2k1 Theory

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

 

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

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

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

A photo of a 2k1 in the wild being denied

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

Oh Nao you tell us

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

 

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

 

Mono-Red Rabbit House (Pre-Extra Booster)

Tournament Record: 20 wins out of 23 games

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

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

 

Level 0 – 17

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

3 “Dignified” Rize (GU/W44-034)

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

4 Pitcher Rize (GU/W44-053)

2 “A Little Cool” Chino (GU/W44-T13)

 

Level 1- 13

4 Cocoa Very Drunk (GU/W44-037)

4 “Pretty Look” Rize (GU/W44-038)

2 “Invitation” Rize (GU/W44-043)

1 “Twintail Girl” Rize (GU/W44-T05)

2 “Greeting” Rize (GU/W44-P05)

 

Level 2- 4

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

2 “Suspicious” Rize (GU/W44-047)

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

 

Level 3- 8

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

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

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

 

Events- 0

 

Climaxes- 8

4 Fluffy Hunter (GU/W44-065)

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

 

Older cards that were considered for this build:

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

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

 

New cards that should be considered for this build:

Rize, Being Herself (GU/WE26-020)

Cocoa, Going Together (GU/WE26-021)

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

 

*Note:

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

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

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

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

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

 

How to Play This Deck:

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

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

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

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


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


Little Busters! Y/B

Tournament Record: 32 wins out of 38 games

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

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

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

 

Level 0- 18

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

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

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

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

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

4 “Little Busters” Riki (LB/W21-065)

 

Level 1- 10

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

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

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

 

Level 2- 2

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

 

Level 3- 10

4 “Step to Courage” Rin (LB/W21-001)

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

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

 

Events- 2

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

 

Climaxes- 8

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

4 We Should Date (LB/WE18-15)

 

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

“Godly Poor Control” Rin (LB/W02-017)

We Should Date (LB/W02-101)

“Little Busters” Rin (LB/W21-005)

“New Bond” Rin (LB/W21-009)

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

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

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

 

How to Play This Deck:

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

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

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

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

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

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

 

How these Decks are Winning Games:

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

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

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

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


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!

Is The Order a Best Shot? – GochiUsa Deck Tech

It’s article time again at 9th CX and we are going to give this one our BEST SHOT! GochiUsa is back as promised, this time featuring the new Best Shot deck theme from the extra booster.

Special thanks to Travis for article prep and for the list.

Let’s look at the deck!


Level 0 – 20

4 Syaro, Every Day is Best Shot GU/WE26-003
3 Syaro, Fun Time is Best Shot GU/WE26-006
4 Chiya, Every Day is Best Shot GU/WE26-012
3 Chiya, Precious Best Shot GU/WE26-014
4 Maya, Treasure Hunting GU/WE26-043
2 Meg, Treasure Hunting GU/WE26-044

Level 1 – 18

4 Cocoa, Every Day is Best Shot GU/WE26-024
4 Rize, Every Day is Best Shot GU/WE26-025
3 Cocoa, Summer Best Shot GU/WE26-028
3 Rize, Best Shot Even While Taking Break GU/WE26-029
4 Chino, Every Day is Best Shot GU/WE26-037

Level 2 – 4

4 Rize, Club Helper! GU/WE26-030

CX

3 Pillow Fight GU/WE26-032
2 Talking in Sleep GU/WE26-048
3 Full of Best Shot GU/WE26-050a


At level 0, we have 20 characters:

If Syaro, Every Day is Best Shot sees a “Chiya, Every Day is Best Shot” on the field, she becomes a global 500. She is also a Pay 1 Rest 2 search brainstorm for “Best Shot” or “Treasure” characters.

Syaro, Fun Time is Best Shot reveals the top card of your deck on attack. If it’s a character with “Best Shot” or “Treasure” in it’s name, this gets +1 soul for the turn.

Chiya, Every Day is Best gives your center slot character with “Best Shot” or “Treasure” in its name hand encore. If she sees another “Syaro, Every Day is Best Shot“, she becomes a global +500.

Chiya, Precious Best Shot lets you rearrange the top 2 cards of your deck when played.

Maya, Treasure Hunting is a Pay 1 Ditch 1 search for “Best Shot” or “Treasure”.

Meg, Treasure Hunting has hand encore.

 

At Level 1, we have 18 characters:

When Cocoa, Every Day is Best Shot is placed to the stage, you may mill the top card of your deck. If you do, give +1 soul to a character with “Best Shot” or “Treasure” in its name for each soul trigger on the milled card.

When Rize, Every Day is Best Shot attacks, you may mill the top card of your deck. This card gets +1 soul for each soul trigger on the card milled this way.

When Cocoa, Summer Best Shot is placed to the stage, you may mill the top card of your deck. If it has a soul trigger, draw 1 ditch 1

Rize, Best Shot Even While Taking Break lets you salvage a character with “Best Shot” or “Treasure” in its name, then discard a card if she reverses her battle opponent.

Chino, Every Day is Best Shot has a CX combo with Full of Best Shot. On CX play, if you have another Syaro, Every Day is Best ShotChiya, Every Day is Best ShotCocoa, Every Day is Best Shot, and Rize, Everyday is Best Shot, you may pay 1 and send the CX to memory. If you do, draw 3 cards.

 

At Level 2, we have 1 character:

Rize, Club Helper! is a 2500 power back up. When you use her backup, you may pay 2 to burn 1.

The CX Spread looks like this:

3 Gate(Pillow Fight/1k1), 2 Pants(Talking in Sleep/1k1), 3 Memory/2Soul(Full of Best Shot/While in memory, gives +4k to characters w/ Best Shot or Treasure in name)

Note: The Full of Best Shot does not have any ability when played and only functions in memory.


Because this deck is mostly for fun (i.e. use at your own peril if in a competitive environment), we’ll be giving only a brief snapshot of how this deck might be used.

T: Best Shot can be a very tricky build to play around, especially since you need 5 characters just to have the ability to give your board a giant power boost. Level 0 should be spent looking for as many pieces of the Best Shot combo, while also building stock. Syaro’s on attack ability can help make up some soul damage, since 3 of the 8 CXs in the deck offer no soul or power advantage when played directly. You shouldn’t have any issues at all keeping a board presence, since the back row gives a global 1000 to the deck. With the lowest attack you’ll have at level 0 being 3k, the only thing you’d have to worry about is level 0 reversers. Chiya’s on play ability can help you anywhere in the game, whether it’s setting up top check/mill abilities or checking to see if it’s safe to use a brainstorm.

Level 1 you want to drop the 3 remaining pieces of Exodia the Best Shot combo and start building hand, and keep it there. Sending one copy of the Full of Best Shot CX to memory lets your board sit at 9k on defense, which again, is still at the mercy of level reversers or overextending to reverse your field. Since you won’t have to replace your field often, you can afford to just draw for turn and then attack. Don’t use unnecessary stock at this point of the gameWhen you use the Best Shot combo, you lose a decent amount of compression to boost your board since you are taking a CX out of your deck permanently. Pay out your CX triggers if need be, or brainstorm to pull damage out of your deck, and that should be the extent of using stock at this point. Using a 1k1 here and there will help push more damage.

By level 2 it wouldn’t hurt to have a second Full of Best Shot in memory, if you haven’t done that already. 13k level 1s are nearly invincible until your opponent hits level 3, or uses a level 1 reverser. Rize, Club Helper! is your form of a “Level 3” game because of her other ability when you use her backup effect. Once you get that second Full of Best Shot in memory, you’ll want to finish the game quickly. Rize becomes a high priority target since getting hit with any form of CX attack will hurt drastically. The Rize, Every Day is Best Shot will become useful for her on attack ability so you can mill through your deck faster and keep CXs in deck. This game plan extends into Level 3 as well, since this deck runs zero level 3s.

M: Let’s look at the deck with a different view (if only for a second). Since the card pool for GochiUsa is limited to two sets (and a TD), improving the list is very difficult. However, that does not mean that there is no room for it.

Level 3s are certainly missing from this deck for a reason, but let’s say that someone wanted to play something with more oomph or more finishing power. Could someone fit in the level 3 CocoChino combo and just do a 4/4 split of CXs?

T: It’s possible, yes. I suggest taking the 1/1 Rize out and 1 of the Rize backups to run a full playset, or just take out the 1/1 Rize and run 3 CocoChino instead. However, a 4/4 split probably wouldn’t be the best idea for the build as it will make half the deck’s CXs useless outside of triggers, and CocoChino does not benefit from having the Best Shot CX in memory. I suggest keeping the current split of CXs even if you ran the CocoChino.

And that’s all for this time! Best Shot is a deck with a unique take on CX use, and we can’t really give it a “competitive” endorsement, but we hope you have fun with the list!


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

Please check out our partner store, Card Academy!

Thanks for reading!

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

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


T. Pruett’s List
Deck Name: Rem/Ram

Level 0 – 17

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

Level 1 – 11

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

Level 2 – 5

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

Level 3 – 9

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

CX – 8

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


N. Wang’s List
Deck Name: Blue/Yellow

Level 0 – 18

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

Level 1 – 9

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

Level 2 – 6

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

Level 3 – 9

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

CXs – 8

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


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

Level 0 – 17

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

Level 1 – 10

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

Level 2 – 3

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

Level 3 – 12

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

CXs – 8

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

T.P.: 

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

N.W.: 

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

D.Y.: 

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

 

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

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

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

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

 

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

Greed:

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

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

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

Power:

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

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

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

Difficulty:

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

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

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


Sample Hands!

T.P. 1

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

T.P. 2

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

T.P. 3

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

 

N.W. 1

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

N.W. 2

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

N.W. 3

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

 

D.Y. 1

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

D.Y. 2

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

D.Y. 3

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


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Persona 5 Deck Tech – 2x R/Y

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

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

Now let’s get to the lists!


T. Pruett’s Build
Deck Name: Mono Red

Level 0 – 16

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

Level 1 – 13

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

Level 2 – 6

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

Level 3 – 7

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

CX – 8

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


J.Matney’s Build
Deck Name: Protagonist

Level 0 – 16

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

Level 1 – 15

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

Level 2 – 7

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

Level 3 – 4

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

CX – 8

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


Card Intros!

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

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

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

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

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

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


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

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


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


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


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


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

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

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


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

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

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

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

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

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


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


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

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

 

CX spread between the decks is:

1k1 + Bounce / Door / Door

THE SHOW’S OVER

omg!! We are SO awesome

MISSION ACCOMPLISHED


Questions!

 

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

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

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

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

 

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

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

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

 


Sample Hands!

J.M. 1

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

 

J.M. 2

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

J.Matney 3

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

 

T.P. 1

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

 

T.P. 2

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

 

T.Pruett 3:

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


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

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

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Thanks for reading!

[email protected] CG Deck Tech – 2nd at 2016 BWC PH

Welcome to a 9th CX deck tech! For today’s article, we have a doozy of a list brought to you by the runner up of the 2016 BWC in PH – Idolmaster CG! This list is brought to you by Jaime C. Special thanks to Travis for article prep. Due to the deck’s incredible variety, we are going to skip immediately to the interview for this time.

Let’s get to the deck!


Level 0 – 15

2 Miria Akagi (IMC/W41-E002)

2 Rika Jougasaki (IMC/W41-E003)

2 Kanako Mimura (IMC/W41-E041)

2 Uzuki Shimamura (IMC/W41-E042)

2 Riina Tada (IMC/W41-E077)

1 Haruna Kamijo (IMC/W41-E100)

1 The First Step, Rin (IMC/W41-TE41)

1 Rin Shibuya (IMC/W41-E078)

1 Bad at Smiling? Producer (IMC/W41-E023)

1 Mio Honda (IMC/W41-E001)

Level 1 – 12

4 Minami Nitta (IMC/W41-E079)

2 My First Star, Kanako (IMC/W41-E054)

2 *(Asterisk), Riina (IMC/W41-E083)

2 My First Star, Minami (IMC/W41-E087)

1 Mizuki Kawashima (IMC/W41-E088)

1 CANDY ISLAND, Chieri  (IMC/W41-E048)

Level 2 – 6

1 Our Lyrics, Miku (IMC/W41-E051)

1 Our Lyrics, Riina (IMC/W41-E095)

1 Mayu Sakuma (IMC/W41-E058)

1 Nao Kamiya (IMC/W41-E097)

2 Mismatched Pair (IMC/W41-E108)

Level 3 – 9

3 Miku Maekawa (IMC/W41-E044)

2 Anzu Futaba (IMC/W41-E043)

1 Chieri Ogata (IMC/W41-E045)

1 Anastasia (IMC/W41-E081)

1 Kaede Takagaki (IMC/W41-E089)

1 Hanako (IMC/W41-TE55)

CX – 8

4 Everyone’s Leader (IMC/W41-E112)

4 OwOver!! (IMC/W41-E073)

 


M: Why did you choose [email protected]?

J: Aside from the obvious fandom of the series, I chose [email protected] because I was really amused with a lot of the gimmicks and abilities the set had to offer. Right off the bat, my favorite would have to be the whole Asterisk interaction namely the level 3 Miku Maekawa and her ability to salvage her own CX and the 1/0 Asterisk Riina and her CX combo of being able to arrange the top 3 cards of the deck just before attacking – I’ll get to that later.

There are quite a lot of 1 and 2-ofs in this list! I’m sure that many fans of consistency are scratching their heads right now, but would you take us through how you wanted each level structured? Level 0 has a wide range of utility as is kind of the expectation, but our first and only non-CX 4-ofs are in level 1, which should allay concerns there.

Ah yes, the 1-ofs. Let me be the first to say that this build should not be taken seriously; rather, the build is the product of personal deck building ‘tryhardery’. To put things into perspective real quick allow me to share with you my experience pre-Nationals while the deck was still in the brewing process. Like with most theorycrafting a build would (in your eyes) look absolutely phenomenal on paper, but in actual usage against other people, that’s not always the case. Before the final build which you see before you the brew I used to run was the exact opposite and was heavy on the consistency side in terms of card quantity. Core cards were at 4, tech cards were at 2 and basically the only 1-ofs I had were Kaede and Mayu.

So why the sudden deck building philosophy switch? After many nights of brewing I finally decided to just “go nuts” if you will – on what cards to put in. The goal was to make it as complex and as difficult to use as possible just prove that even the most convoluted builds can make it to top table. Just so people don’t have to point it out, I am a huge tryhard when it comes to Weiss.

Now with that out of the way, allow me to breakdown the general flow of the build from level 0 onwards.

Level 0

As you can see the level 0 lineup looks like a mess at first glance. But I like to believe that it still follows the same practice of what a regular build looks like – The 2/2 split on runners is something me and my buddy Lawrence came up with. They both serve the purpose of being a runner and keeping up in board. Although I’m not a huge fan of the Uzuki runner simply because there will be games in which she’s not gonna attack for the turn. However, the command mil 2 is something I find useful whether it be for deck thinning or procing Anzu’s early play condition.

The 2/2 split on brainstorms however is simply because I had 2 copies of the Riina SP LOL and plussing on search is always something good to have.

As for hand fixing, I have 3 types – a drop search, a (bad) akatsuki, and a pseudo Sayaka looks up to Mami. Since they all fill the role of being hand fixers, I decided to just put in 1 of each. Odd, yes, but I was able to make it work. Also, I hated the akatsuki on [email protected] which only lets you grab a blue character (you guys have no idea how many time I’ve -1 because I can’t topcheck a blue character to save my life) but I can’t deny that it’s still a command mil 4 and a discard outlet so that’s why it’s there.

The Riki at 2 might raise an eyebrow, but on my end I somewhat had enough cards to tutor out whatever tech I may have needed during the situation. Also, past level 1 Miria’s effect doesn’t really see much usage anymore aside from the sometimes useful +500 to a character on attack.

The 1-of Mio is there to deal with other runners should I draw into her but the main reason I ran her was because I came up with a little combo with her and the level 3 Anastasia basically the idea is to put Mio in front of a small bodied character at around level 2 just before the opponent hits 3 just so I can guarantee a reverse on Anastasia seeing as Mio’s effect locks down a row.

Lastly, the 1-of Haruna is there as an extra pump to ensure Minami snowballs at 1.

Level 1

I’m sure most of you are familiar with how the Minami engine works so I won’t go into detail with that anymore.

What I will talk about however is the Asterisk Riina and how much I love that card. The main reason why I think this is such a neat card is the amount of control it gives you both on offense and defense. Obviously for offense being able to control your triggers makes attack patterns easier to determine. On defense let’s say you topcheck 3 and one of the cards is a CX. Simply attack twice and end your turn which guarantees that your opponent’s first swing would always cancel. My favorite part about it is that it catches the uninitiated off guard (the amount of times people have misplayed and attacked with their highest soul attacker first – oh man the smug on my face).

No Sae Backup? My L1 lineup isn’t really the largest of walls, 2000 does not save anyone at L1 I know this because I used to run Sae and it was always the deadest of draws because none of my small bodied characters benefit the 2k punch. Instead, I went with the Mizuki backup. Not for the power but because of the 2nd effect that has come in clutch I’ll tell you that much.

(Oh and while we’re in the subject of counters, can I just say that I REALLY dislike this counter – why couldn’t they have just made it into like a Leafa counter? I know I said this card saved me at times but even I have to admit that the scry into bottom deck is pretty lackluster especially when you know there’s zero CXs left in deck)

Level 2

I have a bunch of options here. The go-to play would be to early drop level 3 Miku via the “change” the Our Lyrics cards do. There’s also level 3 Anzu, but in all honesty, I wouldn’t prioritize her as the play, simply because I’m not the biggest fan of the “5 or less cards in deck” condition. It adds more cards to the deck  just before refresh, thus messing up compression but does act as a pseudo “freefresh” due to her heal on play in that regard. Luckily, there’s a card in set 2 that has the “2 or less climax” early play condition COUGH SET 2 WHEN BSR? COUGH but for now my alternative to that is the level 2 Nao in a sense that I pay 2 stock for a 2 soul beater AFTER refresh.

Level 3

Unlike most people that use Miku as their finisher, I tend to use Miku as more of a set up in an unconventional way of holding out. What I mean by this is at L3 I tend to be more conservative and prolong the L3 game if I’m not confident in winning that turn. Obviously that doesn’t apply in most matchups but the main gameplay is still to abuse the topcheck 3 effect and protecting myself with a guaranteed cancel and the Mismatched Pair event or “tap counter” as I like to call it.

As for actually ending the game, Miku is able to adjust with whatever “side finisher” I pair her up with. If I play Chieri I can easily set up burns in order to pick off my opponent’s cancels before the actual swing for soul damage. If I play Anastasia, I could easily set up my triggers so that the “assassin” Anya calls out from waiting room can also swing for 2 soul.

The 1-of “doggo counter” Hanako is there for the unexpected heal but I mostly used it to pump Anastasia for the “restand” insurance. (and also just to show off that I run a 2/1 split on event counters whereas a normal deck would probably just run 3 of the tap counters. Again, unnecessary tryhardery)


Take us through your event. What did you play each round, and how did the game pan out?

Round 1 vs LL mono Kotori (W)

Pretty straightforward, but I did get kinda nervous every time he slapped down a +2 soul.

Round 2 vs ?? (W) 

I knew the guy and he mains Project Diva, so with that in mind I decided to forgo the Minami combo at L1 thinking I might lose due to the amount of backups a PDf player runs. I played the beater game early on and ended up spamming stock souls and keeping up in hand cards thanks to brainstorms. Pretty clutch late game actually – I cancelled the deciding attack on the last card phew.

Round 3 vs AoT (W)

spoilers this dude and I would eventually bump into each other again during the final match

But during swiss our match was pretty favorable on my end. Let’s just say that it was a field day for [email protected] – I was cancelling like a don mid game thus giving me the upperhand in damage. I ended up winning the game at level 2 with a bunch of early drops.

Round 4 vs Kancolle (W)

A friend of mine. Decided to use the Sendai variant of Kancolle (“side attack for 6”) pretty heated early game with each one not allowing the other to level up first. But then came level 1 and he decided to drop 2 copies of Sendai on combo. Level skipped from 0 to level 2 and oh my goodness was I shaking. Luckily, I was able to stay alive and push him to 3 thanks to Anzu and Kaede holding out long enough. The deciding moment was him misplaying and not side attacking on the first swing thus allowing me to use the “tap counter” and denying him another attack that cost him the match.  

Round 5 vs Madoka Magica (W)

Luckily, not the Sayaka variant. Miku burning off climaxes on attack was what made this game so much easier at the end because early to mid game my opponent was just not having it and kept on cancelling.

Round 6 vs Sword Art Online (W)

Asterisk Riina yet again making cancels much more doable on a whim. I nearly choked away the game though. Probably the fatigue of playing all day but for some reason on my last swing I decided to mil 2 via Miku’s CXC when there was no need to – I triggered for 5 wherein my opponent was already at 3/4 and that if I hadn’t used the effect I would swing for an exact 3. Luckily though he took 5 and I ended up winning.

Round 7 vs Sword Art Online yet again (W)

Another friend of mine. The match was pretty neck and neck but in the end I was able to get the one up due to him running out of CXs in deck before me. What else can I say? Yuuki still annoying with the whole search 2 thing that she does.

Finals

Round 8 vs AoT The Big One! The Match to Decide it All! The One I Lost

Ah yes. If you were to permit me to also include this match as my most unlucky moment. Not because I’m salty or anything but because of the crucial moment wherein my deck ran out of triggers. So here’s how the match went – [email protected] needs hand cards, like most sets do. But with [email protected] once you lose in card advantage, you’re gone. At 1, things just fell apart. 2 attackers, brainstorms were whiffing, I was barely holding on. Surprisingly enough though I was able to rummage through whatever hand cards I can get and keep up in damage. My opponent was at 3/5 and I triggered my last climax, on my last swing I needed a trigger to seal the deal. I looked through my clock, level, hand, and waiting room. Sure enough, I had no more triggers and with that he lives at 3/6 knowing I had no more climaxes and just swings for game. Good game. Well played, Joseph.

What would you consider your luckiest moment in the event?

It may seem as a cop out, but making it as far as top 8 was something of a lucky moment for me.

Luckiest start?

Opening 5 – L1 Minami, Minami CX, 2 Rikka Runners, Miria – No Drop!

Worst start?

Let’s just say that opening with 4 climaxes in hand isn’t really a trip to Disneyland if you know what I mean.

Here are some sample hands we’ve generated from your list. What would you do with these hands, and why?

(Editor’s Note: We were not able to get super awesome sample hand graphics this time around due to Life™. Sorry!)

Sample Hand 1:

Miria Akagi, Miku Maekawa, Hanako, Mio Honda, The First Step, Rin

Pretty safe opening from the looks of it. I’d mulligan both Miku and Hanako just to bump my chances of drawing into Minami or her CX. The Mio bomb and Rin I think are more than enough to keep up in board til I hit level 1.

Sample Hand 2:

Minami Nitta, Minami Nitta, Riina Tada, Kanako Mimura, Anzu Futaba

A bit of an awkward one here. I suppose it would depend on who goes first in this scenario. What I mean by this is if I go turn zero I’d probably drop the extra Minami just so I can draw into a more suitable front row character. But if the tempo looks to be in my favor and I go second I might just play it greedy and keep both Minamis and praying that I draw a runner or something on the following turn LOL

Sample Hand 3:

Hanako, OwOver!!, CANDY ISLAND, Chieri, Miria Akagi, Mizuki Kawashima

Oh boy I would not want to see this as my opening in tournament. The safest play would be to drop all 4 cards and bank on something pretty. As much as possible I wouldn’t wanna waste the riki just so I can swing for the turn. Another “ballsy” play is to just drop all 5 and maybe I can grab a more ideal set up. Buuut on a serious game I would probably just go with the first and more safe option.


Congratulations again to Jaime on the finish!

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

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Thanks for reading!

Da Capo / Dal Segno Deck Tech – 2016 NA WGP Nationals Champion

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Welcome to another 9th CX deck tech! For today’s article, we have an interview with Steve C., the winner of the 2016 NA WGP Nationals! Steve took the newly-released set Dal Segno from the Da Capo universe and earned himself a ticket to Japan. Special thanks to Travis for article prep and sample hand beautification.

The deck list and translations can be found on Heart of the Cards. Steve has also answered some questions on Reddit, which have been included in the article and edited for clarity.

Now let’s get to the list!

Deck Name: Hat Girl, Robot Girl, Chuuni, and Imouto

Level 0 – 17

3 “3 Baka” Suginami & Yoshiyuki & Wataru (DC/W09-078)

3 Medesu, Dear Friend of an Incredible Hat (DS/W46-005)

1 Himari, TAB Debut (DS/W46-009)

2 Hazuki, Defending Champion (DS/W46-019)

3 Noeri, Cooking (DS/W46-033)

2 Noeri, Acknowledging Her Feelings (DS/W46-035)

3 Ame in Swimsuits (DS/W46-051)

Level 1 – 9 (12)

3 Himari, Ambition for Two (DS/W46-002)

4 Himari, Innocent Water Spray (DS/W46-011)

2 Playing in the Creek (DS/W46-116)

Level 2 – 7

3 Himari, Girl with the White Hat (DS/W46-003)

1 Noeri, First Date (DS/W46-043)

1 Ame, Brilliant Smile (DS/W46-058)

2 Horrible at Horror (DS/W46-117)

Level 3 – 9

3 Noeri, Wanting to Grow (DS/W46-034)

2 Io, Morning Accident (DS/W46-048)

4 Ame, Welcome to the Paradise (DS/W46-049)

CX – 8

4 Wind’s Mischief (DS/W46-014)

4 The Daughter of the Demon King Rises (DS/W46-074)

At level 0, we have 17 characters.

dc_w09_078

“3 Baka” Suginami & Yoshiyuki & Wataru is a free runner. When reversed, you may pay 1 to send this card to memory.

ds_w46_005

When Medesu, Dear Friend of an Incredible Hat becomes reversed, you may pay 1, clock the top card of your deck, and send this to memory to tutor for a [Hat] character..

ds_w46_009

When Himari, TAB Debut comes into play, look at up to the top 2 cards of your deck and return them in any order. Twice per turn, when your other [Southern Island] character is placed to the stage, this gains +1000 power.

ds_w46_019

When Hazuki, Defending Champion comes into play, you may discard a card to add a [Southern Island] character from clock to hand, then clock the top card of your deck. She also has a pay 1 send to memory cost to look at up to the top 4 cards of your deck, add a [Southern Island] character to hand, then ditch the rest.

ds_w46_033

Noeri, Cooking is a global 500 to all [Southern Island] characters you control. You can also pay 2 rest her to salvage an X level or lower character from your waiting room, where X equals the number of cards in your memory.

ds_w46_035

Noeri, Acknowledging Her Feelings gives +1500 power to all your other characters as long as you have 1 or less characters on the stage. On reverse, reveal the top card of your deck and if it is a level 1 or higher, she goes to stock.

 ds_w46_051

Ame in Swimsuits is a pay 1 rest 2 search brainstorm for [Southern Island]. When you play a CX, you can give one of your characters +500 until the end of your opponent’s turn.

At level 1, we have 7 (10) characters and 2 events.

ds_w46_002

Himari, Ambition for Two is a 1000 power back up. If you control another [Southern Island] character, you can give a battling character you control +1000 power. (TL;DR 2k Backup)

ds_w46_011

Himari, Innocent Water Spray on play top checks for [Southern Island] to gain +1500 power until the end of your opponent’s turn. (It is the Experience target for the deck.)

ds_w46_116

Playing in the Creek on play you draw up to 2, then put 2 cards from your hand to the top of your deck. (If you draw less than 2 cards, you will still put 2 cards back on top of your deck.)

At level 2, we have 5 characters and 2 events.

ds_w46_003

Himari, Girl with the White Hat gets -1 level in hand if Himari, Innocent Water Spray is in your level zone. She has a CX combo with “Wind’s Mischief” where on play, if this is in front row, you may search for a [Southern Island] character.

ds_w46_043

Noeri, First Date has a CX combo with Becoming a True Family to turn one of your characters into an any level level reverser. She also has a revenge trigger ability to give one of your [Southern Island] characters +3000 power until the end of turn.

ds_w46_058

Ame, Brilliant Smile is a 1 stock, +2500 power backup. When you use its backup ability, you may pay 2 stock and sacrifice a character to anti-change. (Choose a character your opponent controls with a level higher than your opponent and put it in the waiting room.)

ds_w46_117

Horrible at Horror is an Anti-Damage counter. (Choose a character in battle your opponent controls. Until end of turn, that character gains “Until end of turn, this card cannot deal damage”)

At level 3, we have 9 characters.

ds_w46_034

Noeri, Wanting to Grow gets +500 power for each other [Southern Island] character you control. Once per turn during the turn she is placed, if she reverses her battle opponent, mill the top card of your deck. If it has a soul trigger, restand this.

ds_w46_048

Io, Morning Accident gets +1000 power if you have 2 or more [Southern Island] characters in memory. When she comes into play, draw up to 2, and discard a card. She also has a CX combo with The Daughter of the Demon King Rises: on CX play, you may pay 1, choose this and one other [Southern Island] character to give +2500 power and the following ability until the end of turn: “When this card reverses its battle opponent, mill the top 3 cards of your deck and burn X, where X is the number of CXs put into waiting room this way”

ds_w46_049

Ame, Welcome to the Paradise gets -1 level in hand if you have 4 or more [Southern Island] characters and heals on play. On attack, choose one of your other [Southern Island] characters and it gains +X power where X is 500 times the number of your other [Southern Island] characters.

 

The CX spread is 8 1k1s; 4 wind (bounce), 4 pants (gate).

ds_w46_074ds_w46_014


Onto the interview!

M: Congratulations on the win! Let’s get into the questions right away. Why did you choose to play this series for the event?

S: I just wanted to play the newest cool set after I lost some confidence with my KC (KanColle) deck when I placed 6th at the Rochester regionals. To be honest, I have not played the DS visual novel yet, and I have not watched or played anything DC related. I bought the set because of the art and card effects.

What is the overall game plan for the deck you built?

Level 0s are mostly utilities that setup for level 1. The most important card is Hat, in case I don’t open with an experience target. At level 1 there are 3 goals: plus, wall, compress. Plus with combo; the search priority is usually 1/0 backup > early play > 2/1 Noeri. Wall with 7k Hats, with backup and support combined, they can hit 10k. Last, searching the deck gives immediate compression. I also personally value early game searches quite a bit.

At level 2, the deck wants to keep the lead from level 1. Usually I clock draw 2 then early play heal. The early play dies quite easily, so you want to maintain hand and not float on evel 2 forever like Idolmaster TP and Monogatari. In preparation for level 3, Io is the go-to card if I’m low on cards in hand. Noeri is the better finisher if I’m ahead. The card has very low risk, even without setup. The deck also feels like it has a lot of soul triggers with the amount of level 2s..

Editor’s Note: The deck in fact, has 22 soul triggers.

How did you arrive at this build?

The deck is basically built around 2/1 hat girl into 3/2 early play robot girl. The current version is only 5 cards off from my original draft. DS doesn’t have a very big card pool even though it is neo-standard with DC. The only cards I splashed were the runners and events.

What are the effects you like most in a card, and how did those things play into how you decided on the deck?

DS is cool set where it gives you four level 1 combos to pick from. I chose hat girl because it doesn’t require reverse and it searches to compress deck. Early play heals are favored in today’s meta. Lastly, Creek gives a unique way to manipulate the deck.

What did you play against during the event?

Round 1: Idolmaster 765 (I Want + Haruka gate) (1st) (W)

Round 2: Da Capo Dal Segno (RGB) (2nd) (W)

Round 3: To Love-Ru Darkness 2nd (GY) (W)

Round 4: KanColle (Abyssal, Hoppo bar + pants) (1st) (L)

Round 5: Idolmaster CG (RB Trancing Pulse) (1st) (W)

Top 16 – Single Elimination

Round of 16: SAO (YGB Yuuki + Sinon) (2nd)

Quarterfinals: Nisekoi (Weapon/Heiress + Pendants) (2nd)

Semifinals: Osomatsu (2nd)

Finals: Osomatsu (2nd)

What was the worst start you had in a game, and how did you manage to come back from the deficit?

Two stories:

I went second against Mike (Osomatsu) in the semifinal. I had Hat in front row and Kazuki at the back, but Mike killed both of them with the -500 power effect. Luckily, I drew the 2/1 to combo afterwards and Mike didn’t draw his gate to combo.

In the game against Abyssal in round 4, I went first and didn’t open with my experience target. So I played Hat, hoping that he wouldn’t bottom deck it. Then, the exact opposite happen and I couldn’t recover from missing experience. In hindsight, I should have just played 2 characters in front row turn 1 and taken the minus one.

What was the best start you had in a game?

Any game that I get experience is a good start. It doesn’t really matter what I open with because most of the level 0s are utility. Opening runner or Hat is nice just because they plus.

What was the biggest ‘lucky break’ you got during the tournament? (A miracle cancel for game, etc)

This one was also against Mike in the semi. In my last turn, I didn’t even think that I had lethal. He had 4 or 5 CXs in deck, and a rest counter in hand. I somehow milled a CX with Io combo and swung for 3 by triggering a soul trigger on the last attack for game.

Next, it’s time for some sample hands!

Note: Steve has written a short hand guide (no pun intended) for this deck’s hands:


General Deck Rules

If experience is NOT in the opening 5:

  • Drop all cards that are not level 0s, wind, or experience target
  • Exception 1: Keep a copy of 2/1 hat girl, 1/0 backup, and wind if opened with more than 1
  • Exception 2: Drop a copy of runner if there are 2 and going first

If experience is in the opening 5:

  • Drop all cards that are not level 0s, wind, experience target, or 2/1 hat girl

 

The opening turns boil down to three objectives. One, look for experience target. Two, find level 0s to attack with and to build stock. (Worst case scenario, it’s OK to attack with a support or brainstorm). Three, keep important level 1 pieces: wind CX, 2/1 Himari, 1/0 backup.

Sample Hands!

(Editor’s Note: “Drop 1” is meant as “discard card #1”, etc)

Sample Hand 1:

dcsh1

Drop 3 5.

Keep a backup for level 1 in case the last one goes to WR/stock/clock. Runner is a good opening play. Try to find experience and other pieces for level 1.

Sample Hand 2:

dcsh2

Drop 2. Look for more playable level 0s while keeping the key level 1 pieces. If you’re going second, Hazuki can grab more things from clock if needed.

Sample Hand 3:

dcsh3

Drop 1 4 5.

Try to draw experience, if not, open with Hat.

Sample Hand 4:

dcsh4

Drop 5.

Nice hand, Hat can search 2/1 Himari.

Sample Hand 5:

dcsh5

Drop 3 4.

Try to draw experience.

Sample Hand 6:

dcsh6

Drop 3 4 5.

No good opening play, so drop the extra 1/0.

Sample Hand 7:

dcsh7

Drop 1 3.

OK hand; would look for a better opening play.

Sample Hand 8:

dcsh8

Drop 1 2 3.

The deck has 17 level 0s, so discarding 3 cards is safe enough.

Sample Hand 9:

dcsh9

Drop 2 3 4 5.

The only time that I would keep 2 CX is hand is when I have Creek.

Bonus Section: Questions from Reddit

Q: What do you do if the level 1 Himari doesn’t get in your level zone at level 1?

Really good question. I’m not too sure myself because I haven’t play enough games where that happens.

Best case scenario: play a bunch of 1/0 hat girl, try to plus with backrow, and hope to hit level 2 the turn after to combo. But what’s more likely is experience fails to go online at level 1, meaning no searches and no counters and any setup for level 2. Everything just goes downhill from there.

Out of my 9 games, I only missed experience once against Abyssal, and you can see how that ended up. In the end, it is just really scary going second. I’m surprised that it worked out in all 4 top 16 games.

What are some of the matchups that you prepared for for Nationals?

The two decks that I expected to see were Trancing Pulse, and Monogatari. TP and MG just want to sit at level 2 forever. This deck can beat both at level 1, but if you let TP early play, refresh, and early play again, this deck is in a really bad situation. I still think my level 1 game can push enough damage to prevent that, but sometimes their cancels can just snowball out of control. Luckily, I did not encounter a MG deck in this event.

What are some of the bad matchups for the deck?

It’s hard to say with only 2 weeks of testing, but I imagined that Milky Holmes and Kantai and some pretty hard matchups. Both of those decks have bigger walls than DS.

Are there any changes to the deck that you would like to make after Nationals?

I think the only change that I would try without changing the core of the deck is drop anti-damage counter to 1. There wasn’t a single game in the event where I felt that, “Yeah, money counter is the card that won me the game.” Out of the games that I won, I either didn’t have it, or won before opponent had lethal.

What are some tricks that you can do with Playing in the Creek?

  • Put CXs on top then brainstorm to guarantee plus and discard CXs
  • Put CXs on top then play 2/1 hat combo to shuffle to get cancels back into deck
  • Setup for Noeri restand or Chuuni combo
  • Draw through refresh to put a certain color into clock

 

Is there anything else you’d like to say, comment on, give a shoutout to, etc?

I feel like me topping (winning) with a DS deck just contributes more to the “NA is a meme” meme. Last year was YR To Love-Ru, now this. I never thought I would have made it this far with this deck, and I took many people by surprise. But this is just what Weiss Schwarz is, and this is why we love the game. Special shoutout to Nicholas who was there since the beginning to help me test the deck for 2 weeks straight. I probably played about 40 games against TP. Now to worry about what deck to play for Worlds.


And that’s the D.C., fine(Sorry)

Congratulations again to Steve on the major victory, and best of luck to him representing NA at Worlds!

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!

Madoka Magica Deck Tech – 4th at NA WGP Nationals

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Welcome to a 9th CX deck tech and tournament report! For today’s article we have a never-before-seen take on Madoka Magica that went all the way to 4th place at the 2016 NA WGP Nationals! Special thanks and congratulations to Rachael H. on her finish and for the interview.

Because the event was in JP, card names may be seen here in either their HotC or official Bushiroad EN translation. No cards were modified during translation, so if in doubt, use the card number.

Now let’s get to the list!


Deck Name: I’m Not Alone Anymore

Level 0 (17):

3 Homura, Watching Over (MM/W17-024)

1 Kyuuby, Supporting Role (MM/W17-067)

3 Kyoko, Farewell on the Subway (MM/W17-072)

2 Mami & Nagisa (MM/W35-003)

4 Mami, Lively Evening (MM/W35-009)

3 Madoka of the New World (MM/W35-030)

1 “Magical Girls’ Tea Party” Kyoko (MM/W35-064)

Level 1 (13):

4 Mami, Confronting Homura (MM/W35-001)

3 Mami, the Way She Wished Things Are (MM/W35-005)

3 Homura, Determination to Become a Witch (MM/W35-039)

3  Kyoko, Suspicion Towards the World (MM/W35-061)

Level 2 (5):

2 Homura, Time-Travelling Backwards (MM/W17-035)

1 Kyoko, Repelling Nightmare (MM/W35-065)

2 A Magical Girl Appears (MM/W17-078)

Level 3 (7):

3 Homura, Hope And Resignation (MM/W17-P07)

2 “Happy Now” Mami (MM/W35-007)

2 Kyoko, Relying on Intuition (MM/W35-062)

CXs (8):

4 Unavoidable Collision (MM/W35-023)

4 New Daily Life (MM/W35-079)


We’re going to jump right into the interview this time because we have a lot to talk about!

M: There’s a small elephant in the room- you elected to play Madoka for the event. If our reports are correct, you also used nearly the same list to qualify. Why Madoka?

R: A small, adorable elephant to be sure. Puella Shoujo Madoka Magica is, hands down, my all-time favorite series. It’s second only behind Gurren Lagaan. It’s a beautifully animated series. I also love its messages of friendship, hope, and triumph over the impossible. I sincerely believe it’s the best anime of all time.

As a Weiss series, most everyone seemed amazed that Da Capo won, but didn’t bat an eye at Madoka. That tells me that the people still believe the set works, although they’ll probably assume I’m running B/G/r in some combination.

…Which leads into my deck. The shell of the deck is Mami waifu. I got my spot in Nationals last year with mono-yellow Madoka, and top 12 at Chicago Springfest with a few refinements.

But between those events, I played R/Y Nanoha at Nationals 2015, and Love Live! Nico waifu at a Chicago 1K. I failed miserably at both. The former because I was inexperienced at deck building and testing. The latter because I was enamored with a brand new deck that hadn’t really been practiced or refined yet.

Both of those events hammered in the importance of sticking to Mami’s guns and playing with a set I’m comfortable with and love. That’s now more important to me than playing a set simply because of it’s perceived strength. I had a friend trying to convince me to pick up a “meta deck” in order to take my game to the next level. I even started having doubts again. I’m glad I held firm.

M: And that brings us to our next questions about the build. What were your thoughts as you sculpted this list? There is certainly a lot of damage that the deck can put out, and not in the ways that people typically think; no major CX finisher combo, but a lot of + soul.

R: That’s a long story because this deck is literally the embodiment of my past year.

As I said before, the shell was originally mono-yellow (with the 3/2 Nagisa combo). Mami was the primary motivation for me wanting to build that deck since she’s my favorite of the five girls. I’m fortunate that Melanie (of 9th CX) helped me build that deck and was willing to lend me the JP cards I needed to play at the regional I qualified in.

After my Nationals disaster, I started focusing on preparing Springfest. I changed the deck to be Mono-Mami and played it for 3 months straight. Play testing had been going horribly and I was much more excited for Vanguard than I was for Weiss. But when I started playing, things clicked. I found myself at the wrong end of a +2 soul trigger for exact damage in the last round. I missed out on Top 8, but final rankings had me in top 12.

That deck was more focused on the 3/5 event “New Encounter”. I ran the 2/1 Senior and Junior combo for the shot trigger with the goal of re-creating Yami’s (from TLR 2nd Darkness) strong finishing power. I even called it “You Can’t Spell Yami Without Mami”. Living the dream with triple punish burn on one attack was glorious.

I took that exact list to a team event in Chicago, but in the JP meta, I realized that build had a horrible flaw. If I’m unable to push damage, my finishing power is non-existent. I knew I’d have to change things up, and I had some ideas on how to do it. Unfortunately, deck building is still my biggest weakness so when Columbus regional came up, I played with my deck as-is and had my theories reinforced.

Again, I had more experienced players help me out. I asked Forrest, in our sister group to help me figure out the deck. The color split was exactly what I wanted, but I needed help for the initial ratios and tech.

After I had the new Y/R/g list, I started making changes based on my theories.

Theory #1: If your set can’t match raw power then go back to the one truth of Weiss: “Characters don’t win games, damage does”.

When I got into Weiss, Melanie taught me how to play and she told me that exact quote. When I used that as the base of my thinking, the +2 soul became the focal point of the deck. If you can’t over power their characters, you need to side attack effectively. And that’s because…

Theory #2: Today’s finishers lose power if they’re forced to play from behind.

Yami, Arle, etc. They’re all amazing and efficient finishers. I was supremely jealous that Madoka didn’t have anything close them outside of the gold bar Homura combo. But my struggles with “New Encounter” convinced me that I could do the same thing to my opponents. That proved true at the regional and national level. With my opponent at 3-X, and me at 2-X I was surviving finishers long enough to play my own and close out the game. Nothing was more evident than surviving triple Yami during Top 8.

Theory #3: You can’t control Weiss.

The game is about learning to manage what you can, adapting as best as you can, and learning to let go of what you can’t.

This has less to do about the deck itself, and more about the approach I take to Weiss. I see a lot of friends get frustrated with Weiss because they don’t get cancels, combos, or whatever. They play with the expectation that they can have more complete control like you would in games like Magic or BuddyFight.

To that end, I wanted my deck to have flexibility. I only run a single combo for card advantage which encourages me to consider the situation rather than sandbagging a CX for late game.

If I see that my opponent has hit early cancels, I can smell blood in the water. When my opponent has gone through at least 4 CXs by the time I get to level one, I slam down +2 soul and swing for the fences. Either I push them straight to level two, or they’re very close and just lost the CXs they need to combo off and push damage back which keeps me behind.

The same is true with my finisher line-up. My default is one of each: the Kyoko healer, the Homura clock-kick promo, and the Mami punish burn. I do that because Kyoko’s burn ability is too costly to use more than once a turn, and I want to stack as much power on Homura as possible to guarantee the kick. Mami doesn’t cost anything, so bringing her in was a natural fit. (Credit to my friend Tom who inspired me to do that when he used that line-up for Kantai and Fate/Zero, which I thought was really cool)

However, I can change the lineup based on my opponent. If I’m playing a high compression deck with power walls, I switch to two Mami and Kyoko. I definitely want Kyoko if I find myself behind since she can get an additional burn in. Against Yami, I wanted clock kickers to keep them from encoring, and so on.

As long as I can push damage fast enough in the early-to-mid game, I can focus on letting the girls get the finishing blow as the situation demands.

M: What did you play against during the event?

R: 

Round 1: I won against Y/R Monogatari.

It’s an interesting deck, but I don’t feel like it tries to do any of the “unfair things” that other top meta decks do right now. In an even match up, I’m very confident in my play. It also helped that I had a 5 damage swing stick mid-refresh, but that’s how most of my games went that day.

Round 2: I lost against [email protected] CG: Triad Primus.

Compression decks give me the hardest match up because they can dig through their damage with alarming speed. I didn’t get enough practice against these kinds of decks, so my timing with soul rushing and side attacking was off. I have yet to beat Triad Primus.

Round 3: I won against mono-blue “Is the Order a Rabbit?”

I playtest with Travis (of 9th CX) frequently, so I’d seen this build before. My opponent burned his +1 level characters on my level 0 reversers, so when I loaded my field with the Kyoko level one reverser he was forced to attack them to try and catch up. Against me, an empty board is a free climax in my hand.

I did have a twinge of fear on the last turn. He had two cards left in deck, was at 3/5 and I had two attacks left. I attacked with Mami, assuming that if she got canceled then her punish burn would stick and refresh would end it.

I completely forgot about the freefresh backup.

Mami’s attack was canceled, her punish burn stuck, but I was still able to end it with Kyoko’s burn ability. Talk about close!

Round 4: I won against G/B Love Live.

This gentleman was a darn good player. He had one inaccuracy at the end of the game that probably saved me the game. As it was, he killed my compression with the early play Rin and would have had me without timely cancels.

I don’t see the blue deck hitting the same power levels as green or red, so on that front we were about even. The level one Kyoko helps tip that in my favor since she can bomb walls and help my CX combo Mami get above counter range.

Round 5: I won against Shiyoko.

I have never seen anyone actually play Shiyoko, so I had no idea what to expect. Fortunately, I didn’t have to worry too much because my opponent was out 5 by the time I hit level one. I soul rushed as hard as I could, and I think I was just barely at level 3 when I clinched the game.

At the end of Swiss, I was 4-1 and guaranteed top cut 16.

Top 16: I won my rematch against the Shiyoko player Alex Noel, (I believe) the 2009 Melty Blood National champion.

Our game played out almost exactly as it had before. Afterwards, we spent some time talking and he praised my “competitive spirit”. Our game was still a lot of fun to play, and I’m very happy to have the acknowledgement of a previous champion.

Top 8: I won against Y/G TLR.

My opponent was clearly very exhausted, but he still put the fear of Yami in me. Admittedly, I was at my limit too. I figured I had at least one good game left in me before I started falling apart. (I got a warning in Top 4 for continuously slapping myself to stay awake)

I was struggling to keep a full field without my clock encores or hand plussing combos. It was to the point where I was so desperate to push damage that I was pushing assists to the front row just to have enough attackers. The upside is that I kept sending his wind (bounce) triggers to the waiting room when damage was cancelled.

When he hit level three, he forced refresh and dropped three Yamis to dig for his combo but couldn’t find it. He swung, and I cancelled. My hand was a pair of clock kickers that I couldn’t play because I couldn’t get to level three. With that being the case, I clocked one Homura away, dropped three cards and crashed to keep an empty board.

He played his combo. I cancelled all of the big damage, but still went to 3/6 from the burn triggers.

I played my Homura, and then the Kyoko. At that point, I only had one card in hand which was a level 0. I could either hold it to discard for Kyoko’s burn or I could play it as an attacker. I checked everything. Climaxes, damage needed, counters, etc.

I played the 0 as an attacker and swung. If my opponent had the anti-damage, then I severely lost my chance at winning. The third attack would at least give me a shot.

Homura’s damage stuck, and so did her kick. Kyoko’s attack was cancelled. My opponent was at 3/6.

Little Madoka swung. She swung and hit a +2 soul trigger. It all stuck.

Top 4: I lost to R/G Osomatsu.

This was the game where I knew I was done. Try as I might, I would slip out of focus when it wasn’t my turn. Combine that with the fact that I have never played against Osu before and I didn’t catch on to my opponent’s compression power fast enough.

My attacks kept getting cancelled and I died before I could even get him to level three. That player would get runner-up in the finals.

Bronze Match: I lost to Osomatsu. Again.

This deck didn’t have the same compression build that my previous opponent had, and I think I played it about as well as I could have. He had some good cancels and ended it with two clock kickers.

Team Questions

T: You stated earlier in the interview that this deck was an embodiment of the entire year. What was the biggest driving force into your decision to pilot this build of Madoka this season?

Frustration with power creep, and a love for Mami. As I said before, I love her character and playing Mami Waifu for the better part of the year made me very comfortable with the core of the deck for competitive play.

However, that deck has issues dealing with the raw power that characters and modern finishers have. So I wanted to play in a way that would allow me to compete and essentially ignore what my opponent is doing.

I was also annoyed that I was essentially told that if I wanted to be “competitive”, I would have to abandon my favorite series. I had friends recommend [email protected]: CG or Kantai, neither of which I care about as franchises. Weiss, to me, is not a game where you buy a set or a deck just because it’s “meta”. That’s why I sold my playset of Attack on Titan. I wasn’t in love with the show, so I didn’t want it.

One of the things Weiss sells you on is the idea that all you have to do is buy “your set” and you’re done, no further purchases necessary. But if your set becomes “obsolete” or “power creeped out”, and what are you supposed to do?

I felt frustrated and angry for those people who wanted to play their favorite sets but couldn’t. I believe that if you can completely master something, it becomes viable through your strength and familiarity. That’s what I wanted to declare going into nationals.

Now for our new fun section – Sample Hands!


Hand 1

shmm1

It looks like a pretty bad hand, but that’s only if we don’t draw into any level 0’s. I would discard a single +2 soul CX, as well as both of the other non-CX cards. I want to keep the yellow stock soul CX because if I can fire my level one combo then I can refill my my hand and mill through potential damage. I want to keep the +2 soul so that I can maintain pressure, even if I have less characters to attack with. At worst, I can clock it to make sure I have red at level one.

Hand 2

shmm2

In this scenario, I would discard the level one Kyoko, and a single level one Mami. The clock encore is vital for maintaining field presence, but we only need one. The stock soul gets kept for the level one combo, and I want to try and keep the 2/1 salvage event to help fix my hand before refresh. I’ll clock it if I don’t see a level 0 in a turn or so, but since I only run two copies of that event I’d rather hold onto it.

Hand 3

shmm3

Fairly easy decision. I’ll discard the “Freefresh” Homura. If I really need her, I’ll usually be able to salvage her back. I could discard the level one Kyoko, but it’s probably better to hold her as clock fodder if I don’t draw into something else I’d rather clock. The presence of a level 0 means that I can don’t have to dig as hard for that opening attack, and I’d like to have the level 1 presence right away for soul damage.

Hand 4

shmm4

Definitely one of the better hands. I would have discarded both level threes anyway, but the salvage event means I can do so and be sure I’ll get them back before refresh to set up for the late game.

Hand 5

shmm5

I’ll discard a CX and the level three here. I don’t like discarding CXs because they represent bursts of damage that I need to get off if my opponent hits too many of theirs too early. Some players get concerned with showing off too much information, but I don’t particularly care. However, I’ve been punished for trying to hold onto too many without characters to swing with, so I’ll make the concession of discarding one now, and potentially clocking the other if it means getting more useable characters. Discarding the level three is an foregone conclusion for me at this point. 


Another round of congratulations to Rachael on her finish, and more thanks 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!

To Love Ru Deck Tech – 4th at 2016 NA WGP Regionals – Columbus

YamiYami

We’re still working on our 2016 NA WGP Nationals reflection posts and interviews.

So while we are hard at work gathering data, we have …

Something something article introduction!

Something something TLR deck tech.

Something something 9th CX.

 

引くなあぁ

 

The pic says it all

Interviewee: B. Schwartz


Turn Yami Sideways(To Love Ru Darkness 2nd)

Cards – 50

Level 0 – 16

3 “Sitting” Mea (TL/W37-004)

3 “Pure White Wings” Yami (TL/W40-001)

3 “Sitting” Mikan (TL/W37-031)

3 “Sitting” Yui (TL/W37-034)

4 “Cute Pajama” Mikan(TL/W37-035)

Level 1 – 15

3 “Ribbon-Wrapped” Mea(TL/W37-010)

4 “Sleepy Time” Mikan (TL/W37-039)

4 “Organizing Clothes” Mikan (TL/W37-040)

2 “Memory Connecting the Future” Yami (TL/W37-011)

2 Calming Warmth (TL/W37-026)

Level 2 – 2

2 “Own Feelings” Yami (TL/W37-006)

Level 3 – 9

4 Golden Darkness (TL/W37-001)

2 Mikan Yuuki (TL/W37-032)

3 Darkness Plan (TL/W37-027)

CX – 8

4 Kind Time (TL/W37-028)

4 Taiyaki-Shaped Keyholder (TL/W37-053)


Since everyone knows what To Love Ru does in a nutshell, we’re going to skip card introductions and go straight to the interview.

T: So how does-

B: Turn Yami Sideways

T: But isn’t there some-

B: Yami. Sideways. Turn.

T: Are you sure there isn’t a-

B: Take Golden Darkness. Rotate her 90 degrees.

T: But…

B: TL/W37-001, Rested, but during attacks.

T:

B: Yami. Horizontal.

…anyways, here are some test hands


Hand 1

tlrsh01

B: Ditch the 2/1, ditch the 3/2, and use the 1/0 as clock fodder. “Sitting” Mikan can help us mill through the deck if we hit climaxes off of the mulligan or clock, and “Sitting” Mea can help us establish a board and look for our level 1.

M: But why fodder at all when the 1/0 could be another card? If we ditch it now, we are a “free” card deeper.

B: We can always utilize “Cute Pajamas” Mikan to retrieve the card from our clock if necessary, which is why it is a fairly safe play to clock this card here. Of course, ditching this card in opening hand is always an option, but I like to keep my options open in the case where I don’t acquire a gold bar between level 0 and 1.

Hand 2

tlrsh02

B: Mulligan everything except for the 1/1 and hope for attackers, using the 1/1 as clock fodder if we need to dig deeper.

Hand 3

tlrsh03

B: Dropping the 2/1 and the Darkness Plan would be the first plan of action. If I’m going second, I probably also drop the wind (bounce) trigger. Having two of these Mikans in our hand really opens up our options, especially if any of our level 0 OR level 1 components get hit into stock.

Hand 4

tlrsh04

B: I would drop one of the bounce triggers and the 1/0 here. Dropping both wind triggers gives our opponent too much information. We can use “Sitting” Mikan to rip through our deck and hopefully refresh in a better situation climax wise, and use the brainstormer to discard the other wind trigger later on.

Hand 5

tlrsh05

B: Discarding “Sleepy Time” Mikan and Darkness Plan would be the play here. If necessary, we can clock one of the “Organizing Clothes” Mikan and grab it right back using “Cute Pajamas” Mikan, which will allow us to go into level 1 with a really great power play.

Hand 6

tlrsh06

B: Discarding the 1/0, 3/2, and possibly even the event here. I would probably keep the event in most situations, since it provides me with a reliable means of grabbing my level 1 game, and if I don’t need to use it, I can either clock the event, or discard it using “Cute Pajamas” Mikan later on.

Hand 7

tlrsh07

B: Discard the counter and CX. We already have our level 1 components minus the CX, so all we really need are attackers to build stock and push damage early.

Hand 8

tlrsh08

B: I would discard ALL of these Yami cards, leaving just “Sitting” Mikan and hope for the best. Worst case scenario, we have to use the Mikan to attack.

Hand 9

tlrsh09

B: Drop one of the gold bars and the Darkness Plan here. Ideally we want to use the brainstormer to look mill our deck and open up our options for the late game and save the early game. If necessary, we can use the brainstormer’s first ability to discard the second gold bar and replace it with something else to save the game. The rest will be up to having good cancels and maintaining board so we don’t have to clock to retain hand size.

Hand 10

tlrsh10

B: Discarding the 3/2, 2/1, and one wind trigger is ideal here. We don’t want to give our opponent too much information on how many climaxes we are out, so discarding the second wind trigger here can give our opponent the green light to soul rush us.


We are currently testing a new article format where we pit decks against one another and evaluate board states. This kind of article takes a long time to prepare and requires a higher level of game knowledge not usually addressed in our articles. Here is a teaser of the things to come – please let us know if you like this kind of thing! – Michael

Finally, a scenario to see what our TLR player would do against the deck to beat this season, Triad Primus.

tlrsn1

Hand:

tlrsn1h

 

(For this scenario, the TP player is assumed to have the stock needed to use “Power of Smile, Rin” twice, and the TLR player assumed to have enough stock to use a Darkness Plan and Sitting Mea ability. Both players are assumed to be Level 3. The Waiting Room CX count of the TLR Player is 4, with a 21 card deck left. There is also one copy of Darkness Plan in the TLR player’s waiting room. The first attack of the TP player is with the “Power of Smile, Rin” in front of Sitting Mea)

B: Best play here is to use the “Sitting, Mea” ability as long as using the ability would not kill me. This does two things for me, it rips damage off the top of my deck, and helps me dig for Darkness Plan to hopefully prevent the second restander from dealing damage. At this point, we’re at the mercy of cancelling the center’s damage.

M: Something to note is that if Mea goes to clock, that’ll be one more point of potential damage to cancel if the opponent does stand again.

32700184

(We know the picture is a little small; rest assured that in the future the pictures contained in the article will be more readable! – M)


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!

Nisekoi EN Deck Tech – 3rd at 2016 BWC PH

NisekoiKoiKoi

Welcome back to another 9th CX deck tech! Today we have Tobie Ramos with us to give us his Nisekoi deck list that took 3rd at the BWC located in the PH BWC. Special thanks to Travis for article prep and sample hand production.

Now onto the deck list!


Level 0 – 16

2 Draw of the Shop, Kosaki (NK/W30-E033)

2 Kosaki in Yukata (NK/W30-E040)

2 Aggressive Girl, Marika (NK/W30-E054)

3 Surprising Side, Chitoge (NK/W30-E053)

2 Swimsuit Marika (NK/W30-E078)

2 At the Secret Place, Kosaki (NK/W30-E091)

3 Two of a Kind, Raku (NK/W30-E084)

Level 1 – 14

2 Fateful Lottery, Kosaki (NK/W30-E035)

2 Swimsuit Kosaki (NK/W30-E030)

3 Marika’s Ordeal (NK/W30-E056)

2 Head Tilt Marika (NK/W30-E059)

1 Infatuation, Marika (NK/W30-E079)

3 Promised Pendant (NK/W30-E071)

1 Promised Pendant (NK/W30-E097)

Level 2 – 5

2 Brilliant Smile, Kosaki (NK/W30-E031)

1 Chitoge as a Ghost (NK/W30-E068)

2 Angel in White, Kosaki (NK/W30-E081)

Level 3 – 7

3 After School Date, Kosaki (NK/W30-E027)

2 The One, Marika (NK/W30-E052)

2 The One, Kosaki (NK/W30-E076)

CX – 8

4 Your Only Juliet (NK/W30-E050)

4 Feelings for the Last 10 Years (NK/W30-E073)


We have covered Nisekoi enough that we aren’t going to introduce you to the cards in this deck list, but we will cover the two cards in this deck that did receive nerfed effects when Nisekoi was brought to English.

WS_NK_W30_E052RR

When you play The One, Marika  from hand to the stage, you reveal the top card of your deck. If it is a [Key] character, burn 1. She also has a revenge trigger: when one of your other [Key] characters is reversed, you may give one of your other characters +1000 power.

WS_NK_W30_E076RR

The One, Kosaki gets -1 level in hand as long as you have 6 or more CXs in your waiting room. When she comes onto the stage you may draw up to 2 cards, then discard a card. She also gets +1000 power if you have 2 or more other [Key] characters.

With those cards introductions out of the way, lets get on to the interview!


M: You said you played this in Springfest as well, to the same result. Did anything change in the deck, why or why not?

T: I didn’t change anything. I tried, like, I was considering using the Weapon/Heiress build because Nisekoi EB was released here. I was playtesting with my friends, and realized I sucked at using it (maybe because of the +2 souls and the +2k1 climaxes that I really hate when they trigger). So a week or two before BWC, I changed back to my old build.

M: How much would you say the game has changed in those months between events?

T: I think the release of SAO II EB 2 changed the meta in those months between the events, like during the Springfest, the meta is all about KC, then after SAO II EB 2 was released, fewer people used KC anymore. I actually also won Team Tournament here using SAO with only a day to practice it. All I can say is SAO is OP.

M: If you had to point out some major differences in play style between BSF and BWC, were there any adjustments you made?

T: I think I minimize my misplays during BWC.

M: Why Nisekoi? Some players have suggested that the series is not viable.

T: Nisekoi is one of my favorite series. Actually, the reason why I play Weiss Schwarz is because of Nisekoi. I was originally a Yu-Gi-Oh! player. I heard from my friends that there was a Nisekoi set back when it was only in JP. So I started with Love Live! (never watched the series before though), then they announced Nisekoi’s release in EN, and the nerfs to the level 3’s. I said to myself that even with the nerfs, I’ll still use it, even if it makes me lose tournaments. All I want is the fun of using it. I never really expected that this set will bring me to lot of victories in lots of tournaments.

M: What would you consider your luckiest moment in the event?

T: Round 2 against a Log Horizon. I have 3 cards in my clock, and 4 cards in my deck with no CXs. He attacked for 5. I refreshed my deck and the last card that would have been damage was a CX.

M: What would you say was the best start you had in a game?

T: I think it’s that game against a mono Chitoge where he didn’t cancel the entire game. I really don’t know what happened to him there.

M: Worst start? (If you won, how did you navigate out of it?)

T: Worst start was during the Top 8 (quarterfinals) where I was cancelling too early, and I was drawing CXs during every clock phase. I managed to refresh my deck quickly by brainstorming every turn during that level 0 game, and using the climaxes with 3 characters attacking. That helped me even out the game and win.


Moving on from the interview, here are some sample hands we generated from your list. What would you do with these, going either first or second?

Hand 1:

nksh1

T: I will drop everything, except for the Feeling For the Last 10 Years. I always keep a CX or 2, depending on if I already have level 0 characters in my hand. I’m always looking for the Chitoge runner, and At the Secret Place, Kosaki, cause they’re the characters that most of the time stays longer during the level 0 play. If none of them are drawn after mulligan, the 2nd best option is Aggressive Girl, Marika and Kosaki in Yukata. If I’m going first, I’ll just put Kosaki in Yukata at the back, and pass the turn. If none of all these cards are drawn after mulligan, I will start praying to RNGsus to give me a level 0 character, but in my experience, I never had that situation of no level 0 characters in my hand.

M: Although the deck has a ton of salvage options, would you consider keeping an “Angel in White, Kosaki” in hand despite knowing there may be better options in your waiting room when you use a salvage ability?

T: I never really thought of that. I might try it sometime. Though what I’m always thinking is that these types of cards are just dead hand cards. Sure they can be discarded by Raku or the red Pendant or use for clocking, but I’d rather focus on a mulligan that will make a play during the level 0 and level 1 games, rather than keep cards that will just stay most of the time in my hand and not really doing anything. Also, I always consider that there will be times that I cannot really use the card. I always try to set up my hand just in case the card is possible to use.

Hand 2:

nksh2

T: This is one of the best opening hands I can imagine haha. I’d probably just drop the 2 non-level 0 characters. Though, I wish I draw the red CX for the level 1 combo.

Hand 3:

nksh3

T: I’d drop one Pendant, hoping to get a decent level 0 character. If after mulligan Raku is the only level 0, I’d just play him and ditch a card that cannot be played yet for the Pendant I dropped, and attack with it.

M: Since you do have the Raku in hand, wouldn’t dropping both Pendants be a better option since you want to dig for 0s to play? Or even use the undropped Pendant as clock fodder?

T: In the situation, I really need to mulligan to get that good opening, but I don’t really want to drop all the Pendants. Reason is I still need that Pendant as a clock fodder if I get a good opening after mulligan and draw phase. Since I have a Pendant in my waiting room, and Raku in my hand, I can still get that Pendant. I also don’t like wasting Raku’s effect, especially in these kind of situations that there will be a chance that he’ll be the only opening. It helps me remove those dead cards in my hands too.


Congratulation again to Tobie for the repeat performance!

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

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Rewrite Deck Tech – 3rd at 2016 NA WGP Regionals – Columbus

RewriteRewritten

Welcome to a 9th CX Deck Tech! For this week, we have the deck list that took 3rd at the WGP Regionals in Columbus – Rewrite! Special thanks to Travis for conducting the interview and preparing the article.

Translations can be found on Heart of the Cards. In case of missing or inaccurate translations, in-house translations will be used. The deck list is brought to you by C. Jepson.

Onto the list!


Rewall(Rewrite)

Cards – 50

Level 0 – 19

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

1 “Clumsy Girl” Chihaya (RW/W15-004)

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

3 Akane, After A Bath (RW/W20-041)

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

3 “Fate of the Scattered Cherry Blossom” Sakuya (RW/W15-079)

2 “Fumbling in the Dark” Kagari (RW/W15-080)

Level 1 – 10

4 Chihaya in Swimsuit (RW/W15-053)

4 “Under the Brilliant Blue Sky” Chihaya (RW/W20-047)

2 “For Whom” Shizuru (RW/W15-083)

Level 2 – 5

1 “Charismatic Witch-sama” Akane (RW/W20-004)

4 “Path to Walk Together” Chihaya (RW/W20-044)

Level 3 – 8

4 “Mischievous Kiss” Chihaya (RW/W20-002)

4 Chihaya Ohtori (RW/W15-052)

CX – 8:

4 Retaliation (RW/W15-070)

4 Someone to Protect (RW/W20-054)


At level 0, we have 19 characters.

rw-w15-003

“President of the Occult Research Club” Akane is a Riki clone. (On play pay 1 and clock the top card of your deck to tutor for a Level 1 or lower character)

rw-w15-004

“Clumsy Girl” Chihaya on play has you reveal the top card of your deck. If it is a Level 2 or higher, this card becomes rested.

rw-w15-051

“Unsociable Girl” Akane is a level 0 reverser with the bonus effect of on opponent reverse, you may pay 1 and discard a card to salvage.

rw-w20-041

Akane, After A Bath has a revenge trigger: when another character you control is reversed, give a character you control +1000 power until end of turn. It also has a spammable salvage brainstorm. (For each CX revealed, salvage 1 character, then discard a card.)

rw-w15-074

“Under the Bright Moonlight” Kotarou & Kagari on play gives a level 1 or lower character you control +500 power until the end of your opponent’s next turn. This card is also a free runner. (At the beginning of your opponent’s attack phase, you may move this to an empty front row slot)

rw-w15-079

“Fate of the Scattered Cherry Blossom” Sakuya lets you send him to waiting room to “encore” one of your characters sent from stage to waiting room. You can also rest him to give either  Kotarou or Chihaya character +1000 power and a Level.

rw-w15-080

“Fumbling in the Dark” Kagari gives one of your other characters hand encore at the beginning of your opponent’s Encore step.

 

Ar level 1, we have 10 characters

rw-w15-053

Chihaya in Swimsuit is a Level 1 reverser that cannot side attack.

rw-w20-047

“Under the Brilliant Blue Sky” Chihaya has an encore phase change: if rested, you may pay 1 and send it to clock to change into “Path to Walk Together, Chihaya” from your waiting room.

rw-w15-083

“For Whom” Shizuru is a 1 stock +1500 power backup. When you use the backup you may Scry 1.

 

At level 2, we have 5 characters.

rw-w20-004

“Charismatic Witch-sama” Akane is a 1000 power assist with a global heal tax ability. (When either player has a card move from their clock to waiting room from an effect they control, that player may put 2 stock into their waiting room. If they cannot, that player puts the top card of their deck into clock.)

rw-w20-044

“Path to Walk Together” Chihaya puts the top card of your deck into clock when played from hand and has a CX combo with Someone to Protect where on attack, you may salvage a character.

 

At level 3, we have 8 characters.

 

rw-w20-002

When “Mischievous Kiss” Chihaya attacks, you may pay 1 and discard a card to give all your characters +500 power and +1 soul. It gets cancel burn until end of turn when played from hand. 

rw-w15-052

Chihaya Ohtori heals on play. At the beginning of your climax phase, put all your stock into waiting room and this gains +3000 power until the end of your opponent’s next turn.

 

Our CX spread is 8 gates, both being 1k1s.

rw-w15-070rw-w20-054

And now to the interview!


T: Rewrite huh? This is a surprising deck to see, and a deck that runs heal and its hate effect. Can you explain why you used both in the same deck?

C: The anti-heal isn’t very necessary. It’s there if I have a decent lead against my opponent and want to prevent them from healing off some damage dealt, or to preserve damage state at level 3. Otherwise, I tend to keep the Kagari that gives hand encore on opponent’s encore phase. Or if I really need to, keep a form of Sakuya loop going and saving the characters I really need on the field.

T: Since it’s been a while since we’ve seen a Rewrite deck tech, would you walk us through how the deck runs?

C: Certainly. At level 0, I want to use the Kotarou & Kagari to build as much stock as I possibly can by running to open or winning slots so I hit level 1 sooner. I also want to use the Akane Riki clone to start searching for my Blue Sky Chihaya’s so as soon as I hit Level 1, I can drop a field of them and proceed to have a wall that is near impenetrable. The Level 0 reverser and salvage brainstormer Akane are really good at accessing the cards needed for my Level 1, as well as filtering out my hand.

At level 1, I either want to control my opponent’s board state with the level reverser Chihaya, or as stated before, play 3 of the Blue Sky Chihaya and encore change into Path to Walk Together Chihaya, The change might damage you with one card, but if you happen to level up while changing, it will prevent the Path Chihaya from being anti-changed on your next turn. Along the way, I want to take advantage of any salvage trigger I hit to start grabbing either the free encore Sakuya or start looking for the Mischievous Kiss Chihaya.

Level 2 is just a rinse and repeat of the on-attack salvage combo that Path to Walk Together Chihaya has and keeping a decent hand size. Also, I want to play as few of these as possible since they damage me on play, and I would rather be at level 2 as long as possible. I also want to be using Kagari’s hand encore ability if needed to keep my field alive and preserve the board state if Sakuya is absent from the field.

Finally at level 3, I want to deal as much damage with Mischievous Kiss Chihaya as I can, and use Chihaya Ohtori as a last resort if I need to power boost to get over a character, or have a defensive wall. Around here I would play a Witch Akane to preserve as much damage as possible.

T: What are some changes that you would make to this deck?

C: I would drop the Clumsy Girl Chihaya for another copy of In the Dark Kagari, I value that Kagari way more than I value the Chihaya.

T: What would you consider a perfect starting hand?

C: The main cards I want in hand is a copy of Something to Protect, Kotarou & Kagari, Riki Akane, and In the Dark Kagari. The 5th card could be anything.

T: Okay, now we have some sample hands for you to look at.

Hand 1

sh1rw

C: I would ditch everything except the Clumsy Girl Chihaya. I normally would keep something to clock with on my turn, but seeing as I only have 1 Level 0 in my hand, I want to give myself more chances to put more Level 0s in my hand.


Hand 2

sh2rw

 

C: I would keep all but 1 Chihaya in Swimsuit. I would use the other as clock fodder to dig for the cards I prefer at Level 0 or 1.


Hand 3


sh3rw

C: I would keep this hand and use Path Chihaya as clock fodder. Since I have the spammable brainstorm, getting it back in my hand isn’t that hard to achieve. I may also ditch the Shizuru back up, but that is entirely dependent on the set I am facing.


Congratulations again to C. Jepson on the finish!

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