Persona 5 Deck Tech – 1st at 2017 WGP Regionals – Arizona

Welcome to another 9th CX dech tech + tournament report! Today’s article features the list from the Arizona WGP regional. The list is brought to you by Arthur O. and special thanks to Travis for putting the article together, including writing in the shout-out to himself. (Heheh) As always, translations can be found on Heart of the Cards.


The deck can be found on wsdecks here.

Name: Rivers in the Desert

Level 0 – 15:

3x Soul of Betrayer, Protagonist (P5/S45-003)
3x Calm Anger, Ann – PANTHER (P5/S45-059)
3x Deal Made, Ann (P5/S45-060)
2x Deal Made, Ryuji (P5/S45-011)
2x Futaba Sakura (P5/S45-079)
2x Deal Done, Yusuke (P5/S45-090)

Level 1 – 11:

4x Ryuji Sakamoto (P5/S45-005)
2x Deal Made, Morgana – MONA (P5/S45-061)
1x Phantom Thieves of Hearts, Futaba (P5/S45-107)
1x Protagonist (P5) (P5/S45-T03)
3x Advanced Notice (P5/S45-021)

Level 2 – 9:

3x “All-Out Attack” Protagonist – JOKER (P5/S45-006)
1x Fated “Imprisonment”, Protagonist (P5/S45-012)
2x Yusuke Kitagawa (P5/S45-082)
1x Phantom Thieves of Hearts, Protagonist – JOKER (P5/S45-101)

Level 3 – 9:

3x Protagonist & Arsene – JOKER (P5/S45-001)
2x Navigation Role, Futaba – NAVI (P5/S45-076)
2x Yusuke & Goemon – FOX (P5/S45-077)

CX – 8:

4x THE SHOW’S OVER (P5/S45-023)
4x You Think I’ll Forgive You!? (P5/S45-100)


At level 0, we have 15 cards:

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.

Deal Made, Ryuji on play you may discard a card to get an Advanced Notice from waiting room to hand.

Calm Anger, Ann – PANTHER is a global +500 power to all [Phantom Thief] characters. When one of your character’s direct attack damage doesn’t cancel, send a face down card in your opponent’s memory to waiting room. If you do, you can pay 1 to salvage.

Deal Made, Ann on play you can discard a CX to salvage a [Phantom Thief] character.

Futaba Sakura reveals the top card of your deck on play. If it is a [Phantom Thief] character, you may put it under this as a marker. While this has a marker, this card gets +1500 power and  +1 level.

Deal Done, Yusuke gets +2500 power and +1 level if he is in the front row center position.

At level 1, we have 11 cards:

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].

Phantom Thieves of Hearts, Futaba gets +1000 power if you have 2 or more other [Phantom Thief] and has clock encore.

Protagonist (P5) on attack can give one of your other [Phantom Thief] characters +500 times the number of your other [Phantom Thief] characters

Advanced Notice has your opponent put a card from their hand face down into memory. They may draw a card. You may then look at the top 4 cards of your deck for a [Phantom Thief] character and add it to hand. You may then bounce a cost 0 from your opponent’s stage to their hand.

At level 2, we have 9 cards:

“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.

Yusuke Kitagawa lets you draw and discard a card, then put the top card of your deck into stock on play if you control another [Phantom Thief] character. At the start of your CX phase, you may pay 1 and discard 2 [Phantom Thief] characters and return him to hand to put a Yusuke & Goemon – FOX from your waiting room to the slot this was in.

Phantom Thieves of Hearts, Protagonist – JOKER is a 3k backup. When you use his backup, you may choose a character in battle to give memory kick on opponent reverse.

At level 3, we have 9 cards;

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.”

Navigation Role, Futaba – NAVI gives all your other [Phantom Thief] or [Coffee] characters +1500 power. When your other character is attacked, if you have 3 or more other [Phantom Thief] or [Coffee] characters, you may pay 1 and discard a You think I’ll Forgive You!?   If you do, choose one of your opponent’s characters in battle, and that character cannot deal damage during this turn. (If your opponent has effects that trigger on attack, those will resolve first. e.g. On attack burn X will not be prevented by this ability, but an on-reverse burn X can be.)

Yusuke & Goemon – FOX on attack lets you pay 1 and discard a [Phantom Thief] character to heal. At the start of your opponent’s draw phase, you can give one of your characters +4000 power

CX spread;

THE SHOW’S OVER (1k1 Wind)
You Think I’ll Forgive You!
(1k1 Pants)

 


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?

A: I’m the biggest Persona mark in our playgroup. Seriously, with one other exception (another WGP winner, funny enough), I’m the one that dropped money on the boxes and made the deck. Having been burned by the Persona series before (with a disappointing EN offering and the JP offerings being meh, though it did carry me to a 2nd place offering last year), I was very, VERY happy with Persona 5, even more so after playing the game and falling in love with the Phantom Thieves. Sure, meta is important, but playing what you like is even more important to me.

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

A: I had so many approaches to P5. At first, Red/Yellow was my jam, but I found myself eating damage too hard, so I approached blue as an idea. Earlier builds lacked Yusuke, because I thought the cost was too high, but testing and encouragement brought him into the fold.

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?

A: Most of the game is about survival.

At Level 0, you start some setup and have at least one slot that buffers damage (with a 4500+ Yusuke at Level 1, he defends against reversers and damage if your opponent wants to keep field).

Level 1 is where you start building your foundation with hongry boi Ryuji defending, Trial deck Akira giving a burst boost, and early play Akira netting me at least 2 cards per battle phase (though against some fields, there’s some difficulties reversing, which is where the Trial Deck Akira comes into play).

Brainstorms and Calling Cards help filter, with a bonus that Calling Card might disrupt a savvy opponent with limited hand; Futaba’s in there as both a stock filter and a reliable field presence.

At Level 2, if you don’t have at least one Level 3 Akira and one Level 3 Futaba in hand, you need one immediately, so dig with everything. Otherwise, keep field and get Yusuke out to be intimidating and to heal you down. You may not even need to reach Level 3! He keeps himself alive (and, occasionally, others).

Then, if you reach Level 3, you play it smart, count your high level cards out of deck, then see if it’s worth it to drop 3 to finish with at least 2 burn 1s. Otherwise, save your stock and blue CXs to keep yourself alive one more turn. The deck is a good choice because it doesn’t rely on one win condition too heavily, choosing the route of self-preservation if needed. If the job can be pulled off, then, yes, go for it, but it also keeps itself safe, much like a Phantom Thief.

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

A: Game 1 was against a unique take on Vivid Strike – the game didn’t go too well initially but I pulled back. Game 2 was against Little Busters G/Y, and we both agreed that it was a…well, he was nearly down before coming back in a big way, just not big enough to take the win. (+2 Soul, man. I still love it.) My final game of the tournament was against the eventual 2nd place, Rewrite G/B, a deck I had a lot of trouble against. There was one heart-stopping moment were one of Akira’s burns would have beaten him, we both realized at the last second that was going to happen, but he managed to pull a CX out of nowhere. It was beautiful.

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

A: In all honesty, this event taught me that I should be very careful with Akira Level 3’s burn. The best move I pulled was not using the burn during the second game, where I would have certainly triple whiffed on the check for burns, instead keeping myself alive. Self-preservation is a very important thing.

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

A: My ideal opening hand is 1x Yusuke level 0, 1x Yusuke level 3, 1x Akira Early Play, 1x Brainstorm, and 1x of any other level 0. The Lv 3 Yusuke is good clock fodder on turn 1 (doubling as a way to filter him into your waiting room in time for the early play) and the rest help set up for the rest of the game, building stock and filtering with the Brainstorm.

M: What would a difficult opening hand look like for the deck? What would you mulligan? (Please don’t do something outlandish like 5 CXs)

A: 5 CXs weren’t that outlandish in our tournament! Really, a lack of 0s would be disastrous, but not having a single Akira Early Play would really suck, because that combo helps you be easily situated for later game.

M: What are the deck’s best/worst matchups in your mind, and would you be open to doing a part 2 where you do some field/play analysis?

A: I tend not to worry too much about matchups – whatever I play against, I’ll deal with. Anything with Anti-heal might be a bad match, though, now I’m thinking about it. Oh, and things with big fields at Level 1 and beyond, like Titans. I hate Titans. (And sure, given some examples.)

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

A: I believe in letting every player play whatever style they wish, so long at it doesn’t ruin the overall game experience. Win or lose, if the game was fun, then it’s at least somewhat worth it.


Congratulations again to Arthur!

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Thanks for reading!

Chain Chronicle Deck Tech – 6th at 2017 WGP Regionals – Rochester

Welcome to another 9th CX dech tech + tournament report! Today’s article features the list from the Hammergirl Anime WGP regional. The list is brought to you by Tim L. and special thanks to Travis for putting the article together.

Translations for the cards can be found on Heart of the Cards. Let’s get to the list!


Level 0 – 18:

4x Aram, New Hope (CC/S48-T04)
4x Dilma, Sage of Life (CC/S48-004)
3x Fatima, Three Sages (CC/S48-003)
3x Yoshitsugu, Second Lord (CC/S48-013)
2x Melchior, Sage of Might (CC/S48-011)
2x Yuri, Breaking the Chains (CC/S48-051)

Level 1 – 11

4x Fatima, Golden Witch (CC/S48-005)
3x Haruaki, Fated Swordsman (CC/S48-006)
2x Melchior, Three Sages (CC/S48-007)
2x Juni, Blue Ice Sealer (CC/S48-026)

Level 2 – 5

2x Juni, Magic Corps Captain (CC/S48-016)
2x Yoshitsugu, Blood of Shura (CC/S48-027)
1x Ark, Blade That Cuts Through the Darkness (CC/S48-028)

Level 3 – 8

3x Dilma, Three Sages (CC/S48-008)
3x Yuri, Grasping the Light! (CC/S48-049)
2x Roar of the Guardian Dragon (CC/S48-073)

CX – 8

4x To Produce New Light (CC/S48-030)
4x Light That Overwhelms the Darkness (CC/S48-074)


At level 0, we have 18 cards.

Aram, New Hope is a free runner.


Dilma, Sage of Life on play, you may discard a card to look at up to the top 4 cards for a YELLOW character, add it to hand, then discard the rest.


Fatima, Three Sages can rest two standing characters when you place a CX to give one of your characters +1 soul until the end of turn. Also on CX placement, you may pay 1 to look at the top 4 cards of your deck for a YELLOW character, add it to hand, then discard the rest.


Yoshitsugu, Second Lord on play lets you clock the top card of your deck to send one of your opponent’s cost 0 or lower characters to the top of their stock, then sends the bottom of their stock to waiting room.


Melchior, Sage of Might on play, gives on of your level 1 or higher characters +1 soul until the end of turn. CX Combo with To Produce New Light where on CX play, you may return this card to hand and give a character +3000 power until the end of turn.


Yuri, Breaking the Chains gives your character in the middle position of your front row +500 power. He is also a play 1 rest self salvage brainstorm.

At level 1, we have 11 cards;

Fatima, Golden Witch gets +1500 power during the turn that she is played. CX Combo with To Produce New Light where on reverse, search for a [Mana] character.


Haruaki, Fated Swordsman on play gets +500 power times the number of [Mana] characters you control.

Melchior, Three Sages is a level assist to YELLOW characters in front of him. On play, you may clock the top card of your deck and discard a card to search your deck for a YELLOW CX, then choose one of your characters and give it +1 soul for the turn.

When Juni, Blue Ice Sealer reverses her battle opponent, you may pay 1 to prevent one of your opponent’s level 3 or lower characters from standing during their next stand phase.

At level 2, we have 5 cards;

Juni, Magic Corps Captain is a 1 stock +2500 backup. When you use her backup, you may pay 1 and sacrifice a character to choose one of your opponent’s level 2 or higher characters to get -1 soul for the turn.


Yoshitsugu, Blood of Shura gets +2000 power during your turn if you have 3 or more cards in your clock. When this attacks while facing a level 3, this gets +4000 power and +1 soul for the turn.


Ark, Blade That Cuts Through the Darkness chooses 1 of your standing [Mana] characters and rests it. If you do, send your opponent’s back row and front row center slot characters back to your opponent’s hand.

At level 3, we have 8 cards;

Dilma, Three Sages gets -1 level in hand if you have Fatima, Three Sages and Melchoir, Three Sages on the stage. On play, you may heal. Once per turn, when damage dealt by this card is cancelled, if you control one other YELLOW character, you may discard a YELLOW character to heal one.


Yuri, Grasping the Light! heals on play. CX Combo on attack if you have Light That Overwhelms the Darkness in your CX zone, you may salvage a character to your hand and this gains +3000 power for the turn. When this attacks and is the 3rd attack of the turn, you may discard 3 cards to burn 4.


Roar of the Guardian Dragon has counter step timing; you may discard 2 cards to choose a Level 3 or lower character on your opponent’s stage to the waiting room.

CX Spread;

To Produce New Light(3k1 to YELLOW)
Light That Overwhelms the Darkness(1k1 gate)


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?

T: I like the show and the fact that the set is not overplayed like Re:zero, Rabbits etc. Was not considering to play other series, was pretty set on making this set work the day it came out. Local meta was not a factor.

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

T: Trial & error…a lot of it. Tried every color combination to see what goes together then eventually settled down on consistency over anything else. I would take out the 2/2 event because I forgot I was missing a card on my deck list and forgot to print translation for other possible options (lol)

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?

T: Level 0 – Standard runner ‘n cantrip

Level 1 – Shimakaze that goes to 9k

Level 2 – 11k 2 soul beater for 1 cost against level 3

Level 3 – heal / heal / heal / burn (?) / dragon counter aside from the cards mentioned above everything else in the deck can be used in any situation, no dead hand = consistency?

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

T: 1st round vs Kill La Kill; denied opponent’s marker Akatsuki support from standing to slow them down.

2nd round vs Da Capo (seitokai/sport); opponent set up 9k wall that Shimakaze climbed [over].

3rd round vs Rewrite (GB); opponent got bumped up to 3 very fast, set up 13k / 13k / 10k wall and I threw out 2 13k beaters (level 2 yoshitsugu).

4th round vs P5; opponent was out 6 early, but couldn’t push for soul damage. From opponent’s last 2 cancels and he recovered with multiple check 4 pick 1 effects + lost field advantage at level 2-3

5th round vs Kill La Kill; opponent had anti heal that was sniped to stock, opponent failed Junketsu event, dragon countered on the level 3 marker ryuko, and threw out level 2 beaters that took down opponent’s level 3 early play

6th round vs Rewrite; got to level 2 in 3 turns, out 5 by the turn of refresh. Didn’t have time to recover and opponent snowballed off stock boost combo at level 1.

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

T: Draw 5, don’t see runner, ditch 5 – every game

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

T: 3k1, Amagi Fatima, Akatsuki, runner, Shimakaze Fatima. Amagi Fatima is needed early game to wash out dirty stock and cantrip on CX play as you need many parts for level 1, runner because runner, Akatsuki because Akatsuki, Shimakaze because game runs on Amagi 3k1 Shimakaze engine at level 1 & 2; Shimakaze opens up option to go for soul rush support for field + soul or sustain game with salvage brainstorm to recycle your Shimakaze.

M: What would a difficult opening hand look like for the deck? What would you mulligan? (Please don’t do something outlandish like 5 CXs)

T: If brainstorm comes too early, it’d be a dead card and at worst end up as a 1k beatstick. No runner will technically be -2 hand for the rest of the game.

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

T: Best match up would be vs rewrite as the deck is build with level 3 Kotori in mind, and the worst match up would be Railgun as many pieces are needed on the board.

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

T: Yes, there are several factors that all goes together to become a “try hard” They’re pretty standard. Analyzing meta, trial & error enough to settle on deck(and adjust it accordingly to meta), or just play meta deck all the time and not touch decks that aren’t.

 

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.

IT’S NOT JOKE

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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Konosuba Deck Tech – 2nd at 2017 WGP Regionals – San Jose

Welcome to another 9th CX Deck Tech and Tournament Report! Today, we have a Konosuba deck that went all the way to the finals of the 2017 WGP Regionals held at Hidden Leaf Games in San Jose, California. The list and report are brought to you by Kole C.

Translations can be found on Heart of the Cards. Though the set was printed in EN without functional changes, we will be using the HotC translated names.

 

Let’s take a look at the deck!

The list can be found on WSDecks here.

Level 0 – 16

3 “Full of Concerns” Kazuma (KS/W49-005)
3 “Specialty: Delusion” Darkness (KS/W49-007)
3 “Board Game” Megumin (KS/W49-037)
4 “Problematic Act” Megumin (KS/W49-040)
3 “Meaning for Killing Snow Sprites?” Aqua (KS/W49-075)

Level 1 – 13

3 “Good Explosion!” Megumin (KS/W49-042)
3 “Trouble” Megumin (KS/W49-P07)
4 “Preparation for Explosion Magic” Megumin (KS/W49-T05)
3 “Crimson Demon Girl” Megumin (KS/W49-T06)

Level 2 – 4

1 “Calling for Sensei” Megumin (KS/W49-051)
1 “We Are the Presents~” Megumin & Aqua (KS/W49-P04)
2 “Pride of the Goddess” Aqua (KS/W49-T17)

Level 3 – 9

4 “Crimson Demon” Megumin (KS/W49-034)
3 “May You Be Blessed With Kind Encounters” Eris (KS/W49-072)
2 Aqua (KS/W49-073)

CX – 8

2 Explosion Magic (KS/W49-069)
2 Resurrection (KS/W49-098)
4 Explosion (KS/W49-T10)


At level 0, we have 16 characters.

“Full of Concerns” Kazuma has a brainstorm ability for 1 stock and resting 2 characters you control: for each CX revealed, you may tutor for up to 1 [Adventurer] or [Goddess] character. He also has a CX combo that is not used in this deck. He is also part of the level 3 Megumin’s CX combo.

“Specialty: Delusion” Darkness gives a character you control +1000 power until end of turn when you play a CX. You can also pay 1 stock, rest her, and put the top card of your deck into clock to tutor for up to 1 [Adventurer] character.

“Board Game” Megumin is a free runner. (At the start of your opponent’s attack phase, you can move her to any open slot in your front row.) On play, you can discard a CX to salvage an [Adventurer] or [Magic] character.

“Problematic Act” Megumin is an Akatsuki-like clone for [Magic] characters upon being sent to the waiting room. (When sent from the stage to waiting room, you may discard a card. If you do, look at up to the top 4 cards of your deck, tutor for up to 1 [Magic] character, reveal it, put it into your hand, and the rest of the cards into your waiting room.)

When you play “Meaning for Killing Snow Sprites?” Aqua, you may put a card in your hand into clock. If you do, tutor for up to 1 [Goddess] character.

At level 1, we have 13 characters.

“Good Explosion!” Megumin is a level reverser with character (hand) encore.

When “Trouble” Megumin is played, she gets +500 power until end of turn for each [Adventurer]/[Magic] character you control (including herself).

“Preparation for Explosion Magic” Megumin cannot side attack, and has a CX combo with Explosion: when she reverses a character in battle, you may salvage a character.

“Crimson Demon Girl” Megumin has clock encore and gains +500 power for each other [Adventurer]/[Magic] character you control.

At level 2, we have 4 characters.

“Calling for Sensei” Megumin gets +6000 power on attack if the character across from her is level 3 or higher. When she reverses a level 2 or higher character in battle, you may pay 1 stock. If you do, you salvage 1 character. (If you pay for the ability, you must return a character. The Japanese text for the card lacks the ’まで’ which would otherwise let up to 1 card be chosen.)

“We Are the Presents~” Megumin & Aqua has a 1 stock +2500 power backup ability. When you use the backup, you reveal the top card of your deck. If the revealed card is a [Adventurer] or [Magic] character, you put it into your hand and discard a card.

“Pride of the Goddess” Aqua is a level assist. She has an on play Akatsuki effect for [Adventurer]/[Goddess] characters.

At level 3, we have 9 cards.

When “Crimson Demon” Megumin is played, you mill the top card of your deck, then choose a character your opponent controls with the same or lower level of the milled card, and send it to the waiting room. (CX cards are considered level 0.) She has a CX combo with “Explosion Magic”: at the start of your encore step,  if the CX is in play, this is in your front row, and you control a “Full of Concerns” Kazuma (anywhere on your stage), you may discard a card. If you do, burn 5.

“May You Be Blessed With Kind Encounters” Eris gets -1 level in your hand if you have a “Meaning for Killing Snow Sprites?” Aqua in your clock. On play, you may salvage an [Adventurer] or [Goddess] character. Its last ability triggers only up to once per turn: when the character in the middle slot of your front row attacks, you may pay 1 stock and discard 2 cards. If you do, reveal the top card of your deck. If the revealed card is a [Adventurer] or [Goddess] character, stand this character. (Even if Eris is reversed or padded, she will stand if you pay the cost and pass the check.)

When Aqua is in battle, your opponent cannot use Backup effects. (Events are OK.) On play, you may pay 1. If you do, your opponent chooses 2 CXs in their waiting room, then shuffles all the other cards in their waiting room into their deck. She has a CX combo with Resurrection: when the CX is played, if this card is in your front row, you may discard a card. If you do, choose an [Adventurer] or [Goddess] character in your clock and put it onto your stage in any slot.

Explosion Magic is a 1k1 + Door.

Resurrection is a 1k1 + Gate (Pants).

Explosion is a red waiting room stock/soul.


Onto the report and 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?

K: I love Megumin, so I played a consistent Konosuba deck (mostly) featuring best girl.

Best Girl™

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

K: After a 2 week test period, I found what seemed to be the best fit for what I wanted. Any changes I would make are maybe around level 2, though the level is pretty much skipped by early play Eris.

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?

K: Early game level 0 you want to on-death Akatsuki to get targets and set up for level 1 game. If you’re able to get level 1 before your opponent, you have a higher chance of getting more cards off your level 1 CX combo. At level 1 is when you use your salvage CXC Megumin to get 2 Eris and 1 Aqua early play enabler. At level 2 clock Aqua if not already in clock, drop 2 Eris, and hope to not whiff the restand.

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

K: Round 1 vs Kancolle was hard. Had a hard time working around having back row popped by level 1 CX combos. Round 2 vs Rabbits choice anti-early play, I feel this game would have been rougher had the choice cocoa and chino finisher been played. Game 3 was vs Rewrite Guardians. This game I fought hard, as my record vs the deck isn’t great, but Eris restand prevailed. Game 4 was vs [email protected] CG (TP). The match was tense because I’d never played against the deck before. This tournament was my first WGP too, and I wasn’t expecting to be 3-0 by then. After toppling CG, I sat 4-0 vs Love Live! Sunshine where a misplay I made cost me the game.

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

K: I turned cards sideways, and then top deck checked and turned card back standing. Then sideways again.

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

K: 1 level 1 Megumin, 1 CX for said Megumin, 1 “Riki/Item” Darkness, 1 Kazuma brainstormer and an Akatsuki on-death Megumin. Though the Kazuma isn’t super necessary and could be replaced by a runner Megumin, Riki is very key to search into level 1 plus combo.

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

K: Level 3 Aqua, level 3 Megumin, level 2 Akatsuki Aquas and an off CX.

M: Yuck, that sounds like that hand is one where you would just ditch everything, yes?

K: Actually, no, I’d ditch everything but the CX. I’d keep the CX just in case I get a Megumin runner.

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

K: Deck is best when I’m not being dumb. Deck is worst against lucksacks.

M: … So for our last question, we have Felix with his signature Question™:

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

K: Can’t tryhard in RNG and sacking.


If you have questions, please send us a message via Facebook or an email at theninthcx AT gmail DOT com. Be sure to sign up for our seasonal giveaway, and subscribe to our YouTube channel!

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Thanks for reading!

Kemono Friends Deck Sketch – YB, YG, and By

Welcome to a 9th CX Deck Sketch! We’re presenting some of our ideas here as works in progress to share our processes and insights. Michael has two to start, and Travis will round things out with the third.
Kemono Friends has been released into the wild new Neo-Standard format where only a couple changes have been made. What decks will come from the set that can suppress the very popular “burn 1” effect?

Onto the lists!

Kemono Hakken!! (Y/B only, not recommended)

Cards – 50

Level 0 – 18

1 Royal Penguin, Congratulation Party (KMN/W51-116)

1 Kaban-chan, Guide Map Found! (KMN/W51-011)

2 Gen, A Little Break (KMN/W51-096)

4 Serval, Driving (KMN/W51-021)

4 Kaban-chan at the Congratulation Party (KMN/W51-005)

4 Serval, RAWR! (KMN/W51-006)

2 Serval, Ditzy Girl Lives (KMN/W51-008)

Level 1 – 12

4 Emperor, New Leader Outlook? (KMN/W51-094)

4 Kaban-chan, During Desert Tour (KMN/W51-010)

4 Commerson’s Dolphin, Loves Playing! (KMN/W51-083)

Level 2 – 3

2 Serval, Good Bath (KMN/W51-111)

1 Lucky Beast, Emergency Situation (KMN/W51-019)

Level 3 – 9

2 Paper Airplane (KMN/W51-033)

3 Kaban-Chan, Full of Ideas (KMN/W51-002)

4 Serval, Curious About Everything (KMN/W51-001)

CX – 8

4 Returning to the Original Form…..(KMN/W51-034)

4 Oozora Dreamer (KMN/W51-110)


What does this build do?

It’s a starting point. The deck is probably not making sufficient use of the set’s range, but the idea went something like this:

Find the finishers, and find the card advantage. Put them together, and hope they form a deck.

This method of deck sketching though is limited by its own rigidity. After all, not every set will get its own card advantage engine at level 1, and it won’t have a spectacular and flashy finisher like Yami, Arle, Coco(a)Chino, etc.

The premise of this deck is basic, and because we aren’t recommending it for use, we’re skipping its card intros.

Level 0 was built with utility and filtering in mind, all while being able to push for a little extra damage by putting Serval in the middle slot.  Attacking for 3 on the very first turn can be a good thing, and having a level 0 that can hit for extra damage is also helpful later in the game. The real star though, is the Hat that denies burn 1 effects. Splashable and very difficult to counter, this is arguably the set’s most central ability.

The level 1 for this deck is where its brainstorm action starts, as well as its card advantage engine. It has a CX combo to get a Friends character from the top 4 cards of the deck, and a free attacker in Dolphin, as long as you draw multiples. Depending on who went first, being able to bounce your own board and deny your opponent on-reverse effects at level 1 (or later) for free is strong, but balanced out by the added vulnerability to damage.

Level 2 is more of the same at level 1, just adding soul, and level 3 has the shield and sword with a rest counter, and a restand CX combo.

So then what’s missing?

This sketch is simply not hitting even more potentially powerful combinations that are available. In itself, it does have a lot of strong points that people have come to expect from decks. But, the set’s most notable card is also very flexible. (Kaban-chan at the Congratulation Party) When a star card in a set is a level 0 that isn’t trait-locked and operates without a CX combo, it arguably becomes one of the first considerations to make when trying to design a deck.

Most of the cards in the set do not care about the loss of a burn 1 effect, even if it is symmetrical. Assuming that we do want to make use of this effect, we are left exploring other color combinations.

Yellow has restanding, and the set’s most ‘unfair’ event in Paper Airplane.

Green has the ability to clock kick and heal, a lot.

Red has burn (which will likely be ignored), standby effects, kill effects, and

Blue, for the most part, has a self-contained path from start to finish that involves a lot of attacking at level 3. It also has other splashable elements.

Let’s see if we can use this question to guide the deck sketching process this time:

“What is the most unfair thing that cards at a certain level in this set can do?”

Since blue is being taken by Travis later, we’ll look at the first three colors to see what combos come of them. (This doesn’t mean that blue can’t be splashed)

Level 0 is kind of a wash to apply this question to, because any cards are usable. Certain cards may become more important with different combinations, but let’s go through the other levels first.

At level 1:

Yellow: can brainstorm, can deny attacks (at great cost), and use a high-risk high-reward CX combo

Green: can use a stock-generating CX combo, can potentially boost power for free

Red: can use level reversers and setup future damage, kill cost 0 characters (using top checking effects from level 0), and use a CX combo to increase board presence

There is a +2000 power backup effect in red that is only bound by trait.

At level 2:

Yellow: can search its deck for its core events, play early level 3s, and push for additional damage

Green: can heal to hand, burn 5 (CX combo), generate additional stock (CX interaction), early play a level 3, and can bounce characters it controls (to save characters and potentially deny CX combo interactions)

Red: can generate additional stock for no cost, early play a level 3 to heal

There is an anti-change backup effect in green.

At level 3:

Yellow: can attack a lot, and deny attacks

Green: can send characters to clock, and search (thereby potentially reducing future damage)

Red: can burn, setup its triggers, heal, and restand

With these general effects in mind, the next step is to decide, based on player judgment and preference, what combination of effects is best. For the rest of this article, I’ll be trying to walk through a sketch of a deck that uses green and yellow. There are (almost certainly) a good number of other color combinations, including other tricolor combinations. For this exercise, I’ll be going through G/Y, and we will most likely revisit the set in the future.

Let’s look at this next list:


YG Zoo

https://wsdecks.com/deck/41307/

Level 0 – 12

4 Kaban-chan, Magnifying Glass (KMN/W51-042)

4 Serval, Driving (KMN/W51-021)

4 Kaban-chan at the Congratulation Party (KMN/W51-005)

Level 1 – 13

2 Serval, Saying Hi to Friends (KMN/W51-009)

4 Kaban-chan, During Desert Tour (KMN/W51-010)

4 Common Raccoon, Always Full Power (KMN/W51-040)

3 Giant Armadillo, Steely Guard (KMN/W51-067)

Level 2 – 9

1 Kaban-chan, Helping Out (KMN/W51-054)

2 Hearthfire (KMN/W51-055)

4 All Together, Pull (KMN/W51-056)

2 Serval, Good Bath (KMN/W51-111)

Level 3 – 8

3 Ruffed Lemur, Jungle Life (KMN/W51-039)

1 Kaban-chan, Full of Ideas (KMN/W51-002)

2 Northern White-faced Owl & Eurasian Eagle Owl, Chiefs of the Island (KMN/W51-041)

2 Paper Airplane (KMN/W51-033)

CX – 8

4 Capture Completed? (KMN/W51-057)

4 Releasing the Wild Side (KMN/W51-058)


What’s the plan with this deck?

At level 0, the deck can do a good amount of filtering and searching for its level 1. There are very few level 0 cards in this deck though, mostly to make space for its much more high-impact level 1 and 2.

The level 1 for this deck is where it both gets to focus on preserving its board with power, and generating stock. Serval, Saying Hi to Friends gives a character you control a massive +1500 power boost if you reverse a character in battle. On the offense, this means that on-reverse effects (including the deck’s endgame clock kick) are much more easy to pull off. On the defense, it means that your opponent has to really hit power levels way over the first character attacked, or risk losing their board. Even if you trade, you still get the power.

The deck’s stock generating CX combo can be accessed at level 0, though it will cost some cards in hand.

Level 2 is where the deck gets to cash in on its stock and heal up. The Pull event, though one-time use, heals to hand, and dodges hate effects. If you are fortunate, you can even early play some cards. The conditions to play them early, 2 or fewer CXs and having a Kaban-chan, Magnifying Glass in clock, are not extremely difficult to meet. Ideally, the deck will still be able to maintain a board while adding a Serval support to tack on free damage.

Level 3 is where the deck can try to do it all. It uses some copies of Paper Airplane to deny attacks. It kicks characters to clock, and it tries to compress via searches.

Overall, this deck is probably more complete than the first YB list. It has more synergy, and more importantly, much more staying power. The next step: testing!


Travis: Blue Splash Yellow

https://wsdecks.com/deck/41281/

 

Level 0(16):

4 Kaban-Chan at the Congratulation Party (KMN/W51-005)

2 Kaban-Chan, Guide Map Found! (KMN/W51-011)[Bonder to Event/Serval, Curious]

2 Serval, Driving (KMN/W51-021)

4 “PPP” Humboldt Penguin(KMN/W51-086)

2 Gen, A Little Break(KMN/W51-096)

2 Rocker, A Little Break(KMN/W51-097)

Level 1(12):

4 Commerson’s Dolphin, Loves Playing(KMN/W51-083)

4 Emperor, New Leader Outlook(KMN/W51-094)

4 Gen, Orthodox Idol(KMN/W51-095)

Level 2(5):

1 Kaban-Chan, Helping Out(KMN/W51-054)

2 “PPP” Gentoo Penguin(KMN/W51-087)

2 “PPP” Southern Rockhopper Penguin(KMN/W51-088)

Level 3(9):

2 Paper Airplane(KMN/W51/033)

4 “PPP” Royal Penguin(KMN/W51-085)

3 “PPP” Emperor Penguin(KMN/W51-089)

CX(8):

4 Oozora Dreamer (KMN/W51-110)

4 Idol Aura (KMN/W51-108)

 

I mirror Michael’s statements above, this is a rough sketch of a deck so I’ll avoid card intros here. However, I do recommend testing out this along with the small variations I have mentioned with the build.

 

Level 0; the game plan here was to fit as much utility into the deck as possible. I want to have access to both the rest counter(Paper Airplane) and the anti-burn 1(Kaban-chan at the Congratulation Party) while also being able to meet color conditions to play the event and also be able to light the level 1 combo easier. I don’t mind not having the extra damage “Golden Snub-nosed Monkey, Cerulean Hunter” and “Serval, RAWR!” so much as I can sustain my damage through other means.

 

I did consider adding in “Serval, Helping” so I could gain some sort of ground at level 0 to 1 with excess CXs in hand that didn’t have a combo to go to at the current moment, and an additional plus for the decks main combo at level 1, but I would rather have the top check ability of “Serval, Driving” to be able to top check for the rest counter. Granted, I am running the bonder to the event so I should be able to get it regardless, but it also filters for <Friends> characters. Those two cards can be swapped out per preference.

 

Level 1; easy level 1 combo, you literally have to be breathing to light this combo. It’s great for building stock, and seeing that the deck’s entire level 1 game is blue, the condition for the plus to light is irrelephant. Blue also has access to a bounceable assassin character just by having another copy of it in your hand, making an easy 7k on play(before assists and other effects) I don’t run any backups at level 1, since bouncing back the “Commerson’s Dolphin, Loves Playing” keeps a field empty, there’s no need to have counters. Level 1 also grants access to a Rize clone(Reveal up to top 3, choose a <Friends> character, add it to your hand, discard the rest then discard a card.)

 

Level 2; most of the work here is setting up your back row to meet the requirements for the restand condition of “Royal Penguin” Fortunately, you do not need the other two cards mentioned in her combo, but having them makes the combo hit harder seeing as it is 5 attacks for 1 stock and a card from hand(not counting the stock required to play all the characters). The same restand condition also lights an early play condition for one of the level 3s the deck runs, which doubles as a healer. Running the Mecha early play reverser wasn’t an option since it was off trait. However, the set does have access to an anti-early play card in green at level 2, another optional card to run in place of that would be “Serval, Did Well?”. The aforementioned card is a 3.5k backup if you have a <Friends> character.

 

Level 3; here’s the gravy of the deck. The restander has probably one of the cheapest restand costs in the game, being 1 stock and 1 card from hand if you meet a certain stage requirement. On top of that, if you can manage to get a yellow card in clock/level, you now have access to the Rest counter. The deck doesn’t eat up a lot of stock aside from paying for character costs and a brainstorm every now and them, not to mention getting the Kaban into memory. Being able to use a rest counter and still being able to do a second restand the next turn shouldn’t be a problem.


What do you think about the set? Do you think other color combinations are more viable or better? Let us know!

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Thanks for reading!

A Link in the Chain – Chain Chronicle Deck Tech

Good evening! Melanie here from 9th CX with some of my recent brews for Chain Chronicle. I recently split a case and have been very much enjoying the set. There are several things to iron out through playtesting in this very diverse set and to consider in how some components were color locked while others weren’t. In my quest to do so I have mostly started out playtesting some mono-colored decks first and a few variants. Despite being works in progress, I did want to share some of these now because they have been a lot of fun to play with for the most part. Updates will be released later!


Mono-Yellow:

 

Level 0: 18

4 x Fatima, Three Sages (CC/S48-003)

4 x Dilma, Sage of Life (CC/S48-004)

4 x Melchior, Sage of Might (CC/S48-011)

3 x Yoshitsugu, Second Lord (CC/S48-013)

3 x Lolo, Fire Sprite (CC/S48-020)

Level 1: 12

4 x Fatima, Golden Witch (CC/S48-005)

2 x Haruaki, Fated Swordsman (CC/S48-006)

3 x Werner, Combustion Sealer (CC/S48-025)

1 x Juni, Blue Ice Sealer (CC/S48-026)

2 x Melchior, Three Sages (CC/S48-007)

Level 2: 4

1 x Juni, Magic Corps Captain (CC/S48-016)

1 x Yoshitsugu, Blood of Shura (CC/S48-027)

2 x Ark, Blade That Cuts Through the Darkness (CC/S48-028)

Level 3: 8

4 x Fatima, Witch of Fate (CC/S48-001)

2 x Werner, Magic Corps Commander (CC/S48-002)

2 x Dilma, Three Sages (CC/S48-008)

Climaxes:

4 x Burn!! (CC/S48-029)

4 x To Produce New Light (CC/S48-030)

How to Play the Deck:

This deck is all about building up power on your turn only to get over your opponent’s board, hopefully refilling your hand in most instances. We also want to preserve stock for the endgame in addition to hand so that we can light the ideal setup “Fatima, Fatima, Werner”. A common theme among most decks in this series and others in the current game state is that we have a deck teched full of “answers” to search or call out to deal with different situations.

The deck has to be very careful in dealing damage and knowing where its climaxes are. The deck doesn’t have a traditional brainstorm due to keeping in mono-yellow. Instead it has the 0/0 Fatima in back row that, when you play a climax, you can pay a stock to get a guaranteed plus mill 4 for a yellow character. Combined with the 0/0 Dilma “Akatsuki” clone, this should be enough mill to sustain the deck, but the issue sometimes becomes that the brainstorm action being based off playing a climax is a little too late to help you get missing combo pieces in hand. Personally this is an effect that I am not fond of playing or running, but since she is part of the condition for early dropping 3/2 Dilma I wanted to give her a try.

The Dilma early drop is convenient from the perspective that you can drop her so long as you have the right back row and if her damage cancels you may ditch a yellow character from hand to heal again. If she can survive through your opponent’s turn, her heal is also reusable if her damage cancels. The downside is that her power level isn’t amazing and the stock and ditched card from hand for the additional hand may better be reserved for finishing the game at Level 3.

The end game for this deck is pretty straight forward. The ideal goal is to get Fatima, Fatima, Werner with Werner’s on play ability giving you a chance of pulling his climax combo. It’s okay if you wipe your stock going into this set-up because Werner pays for his ability after your 3rd trigger step if he cancels his attack. This deck is also running 2 copies of the 2/2 event that allows you to target positions on your opponent’s stage to send things back to hand. Why? Two reasons. One, this deck’s (and many Chain Chronicle Decks) biggest enemy is someone saving a rest counter or a anti-damage counter for your Werner. Most sets with popular rest counters need a full board (Osomatsu, To Love Ru Animal) or require the anti-damage counter to be played in that battle (Little Busters!, To Love Ru Alien, etc.). The second reason is that you want Werner’s damage to cancel to get his finish ability. Putting him in front center stage and attacking into an open slot stacks more soul damage on him from a direct attack. Either the damage sticks, or you pay and get your stacked finish abilities.


Yellow/Red:

 

Level 0: 19

4 x Fatima, Three Sages (CC/S48-003)

3 x Melchior, Sage of Might (CC/S48-011)

2 x Yoshitsugu, Second Lord (CC/S48-013)

2 x Aram, New Hope (CC/S48-T04)

4 x Yuri, Breaking the Chains (CC/S48-051)

4 x Juliana, to Recapture the Capital (CC/S48-080)

Level 1: 10

4 x Fatima, Golden Witch (CC/S48-005)

3 x Haruaki, Fated Swordsman (CC/S48-006)

3 x Werner, Combustion Sealer (CC/S48-025)

Level 2: 5

1 x Juni, Magic Corps Captain (CC/S48-016)

2 x Ashrina, Queen of the Lake of Sand (CC/S48-017)

2 x “Dragon Slayer” Vorg (CC/S48-071)

Level 3: 8

2 x Aram, Bond of Allies (CC/S48-056)

4 x Fatima, Witch of Fate (CC/S48-001)

2 x Werner, Magic Corps Commander (CC/S48-002)

Climaxes: 8

4 x Burn!! (CC/S48-029)

4 x To Produce New Light (CC/S48-030)

 

While there are some things that I really like in the mono-yellow build above, two of the cards that I was displeased with needed a tech out. I haven’t been a fan of the 0/0 Fatima backrow psuedo-brainstorm ability, nor that I had to have her on the stage to drop the early play Dilma. But I really like the endgame for this deck and like the bouncing shenanigans that Melchior synergizes with the Level 1 game to make things really big for several benefits. My decision: try splashing in some red.

The red splash is pretty simple. Swap the 0/0 Fatima for the salvage brainstorm Yuri that allows you to get back any character. Yes, he has to be off the stage by the time you get to Level 3 to light Werner, who requires a full board of yellow characters. This is pretty easily achieved simply by putting down Ashrina at Level 2 or 3, either moving him forward to crash into something at Level 2 or playing over him at Level 3. Also splashed in have been 2 of the runners from the trial deck, and 2 of the 2/1 reversers for early drop Level 3’s. The early drop Aram is also a tech option for a heal at Level 2 and some possible sustaining power. I realize this may not be the best synergy due to the fact that if he survives to Level 3 he has to be played over, but his early drop condition in most cases is easier to pull off and with so many anti-Level 3 abilities floating around I usually don’t expect him to survive.

I have also teched in a playset of the Juliana “Riki” clones for this set. Early on she can grab anything I might want for Level 0 or Level 1 that is either missing from my hand or I need to answer to other player effects. Unfortunately with all of the teching the 2/2 event is the one things that gets lost from this build, as well as some of the soul plussing at Level 1 by losing the 0/0 Fatima backrow. In most cases I’ve found this to be fine. Swinging for 2, 2, 1 with triggers may not be ideal, but it does allow for pinpoints and some attack order decisions to help damage stick.  As I work on this list I will probably be looking at what to drop to put in the 2/2 event. This build is very much a work in progress with several tech decisions to be playtested out.

I feel it is also important to note that there is an entirely third viable mostly yellow deck in the series that runs off of the 1/1 and 3/2 Shuza walls that get markers. While the deck does have some hand challenges and definitely needs to make use of the Red 0/0 Brainstorm, it can build some really big compression marker walls that can deny on reverse abilities and still chain into Werner as a finisher.

Mono-Blue:

Level 0: 16

4 x Burckhardt, Shield of the Holy Princess (CC/S48-T16)

4 x Juliana, Holy Princess (CC/S48-T17)

4 x Musica, Magical Voice (CC/S48-079)

4 x Juliana, to Recapture the Capital (CC/S48-080)

Level 1: 12

2 x Lilith, Holy Savior (CC/S48-082)

4 x Teresa, Natural Sword Skills (CC/S48-083)

4 x Einslot, Captain of the “Holy Blade” Knights (CC/S48-085)

2 x Louise, Body Double (CC/S48-091)

Level 2: 6

2 x Musica, Magical Songstress (CC/S48-086)

2 x Louise, Maid of Holy Princess (CC/S48-087)

1 x Aries, “Holy Blade” Knights (CC/S48-095)

1 x Rowendia, “Holy Psalm” (CC/S48-096)

Level 3: 8

2 x Juliana, Female Knight (CC/S48-T19)

2 x Juliana, Queen of the Holy Kingdom (CC/S48-077)

4 x Teresa, Swordmaster of Slaughter (CC/S48-078)

Climaxes: 8

4 x Light of Hope in That Heart! (CC/S48-098)

4 x You’re Next! (CC/S48-100)

This has become one of my favorite decks from this set in a short time, and the build that I have playtested the most. It went 3/1 its first week at locals, and it’s only loss so far is to Konosuba R/B running the Megumin 3/2 finishers that rest to burn and kick. In my opinion Konosuba is a counter to this deck and punishes it for it’s wall game. This week it went 3/0 against Puyo, GFBeta Blue splash Pumpkin, and Railgun with Power Up Set.

The deck works like a pinball machine all for the cost of using one “Start Up” ability. The deck is filled with costed and free start up abilities that can also be used on your opponent’s turn to create a power wall. Complete with a 1/0 character counter that can hand filter a card to boomerang back to hand and a 2/1 easy conditional 3500 character counter, the deck walls up very nicely, allowing you to sustain hand.

The downside to this deck is twofold. One, some will not like that the mill/plus combo requires a full field of blue to activate. This decreases the amount of splashing and teching you can do from the other colors in the set, although, truth be told, I don’t really think this is necessary. Second, the endgame of this deck is very much a “go big or go home” when relying only on the Teresa 3/2 RR finisher and not splashing in any other colors. Honestly, moving forward, I could see splashing in the RR 3/2 Fatima and stacking her punish burns on Teresa for a more effective end game. An easy 0/0 splash may be the yellow card that can call your Musica 0/0 brainstorm to stage, or simply just level a 3/2 Fatima at some point. It will be tricky due to the conditions for the Level 1 combo, but I think it might be doable.

Mono-Red:

Level 0: 16

3 x Aram, New Hope (CC/S48-T04)

4 x Pirika, Light of Hope (CC/S48-047)

4 x Yuri, Breaking the Chains (CC/S48-051)

3 x Selene, Excellent Assistant (CC/S48-064)

2 x Dusty, Arms Dealer of the Vice Capital (CC/S48-065)

Level 1: 15

2 x Aram, White Mana (CC/S48-060)

4 x Phoena, Live Together And Fight Together (CC/S48-048)

4 x Dusty, Hot-Blooded Arms Dealer (CC/S48-052)

3 x Kain, Virtuous Mercenary (CC/S48-053)

2 x Aludra, Universal Mage (CC/S48-059)

Level 2: 3

2 x Marina, Fervent Healer (CC/S48-054)

1 x “Dragon Slayer” Vorg (CC/S48-071)

Level 3: 8

2 x Aram, Bond of Allies (CC/S48-056)

4 x Yuri of the Volunteer Army (CC/S48-T13)

2 x Yuri, Grasping the Light! (CC/S48-049)

Climaxes: 8

4 x Light that Shows Bond (CC/S48-T14)

4 x Power of the Chain Chronicle (CC/S48-076)

 

This deck has a lot of polishing to be done to tweak numbers at various levels, but overall I’ve been pretty happy with it. The deck, like many salvage decks, seeks to use it’s waiting room as an extension of hand to tech back the pieces it needs. The play style, though, is a little counter to normal deck play where your plus combo at Level 1 adds key late game pieces to hand. Similar to the Goddess Konosuba deck, Phoena instead calls your Level 1 game or other missing backstage pieces to the board provided you meet her conditions (5 or fewer cards in hand and the things you call are cost 0’s). You ditch your Level 1 game and sculpt your hand to hang onto key late game pieces for your match up. The Yuri 0/0 brainstorm and the tech of the 0/0 Dusty help you with this if the cards never seem to come to hand.

Some players will prefer to run more of the 1/0 level reverser Aram, maybe fewer of the Dusty 1/0 in favor of more of the Kain, etc. Level 0 in this deck also has some super hard choices to make due to the amazing utility in the Red 0/0 commons, uncommons, and trial deck cards. I’m currently still swapping around numbers and utility cards to eventually settle on a final Level 0. I will also note that you shouldn’t undervalue the 0/0 Pirika RR in this deck. She gives us another free mill engine that puts more call and salvage options into our waiting room, prevents triggered climaxes that can get buried, and occasionally nets us a free stock.

Level 3 is also in super flux right now for me with this deck. My first build has been playtesting the 3/2 trial deck Yuri as the finisher, with the rare Aram 3/2 as the early play healer with some wall potential and the 3/2 RR Yuri that can heal on play, heal on reverse with the 2/1 Marina in the back row, and chain into a burn on the third attack of the turn. While he has won me at least one game while playtesting, I’ve been finding the ditch 3 to really hurt this deck’s hand and also have been having issues getting my main finisher’s climax for his climax combo. My next step will be to use the Level 0 and 1 core to experiment with the 3/2 RR Aram and the 3/2 rare Yuri early drop that can search out my finishing climax combo potentially on play to help consistency.

So far in games the deck has been decently solid, with work needed on finishing the game. The deck builds a ton of stock if it gets going, which helps if you like a compression style deck. Yes, there are 8 +2 soul triggers in the deck, but so far that hasn’t really come up as too big of an issue. If anything, it helps push damage for a pinpoint finish end game. I would recommend, though, that it is very possible to run the 3/2 RR Yuri with his gate climax combo, or the 3/2 RR Aram with his gate climax combo if you would like another finisher option that isn’t the trial deck combo.

Mono-Green:

Level 0: 27

4 x Eirneus, Demon of Destruction (CC/S48-034)

3 x Burckhardt, Demon (CC/S48-038)

20 x Black Soldier (CC/S48-039)

Level 1: 5

4 x Black Knight, Darkness of the Abyss (CC/S48-035)

1 x Black King, King Dyeing Things in Black (CC/S48-036)

Level 2: 5

3 x Black Knight in the Twilight (CC/S48-037)

2 x Olzada, Rampaging Blade (CC/S48-043)

Level 3: 5

4 x Black King, Fearless Smile (CC/S48-032)

1 x Eirneus, Black Army (CC/S48-033)

Climaxes: 8

4 x Power of Blackening (CC/S48-045)

4 x Dyeing Everything in Black (CC/S48-046)

 

There isn’t enough room for everything in this deck! The frustration in building this deck was very real in attempting to narrow down a build. There isn’t a lot of green in the set, but what we received is top notch. There are countless substitutions and, due to the nature of the deck’s plus combo, several tech ones or twos of cards that could easily be viable in several build variants. The deck also has the means to compress in several ways, and could even be built to splash some red in for an alternate end game and to abuse the 0/0 Yuri brainstorm and the 0/0 Pirika assist.

This deck is a clone deck that is built to focus around the Black Soldier 0/0 clock reversers. While all clone decks rely heavily on their clone counts, this one in particular hinges on it for its plus combo, its dealing of damage back to players by milling a clone, and putting damage back into deck a la “Krone” style. From my few games with this deck I have noted it is a bit greedy on stock, but ends up balancing out due to the fact that most of your plus abilities yank 2 cards from deck to aid in compression.

Level 0 is pretty simple. Play and utilize the clock reverse Black Soldiers, and (ideally) get your Eirenus brainstormer and the 0/0 Burckhardt. Level 0 is a slightly less powerful duplicate of the Yuuki plus combo from Sword Art Online. The corrupted Yuri 1/0 on attack with the gold bar climax pays 1 and ditches a Black Soldier Clone to search two other “Black Army” characters from the deck. This deck can, if running certain cards not featured in this build, hit power levels, but I’ve found the compression engine of yanking damage from the deck with both the 1/0 plus combo and the Eirenus brainstorm to be enough to crash cards and cancel damage.

Level 2 is where the fun begins, starting with the 2/1 Black Knight in the Twilight. He has the chance, if he mills a Black Soldier, to deal damage back to your opponent. This makes it easier to finish the game on your turn. Also, as a hefty 2/1, some meta decks don’t have a great answer to him power wise if they get stuck at Level 2. The 2/1 Olzada counter can help him stay on the board and potentially deal another damage if a Black Soldier is milled. Level 3 runs a tech of the Eirenus healer that can return to hand, and the finisher combo with the Black King to potentially stuff damage back into your opponent’s deck.

The deck certainly dances with luck a bit late game for it’s mill to burn abilities, but overall is a very solid contender in a range of new clone decks that have proliferated in the past year. There is definitely room to play around with tech card options and splashing in some other colors to vary it’s build and end game.

Thank you for taking a look at some various builds! I’ll keep you updated with edits as more playtesting is finalized!


If you have questions, please send us a message via Facebook or an email at theninthcx AT gmail DOT com. Be sure to sign up for our seasonal giveaway, and subscribe to our YouTube channel!

Please check out our partner store, Card Academy!

Thanks for reading!

Re: Visiting SAO Pt. 2 – 1st at 2017 Sakura Fest

Welcome to another 9th CX Deck Tech! Today, Travis is here to show off his winning build from the 2017 Card Academy Sakura Fest tournament. Since we have visited these cards so many times, we’re going to skip the usual card intros and head right into the deck itself. Onto the report!


Note from Travis: Special thanks to Bren Olit for helping me test and create this build.

SAO G/B Post Re: Edit v1.2

Level 0 -16:

4 x Kirito, Temporal Alliance (SAO/SE23-20 -or- SAO/S47-077)
3 x Silica, Gathering Materials (SAO/SE23-07 -or- SAO/S47-051)
2 x Yuuki, Undefeated Super Swordsman (SAO/SE26-07 -or- SAO/S47-026)
2 x “Sleeping Knights” Talken & Nori & Jun (SAO/SE26-09 -or- SAO/S47-027)
1 x Silica, Straightforward Trust (SAO/S20-054 -or- SAO/S47-058)
1 x Kirito, After the Battle (SAO/S47-113)
3 x Sinon, Mission at Dusk (SAO/SE23-P01 -or- SAO/S47-122)

Level 1 – 11:

4 x “Zekken” Yuuki (SAO/SE26-10 -or- SAO/S47-028)
4 x Sinon, Temporary Alliance (SAO/SE23-21-or- SAO/S47-078)
2 x Asuna, Vice Guild Leader (SAO/S20-011 -or- SAO/S47-007)
1 x Sinon, Challenge to the Strong (SAO/SE23-P08 -pr- SAO/S47-123)

Level 2 – 7:

2 x Leafa, Gathering Materials (SAO/SE23-06 -pr- SAO/S47-041)
2 x Sinon, Adventuring with Everyone (SAO/S47-119)
1 x Sinon, Strong Being (SAO/SE23-22 -or- SAO/S47-086)
1 x “Machine of Ice” Sinon (SAO/SE23-T15 -or- SAO/S47-079)
1 x “Dicey Cafe” Gilbert (SAO/S47-118)

Level 3 – 8

4 x Sinon, the Last Strike (SAO/SE23-24 -or- SAO/S47-076)
2 x Leafa, Pure Wish (SAO/S20-027 -or- SAO/S47-029)
2 x Leafa, Adventuring with Everyone (SAO/S47-107)

CX Spread:

4 x “Mother’s Rosario” (SAO/S47-048)
4 x Phantom Bullet (SAO/SE23-35 -or- SAO/S47-098)


Round 1: Loss vs Konosuba

This match didn’t play in my favor. Didn’t see a CX until it was too late. First refresh I was refreshing with 2 in an at least 30 card deck. There was no return from this game.

Round 2: Win vs Kiznaiver

Started off with a strong lead and kept it up. Opponent was having difficulty getting damage to stick against me since I kept using the Zekken combo almost every turn keeping my hand full and damage out of my deck.

Round 3: Win vs Log Horizon

The closest match I had, however I had a big enough damage lead my opponent opted to not play the Anti Damage Shiroe to try and catch up damage(I was 2/4, he was 3/6 at the beginning of his attack phase) He ended up pushing me to 3/6 where I cancelled his final attack that was in front of my Leafa clock kick. His character happened to be lower so I clocked kicked for game.

Round 4: Win vs Girlfriend Beta

Normally I’d think a set like this would be putting me at a disadvantage since I don’t see it in WGP season, but since I own the set personally I had a general idea on how my opponent’s deck was supposed to run. I just kept forcing his hand until it became harder for him to keep a field and took the win.

Top 8: Win vs Kantai Collection

I actually did not have much experience versus Kantai before this match, but from what I could tell, my opponent was not having a good time. I believe she was out 4 within the first 3 turns, so I  just pushed damage. I was pushed to 3/4 before her final attack and cancelled on the last damage.

Top 4: Win vs To Love Ru

I got rushed to level 1 early in the game, but in turn did the same to my opponent. My opponent was unable to get his backrow early in the game, making it pretty easy to force his hand to keep board presence since he couldn’t encore his level 1 Mikan with the 1/1 Yami that grants hand encore in front of her. I got lucky at level 3 that my opponent didn’t have a Darkness Plan in hand to stop at least one of my attacks.

Finals: Win vs Cinderella Girls

I rushed my opponent to level 1 early, so naturally seeing that he can start off his plussing engine immediately worried me slightly. The real MVP in this match though was the Kirito brainstorm. Once I was level 1, a majority of my hand was CXs, so being able to hit on his brainstorm allowed me to mill though my deck faster, and gather more attackers for that turn. Afterwards, I just kept getting cancel after cancel, while my opponent wasn’t so lucky on that regard. I got the win while still being level 2 at the end of the game.


Q&A

M:  So we’ve seen that SAO Re:edit has given the card pool some options. One of the first one that comes to mind is the new Silica:

When Adventuring with Everyone, Silica is played, you look at the top card of your deck and may leave it there or put it into your waiting room. On attack, if you control 1 or fewer other characters, you mill 1. If the milled card is a level 0 or lower character, put it onto any slot of your back stage. (If you put it onto an occupied slot, it will send the other character to the waiting room.)

This card seems sweet because you can get a scry and possibly an extra card for the following turn. Why no new Silica?

T: The new Silica is good yes, but I’d opt for it if I could put the scryed card at the bottom of my deck instead of milling it. True I could use it to potentially bring out another attacker/set up back row, but I felt that risk wasn’t worth the reward and would rather have the reverse power and filter power of Materials Silica.

M: Why not both?

T: Couldn’t justify cutting anything for it. I need the Kirito runners for board sustain and milling that I’d prefer, Silica as a filter, Yuuki for color fixing, Sinon for back row, Brainstorms for well….brainstorms.

M: And I assume the spread of brainstormers is for diversity’s sake?

T: It was there as an option if I needed to brainstorm but everything needed was in waiting room, or if I prefered to filter my hand instead of a straight search and take more damage off the top of my deck. Or they operated as a body to deal damage, so I guess you could say the spread was for diversity.

Oh, also as a mill engine in case I couldn’t get a runner…
M: Which every brainstormer is in its worst case, pretty much.
Is there anything else you’d consider changing in the deck? Were there any cards that performed unusually well or poorly?

T: As of right now, the only thing I could think about changing would be the “Leafa, Pure Wish”, the only game I played it was in the final match because I met the early play requirement. I’ve thought about bumping it down to a one of and making the “Leafa, Adventuring with Everyone” a three of. The latter Leafa is a lot better for the deck because it can dig through my deck for answers, and possibly getting rid of some damage as well. I still want to attempt to run “Kirito, Life-Risking Seriousness”, but the clock encore option of Temporary Alliance, Sinon was really helpful for me throughout the day, and same went for “Sinon, Challenge to the Strong”.

As for card performance though, the one of “Strong Existence, Sinon” gave me a ton of leeway whenever I had to discard cards, or wanted to clock for turn. The strong part about her is being able to change into “Sinon, the Last Strike” at any point while “Strong Existence, Sinon” was on the board. “Dicey Cafe, Gilbert” was never used at all during the day, but I can’t really say it performed poorly, I just never ran into a situation where I needed him. More often than not, “Sinon, Adventuring with Everyone” did the job when it came to level 3s, whether early or when my opponent was at level 3. “Kirito, After the Battle” definitely had some work put in for him, especially in the finals match for the day.


Congratulations again to Travis for taking down the event!

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Thanks for reading!

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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Ko-No-Su-Ba! Deck Techs (EXPLOSIONS & Useless Blue)

Welcome to another 9th CX deck tech! We are excited for KonoSuba, and Travis and Arin have shared with us a couple of deck lists in progress! These lists are going to be tested soon, and we hope for favorable results! Next week, we have Melanie and Michael weighing in on their takes. But for this time, let’s get to the lists!


Arin’s List
Deck Name: RIP Yunyun

Level 0 – 18:

3 “Specialty: Delusion” Darkness (KS/W39-007)
4 “Board Game” Megumin (KS/W49-037)
3 “Guide to Obtaining Skills” Megumin (KS/W39-038)
3 “Problematic Act” Megumin (KS/W49-040)
2 “Kind Goddess” Eris (KS/W46-074)
3 “Meaning for Killing Snow Sprites?” Aqua (KS/W49-075)

Level 1 – 12

3 “Good Explosion!” Megumin (KS/W49-042)
3 “Sacred Create Water” Aqua (KS/W49-077)
4 “Preparation for Explosion Magic” Megumin (KS/W49-T05)
2 “Crimson Demon Girl” Megumin (KS/W49-T06)

Level 2 – 3

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

Level 3 – 9

4 Megumin (KS/W49-035)
2 “Lich” Wiz (KS/W49-036)
2 “May You Be Blessed with Kind Encounters” Eris (KS/W49-072)
1 Aqua (KS/W49-073)

CX Spread

4 Explosion (KS/W49-T10)
4 Real Explosion Magic (KS/W49-067)

Travis’ List
Deck Name: Water Temple

Level 0 – 17:

4 “Kind Goddess” Eris (KS/W46-074)
4 “Meaning for Killing Snow Sprites?” Aqua (KS/W49-075)
3 “Troublemaker” Aqua (KS/W49-071)
3 “Covered in Slime” Aqua (KS/W49-080)
3 “Typical Thing in This Kind of World” Aqua (KS/W49-R13)

Level 1 – 11:

4 “Kind Smile” Eris (KS/W49-076)
4 “Sacred Create Water” Aqua (KS/W49-077)
3 “Sacred Turn Undead” Aqua (KS/W49-078)

Level 2 – 6:

2 “Embarrassed” Eris (KS/W49-079)
2 “Pride of the Goddess” Aqua (KS/W49-T17)
2 Senpai Appears (KS/W49-097)

Level 3 – 8:

4 “May You Be Blessed with Kind Encounters” Eris (KS/W49-072)
4 Aqua (KS/W49-073)

CX Spread:

4 Resurrection (KS/W49-098)
4 Revive (KS/W49-099)


At level 0, these decks have the following characters:

“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 “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.


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

When “Kind Goddess” Eris is placed to the stage from hand, you may give one other [Adventurer] or [Goddess] character +1000 power for the turn. When you play a CX, you may return her to hand to draw 1 ditch 1.

When “Meaning for Killing Snow Sprites?” Aqua is placed to the stage from hand, you may put a card from hand into clock to tutor for up to one [Goddess] character.

“Troublemaker” Aqua gives your center slot hand encore. She also is a pay 1 rest this brainstorm to pull cost 0 or lower characters from WR to stage per CX.

When “Covered in Slime” Aqua becomes reversed in battle, you mill 2. If there was a level 2 or higher card among them, you may send this to stock.

“Typical Thing in This Kind of World” Aqua is a +500 assist to front and can give a character +1000 power when you play a CX.

At level 1, these decks have the following characters:

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


“Preparation for Explosion Magic” Megumin cannot side attack. She has a CX Combo with Explosion where on opponent reverse, you may salvage a character.

“Crimson Demon Girl” Megumin gets +500 for each of your other [Adventurer] or [Magic] characters and has clock encore.

“Kind Smile” Eris gets +1500 power when you play a CX. She has a CX combo with Revive where on CX play, if you control another [Goddess] character, you can put a cost 0 or lower character from WR to stage in any slot.

When “Sacred Create Water” Aqua is sent to WR from the stage, you may reveal the top 3 cards from your deck. If one or more is revealed this way, choose a [Goddess] character from them, add it to hand, ditch the rest of the revealed cards, then ditch a card from hand.

“Sacred Turn Undead” Aqua can’t front attack if she is facing a character with a higher level than her. She also sends her reversed battle opponents to memory. (This is a mandatory effect.)

At level 2, these decks have the following characters and events:

“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 “Embarrassed” Eris becomes reversed, if her battle opponent is a higher level than your opponent, you may send this card’s battle opponent to the bottom of your opponent’s deck. Also on play, you may pay 1 and discard two to put a character from WR onto the stage that is equal or lower than your level. 

“Pride of the Goddess” Aqua is a level assist. On play you may discard a card to look at up to the top 4 cards of your deck and add a [Goddess] character, then discard the rest.

Senpai Appears cannot be played if you don’t control a [Goddess] character. You may choose up to two [Goddess] or [Adventurer] characters and give them free encore.

At level 3, these decks have the following characters:

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.

“May You Be Blessed with Kind Encounters” Eris gets -1 level in hand if you have “Meaning for Killing Snow Sprites” Aqua in your clock. On play you may salvage a [Adventurer] or [Goddess]. Once per turn, when your center slot attacks, you pay pay 1 and discard 2 cards from hand. If you do, reveal the top card of your deck. If it is an [Adventurer] or [Goddess], stand this.

When Aqua is placed to the stage from hand, you may pay 1. If you do, your opponent chooses 2 CXs in their waiting room, then shuffles the rest of their waiting room into their deck. Your opponent cannot use BACKUP during this card’s battle. She also has a CX combo with Ressurection where on CX play, you may discard a card to put a [Goddess] or [Adventurer] from clock onto the stage in any slot.

CX Spread:

Red Stock Soul(Real Explosion Magic), 1k1 Pants(Ressurection), 1k1 Book(Revive), and Red Stock Soul(Explosion)


Note: Because these decks are works in progress, analysis will be kept to a minimum. We’ll only be providing our thoughts on the decks until a greater consensus has been established on the most viable deck configurations.

How do we play these decks?

Travis: At level 0, my deck wants to mill through a good portion of it using the Aqua brainstorm and on-reverse ability of the other level 0 Aqua. If I happen to benefit from those effects then it’s a bonus, but it’s primarily to get cost 0 characters into my waiting room for Level 1. The added hand encore to center can also let me discard combo targets that I would like to put onto the stage. Level 1 it’s a rinse and repeat of the Eris level 1 combo to pull cost 0 characters from stage to WR, while filtering using her level 0 bounce card and the level 1 Aqua that looks at top 3 when it gets sent from stage to waiting room. Level 2 is just utility, using the Eris to kill off early plays and the event to keep characters alive if needed. Level 3 I want to use the Aqua to pseudo-refresh my opponent’s deck and pair it with the Eris restand combo to seriously damage my opponent with a double god blow, and play cards for free from clock.

Arin: I have not tested this yet, so I don’t know if there are too many non-Magic targets in the deck. If this deck gets wrecked too hard at level 1, I’ll swap into the Yunyun combo for more power and replace the level 0 Eris with either reverses or Wiz salvage Rikis.

M: But as for running the deck, it looks like a pretty aggressive list. You have all the makings of hand sculpting as early as level 0, which is a plus, and the Megumin CX salvager isn’t level-locked. One of the potential downsides of the deck is that it needs to build its hand early on and maintain it. No free encore effects and an expensive level 3 means that the user will probably want to avoid using the 3-stock encore like the plague. (In this case, the 1/1 Megumin can’t really be counted as free because it takes a 1-stock investment.)

Having a reverser with hand encore can also be a trap. Yes, having a repeatable reverser is nice, but knowing when to use the effect is more important. Auto-encoring it every turn can be dangerous, especially if facing a deck that has on-reverse effects (of which there are many).

When playing the Megumin combo, you get the unique advantage of sidestepping attacking altogether. The most common things that will get around that are characters that can rearrange the board (e.g. Monogatari, Attack on Titan) and characters with hexproof (e.g. TLR). The one big downside to it is that it doesn’t generate stock. The amount of damage it deals can also make some players uncomfortable. After all, 3 is much more likely to hit than 4, but when one is trying to go for an EXPLOOOOOSION, one has to go big. Besides, there are plenty of other ridiculous cards in the set that we haven’t covered here this time around (Cabbage.dec anyone?), and there’s plenty of room to tinker.


If you have questions, please send us a message via Facebook or an email at theninthcx AT gmail DOT com. Be sure to sign up for our seasonal giveaway, and subscribe to our YouTube channel!

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Thanks for reading!

Persona 5 Deck Tech – G/B

Welcome to another 9th CX Deck Tech! Today we’re bringing you a take on a Green/Blue build for Persona 5. Special thanks to Jason S. for providing the list, and Travis for putting the article together.

Translations can be found on Heart of the Cards, but if needed, we will use in-house translations.

Onto the list!


Deck List:

Level 0 – 16:
4 Deal Made, Haru (P5/S45-041)
4 Futaba in Swimsuits (P5/S45-084)
4 Haru Okumura (P5/S45-029)
4 Phantom Thieves of Hearts, Makoto (P5/S45-106)

Level 1 – 8:
4 Artist of the Phantom Thieves, Yusuke – FOX (P5/S45-080)
2 Advance Notice (P5/S45-096)
1 “Owner” of Velvet Room, Igor (P5/S45-094)
1 “Card Copy” Yusuke (P5/S45-093)

Level 2 – 8:
4 “All-Out Attack” Haru – NOIR (P5/S45-032)
1 Champion Senpai of the End of the Century, Makoto – QUEEN (P5/S45-038)
1 Genius Hacker of the Phantom Thieves, Futaba – NAVI (P5/S45-086)
2 Advance Notice (P5/S45-046)

Level 3 – 10:
3 Navigation Role, Futaba – NAVI (P5/S45-076)
3 Haru & Milady – NOIR (P5/S45-027)
4 Makoto & Johanna – QUEEN (P5/S45-026)
CX Spread:
4 Adieu. (P5/S45-049)
4 You Think I’ll Forgive You!? (P5/S45-100)


At level 0, we have 16 characters:

Haru Okumura reveals the top card of your deck when you play a CX. If it is a [Phantom Thief] character, choose a character to give +1000 power until the end of your opponent’s turn. She also is a Clock Brainstorm(For each CX, choose a card in your clock, add it to your hand, the clock the top card of your deck)

Deal Made, Haru gets +2000 power if your control 1 or fewer characters in the front row. On attack, if you have 1 or fewr other characters, you may mill the top card of your deck. If it is a level 0 character, put it in the back row and that character gets [Coffee] until end of turn.

Futaba in Swimsuits is a global 500 to [Phantom Thief] and [Coffee]. If your opponent has a face down card in memory and damage dealt by a direct attack is not cancelled, you may pay and ditch 1 to heal.

Phantom Thieves of Hearts, Makoto goes to waiting room when your opponent plays a CX.

At level 1, we have 6 characters and 2 events:

Artist of the Phantom Thieves, Yusuke – FOX gets +2000 power once per turn when you play an event, and has a on play discard ability to put an “Advance Notice” from waiting room to hand.

“Card Copy” Yusuke gives a [Phantom Thief] character in the middle slot +2000 power. On play you may pay 2 to search (tutor) for a CX that you have a copy of in the waiting room.

If “Owner” of Velvet Room, Igor is the top card of your clock at the beginning of your main phase, you can look at your opponent’s hand.

When Advance Notice(Blue) is used, if your opponent does not have a face down card in memory, they choose a card in their hand, and place it face down in their memory. Then they may draw a card. It also gives 2500 power to a [Phantom Thief] character and “On opponent reverse, you may bottom deck this card’s battle opponent.”

At level 2, we have 6 characters and 2 events:

“All-Out Attack” Haru – Noir gets -1 level in hand if you have “Haru & Milady – NOIR” in your clock. She has a CX combo with “Adieu”: on CX play, if this is in the front row (center stage), put the top card of your deck into stock and this gets +1500 power until the end of your opponent’s turn.

Champion Senpai of the End of the Century, Makoto is a level assist. When damage dealt by an attacking character is not cancelled, if you have 3 or more other [Phantom Thief], [Student Council], or [Prosecution] character, you may pay 1 and ditch 1 to put a face down card in your opponent’s memory to clock.

Genius Hackre of the Phantom Thieves, Futaba – NAVI is a 2500 power back up with a pay 2 freefresh ability.

When Advance Notice(Green) is used, if your opponent does not have a face down card in memory, they choose a card in their hand, and place it face down in their memory. Then they may draw a card. This also gives of of your characters clock kick when it is played. After it is played, it is sent to memory.

At level 3, we have 10 characters;

During the turn Makoto & Johanna – QUEEN is played, you may discard a card to clock kick her battle opponent if it gets reversed. When this becomes reversed, you may pay 1 and reveal the top card of your deck. If it is a [Phantom Thief], [Student Council], or [Prosecutor], return this to your hand.

Haru & Milady – NOIR heals on play. When this is front attacked, you may pay 2 and discard 1 to give this the following ability for the turn; “Character facing this gets -2 soul”

Navigation Role, Futaba – NAVI is a global +1500 to other [Phantom Thief] or [Coffee] characters. When on of your other characters is attacked and you have 3 or more other [Phantom Thief] or [Coffee] characters, you may pay 1 and discard “You Think I’ll Forgive You?” to choose an opponent’s battling character, and that character cannot deal damage for the turn. This card also lets you scry when damage you take isn’t cancelled.

Climax Spread is split between green stock soul and pants(1k1):


T: What were your goals on building this deck?

J: Playtesting the set. My goals were to go through all the possible color combinations and climax combos while retaining the builds for further tweaking and improvement later on. This deck build was one of the first I attempted with the Persona set since the colors were not the same as the
Bushiroad-given deck (yellow/red). So in building this, the main goals were to playtest with the 2/1 green level 1 stock gen combo as well as a combination of the level 3 clock kick for finish and the level three anti damage back row.

T: How is this deck played?

J: At level zero your goal is the green clock brainstorms and playing the 0/0 that mills top to play more 0/0’s without depleting hand terribly. Another goal at level zero is to get the 3/2 green in clock early drop condition, to set up your clock upon hitting level one assuming you aren’t sent directly to level 2.

At level 1 you want to put blue in the level zone and clock the 3/2 early drop condition, if possible, to play some of your early drop 2/1’s the other option is to drop the 1/0 blue event salvager and pull the blue event into hand to get him power. The other goal is to light the 2/1 combo as many times as possible to compress your deck. This is where your 2/1’s staying on the board will generate not only stock but also hand.

At level 2 if you can continue to ride the 2/1 combo or play 1/0 if needed you can also play the 2/1 clock kick event to get increase damage.

At level 3 you want to drop your 3/2 green clock kicks and the 3/2 anti damage back row if possible. Also of note if the clock kicks get reversed you reveal top and if it’s a phantom thief they jump back to hand (although one of the problems with them in this build is they don’t hit super high powers; 13k without event/CX)

 

T: Are there any cards that you have wanted to try out and this build, and for what reasons?
J: I eventually plan to run through all the iterations of climax combos as well as cards for this color combination.


T: On a scale of 1-10:

T: How greedy is the deck, and why?
J: 8, because stock-wise the deck isn’t too greedy if it hits its combo and if it doesn’t it run into issues with both stock and hand due to the main pluses being clocking and brainstorming.


T: How difficult is the deck, and why?
J: 6, See above


T: How powerful is the deck, and why?
J: 6, clock kicks lack in finishing power in the current game state and due to the power issue on the clock kick. When the 2/1 combo goes off it compresses hard enough to raise the power of the deck substantially but with some consistency issues this lowers the power again.


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