Asuna vs Zekken, Last Shot vs Switch pt. 2!

Welcome to part 2 of the SAO discussion post! We are continuing off of the previous article over the new hand plus and finishers that have came to SAO, and to do so we have Clinton Chan and Bren Olit chiming in!

For reference, these are the new cards that will be discussed today;

When you play Attack in Waves, Kirito, you may sacrifice a “After the Battle, Kirito” you control. If you do, you may play this card at 0 cost. It heals on play. If you control 3 or more other [Avatar] and/or [Net] characters, this card gets +1500 power and “When this reverses a character in battle, you may choose another [Avatar] or [Net] character you control, rest it, and then move it to an open position on your back stage.

Attack in Waves, Asuna gives all [Avatar]/[Net] characters you control in front of her +2000 power and “When this reverses a character in battle, you may send the reversed character to memory”. When played, you may tutor for up to 1 [Avatar] or [Net] character. It has a CX combo with “Quest to Get <<Excalibur>>”: on attack, if you control 4 or more other [Avatar] or [Net] characters, you may pay 2 and discard a card. If you do, choose a “Attack in Waves, Kirito” you control, and this card, and exchange them. (Their status will not change)

Inherited Sword Skill, Asuna gets +1500 power until end of turn when played. She has a CX combo with “Demise of <<Zekken>>”: if she reverses a character in battle and you control 3 or more other [Avatar] or [Net] characters, you look at up to the top 3 cards of your deck, choose up to 1 card, put it in your hand, then send the rest to your waiting room. (You can choose 0 cards for either half of the ability.)

The other cards, <<Zekken>> Yuuki and Last Shot, Sinon, are the familiar gold bar and book CX combos.

 

Now onto the discussion!


Clinton:

So the first major point comparing Asuna vs Yuuki is does the deck want to play green as the primary or secondary color. If one doesn’t want to do more than splashing a few green versatility cards at 0 then the Asuna combo is the way to go. Asuna comes with a wind trigger that has uses throughout the game and the effect doesn’t require any extra cost in stock or cards from hand and provides milling and the choice of any card not limited to characters.

Yuuki is the number one reason to play green in SAO; she comes with a gold bar climax and the effect doesn’t require reversing an opposing character.  She also provides some of the best filtering and compression the game has to offer at a reasonable cost of 1 stock and a card from hand, which many times is more beneficial than a drawback. I think the Switch deck requires a lot more specific cards to fill up deck space than Last Shot, and having Asuna to be your main combo at 1 is viable because it is already on color with the focus of the deck.

The Last Shot build could benefit greatly from not having to pay extra stock with Asuna compared to Yuuki, but as a deck that mains Book triggers, Yuuki’s ability to potentially pay out a climax and pitch one to fix your hand and thin out a deck is just too good at getting you out of a pretty common scenario. So I don’t think either one is better than the other per se, but any SAO deck will want to play one or the other.

Last Shot vs Switch is the first crossroad in SAO builds in a long time. Last Shot is simple, a 2 card combo involving a healer and provides a potential big burst of damage from 2 sources that can easily deal a whole level worth of damage to your opponent in one attack. The effect of 4 damage on attack for a relatively cheap 2 stock and 1 card in hand is good because it is before the trigger step. It gets around half the damage mitigation from Compass and Project Darkness, and you can get around that by side attacking. Also, if the combo effect for 4 damage gets canceled, you get a big 4k attack buff until the end of your opponent’s turn, which gives you a good opportunity to combo again or at worst having a 2 soul beater. Blue is easily the best color in SAO at the moment and she fits in relatively easily without much space commitments. The drawback is that the Sinon goes to memory on reverse so you can’t encore her, but most times you’ll probably too low on stock to even want to encore her. Also, a continuous source of anti-character damage like the level 3 Shiroe from Log Horizon is a counter but playing against Log Horizon was already such an advantageous situation that you can afford to give those poor players something to be happy about.  

The Switch combo revolves around the Attack in Waves Asuna and Kirito. Both are level 3s and you need both on the field to make this combo work. The Kirito can be field for 0 stock if you sacrifice the newer brainstorm Kirito to waiting room. The effect is good enough to warrant playing that brainstormer, but isn’t absolutely required. The Kirito heals on play which is nice and on play, the Asuna searches for a character, so you can easily get Kirito. If you have 1/1 of each in play with the combo you get a 4th attack and with 2/2 in play you get 5 total attacks assuming you have a full board and a cost of 2 stock and 1 discard per Asuna activation. The strengths are that you aren’t affected by anti-character damage effects  and you have more opportunities for side attacks for precise damage. The extra attacks thins out your deck from the triggers and makes up for losing damage from Compass and Project Darkness. Also, the Asuna effect of giving characters in front of her a huge boost and memory kick is good in the mirror and removing threats from the board. Drawbacks are more deck space is more limited because of slots occupied by 2 different level 3s and potentially a specific level 0, requiring a full board to go off and are vulnerable to effects that gives character memory kick or bottom deck on reverse and effects that exhaust characters like Mismatched Pair.

At the end of the day the preference can come down to what climax triggers you prefer to play or not play. I think both finishing combo are very similar in damage opportunities and it comes down to how the deck plays to get to that point. I personally prefer Last Shot more because… (Editor’s note: The following was specifically requested to be published as-is.) 

Spoiler


Bren:

I’m going to assume that this is posited toward the English Format of Weiss Schwarz with an emphasis on competitiveness. (Editor’s Note: It is.)

When we compare two cards with a similar role in Weiss, we can’t just take a look at what they do, but also the context of the deck they come from, as well as what are the advantages and disadvantages of each choice.

 

Level 1

<Zekken> Yuuki and Inherited Sword Skill, Asuna are the generally accepted best advantage engines in their color (for those wondering, the initial question posed wasn’t specific, and it’s unclear whether they meant Inherited Sword Skill, Asuna or Asuna Invites to Party), and they share a small amount of similarities.  Both of them gain power on play, and they use a Climax to obtain Card Advantage, but that’s about it.  They’re vastly different otherwise.

Card Quality

<Zekken> Yuuki is great defensively in the short term, but also prepares for the future offensively.  While it’s costed and requires a discard, it searches out two Characters instead of just one, a small but significant difference, especially if done in multiples.  In addition, any Climaxes that are triggered, such as Treasure, Pants, or Book, can be either discarded or paid out to another Yuuki to prevent Climaxes from building up in either stock or hand.  It also reaches a higher base power with the combo, since base it’ll be 6500 if the last one played, then adding the 1k from the Climax brings it up to a respectable 7500, and that’s before the supports that can bring it to 10k easily.  The plus 1 level on both turns isn’t shabby either, as in English it blocks Level 1 Reversers from preying on them.

Inherited Sword Skill, Asuna isn’t without her strengths, however.  She’s on-color for the Switch combo, doesn’t require any stock, and as such, increases future defense due to that increased first refresh compression.  When she succeeds at her Combo, you get to go up to three cards deep, and choose any card, allowing you to set the pace and tempo while also keeping a small amount of information hidden.  The ability to pick Events and Climaxes for future turns also keeps this card interesting, and the added benefits like extra stock don’t hurt.  It also gets to a respectable amount on offense, going to 9500 with supports regularly.

Downsides

<Zekken> Yuuki is a weakling.  Even with supports, a 4000 base Character isn’t going to survive, with almost all Level 1s normally played in the center stage able to match or exceed that power level with their base power before supports.  Even some Level 0s can beat it.  The stock cost and discard may increase current compression, but it usually weakens the first refresh.  Yuuki’s presence gives on-reverse Level 1 combos a bright “Kick Me” sign, and the +1 Level only blocks Chika and Natsu.  Yuuki is also Green, a color that isn’t part of the Switch combo, and while it’s an easy squeeze for the Last Shot combo, it might be difficult to also squeeze any red cards in the Switch combo deck due to having to balance four colors. There’s also the potential anti-change counters here, as Level 1 ones like Taking Pride in Lyrics, Nico can function as a sort of anti-damage counter by sniping out a Yuuki once it’s received its level increase.

With that said, Inherited Sword Skill, Asuna isn’t much better on the power front.  4500 isn’t much better defensively than 4000, and still invites on-reverse combos to farm.  In addition, without the +1 Level Chika and Natsu aren’t even blocked, and with the right supports can even surpass the power without too much of an issue.  Asuna also doesn’t help solidify the future; she only adds cards in hand, not particular Characters, and most decks don’t run two of the most powerful events in SAO: Self Sacrifice and <Demonic Sword Gram>.  Running Events, after all, weakens the chance that Determination with Life on the Line, Kirito will get his power boost, and as we already covered, 4500 is not a strong power line.

Deck Ramifications

In very many cases, Yuuki is not the only Green thrown into the deck.  Adventuring with Everyone, Leafa, is quite a good card for the pressure, and for being able to dig for a Climax or Character, depending on what’s missing.  She slots in easier in the Last Shot build due to that build not requiring more than one color for its finisher, but she has a place in Switch as well since she’s not intrusive and enables the deck to run a card that can dig for the combo.  Due to the way Yuuki operates, it’s much less likely Choice to Fight, Kirito will be run alongside her since their power gain is pretty much the same, and can ruin the power of either card if there are too many copies.  In Switch, it’ll be harder to run Adventuring with Everyone, Lizbeth since that’ll put a fourth color out there.  It’s also much more likely that the Stock Soul is run given the support Yuuki demands, but the jury’s still out.

Asuna has a few different roads to take, regardless of deck.  You can go with Red with Lizbeth for a stronger Level 2 game, or a more solid Level 3 with Leafa able to grab necessary cards while providing an alternative finisher.  While on color for Switch, the base of Last Shot is only mono-color, and adding Asuna can also provide Attack in Waves, Asuna to give Last Shot, Sinon and Adventuring with Everyone, Leafa power boosts and the crucial optional memory kick, useful to shut down the Switch combo in a potential cross-archetype set mirror.  Yellow also enables the use of Agile Start, Asuna without making Level 1’s color situation awkward.  A further question compares using Self Sacrifice in the deck to reactively shut down an opponent’s attempts to take advantage of your weaker defensive field to the use of Determination with Life on the Line, Kirito to not only accept your power line on defense but increase the mill factor of the deck while helping to hand filter.  It’s possible to run both but it does weaken Kirito’s offensive capabilities.

Level 3

Last Shot, Sinon and Attack in Wave, Kirito/Attack in Waves, Asuna (known as Switch) are the premiere finishers of the Sword Art Online set, and it is definitively a debate as to which is better.  They provide interesting takes on how to finish an opponent, but they essentially provide multiple instances of damage that are difficult for an opponent to fully stop.  Oh, and they require a cost of 2 stock and a card in hand with the Climax in play in order to add on damage.

Card Quality

Last Shot, Sinon is quite straightforward.  It provides the most potential damage, the most instances of damage, is somewhat resistant to anti-damage, and on a Healer that can get prohibitively large if it doesn’t immediately finish the game.  Your backrow is not prohibited, allowing you to place supports that last.  Sinon can also self-compress by sending herself to memory if she’s somehow defeated.

Switch is likewise, straightforward, though with a bit more loopholes.  It avoids anti-burn, is quite resistant to anti-damage, is slightly cheaper than Sinon, even when not using the cost reduction for Kirito, and can be assembled with just one Asuna and the Climax, making it much easier to set up.  Since you don’t need particular Characters for the other slots, you can adjust your soul in your attacks.

Downsides

Sinon is expensive for its full combo, requiring 10 stock, 3 Sinons, 3 cards in hand, and her Climax.  This means that decks that are able to rush and have damage stick will be at an advantage due to the time needed to accrue those resources. Due to this, plenty of players end up using her combo only twice, making it only require 8 stock and 2 cards in hand instead, but it heavily weakens the damage range available, which allows Rest Counters to forcefully solve a good portion of the issue.  The ability to burn can be stopped by Anti-burn, and burning for 4, while great against an opponent who ended up a ratio of ¼ or worse, if it’s close to ⅓, it’s quite harmless.  In case Sinon is defeated, there is no option to try again, she sends herself to memory and you can’t try again, though usually the lack of handsize or stock will prevent another try.  You get one chance in most cases.  Also, due to her Climax being a Book, it’s very important to increase the number of Level 2s and 3s in English in order to pump up the Soul Triggers in the deck.  Prototypical Sinon decks that run the Mother’s Rosario and Last Shot climaxes tend to have around 10 Soul Triggers in the deck, providing a damage output similar to a standard deck running 2k1 Climaxes, like Shimakaze-focused Kantai.

Switch is very reliant on attacks.  A strong -1 or -2 Soul wall can heavily disrupt the damage output.  If the attacking Asuna or Kirito gets removed from the board, say, from a memory kick, the combo is dead.  Running After the Battle, Kirito takes up Brainstorm (and backrow slots), making running the Sleeping Knights Brainstorm at the same time awkward.  If he’s in the deck as well as the Sleeping Knights Brainstorm, it’s very likely that Kirito will only be used to make Attack in Waves, Kirito cost 0, and while he does some good work in milling other cards (like Comforting Moment, Asuna) do much better at getting two stock.  And without After the Battle, Kirito, a full combo requires 7 stock and 2 cards in hand, plus the Climax, though there is a reprieve in that starting with Attack in Waves, Asuna in hand lets you assemble the full combo as long as you have the rest of the pieces in the deck.  A Rest Counter on a non-Switch member hits Switch just as hard as Sinon, taking away two attacks while making the turn cost the same amount of stock, while a Rest Counter on an Asuna/Kirito that hasn’t attacked yet costs 1 more stock but you only lose 1 attack.

Deck Ramifications

Sinon is very freeform and can fit whatever shell you want to fit it in.  As examples, her combo can fit into a Lizgun shell, an Accelerate shell, or even a Silica Waifu shell.  By only having one color she opens up the floor for variety and greater accessibility by any kind of deck.  As long as you provide more soul and a way to increase stock and hand size without too much interruption, you’ll be able to achieve a triple Sinon combo.  This lends itself to having a more defensive Level 1 game, playing cards not for their offense but for their ability to reduce damage.  Burst Compression cards like <Zekken> Yuuki or mill cards like Determination with Life on the Line, Kirito aim less for specific cards but more to compress and prevent as much damage as possible.

Asuna is less flexible early game, so it can be flexible late game.  Running two colors late doesn’t necessarily close avenues, but it does make it a bit harder.  In order to fit both Green (for <Zekken> Yuuki and Adventuring with Everyone, Leafa) AND Red (Adventuring with Everyone, Lizbeth), you need to force Blue to be the base color, with Green the main splash at Level 1, Red the main splash at Level 2, and Yellow the main splash at Level 3.  It’s possible to not use Red due to it providing the least amount of help overall, but it still hurts to lose a card that avoids anti-heal and reduces stock usage, providing defense later on in the game due to stock compression.  Regardless, a third color does make it harder for newer players to play the deck to its fullest capacity, and the fourth color lends itself only to those used to four-color decks.  The emphasis for Switch is on its ability to be cheap and flexible late, so the early game is all designed to set up and go for specific cards over defense.

 

Final Thoughts

While both Inherited Sword Skill, Asuna and <Zekken> Yuuki have their individual strengths, the needs of both Switch and Sinon decks lends themselves to <Zekken> Yuuki.

Inherited Sword Skill, Asuna certainly adds more mill power to the Sinon deck like Determination with Life on the Line, Kirito does, but does so taking up a Climax slot AND a color slot.  It isn’t guaranteed to improve defense, and in some occasions may even worsen defense with a Climax in the first few cards.  Yuuki, while costing a stock, is guaranteed to compress with her ability, and while that does open up the deck to triggering more, due to the nature of Treasure and Book triggers the chance of cancelling is better with Yuuki on average, even if only slightly.  The stock can be regained by Comforting Moment, Asuna, anyways.  Finally, Green actually brings more use to the table than simply being the advantage engine.  Adventuring with Everyone, Leafa complements Adventuring with Everyone, Sinon by being another two-cost way to grab the Last Shot Climax, while also providing a 2-soul attacker and an additional finishing option.  Yellow’s main use outside of Asuna is her Level 3 variants, and while a Shot effect is alright, Asuna’s Commanding Strength’s role is mostly taken up by Machine of Ice, Sinon, the only exception being a Kantai Collection opponent holding multiple Compasses for your final turn.

Likewise, the Switch really cares about the <Zekken> Yuuki combo, but this time for her ability to grab specific cards rather than compression.  It’s unlikely a Climax is going to be the necessary card in hand, and the deck doesn’t run Events, so Inherited Sword Skill, Asuna’s niche is more or less useless, and while Asuna is in color, Yuuki is more guaranteed to find the card you want anyways.  Like with Sinon’s deck, Yuuki lets you run Leafa late, allowing you to help find the Climax while providing an alternative finisher.  The added stock isn’t too much of a downside to the Switch, and having a discard outlet early on is beneficial when the endgame combo can be a Pants trigger.

 

Tl;dr: Inherited Sword Skill, Asuna is good.  It just doesn’t do enough of what it needs to do in the Sinon and Switch decks because <Zekken> Yuuki does it better.

 


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Level Up! – How to Use a Lead (Part 1)

Are Sonzai X and RNGsus conspiring against you in your games?

Are you convinced that you are just doomed to lose?

Is there a possibility that you have missed potential advantages and opportunities?

If there is, (and there might be!) we’re going to be looking at a much finer point in WS: just what do we do when we are winning a game?

In WS, having an advantage (or having it look like we’re winning) looks different from other games.

(These are general comparisons only)

For instance, in chess, a tempo is a turn gained. (e.g. Your opponent having to move out of check) In Magic, it could be getting a sweet 2-for-1. In Shadowverse, it could be slamming your animated Bahamut onto a full enemy board when your opponent has no cards in hand. Okay, that’s more like Winning™, but advantages come in many shapes and sizes.

In WS, there are many places for a player to gain an advantage, and each has a value that is dependent (ranging from barely to completely) on other factors. For example, an effect that draws 3 cards is powerful by itself, but is even more powerful the lower the level of the user and the higher their stock, and only slightly diminished by the number of remaining CXs in deck, and cards in hand.

But when it comes down to the little decisions in a game, we don’t have the luxury of notes to refer to; we can’t even take notes during a game. So with that in mind, how can we best prepare to recognize advantages that may arise during a game? And if we do spot one, how do we best use it? Our answers may change depending on what kind of deck we’re using, but we thought that there might be some general truths out there. For that, we’ve turned to our guests and team for their thoughts!

We’re featuring thoughts from Bren, Clinton, Sebastian, Travis, and Felix. We took everyone’s opinions blind, so no one has seen what the others have said. We did this to avoid accidentally biasing anyone, though the drawback is that some of the points may overlap. Michael will be adding some of his

When playing a game of WS, how do you recognize, take, and maintain a lead?


Contine 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!

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!

Card Academy First Annual Sakura Fest – Tournament Report

Hello! This is Melanie here from 9th CX with a tournament report. We held our first annual Sakura Fest for Japanese Weiss Schwarz at The Card Academy in Reynoldsburg, Ohio. We had 23 players come out from New Jersey, Ohio, Indiana, and Illinois to play in the event today. We had 4 rounds that cut to a clear Top 8 who played out their matches for playmats and store credit prizes.

 

And now for the tournament entry break down!


Here is the breakdown of all of the sets that participated today:

2 Accel World
1 Clannad
1 Dog Days
1 GirlFriend Beta
1 [email protected] Cinderella Girls
1 Is the Order a Rabbit??
1 Kantai Collection
1 Kiznaiver
3 Konosuba
1 Log Horizon
2 Puyo Puyo
1 Rewrite
2 Re:Zero
1 Rinne
1 SAO
1 Symphogear
1 To Love Ru Darkness
1 Vivid Strike

Here is the series placement for places 9-23:

9th: Accel World (Kuroyukihime)
10th: Re:Zero (Emilia/Blue Focused with other cards splashed)
11th:  GirlFriend Beta (3 color)
12th: Rinne (Mono Green)
13th: Konosuba (Mono Red Magic)
14th: Puyo Puyo (Red Puyos with Yellow)
15th: Rewrite (Gaia Build)
16th: Dog Days (Yellow Green)
17th: Log Horizon (With Power Up Set)
18th: Kiznaiver (Yellow Green Focus)
19th: Konosuba (Mono Red Magic)
20th: Is the Order a Rabbit?? (Mono Blue)
21st: Clannad (Yellow Power Up Set Focus)
22nd: Re:Zero (Yellow/Red Focus)
23rd: Vivid Strike

And here are the decklists, sets, and notes for the top 8!


First Place: SAO
Decklist Provided By: Travis Engle

Level 0:

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

Level 1:

4 x “Zekken” Yuuki (SAO/S47-028)
2 x Sinon, Temporal Alliance (SAO/SE23-21)
2 x Sinon, Temporal Alliance (SAO/S47-078)
2 x Asuna, Vice Guild Leader (SAO/S47-007)
1 x Sinon, Challenge to the Strong (SAO/S47-123)

Level 2:

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

Level 3:

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

Climaxes:

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

 

Second Place: [email protected] Cinderella Girls
Decklist Provided By: Kit King (Video can be found here)

Level 0:

1 x Yuki, Team KBYD (IMC/W41-006)
1 x Yuki, Team KBYD (IMC/W41-006PR)
4 x Kanako Mimura (IMC/W41-041)
2 x  Momoka Sakurai (IMC/W43-046)
1 x Miku, the Best Team (IMC/W43-055)
1 x Arisu, Project:Krone (IMC/W43-082)
3 x Kaede, Important Place (IMC/W43-083)
1 x Kaede, Important Place (IMC/W43-083R)
2 x Koume, Loves Horror (IMC/W43-086)
1 x Riina, Do What You Should Do Now (IMC/W43-097)

Level 1:

2 x Kanako, My First Star (IMC/W41-054)
4 x Minami Nitta (IMC/W41-079)
4 x Minami, My First Star (IMC/W41-087)

Level 2:

1 x Mayu Sakuma (IMC/W41-058)
1 x Chieri Being Too Nervous (IMC/W43-061)

Level 3:

2 x Anzu Futaba (IMC/W41-043)
4 x Ranko Kanzaki (IMC/W41-080)
2 x Anastasia (IMC/W41-081)
1 x Rin, Trancing Pulse (IMC/W43-080)
1 x Rin, Trancing Pulse (IMC/W43-080SP)
1 x Minami, New Challenge (IMC/W43-089)

Events:

2 x Unfitting Pair (IMC/W41-108)

Climax:

4 x -LEGNE- Sword of Hatred, Melody of Light (IMC/W41-110)
4 x Everyone’s Leader (IMC/W41-112)

 

Third Place: To Love Ru Darkness 2nd
Decklist Provided By: Forrest Green

Level 0:

3 x “Yaiyaki of Memories” Yami (TL/W37-T01)
3 x “Sitting” Mikan (TL/W37-031)
4 x “Cute Pajama” Mikan (TL/W37-035)
3 x “Pure White Wings” Yami (TL/W42-001)
2 x “China Dress” Mea (TL/W42-006)

Level 1:

2 x “Ribbon-Wrapped” Mea (TL/W37-010)
3 x “Memory Connecting the Future” Yami (TL/W37-011)
2 x “Heart-Thumping Bath Time” Mea (TL/W37-012)
3 x “Sleepy Time” Mikan (TL/W37-039)
4 x “Organizing Clothes” Mikan (TL/W37-040)

Level 2:

1 x “Good at Cooking” Mikan (TL/W37-044)

Level 3:

4 x Golden Darkness (TL/W37-001)
1 x Mea Kurosaki (TL/W37-002)
2 x Mikan Yuuki (TL/W37-032)

Events:

2 x Calming Warmth (TL/W37-026)
3 x Darkness Plan (TL/W37-027)

Climaxes:

4 x Taiyaki-Shaped Keyholder (TL/W377-053)
4 x Kind Time (TL/W37-028)

4th Place: Accel World Nox Clone
Decklist Provided By: Steven Pidcock

Level 0:

2 x Rin, Calm Feelings of Love (AW/S43-032)
4 x Ash Roller From Shibuya (AW/S43-041)
4 x Circular-Shaped Enemy (AW/S43-042)
4 x White Duel Avatar (AW/S43-043)
2 x Utai, Summer Festival (AW/S43-057)

Level 1:

18 x Nox Core (AW/S43-044)

Level 2:

4 x Nyx & Risa (AW/S43-039)

Level 3:

4 x Nyx, Goddess of Night (AW/S43-040)

Climaxes:

4 x Citron Call (AW/S43-052)
4 x Big Brother’s Punishment (AW/S43-053)

Fifth Place: Puyo Puyo
Decklist Provided By: Ragnorok64
Note from Provider: Please take a look at my Twitch Channel for Weiss Games and Deck Techs!

Level 0:

2 x “Hentai” Schezo (PY/S38-004)
4 x Ringo, Lost in Mystery (PY/S38-090)
4 x Ringo, Student of the Suzuran Middle School (PY/S38-093)
3 x Sig, Student of the Primp Magic School (PY/S38-066)
3 x “KO’d” Amitie (PY/S38-073)
3 x Carbuncle (PY/S38-012)

Level 1:

4 x “Bayoe~n” Amitie (PY/S38-064)
2 x Kikimora (PY/S38-095)
4 x Maguro, Horrible Fashion and Weird (PY/S38-096)

Level 2:

2 x Carbuncle Being Whimsical (PY/S38-008)
1 x Schezo, Going After the Power of the Magic (PY/S38-007)
2 x Amitie, Student of the Primp Magic Schoo (PY/S38-075)l

Level 3:

4 x “Bayoe~n” Arle (PY/S38-003)
2 x Amitie, Very Good! (PY/S38-065)
1 x Amitie, Very Good! (PY/S38-065S)
1 x Risukuma-senpai (PY/S38-091)

Climaxes:

2 x Bayoe~ n (PY/S38-86)
2 x Bayoe~ n (PY/S38-27)
4 x I Won~ (PY/S38-118)

Sixth Place: Konosuba
Decklist Provided By: Julian Washington

Level 0:

3 x “Guide to Obtaining Skills” Megumin (KS/W49-038)
3 x “Kind Goddess” Eris (KS/W49-074)
4 x “Here’s Where the Adventure Starts…?” Aqua (KS/W49-087)
4 x “Meaning for Killing Snow Sprites?” Aqua (KS/W49-075)
4 x “Board Game” Megumin (KS/W49-037)

Level 1:

1 x “Shaken” Megumin (KS/W49-047)
4 x “Kind Smile” Eris (KS/W49-076)
2 x “Demanding Apology” Aqua (KS/W49-093)
4 x “Sacred Create Water” Aqua (KS/W49-077)

Level 2:

2 x “Pride of the Goddess” Aqua (KS/W49-T17)
1 x “Striking a Pose with Arms Open” Darkness (KS/W49-013)
1 x “Calling for Sensei” Megumin (KS/W49-051)

Level 3:

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

Climaxes:

4 x Revive (KS/W49-099)
4 x Real Explosion Magic (KS/W49-067)

Seventh Place: Kantai Collection
Decklist Provided By: Audri Sampson
Note from Provider: Shoutout to Benjamin Schiffli for the original decklist that was tweaked by me for this final deck version.

Level 0:

3 x Tokitsukaze, 10th Kagero-class Destroyer (KC/S31-003)
3 x Tanikaze, 14th Kagero-class Destroyer (KC/S31-023)
4 x Akatsuki, A Moment in Winter (KC/S31-040)
3 x Murasame Kai, Command Ship of the Second Destroyer Squadron (KC/S31-80)
3 x Z3, 3rd Z1-class Destroyer (KC/S42-037)

Level 1:

2 x Tahoukai, Taihou-class Armored Carrier (KC/S42-002)
1 x Tahoukai, Taihou-class Armored Carrier (KC/S42-002SP)
4 x Prinz Eugen, 3rd Admiral Hipper-class Heavy Cruiser (KC/S42-030)
3 x Maya Kai-Ni, 3rd Takao-Class Heavy Cruiser (KC/S42-039)
3 x Ashigara, 3rd Myoukou-class Heavy Cruiser (KC/S25-158)
3 x Z3 Zwei, 3rd Z1-class Destroyer (KC/S42-049)

Level 2

3 x Ro-500, Ro-class Submarine (KC/S42-035)
2 x Bismarck Zwei, 1st Bismarck-class Battleship (KC/S42-040)

Level 3:

2 x Musashi, 2nd Yamato-class Battleship (KC/S25-002)
3 x Prinz Eugen Kai, 3rd Admiral HIpper-class Heavy Cruiser (KC/S42-036)

Climaxes:

4 x Aim Well ……… Feuer! (KC/S42-056)
4 x Ro-class Submarine, Deploying! (KC/S42-057)

Eighth Place: Symphogear
Decklist Provided By: Nick Pipkin
Note from Provider: This build was inspired and influenced by another topping Symphogear list.

Level 0:

4 x Hibiki, Full Power Punch (SG/W19-001)
2 x Hibiki, Gathered Power (SG/W27-001)
1 x Chris, Own Role (SG/W27-055)
2 x Hibiki & Elfnein, Special Training by the Beachside (SG/W39-078)
3 x Chris & Hibiki & Miku, Swimming Time (SG/W39-063)
2 x Miku, Understanding Hibiki (SG/W39-003)
2 x Kiraka, Fluttering (SG/W39-038)

Level 1:

4 x Hibiki, Fight to Protect (SG/W39-005)
1 x Tsubasa, Collaboration of Songstresses (SG/W39-085)
2 x Hibiki & Miku, Preparing for a Day Nap (SG/W39-010)
4 x “Gathered Miracle” Hibiki (SG/W39-001)

Level 2:

1 x Chris, Fear of Losing (SG/W39-056)

Level 3:

3 x Shirabe, the Conclusion Reached (SG/W39-026)
3 x Kiraka, the Conclusion Reached (SG/W39-027)
1 x Kiraka, the Conclusion Reached (SG/W39-027SP)
2 x “Self Brilliance” Maria (SG/W39-052)

Events:

3 x Fusion with Relic (SG/W19-022)
2 x Ignite Module (SG/W39-070)

Climaxes:

4 x Unison of Two (SG/W39-048)
4 x Gungnir, Again (SG//W39-023)


Thank you to everyone who came out to the event today and participated! It was a fun event with a lot of diversity and great players!

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.


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Thanks for reading!

Re: Visiting SAO; SAO Deck Tech G/B

Welcome to another 9th CX Deck Tech! SAO has gotten a Re:Edit version, and the deck is more accessible than ever! With new cards come more options, and Travis has been doing some crafting.

Special thanks to Travis for putting the article together. Translations can be found in the usual spots on Heart of the Cards, and in the case of inaccurate or unavailable translations, in-house translations will be used.

Let’s check out the list!


SAO Post Re:Edit v1.2

Level 0 – 18 cards:

4 Silica, Gathering Materials (SAO/SE23-07 -or- SAO/S47-051)
4 Kirito, Temporary Alliance (SAO/SE23-20 -or- SAO/S47-077)
4 Yuuki, Undefeated Super Swordsman (SAO/SE26-07 -or- SAO/S47-026)
3 Kirito, After the Battle(SAO/S47-113)
3 Sinon, Mission at Dusk(SAO/SE23-P01 -or- SAO/S47-122)

Level 1 – 11 cards:

4 Sinon, Temporary Alliance (SAO/SE23-21 -or- SAO/S47-078)
4 “Zekken” Yuuki (SAP/SE26-10 -or- SAO/S47-028)
2 Asuna, Vice Guild Leader(SAO/S20-010 -or- SAO/S47-007)
1 Sinon, Challenge to the Strong (SAO/SE23-P08 -or- SAO/S47-123)

Level 2 – 5 cards:

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

Level 3 – 8 cards:

4 Sinon, the Last Strike(SAO/SE23-24 -or- SAO/S47-076)
2 Kirito, to Obtain the Holy Sword (SAO/SE26-29 -or- SAO/S47-080)
2 Leafa, Adventuring with Everyone(SAO/S47-107)

CX Spread:

4 Phantom Bullet (SAO/SE23-35 -or- SAO/S47-098)
4 Mother’s Rosario (SAO/SE26-20 -or- SAO/S47-048)


Since the new Re: Edit booster features cards from previous boosters, i’m going to ignore the cards that have been reprinted and introduce the new cards in this deck that have been released in this set;

Kirito, After the Battle once per turn can give on of your characters +500 power whenever you use a startup ability. He also has a new type of brainstorm ability where for each CX you hit, you may draw up to 2 cards, and then discard 1.
Probably one of the strongest brainstormers in this set, aside from the previous Sleeping Knights brainstorm released in the Mother’s Rosario EB. It fixes one of the biggest problems I’ve had with this deck before Re: Edit of having 2-3 CXs in my hand almost every turn with the only discard outlet being this Sinon brainstorm from the GGO EB. He can hand fix, and plus your hand in the same sentence. Not to mention the extra +500 power he gives when you use a startup once per turn give back ups in the set a little extra boost.


“Dicey Cafe” Gilbert
 is a 2.5k backup. When you use his backup, you may pay 2 and discard an [Avatar] or [Net] character to bottom deck a character on your opponent’s field with a higher level than your opponent’s.
Finally, SAO gets an anti-change backup. It doesn’t sac a character like other anti-change backups do, but it still gets the job done of getting an early play off your opponent’s field. Plus with the Kirito brainstorm, this backup becomes a 3k backup.


Sinon, Adventuring with Everyone gets +1k  per other [Avatar] or [Net] character on attack for the turn if she is facing a level 3 or higher character. On play, you can also pay 1 and ditch a CX to salvage a CX.
Check Six got an upgrade in this set, with the added ability of salvaging a CX so you can set up Sinon at level 3. Considering a main CX in the deck is a gold bar, having a CX in hand for her on play ability is a walk in the park.


Leafa, Adventuring with Everyone
gets +500 power per other [Avatar] or [Net] character. On entry, you can look at the top X cards of your deck, where X is the number of [Avatar] or [Net]  characters you control, select a card to add to your hand, then ditch the rest. During both players turns, when she reverses her battle opponent you can discard 2 characters from your hand and clock kick her battle opponent.
Cross-turn clock kick is leagues above the previous level 3 clock kick Yuuki from the Mother’s Rosario EB. Her condition is stockless so you can save your stock to pay for backups, or perform more instances of Sinon’s burn combo. Added in with Machine of Ice and the Kirito Brainstorm, this card is a force to be reckoned with and makes your opponent have some tough decisions whether to front attack her or not.

Cards I have considered for this build:
Note: Cards that are new will have translation text, reprinted  cards will not.
Silica, Straightforward Trust (SAO/S20-051 -or- SAO/S47-058)
Considering how much I would be milling through my deck, I pondered adding this card in as a consideration so I can grab back characters I may need at the current moment. She could also double as another attacker since her brainstorm ability doesn’t need her to rest, only two other characters.

Sinon, in the Midst of Sunlight Through the Leaves(SAO/SE23-19 -or- SAO/S47-083)
A viable option for a brainstormer, considering her defensive buff as well as a spammable search/hand filter brainstorm. I don’t think this will make an appearance in future builds of this deck since it doesn’t plus, but I would love to be proved wrong.Sinon, Angered(SAO/SE23-31 -or- SAO/S47-094)
A costed 2k back up lets me pay out any blind stock or CX I may have triggered in my previous attack. Plus if I am close to refresh and know I’m out all 8 from my deck, it wouldn’t hurt me that bad to use this to force a refresh and possibly cancel an oncoming attack. It also could help me with damage pockets as well.

“Sleeping Knights” Talken & Nori & Jun (SAO/SE26-09 -or- SAO/S47-27)
A search brainstorm may benefit the deck, so this card will always be in consideration when brewing with SAO, but since in this current build I don’t run many Yuuki or Asuna cards for the first effect to benefit from, I decided to give the Kirito brainstorm a shot over this one for now.

Leafa, Time Limit(SAO/SE26-15 -or- SAO/S47-34)
Her global assist ability is always helpful, but I couldn’t use this and brainstorm in the same turn without playing over some backrow cards to do so. Her search ability is nice, but I have Zekken to give me that ability instead.

Sinon, “Cait Sith” Archer (SAO/SE26-34)
Her defensive global ability can offer some serious defensive power, especially with the new clock kick Leafa. Plus her on play ability can help filter out unwanted CXs in hand for more useful cards.

Kirito, Life-Risking Seriousness (SAO/S47-114)  On play top checks for [Avatar] or [Net] to get +2k for the turn. When he is sent to the waiting room, you may reveal up to the top 3 cards of your deck. If one or more is revealed in this fashion, add up to 1 [Avatar] or [Net] card from them to your hand, send the rest of the revealed cards to the waiting room, then ditch a card.
This Kirito offers more milling power for my deck, and yet another filter option. His reveal top ability may give me some decent information on whether to brainstorm or not, and can sub in for a decent beater. His on death ability also works really well to filter out unwanted CXs from hand with one of the revealed cards. Defensive presence he doesn’t offer much, but may be ran in future builds as a tech 2-of.

Sinon, Fear in Her Eyes (SAO/S47-116) prevents the use of events or backups for her controller.
It’s a beater yes, but I would need to get her off my field ASAP before my opponent hits level 1, otherwise decks that have on reverse abilities don’t even need to worry about backups.


Deck breakdown:

At level 0, the deck does need to rely on clocking each turn to replenish hand size, with the use of  Kirito, Temporary Alliance to keep a board presence and use both Silica, Gathering Materials and Yuuki, Undefeated Super Swordsman to take care of any beaters or walls your opponent. Silica also is used to filter out your hand to grab level 1 pieces and the ability to get a guaranteed brainstorm as well. Kirito, After the Battle can be used to hand plus, but should be used only if you can successfully hit 1 knowingly.

Level 1 things start to pick up with “Zekken” Yuuki‘s hand plus combo. A good target to look for at the start is Sinon, Challenge to the Strong since the Yuuki plus combo can provide hand encore fodder in the case she gets reversed. Kirito, After the Battle makes more of an appearance here, since on defense he can give an extra 500 boost to backups and keep your field alive without using encore effects.  Plus, since you’ll be pulling out damage with the Zekken combo, using his brainstorm ability to filter out possible CX triggers and mill through your deck will benefit more here.

Level 2 is mainly using level 1 attackers to deal damage. “Dicey Cafe” Gilbert is there to take care of early plays on your opponent’s end, in case Sinon, Adventuring with Everyone isn’t in hand. Again, since a gold bar is a primary trigger in the deck, she can also switch out any gold bar in hand with Phantom Bullet, in case it is not in hand already. “Machine of Ice” Sinon is there for providing assist power, while also denying your opponent events or backups on selected characters.

Level 3 is giant shots of damage, with a clock kick to keep board pressure. Leafa, Adventuring with Everyone is used as a final attack, or whenever you can guarantee the final point of damage with her clock kick. Sinon, the Last Strike is the primary damage dealer here while Kirito, to Obtain the Holy Sword is your defensive power. Sinon, you’d want to discard a CX for her cost unless you have enough characters to still use Leafa’s clock kick. Ideally, a full hand size has been kept up with the use of Kirito, After the Battle coupled with the fact that Leafa and Kirito replace themselves when they are played. Leafa, Gathering Materials can be used on defense mainly here to filter out a CX to give you 2 character cards for if you get a reverse with the Leafa level 3.

Question Time!

M: Some sets (e.g. Re:Zero) have now begun to feature these more punishing level 0 4000 power beaters. They can crush almost anything in the way, and they offer some potential card advantage for the early game. What do you think about running both the 4k Sinon level 0 alongside the Kirito runner? There are probably cuts that could be made, like going down to 3 of each reverser as a start.

T: The idea has crossed my mind to try and implement the Sinon beater in a version of the build, but with this current build I’d have to go with dropping a Silica and Kirito runner. I run just enough green to see it in my clock when I hit level 1 and taking out one of each reverser would be pushing my luck on that.

M: That seems fair. There is also a small case to be made about varying the brainstormers to give some degree of flexibility. Past winning decks within this series have been known to run 1-of brainstorm variants – would it be too much of a risk to do a 1 for 1 swap with a Sleeping Knights brainstorm? (as an example)

T: A variant I have thought would be 2 search brainstorms, 1 draw/ditch, and 1 salvage.

M: And some would call you a little crazy for inviting such inconsistency.

T: Having both a one of the salvage and draw brainstorm give me a little more flexibility if a situation were to arise that I need to search a secondary brainstorm with Zekken. Since all the brainstorms in that variant require any two characters to be rested, I could just use one of the unneeded brainstorms as a body to throw damage at my opponent.

M: A fair point, but I’m not sure fans of consistency will exactly agree.

Editor’s Note: Real life has gotten in the way of finishing this article properly, so if we have more, we will add it here after!


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2k1 Theory

Good evening! Melanie here from 9th CX with a reflection and some playtesting on two decks to share with you.

 

It’s become apparent that decks that have climax combos with the following effect:

“When you play this climax, draw a card, and choose a character receive +2000 power and +1 soul for the turn.”

a.k.a, 2k1, have seen a decline in playability.

A photo of a 2k1 in the wild being denied

Earlier in the game, they were seen as a decent climax type because 1.) they replaced themselves in hand with a card draw, and 2.) they helped power up a character to get over an opponent. This type of climax is starting to show its age. Firstly, the lack of a global +1 soul to all characters on the board is a huge concern due to the need to push damage. Soul damage, i.e. damage dealt to players, is how you win in Weiss Schwarz, and while denying hand or field advantage can play a role in game victories, pushing damage and getting it to stick is the true goal. Secondly, the two soul trigger is less desirable in many deck types, especially those that run some type of global soul climax at Level 3 (such as the many variants of “+1000 power and +1 soul to all characters”) because of the tendency to over swing. Even decks that capitalize on the newer “Card of X color from waiting room to stock and +1 soul to everyone” are wary of this problem occurring since that climax runs the same type of trigger.

Oh Nao you tell us

Recent set design has actually been avoiding this climax, relegating it the Climax Common (CC) slot and comboing it with less powerful, but still playable, cards. Series such as Rewrite Anime that are getting continued support, have seen them not printed at all again due to the fact that they already exist in earlier sets. Some other recent series, such as Is the Order a Rabbit??, have seen them printed in TDs in some colors only. This is speculation, and the shift is more likely due to incorporating new climax types that are seeing play at the competitive level, there has been some judging and avoiding of some card combos because they do combo off of a 2k1. Also, some climaxes that have alternate types per climax name available have seen a slight spike in price if they are a limited promo (PR) that gives global soul damage.

 

While global soul damage may always be ideal, there are ways to make cards that have good climax combos with 2k1’s playable and competitive viable today. Taking some research from two recent deck builds that I have play testing throughout the previous summer and fall, I have found that there are ways to make this climax type at least mid-range competitive today. Let’s take a look at two decks that, in theory, shouldn’t work but have tournament records that prove otherwise.

 

Mono-Red Rabbit House (Pre-Extra Booster)

Tournament Record: 20 wins out of 23 games

Notable Losses: [email protected] CG Trancing Pulse and Card Game Shiyoko

Notable Wins: Persona 5 (Y/R focus), Rinne, and Kantai Collection (updated with set 3 card, G/R focus)

 

Level 0 – 17

4 “Rabbit Ear Parka” Cocoa (GU/W44-032)

3 “Dignified” Rize (GU/W44-034)

4 “Report that Brings a Smile” Cocoa (GU/W44-036)

4 Pitcher Rize (GU/W44-053)

2 “A Little Cool” Chino (GU/W44-T13)

 

Level 1- 13

4 Cocoa Very Drunk (GU/W44-037)

4 “Pretty Look” Rize (GU/W44-038)

2 “Invitation” Rize (GU/W44-043)

1 “Twintail Girl” Rize (GU/W44-T05)

2 “Greeting” Rize (GU/W44-P05)

 

Level 2- 4

1 “Guardian of Roses and Explosions” Rize (GU/W44-045)

2 “Suspicious” Rize (GU/W44-047)

1 Chino in a Maid Outfit (GU/W44-085)

 

Level 3- 8

4 “Rabbit Ear Parka” Rize (GU/W44-033)

2 “For My Little Sister” Cocoa (GU/W44-039)

2 Cocoa in the Wood-Framed Town (GU/W44-T10)

 

Events- 0

 

Climaxes- 8

4 Fluffy Hunter (GU/W44-065)

4 Helper, Wild Black Horse (GU/W44-067)

 

Older cards that were considered for this build:

Rize in the Wood-Framed Town (GU/W44-035)

Puppy Cocoa (GU/W44-044) * If you do not like clock encore or don’t have access to the 1/1 Rize PR *

 

New cards that should be considered for this build:

Rize, Being Herself (GU/WE26-020)

Cocoa, Going Together (GU/WE26-021)

Rize, Club Helper! (GU/WE26-030)

 

*Note:

Some of the new cards in this set at first glance seem like they should be ‘gold starred’ for this build. In reality, they don’t have any synergy with the concept of this deck and in playtesting didn’t work out. Feel free to try them out, as they may work out for you and your playstyle/preferences.

Chino & Cocoa, Good to Have Met (GU/WE26-018) and Pillow Fight (GU/WE26-032): This is a very powerful finish combo that has seen play in the newer competitive decks of this series. In attempting to slot it into this build, I found that it’s finish had a likely chance of failing due to the ditch 2 cards from hand cost requirement. This deck cycles its hand, and while it can build an excess, it usually does not. This combo didn’t fit the playstyle of this deck for me personally and I feel is a better fit with the Chino “Shimakaze” clone.

“Present Exchange” Rize (GU/WE26-019), Cocoa Get Well Visit (GU/WE26-023), and Chino Being Playful (GU/WE26-035): It would seem that this pairing would be more optimal as an early drop trio than the old 3/2 early drop Cocoa salvage combo, but not for this deck. This pair eats too much stock (3 to early drop Rize), despite the benefit of the heal, and even though some assist power on the brainstorm would be nice the search brainstorm Chino works counter to what this deck does. This deck mills and salvages so much that it wants to turn our waiting room into an extension of our hand. While the search brainstorm is a compression search on hit that still mills, the reality is that this deck mills so much that half the time my search targets were in the waiting room and I was sitting there wishing I had my salvage brainstorm. The scry effect on the 1/1 Rize assist is also needed to help set up and make the chances higher for hitting the 3/2 Rize’s on play burn ability.

Rize Being Ladylike (GU/WE26-022), Rize, Big Transformation! (GU/WE26-026), and Liberal Interpretation of Phantom of the Opera (GU/WE26-033): As much as I like the idea of the swap for power and plus combo these two Rize’s can pull off, as well as the potential for a plus off of the stock soul salvage combo, these cards didn’t perform as well as I wanted in playtesting. They monopolized tech spots at Level 1 and had difficulty pulling off initial chain swap unless I went to Level 1 first with a very precise hand. The combo itself isn’t bad at all, just didn’t fit the synergy of this build. Definitely worth considering for Rize waifu and other deck builds for this series.*

Mocha, Big News (GU/WE26-027): This is a great Level Assist that pumps all Level 3’s in front of her, turns our healer from the TD into a big wall, and hand filters to get the healer back. A solid card. While she can be salvaged by many effects in the deck, she still causes problems with not having [Rabbit House] trait by interfering with the 0/0 Rize’s mill combo and the top check to burn Rize. Too risky to run with any consistency.*

 

How to Play This Deck:

This deck does take some hefty risks on both its plus combo and it’s end game finisher, but interestingly enough it ends up working out. This deck is a mill deck that seeks to turn your waiting room into an extension of your hand. This allows late game some interesting teching of Level 2 counters, and allows you to filter through your hand pretty easily if you get climaxes stuck in your hand before your multiple refreshes. In playtesting this deck, in 7 games the deck had refreshed at the end of turn 2, and in 10 additional games had refreshed by the end of it’s first turn. The deck seeks to compress by milling and hopefully plussing through your mills, refreshing early which naturally leads to a more compressed deck no matter what you do, and then repeating the cycle.

At Level 0 this deck pushes soul damage early game by committing heavily to the field. Most times any higher level cards that are not Level 0’s will be discarded from the opening hand as there is a chance they can be salvaged back early in the game. Optimal turn one plays are either the TD draw/ditch a card Chino or the mill Level Reverser RR Cocoa. Turn two at Level 0, if it happens, ideally sees the 0/0 Rize’s climax combo in hand coupled with at least one brainstorm Cocoa. I try to get as many of the 0/0 Rize’s as possible so that I can mill through the deck and potentially plus off of it. The 2k1 at Level 0 lets me get over wall characters, replaces itself in hand, and allows me to mill through the deck at any Level for either a chance at plus, milling through damage, or milling through climaxes I don’t want to trigger.

Level 1 this deck seeks to wipe its opponent’s board capitalizing the on the 1/0 Level Reverser Cocoa with hand filter, the 1/0 6500 Rize that usually can be a 7000 with the global 0/0 Rize assist in the back row, and the 1/1 clock encore PR Rize that on attack usually hits at 8500 with back row. I usually try to play any extra climaxes I get in hand, and also use the brainstormer to keep hand up. The clock encore Rize allows me to preserve hand with a decent size attacker if she becomes reversed on defense, although some players will prefer to swap this out for a hand encore character if they don’t like the clock encore dealing them damage. For my play style I found that the hand encore didn’t work in this deck as it hurt hand too much.

Level 2 can run two ways. With the right combo pieces, it is possible to early drop the 3/2 Cocoa that on play salvages a Rabbit House or Bread Character and then also has the climax combo with the new climax type “Draw a card. Choose two of your characters and give them +1 soul for the turn” (i.e. split soul) that allows for a hand filter to salvage 2. Sometimes, though, depending on how the game has gone you may not want to commit the stock to this. At this point I fall back on the 2/1 Rize that can take out early drop Level 3’s and preserve stock by using the 1/0 Rize’s and clock encored 1/1 Rize’s from the previous level. It is also possible, against “on reverse” decks to take advantage of the Level 0 tech in this deck, play a bunch of tech cards, crash your board, and cause your opponent to overswing (though this is a risky option).


Level 3 in this deck will pinpoint heal with the TD Cocoa, tech salvage back what you need with the 3/2 Cocoa if you didn’t drop her early at Level 2, and play as many of the 3/2 Rize finisher as possible. Even though her 2nd ability is very iffy to pull off, the on play burn effect that can be set up with the 1/1 Rize Level assist for a higher chance to hit. Building enough stock in this deck is tricky, but in 8 games I was able to pull of the on attack, pay 6 to burn 5. For most games, though, the on play reveal top to burn was enough of a finish to push the game to a close.


Little Busters! Y/B

Tournament Record: 32 wins out of 38 games

Note: 14 of these tournament games took place during the 2016 Nationals Qualifying Regional Season. This deck placed 9th at a 28 player regional in Indianapolis, and 5th at a 4 seat available regional in Columbus of about 19 players. At a regional in North Carolina, however, it did pretty poorly, finding bad match ups against the Monogatari series and To Love Ru.

Notable Losses: Monogatari Series (Several Variants), To Love Ru (Animals/Spirit Build), and Railgun (Post-Restriction List Lift, Pre-Power Up: Although it should be noted that with Power Up it will also probably still make this deck cry.)

Notable Wins: [email protected] CG Trancing Pulse (Several Wins), To Love Ru Aliens, Mono-Blue Rabbit House (Pre-Extra Booster), and Puyo Puyo (Several Build Variants)

 

Level 0- 18

2 “Costumed Mascot” Sasami (LB/W06-003)

2 “Optimistic Magic” Komari (LB/W02-E03)

3 Komari, Heart-thumping Donuts (LB/WE21-04)

3 Haruka, Water Shot (LB/W06-051)

4 “Shadowless Girl” Midori (LB/W06-082)

4 “Little Busters” Riki (LB/W21-065)

 

Level 1- 10

4 “Sunset-colored Feelings” Rin (LB/WE18-03)

2 “Pleasantly Cute” Komari (LB/W02-079)

4 “Away from this Life” Mio (LB/W06-091)

 

Level 2- 2

2 Yuiko in Maid Uniform (LB/W06-011)

 

Level 3- 10

4 “Step to Courage” Rin (LB/W21-001)

2 Kyousuke, Stage On! (LB/WE21-03)

4 Mio in Maid Uniform (LB/W06-081)

 

Events- 2

2 Farewell Yukichi!! (LB/W21-078)

 

Climaxes- 8

4 My Best Puppet Show (LB/W21-018)

4 We Should Date (LB/WE18-15)

 

Cards that probably should be in this build but aren’t:

“Godly Poor Control” Rin (LB/W02-017)

We Should Date (LB/W02-101)

“Little Busters” Rin (LB/W21-005)

“New Bond” Rin (LB/W21-009)

“Good Friends” Komari & Rin (LB/W21-032)

Kud, Playing Catch With Pillows (LB/WE21-13)

Mio, Unchanged Song, Unchanged Sky (LB/WE21-24)

 

How to Play This Deck:

At first glance, this deck probably shouldn’t have won any games. The reality is though, that while there are some definite tech options to deal with other decks and anti-heal would make this deck cry, this deck flat out doesn’t care what your opponent does half the time. It runs its own compress game engine and seeks to just keep using tech to either search out cards to play late game or to filter through the hand. Also, it turns out that while crashing your board most turns is playing a dangerous game of “Pray to Cancel”, it can also deny the plethora of on reverse abilities in the playing field.

Level 0 is where you want to capitalize on pushing soul damage with early attacks, taking out your opponent’s board (this is one of the few levels you can do that!), and using all of the various tech options Little Busters has available for hand plussing. The 0/0 Komari stock reverser is great against runners and Yuu from Charlotte, and her stock bomb effect can punish players for leaving Hibiki from Kantai or Yuu from Charlotte out on the board instead of crashing them. Riki is can search for either the 1/0 plus combo Rin, the 0/0 Mio bond, or the 0/0 Haruka Brainstormer for hand filter. If stock is clean, though, in some games I will wait to capitalize on some of these effects until later as this deck does eat a ton of stock. The 0/0 Komari assist is for certain match ups, like Railgun and Kiznaiver, that want to blow up your board. It allows you to keep your front row late game against these decks to use the anti-damage counter in at least two slots.

Level 1 is a mix of old and new Little Busters. The 1/0 Rin plus combo that on attack with the 2k1 or the +2 soul PR searches for a Level 2 or higher is a staple in many deck variants. The 1/0 Mio though is a bit of an older card that saw limited play in some variants of the old Stardust Himuro heal loop deck. She’s a 1/0 5000 that has the ability if she has [Glasses] trait, on reverse, send her to Memory. The 0/0 Midori that has a pay 1 to bond for her gives all characters with “Mio” in the name [Glasses] trait. Essentially, depending on your hand situation or how you Leveled, you can either light the 1/0 combo search Rin or can bond back the 1/0 Mio’s so that on reverse they go to memory.

Level 2 in this deck is super awkward until this set gets a power up set (unlikely, but I can hope!). Most times the deck has already refreshed, but if you haven’t and have 6 climaxes or more in waiting room you can early drop the 3/2 Kyosuke that has Musashi burn. Otherwise, I usually like to preserve stock if I can for Level 3 and will either relight the search Rin combo if I have the pieces, or crash 1/0 Mio’s into my opponent’s board so that they go to memory and help compress. It is also an option to drop the 2/1 Maid Yukiho and the 0/0 Sasami that gives +3000 to Level 2’s or higher to get over things.

Level 3 is very stock intensive, but essentially everything heals and/or compresses. Firstly, I will use the 3/2 Maid Mio to not only heal, but send her to memory to pull out maid traits (herself, the 2/1 Yukiho, or ideally the 1/0 Komari). If I have the climax, I will play the 3/2 Rin’s that heal on play, that become 14000 on their own with the punish burn climax combo. It’s possible to use the 0/0 Sasami to make her or the Maid Mio’s larger, but as this is a tech card, I typically don’t worry about it. No on reverse is necessary for the finisher in this deck, and we really only leave characters on the board at this level to use the anti-damage counter to prevent damage. Hopefully the deck is compressed enough at this point that you are able to repeat this cycle to a small extent. As this deck eats a lot of stock, though, the final turns of this game sometimes end up being playing a healer Mio, searching free play 1/0 Komari’s or another healer, and then crashing the board for pinpoint damage.

I’m going to mention it now: Yes, I probably ought to be running the +2 soul PR “We Should Date” climax in this build. There are plenty of decent Level 0 and 1 green cards that can be teched in to splash the green necessary and this would enable siding for more pinpoint damage, or fronting for more soul damage push.  I do own the climax, so it wasn’t the cost of it that was preventing me from running it. This build eats through it’s hand pretty fast with all of the crashing due to power creep recently, so the 2k1 being able to replace themselves in hand help. The siding tactic really isn’t so great because it allows people to relight their on reverse combos for plusses. This set has Level 1 counters, but many of the better ones cost stock better spent on other things and the only 1/0 +2000 counter in the set is looking for a [Sports] trait character on stage (primarily Sasami and Kengo in this set) to activate. There is also a color issue, as the +2 soul is green and the Rin is yellow. I have been finding, more and more lately, that I prefer mono-colored Level 1 games. Yes I lose some tech options, but more often than not I do have to level myself to Level 1 and am stuck with missing a turn on my plus combo.

 

How these Decks are Winning Games:

These decks both have three things in common that are allowing them to still push enough soul damage to win games. Firstly, it should be noted that the 2k1 climax combos are at early Levels in the game (0 and 1 respectively) that are not ideal. However, there are some things these two deck builds are doing that allow this to not be a problem.

These decks are both running a slightly larger Level 0 tech game that encourages attacking more at Level 0. This pushes soul damage early, and helps combat the problem that both decks have in needing more stock build to do what they want to do.

Count the number of triggers on cards including climaxes. These decks are running a larger than normal number of cards that have soul triggers. Honestly, this is the secret success to these decks. The Mono-Red Rabbit House deck is running 14 soul triggers on characters plus 8 +2 soul triggers to equal out to 22 triggers. That means that 44% of the deck has some type of additional soul trigger. The Little Busters deck is running 12 triggers, 4 single triggers on the punish burn climax, and 4 +2 soul triggers on the 2k1 climax for a total of 20 triggers, or 40% of the deck. These triggers in both builds, especially the Rabbit House deck, are getting put back into the deck to trigger after refresh. The punish burn trigger is especially effective in Little Busters because that gives us another finish option for triggering an additional soul.

Compression happens in any game of Weiss naturally, and sometimes doesn’t work out the way we wish, but these decks do it decently well in most match ups. Rabbit House does it through milling and refreshing more times in a game than typical, while the Little Busters deck does it by sending non-trigger cards to memory early game. True, this can backfire and cause us to trigger our climaxes, but in most cases we won’t be overswinging in this deck. Yes, it can still happen. Both decks, though, pay out a lot of stock throughout the game for their effects. This makes it pretty easy to pay out triggered climaxes both early and late game to prevent them from getting stuck.
True, these builds aren’t going to stand up to some of the bigger meta decks all of the time and have match ups that are extreme disadvantages. Yes, there are stronger builds in these series that will continue to see competitive play. But these decks have proven through play that they are capable of holding their own in the competitive scene even with running 2k1 climaxes early game. While they many not always be ideal, keep in mind they can work out in your deck builds if they have decent combos even if they are early game.


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Thanks for reading!

Rewrite the Methods of Brewing in Weiss

 

Terrible titling puns aside, Melanie from 9th CX is here with a slightly different type of article that will come back a few times in the next 6 months.

Tonight we’re going to take a look at brewing with a new set, and I would like to share several lists and how I handle building decks in Weiss. Deck building, or brewing, is a very personal process. The bottom line is that I am going to present the way I build with a new Weiss set, but realize there is no one way to approach building new decks. Every person goes about it a bit differently, and I believe no one is outright wrong. Some players, however, may be curious to see how I approach the process, while others may be looking for inspiration to develop their own skills as a player in this area.

I just purchased a case of Rewrite Anime, and as some readers will know, I am a huge Key Anime fan (alongside my obsession with Shaft Anime). I pretty slow at putting out deck techs because I go through an extended building and playtesting process before I like to share my builds. Of late I have been really bad about this, as I like to play and adjust most decks about 20 to 4o times before publishing. So this time, in the interest of getting some new lists out near the release date of the set I will be sharing my deck building and testing process of 6 different deck builds. These lists I will be sharing with you tonight are rough drafts. Typically what I do then is take these rough drafts and start playing games against a variety of decks, keeping track of various statistics and making notes of cards I like and don’t like synergies on.

This time, I’m going to share these rough drafts with you instead of waiting until the end of the process, as well as my statistics Google Doc for these builds. Over the next few months you’ll get to see the inputs on my statistics, changes I make to the builds as they evolve, and how I arrive at finalized builds. I’ll update with articles here too, but you can also follow the real time updates of all of my lists here.

(Note: We will be embedding the spreadsheets into the article at the bottom soon.)

Rules I Use for Brewing New Decks

Everyone does it differently, but I find it a lot easier when I begin building with a set to do the following things. Here are my personal rules for beginning to build decks with a set.

  1. When a set is announced begin looking at previous sets and making note of staple cards that may be useful in new builds. This can be a bit harder than it may first appear, but in the excitement of a new Weiss Schwarz set being announced I begin to review older cards from previous sets if the series is a sequel set like Rewrite Anime. I look for tech Level 0 and 1 cards like Riki clones, Brainstormers, Level Reversers, Runners, Vanilla +1500 1/0 counters, and cards that on play hand filter or pay 1, ditch 1 to search. I consider previous Level 3’s the set has had, and look for any plus (especially Level 1) combos a series may already have. A look is also made at the climax types available for the set already, and events that may come back into usable play. While it doesn’t always work because of popularity or demand for a set, or because Bushiroad prints something that updates a card’s usefulness out of nowhere, I typically attempt to pick up any missing cards from my collection that I think may be useful in future builds.

  2. I don’t start building anything until the entire set and box topper promos are spoiled with translations. This is a personal preference on my part, but I dislike building with a set until the entire 100 card list is spoiled with it’s box topper promos. Sometimes cards aren’t spoiled that change how we view whether a card is playable or not. As an example, the RR 3/2 Chino healer from the 1st Is the Order a Rabbit?? set that many, including myself, lamented not having an early play condition, had a very playable 2/1 climax combo that changed into it from hand at Level 2 that wasn’t revealed until the set launched. True, some players still didn’t like it because of it being a climax combo, but it did change how I viewed and play tested the card. Key cards sometimes just aren’t spoiled. The average number of officially spoiled cards for a set is usually between 50 and 70, with unofficial spoilers from Bushiroad Monthly Magazine and preview events filling in some of the gaps. Building with an incomplete knowledge of all of your options is something that is frustrating to me, but I realize for some players singling out decks release night this is a luxury they don’t have. Since I tend to reserve boxes, cases, or playsets of new sets that I am getting I find it easier just to wait so I don’t miss out.

  3. At some point in time, unless it is a vanilla with no other special bonds or combos, a card needs to see play in a deck at least once. For every player, some cards fit their play style and deck building needs, while others do not. To some players, some cards are obviously not ideal while to others they see it as an opportunity. The bottom line is, that if you make assumptions about a card, you may be missing out. It may seem like a waste of time in some cases, but playing with a card truly shows you whether it is actually playable or not. Most competitive “meta” decks in Weiss revolve around a solid core of Level 0 tech, Level 1 plus combos, and Level 3’s that early drop or help finish the game. Typically, though, when looking at several topping lists you will see variance in numbers of cards or various tech options. That is because Weiss decks can be customized to fit the player who is wielding the deck. Finding the cards that help fill out your competitive list mean playing with them to see how they work.

  4. When dealing with sets that are getting a sequel, try to incorporate newer cards in your builds at a larger majority at first. This is going to come up with my Rewrite deck list examples below tonight, especially with the new Gaia deck builds, but you really need to explore all of the new options that are out there. Consider it this way: We already know what the old meta build of a deck did (and how it got punished for doing it on a restriction list…ahem….). In the case of the Gaia builds, I am deliberately trying out two new Level 1 combos that were given in this set, even though I’m aware that, more than likely, the old 1/1 to 2/2 Chihaya change and gate plus combo may be staying in that deck. Even though I own the older cards for this set, I am going to make sure that most of my first builds incorporate the newer cards so I can get a chance to try them.

  5. Limiting your options can keep you from becoming overwhelmed. It really depends on the set, but some sets need you to set limits on what you are considering for a deck. Rewrite kind of does this for itself in this new set by locking cards to name groups (Lucia and Shizuru, or Akane, Chihaya, and Sakuya for examples). However, some cards, even though they are outside name groups are worthy of consideration in some builds. For example, Lucia and Shizuru’s Guardian build lacks a plussing brainstorm that isn’t tied to playing a climax, but Chihaya’s new brainstorm has the ability to salvage any character in the set regardless of name. True, she may die to the new 3/2 Lucia’s climax combo if you light it, but early game she is worth considering in a deck that’s hand plusses are limited to when you play a climax and choose to act on the new Lucia 0/0 RR’s ability. Because these are my very first drafts of these decks I am going to avoid using this off name tech option, even though I’m aware of the limitation I’m putting on the deck and that there is strong chance it will make it’s way into revisions of the list. By doing so I’m giving myself a chance to see the deck run purely on it’s limitations, and then look for the slots that need tech. With open trait sets that don’t have any apparent locking, I recommend limiting to 1 or 2 color combinations or character focuses, like waifu or otp (one true pairing).

  6. Don’t look at other people’s deck lists. This is a super personal preference that some people will flat out disapprove of or disagree with. I don’t like to look at other people’s lists until I have built and played with a set for a few months. I feel like I get overly influenced by what others do or present, and then I’m not playing and thinking about the cards on my own. I usually wait until a set has been out at least a month before looking at other people’s deck lists. As I get closer to regional season I usually gather statistics about decks that have made top cuts in Japan and other countries from a series I am considering playing, but I do this well after I have already explored and experimented with a set. Again, many will choose to ignore this rule I set for myself because they like to build or modify decks by starting with a pre-existing list. There is nothing wrong with this, I just choose to approach it differently.

Writing the Lists

At this point, after doing my homework, I’m ready to begin brewing. I gather my singles, start collecting or printing lists of translations, and begin putting them together into decks. I keep lists of cards I have considered for builds, and then narrow it down into a starting deck list. Below I’m going to share my six deck lists for Rewrite Anime. On the linked spreadsheet where I keep my data you can see my starting list of considered cards for each of the builds. This list will evolve as I review and consider more cards in the series, and as I begin to play more and more with the set. Since these decks are rough drafts, I am not going to present full deck techs or sample hands tonight. I will do this at the end of this sharing process. I will share a brief thought process on how the deck is supposed to work at this conceptualized phase, but since these lists are untested that will be reviewed throughout the data collection process.


Test Deck List #1: Kotori, Kagari, and Kotarou

Level 0- 17

3 “Under the Bright Moonlight” Kotarou & Kagari (RW/W15-074)

2 “Out of Feecof” Kagari (RW/W48-003)

4 Kagari-chan, or Rather “Key-chan” (RW/W48-004)

3 Kotori And B And L (RW/W48-005)

3 “Meteorite Falling” Kagari (RW/W48-076)

2 Kagari, Poltergeist? (RW/W48-083)

Level 1- 10

4 “Amnesia” Kagari (RW/W48-002)

3 “Favorite Thing is 55 Yen a Can” Kagari (RW/W48-007)

1 Kotori, Dream Adventure for Two (RW/W48-012)

2 Kotarou, Buying Canned Coffee (RW/W48-013)

Level 2- 3

1 Kotori, Big Dream (RW/W48-018)

2 “Barrier Preparation” Kotori (RW/W48-080)

Level 3- 8

4 “Kazamatsuri Academy High School” Kagari (RW/W48-008)

4 “Master of the Barrier” Kotori (RW/W48-073)

Events – 4

4 Feecof (RW/W48-031)

CX – 8

4 Self-Discovery (RW/W48-034)

4 Barrier in the Forest (RW/W48-097)

Initial Build Reflections before Playtesting:

There are several cards that need to end up in the final version of this build, most likely including a 4 runner, a few copies of the new 3/4 -2 soul to opponent’s front row event, and possibly teching in the old 2/1 +4000 event counter to help protect the early drop 3/2 Kotori and to light the +1000 when you play event ability late game on defense. Shizuru’s 3/2 finisher, even though it is off name/trait, would be another solid finisher for this deck. Kotarou’s finisher could fit a variation of this build as well, but I feel at this time requires its own separate build to maximize it’s effectiveness.

This deck is pretty straight forward. At Level 0 use tech to help maintain hand, mill through the deck, and gamble on early dropping and changing into the 1/0 Kagari plus mill combo. At Level 1, which with this deck we want to hit first in most match ups, we want to light the Kagari 1/0 mill combo. We can also use the 0/0 bond to get back the 1/0 Kotarou and hand filter for the mill event if reversing battle opponent’s isn’t an option. At Level 2 we early drop the marker Kotori, heal, and slow down soul damage reception if possible with her ability. Finally, at Level 3 we want to finish the game with using the new Kagari to burn on reverse and continue to light the Kotori 3/2 healer and markers.


Test Deck List #2: Guardian Deck Green Focus

Level 0- 18

4 “Don’t Get Carried Away~!” Lucia (RW/W48-038)

2 “Locked-On” Lucia (RW/W48-040)

3 “High-Speed Evasion” Shizuru (RW/W48-043)

4 “Curse” Lucia (RW/W48-046)

2 Shizuru, Rendezvous With Allies (RW/W48-075)

3 “Blades Drawn” Shizuru (RW/W48-082)

Level 1- 8

4 “Preparing for Tomorrow” Shizuru (RW/W48-039)

4 “No Longer Alone” Lucia (RW/W48-041)

Level 2- 4

2 “As the Chairman of Earth” Lucia (RW/W48-044)

2 “High-Speed Evasion” Shizuru (RW/W48-049)

Level 3- 8

4 “Just for the Sake of Friends” Lucia (RW/W48-042)

4 “New Memory” Shizuru (RW/W48-074)

Events – 4

4 Gloves (RW/W48-051)

CX – 8

4 Power of Asahi Haruka (RW/W48-053)

4 At the End of the Day (RW/W48-054)

 

Initial Build Reflections before Playtesting:

This deck is exclusively cards from the most recent set, even though there are some interesting options available from the previous 2 sets for Shizuru and Lucia. There are several tech Level 3 options, as well as the old clock kick combo that are worth considering as well. Also of note is that some other tech options like the Akane Riki clone searcher from the first set, the Chihaya brainstorm, and some of the other 1/0 attackers will need to be explored. More Level 2’s will need to be added also, including perhaps the Nishikujou-Sensei stock swapper and the bottom deck anti-early drop 2/1 Lucia.

This deck wants to push damage early game with a slightly higher 0 count by capitalizing on the 0/0 Shizuru runner or the top check and possibly call a Level 0 to the board Shizuru. This deck wants to play climaxes almost every turn after the first turn so that you can slowly build hand with the 0/0 Lucia’s ability. Level 1 wants to build as much stock with the 1/0 Shizuru’s and then wall up with the 1/0 gloves counter. At Level 2 hopefully Experience 6 has occurred, allowing you to early drop the 3/2 Lucia and wipe your opponent’s lower power stage characters with her climax combo. Level 3 sees the healer and finisher Shizuru to light and end the game. This deck is always going to be playing a precarious game of being light on hand. A lot of careful decisions about filtering cards may decide some games.


Test Deck Build # 3: Guardian Build Blue Focus

Level 0- 16

4 “Don’t Get Carried Away~!” Lucia (RW/W48-038)

2 “Locked-On” Lucia (RW/W48-040)

4 “High-Speed Evasion” Shizuru (RW/W48-043)

4 “Curse” Lucia (RW/W48-046)

2 Shizuru, Rendezvous With Allies (RW/W48-075)

Level 1- 8

4 “Class Representative” Lucia (RW/W48-078)

4 “Medication Creation” Shizuru (RW/W48-079)

Level 2- 4

4 “As the Chairman of Earth” Lucia (RW/W48-044)

Level 3- 8

4 “Just for the Sake of Friends” Lucia (RW/W48-042)

4 “New Memory” Shizuru (RW/W48-074)

Events- 4

4 Gloves (RW/W48-051)

2 Until That Day Returns (RW/W48-052)

CX – 8

4 Power of Asahi Haruka (RW/W48-053)

4 The Punch Shouldering the Earth (RW/W48-098)

 

Initial Build Reflections before Playtesting:

This deck has pretty much the same reflections as the other Guardian deck, but the hope was to test the new Level 1 Blue combo cards with Shizuru and Lucia. The same limitations and the need to consider tech options to help with hand and consistency exist with this build as with Build #2. Also, of note, the old +2 soul 1/0 Shizuru bottom deck combo may be more effective and warrant testing in this deck variant because of the larger soul damage push.


Test Deck Build #4: Gaia Red Focus Akane Plus Combo

Level 0 – 16

4 “President of the Occult Research Club” Akane (RW/W15-003)

3 “Crimson-lit Night” Akane (RW/W20-046)

4 Akane, When the Sun Sets (RW/W48-001)

2 Chihaya of the Occult Club (RW/W48-024)

3 Chihaya, Going Out (RW/W48-057)

Level 1- 13

4 Chihaya Swimsuit (RW/W15-053)

2 Chibi Chihaya (RW/W15-109)

3 Chihaya, Transfer Student (RW/W48-059)

4 “Power” Akane (RW/W48-060)

Level 2- 7

2 Sakuya, Delivering Bento Boxes (RW/W48-029)

2 “High-Speed Evasion” Shizuru (RW/W48-049)

3 “Saint” Akane (RW/W48-068)

Level 3- 6

2 “Mischievous Kiss” Chihaya (RW/W48-002)

4 “Superhuman Strength” Chihaya (RW/W48-056)

CX – 8

4 I Have Good Strength (RW/W48-071)

4 Power (RW/W48-072)

 

Initial Build Reflections before Playtesting:

As noted on the test sheet for this deck, it is most likely that the old Chihaya 1/1 to 2/2 change that combos with the older gate will probably end up being the better plus combo to keep in this deck due to it’s walling potential despite how much stock it eats and damage it causes. The point of these two Gaia builds are to test some of the other alternatives that we received in this set.

Notably also missing from this build is the 0/0 Sakuya that can encore a front row character if it is sent to waiting room and one of the three runners that this deck could also still run. The 0/0 Sakuya will probably work it’s way back in, but was left out due to the lack of back row space for him due to running the 0/0 Akane back row to help increase the 1/1 combo’s consistency. The 0/0 Shizuru that can set up and change the order of the two cards on the top of your deck, or the old 0/0 Kagari PR that on play allows you to scry top and either leave it or bottom deck it may end up eventually taking the Akane assist’s spot. For now, I wanted to leave it on trait to help with consistency and allow the new Akane Akatsuki clone to grab it.

This deck is also missing several viable events it could be running. This is because I wanted to see what an all-character version looked like. Most likely the new 1/0 Chihaya event will make it in. If you want to test this build yourself, but lack the 1/0 Chibi Chihaya vanilla PR counter, a good substitute is the Chibi-Moth 1/0 vanilla from the first set since it is at least on-color.

This build wants to mill through the deck and leave plenty of options to grab with the 1/1 plus combo. The Level 1 plus combo in this deck is very chancy, but great when it actually goes off. It is weak to anti-salvage, but so is the old combo. The Level 3 game is very hand heavy to light the new Chihaya finisher, but it is very explosive and nicely paired on a new healer.


Test Deck Build #5: Gaia Yellow Focus Chihaya Calling Sakuya Combo

Level 0 – 16

 

2 “Unsociable Girl” Akane (RW/W15-051)

4 Akane, When the Sun Sets (RW/W48-001)

4 Chihaya of the Occult Club (RW/W48-024)

4 Chihaya, Going Out (RW/W48-057)

2 Chihaya, Catch! (RW/W48-058)

Level 1- 10

3 Chihaya, Member of Gaia (RW/W48-006)

4 “Knight” Sakuya (RW/W48-017)

3 Chihaya, Transfer Student (RW/W48-059)

Level 2- 4

2 Sakuya, Delivering Bento Boxes (RW/W48-029)

2 “Forgot Something” Chihaya (RW/W48-067)

Level 3- 6

2 “Mischievous Kiss” Chihaya (RW/W48-002)

4 “Superhuman Strength” Chihaya (RW/W48-056)

Events- 6

2 Chihaya Rolling (RW/W48-069)

4 Sakuya’s Special Training (RW/W48-070)

Climaxes- 8

4 Knight Has Arrived — (RW/W48-036)

4 I Have Good Strength (RW/W48-071)

 

Initial Build Reflections before Playtesting:

As noted on the test sheet for this deck, it is most likely that the old Chihaya 1/1 to 2/2 change that combos with the older gate will probably end up being the better plus combo to keep in this deck due to it’s walling potential despite how much stock it eats and damage it causes. The point of these two Gaia builds are to test some of the other alternatives that we received in this set.

This deck is serving to be the opposite of the previous build. Here we’re testing the 1/0 Chihaya that pulls the 1/1  Sakuya wall from the deck. He’s weak on defense to Level Reversers, but is also a solid wall that really stop some on-reverse combos. This deck is also going to test the two new events for this build, but there is also the old 1/1 Chihaya event from the first set that is worth considering as well in this build specifically. The 0/0 Sakuya that can encore something is something to seriously be considered in this build, but because of how the new search combo is worded it is hard to have the back row space for him (this was probably to balance this deck and force that decision).


Test Deck Build #6: Kotori Plant/Familiar Build

Level 0- 19

4 Kagari-chan, or Rather “Key-chan” (RW/W48-004)

4 Kotori And B And L (RW/W48-005)

3 Kagari, Encountering the Mistletoe (RW/W48-089)

8 “Made by Kotori-san” Monster (RW/W48-090)

Level 1- 9

9 “Made by Kotori-san” Monster (RW/W48-093)

Level 2- 6

3 “Barrier Preparation” Kotori (RW/W48-080)

3 “Made by Kotori-san” Giant Monster (RW/W48-084)

Level 3- 4

4 “Master of the Barrier” Kotori (RW/W48-073)

Event- 4

4 Power Spot (RW/W48-096)

Climaxes- 8

4 Barrier in the Forest (RW/W48-097)

4 Erasing Memories (RW/W48-099)

 

Initial Build Reflections before Playtesting:

This deck, while meant to be a little bit more of a casual deck, is actually probably going to end up as a very solid build. Kotori can actually build a couple of familiar/plant deck variants in this set. This one is the more obvious one with her plant clones, but there is another variant that could run the Chibi-Moth cards and change with variants of Yoshino, Kagari, and Kotarou. There is a pay 1, ditch 1 Plant trait search from Rewrite Harvest Festa! that could find it’s way into this deck, as well as some other 3/2 Kotori’s from the other two sets. In this case, I locked this deck to this set to see how the new cards synergized together.

There probably aren’t enough clone cards in this deck, as well as there is a lack of counters to protect the clones and the 3/2 early drop Kotori. The 1/0 rest counter, the 1/0 vanilla Chibi-Moth counter from the first set, and the 2/1 event counter from Harvest Festa! (even though that is a bit hard to run because it relies heavily on having two yellow characters on stage).  The memory kick Shizuru counter from the new set is also an option too. I’m looking forward to trying out multiple variants of this deck as I move forward.


Searching the Paths to find our Rewritten Decks

Over the next few months I will be testing these 6 decks and documenting data on how each game goes. I normally do this for decks I have built, but this is the first time I will be sharing this to a larger audience. For each sheet on the Google Sheet you can see the cards I am considering, the initial Test Deck Build, and the area to collect data on the build. The questions I have up now are the ones I always consider when testing decks, but I sometimes will adjust these data points if I notice something that crops up that I need to check data on. Typically I play a minimum of 20 to 30 games with a deck before making changes. For a deck that seems to be running well, I will leave it alone for up to 50 games before making changes. This is so I can get a statistically relevant amount of data before making decisions about a deck. If I see a huge flaw that is causing a deck to be unplayable, I will update it before this limit is up. In most cases, though, this isn’t necessary.

When testing your own deck builds it is important to find a place to keep track of information you gather, even if it is as simple as which set you played against and a win/loss record. My list is a bit more complicated, but it does help me see what little things a deck might be missing in tech. It also helps me identify and separate outlier matches that may not have been representative of an average game, and get a solid body of information to see  how a deck really is performing. There are a few decks that crop up in the competitive scene that don’t need this, but they are rare. Most sets are designed so that decks have more options for cards than there is available room. Finding the right combination takes some time to process and figure out which ones fit your own play style and build.

Keep watching the Google Sheet  for updates on play test outcomes of these Rough Draft decks. New builds will be updated and follow up articles will be coming soon. Thank you for reading!


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Thanks for reading!

Re:Zero Dech Techs; 3 Best Girls, 3 Decks

Welcome to another 9th CX Deck Tech! Re:Zero has arrived, and we have gathered a trio of deck lists for your consideration. Special thanks to Travis for article prep and the heavy lifting. Let’s get to the lists right away!


T. Pruett’s List
Deck Name: Rem/Ram

Level 0 – 17

3 Ram, Power of Clairvoyance (RZ/S46-033)
4 Ram, the Maid Saw It! (RZ/S46-034)
4 Rem & Ram Under the Sunlight Through the Leaves (RZ/S46-035)
3 Rem & Ram, Uniform Look (RZ/S46-070)
3 Ram, Vicious Maid (RZ/S46-T02)

Level 1 – 11

1 Reinhard, Felt’s Knight (RZ/S46-011)
4 Ram, Maid of Roswal’s Mansion (RZ/S46-032)
3 Ram, Flanked by Pretty Women (RZ/S46-049)
3 Rem, Flanked by Pretty Women (RZ/S46-088)

Level 2 – 5

2 Ram, Praising Herself (RZ/S46-044)
1 Ram, Enemy of Her Little Sister (RZ/S46-051)
2 Rem, Faint Light Seen By Those Eyes (RZ/S46-079)

Level 3 – 9

3 Ram, Pink-Haired Maid (RZ/S46-030)
3 Rem & Ram, Bath Time! (RZ/S46-038)
3 Rem, Modest Wish (RZ/S46-069)

CX – 8

4 Natsuki Subaru Decoy Operation (RZ/S46-054)
4 As a Big Sister (RZ/S46-055)


N. Wang’s List
Deck Name: Blue/Yellow

Level 0 – 18

4 Wilhelm, Young Swordsman (RZ/S46-004)
4 Theresia, Previous Sword Saint (RZ/S46-002)
3 Subaru with Puck (RZ/S46-039)
3 Rem, Stable Normal Life (RZ/S46-058)
2 Rem, Happy Dream(RZ/S46-063)
2 Ram, the Maid Saw It! (RZ/S46-034)

Level 1 – 9

4 Emilia, Silver-Haired Bishoujo (RZ/S46-059)
3 Crusch, Fighting White Whale (RZ/S46-010)
2 Reinhard, Felt’s Knight (RZ/S46-011)

Level 2 – 6

3 Felt, Pride of Slums (RZ/S46-013)
2 Emilia, Bath Time (RZ/S46-066)
1 Emilia, Not Being True to Herself (RZ/S46-078)

Level 3 – 9

4 Rem, Blue-Haired Maid(RZ/S46-060)
2 Reinhard, Sword Saint(RZ/S46-007)
3 Felt, Candidate for Royal Election (RZ/S46-001)

CXs – 8

4 Girl of Gale (RZ/S46-028)
4 Starting Life in Another World From Scratch (RZ/S46-096)


D. Young’s List
Deck Name: I Love Emilia

Level 0 – 17

3 – Felt, Declaration of War (RZ/S46-005)
4 – Rem & Ram Under the Sunlight Through the Leaves (RZ/S46-035)
4 – Emilia, Smile of an Angel (RZ/S46-062)
3 – Emilia, Innocent Bishoujo (RZ/S46-064)
3 – Rem, Pure White Bride (RZ/S46-T11)

Level 1 – 10

2 – Reinhard, Felt’s Knight (RZ/S46-011)
4 – Emilia, Silver-Haired Bishoujo (RZ/S46-059)
4 – Puck, Great Spirit (RZ/S46-075)

Level 2 – 3

1 – Emilia, Not Being True to Herself (RZ/S46-078)
2 – Emilia, Bath Time! (RZ/S46-066)

Level 3 – 12

4 – Rem, Blue-Haired Maid (RZ/S46-060)
4 – Emilia, Half-Elf Girl (RZ/S46-061)
4 – Emilia, Spirit User (RZ/S46-T19)

CXs – 8

4 – Starting Life in Another World From Scratch (RZ/S46-096)
4 – Converse with Spirits (RZ/S46-T21)


Card Intros! Once again, these will be listed in order as they appear in the set!

Felt, Candidate for Royal Election gets +2000 power if you have 3 or more other [Magic] or [Weapon] characters. On attack, you can search your deck for a [Magic] or [Weapon] character, and put it in your stock. Also on attack, you may pay 2 to give a character punish burn.

Theresia, Previous Sword Saint globally gives your other “Wilhelm, Young Swordsman” +1 level and +500 power. When you level up, you can pay 1 and sent this to memory to look at the top 4 cards of your deck for a [Weapon] character, and discard the rest.

Wilhelm, Young Swordsman gets +1500 power if he is alone in the front row. He also runs to combat (in front of characters).

Felt, Declaration of War is a mill runner for [Magic] or [Weapon]

Reinhard, Giant Wall of Text Sword Saint has Bodyguard. He also has Experience 6: if you have no other characters on the stage, he gets +10000 power and the following abilities: Hexproof and can’t be reversed by Auto abilities; Opponent can’t use Events or Backups during his battle; When he reverses his battle opponent, you may send it to memory; When he reverses his battle opponent; you may discard a card to burn 1; and a free runner to an open slot in the front row. (Note, if he runs from the middle slot on your center stage, his bodyguard ability will no longer be active.)

Crusch, Fighting White Whale gets +4000 if all your characters are [Magic] or [Weapon]. On attack, look at the top 2 cards of your deck, put 1 on top of your deck, and discard the rest if you have 3 or more [Magic] or [Weapon] characters. She also has a CX Combo with Hundred Man Sword Strikewhere on attack, you may discard a card to put the top card of your library into stock, then look at the top 2 cards of your deck, add 1 card to hand, the ditch the rest.

Reinhard, Felt’s Knight is a conditional 2000 power backup.

When Felt, Pride of Slums is placed to the stage from hand,  if you have 5 or less cards in deck, you may discard Girl of Gale and send her to waiting room to freefresh, then search your deck for a character with “Felt”, “Old-man Rom”, or “Reinhard” and add it to your hand, then search your deck for one Felt, Candidate for Royal Election and put it in the slot this was in. That character gets +1000 power for the turn.

When Ram, Pink-Haired Maid is placed to the stage from hand, look at the top 3 cards of your deck and add 1 to hand. She has a CX Combo with Natsuki Subaru Decoy Operation to return 2 cards to from your opponent’s waiting room to their deck, shuffle, and this gets +3000 until end of turn. On attack, you may pay 2 and discard a card to burn 1.

If all your characters are “Rem”, “Ram”, or “Roswaal”, Ram, Maid of Roswaal’s Mansion gets +1000 power. When this reverses its battle opponent with As a Big Sister in the CX Zone, if all your characters are “Rem”, “Ram”, or “Roswaal”, you may pay 1 to salvage 2.

Ram, Power of Clairvoyance gives +500 power to all other “Rem”, “Ram”, or “Roswaal”. When another “Rem”, “Ram”, or “Roswaal” is played to the stage, scry and leave it on top of deck. You can also pay 1 and ditch a CX to salvage a “Rem”, “Ram”, or “Roswaal”.

Ram, the Maid Saw It! is a discard bond for Ram, Faint Light Seen By Those Eyes. She is also a salvage brainstormer and gives all other “Subaru” the name “Barusu”.

Rem & Ram, Under the Sunlight Through the Leaves is a Level 0 reverser. You can also send this to waiting room and discard a card to salvage a [Magic] or [Weapon] character.

Rem & Ram, Bath Time gets +1000 power if all your characters are “Rem”, “Ram”, or “Roswaal”. On attack, reveal top, if it is a “Rem”, “Ram”, or “Roswaal”, burn X, where X is the card’s level. When this card reverses its battle opponent, you can pay 1 to top deck a card from your opponent’s waiting room.

When Subaru with Puck becomes reversed, you may pay , ditch 1, and send this to memory salvage for [Magic] or [Weapon]. On play, you can also discard a card to salvage Forbidden Library.

Ram, Praising Herself gets +4500 power if she is facing a level 3. On play, if you have 4 or more other [Magic] or [Weapon] characters, you may put the top card of your deck into stock.

Ram, Flanked by Pretty Women is a global 1k to your other Rem, Flanked by Pretty Women. On play, you can look at the top 2 cards of your deck for a Rem, Flanked by Pretty Women, and place it to the stage. She also gets +2000 power on attack if you have a Rem, Flanked by Pretty Women.

When you use Ram, Enemy of Her Little Sister‘s backup, if all your characters are “Rem”, “Ram”, or “Roswaal”, blind stock 1. 2500 Backup.

Rem, Stable Normal Life is a Riki searcher. On attack, you may mill 1. If it’s a CX, draw 1 then discard a card.

Emilia, Silver-Haired Bushoujo has an on attack CX combo with Starting Life in Another World from Scratch, if your have 3 or more other [Magic] or [Weapon], you may look at the top 4 cards for your deck for a [Magic] or [Weapon] character to add to your hand, then this card gets +1000 power for the turn.

Rem, Blue-Haired Maid gets -1 level in hand if you have 2 or less CX in Waiting Room and heals on play. She gets +1000 power per marker under her and when she reverses her battle opponent, you can put a [Magic] or [Weapon] character from your waiting room face down under her as a marker .

Emilia, Half-Elf Girl gets +1500 power and can send her reversed battle opponents to memory if you have 3 or more other [Magic] or [Weapon] characters. Once per turn, during the turn she is played, you can pay 2, ditch 1, and sacrifice a character from stage to play a “Puck, Great Spirit” from waiting room to stage.

Emilia, Smile of an Angel gives a global 500 on defense (during your opponent’s turn). Her brainstorm effect can put a cost 0 or lower on the stage from waiting room per CX hit.

Rem, Happy Dream is a global +500 to all other [Magic] or [Weapon] characters. On play, mill the top 2, if there is a CX among them, rest this. When you play a CX, choose a character you control and it gets +500 until the end of your opponent’s turn.

Emilia, Innocent Bishoujo filters the top card of your deck for [Magic] or [Weapon] characters. On attack, if you have 1 or fewer other characters, you may mill 1. If it is a level 0 or lower character, place it on your back stage.

Emilia, Bath Time! is a +2k to Level 3 or higher assist, with a brainstorm ability to freeze your opponent’s characters. On play, draw 1 ditch 1.

Rem. Modest Wish gives “Ram”, “Rem”, and “Subaru” characters in from of this +2000 power and hexproof. On play from hand or the Auto ability of Rem, Oni Form, draw 2 ditch 2 and blind stock 1. At the end of turn, you may discard a character card and put Smile of an Oni to the waiting room from the CX zone to heal to hand.

On play, Rem & Ram,Uniform Look gives one other [Magic] or [Weapon] character +1000 power for the turn. There is also a Pay 1 bond for Ram, Praising Herself

Puck, Great Spirit gets +1 Level and +2500 power if you have an “Emilia” on the stage. On reverse, he goes to the bottom of your deck.

Emilia, Not Being True to Herself is a 2500 back up with a Pay 1 Ditch 1 Sac 1 anti-change to bottom deck ability when you use her backup.

When Rem, Faint Light Seen By Those Eyes becomes reversed, you can bottom deck her battle opponent if its level is higher than your opponents. On play, you can discard a True From of the Oni to tutor for 2 [Magic] or [Weapon] characters.

Rem, Flanked by Pretty Women gets +2000 power on defense if you have another Ram, Flanked by Pretty Women. She also gives all other Ram, Flanked By Pretty Women +1000 power, and at the beginning of your opponent’s attack phase, you can stand this and another Ram, Flanked by Pretty Women and swap their positions.

Ram, Vicious Maid gives another one of your other characters +1500 power on attack.

Rem, Pure White Bride gives a [Magic] or [Weapon] character +1500 power for the turn when she is played. On attack, she filters for [Magic] or [Weapon] characters.

Emilia, Spirit User heals on play. When Converse with Spirits is placed in the CX Zone, if all your characters are [Magic] or [Weapon], search for a [Magic] or [Weapon], and this gets +2500 power until end of opponent’s turn.

Climaxes are a Yellow Stock Soul, 1k1(Gate, Book, Pants), and a 2k1


T(9thCX): How do you play these decks? What are the goals for each level?

T.P.: 

I play this deck in a weird way. My goal is to start building board presence with level 1 Ram and Rem that can switch spots, in doing that I start to build my hand size off of the level 1 Ram climax combo and to start building stock for the end game. At level 0 your goal is to find your level 1  game and to find your backrow which is your brainstormer and global. Once you get to level 1 to you want to start building your hand size and stock to go into level 3. Your level 2 game is mainly to counter early play level 3s. At level 3 you want to play the Rem level 3s to find the climax for the Ram level 3 so that you can put 4-6 non-climax cards back into your opponent’s deck.

N.W.: 

Level 0, play the Wilhelm/Theresia combo to make a big 4.5k level 2 that runs to combat. When close to level up, pull the Theresia up and push for damage. Level 1 is for the Emilia level 1 combo if i need to hand plus, or play Crusch to wall a little and gain clean stock. Level 2, just play either the Felt early play, or the Rem, or both. It just depends on what is given to me at the time. Both the early plays will help compress the deck to allow for greater chances of canceling in the future. Level 3, play either felts/rems OR the backup plan of Reinhard bodyguard.

D.Y.: 

At level 0, I want to see at least 1 – Emilia, Smile of an Angel, to try to get an early level 1 game out, particularly the Puck, Great Spirit, or Emilia, Silver-Haired Girl if I can use the CX combo, and start building stock towards level 2 game. At level 1, I want to try to have a Puck, Great Spirit “wall” & get a couple Rem, Blue-Haired Maid in my hand and push for a refresh so I can meet the entry condition when hitting level 2. At Level 2 play the Rem,and start compressing deck with clean markers.  If I can’t get the early play start getting the Level 3 Emilias for level 3 plays.  Depending on the Opponent opt to play the level 3 assist/brainstorm to lock down cards that can be troublesome. At level 3, use Emilia, Half-Elf Girl to get some extra attacks in to push for game.

 

T(9thCX): What are other cards or combos have you tried, or want to try?

T.P.: I would like to try the following cards, Rem, Pure White Bride (RZ/S46-T11), Rem, Stable Normal Life (RZ/S46-058), and Rem, Blue-Haired Maid (RZ/S46-060).

N.W.: I’ve tried out the Puck and Emilia level 3 restander for a bit. I think though that Crusch’s ability to get clean non-climax triggers, especially on the first attack is really good. It also mills the deck in case you’re climax screwed, and it doesn’t get bottom decked. I think Crusch, even without the climax combo is fairly good and definitely worth a shot for anyone with Re:Zero. The level 0, I’ve tried some hand filters. I think the Rem one from the TD is probably the best one, however I felt I needed more ways to pay out stock at level 0 in case I triggered any climaxes, so I went with a more stock heavy level 0 game. There is also a Emilia level 1 that allows you to look at top 2, add one, ditch the rest, ditch a card. That card is really good in the fact that, hand is not an issue in this deck. But being able to look for climaxes or other cards might make that a worthy edition into the list.

D.Y.: Thinking about taking out the Felt, Declaration of War.  It hasn’t seen too much play in most of the games I have played, but it does help to go through the deck faster.  

 

T(9thCX): On a scale of 1 to 10;

Greed:

T.P.: In my opinion it all depends on your situation. I play it very greedy so I say 6-7.

N.W.: Hand size is not too much of an issue since you don’t have to play many level 0s, a runner and a Theresia is quite sufficient. Usually, I have so much hand that I don’t have to play Emilias at level 1 and can wait an extra turn to play those out and instead some Crusch or some more level 0s. I give my build a 3.

D.Y.: The deck needs to brainstorm almost every turn to keep hand size before I hit level 1. Not to mention I’ll need to get enough stock for my later game, so in terms of greed, the deck gets a 8.

Power:

T.P.: This specific builds power level is along the lines of 5-6, it does what the series really good at but sometimes the game finisher for this deck doesn’t go off correctly.

N.W.: Fairly powerful early plays, Kind of lame finishers in the set as a whole. But most likely, as you hit level 2, your early plays will allow you to control the board fairly well. The deck itself compresses fairly well, your getting Theresia’s in memory that are used mill and search cards out, the Subaru goes to memory when it gets reverses to hand fix. Felt can search out damage from your deck into stock. So this is a rather defensive deck that will rely a lot on board and canceling. My build is a solid 6.

D.Y.:  If I can get a Puck, Great Spirit out at level 0, its going to sit on the board for a couple of turns.  The same can happen with Rem, Blue-Haired Maid.  However, having Rem out can prevent Emilia, Half-Elf Girl from getting extra attacks. This build gets a 7.

Difficulty:

T.P.: This deck can be very difficult to play because it has a lot of cards that interact with each other such as the global that top checks each time you play a Rem, Ram or Roswald. Or the various bonders that help you find your mid-range. I would give this 6-8 difficulty honestly.

N.W.: Kinda of a heavy deck manipulative deck. And with that kind of deck, you are bound to make some misplays. And I’ve had plenty, from maybe milling out too much, or getting too greedy with climaxes. It’s a deck that might take some time getting use to. A lot of thoughts on your future turns will come into play like if you can get felt freefresh off, or how many climaxes are in my deck that needs to be milled through, stuff like that. At most, the deck is 7.

D.Y.: The deck itself isn’t to terribly complicated. Most of the deck is straightforward in what it needs to do. Overall, I would say the build’s a 5.


Sample Hands!

T.P. 1

I’ve seen worse, but for this hand I would discard all three of the level 3s. Right off the bat, they aren’t of any help to start the game. This is to also find your level 1 cx combo and some more level 0s to start the game off.

T.P. 2

I would discard the level 3 Ram, and then use the level 3 Rem as clock fodder. Compared to the last hand, I can afford to keep at least 1 level 3 to use for something else instead of discarding it.

T.P. 3

This hand is a keeper, but I would start the game off by clocking the level 0 RemRam. That card serves no purpose for me at the start of the game, besides being a dead card in hand.

 

N.W. 1

Ditch the backup, 1 Rem level 0, and the Felt, keep the rest. You have Wilhelm which is a good stand alone card that will hopefully carry most of the level 0 game. After you attack with Wilhelm, you can play Rem next turn, to search out the Emilia level 1 game.

N.W. 2

Uh, no. Ditch everything but the draw climax. You’re going to just need to scrape by with whatever level 0s come flying your way. If you can get Wilhelm/Theresia, great. If you can’t, just prepare for the Emilia level 1 game.

N.W. 3

I do run the level 0 that gets to salvage. So ditch a draw trigger, don’t be greedy trying to get off 2. And Ditch Crusch. Level 0, play Wilhelm and Rem to get a 4k level 0 that runs to combat. Hopefully get Theresia, and start looking for Emilias.

 

D.Y. 1

I would discard the level 3s, and the level 1 Emilia.  The Level 3s won’t see play until I hit level 3, the level 1 Emilia I could possibly get out unto the field of a Brainstorm.  If that didn’t happen, I could just use the Rem & Ram to get it back later(if I didn’t use it for attacking).

D.Y. 2

I would discard the level 3 Rem, 2 Emilia, & the CX.  The level 2 & 3 aren’t helpful at the start, and I would rather have more options at this point, and those aren’t the options I’m looking for. I would hope to see a brainstormer so I can possibly get Emilia out early.

D.Y. 3

I would discard 1 level 3 Rem & Puck.  I can possibly get the Puck on the field from a Brainstorm. I don’t have a reliable way to get the Rem back from waiting room.  For this hand I would play the Emilia, Innocent Bishoujo by itself and try to get another level 0.


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Persona 5 Deck Tech – 2x R/Y

Welcome to another 9th CX deck tech! For today, we are exploring a couple of takes on the latest Persona set, featuring R/Y builds! Special thanks to Travis for putting the article(s) together, and also thanks to T. Pruett and J. Matney for contributing their lists.

Translations can be found on Heart of the Cards. In the event of inaccurate or missing translations, in-house translations will be used.

Now let’s get to the lists!


T. Pruett’s Build
Deck Name: Mono Red

Level 0 – 16

3 Soul of Betrayer, Protagonist (P5/S45-003)
4 Skilled (?) Actress of the Phantom Thieves, Ann – PANTHER (P5/S45-053)
3 Guide of the Phantom Thieves, Morgana – MONA (P5/S45-054)
3 Deal Made, Ann (P5/S45-60)
3 Phantom Thieves of Hearts, Ann (P5/S45-103)

Level 1 – 13

4 “All-Out Attack” Morgana – MONA (P5/S45-056)
4 Ann & Carmen – PANTHER (P5/S45-055)
3 Ann in Swimsuits (P5/S45-067)
2 Deal Made, Morgana – MONA (P5/S45-061)

Level 2 – 6

2 For the Sake of Allies, Morgana – MONA (P5/S45-069)
1 Genius Hacker of the Phantom Thieves, Futaba – NAVI (P5/S45-086)
3 Ann Takamaki (P5/S45-057)

Level 3 – 7

4 “All-Out Attack” Ann – PANTHER (P5/S45-051)
3 Morgana & Zoro – MONA (P5/S45-052)

CX – 8

4 omg!! We are SO awesome (P5/S45-072)
4 MISSION ACCOMPLISHED (P5/S45-074)


J.Matney’s Build
Deck Name: Protagonist

Level 0 – 16

4 Protagonist in Swimsuits (P5/S45-015)
3 Lablanc’s Freeloader, Protagonist (P5/S45-009)
3 Soul of Betrayer, Protagonist (P5/S45-003)
2 The Fate Supposed to Come, Protagonist-JOKER (P5/S45-P02)
2 Phantom Thieves of Hearts, Ann (P5/S45-103)
2 Guide of the Phantom Thieves, Morgana-MONA (P5/S45-054)

Level 1 – 15

4 Phantom Thief in Black Outfit, Protagonist-JOKER (P5/S45-016)
4 Hidden in Shadows, Protagonist-JOKER (P5/S45-017)
4 “All Out Attack” Morgana-MONA (P5/S45-056)
3 Deal Made, Morgana-MONA (P5/S45-061)

Level 2 – 7

4 “All Out Attack” Protagonist-JOKER (P5/S45-006)
3 Fated “Imprisonment” , Protagonist (P5/S45-012)

Level 3 – 4

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

CX – 8

4 THE SHOW’S OVER (P5/S45-023)
4 MISSION ACCOMPLISHED (P5/S45-074)


Card Intros!

We have done the card intros for the whole card pool this time, so we’ll be doing them in the order of their appearance in the set. – Michael

Protagonist & Arsene – JOKER heals on play and gets +500 power for every other [Phantom Thief] you control. At the beginning of your encore step, if each slot on your opponent’s front row is reversed or empty, you may pay 3 stock and discard a card to perform the following action for each [Phantom Thief] in your front row: “Reveal the top card card of your deck and deal X damage to your opponent where X is the card’s level. Put the revealed card to the bottom of your deck” Shuffle your deck afterwards.

Once per turn, Soul of Betrayer, Protagonist can give a character 500 power until end of turn when you use a [S] ability. He also has a Pay 1 rest 2 search brainstorm for [Phantom Thief].

“All Out Attack” Protagonist-JOKER gets -1 level in hand if you have 4 or more [Phantom Thief] characters on the board. If you have THE SHOWS OVER in your CX zone, if he reverses his battle opponent, you may draw 1 card, the search your deck for a Level 1 or lower character.

On play, Leblanc’s Freeloader, Protagonist mills the top 2 cards of your deck and gains +1000 power per [Phantom Thief] milled this way. Also on play, you can put 2 characters from your waiting room into your deck and shuffle to give him +1 soul for the turn.

Fated “Imprisonment” , Protagonist gives all your other Protagonist & Arsene – JOKER 500 power and the following ability during your turn only: “When the battle opponent of this becomes reversed, scry 1*”.  Also during your turn, characters in front of this get +1000 power times their level.


Protagonist in Swimsuits is a standard searcher for [Phantom Thief].

Phantom Thief in Black Outfit, Protagonist-JOKER gets +3000 when facing Green or Red characters if this has a marker. On play from hand or waiting room you may choose a Hidden in Shadows, Protagonist-JOKER from waiting room and place it under this as a marker. He also can change into Hidden in Shadows, Protagonist-JOKER at the beginning of your CX phase (Send to waiting room).


Hidden in Shadows, Protagonist-JOKER gets +3000 when facing Yellow or Blue characters if this has a marker. On play from hand or waiting room you may choose aPhantom Thief in Black Outfit, Protagonist-JOKER from waiting room and place it under this as a marker. He also can change into Phantom Thief in Black Outfit, Protagonist-JOKER at the beginning of your CX phase(Send to waiting room).


When “All-Out Attack” Ann – PANTHER is placed to the stage, draw a card and this gets +2000 power for the turn. When this reverses its opponent and  omg!! We are SO awesome is in the CX zone, stock a [Phantom Thief] from waiting room and burn 1.


Morgana & Zoro – MONA gets -1 level in hand if you have 2 or fewer CXs in waiting room and heals on play. On attack, this gets +2000 power if you control 2 or more other [Phantom Thief] characters.


Skilled (?) Actress of the Phantom Thieves, Ann – PANTHER is a level 0 reverser. On play, you mill the top 2 cards of your deck, and if there is a CX, give a character +1500 for the turn.

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

Ann & Carmen – PANTHER is a level 1 reverser. When this reverses its battle opponent, you may swap it with a standing character to salvage a character then discard a card.


“All-Out Attack” Morgana – MONA gets +1500 power when you place a CX. When this attacks with MISSION ACCOMPLISHED in the CX zone, reveal the top card of your deck and put it into your hand. If it was not a [Phantom Thief] character, discard a card.

Ann Takamaki is a level assist for 500 times level. On play, you may discard a card to salvage a [Phantom Thief].

When Deal Made, Ann is placed to the stage, you may discard a CX to salvage a [Phantom Thief].

Deal Made, Morgana – MONA is a costless 2000 power backup.

Ann in Swimsuits gets +2000 power on attack if you have 2 or more other [Phantom Thief] characters.

On play, For the Sake of Allies, Morgana – MONA gets +1000 power times the number of [Phantom Thief] characters you have. On attack with Only Place I Belong, you may salvage 3 characters, then discard 3 cards.


Genius Hacker of the Phantom Thieves, Futaba – NAVI is a 1 stock +2500 power backup, with an optional Pay 2 freefresh ability when you use the Backup.


When Phantom Thieves of Hearts, Ann attacks, reveal the top card of your deck. If it is a [Phantom Thief], add it to your hand, then discard a card.

When you play The Fate Supposed to Come, Protagonist-JOKER scry 1*. When he becomes reversed, you may Pay 1 and send him to clock to look at the top 2 cards of your deck and add one to hand, then send the rest to waiting room.

 

CX spread between the decks is:

1k1 + Bounce / Door / Door

THE SHOW’S OVER

omg!! We are SO awesome

MISSION ACCOMPLISHED


Questions!

 

T (9thCX): How do you play these decks? What are your goals for each level?

T.P.: The way this deck plays is to always have a way to find characters. If they are in the deck then you brainstorm then search them out or you use All-out attack Morgana to add them to your hand. If it’s in your waiting room, you have a lot of various tech cards that can help you add them to your hand before combat. This deck’s goal at almost every level, like many other decks, is to build clean stock, keep a full hand and to keep a board presence. Once this deck hits 2 and 3, the  goal changes to playing your level 3 game and stalling until you can play Ann, then burn and free stock for the game.

J.M.: At 0 I want to see 1 of the brainstormers, a Leblanc’s Freeloader for the mill and soul rush, and an Ann or Fate Protag for hand filter/hand plus. Once I hit 1, I want to have 1 of the 2 hand plus CX combos in hand and 1 or 2 of the color punish protagonists and start getting 2 of the level 3 Jokers and 1-2 of the level 2 back row protagonist to finish out the game.

Then, once I hit 3, I wanna play 2 (3 if possible) level 3 jokers and 2 of the level 2 back row protagonist and hope that I have 3 stock left over then play 1 of the Leblanc’s Freeloader to help get out the level 0 cards out of the deck and get level 1 or higher back into the deck for the Joker effect. The Joker back row is there to help get rid of level 0s and maybe dig for the wind trigger so my freeloader doesn’t get reversed or help setup a double burn at the end of the game.

 

T(9thCX): What are other cards or combinations have you tried/wanted to try with this set?

T.P.: There are 5-6 cards I’ve wanted to test they are:
Protagonist in Swimsuits (P5/S45-015)
Advanced Notice (P5/S45-070)
Mementos (P5/S45-071)
Futaba in Swimsuits (P5/S45-084)
Phantom Thieves of Hearts, Protagonist – JOKER (P5/S45-101)
The Fate Supposed to Come, Protagonist – JOKER (P5/S45-P02)

J.M.: I have tried playing blue yellow with the anti-damage backrow and it plays OK, but it isn’t as strong as I’d like it to be. I’ve also tried running the “meta” build, but I don’t like the level 3 Ann because it must reverse, and if my opponent knows my deck then they aren’t going to leave a field for me to do the Ann, so I try to avoid it. As for green, I never saw anything in it except the level 0 on play give 1k and 1 level and on play ditch 1 add 1 card from your clock to your hand then clock 1, and I’ve also tried the level 0 freeplay for the level 3 Joker. I’m still experimenting with the lv0 freeplay so I can have the stock to do the effect, but the problem I have with it is that it wastes hand space.

 


Sample Hands!

J.M. 1

J.M.:Keep both level 0s and the CX and discard the rest. They are essentially buffs for the level 1 protagonist so I wouldn’t be worried about that, and the backup I can search later on. For the level 0s, I’d play both to build stock in the beginning and make my opponent reverse them so I can clock them and go to 1 more quickly.

 

J.M. 2

J.M.: Keep the level 0 and drop the level 3 and 1 level 2. I keep the climax and 1 level 2 to see which CX combo I can get into hand first. I’ll play the level 0 to mill 2 and them return the level 2 and 3 only if the others milled weren’t the Morgana level 1 combo; otherwise I’d return the level 2 and Morgana.

J.Matney 3

J.M.: Keep everything except the level 3. Play the LeBlanc freeloader for the mill and return 2 for that extra soul, then next turn play the searcher Protagonist search out the 2/1 early play. The brainstormer will stay in hand in till I need to brainstorm or need help for meeting the early play condition for the 2/1.

 

T.P. 1

T.P.: I would discard the level 2 Anne, level 3 Anne, and the climax Omg!! We are so awesome to find least 2 more level 0s and the level 1 All-out attack Morgana.

 

T.P. 2

T.P.: I would keep this hand as it is, but I would start by clocking the level 3 Anne.

 

T.Pruett 3:

T.P.: I would keep the level 0 protagonist, level 0 Anne, and the level 1 Anne. I would be discarding the counters to find more characters to start out and the counter doesn’t help with the early game.


We had so much to do with this article that it became a two-parter! We’ll be back with another look at a different color combination!

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!