Persona 5 Deck Tech – 1st at 2017 WGP Regionals – Santa Clara, CA

 

The next deck was a showstopper in Santa Clara as it cruised into 1st place! This deck is brought to you by Sebastian D., who has been featured on the site before! Special thanks to Travis for article assembly. As always, translations can be found on Heart of the Cards. Let’s get to the list!

 


Name: The Show is Over

Level 0 – 14:

4x Soul of Betrayer, Protagonist (P5/S45-003)
3x Leblanc’s Freeloader, Protagonist (P5/S45-009)
3x Guide of the Phantom Thieves, Morgana – MONA (P5/S45-054)
4x The Fate Supposed to Come, Protagonist – JOKER (P5/S45-P02)

Level 1 – 11:

4x Ryuji Sakamoto (P5/S45-005)
3x Deal Made, Morgana – MONA (P5/S45-061)
4x Protagonist (P5) (P5/S45-T03)

Level 2 – 10:

4x “All-Out Attack” Protagonist – JOKER (P5/S45-006)
2x Fated “Imprisonment”, Protagonist (P5/S45-012)
2x Imprisoned, Protagonist (P5/S45-T05)
2x Junes (P5/S08-021)

Level 3 – 7:

4x Protagonist & Arsene – JOKER (P5/S45-001)
3x Protagonist – JOKER (P5/S45-T07)

CX:

4x THE SHOW’S OVER (P5/S45-023)
4x Rebelling Will (P5/S45-T09)


At Level 0, we have 16 characters;

Soul of Betrayer, Protagonist can give +500 power to a character once per turn when you use a startup ability. He is also a pay 1 rest 2 search brainstorm for [Phantom Thief] characters.

Leblanc’s Freeloader, Protagonist on play mills the top 2 cards of your deck and gets +1000 power for each [Phantom Thief] milled this way. Also on play, you may put two [Phantom Thief] characters from waiting room into your deck and shuffle to give this card +1 soul.

Guide of the Phantom Thieves, Morgana – MONA is a free runner.

The Fate Supposed to Come, Protagonist – JOKER scrys on play. When this becomes reversed, you can pay 1 and send this to clock to look at the top 2 cards of your deck, add one to hand, then discard the rest.

At level 1, we have 11 characters;

Protagonist (P5) on attack gives one of your other characters +500 power times the number of other [Phantom Thief] characters you control.

Ryuji Sakamoto gets +500 power for each other [Phantom Thief] you control.Deal Made, Morgana – MONA is a 1k backup, where you can give an additional +1000 power to a battling character if you control a [Phantom Thief].

At level 2, we have 8 characters and 2 events;

“All-Out Attack” Protagonist – JOKER gets -1 level in hand if you control 4 or more other [Phantom Thief] characters. CX Combo with THE SHOW’S OVER where on opponent reverse, draw a card then tutor for a level 1 or lower [Phantom Thief] character.

Fated “Imprisonment”, Protagonist is a level assist for +1000 per level on your turn. He also gives all your Protagonist & Arsene – JOKER +500 power, and during your turn, on-reverse scry.

Imprisoned, Protagonist on play you can pay 1 to search for a [Phantom Thief]. When Rebelling Will is placed in the CX zone, you may send this to waiting room to put a Protagonist – Joker from your hand to the stage in this cards slot.

Junes lets you search your deck for a [Junes] character or a character with “Protagonist” in the name.

At level 3, we have 7 characters;Protagonist & Arsene – JOKER gets +500 power for each other [Phantom Thief] character you control. On play, you may heal. At the beginning of your encore step, if your opponent’s front row is either gone and/or reversed, you may pay 3 and discard 1 [Phantom Thief] to perform the following action for each [Phantom Thief] character on your front row “Reveal the top card of your deck and deal X damage to your opponent, where X is that card’s level,  put it at the bottom of your deck, then shuffle.”

Protagonist – JOKER gets +1500 and hexproof if you have 2 or more other [Phantom Thief] characters. This also gives the character facing this -1 soul.

 

CX Spread;


SHOW’S OVER (1K1 + Bounce Trigger)
Rebelling Will 
(1K1 + Bounce Trigger)


M: 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?

S: I decided to play this deck because first of all I love persona 5 and it is a really fun deck to play. I also wanted to show off my unique build and prove that it works very well. I was of course considering playing ‘Is the order a rabbit?’ because well that is my favorite series in the game but I played my Cocoa waifu deck at the last WGP, so I wanted to change it up. The local meta wasn’t really a factor for me because I’d really been playing too much and many different series are played at my locals.

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

S: Since the set came out last year, I have tested so many different builds for P5, and after much trial and error this is the build I personally believe is the strongest for the set. The idea for the deck just started out as a Protagonist husbando deck which I built for my sister to play around with, and then over time, I refined it to be slightly more consistent. The deck still runs no female cards, but the few cards that are not Protagonist, Ryuji and Morgana really fix the deck. If I had to make any changes, I have been considering adding the Makoto level 0 that swaps a card from clock, and splashing in the Makoto level 3, but I haven’t tested those cards in this build yet.

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?

S: At level 0, this deck is really about keeping board and hand advantage, and that is where the Morgana runner and PR Protagonist really shine. I only run 14 level 0s in order to make the level 3 do more damage, and because of that the deck can almost miss level 0 some games.

At level 1, the gameplan is really all about getting the early play 2/1 off because that is the main advantage engine of the deck. You achieve the early play condition by playing very conservatively at level 0, and also using the PR to grab your CX for combo or just more free things to play down. If you are able to combo with the 2/1 at level 1, there is a good chance your board will still hold pretty well because you almost always search out a 1/0 punch with the combo. The 1/0 punch also combos very nicely with the brainstormer making it a 2500 or 3000 punch to keep things alive. The 1/0 protagonist from the TD also helps immensely at every level giving you enough offensive power to run almost anything over.

At level 2, the deck is pretty much a continuation of level 1 where you are just trying to search as much as possible with the 2/1 search combo. The change can be really nice when you have the cards in hand, but you aren’t too sad if you can’t use it either. The really nice thing about the changer from the TD is the ability to search a character for 1 stock on play, which can get you out of sticky situations sometimes, and reduce the cost of changing to almost nothing. Another nice feature about the change is the fact that it cannot be targeted by anti-change punches, making it much easier to stick on the board.

At level 3, the entire focus of the deck is built around making the level 3 Joker go off. That is the reason that the deck runs 8 bounce triggers. Combining the level 3 Joker with the level support can almost guarantee you to hit at least 1 bounce trigger and to run over almost anything at 3 because it gives Joker the skill topcheck on reverse. Joker reverses almost anything because with a full field and level support he hits 14500 and then combined with TD 1/0 and CX, he can hit up to 17500. The inclusion of the ‘Junes’ event over playing the more conventional ‘Advanced Notice’ event because in the late stages of the game you can grab almost any key card in your deck, I use it all the time at level 3 to search out a level 3 Joker, and it also burns for 1 more damage than the notice when checked by Joker.

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

S: In the 5 rounds I played against: Re:Zero, Fate, Rabbits, KLK and TLR. The event went pretty well; drew pretty well across the board. The hardest matches were KLK and Rabbits because I missed some key early game cards. I was pretty worried about the TLR matchup because Yami counters the deck pretty well, however, I purely got lucky that game and my opponent struggled to draw his key cards.

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

S: Honestly no specific plays stand out in my memory.

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

S: An ideal opening hand has a Morgana runner, the search combo CX, the search combo 2/1 and a brainstomer. This hand will most likely allow you to get your combo off at level 1 which will make it so you do not fall behind on resources. Probably the most important card to have early game is the CX for your search combo, because without that, the deck can really fall apart. Starting off with the runner is also quite great because playing a lone runner on turn 1 or 2 can usually allow it to survive a couple turns allowing you to meet the early play condition for search combo.

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

S: The most difficult opening hands are those with no level 0s and are packed with 2s and 3s. That is a much worse hand that one packed with climaxes because this deck can recover decently from having too many CXs with the mill 2 level 0 and the brainstorm. If I get a heavy hand like that, I would always mulligan the entire thing looking for early game cards.

M: What are the deck’s best/worst matchups in your mind?

S: The worse match-ups for this deck, are decks with cards that cannot be targeted because of the strong reliance on bounce triggers. As well as decks that run anti-burn because then the deck has no way to finish the game at all. The best match-ups for this deck are low power decks because this deck can easily ‘wall them out’ and gain much advantage by doing so.

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

S: Tough question of course because Weiss Schwarz has a large factor of luck in it. However I do feel there are things you can do to increase your chances of winning. I feel like half of the factors in your control lie in the deck construction, what tech cards you chose to run, how greedy your deck build is, and the other half of the skill is in the decision making and really the deck tracking. Knowing what is in your deck and stock at all times is really what can make you a better player with a higher win rate.


Congratulations and thanks again to Sebastian for the interview!

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