Konosuba TD+ Review

Welcome to a 9th CX TD review! We’re taking the TD+ from Konosuba, one of the first TD+s to come to WS!

Card images will be added later.

Here are the descriptions of the cards in the TD itself.

“Choosing the Goddess” Kazuma is a global 1000 to all other “Forced Along” Aqua and has a pay 1 bond for “Forced Along” Aqua.
“Parents’ Names” Megumin is a level 0 reverser that has an alternate pay 2 salvage when sent to waiting room.

Proud of Explosion Magic” Megumin gives +1 level and +1000 power to another [Adventurer] or [Magic] character on attack.

“Reason to Reject” Megumin is a pay 1 ditch 1 searcher for [Adventurer] or [Magic].
“Preparation for Explosion Magic” Megumin” cannot side attack and has a CX combo with “Explosion” where on opponent reverse, salvage a character.

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

“Ultimate Attack Magic” Megumin on play gets +1000 power for each of your [Adventurer] or [Magic] characters.

“Ostracized Forbidden Power” Megumin lets you take a blond stock on opponent reverse when you play a CX.

My Name Is Megumin salvages on play and gets +500 times the number of [Adventurer] or [Magic] characters you control on play.

“Immediate Openning for Party Member” Aqua gives your center slot +1500 power on defense and is a pay 1 rest this draw brainstorm.

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

“Thoughtless and Carefree” Aqua gets +1500 power if you have 6 or more cards in hand.

“Forced Along” Aqua is a useless goddess vanilla.

“Is Heaven a Wonderful Place” Aqua is a 3000 power backup.

“Pride of the Goddess” Aqua is a level assist with an on play Asuza ability for [Adventurer] or [Goddess]

“Goddess of Water” Aqua heals on play and gets 500 for each other [Adventurer] or [Goddess] character].

Sympathy of Believer of Eris searches for up to 2 [Adventurer] or [Goddess] characters.

 

CXs in the TD+ are:

Explosion(Red Stock Soul)

Kill Quest Start(1K1 w/Salvage Trigger)

Bonus for Transferring to an Alien World(+2 Soul)

The list itself is:

Level 0 – 18

2 “Choosing the Goddess” Kazuma (KS/W49-T01)

2 “Parents’ Names” Megumin (KS/W49-T02)
4 “Proud of Explosion Magic” Megumin (KS/W49-T03)
2 “Reason to Reject” Megumin (KS/W49-T04)
4 “Immediate Openning for Party Member” Aqua (KS/W49-T12)
2 “Typical Thing in This Kind of World” Aqua (KS/W49-T13)
2 “Thoughtless and Carefree” Aqua (KS/W49-T14)

Level 1 – 10

4 “Preparation for Explosion Magic” Megumin” (KS/W49-T05)
2 “Crimson Demon Girl” Megumin (KS/W49-T06)
4 “Forced Along” Aqua (KS/W49-T15)

Level 2 – 10

2 “Ultimate Attack Magic” Megumin (KS/W49-T07)
2 “Ostracized Forbidden Power” Megumin(KS/W49-T08)
2 “Is Heaven a Wonderful Place?” Aqua (KS/W49-T16)
2 “Pride of the Goddess” Aqua (KS/W49-T17)
2 Sympathy of Believer of Eris (KS/W49-T19)

Level 3 – 4

2 My Name Is Megumin (KS/W49-T09)
2 “Goddess of Water” Aqua (KS/W49-T18)

CX – 8

4 Explosion (KS/W49-T10)
2 Kill Quest Start (KS/W49-T11)
2 Bonus for Transferring to an Alien World (KS/W49-T20)


 

Deck Review (Short version)

M: Level-by-Level

Level 0 is a typical showing of a TD, with a mix of vanilla characters. However, the inclusion of Aqua’s Married Life (i.e. anything with support that gives power on CX play, a reference to the SAO card Asuna’s Married Life) shows the general increase in power. In the past, TDs have had vanilla supports, +500 to characters in front, with no other abilities. However, these vanilla supports have since been phased out because cards at that low power level are obsolete; even humble vanilla characters now can be seen with various interactions and combos.

At level 1, it’s Apples all around, looks like. (Reference: The original Madoka set contained a pair of cards, 2nd Year Sayaka and Kyoko Sharing an Apple, with the same effects.) It creates a solid level 1 power-oriented plan without being overpowered. It’s nothing to go nuts over, but it does set the tone for the power level of the TD. The best part about this seemingly ho-hum level 1 is that it has a combo at the same level to gain an advantage.

There are only a few things separating this TD+ from resembling a competitive deck:

  • A level 3 that does anything other than heal
  • Additional utility and stock advantage at level 0
  • A different source of card advantage, with or without a CX combo, either to gain cards in hand or stock

Granted, the set is going to have a lot more than what this TD has to offer. With TD+s no longer having 1-ofs that kill wallets and make Bushiroad sad with abandoned TDs, it’s possible that future TDs will have nothing or more to give to a set’s competitive build(s). Some cards to keep an eye on would be the double search event, the searcher, and the Married Life support.

T: The level 0 game looks like what a standard constructed deck may show, a brainstormer, assist, reversers, hand-filter, and a conditional beater. However, we also see an apples-type bond/assist effect that can wall up at level 1, and at least net you some stock generation until your opponent hits level 2. Having the hand plus combo in the same level can set up for an explosive level 2 game with assassin characters and gaining blind stock on reverse. All of this looks really good until you hit level 3. The deck has a set up for a competitive deck, but falters at the crucial moment where you want damage to stick the most. Just combining two of these decks together and taking a few things from the booster such as;

  • Search/Salvage brainstorm
  • A finisher
  • Early play
  • Early play remover(outside of the on play +1k per specific traited character(s) in this deck)
  • More hand filters

…can make this TD+ more solid than it looks now.


This TD+ looks cool, but the set looks even more promising. Are you looking forward to building a deck full of EXPLOOOOOSION?

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Thanks for reading!

Persona 5 Deck Tech – G/B

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

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

Onto the list!


Deck List:

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

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

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

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


At level 0, we have 16 characters:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

At level 3, we have 10 characters;

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

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

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

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


T: What were your goals on building this deck?

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

T: How is this deck played?

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

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

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

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

 

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


T: On a scale of 1-10:

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


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


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


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Thanks for reading!

Re: Visiting SAO; SAO Deck Tech G/B

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

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

Let’s check out the list!


SAO Post Re:Edit v1.2

Level 0 – 18 cards:

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

Level 1 – 11 cards:

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

Level 2 – 5 cards:

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

Level 3 – 8 cards:

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

CX Spread:

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


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

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


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


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


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

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

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

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

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

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

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

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


Deck breakdown:

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

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

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

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

Question Time!

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

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

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

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

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

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

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

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


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Thanks for reading!

2k1 Theory

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

 

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

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

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

A photo of a 2k1 in the wild being denied

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

Oh Nao you tell us

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

 

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

 

Mono-Red Rabbit House (Pre-Extra Booster)

Tournament Record: 20 wins out of 23 games

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

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

 

Level 0 – 17

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

3 “Dignified” Rize (GU/W44-034)

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

4 Pitcher Rize (GU/W44-053)

2 “A Little Cool” Chino (GU/W44-T13)

 

Level 1- 13

4 Cocoa Very Drunk (GU/W44-037)

4 “Pretty Look” Rize (GU/W44-038)

2 “Invitation” Rize (GU/W44-043)

1 “Twintail Girl” Rize (GU/W44-T05)

2 “Greeting” Rize (GU/W44-P05)

 

Level 2- 4

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

2 “Suspicious” Rize (GU/W44-047)

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

 

Level 3- 8

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

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

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

 

Events- 0

 

Climaxes- 8

4 Fluffy Hunter (GU/W44-065)

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

 

Older cards that were considered for this build:

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

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

 

New cards that should be considered for this build:

Rize, Being Herself (GU/WE26-020)

Cocoa, Going Together (GU/WE26-021)

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

 

*Note:

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

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

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

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

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

 

How to Play This Deck:

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

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

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

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


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


Little Busters! Y/B

Tournament Record: 32 wins out of 38 games

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

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

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

 

Level 0- 18

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

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

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

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

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

4 “Little Busters” Riki (LB/W21-065)

 

Level 1- 10

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

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

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

 

Level 2- 2

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

 

Level 3- 10

4 “Step to Courage” Rin (LB/W21-001)

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

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

 

Events- 2

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

 

Climaxes- 8

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

4 We Should Date (LB/WE18-15)

 

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

“Godly Poor Control” Rin (LB/W02-017)

We Should Date (LB/W02-101)

“Little Busters” Rin (LB/W21-005)

“New Bond” Rin (LB/W21-009)

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

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

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

 

How to Play This Deck:

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

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

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

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

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

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

 

How these Decks are Winning Games:

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

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

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

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


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Rewrite the Methods of Brewing in Weiss

 

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

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

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

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

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

Rules I Use for Brewing New Decks

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

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

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

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

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

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

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

Writing the Lists

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


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

Level 0- 17

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

2 “Out of Feecof” Kagari (RW/W48-003)

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

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

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

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

Level 1- 10

4 “Amnesia” Kagari (RW/W48-002)

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

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

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

Level 2- 3

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

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

Level 3- 8

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

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

Events – 4

4 Feecof (RW/W48-031)

CX – 8

4 Self-Discovery (RW/W48-034)

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

Initial Build Reflections before Playtesting:

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

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


Test Deck List #2: Guardian Deck Green Focus

Level 0- 18

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

2 “Locked-On” Lucia (RW/W48-040)

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

4 “Curse” Lucia (RW/W48-046)

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

3 “Blades Drawn” Shizuru (RW/W48-082)

Level 1- 8

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

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

Level 2- 4

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

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

Level 3- 8

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

4 “New Memory” Shizuru (RW/W48-074)

Events – 4

4 Gloves (RW/W48-051)

CX – 8

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

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

 

Initial Build Reflections before Playtesting:

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

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


Test Deck Build # 3: Guardian Build Blue Focus

Level 0- 16

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

2 “Locked-On” Lucia (RW/W48-040)

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

4 “Curse” Lucia (RW/W48-046)

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

Level 1- 8

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

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

Level 2- 4

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

Level 3- 8

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

4 “New Memory” Shizuru (RW/W48-074)

Events- 4

4 Gloves (RW/W48-051)

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

CX – 8

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

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

 

Initial Build Reflections before Playtesting:

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


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

Level 0 – 16

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

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

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

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

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

Level 1- 13

4 Chihaya Swimsuit (RW/W15-053)

2 Chibi Chihaya (RW/W15-109)

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

4 “Power” Akane (RW/W48-060)

Level 2- 7

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

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

3 “Saint” Akane (RW/W48-068)

Level 3- 6

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

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

CX – 8

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

4 Power (RW/W48-072)

 

Initial Build Reflections before Playtesting:

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

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

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

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


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

Level 0 – 16

 

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

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

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

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

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

Level 1- 10

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

4 “Knight” Sakuya (RW/W48-017)

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

Level 2- 4

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

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

Level 3- 6

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

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

Events- 6

2 Chihaya Rolling (RW/W48-069)

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

Climaxes- 8

4 Knight Has Arrived — (RW/W48-036)

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

 

Initial Build Reflections before Playtesting:

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

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


Test Deck Build #6: Kotori Plant/Familiar Build

Level 0- 19

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

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

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

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

Level 1- 9

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

Level 2- 6

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

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

Level 3- 4

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

Event- 4

4 Power Spot (RW/W48-096)

Climaxes- 8

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

4 Erasing Memories (RW/W48-099)

 

Initial Build Reflections before Playtesting:

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

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


Searching the Paths to find our Rewritten Decks

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

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

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


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!

Please check out our partner store, Card Academy!

Thanks for reading!

Is The Order a Triple Deck Tech?? (3x R/B GochiUsa)

Welcome to another shot of 9th CX Triple Deck Tech action! We have a set of three GochiUsa lists, which are all variations of the new R/B build using the new EB cards. These lists, though tested, are still works in-progress, and are tuned to the player’s style.

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

Let’s get to the lists!


Arin’s Build:

Deck Name: Mocha

Level 0 (18):

2 “Rabbit Ear Parka” Cocoa (GU/W44-032)
2 “Dignified” Rize (GU/W44-034)
2 Rize in the Wood-Framed Town (GU/W44-035)
4 “Present Exchange” Cocoa (GU/WE26-017)
4 Rize, Being Herself (GU/WE26-20)
4 Chino, Being Playful (GU/WE26-035)

Level 1 (11):

2 Cocoa, Very Drunk (GU/W44-037)
1 Cocoa, Going Together (GU/WE26-021)
4 “Present Exchange” Chino (GU/WE26-034)
4 Chino, Serious Match on the Board (GU/WE26-041)

Level 2 (5):

1 “Suspicious” Rize (GU/W44-047)
1 Chino in a Maid Outfit (GU/W44-085)
2 Cocoa, Get Well Visit (GU/WE26-023)
1 Rize, Club Helper! (GU/WE26-030)

Level 3 (8):

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

CX (8):

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


Travis’ Build:

Deck Name: Two Shots of Espresso

Level 0 (18):

3 “Rabbit Ear Parka” Cocoa (GU/W44-032)
4 “Dignified” Rize (GU/W44-034)
4 “Present Exchange” Cocoa (GU/WE26-017)
3 Rize, Being Herself (GU/WE26-20)
4 Chino, Being Playful (GU/WE26-035)

Level 1 (11):

2 Cocoa, Going Together (GU/WE26-021)
4 “Present Exchange” Chino (GU/WE26-034)
4 Chino, Serious Match on the Board (GU/WE26-041)
1 “Greeting” Rize (GU/W44-P05)

Level 2 (5):

1 “Suspicious” Rize (GU/W44-047)
1 Chino in a Maid Outfit (GU/W44-085)
2 Cocoa, Get Well Visit (GU/WE26-023)
1 Rize, Club Helper (GU/WE26-030)

Level 3 (8):

1 “Rabbit Ear Parka” Rize (GU/W44-033)
4 Chino & Cocoa, Good to Have Met (GU/WE26-018)
3 “Present Exchange” Rize (GU/WE26-019)

CX (8):

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


Michael’s Build

Deck Name: Cold Brew

Level 0 (18):

4 “Dignified” Rize (GU/W44-034)
4 “Present Exchange” Cocoa (GU/WE26-017)
4 Rize, Being Herself (GU/WE26-20)
4 Chino, Being Playful (GU/WE26-035)
2 “A Little Cool” Chino (GU/W44-T13)

Level 1 (12):

4 Cocoa, Very Drunk (GU/W44-037)
2 Cocoa, Going Together (GU/WE26-021)
4 “Present Exchange” Chino (GU/WE26-034)
2 Chino, Some Day (GU/WE26-042)

Level 2 (4):

1 Chino in a Maid Outfit (GU/W44-085)
2 Cocoa, Get Well Visit (GU/WE26-023)
1 Rize, Club Helper! (GU/WE26-030)

Level 3 (8):

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

CX (8):

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


At Level 0, we have these cards varying among our setups:

When “Rabbit Ear Parka” Cocoa is played to the stage, put the top two cards of your deck into the waiting room. If there is at least one CX among them, this card gains +3000 for the turn.

 

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

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

 

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

 

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

 

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

 

At Level 1, we have these cards varying among our setups:

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

Cocoa, Going Together is a 1000 power backup. When you use her backup, you may pay 1 and sacrifice a character to choose one of your opponent’s characters that a higher level than your opponent’s level, and send it to the waiting room. Then, they select a level 0 from their waiting room to replace that character.

 

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

 

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

 

When “Greeting” Rize attacks, she gets +2000 power if you control 2 or more other [Rabbit House] characters. She also has clock encore.

 

At Level 2, we have these cards varying among our setups.

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

 

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

 

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

 

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

 

At Level 3, we have these cards varying among our setups:

When “Rabbit Ear Parka” Rize is placed to the stage from hand, reveal the top card of your deck. If it is a [Rabbit House] character, burn 1. On attack, you may pay 6 to burn 5.

 

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

 

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

 

The CXs within the three builds are:

Pillow Fight, Talking in Sleep

(1k1 + door, 1k1 + gate/pants)


How do we play these decks?

M: These decks have some pretty minor differences, but the plans are more or less the same by level.

At level 0, the deck wants to attack for profit as much as possible, without rushing the opponent. Given the Brainstorming early on is actually okay in the deck, because the level 0 Cocoa salvages. A slower level 0 allows the deck to hit level 1 first, where Shim- er, Chino can use her CX combo to search for vital characters.

Going even or profiting on attacks at level 0 will likely be a difficult task. The only characters that the deck(s) can reliably reverse at level 0 will be 2000 power or lower. Not removing level 0 characters is usually risky.

At level 1, the deck(s) have a wealth of options. All of the lists use the Chinokaze search combo, so opportunities to use it should be jumped on whenever possible. The deck(s) also have the unique ability to deny on-reverse effects and punish early plays with the level 1 backup Cocoa. This particular counter scales very well into later levels, as it can be used to remove early level 3 characters, or deny clock kicks (and other related effects).

By level 2, the decks want to have accumulated enough stock to afford a big Rize. If the decks go into level 2 with less than 6 stock Rize becomes more painful to play. This is where there are going to be some differences in opinion. Some players will opt to heal as much as possible, at the expense of potentially missing out on future burns in the final CX combo. Others will be more aggressive (or greedy) and keep that 8-10 (clean) stock for use at level 3 for the grand finale. If the deck is able to continue to build stock at level 2 while canceling, hooray! If not, better hope for at least 1 iteration of the CocoChino CX combo.

One thing will remain fairly consistent: if short on cards, keep clocking. The final CX combo requires a big 2 cards in hand on top of its 2 stock cost, and using it multiple times will require a decent hand size. The CocoChino replaces itself, which is helpful, but it isn’t everything, so keep up with those cards!

Level 3 is a kind of unique slice of burn finish combo. The deck needs a critical mass of stock and cards in hand for the dream play of 3 CocoChinos (10 stock minimum, 6 cards in hand), but this usually means that the deck has been winning for some time and the level 3 is either to send a message or close out an important game. (Why not both?)

Realistically, getting two iterations of the combo hits hard enough to end many decks. Burn 1 + Burn 1 + 3(+) soul, followed by another Burn 1 + Burn 1 + 3(+) soul means that an opponent will need 6 cancels to survive at 3/6; a nearly impossible feat. With two iterations, it means roughly 13 damage overall being dealt, which can be lethal as far back as mid or early level 2. Like many similar finishing combos, it gets better as the opponent gets closer to level 4. A key difference to note here is that the burn is proactive and not a punish, meaning that the overall potential damage is higher, when compared to a combo like that of TLR’s Yami or Puyo Puyo’s Arle.

T: Honestly, just one instance of CocoChino is deadly. If one of those small points of damage cancels, you get a % bonus to stick the next damage depending on how many CXs are left in your opponent’s deck. 3 instances of the combo is just overkill, especially if you don’t manage to finish off your opponent. Keeping at least 3 stock for a freefresh Chino is almost a priority at that moment. Or if push comes to shove, just enough stock to use as many of the sac counters as you can to prevent clock kick effects in the end game. Ideally, 5-7 stock going into level 3 is sufficient enough for the deck’s end game to light, and still have some left over afterwards to give some defensive options.

M: Of course, if all else fails, you can use the Rize backup to really make your opponent regret clocking to 3/6.

So there we have it – a small guide for our set of lists! There is certainly room still for any of these lists to be changed. However, Arin has stated that the list is really a list for him to play to suit his style, and the same can be said for the other two. We invite you to look at these lists as a starting point. Are they missing some cards? Swap them in! Are they not Syaro and Chiya? Well of course they’re not, but we’ll do those lists later! And yes, we do have BEST SHOT lists on the way.


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!