawa(LSS/WE27-14)
1x  “Today’s Ultimate Ragnarok” Yoshiko Tsushima(LSS/WE27-11)

Level 3 – 10

3x “MIRAI TICKET” Chika Takami(LSS/WE27-20)
3x  “MIRAI TICKET” You Watanabe(LSS/WE27-21)
2x “Aim for the Brilliance” Dia Kurosawa(LSS/WE27-42)
2x “Aozora Jumping Heart” Hanamaru Kunikida(LSS/W45-003)

CX Spread

4x “Aozora Jumping Heart” Chika(LSS/W45-063)
4x “Aozora Jumping Heart” You(LSS/W45-064)

At level 0 we have 16 cards.

“Tearof the Fallen Angel” Yoshiko Tsushima prevents you from using backups or events at all while she is on the stage. She also freezes the character in front of her to the slot she is facing(Anti-Runner).

“Aozora Jumping Heart” Riko Sakurauchi has revenge trigger for 500 power and is a salvage brainstorm.

“Koi ni Naritai AQUARIUM” You Watanabe is a level 0 reverser with an on death ability to pay 2 and salvage a [Music] character.

“Mijuku DREAMER” You Watanabe mills 2 on play and gets +X times 1000 power where X is the number of [Music] characters milled this way.

“Aozora Jumping Heart” Dia Kurosawa on play top checks for [Music] characters. When she goes to the WR from stage, you may pay one and clock from top of deck to draw.

“Capture Stance” Kanan Matsuura scrys when sent to waiting room, and can pseudo encore a character by sending herself to waiting room from backrow in the place of another character.

At level 1, we have 11 cards.

“Koi ni Naritai AQUARIUM” Ruby Kurosawa is an Azusa (Akatsuki) clone for [Music] characters on play. She has a CX combo with “School Idol Project” to pay one and send this to waiting room to place an ‘”Aozora Jumping Heart”Ruby Kurosawa’ in her previous slot.

“Aozora Jumping Heart” Chika Takami is a level 1 reverser if all your characters are [Music] trait. She has a CX combo with ‘”Aozora Jumping Heart” Chika where on reverse, you may salvage.

Riko Sakurauchi on play gets +500 power until end of turn for each [Music] character you control.

Glamorous Swimsuit Look” Kanan Matsuura is a 1k backup that can give another 1k to a battling character if you control a [Music] character.

At level 2, we have 5 cards.

“MIRAI TICKET” Riko Sakurauchi is a level assist. You can rest her and discard a card to reveal the top card of your deck to salvage a level X or lower character where X is the revealed card’s level.

“Aim for the Brilliance” Ruby Kurosawa is a +3k backup that makes your opponent mill equal to the number of [Music] characters you control.

“Today’s Ultimate Ragnarok” Yoshiko Tsushima on play has you play rock paper scissors until someone wins. If you lose, your other characters get +2k.

At level 3, we have 10 (!!) cards.

“MIRAI TICKET” Chika Takami gets -1 level in hand if you have “MIRAI TICKET” Riko Sakurauchi in your clock. On play you may pay 1 to summon a “MIRAI TICKET” You Watanabe from waiting room to the stage.

“MIRAI TICKET” You Watanabe gives all other “MIRAI TICKET” Chika Takami +2k power. On attack you can reveal the top card of your deck for a [Music] character and burn equal to the revealed card’s level.

“Aim for the Brilliance” Dia Kurosawa on play gives you a blind stock from top of deck if you have 4 or more other [Music] characters. She also heals on play.

“Aozora Jumping Heart” Hanamaru Kunikida gets -1 level in hand if you have 2 or less CXs in WR. She also heals on play and has a CX Combo with ‘”Aozora Jumping Heart” Hanamaru’ where on CX placement, if this is in your front row, you may put a [Music] character from WR into stock and this gets +3k until the end of your opponent’s turn.

CX Spread

“Aozora Jumping Heart” Chika Red Stock Soul
“Aozora Jumping Heart” You 1k1 Salvage Trigger

Onto the report and the interview!

M: Congratulations on the finish! Multi-part question: What made you decide to play this deck for the event? Were you considering other series? Was your local meta a factor in your decision?

R: Out of every deck I currently own, I feel my Love Live! Sunshine!! deck was by far my most consistent as well as most potent on top of being a deck that represents a franchise I hold very dear (People who were at the event would recall the swag I sported during the duration as well as know that I have cosplayed as You from the series!). I was confident, out of every deck I own, this was the deck that can contend against most titles that are capable of doing well in the current competitive environment. As I seldom go to local tournaments due to my work schedule, I paid attention mainly to the Japanese meta, and I played off of that.

M: How did you approach building the deck you ran? If you had to make changes, what would you add or take out?

R: I built with a strategy of trying to getting the upper hand at Levels 0 and 2 rather than the conventional Level 1, because I know Love Live! Sunshine!! is not particularly favored at that stage of the game. The Extra Booster did bring “Mijuku DREAMER” Kurosawa Ruby and “MIRAI TICKET” Kurosawa Dia as alternative Level 1 climax combo advantage engines (“Mijuku DREAMER” Takami Chika does not quite completely exist to me as a card) with the former being easily recurred to some extent while having high damage potential and the latter having more potential to win lanes at Level 1 while also netting a maximum of 2 cards per reverse. But, those are too high variance for my taste, so I stuck with the tried-and-true “Aozora Jumping Heart” Takami Chika to have access to a Level 1 Reverser that makes the title more capable at dealing with wall strategies as well as having actual choice in what I can grab off the CX combo.

That said, I hope either opponents fall for the bait/are not prepared for fielding multiples of their Level 1s to deal with a full front row of 0s, most of which will be able to float like “Aozora Jumping Heart” Kurosawa Dia and “Koi ni Naritai AQUARIUM” Watanabe You. Because of such cards’ abilities to be able to replace themselves, I am able to stabilize my hand size while not facing major repercussions for tri-laning so early in the game. Of course, a major thing people will notice is a lack of runners. While I do contend that runners are a great thing to have Turn 1, their value substantially decreases on subsequent turns especially with the way I prefer to the pilot the deck. Instead, I choose to run “Tear of Fallen Angel” Tsushima Yoshiko to deal with opposing runners and increase the number of the aforementioned Dia to a full playset to have the cheap float ability (and the hand filter is very nice). “Mijuku DREAMER” Watanabe You digs through the deck a bit deeper and can get decently large for a Level 0 even if just for a turn.

Of course, we can’t forget the Brainstorm that is “Aozora Jumping Heart” Sakurauchi Riko. The standard “Koi ni Naritai AQUARIUM” Kurosawa Ruby is in there as a playset for easy hand and deck fixing, and the now tried-and-true tripartite of “MIRAI TICKET” Sakurauchi Riko, “MIRAI TICKET” Takami Chika, and “MIRAI TICKET” Watanabe You are there for potentially additional instances of damage starting at Level 2. Instead of shelling out the approximately 80 American shekels to get myself a playset of “MIRAI TICKET Tsushima Yoshiko for the cancel burn ability, I decided to play a pair of “Aozora Jumping Heart” Kunikida Hanamaru and “Reach for the Brilliance” Kurosawa Dia as a quartet of healers. Hanamaru is an alternate/supplementary early play I can plop down, and Dia is effectively a 1-cost healer.

“Capture Stance” Matsuura Kanan (and a couple of backups in the form of “Glamorous Swimsuit Appearance” Matsuura Kanan and “Reach for the Brilliance” Kurosawa Ruby) featured in the deck in order to maintain a high cost midgame and keep the investment steady. In other scenarios, she can bring back Dia floaters or Chika Reversers to the board earlier on in the game to keep a semi-stable board state. Also, the scry she does on top of her revival ability has come in quite handy throughout the game. Climax choices in both “Aozora Jumping Heart” Chika for the climax synergy and extra stock and “Aozora Jumping Heart” You for the salvage trigger help to maintain resources better.

As for possible changes, I may consider switching out the Sakurauchi Riko beater for Uranohoshi Girls’ Academy Summer Uniform, Kunikida Hanamaru for additional stock as Level 1 is not too important of a level for me to have the upper hand as it is for other builds. If I suspect I am going to play in an environment that deters Level 1 Reversers, I will consider switching the Level 1 climax synergy plan to one of the Blue choices of either “MIRAI TICKET” Kurosawa Dia or even the upcoming “HAPPY PARTY TRAIN” Matsuura Kanan to retain the precise toolboxing and can safely also use “Aozora Jumping Heart” Ohara Mari to have a beater that can possibly be recurred.

M: Describe your list. What does it do at each level? What’s it’s early, mid, and endgame like? In your mind, what makes this deck a good choice? Is there a time or a place where you think it would not be a good choice to play?

R: As mentioned in the response to the previous question, the game aims to get the upper edge at Levels 0 and 2 rather than the conventional 1.

Level 0: Overwhelm opponents with a barrage of self-replacing characters, anti-runner oversizes, and so on.

Level 1: Field Reversers that have a climax synergy (ideally get to Level 1 before opponents to farm off of their staggering Level 0s)

Level 2: Time to bring out the bigger guns and start increasing the damage output with Chika, You, and/or Hanamaru.

Level 3: Follow-up on the additional damage output gained from Level 2 and go for the finish

Throughout the game: Brainstorm, hand/deck fix if necessary The early game in this deck is a tad more aggressive than in some of the more competitive titles that prefer to grind out the level a bit more. The idea is either to force opponents to field their own 0s to get over yours in an attempt to put the Level 0 game in their control or put them in a situation where they are not quite prepared to start the Level 1 game despite being sent to that level.

During Level 1, “Aozora Jumping Heart” Takami Chika might be able to get over some lingering opposing 0s for some advantage, but for the most part, I do not expect her to, so it is particularly common for me to do a field exchange especially while I have a “Capture Stance” Matsuura Kanan in the back row to bring back a Chika who exchanged and maintain a deterrent or an opportunity for me open up a lane for a direct attack on my subsequent offensive.

Reaching Level 2, early Level 3 2-soul beaters come into the fray in the form of “MIRAI TICKET” Takami Chika, who then brings out “MIRAI TICKET” Watanabe You, having a maximum of 2 instances of damage on the latter for each turn she remains on board, which can easily send the opponent to Level 3 quicker than opponents would typically prefer. “Aozora Jumping Heart” Kunikida Hanamaru is also an alternate/supplementary early play option.

From Level 3 onwards, healers can come online if necessary to extend the game a bit, and I can easily maximize the damage output if needed via “MIRAI TICKET” Watanabe You (and of course, fielding “MIRAI TICKET” Sakurauchi Riko by this point will help to guarantee those burns because that OT3 2nd year power~~<3). This deck has the advantage of being able to start off aggressive and follow up on early aggressive pushing with up to 4 possible instances of damage starting as early as Level 2. In an environment of high damage potential at Level 3 and with the duration of that state of the game being shorter as a result, I do what I can in my power to stay ahead on damage so that once I do get to Level 3 (typically after my opponents), I am able to go for the finish either on that turn or my subsequent offensive turn.

The deck is also relatively more stock efficient than most other titles with the top end in the forms of a pair of 2-soul characters that can come out early at the cost of 3 instead of the usual 4 total and a healer that is essentially a net cost of 1, adding another form of advantage especially with the former if those are able to remain on board for some time. Access to “Capture Stance” Matsuura Kanan means it is easier to maintain the front line with the added bonus of scry to proceed with subsequent moves with more certainty rather than leaving it up to chance.

This isn’t without its limitations though. With the decision to play self-replacing characters that activate upon being sent to the waiting room, any build that runs stock, clock, or bottom deck bombs or an on-play bottomdecker at Level 0 will neutralize this aggressive floater early game strategy despite being a 1-for-1 exchange, and the popular ones of choice for the bomb category have a Power stat of 1000 or lower, putting them below even that of “Aozora Jumping Heart” Kurosawa Dia, my preferred floater of choice because of her low cost and ability to accelerate myself to Level 1. This deck also will struggle a bit more against any deck that runs Level 1s like Re:Zero’s Great Spirit, Puck that can gain Levels for that will mean “Aozora Jumping Heart” Takami Chika is no longer able to fulfill her field removal/attack deterrent role. Furthermore, with the deck’s other main emphasis on the Level 2 game, anti-change counters, especially those that are lower in stock cost like Re:Zero’s Not Being True to Herself, Emilia, and anti-change “crashers” that do not simply Reverse the higher level character like Love Live Sunshine’s very own “Today’s Ultimate Ragnarok” Tsushima Yoshiko can definitely set this deck back a good amount. Furthermore, certain opposing early plays like [email protected] Cinderella Girls “Trancing Pulse” Rin that have an insane power Level can just obliterate the formation with ease, forcing me to use “Capture Stance” Matsuura Kanan when I really should not or let my heavy stock investment end earlier than desired. Railgun’s “That is All” Mikoto is also a problematic character as she can easily decimate the board state I would have preferred to retain for almost the rest of the game via her climax synergy.

T: “Tell me where Mikoto touched you.”
R: (points to an empty front row slot where You once stood and an empty back row slot where Riko was once sitting comfy in)

M: So tell us how the event went. What did you play every round, to the best of your memory? How did the matches go?

R: Since I was friends or was somewhat chummy with a good amount of people who went to the event, having to play against any of them would definitely leave a bad taste in my mouth. Oh well, all is fair in love and Weiss, right? That being said, I was fortunate not to have to play against too many of them, and I was also lucky not to have play against particularly problematic matchups coughcoughREEEEZerocoughRailguncoughcoughcough

Round 1: vs. Love Live! Sunshine!! (Y/R/B) – Whoo mirrors. Whoo a friendly kill in either direction. Whoo the only other player of the title at the event surprisingly enough. As if to put a super amazing start to my tournament run, my opponent passes turn not once but twice during the Level 0 game. (M: Ouch!!) He is able to bounce back some by trilaning “Aozora Jumping Heart” Takami Chika, but my floaters allow me to remain stable on hand size, and as the game progresses, he loses out on climaxes before he is on the defensive, eventually culminating to my win.

Round 2: vs. Sword Art Online (Y/G/b/r) – Oh boy, SAO, a title that has a character with an advantage gaining climax synergy that gives the middle finger to Level 1 Reversers like Chika. :ChikaPout:

As if to continue the good streak of fortune, my opponent cancels early during the Level 0 game, but he does eventually get pushed to Level 1 first, allowing him to field down a couple of “Zekken” Yuuki, providing the much needed barrier against my Chikas. Regardless, I drop a pair of “Aozora Jumping Heart” Chika and another character and exchange one of the Chikas to get some damage in and one salvage. Of course, I would later get the childhood friend duo onto the board to increase the damage output and push my opponent to Level 3 while I sat comfy at Level 2. Having left “Sword Skill Succession” Yuuki in the backrow, my opponent proceeds to bring “Resemblance to Big Sister” Asuna onto the field. I end up canceling the soul damage, but then he procs the aforementioned Yuuki, does the mill 11, hitting 7 trigger icons including 2 climaxes much to his dismay. However, I do eat this burst of 7 damage uncontested, putting me at Level 3 and some clock. Not feeling too particularly pressured, I ended the game on my next turn via a side attack on a Level 0 character to prevent him from clutching the game with Gathering Materials, Leafa.

Round 3: vs. Monogatari series (Y/g/R) – All right, post-restriction Monogatari, let’s do this. Early on in the game, my opponent would cancel the majority of my attacks, leaving him in a 0.4 -> 0.5 or 0.6 situation at best, preventing him from being unable to deal with my field easily. I would then find myself in a #firstworldproblems situation in the form of clocking = discarding at end phase, so I just continue to do what I can to push damage from him, but he continues to cancel until getting to early Level 1. From that point, he proceeds to get his own #firstworldproblems by trilaning “Oddity Killer” Oshino Shinobu and her climax synergy, but my floaters ¯_(ツ)_/¯ at that. Some turns later, I get him to Level 3 before me as a result of having the childhood friend duo and Hanamaru on board (which I managed to plop down early despite having something like 20+ cards in my waiting room with the maximum of 2 climaxes required for the latter’s early play condition), essentially preventing him from utilizing his intended early play of Living in the Shadow, Oshino Shinobu -> Master and Servant Relationship, Oshino Shinobu.

Being at Level 3 and some clock, he fields a pair of Serious Face, Senjougahara Hitagi to dig for Clown Glasses and to catch up in damage via her climax synergy. However, I end up remaining at Level 2 edging on 3, retaining some of my frontline, but using Clown Glasses, he manages to survive one more turn. His attempt to finish me off fails, and I begin the subsequent turn by confirming my next trigger off of “MIRAI TICKET” Sakurauchi Riko, directing on a lane for the finish and denying him the ability to use another Clown Glasses.

Round 4: vs. fate/kaleid liner Prisma Illya (R/B) – Well, at least this wasn’t against the deck of high damage potential in the form of the Kaleidoscope duo. Things go relatively calm at first, with me dealing with his wall of “Magical Idol” Illya with my Chikas fairly well while not allowing too much damage from his end. As the game progresses, I get him to Level 3.6 where he fields a pair of “Soaking Wet Uniform” Kuro and uses her climax synergy to reduce my damage output on two lanes. However, he leaves a Level 0 character behind, so knowing I have 1 last climax in my deck somewhere, I attempt to clock for it but do not get to it. I then proceed to activate the ability of “MIRAI TICKET” Sakurauchi Riko to confirm the next trigger to be a salvage one, so seeing my opponent 1 from defeat, I play a 1-soul character and side attack for the finish.

Round 5: vs. Konosuba (y/R/B) – 3 undefeated people left in the standing for 2 invites, and I am facing off against one of them at Table #1. Oh, should I mention it’s another friendly kill? :upside_down: Anyway, before this round even starts, I end up getting slightly flustered and drop a bunch of my cards from my finicky hands. I thought I had lost a card, but a careful recount confirmed the 50. Anyway, onward with the game! My opponent begins the game by fielding a “Board Game” Megumeme, but I have a “Tear of Fallen Angel” Tsushima Yoshiko in response. The game eventually progresses to him getting to Level 1 before me from which he fields “Preparation for Explosion Magic” Megumeme and uses her climax synergy to net some hand. I proceed to utilize my own climax synergy (albeit not as optimally as I would have liked), and the two of us would field our early plays of choice as the game proceeds towards the later stages with us doing as many additional instances of damage as we can, my way being “MIRAI TICKET” Watanabe You and his being “May You Be Blessed With Kind Encounters” Eris. Some more exchanges later, he gets to Level 3 a tad before me, and he has “Crimson Demon” Megumeme with the aforementioned Eris. However, as he declares an attack with said Megumeme, he elects NOT to use Eris as if he intends on somehow utilizing the Megumeme climax synergy without having “Full of Concerns” Kazuma on board. We proceed to the beginning of the subsequent encore step, at which point he realizes his mistake. I then take the game on the following turn, closing the last round of the tournament and guaranteeing one of the two invites for myself!

M: What was the best play you made (or saw someone else make) during the event?

R: Aforementioned mill 11 for 7 and made me eat it during my Round 2 game, ’nuff said.

M: Give us an ideal opening hand. What makes it good, and how important are the cards in it?

R: -“Aozora Jumping Heart” Kurosawa Dia -“Tear of a Fallen Angel” Tsushima Yoshiko -“Capture Stance” Matsuura Kanan -“Aozora Jumping Heart” Takami Chika -“Aozora Jumping Heart” Chika.

This hand gives me my preferred start regardless if I am going first or second. If I am going first (and confident my opponent does not have ways of removal that move a character to a place other than the waiting room), I can easily field Dia for an easy floater and field Kanan as a way revive her for a second serving if I deem it necessary to do so. If I am going second and up against a common opening play of a runner, I can field both the Yoshiko and Dia to deal with said runner and proceed to start taking control of the game. Even if I am not going up against a runner, the Yoshiko’s power stat is not something to balk at and either players will simply utilize a bomb of some sort to deal with her, opening up a lane for me to get the damage lead (hopefully with subsequent floaters), or they will end up fielding their own oversizes if they do indeed run them, which I will not get fazed by. The hand also contains 1 “Aozora Jumping Heart” Chika and 1 of the climaxes required to get the climax synergy off, and I am confident in getting a 2nd one by the time I hit Level 1. Of course, as I have mentioned earlier, I do not value trying to take the upper hand at Level 1 in this deck as much as I would in a build that utilizes a climax synergy on a character of higher offensive stat. I would typically need 1-2 procs of the Chika at most to get the necessary pieces of “MIRAI TICKET” Sakurauchi Riko and “MIRAI TICKET” Takami Chika to start my 2nd phase of gaining control of the game.

M: What would a difficult opening hand look like for the deck? What would you mulligan?

R: -“Aozora Jumping Heart” Sakurauchi Riko -“Koi ni Naritai AQUARIUM” Kurosawa Ruby -“Aozora Jumping Heart” Takami Chika -“Aozora Jumping Heart” Takami Chika -“Aozora Jumping Heart” Chika

This hand is a bit awkward. This contains the pieces for 2 procs of the sole climax synergy in the deck, which is great, but having just 1 Level 0 in these 5 cards, one that is not even desirable as a front liner at that, is not the best of openers. As I stated in the previous question, I can live comfy with even just 1 proc of “Aozora Jumping Heart” Takami Chika, so the second copy would definitely be one of the cards to go. While the following might sound odd because of the utility the card carries, I would also discard the “Koi ni Naritai AQUARIUM” Kurosawa Ruby and instead hope I will not too have too severe of a deck problem or if I do end up with a deck crisis, easily get into her one way or another. Discarding those 2 will allow me to keep at least 1 guaranteed Level 0 and a guaranteed proc of climax synergy (assuming I do not end up facing against something with a good anti Level 1 Reverser strategy) and hopefully see a higher quality hand to start the game off with.

M: To you, what are this deck’s best and worst matchups?

R: This deck definitely does well against decks that are not too aggressive at Level 0 as well as against decks that do not have proper answers against early Level 3s since the deck prefers to emphasize getting the edge at those Levels 0 and 2. The deck is also able to speed the game up against decks with lower damage output because of a lack of additional instances of damage or so on. As for unfavored matchups, the deck has trouble against any deck that has an on-play ability to send opposing Level 0s to a place other than the waiting room, preventing my floaters from activating their self-replacement abilities. The deck does not mind it when people do 1-for-1 exchanges with stock, clock, or bottomdeck bombs, of course. The deck also has a bit of struggle against decks that have characters that gain Levels like Re:Zero as the Chika climax synergy strategy falls flat if opponents with access to such cards get to Level 1 first and start fielding them. The deck’s access to extra instances of damage via “MIRAI TICKET” Watanabe You from Level 2 onwards is null and void against titles with access to anti-burn that can proc mid-game like Charlotte or the recently released Kemono Friends if I end up revealing a Level 1 card off of the topcheck. :NotLikeYou: Luckily, having access to a pair of 2-soul beaters early at the cost of 3 stock as well as early play healers are already considered decent value provided I can keep the board intact for a while, so anti-burn is not the end of the world. I am definitely willing to discuss and elaborate more in a subsequent article!

M: For our last question, we have our Felix Question™:

F:  Do you feel that it’s truly possible to tryhard in Weiss Schwarz, and why?

R: While I do not consider just about any Bushiroad game to be 100% viable as a competitive venture due to officially sanctioned events having various flaws in terms of tournament formats and structures, I do believe it is possible to be a tryhard in the game of Weiss Schwarz. With Weiss Schwarz as my first Bushiroad game, I made the initial misconception that plenty of people who step into it for the first time, thinking it is a game with high variance with little player control. However, once I decided to become more serious about the game especially after exposing myself to Cardfight!! Vanguard for a time and realizing that Bushiroad truly outdid themselves with a game prone to even more variance, I found out how wrong I was at first and made it a point to improve my skills in deckbuilding and utilizing my cards to a more optimal degree.

Through introducing new players to the game and discussing with both them and more experienced players, I have explored approaches and methods of play that I would not have considered before especially given that I joined during the infamous ‘8g8 heal’ spam era of the game. I do admit it has taken me a while to adapt to some of the changes in the competitive Weiss Schwarz environment especially after the prevalence of anti-heal with the advent of Kancolle as a game changer, but at this point in time, I can look back and laugh at how ignorant I was to remain steadfast to staying with the old times. That said, I do think that this game’s design space allows for a player to craft a deck and playtest it extensively in hopes of being more competitively viable for the game does offer tools for players to take better control of the game to reduce the negative effects variance can have on the state of the game. While one can win games through cheese in a free-of-charge, Bo1 tournament, we witness time after time that people demonstrate some consistency with similar builds doing well because of precedent earlier on in a given circuit or even previous circuits, and especially in today’s Weiss Schwarz community, plenty of outlets are out there to provide useful information in the form of blogs, podcasts, videos, and so on. The exchange of deck ideas through topping lists across both official and unofficial tournaments via the Internet has really fostered a stockpile of information to learn from and contribute to, and I think the stronger connections made via the Internet and such have really made it very feasible for players to get serious about the game and make an effort to perform well, whether they choose to use a deck representing a franchise they are very fond of, a deck with their favorite mechanics and abilities, or a deck that is somewhere in between. So long as one puts in the dedication and remains open-minded, being a tryhard in Weiss Schwarz is very well within grasp.

Congratulations to Rin again on the finish!

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