ViVid Strike Deck Tech – 1st at 2017 WGP Regionals – Columbus

We’re determined to end the year strong with deck techs, and the winning ViVid Strike deck from the Card Academy Regionals is up today! This deck and report are brought to you by Tai P., and another special thanks to Travis for setting up the article.

As usual, translations can be found on Heart of the Cards.

Onto the list!


Level 0 – 17:

3x Fuka, Feeling of Freedom in the Summer (VS/W50-001)
2x Embarrassed Einhard (VS/W50-004)
4x Einhard & Fuka, Bathing Together (VS/W50-006)
3x Einhard, Basic Form (VS/W50-007)
2x Einhard Stratos (VS/W50-020)
3x Rinne, Feeling of Freedom in the Summer (VS/W50-068)

Level 1 – 10:

4x Einhard, Under 15 Champion (VS/W50-002)
4x Fuka, Unwind With Refreshments (VS/W50-013)
2x Huracan (VS/W50-028)

Level 2 – 6:

2x Fuka, Senpai’s Training (VS/W50-017)
1x Rinne, Ring Entrance (VS/W50-081)
2x Fuka, Set-up (VS/W50-T06)
1x Einhard, Morning of Encounter (VS/W50-T07)

Level 3 – 9:

4x “Piercing Strike” Fuka (VS/W50-003)
2x Einhard, Dignified Ring Entrance (VS/W50-009)
1x “Master and Pupil of Haouryu” Einhard & Fuka (VS/W50-010)
2x “Gifted Fists” Fuka (VS/W50-T08)

CX:

4x Champion Who Goes Down In History (VS/W50-030)
4x Decision After the Rain (VS/W50-031)


At level 0, we have 17 characters;

Fuka, Feeling of Freedom in the Summer gets +1000 power during your turn. On play, you may pay 1 clock 1 from top of deck to search for a level 1 or lower character.

Embarrassed Einhard lets you mill on attack if you have 1 or fewer other characters. If it’s a level 0 or lower characterm you may put that card in the back row on any slot. This is also a level 0 or lower clock reverser.

Einhard & Fuka, Bathing Together is a pay 1 rest this search brainstorm that also grants +1000 power to one of your characters for each Champion Who Goes Down In History or Decision After the Rain revealed this way. When you trigger a gold bar, you may discard a card to grab a card from clock, then clock the top card of your library.

Einhard, Basic Form lets you pay 1 and put this under a character with “Fuka” in the name that has a marker when it becomes reversed to rest that character. You may also rest this to give a [Melee] character +1500 power for the turn.

Einhard Stratos is a global +500 to all [Haouryu] characters. This also gives your center slot hexproof.

Rinne, Feeling of Freedom in the Summer on play top checks for [Melee] or [Clothes], if it is, add it to your hand then discard a card. When she goes from the front row to the waiting room, you may discard a card to put Rinne, Forceful Offensive from your waiting room rested on the stage in any slot.

At level 1, we have 8 characters and 2 events;

Einhard, Under 15 Champion gets +1500 power on play. When this reverses its battle opponent with Champion Who Goes Down in History, you may search your deck for up to 1 [Melee] character and add it to your hand.

Fuka, Unwind With Refreshments gets +1 level and +1500 power if all your characters are [Haouryu] trait. When this becomes reversed, you cannot use Encore for the turn.

Huracan can only be used if you have a character with “Fuka” in the name. Choose up to 1 of your [Haouryu] characters and rest it, then choose up to 1 [Haouryu] character in your waiting room and put it under a “Fuka, Confronting Rinne” or “Fuka, Large Back” as marker.

At level 2, we have 6 characters;

Fuka, Senpai’s Training on attack with “Precious Childhood Friend” in the CX zone, blind stock the top card of your deck, then choose one of your other characters, and it gets the followinbg ability for the turn “When this reverses its battle opponent, you may search for a [Melee] character”. This is also a early play clock reverser.

Rinne, Ring Entrance is a 2500 power back up. When you use the back up, you may pay 2 and sacrifice a character to send a character with a level higher than your opponent’s level to the waiting room.

Fuka, Set-up on play reveals the top card of your deck, if it’s level 1 or lower, put it to stock. At the start of CX phase, you may pay 1, ditch 2 and return this to hand to put a “Gifted Fist” Fuka on the stage in the slot this is in from waiting room.

Einhard, Morning of Encounter is a level assist. When you use a Change ability, you may use a marker under this instead of 1 stock. When this is placed from hand to the stage, you may look at the top card of your deck. If you do, put it under this card as a face down marker.

At level 3, we have 9 characters;

“Piercing Strike” Fuka gets -1 level in hand if you have 4 or more other [Melee] characters. This gets +1500 power for each marker under this. When this attacks, you may look at the top card of your deck then put it under this as a marker. When this attacks and Decision After the Rain is in the CX zone, you may pay 2 and put all markers under this to the waiting room. For each marker, deal 1 damage to your opponent.

Einhard, Dignified Ring Entrance gets +500 power for each of your other [Haouryu] characters, On play, look at up to the top 3 cards of your deck and add one to your hand. When this reverses it’s battle opponent, you may discard 2 characters to clock kick this card’s battle opponent.

“Master and Pupil of Haouryu” Einhard & Fuka on play mills the top 3 cards of your deck. If there is 1 [Haouryu] character or GREEN event, this gets +1500 power. If there is 2, heal. If there is 3, deal 1 damage to your opponent.

“Gifted Fists” Fuka  gets +500 power for each of your other [Melee] characters. On play from hand or Change, you may heal.

CX Spread;

Champion Who Goes Down in History (1k1 Gold Bar)
Decision Made After the Rain (1k1 Gold Bar)


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

T: I wanted something that could me through the event and help improve my luck. Yes, I was considering two other series. [As for local meta], not really, I wanted to play a deck I was comfortable playing!

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

T: I approached it as “How to deal with other decks”. I had made various changes to this deck before taking it into this event actually.

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

T: At level 0, your goal is find your brainstormer and your level 1 combo Einhart.

The level 1 game is to gain hand advantage with Fuuka and Einhart level 1s. The end/midgame are actually mixed together because the level 3 game is part of its level 2 lineup.

Level 2 was all tech to take care of other things that exist.

This deck is a good choice because even if you lose Piercing Strike Fuuka’s ability to burn, you still have backup ways to win the game. This deck is only bad in matchups that do the same thing as it!

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

T: The event went splendidly! Melanie ran the event fantastically! Round 1 I played against Rem waifu. Round 2 was Mono Red P5. Round 3 was Nemesis TLR and Round 4 was against Persona 5 YB. Each match was an up and down battle, [but whenever I found myself down, I found a way out.]

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

T: I have to give it to the Nemesis player, He showed really love for his waifu and had me on the edge of my seat when every turn it was swing for 2-3 per character.

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

T: An ideal opening hand would be level 0 brainstormer Einhart and Fuuka in the Bath, level 0 Rinne, Fuuka Riki level 0, a copy of the Champion CX, and any level 3 for discard or clock fodder.

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

T: This deck has [plenty of tough hands. Anything that isn’t part of the ideal hand gets mulliganed].

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

T: This decks best matchups are against a few P5 variations, and itself (no joke). Vivid Strike versus Vivid Strike is kinda of funny to watch, and it has a great but weird match up against Milky and Kemono Friends. Worst matchups- Kemono Friends; this one goes either way, Love Live, and not the best matchup against Konosuba in my opinion.

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

T: Yes I do! I haven’t actually played Vivid a whole lot because my local meta swarmed Kemono. So I went complete tryhard and pulled a good deck out of my bag. Also last year I did the same thing but I bought Triad Primus.


Congratulations and thanks again to Tai for the interview!

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

Please check out our partner store, Card Academy!

Thanks for reading!

Persona 5 Deck Tech – 2nd at 2017 WGP Regionals – Columbus

What’s that? Persona 5 also qualified in Columbus? Why yes it did!

9th CX is back with another deck tech, brought to you by Vincent B., and another special thanks to Travis for article prep.

Translations can be found on Heart of the Cards.

Let’s get to the list!


Level 0 – 15:

3x Soul of Betrayer, Protagonist (P5/S45-003)
4x Deal Made, Ryuji (P5/S45-011)
2x Deal Made, Makoto (P5/S45-042)
4x Guide of the Phantom Thieves, Morgana – MONA (P5/S45-054)
1x Calm Anger, Ann – PANTHER (P5/S45-059)
1x Futaba Sakura (P5/S45-079)

Level 1 – 12:

1x Nanako in the Food Court (P4/SE12-03)
4x Ryuji Sakamoto (P5/S45-005)
2x Deal Made, Morgana – MONA (P5/S45-061)
1x Protagonist (P5) (P5/S45-T03)
4x Advanced Notice (P5/S45-021)

Level 2 – 8:

3x “All-Out Attack” Protagonist – JOKER (P5/S45-006)
1x Ryuji & Captain Kid – SKULL (P5/S45-007)
1x Fated “Imprisonment”, Protagonist (P5/S45-012)
3x Yusuke Kitagawa (P5/S45-082)

Level 3 – 7:

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

CX:

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


At level 0, we have 15 characters;

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

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

Deal Made, Makoto is a global +500 to your other [Phantom Thief] characters. You can rest this to give one of your characters the following ability “When this reverses it’s batlle opponent, you may put the top card of your opponent’s clock into waiting room and send this card’s battle opponent to clock.”

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

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

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

At level 1, we have 8 characters and 4 events;

Nanako in the Food Court gives all your “Yu” or “Protagonist” characters hexproof. This also gives +500 power times the number of Assist characters you have to characters in front of this.

 

Ryuji Sakamoto gets +500 power for each other [Phantom Thief] you control.

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

 

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

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

At level 2 we have 8 characters;

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

Ryuji & Captain Kid – SKULL gets +6000 power on attack if this is facing a level 3 or higher character. When the battle opponent of this becomes reversed when You Really Made Me Wait is in the CX zone, choose up to one of yours and your opponent’s characters and return them to hand.

 

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

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

At level 3 we have 7 characters;

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

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

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

CX Spread;

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


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

V: I’ve played Persona 5 since its release and had already played the previous releases in the series, so I was much more familiar with this than my other options. I felt the ability of the deck to mill through a significant portion of the deck each turn by spamming Advance Notice with Ryuji is huge, since I always seem to be out too many climaxes before refresh. As for other decks I was considering, I was thinking of playing other decks considered stronger such as Gochiusa or Vivid Strike, but decided against it due to not playing those decks nearly as much as Persona. Since I traveled out for this event, I went with what I was most familiar with since I wasn’t too sure on series I was gonna see outside of popular series like TLR/Gochiusa/Kemono/etc.

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

V: I wanted to always be able to mill though my deck, or have the option to if I am ever out a significant portion of CXs, so I built around running the full set of Deal Made, Ryuji and Advance Notice. Ideally, I’d like to play a second copy of the TD Progatonist 1/0 in place of a Ryuji 1/0, and play a second copy of the 2/1 Protagonist level support, but there isn’t too much room to work with in the list overall.

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

V: Level 0: We ideally want to open with the Morgana free runner and one of our back row cards – perferrably the Deal Made, Makoto. Most other cards are expendable in trying to get the 2/1 Protagonist CX combo off at this level, so everything can be mulliganed away.

Level 1-2: We’re trying to get a reverse off at level 1 with the 2/1 Protagonist, and keeping the Morgana runner alive makes it easier to meet the requirement of his early play condition without having to go too low on cards in hand. Usually we’ll search the 1/0 Morgana 2K counter out here to attempt to keep our 2/1 Protagonist around another turn to keep generating advantage with his combo.

Back to back turns of this combo alleviates the cost of using the 2/1 Yusuke change, which is important in winning a lane defensively late in the game to get meet the 3/2 Protagonist’s condition. 2/1 Ryuji and Deal Made, Makoto can remove Level 3 early plays your opponent gets out that are normally difficult to handle – such as the Fuuka from Vivid Strike.

Level 3: Between healing with the 3/2 Protagonist, using the 3/2 Yusuke’s heal on attack, and the 3/2 Futaba’s defensive options, it is really hard to just lose in 1 turn at level 3. The 3/2 Protagonist is a gamble as a finisher, but we do run a high count of level 2 cards to attempt to get some better rolls on damage.
A field full of Attack on Titan is probably the worst time to play this deck due to the Eren CX combo preventing our reverses in addition to Omni Gear and Mikasa 3/2 stopping our 3/2 Protagonist effect completely.

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

V: TLR, AW, KMN, VS in that order.
First three rounds went great outside of immediately being out 4 climaxes after refresh against AW, but we were able to recover due to our ability to mill through the deck quickly.
VS matchup was a bummer due to drawing incredibly poorly and not really having anything going on and suffering from a low hand size the entire game as a result.

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

V: Playing the 1/1 Nanako backrow support from P4 Animation EB. Rest counters and Anti Damage counters suck, and preventing your Protagonists from being targeted is incredibly useful in matchups like TLR/KMN or other sets with those effects.

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

V: Guide of the Phantom Thieves – Morgana and Deal Made, Makoto are great to start off with, especially in matchups where your opponent has effects that occur when their character gets reversed (Kemono anti-damage). Otherwise, we just need Level 0s and mulligan the rest away for the 2/1 Protagonist combo if possible.

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

V: High counts of level 2 and up in the initial opening hand that are not the 2/1 Protagonist or Wind CX can be rough. Pretty much everything in the opening hand outside of those and Level 0 characters are expendable to try to get to our combo quickly.

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

V: Attack on Titan is pretty rough, as are other decks that can avoid the Protagonist 2/1 climax combo to generate advantage. Decks that can fully wall up at level 3 that can prevent the Protagonist 3/2 from going off also are difficult to handle as it prevents any extra sources of damage or forces you to rely on lucky Wind CX triggers to get the reverse or open slot off.

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

V: Yes, but it’s not a bad thing. When something is being played for anything, it should be expected that people are gonna “tryhard”.


Congratulations and thanks again to Vincent for the interview!

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

Please check out our partner store, Card Academy!

Thanks for reading!

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

 

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

 


Name: The Show is Over

Level 0 – 14:

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

Level 1 – 11:

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

Level 2 – 10:

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

Level 3 – 7:

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

CX:

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


At Level 0, we have 16 characters;

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

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

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

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

At level 1, we have 11 characters;

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

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

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

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

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

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

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

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

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

 

CX Spread;


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Congratulations and thanks again to Sebastian for the interview!

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

Please check out our partner store, Card Academy!

Thanks for reading!

GochiUsa Deck Tech – 2nd at WGP Regionals – Santa Clara

Not enough coffee in your life? 9th CX has you covered with this deck that took 2nd at the WGP Regionals in Santa Clara!

The Regionals was hosted by yours truly, with a big shoutout to Legends Comics and Games in Santa Clara for housing the event.

This deck is brought to you by Alan L., and a special thanks to Travis for putting the article together.

Now onto the list!


Level 0 – 19:

2x “Dignified” Rize (GU/W44-034)
2x Rize in the Wood-Framed Town (GU/W44-035)
4x Artist Cocoa (GU/W44-052)
3x “Present Exchange” Cocoa (GU/WE26-017)
4x Rize, Being Herself (GU/WE26-20)
4x Chino, Being Playful (GU/WE26-035)

Level 1 – 10:

2x Cocoa, Very Drunk (GU/W44-037)
2x Chino, Miko-san (GU/W44-076)
4x “Present Exchange” Chino (GU/WE26-034)
2x Chino, Serious Match on the Board (GU/WE26-041)

Level 2 – 6:

2x “Guardian of Roses and Explosives” Rize (GU/W44-045)
1x “Suspicious” Rize (GU/W44-047)
1x Chino in a Maid Outfit (GU/W44-085)
2x Cocoa, Get Well Visit (GU/WE26-023)

Level 3 – 7:

3x Chino & Cocoa, Good to Have Met (GU/WE26-018)
4x “Present Exchange” Rize (GU/WE26-019)

CX:

4x Pillow Fight (GU/WE26-032)
4x Talking in Sleep (GU/WE26-048)


At level 0, we have 19 characters;

“Dignified” Rize is a global 500 to all other [Rabbit House] characters. She can also snipe: pay 1 to send one of your opponent’s Level 0 or lower characters on center stage to the waiting room.

When Rize in the Wood-Framed Town is placed to the stage, choose a [Rabbit House] character you control to give +1500 power until end of turn.

Artist Cocoa gets +1 level and +1000 power if you have 2 or less stock.

When “Present Exchange” Cocoa is played, you may pay 1 and put the top card of your deck into clock to salvage a [Rabbit House] character. Also, on attack, you can give a character you control +500 power until end of turn.

When Rize, Being Herself is placed to the stage, you may reveal up to the top 3 cards of your deck. If 1 or more is revealed in this fashion, choose up to one [Rabbit House] character from among them, add it to your hand, send the rest of the revealed cards to waiting room, then discard a card. (If you have the misfortune of revealing 3 CXs, or you don’t choose a character to add to your hand, you still need to discard.)

Chino, Being Playful is a “Pay 1 Rest this” brainstorm that searches for [Rabbit House] characters. At the beginning of your opponent’s attack phase, you may choose another [Rabbit House] character you control and give it +500 power until end of turn.

At level 1, we have 10 characters;

Cocoa, Very Drunk is a Level 1 reverser. When she is placed to the stage, you may discard a CX to salvage a [Rabbit House] or [Bread] character.

Chino, Miko-san can’t front attack when facing a character with a higher level than this.

“Present Exchange” Chino gets +1000 power if all your characters are [Rabbit House]. When this card reverses its battle opponent, if “Sleep Talking” is in your climax slot, you may tutor for up to 1 [Rabbit House] character.

Chino, Serious Match on the Board gets +500 per other [Rabbit House] character. When she reverses her battle opponent, she also is considered to have the name “Chino, Big Sister” until end of turn.

At level 2, we have 6 characters;

“Guardian of Roses and Explosives” Rize is a 2500 power backup. When you use this backup, you may reveal the top card of your deck and add it to your hand if it is a [Rabbit House] character, then discard a card.

“Suspicious” Rize is an early play reverser. (When reversed, if the character that she battled was a level higher than your opponent, you may reverse that character.)

Chino in a Maid Outfit is a 2500 power backup. You can also pay 2 when you use her backup to freefresh.

When Cocoa, Get Well Visit is placed to the stage from hand, give one of your [Rabbit House] characters +1000 power until end of turn. She is also a +2000 assist to Level 3 or higher characters in front of her.

At level 3, we have 7 characters;

On play Chino & Cocoa, Good to Have Met is a draw 2 ditch 1. They also get +500 per [Rabbit House] character, and when they attack with Pillow Fight in the CX area, you may Pay 2 Discard 2 to deal two instances of burn 1, then this card gains +6000 power until the end of turn. (Damage may cancel) (As of publishing, this card is on the choose 1 list, with the anti-change level 1 Cocoa backup being the other)

“Present Exchange” Rize gets -1 level in hand if you have Cocoa, Get Well Visit and Chino, Being Playful on the stage. On play, heal 1. She also gets +2000 power on attack if you have 2 or more other [Rabbit House] characters.

CX Spread

Pillow Fight (1k1 Door)
Talking in Sleep (1k1 Pants)


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

A: I like cute grills…. I mean rabbits… I like to have an order of waifu onegai! I was considering running Love Live Sunshine but I got lazy switching deck and I lent it to my brother to play since he has no JP decks. Local meta was not a factor in my decision. This is a game of Dimension Shift (DS), I’m just playing against myself while my opponent loses in the end. (Editor’s Note: Dimension Shift being a Runecraft deck from Shadowverse that involves playing a bunch of spells, taking extra turns, and then ending the game with a big attack, etc)

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

A: This is one of the few decks where it’s so consistent that I only need 7 level 3s and play like 5 level 3 per game? (unless I don’t cancel, ouch). If I could make changes I’d bring the 2 anti change punch back into the deck, woohoo! (Editor’s Note: If only! The card is still on the choose one list though.)

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

A:

At level 0: play a level 1 Cocoa beater, filter, pump power, brainstorm, global support while Rize bombs grills, and Riki salvage.

Level 1: free searcher, beaters, and ditch CX to find answers as needed

Level 2: all kinds of utility punches, early play support

Level 3: early play beater, ultimate quad pokes until you drop finisher.

At 0, don’t stress; unbrick yourself with list described above.

At level 1, search for early play and hope that you cancel.

Level 2, heal loop with Rize until opponent mental breaks.

Level 3, just normal swing with Rize and win. Finisher is hardly used in this deck. I want my anti-change Cocoa back!!

Strongest card that most other sets don’t have is Artist Cocoa 😀

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

A: Event went well. Each round was fairly fast like bam bam BAM. Next! You hardly got a breather. Shoot I forgot who i played against…

I remember Kantai, Persona 5, Symphogear, Love Live Sunshine, and Charlotte. Matches ended when opponent’s Dimension Shift bricked…

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

A: When my opponent played Charlotte with anti burn… that game I played Rize heal 5 times and won. Asked my Kantai opponent which restricted he chose. He said power creep, so I resume to play my own dimension shift.

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

A: Brainstorm Chino, Pantsu CX, and Artist Cocoa is all you need. Everything else will flow through your hand while you mystic ring (filter) and get to 2 more win con pieces…

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

A: I mulligan anything that’s not a level 0 or Pantsu CX. On rare occasions, I may keep one level 1 CX combo Chino.

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

A: Anything that’s anti fun. Liza hurts my DS deck like a boss… (EN: anything that can prevent healing, burn effects, etc)

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

A: As my friends say, if you’re playing this game in a “tournament” you’re a tryhard lol. Luck plays a fairly minor role in WS.


Congratulations and thanks again to Alan for the interview!

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

Please check out our partner store, Card Academy!

Thanks for reading!

Milky Holmes Deck Tech – 2nd at 2017 WGP Regionals – Miami

We’re back! We’re starting off the year-end rush with a Milky Holmes deck tech that took 2nd at the WGP Regionals in Miami! This list and interview are brought to you by David B.

As always, translations can be found on Heart of the Cards, and a special thanks to Travis for setting up the article.

Let’s get to the deck!


Level 0 – 16:

4x Arsene, Crime Committed on New Year’s Eve (MK2/S19-089)
4x Arsene, Great Rival (MK/S33-080)
2x Rat, Rebelling (MK/SE09-05)
4x Pollock (MK/SE29-08)
2x Henriette, Kindly Watching Over (MK/SE29-45)

Level 1 – 12:

3x White Phantom Thief “Great White Fallen Angel” (MK/S33-085)
2x Black Phantom Thief “Darkside Revolution” (MK/S33-092)
3x Ra……? (MK/SE29-04)
4x Invitation to Phantom (MK/S33-096)

Level 2 – 5:

1x “Pouring TKB” Twenty (MK/SE29-12)
2x Arsene, Pride of Phantom Thief (MK/SE29-46)
2x Return of Arsene (MK2/S19-097)

Level 3 – 9:

1x Commander “Violet Shadow” (MK/S33-082)
4x Arsene, Charming Phantom Thief (MK/SE09-19)
4x Arsene, Time of Beauty (MK/SE29-41)

CX:

4x Color the Phantom (MK/S33-100)
4x Decisive Battle! Phantom Thief VS Detective (MK/SE29-49)


At level 0, we have 16 characters;

Arsene, Crime Committed on New Year’s Eve can rest to give one of your characters +2500 power for the turn, but the target goes to waiting room at the end of turn.

Arsene, Great Rival on play lets you pay 1 and clock top of deck to draw a card.

Rat, Rebelling is a pay 1 ditch one search for [Phantom Thief].

Pollock on attack lets you put a CX into your stock from CX zone. When this cards damage is cancelled, you can pay 1 to draw a card.

Henriette, Kindly Watching Over gets [Phantom Thief] on stage. On CX placement, you may reveal the top card of your deck, if it is a [Phantom Thief] choose on of your characters to get +1 soul for the turn. You can also pay 1 and rest this to give one of your [Phantom Thief] characters the following ability “When this card reverses it’s opponent you may draw 1”

At level 1, we have 8 characters and 4 events;

White Phantom Thief “Great White Fallen Angel”  gets +4000 power and the following ability if you have another Black Phantom Thief “Darkside Revolution”: “At the end of turn, send this to waiting room”. When this reverses it’s battle opponent when Color the Phantom is in the CX zone, you may search for a [Phantom Thief] character.

Black Phantom Thief “Darkside Revolution” gets +4000 power and the following ability if you have another White Phantom Thief “Great White Fallen Angel”: “At the end of turn, send this to waiting room”. When this attacks when Color the Phantom is in the CX zone, choose one of your [Phantom Thief] characters and it gets +2500 power for the turn.

Ra……? gets +500 power and hexproof during your turn. When this reverses it’s battle opponent, you may send this to memory. If you do, choose a Ra……? in memory at the start of your next draw phase and put it on the stage in any slot.

Invitation to Phantom can’t be used if you have 1 or fewer CX in waiting room. Search up to the top 4 cards of your deck for a [Phantom Thief] character.

At level 2, we have 3 characters and 2 events;

“Pouring TKB” Twenty is an early play stock reverser if you have 4 or more other [Phantom Thief] characters.

Arsene, Pride of Phantom Thief is a +2000 power assist to level 3 and higher characters in front of this. At the start of Draw phase, you may pay 1 and send this to waiting room to change into Arsene, Time of Beauty from waiting room in the slot this was in.

Return of Arsene gives one of your [Phantom Thief] characters +4500 power.

At level 3, we have 9 characters;

Commander “Violet Shadow” on play you may check top X for any card and add it to your hand, where X is the number of [Phantom Thief] or characters with “Alice” in their name. Once per turn when this reverses it’s battle opponent, you may pay 3, ditch 2, then sacrifice a character and restand this.

Arsene, Charming Phantom Thief gets -1 level in hand if you have 4 or more [Phantom Thief] or character with “Henriette” in the name on the stage. This gets +1000 power during your opponent’s turn. When this attacks with Decisive Battle! Phantom Thief VS Detective heal 1 and this gets +1500 until the end of your opponent’s next turn.

Arsene, Time of Beauty heals on play from hand or Change. When this attacks with Decisive Battle! Phantom Thief VS Detective mill 4, and this gets +1000 power for the turn for each of your [Phantom Thief] characters, and deal X damage to your opponent, where X is the number of climaxes milled this way.

CX Spread

Color the Phantom (1k1 Book)
Decisive Battle! Phantom Thief VS Detective
(1K1 Pants)


Now to the interview!

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

D: Milky Holmes is one of my favorite sets in Weiss Schwarz with multiple great builds. After all, Milky Holmes Detectives is an amazing deck, without a doubt one of the best decks currently in the game. However Phantom Thieves and to a lesser extent even Police are two decks that both can function well. We won’t talk about Feathers or whatever that Melodia deck even is supposed to be. For the last year, MK Phantom Thieves have been my go-to deck but I wasn’t sure if I really wanted to play it at WGP. This would be my 5th WGP Regional, in the 4 previous WGPs I had placed Top 4 in each one playing a variety of decks including PSYCHO-PASS, Terra Formars, King of Fighters and Phantom. While I had placed in the Top 4 of all 4 WGPs here in Florida, I hadn’t placed Top 2 since the first WGP Regional down here back in 2014. With Star Wars being restricted in North America, I had a few choices to play so I created a poll on the Global Community Facebook group to help decide what deck to play.

Not surprisingly my meme option of PSYCHO-PASS won the poll in a landslide. I dusted off my old Public Safety deck and considered playing it since it was the deck I got Top 2 with in 2014 but while play-testing the deck did awful. The 2 souls weren’t hitting and the deck could not keep up with the meta decks of 2017. Sorry Global Community, I ultimately decided on MK Phantom Thieves because it’s my favorite deck and would actually give me a shot a topping the event. The deck has some very spicy plays and is so fun to play once it starts snowballing at Level 2. I had been following BoatsDontSink WGP statistics of what was being played and for whatever reason no one had been playing Little Busters! or Kill La Kill. Without having to worry about anti-heal, I felt confident going with Phantom Thieves.

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

D: I have been playing Phantom Thieves since the Second Stage booster was released. With every new set, I have added cards and the deck has grown with me as I grew as a player. I’m basically now known as the Phantom Thieves guy in my local group and it’s hilarious to see players from other card games check out my games while I’m playing. The art on the cards can be so ecchi that they usually cringe or are suddenly very interested in knowing what anime my cards are from. At a certain point, I was even building the deck to try fit in as many uncomfortable fan service cards as possible. When MK Phantom Thieves won 2016 WGP Malaysia, I found the player on Facebook and he was awesome enough to add me and give me his thoughts on his build. He would go on to get Top 4 at Worlds with Phantom Thieves and he gave some really good tips for the deck. I’ve tested the deck an exhausting amount of time and I really wouldn’t change much about the build except for adding the new Brainstormer from the joke set. It fixes the few problems the deck has and would have been nice to play it hadn’t been sold out on YuYu-Tei since it came out.

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

D: The deck doesn’t do much at Level 0. Without the utility of the new Brainstorm, I had to improvise and went all in on relying Arsene, Crime Committed on New Year’s Eve. It basically turns any of my Level 0 cards into bombers by having enough power to Reverse. I usually maintain 7 cards in hand by using Pollack’s ability on cancel and by drawing with Arsene, Great Rival or as players in my locals call the card… “bad Riki”.

At Level 1 the deck starts to get insane and players start demanding to see translations. Not many people know that Phantom Thieves has a Mikan combo especially one that can get over 10K consistently and even reach 14.5K or 17K if needed. White Kaito has on reverse combo with the Pants Climax to search a Phantom Thief but is only 4.5K. However, if Black Kaito and White Kaito are on the field at the same time they both become 8.5K and with the Climax they both become 9.5K. Black Kaito also has a Climax combo with the same Pants, on attack giving 2.5K thus being able to pump your White Kaito even higher or to the other level 1… Rat which is a free 5K Time Machine that doesn’t require a Climax Combo. When you combine these cards in combination with Arsene, Crime Committed on New Year’s Eve which is a simple tap to give 2.5K, the Power levels this deck reaches at Level 1 make Marcos and Rider Wall Decks look like 1/0 Rin’s from LB. Of course there is a balance to this, as if White Kaito and Black Kaito are on the field at the same time, at the end of the turn they are sent to the Waiting Room. This is fine however as pumping power with Arsene, Crime Committed on New Year’s Eve already sends the card you pump to the Waiting Room at the end of the turn. While you don’t maintain a field, you still hopefully got a plus by searching with your combo and sending a Rat to Memory to Time Machine. Not having a field means your Opponent is going to slam a Climax and hit for big numbers on Direct Attacks which more often means more cancels. By never having a Level 1 field, you also don’t have to waste space on Level 1 Power Backups. It also means the Opponent can’t do any on Reverse combos, which makes hitting Level 1 first on this deck absolutely insane which usually happens by clocking yourself with Arsene, Great Rival. Also at Level 1 is a Counter Akatsuki Event which most people don’t even know exists.

Usually I go into Level 2 with 6-7 cards in hand by some combination of Drawing by Pollack, Great Rival Clock Draw, Searching from White Kaito, Drawing with Henriette or Book/Pants Trigger. Level 2 is where the deck can snowball out of control and in certain matchups almost never lose. By having 4 characters you can early play Charming Arsene. So usually the back row will be filled by 1-2 New Year’s Eve or 1 Henriette and 1 Rat will be coming on to the field from Memory from Time Machine effect. The ideal play here is playing 1 Pride of Phantom Thief Arsene in the back row which gives a 2K boost to Level 3s. Now with 4 characters on field, playing Charming Arsene and playing the Climax Combo healing for one and boosting Arsene up to 14K. On Opponents turn, Charming Arsene will still be 14K and just to be safe I play 2 copies of the 4.5K Counter Event to protect her. On Draw Step, Pride of Phantom Thief Arsene can change into Beauty Arsene healing on play. If I have another copy of Charming Arsene I can also play it or play another Pride of Phantom Thief to boost the Level 3s. Knowing the series your Opponent is playing is important here, as over extending can be fatal. Usually I have a second Book Climax by holding it or by triggering Pants recently so I play the Book again, healing yet again with Charming Arsene and doing Ranko combo on Beauty Arsene which also combos with the same Climax. I know Ranko as a finisher profile is garbage, but having the ability on a Climax I already play is too sweet. Also she gains insane Power going up to 16K able to reverse almost any early plays the opponent has. If even that Power isn’t enough, I have Twenty which is a Stock Anti-Level bomb.

At Level 3, I play the Commander to restand and finish the game or at least dig by checking top 5 and hopefully getting the Book Climax again. There is also the funny play of pushing 1/0 Rats forward and swinging for game since they are free untargetables being able to dodge annoying event counters that people are playing. Hopefully the Combo was spammed enough at 2 that even if the deck runs out of steam towards the end, there was so much an advantage gained that you can pull a win out.

There also some tricks the deck can do like throughout the game the deck has ways to control your Soul damage through cards like removing your Climax with Pollack and Henriette which allows you to give +1 Soul as well as checking the top card to know your trigger. This in combination with side attacking or using the Level 1 hexproof Rat can help finish games at Level 3. Using Invitation to Phantom as a counter to mill your deck when you know you are out of Climaxes or to play around send to top deck abilities is so spicy. The Book into Book meme actually isn’t as bad in this deck since it enables you to play your combo again. As a matter of fact since you want to see your Climax as much as possible as well as having good Events, drawing in this deck is actually really good. Overall MK Phantom Thieves when running hot can compete with the best decks in Weiss Schwarz but of course it is not a good deck to play if there are many Anti-Heal decks being played.

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

D: I had play tested enough to be confident in my build, but was concerned with what decks I would have to play against since South Florida plays some very oddball series. First Round I played against Roneal, one of the better players in our area, who had topped the 2015 WGP Regional here. He was playing Kemono Friends but this wasn’t much of a game as we both were getting hit for big damage early. At the end of game he had triple Serval restand ready to go BUT with the Power of God and Anime™ on my side, I was able to luckily pull out a win. During Round 2, I played Adrian who ended up topping with Osomatsu Brothers. This was a very close game, but his very spicy play of 4 Ticket Events at Level 2 was too spicy for me and I lost.

Too spicy

Luckily I was able to win the last 2 rounds to bounce back including a game against Sengoku Basara which was INSANE since he resolved Date combo 3 turns in a row. It would have been crazy to see Basara top especially since Jon was running hot with the deck, having beaten last year’s WGP Regional Winner Gio in the first round. Overall the games went well, having played my deck for so long helped a great amount. There were multiple games where I got to make my ideal Level 2 play and usually averaged at least 5 heals a game. Thankfully I didn’t run into any bad matchups or counters. Especially after last year when I played Phantom -requiem for the phantom- and everyone in my locals added Level 1 Reversers to their deck to counter me. To get my 5th Top 4 in WGP Regionals felt good and it’s cool to be the only player in FL who has topped 2 WGP Regionals.

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

D: Might not have been the best play but this was the most important play. In my last round, against Sengoku Basra I was able to make White Kaito 14.5K to get over a 14K Date. Killing that Date was a game winning play as he was running out of resources and being able to Reverse that Date assured that he would have a hard time playing Characters to finish the game.

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

D: Ideal hand would be Pollack, Great Rival Arsene, New Year’s Arsene, Pants Climax, Rat Rebelling or Invitation to Phantom. Having a Pollack to play turn 1 and swing with is good especially since you can get a plus with it. If you didn’t plus with Pollack, then turn 2 play a Great Rival to Clock Draw. New Year’s Arsene helps you reverse Level 0s and having the Pants Climax ready for your Level 1 combo is important. Rat Rebelling is 2.5K which when pumped by New Year’s kills basically any oversize at 5K, but more importantly is a good drop searcher as it acts as a discard outlet if you get flooded and can search out which ever missing Level 1 combo piece you don’t have. If not him, having the Akatsuki Event to look for your White and Black Kaitos or Level 1 Rat while milling your deck is nice. Usually the games I see the Event more, I tend to win more and have better games with. It’s really that good of an effect.

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

D: Honestly opening too many climaxes is death in this build since the only way to mill is with the Event at Level 1. Having the new Brainstormer would help mitigate this however. Opening too many Events or Level 3s can also be a problem since so many are played in this deck, but usually you can mill all of them since the Level 1 Climax Combo can search out the necessary Level 3s.

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

D: The worst matchups are obviously Anti-Heal decks like Kantai, LB or KLK, in those matchups the deck straight up has no chance. Also decks that are strong at dodging Level 1 Reverse effects can make Phantom Thieves have tough time getting going but it is possible to still go off if you manage to get your combo pieces. At the same time decks that have anti-level bombs that can kill early plays easily can be annoying. Oh and Railgun, that’s a horrible matchup for Phantom Thieves. The best matchups are wall based decks since the costless Level 1 of this deck can reverse them easily ruining their game plan. My favorite is playing against a deck that can’t out the early plays of Phantom Thieves, you can just heal a million times and never die. Also decks that rely on Power early plays or big late games such as Level 3 Rem, Level 3 Shizuru or Level 3 Tenga aren’t that scary for Phantom Thieves. Actually that Bodyguard Tenga meme died right?

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

D: That is an interesting question. I do believe that to a certain extent it is possible to tryhard in this game. I don’t want to sound full of myself but I have placed in the Top 4 for all 5 WGP Regionals in Florida. I know there are way better players then me in Australia, California, Canada or Illiana but my point is I don’t consistently show up in the results down here just by luck. To that point, I usually see the same players win the same events or at least do well at them. I have seen players refreshing without having a clue of how many climaxes they sent back or don’t even know what the word compression means. Even when I started playing 5 years ago, I thought the game was all luck based. Luck will always be a factor in this game, but by minimizing your misplays, having a good deck and playing well you can win more then you lose.

It is easy to fall in the habit of smacking cards down and flipping them sideways or even upside down but when two players are really thinking of their plays… that’s when this game is awesome.


Congratulations and thanks again to David for the interview!

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

Please check out our partner store, Card Academy!

Thanks for reading!

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

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


The deck can be found on wsdecks here.

Name: Rivers in the Desert

Level 0 – 15:

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

Level 1 – 11:

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

Level 2 – 9:

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

Level 3 – 9:

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

CX – 8:

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


At level 0, we have 15 cards:

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

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

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

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

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

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

At level 1, we have 11 cards:

Ryuji Sakamoto gets +500 power for each other [Phantom Thief] you control.

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

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

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

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

At level 2, we have 9 cards:

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

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

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

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

At level 3, we have 9 cards;

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

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

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

CX spread;

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

 


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

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

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

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

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

A: Most of the game is about survival.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Congratulations again to Arthur!

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

Please check out our partner store, Card Academy!

Thanks for reading!

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

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

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


Level 0 – 18:

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

Level 1 – 11

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

Level 2 – 5

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

Level 3 – 8

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

CX – 8

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


At level 0, we have 18 cards.

Aram, New Hope is a free runner.


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


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


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


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


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

At level 1, we have 11 cards;

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


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

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

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

At level 2, we have 5 cards;

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


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


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

At level 3, we have 8 cards;

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


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


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

CX Spread;

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


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

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

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

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

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

T: Level 0 – Standard runner ‘n cantrip

Level 1 – Shimakaze that goes to 9k

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

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

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

Deck can be found on WSDecks here.

IT’S NOT JOKE

Level 0 – 16

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

Level 1 – 11

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

Level 2 – 5

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

Level 3 – 10

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

CX Spread

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


At level 0 we have 16 cards.

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

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

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

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

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

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

At level 1, we have 11 cards.

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

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

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

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

At level 2, we have 5 cards.

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

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

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

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

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

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

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

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

CX Spread

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


Onto the report and the interview!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Congratulations to Rin again on the finish!

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Thanks for reading!

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

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

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

 

Let’s take a look at the deck!

The list can be found on WSDecks here.

Level 0 – 16

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

Level 1 – 13

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

Level 2 – 4

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

Level 3 – 9

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

CX – 8

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


At level 0, we have 16 characters.

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

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

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

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

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

At level 1, we have 13 characters.

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

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

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

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

At level 2, we have 4 characters.

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

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

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

At level 3, we have 9 cards.

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

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

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

Explosion Magic is a 1k1 + Door.

Resurrection is a 1k1 + Gate (Pants).

Explosion is a red waiting room stock/soul.


Onto the report and interview!

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

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

Best Girl™

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

K: Can’t tryhard in RNG and sacking.


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Thanks for reading!

August 2017 Ban List Update

The August 2017 WS Deck Construction Ban List Update

Please note, these changes only affect the Japanese portion of the game.

As of this coming WGP season, the following changes to the ban list will be in effect:

Nisekoi

Raku Being Similar (NK/W30-084) is no longer restricted.

Is the Order A Rabbit?

Chino & Cocoa, Good to Have Met (GU/WE26-018), and

Cocoa, Going Together (GU/WE26-021) are on a choose 1; a deck that contains one of these cards cannot contain any of the other.