As Seen On YouTube – Accel World Deck List

accel_world_603

Welcome to As Seen On YouTube – Deck Lists!

As Seen On YouTube brings you the deck lists we’ve featured on YouTube. This list of Accel World has been featured on the most recent YouTube videos! Check out the videos!

Accel World

Cards – 50

 

Level 0 – 15

4 “Beautiful Girl” Kuroyukihime (AW/S18-003)

4 Niko, Cute Second Cousin!? (AW/S18-059)

3 Chiyuri, Carefree Talk (AW/S18-033)

2 Sky Raker, Living as Hermit (AW/S18-081)

2 Black Lotus, Encountering Nearby Duels (AW/S18-010)

 

Level 1 – 13

4 “Black King” Black Lotus (AW/S18-012)

3 Kuroyukihime, Pitch Black Swallowtail (AW/S18-103)

2 Kuroyukihime, Promise at Dusk (AW/S18-013)

2 “Bouncer” Aqua Current (AW/S18-092)

2 Kuroyukihime, The Goal Chased After (AW/S18-005)

 

Level 2 – 8

4 Kuroyukihime, Real Strength (AW/S18-014)

2 Kuroyukihime in Ponytail (AW/S18-023)

2 Niko, Good at Cooking (AW/S18-056)

 

Level 3 – 6

2 Kuroyukihime (AW/S18-002)

2 Black Lotus (AW/S18-009)

2 Yuniko Kouzuki (AW/S18-057)

 

CX – 8

4 Emotion First Felt at Birth (AW/S18-028)

4 Death by Piercing (AW/S18-029)


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Kantai Deck Tech – 4th at 2015 BSR PH Festival

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Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be looking at a deck from the 2015 BSR PH Festival!

Since these cards are released in English the English names will be used. It’s been a while since we’ve introduced the cards, so for this time, we will go card by card.

The deck list and interview are brought to you by Marvz. Special thanks to Johnny Chau for article prep.

Onto the list!
Kantai
Cards – 50
Level 0 – 15
3  7th Kagero-class Destroyer, Hatsukaze (KC/S25-E006)
2 1st Kagero-class Destroyer, Kagero (KC/S25-E011)
3 2nd Akatsuki-class Destroyer, Hibiki (KC/S25-E056)
2 Hardworking, Ikaduchi (KC/S25-E057)
4 Clumsy Girl, Inaduma (KC/S25-E061)
1 4th Asashio-class Destroyer, Arashio (KC/S25-E152)
Level 1 – 17
3 Shimakaze-Class Destroyer, Shimakaze (KC/S25-E003)
2 2nd Junsen-class Type  Submarine, I-8 (KC/S25-E009)
3 3rd Agano-class Light Cruiser, Yahagi (KC/S25-E010)
2  Yubari-class Light Cruiser, Yubari (KC/S25-E037)
3 “Faithful” Destroyer, Верный (KC/S25-E038)
1 3rd Myoko-class Heavy Cruiser, Ashigara (KC/S25-E158)
3 Compass (KC/S25-E031)
Level 2 -2
1 2nd Shokaku-Class Aircraft Carrier, Zuikaku (KC/S25-E004)
1 2nd Junsen-class Type  Submarine, I-8-Kai (KC/S25-E019)
Level 3 – 8
3 2nd Yamato-Class Battleship, Musashi (KC/S25-E002)
3 Akagi-class Aircraft Carrier, Akagi-Kai (KC/S25-E035)
1 Kaga-class Aircraft Carrier, Kaga (KC/S25-E036)
1 2nd Ise-class Aviation Battleship, Hyuga-Kai (KC/S25-E043)
CX – 8
4 Akagi of the First Carrier Division is up next! (KC/S25-E075)
4 Fast Like Shimakaze (KC/S25-E034)
At level 0 we have 16 characters.
WS_KC_S25_E006R
7th Kagero-class Destroyer, Hatsukaze is a global +500 power to all your [Fleet Girl] characters and her second effect is whenever a player salvages during the attack phase, all their characters get -3 soul.
WS_KC_S25_E011U
When 1st Kagero-class Destroyer, Kagero is placed from hand to stage you can pay two to search your deck for a [Fleet Girl] character. Her second effect is when her damage is canceled you can pay one and draw a card.
WS_KC_S25_E056C
When 2nd Akatsuki-class Destroyer, Hibiki is reversed in battle you can pay 1 and send her to memory, then you can play one “Faithful” Destroyer, Верный from your waiting room onto the stage position she was in. And while in memory she has heal tax.
WS_KC_S25_E057C
Hardworking, Ikaduchi has a brainstorm ability, reveal the top four and for every climax take a card from your clock and add it to your hand and then clock yourself one.
WS_KC_S25_E061C
When Clumsy Girl, Inaduma is placed from hand to stage reveal the top card of your deck, if it is not a [Fleet Girl] character rest her. And when she is sent from stage to waiting room you can pay one and clock yourself to search your deck for a level one or lower character.
WS_KC_S25_E152C
When 4th Asashio-class Destroyer, Arashio is played from hand to stage check the top card of your deck and either keep it there or place it at the bottom. Her second effect is pay one: draw one, discard one.
At level 1 we have 14 characters and 3 events.
WS_KC_S25_E003RR
When Shimakaze-Class Destroyer, Shimakaze reverses her opponent with the climax Fast Like Shimakaze in play you can search your deck for a [Fleet Girl] character.
WS_KC_S25_E009R
When 2nd Junsen-class Type  Submarine, I-8 is played from hand to stage you can pay one and discard one and search your deck for a [Fleet Girl] character. And when she is sent from stage to waiting room you can pay two and play a 2nd Junsen-class Type Ⅲ Submarine, I-8-Kai from your waiting room in rest.
WS_KC_S25_E010R
3rd Agano-class Light Cruiser, Yahagi has clock encore and you can rest two characters to give her +2500 power until the end of turn.
WS_KC_S25_E037RR
If you have one or less climaxes in your waiting room you can not play Yubari-class Light Cruiser, Yubari from your hand. If you have four or more cards in your stock she gets +1000 power. Her third effect is when your opponent salvages you can choose one of your characters and that character gets +2000 power until end of turn. And her last effect is if you are level two or higher she gets +1500 power.
WS_KC_S25_E038R
If 2nd Akatsuki-class Destroyer, Hibiki is in memory “Faithful” Destroyer, Верный gets +1000 power
WS_KC_S25_E158C
3rd Myoko-class Heavy Cruiser, Ashigara has a cost one +1500 power backup and when you use her backup you can choose one of your [Fleet Girl] characters in battle and it gets +1000 power.
WS_KC_S25_E031C
Compass is a cost one event backup that when you use it you brainstorm three and if you reveal a climax you can choose one of your opponent’s characters and that character cannot deal damage to you this turn. If no climax is revealed, you place this card on top of your deck.
At level 2 we have 2 characters!
WS_KC_S25_E004RR
2nd Shokaku-Class Aircraft Carrier, Zuikaku has a climax combo that is not in this deck. Her last effect is rest her and give one of your [Fleet Girl] characters +3000 power until the end of turn.
WS_KC_S25_E019U
When another [Fleet Girl] character attacks 2nd Junsen-class Type  Submarine, I-8-Kai gets +1000 power until the end of turn. You can also rest a character to give her +1000 power until the end of turn.
At leve 3 we have 8 characters.
WS_KC_S25_E002RRPlus
2nd Yamato-Class Battleship, Musashi cannot side attack. Her second effect is on the turn she is played if your opponent cancels her damage she you can put the top card of your deck to the waiting room and punish burn your opponent for one plus the level of that card.
WS_KC_S25_E035RRPlus
When Akagi-class Aircraft Carrier, Akagi-Kai is played from hand to stage you can draw up to two cards and discard one. At the beginning of your climax phase put all cards in your stock to the waiting room (she eats everything) and all your characters get +1000 power until the end of your opponent’s turn. And when she reverses her battle opponent with the climax Akagi of the First Carrier Division is up next! in play you can clock shoot it.
WS_KC_S25_E036RR
Kaga-class Aircraft Carrier, Kaga is a global +1500 power to all your [Fleet Girl] characters. When she is played from hand to stage you can put the top two cards of your deck under her as markers. At the beginning of your opponent’s attack phase you can pay three and one of their characters gets +4 soul until the end of turn. At the beginning of your draw phase put all markers under her into your stock.
WS_KC_S25_E043R
2nd Ise-class Aviation Battleship, Hyuga-Kai gives all your 1st Ise-class Aviation Battleship, Ise-Kai +1000 power. When this card is played from hand to stage or by the effect of 2nd Ise-class Battleship, Hyuga you can discard one and she gets +1000 power and  clock shoot until the end of turn. And lastly up to once per turn when you use an ACT ability she gets +1000 power.
WS_KC_S25_E034CC WS_KC_S25_E075CR
For climaxes we have a 4/4 split between 2k1 and gold bars respectively.
How do we use this deck?
Marvz: The goal of this deck is hold as much as possible in Level 1 until it you reach Level 3 since I am only using 2 level 2 characters and one of them is only used for power boost.
At level 0, if you can draw both Verniy(best ship/fleet girl BTW) and Hibiki on your first 5, you already have a big advantage since you have a 6000-7000 beater on your 1st/2nd turn and apply heal tax on earlier levels.
When you don’t get them, there is always plan B.  If you draw Shimakaze’s Climax + Inazuma, go search for Shimakaze and/or Yahagi to prepare yourself for Level 1.  In case your opponent doesn’t want to reverse your Inazuma, you can always play over her to activate the effect.
At level 1, this is your time to shine.  If you want staying power, go for Yahagi and Yubari. Also, try to secure Shimakaze to prepare for Level 3.  I suggest getting this in order Akagi Kai(if you have CX otherwise)->Musashi->Hyuuga Kai.  Consider Zuikaku too, it definitely helped me destroying powerhouse decks to secure Kick to Clock.
What does the deck not do well? Is it missing anything? What are some of the potential risks the list takes?
Mz: The deck basically flops when your opponent has powerhouses and yes, I’m looking at you Soundless Voice.  Also, it falls on level 2 because there are limited cards that you can use on the first set in my opinion.  Second Fleet (should it come to EN) solves that.
About the list: Is it conservative or greedy? What’s its overall power range? Is it easy or difficult to use? What would you say about its viability in the JP/EN metagames at large?
Greed: 4
Mz: Around the gray area, could be conservative and greedy sometimes.
Mi: Having played this deck for a while, I can say that the only thing greedy about it is its midgame. In the EN game, because of the popularity of using straight power at level 1, Shimakaze might not be able to go off as reliably. But, the rest of the cards in the deck are so powerful that even if it has to go card for card, it will do well.
Power Range: 5 – 8
Mi: The combination of the disruptive effects combined with the opportunities to gain card advantage means that Kantai, while not particularly explosive, will never really be stuck dead in the water. (Sorry) Without the second set, it loses a bit of consistency and mid-game power, but given how strongly Kantai tends to show up in larger events, I don’t think that that’s nearly enough to write it off.
 
Difficulty: 3
Mz: In my opinion, it’s easy. No complicated combos whatsoever.
Mi: The deck is very visible (come on, we’ve written about the deck at least five times by now I think!), and practicing with it is fairly straightforward.
EN/JP Meta Viability:
Mz: I think it’s really viable since 3 cards that are currently restricted in JP are allowed on the deck so it makes your opponent think before they heal and/or salvage.
Mi: The list itself in the context of the EN game is very close to the ‘standard’ build that many have come to expect from the set. This one maximizes the hate on salvage with the inclusion of Yubari. In the JP meta, Kantai is still a force to be reckoned with, especially with the power of the second fleet (hi Winter Akatsuki), but because this list doesn’t (and can’t) include it, it’s not entirely applicable.
Now onto the interview!
Mi: How was your event overall?
Mz: It was fine on the first 3 rounds, after that every almost match was a close call.   Made my heart skip a beat but alas, godly cancels everywhere.  Also, it was fun yet tiring to the point that I was playing Level 2’s when I was only Level 1, so yeah, don’t skip your lunch guys.
 
Mi: Yes, lunch is indeed tech. What was a really lucky moment you had during the tournament?
Mz: The field is full of The One, Chitoge with 3 souls from the effect + CX combo.  God cancels everywhere.
Mi: Nice! What was a really unlucky moment you had during the tournament?
Mz: It was in the semis, got rekt by +2 souls from Level 1 -> Level 3.  After the damage, I drew a climax, clock then drew another climax. Sad sad life indeed.

Mi: Ouch! Sounds like you used all your luck against Chitoge. Did you have any incredible comebacks?

Mz: Yes!  The match against Love Live in top 8.  He had the advantage early on.  He brainstormed 2 CX then triggered at least 2 CX I think.  Stock was good so I called Akagi Kai, got 1 Musashi and 1 Akagi Kai.
Mi: How did the final match go for you? What did you play against?

Mz: I played against another teitoku. It was a close match and I am definitely satisfied of the results even though I lost.
Mi: How did you prepare for the tournament? Did you do anything special the day of the tournament?
Mz: Hmmm, go to church before the tournament.  Nothing else I guess.
Mi: Any funny stories from the event?
Mz: They love the sleeves.
ULTRA-PRO-65-STANDARD-DECK-PROTECTOR-SLEEVES-MY-LITTLE-PONY-RARITY-84316-01

Mi: … (my eyes whyyyyyyy) Um, any other shoutouts or things you would like to say?

Mz: Thanks to those who supported me especially Brandon, who lent me the cards I needed for the deck.  Without him, I wouldn’t even reach this far.  WOOOHOOO TEAM BAYAW FTW!

Thanks again to Marvz for the list and the report!


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Thanks for reading!

Level 1 – Rules v3 (Article 3)

Euphonium

Welcome back to Level 1 – 9th CX’s rules column! We take some commonly asked questions from the game and present the answers here with the appropriate rules citations.

Standard disclaimer – we are here to present situations and answers to the best of our knowledge and understanding of the rules. Some answers may be based on FAQs that are on Bushiroad’s WS website. Other questions may not necessarily need rules citations to be true. If we catch something wrong, we’ll correct it ASAP.

With that, let’s dive into the next set of questions!

Q: Can an event with a Backup (Counter Step) timing be played even if none of your characters are being front attacked?

A: It depends! If you are trying to play an event during your opponent’s turn that has Counter Step timing without a character being front attacked, the short answer is, you can’t. The only time the Counter Step is entered is if and only if a character is being front attacked. However, unless the card specifically says “You cannot play this event outside of the Counter Step”, you can play it normally on your turn during your main phase.

Q: Is there a limit to event cards in a deck?

A: Nope! You can play a deck with all events if you really want to, provided the card pool in your series has enough of them!

Q: If there’s no limit to event cards, then what about level 3 characters? How about…

A: No limits exist for the types of cards you use, with CXs being the only exception. You can use at most 8 CXs per deck, and your deck must be exactly 50 cards. What you do with how you want to spread those cards out across levels is entirely up to you!

Q: So if I wanted to play 30 level 3s…

A: Completely legal. (Questionable, but perfectly legal.)

Q: Whenever you play a card that manipulates your opponent’s stock, (e.g. when this card is played, put the top card of your opponent’s stock into their waiting room) and that effect allows you to put any card in their waiting room into stock, do you have to show them what you put there?

A: Yes. All information in an open (public) zone is considered known information, and the identity of the card needs to be kept clear in order to verify that the number of cards that are going into stock is legal. Note that this is different from an effect that instructs you to draw X cards. In the case of a player being instructed to draw X cards, only the quantity needs to be verified, because the cards are going from a closed zone to another closed zone. Because the card is going from an open (public) zone to a closed zone, both players have the full rights to know exactly what card is being moved.

As a side note, if a player tries to obscure the number of cards and/or the card that is going to stock as a result of this kind of effect, call a judge. That kind of behavior is inappropriate.

Q: When do you have to shuffle your deck? Is it only after effects that instruct you to shuffle your deck, or is it after any time you take any action with the deck?

A: If we had to shuffle after every deck action, the game would probably be called WS Shuffle! The only times you have to (and can) shuffle your deck is after a game rule or card (or in rare circumstances, a judge) instructs you to do so. You cannot arbitrarily shuffle your deck whenever you want. (Read: That’s cheating)

Q: What does it mean when an ability says “This activates up to once per turn”? For example, if I play 3 Musashi (or similar cards that have an ability with that clause), will I only get one instance of their ability period, or will I get up to one instance of the ability per card?

A: Any time you have a card that reads “This ability activates up to X times per turn”, that stipulation is attached to that card and that card only. No number of duplicate cards (that presumably can have the same effect), will cause the abilities to cancel each other out or max out. So, if you play 3 Musashi, each of them will have an independent instance of the punish burn ability. It should also be noted that none of them will proc (trigger) the other. (That is, if you cancel with Musashi A, the other two (Musashi B and Musashi C) will look over, yawn, and not do anything.)

Q: Can you orient your cards in a certain way to-

A: If it has anything to do with placing your cards in a certain way as a mnemonic device, the answer is and always will be, no. If you notice your opponent doing something like that, call a judge.

We’ve received a couple more set-specific questions, so we’ll address those here now!

Q: Set is KanColle. The cards are Sendai and her CX combo “We must go into night combat!”. Sendai’s ability reads that when the CX is played, she gets the ability “All Level 1 or lower characters get +2 soul” until the end of your opponent’s next turn.

a. Exactly how long does this ability last?

b. If Sendai gets sent to the waiting room, will the effect still be active?

c. Does (will) the effect apply to freshly played characters?

A: (a) The effect will last until the end of your turn, and the end of your opponent’s next turn, and that’s it. Only 1 turn cycle!

(b) If Sendai sinks (or gets bounced), her ability will not be around to boost level 1 and lower characters. If she is encored, she comes back as a new object and will not remember how to give everyone +2 soul.

(c) The effect does apply to characters played after her effect resolves because it is a continuous (static) ability. If Sendai gave the ability “This character gets +2 soul” to each level 1 or lower character at the time of its CX combo resolving, then her ability would not apply to freshly played characters. However, because the ability is distinctly tied to Sendai, it does apply to any and all level 1 and lower characters, regardless of when they are played.

Q: Set is Kill La Kill. The cards are Spinning Wheel of Fate, Nui, and Dodging Nui. Dodging Nui has an ability that triggers when it is front attacked, you can send it to the waiting room to put a Spinning Wheel of Fate, Nui in your hand onto the stage as the defending character. The questions are about what happens when the Dodging Nui’s effect resolves and the Spinning Wheel of Fate, Nui’s second effect (When this card is placed to the stage from your hand, you may choose a level 2 or lower character your opponent controls, and send it to the waiting room. If you do, your opponent chooses up to 1 level 0 or lower character in the waiting room and places it in the slot the other character was in) is used.

a. At what stage of the battle does the swap occur?

b. Does the attack still go through even though the target was changed?

c. If I use the Fate Nui’s effect on my opponent’s attacking character, do they still get stock from the attack?

d. If the attacking character is swapped out with a level 0, can that level 0 character attack?

e. If the old attacking character is immediately encored (by paying 3 stock, etc), is a new attack made or is the attack from before continued?

A:

a. The swap will occur during the attack declaration step. This is before the Counter step.

b. It depends. If you use Nui’s ability on the character that is attacking, the attack will not go through because the character won’t be around during the damage step to deal its damage. If you use it on another character, the attack will go through, and the battle step will happen because Nui’s ability specifically puts the other Nui in as the defending character. (If the ability did not specify ‘defending character’, the battle step would not occur since one or both characters involved changed zones)

c. Yes. The attacking character, though moved, is not stipulated to be present at the time of the trigger step in order to resolve. Note that this is distinctly different from the damage step, where a character does need to be present in order to deal damage.

d. Yes.

e. No. Remember, encored characters return to the stage in the rested position! And, whenever a character changes position in battle (and its position is not ‘remembered’ explicitly by a card effect), it cannot deal damage. (CR 7.5.1.2.2)


 

We’re all out of space this time, but we will be back with more questions! Have any more you’re itching to ask? Drop us a line here, in our question pool!

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Bakemonogatari Deck Tech – 1st at 2015 BSR PH Festival

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Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be looking at the deck that took down the 2015 BSR PH Festival title!

Since these cards are released in English, the English names will be used.

The deck list and interview are brought to you by Jonathan Cruz (Jay). Special thanks to Johnny Chau for article prep. Now onto the list!

Bakemonogatari

Cards – 50

Level 0 – 16

4 Girl Who Can’t be Left Alone, Hitagi Senjyogahara (BM/S15-E055)
3 Classmate of Tsukihi, Nadeko Sengoku (BM/S15-E078)
2 Wandering Girl, Mayoi Hachikuji (BM/S15-E004)
2 Tsubasa Hanekawa in Pajamas (BM/S15-E085)
2 Big Backpack, Mayoi Hachikuji (BM/S15-E054)
1 Nadeko Sengoku (BM/S15-E083)
1 Enthusiastic Girl, Nadeko Sengoku (BM/S15-E008)
1 New Breed of Strange, Black Hanekawa (BM/S15-E108)

Level 1 – 13

4 Lovers, Koyomi Araragi & Hitagi Senjyogahara (BM/S15-E080)
3 Dislikes Mornings, Koyomi Araragi (BM/S15-E036)
2 Family Circumstance, Hanekawa Tsubasa (BM/S15-E026)
3 Inner Feelings, Hanekawa Tsubasa (BM/S15-E079)
1 Honest With Yourself, Suruga Kanbaru (BM/S15-E034)

Level 2 – 3

1 All-seeing Guy, Meme Oshino (BM/S15-E095)
2 Keep This A Secret (BM/S15-E097)

Level 3 – 10

2 Girl Who Met A Crab, Hitagi Senjyogahara (BM/S15-E052)
2 Girl Charmed By A Cat, Hanekawa Tsubasa (BM/S15-E076)
4 Suruga Kanbaru (BM/S15-E032)
2 Daughter of A Proper Family, Hitagi Senjyogahara (BM/S15-E103)

CX – 8

4 Everything About Me (BM/S15-E099)
2 HITAGI Crab (BM/S15-E073)
2 Weight Crab (BM/S15-E104)

At level 0 we have 16 characters.

WS_BM_S15_E055

If you do not control any other characters, Girl Who Cannot Be Left Alone, Hitagi Senjyougahara gets +1500 power and hand encore.

WS_BM_S15_E078

Classmate of Tsukihi, Nadeko Sengoku is a +500 power front assist, and you can pay one and rest her to give one of your characters hand encore until the end of your opponent’s next turn.

WS_BM_S15_E004

Wandering Girl, Mayoi Hachikuji gets +2000 power if you have a [Blood] character on the stage. Her second effect is a brainstorm: pay one rest two characters; for each climax revealed, search your deck for a [Strange] character.

WS_BM_S15_E085

Tsubasa Hanekawa in Pajamas gets +500 power for each [Strange] character until the end of turn when she is played from hand to stage.

WS_BM_S15_E054

Big Backpack, Mayoi Hachikuji is a level 0 reverser, and when she attacks you can give one of your other characters +500 power until the end of turn.

WS_BM_S15_E083

Nadeko Sengoku gives your middle character on the center stage +1000 power during your opponent’s turn. Her second effect is pay one, draw one, discard one.

WS_BM_S15_E008

When Enthusiastic Girl, Nadeko Sengoku is sent to waiting room from stage you can clock yourself and swap a card in your level zone with a card in your waiting room.

WS_BM_S15_E108PR

New Breed of Strange, Black Hanekawa is a vanilla!

At level 1 we have 13 characters.

WS_BM_S15_E080

If you have experience two or higher Lovers, Koyomi Araragi & Hitagi Senjyogahara gets +500 power and hand encore. And when they attack with the climax Everything About Me in play you can pay one and look up to the top five cards of your deck for a [Strange] character and add it to your hand.

WS_BM_S15_E036

Dislikes Mornings, Koyomi Araragi cannot stand during your stand phase if you do not have a character with Karen or Tsukihi in name.

WS_BM_S15_E026

Family Circumstance, Hanekawa Tsubasa is a global +500 power to all your other [Strange] characters and the effect: Rest a character this character gets +1000 power. Her second effect is a change into a card not in the deck.

WS_BM_S15_E079

Inner Feelings, Hanekawa Tsubasa has a cost zero +1500 power back-up. And when you use her back-up if you have experience five or higher you can pay two and choose one of your opponent’s battling character and it gets -1 soul until the end of turn.

WS_BM_S15_E034

Honest With Yourself, Suruga Kanbaru gets +1000 power if she is in the middle position of the center stage.

At level 2 we have 1 character and 2 events.

WS_BM_S15_E095

All-seeing Guy, Meme Oshino has a cost one +3000 power back-up.

WS_BM_S15_E097

When Keep This a Secret is played you can draw up to two cards and discard one. And then give one of your [Strange] characters +3000 power until the end of turn.

At level 3 we have 10 characters!

WS_BM_S15_E052

If you have experience six or more Girl Who Met A Crab, Hitagi Senjyogahara gets +500 power and the effect when this card reverses a level two or higher battle opponent you can pay one and send a level one or lower character on your opponent’s field to the waiting room. She also heals on play.

WS_BM_S15_E076

When Girl Charmed By A Cat, Hanekawa Tsubasa is played from hand to stage you can draw up to two cards and discard one. She gives [Strange] characters in front of her +2000 power and the effect: pay one when this card reverses its battle opponent you can pay cost and bottom deck it.

WS_BM_S15_E032

Suruga Kanbaru gets +1000 power and hand encore if you have experience five or higher, and she heals on play.

WS_BM_S15_E103

Daughter of A Proper Family, Hitagi Senjyogahara salvages on play and you can res two [Strange] characters to give her +2500 power until the end of turn.

WS_BM_S15_E099 WS_BM_S15_E073 WS_BM_S15_E104

For climaxes we have a 4/2/2 split between +2Soul, gates, and 2k1 respectively.

How do we use this deck?

Special thank you to Jay for the in-depth analysis!

Jay: At level 0 you’ll want to generate stock while reversing your opponent’s characters. Bakemono’s best starter is the Senjyo loner. This card gains 1500 power and hand encore paired with Mayoi reverser can help reverse characters leaving the loner Senjyo. Hanekawa in Pajamas when this card is placed on stage from hand it gains 500 power for each Strange Characters on your stage. This card can reach Level 1 characters when used correctly also level 0 sometimes you can only play 1 color. Let’s say you leveled and you have Kanbaru level 3 in your Level Zone for the Experience and can’t play the lovers – this card can help. Nadeko Sengoku’s ability to “loot” (draw 1, discard 1) can help filter by paying out climaxes in stock or discarding climaxes in hand. It also gives +1000 power in the middle of center stage during you’re opponent’s turn a little power boost.
Enthusiastic Girl, Nadeko Sengoku  is there just to be sure that you have Experience in a pinch. One of the most important level 0s in the deck is Classmate of Tsukihi, Nadeko Sengoku this card works with the Dislikes Mornings, Koyomi Araragi. Remember, if you don’t control a Karen or Tsukihi, Koyomi can’t stand.
Level 1 is an important phase of the match especially for Bake. First, the Lovers – when you have Experience of 2 or higher it gains 500 power and hand encore. The CX combo helps you increase hand size and burn through your deck when you have no CXs left. Don’t be greedy though – it might mill your CXs if you’re not careful so use it wisely. One of Bakemono’s best assist is the global assist.
Don’t forget to keep experience in your level zone as much as you can, because the backup that shrinks is an effect that can help you survive a turn giving you a chance to finish your opponent. Honest With Yourself, Suruga Kanbaru gains 1000 power in the middle of center stage. Dislikes Mornings, Koyomi, as I said, works with Classmate of Tsukihi, Nadeko Sengoku. You’ll want to use this card to block your opponents characters like Shimakaze in Kantai or the Marika’s Ordeal in Nisekoi since it will always be at 8000 power also gives your opponents less chance to decrease your hand size by replacing another reversed character since Bake doesn’t have much search power.
At level 2 you’ll want to generate as much stock as possible and collect at least 3 level 3s in your hand. The event lets you draw up to two cards then discard 1 card then choose one of your characters it gains 3000 power just to give you power to take down level 2s or sometimes level 3s at level 2, and also to discard climaxes in hand and draw some level 3s.
At level 3 this is where Bakemonogatari shines the most. Girl Charmed By A Cat, Tsubasa Hanekawa – The most important level 3 to have. On play draw up to 2 cards and discard 1 card, also gives +2000 power in front and the ability: When this card’s battling opponent becomes reversed you may pay 1 to place that character in the bottom of your opponent’s deck. The best way to use it is when your opponent is about to refresh increasing your chance to deal damage to your opponent also to remove characters with encore. The next one is the all powerful, the heart of Bake, The Girl Who Met A Crab, Hitagi Senjyogahara. All right here is the thing about this card; it’s the priority of your opponents backups so make sure you have at least 3000 power over your target.
Your opponent will not always have a level 2 character waiting to be reversed so only play it when you either need the heal or have a target. Suruga Kanbaru Heals on play and when you have Experience 5 or higher it gains 500 power and Hand Encore. It’s the main Wall of the deck, and also a the card you want in your level area. Lastly, the TD exclusive Daughter of a Proper Family, Hitagi Senjyogahara.  The reason this card is being used in this deck is to salvage the Charmed Hanekawa level 3 as well as the 1500 Backup.  You won’t always have the Family Circumstance so the second effect comes in handy. There will be times when you’re down to 2 (or fewer) cards in hand, and this card can save you. Play it, salvage the other one then play it to salvage the Charmed Hanekawa to fill your field.
M:What does the deck not do well? Is it missing anything? What are some of the potential risks the list takes? 
J: The deck doesn’t do well when your can’t perform the lovers combo but having the Koyomi’s 7500+ power can cover for it. I think what most Bakemonogatari deck is missing is the searchers but the brainstorm helps. The potential risk of the deck is not having the lovers means losing hand cards since its low power means it will be reversed most of the time and encoring it eats away hand cards.
M: One of Monogatari’s weaknesses is its power levels on its opponent’s turn in early levels, so it relies on its utility. The Koyomi and Nadeko is a combo that most people don’t know about.
About the list: Is it conservative or greedy? What’s its overall power range? Is it easy or difficult to use? What would you say about its viability in the JP/EN metagames at large?
Greed: 8
J: It’s a greedy deck since you need lots of stocks and cards in hand for encores. I highly recommend you don’t use the pay 3 encore rule unless you really need to or have tons of stock to waste.
M: This deck makes use of three colors, which have to be monitored fairly meticulously over the course of the game. One of the perils of a three-color deck is that if during a given game it stumbles on meeting its color requirements, it can look very weak, but it’s also important to remember that that is a risk that is taken when running more than 2 colors.
Power Range: 6 – 10
J: Bakemonogatari is a power-based deck; during most of my matches, my opponent could only take down 1 level 3 character per turn then crashed into the rest.
M: The set by itself without Nisemonogatari is still quite strong, and its power has to be respected in the EN meta despite having a different style than other decks. Its level 1 is very thin, but it’s to setup for its biggest (and arguably only) power spike at level 3.
Is it easy or difficult to use?
Difficulty: 9
J: It’s a hard to use deck if you’re not used to conserving cards and maintaining advantages, it will probably take some practice mastering this deck but once you’re used to it it’s a very powerful deck.
M: Like I said before, it’s important to make sure you are managing your colors in clock and in level properly. Once those things are solid, it’s just as crucial to remember what the deck is capable of at any given turn. It can vary wildly, so make sure to get in lots of practice!
What would you say about its viability in the JP/EN metagames at large?
J: Bakemonogatari is very competitive against both since it relies on power in level 3. Beatdown decks are generally good decks. It’s on par with GF Beta and Kantai Collection, but lacks against control decks like Death Gun. But beware though in Kantai as the heal tax hurts, and make sure you keep the inner feelings (backup + shrink) when fighting against them.
M: Kantai can slow the deck’s healing at level three, but utility isn’t the whole name of the game. Sometimes, it will come down to who can keep more characters around, and unless Kantai has a way to either ignore the power levels (e.g. by crashing and burning), this deck may find itself favored in most endgame situations.
Now onto the interview!
M: Congratulations on the finish and thank you for the interview! How was your event overall?J: I enjoyed most of my matches and my opponents enjoyed our games as well seeing that all of them are smiling at the end of the matches. I ended up with 10-0 on my certificate which amazed me as well.

M: Nice to see everyone had a great time! What was a really lucky moment you had during the tournament?
J: My really lucky moment has to be the final match with my friend, I ask him how many climaxes were in his waiting room and he said 5 with his deck being about less than 9 cards. I thought he’s gonna cancel all my attacks so I side attacked twice he canceled the first attack and the second attack went in. Then I frontal attacked with 3 soul then triggers +2 soul he was surprised when the damage went in.
M: Definitely lucky! What was a really unlucky moment you had during the tournament?
J: I have tons of unlucky moments since I didn’t cancel 3 times in one turn in any of my matches so I had to compensate in most of my matches.
M: Sounds like all your games were incredible comebacks then. Did any stand out?J: One of my matches with Kantai where I’m at Level 3 with 2 cards in clock and 3 cards left in my deck without any climaxes left his last attack was with Akagi Kai with Climax combo for 3 souls I used my Inner Feelings Hanekwa to decrease the soul by 1 and ended up in level 3 with 6 cards in clock then I managed to finish it of the next turn.

M: Now that’s a way to squeak a win! How did the final match go for you? What did you play against?
J: I Played against an Angel Beats! Kanade deck, my close friend Ryan Dominique Si who I always played casuals with. I was pretty much in a disadvantage in hand size and field presence but I managed to win.M: How did you prepare for the tournament? Did you do anything special the day of the tournament?

J: For my preparation for the tournament I played the deck over and over again to got used to it. I didn’t do anything special but I wasn’t able to sleep the night before though I only slept for like 1 hour XD

M: The iron man 10-0 with only one hour of sleep! Any funny stories from the event?
J: There was my game with Aeade, a Kantai user, I asked him how many Climaxes in his waiting room he said 2 and I was about to refresh so I dropped my +2 soul he had about 7 cards left in his deck so no need to think I Just swung away then he didn’t cancel any damage taking 8 damage from level 2 with 6 cards in clock to level 4.
M: Wow, that’d make anyone’s jaw drop for sure, ha! Any other shoutouts or things you would like to say?
J: I would like to thank everyone in the event and especially the one that cheered me on in the last match. To all of the players of Weiss Schwarz Community, thank you. And please Bushiroad please release Nisemonogatari in EN!Congratulations on the win, and thanks again for the list and report!

 


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Katanagatari Deck Tech – Top 4 at 2015 Fanime Team Tournament

katanagatari-wallpaper-1280x800

Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be looking at a deck that took Top 4 at the 2015 Fanime 2v2 Team Tournament!

Translations can be found on Heart of the Cards. Names will be matched to reflect the translation notes. If translations are unavailable for the card, in-house translations will be used.

The deck list and interview are brought to you by Brian Yoshihara. Special thanks to Felix Lee and Johnny Chau for the article prep.

Let’s get to the list!

Katanagatari – 50

Level 0 – 17

4 Togame, Encounter with Shichika (KG/SE07-27)

4 “7th Master of Kyoutouryuu” Shichika Yasuri (KG/SE07-37)

4 “Power of Acknowledgment” Togame (KG/SE07-48)

2 “Lord of the Yasuri Household” Nanami (KG/SE07-35)

2 Togame, Brain Work Specialist (KG/SE07-34)

1 Togame & Shichika, Beginning the Trip (KG/SE07-47)

 

Level 1 – 12

4 “Togame, Focused” (KG/SE07-40)

2 “Togame’s Blade” Shichika Yasuri (KG/SE07-39)

2 Princess Yousha (KG/SE07-28)

2 Nanami Yasuri, Weak yet Genius (KG/SE07-38)

2 Ginkaku Uneri, Lord of the Geku Castle (KG/SE07-02)

 

Level 2 – 8

4 Togame, Last Directive (KG/SE07-29)

2 “First Move ‘Suzuran'” Shichika Yasuri (KG/SE07-30)

2 Togame, Smart Strategies and Knacks (KG/SE07-41)

 

Level 3 – 5

4 Kyouto “Yasuri” (KG/SE07-32)

1 “Nanami Yasuri” (KG/SE07-33)

 

 

CX – 8

3 Cheerio-! (KG/SE07-42)

3 End of Travels (KG/SE07-45)

2 Shichika Hachiretsu (Kai) (KG/SE07-43)

 

At level 0 we have 17 characters:

01

Togame, Encounter with Shichika is a global +500 power to all your [Weapon] characters, and her second effect is when she is played from hand to stage you can choose one of your characters with “Shichika” in name and give it +1000 power.

02

When “7th Master of Kyoutouryuu” Shichika Yasuri is played from hand to stage if you do not control a “Togame, Encounter with Shichika” he has to rest.

03

“Power of Acknowledgment” Togame gets +1000 power if you have one or fewer other characters in the front row.

04

If you have no other characters “Lord of the Yasuri Household” Nanami gets +2000 power.Her second effect is pay two, rest her salvage a [Weapon] character.

05

When Togame, Brain Work Specialist is played from hand to stage you can give a [Weapon] character +500 power. And she has a pay one bond with ‘”First Move ‘Suzuran'” Shichika Yasuri’ .

06

Togame & Shichika, Beginning the Trip gets +1500 and +1 level if you control no other characters.

At level 1 we have 12 characters.

07

When “Togame, Focused” attacks with the climax “Cheerio-!” in play you can put the top card of your deck into clock. If you do, you salvage a [Weapon] character and she gets +2000 power until the end of turn.

08

You can pay one and rest a Togame to give  “Togame’s Blade” Shichika Yasuri +2000 power and when he battles his opponent they cannot use back-ups.

 kg-se07-28

Princess Yousha has hand encore.

09

When Nanami Yasuri, Weak yet Genius is front attacked by a character that is equal or higher level than her you can pay one and put the top card of your deck under her as a marker. For each marker she gets +1 level and +2000 power.

10

Ginkaku Uneri, Lord of the Geku Castle has a cost 0 +1000 power back-up and when you use his back-up you can clock yourself and give a battling character +1500.

At level 2 we have 8 characters.

11

Togame, Last Directive is a level assist to front and her second effect is to send her to memory when the climax “End of Travels” is played to play a “Kyouto ‘Yasuri'” from your hand.

12

When “First Move ‘Suzuran'” Shichika Yasuri attacks with the climax “Shichika Hachiretsu (Kai)” in play you can pay one to salvage a [Weapon] character and he gets +4000 power.

13

Togame, Smart Strategies and Knacks has a cost one +3000 power back-up.

At level 3 we have 5 characters.

14

Kyouto “Yasuri” heals on play. And when he reverses your opponent’s character you can pay five and burn you opponent for five damage.

15

When “Nanami Yasuri” is played from hand to stage you can salvage a [Weapon] character. When she attacks with the climax “Clash: Nanami versus Shichika” in play you can pay 4 and send all level two and lower character in your opponent’s center stage to the waiting room. And at the start of your draw phase you can send the top card of your stock to the waiting room to give her +2500 power until the end of turn.

16 17 18

For climaxes we have a 3/3/2 split with 2k1, gates, and +2 soul respectively.

How to use the deck?

Brian: The deck is an older style deck. It’s all about building stock until you hit level 3. Katanagatari is strong in its level 0 game since the majority is all oversize characters. The level 1 game is a lot weaker compare to decks nowadays, you are stuck using back-ups on key cards. It’s also the main level for set up for level 3 as well. Its level 2 game is all about either setting up your support or using it to change into the level 3 and for the level 3 game it’s all about healing and having the stock to use Kyouto “Yasuri” burn 5 ability since it cost 5 stock to use on top of the cost to play him.

M: Like most old decks today, the main game plan is to compress and finish them with your level three game. This deck does have the salvage power to set up for your late game which helps it keep somewhat up to pace with today’s decks.

What does the deck do well?

B: The deck does well at maintaining hand size and salvaging. It lacks in level 1 power and in level 2 game. It does have cards to fix it but it end up cutting out other cards you need in my opinion. So it makes building it a hard choice on what to keep and what to cut for level 1 and 2.

How greedy is the build?

B: I would say it’s greedy with stock, I don’t really know how to say the deck is greedy other than that since you need to build up so much.

M: The late game is expensive and will take a lot of set up in the early game to go for the final push with the ‘cannon’ effect of the burn 5.

How hard the deck is to play?

B: I would say it’s not that hard to play cause there are only a couple of different ways to play the deck.

M: Linear and simple!

JP Meta Viability:

B: Personally it shouldn’t hold up that well since the deck needs to heal and salvage. Since the current Meta decks run anti salvage and anti heal it has a lot harder time getting the setup it needs. Also since the deck lacks clock encore you don’t have easy lvl 1 play since you either have to use a back-up or pay cost of encore. So it can greatly affect your stock and hand size which is what you need to build up to survive.

M: Anti-salvage affects most decks, not just the old ones. The only difference is that newer decks have a better card pool to combat them with and older sets do not. That is where there is a slight disadvantage playing older sets.

Round by Round Breakdown:

First round was against Persona Yukkiko (Eng). It was a fun game but I wasn’t too worry about it since English lacks key cards for the deck, still a fun game none the less.

Second round was against Railgun. I felt as though I did no real damage as it seemed he canceled a lot but it was still a tough game, I did lose though but it was overall a close game.

Third round was against Nisekoi. This game was very nerve wracking as it was against a strong deck and a good player that I know. I got lucky in the fact that no pendants were used so I didn’t have to worry about main level 3 game being so strong. I manage to win but still was a very tough game.

Fourth round was against Nisekoi. This game was tough as well. It was against another really good player I know. So it was a close game all the way up until level 3. He got lucky on the last attack with Marika cause he was swinging for 2 with the final attack with me being at 3/3 and then he triggered a two soul which won him the game in the final round. It was another good game as far as I was concerned.

Thanks again to Brian for the list and the report!


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Kantai Deck Tech – Top 4 at 2015 Fanime 2v2 Team Tournament

yamato swimsuit

Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be looking at a deck that took Top 4 at the 2015 Fanime 2v2 Team Tournament!

Translations can be found on Heart of the Cards. Names will be matched to reflect the translation notes. If translations are unavailable for the card, in-house translations will be used.

This series has been analyzed and featured numerous times in the past. New cards that haven’t been seen and some cards that may have only been seen once before will be introduced. The most familiar cards will be skipped.

The deck list and interview are brought to you by Felix Lee. Special thanks to Felix Lee (yeah, same guy) for the article prep.

Kantai Collection

Cards – 50

Level 0 – 16

4 Hibiki, 2nd Akatsuki-class Destroyer (KC/S25-056)
4 Inazuma, Blunderer (KC/S25-061)
2 Ikazuchi, Works Hard (KC/S25-057)
4 Akatsuki, A Moment in Winter (KC/S31-040)
1 Ikazuchi, A Moment in Winter (KC/S31-046)
1 Arashio, 4th Asashio-class Destroyer (KC/S25-152)

Level 1 – 18

4 Verniy, “Trustworthy” Destroyer (KC/S25-038)
4 Shimakaze, Shimakaze-class Destroyer (KC/S25-003)
2 Shimakaze Kai, Shimakaze-class Destroyer (KC/S31-015)
2 Yahagi, 3rd Agano-class Light Cruiser (KC/S25-010)
1 I-8, 2nd Junsen-class Type J-3 Submarine (KC/S25-009)
2 Ashigara, 3rd Myoukou-class Heavy Cruiser (KC/S25-158)
3 Compass (KC/S25-031)

Level 2 – 2

2 I-58 Kai, 3rd Junsen-class Type B Kai II Submarine (KC/S25-029)

Level 3 – 6

4 Musashi, 2nd Yamato-class Battleship (KC/S25-002)
2 Hyuuga Kai, 2nd Ise-class Aviation Battleship (KC/S25-043)

CX – 8

4 Swift as the Island Wind (KC/S25-034)
4 Akagi of the First Carrier Division, Deploying! (KC/S25-075)

At level 0, we have 16 characters.

kc-s25-152

When you play Arashio, 4th Asashio-class Destroyer, you look at the top card of your deck. You may choose to leave it on top or put it on the bottom of your deck. You may pay 1 stock to draw 1 card and discard a card from your hand to your waiting room.

KC-S31-046

When Ikazuchi, A Moment in Winter attacks, you choose another one of your [Fleet Girl] characters, and that character gains +1 level and +1000 power until end of turn.

At level 1, we have 18 characters.

KC-S31-015

When Shimakaze Kai, Shimakaze-class Destroyer attacks, you choose another one of your [Fleet Girl] characters. That character gains +500 power for every other [Fleet Girl] character on your field until end of turn.

At level 2, we have 2 characters.

kc-s25-029

I-58 Kai, 3rd Junsen-class Type B Kai II Submarine gains +1 soul and character encore if you have 2 or more other [Fleet Girl] characters.

At level 3, we have 6 characters.

kc-s25-043

Hyuuga Kai, 2nd Ise-class Aviation Battleship gives all your other “Ise Kai, 1st Ise-class Aviation Battleship” +1000 power. When you play this card, or from the effect of “Hyuuga , 2nd Ise-class Aviation Battleship”, you may discard a card from your hand. If you do, this card gains +1000 power and the ability to send its reversed opponent to clock until end of turn.

The CX spread is 4 2k1 and 4 1k1gold bar.

How do we use this deck?

Felix: The deck itself is super straightforward in operation if you are familiar with how the pre-ban G/Y Kantai lists work. The only real changes I made to the deck was putting in Inazuma for Hatsukaze, Musashi for Akagi, and Hyuuga for Yamato.

Everything else is the same, you have your get to level 1 faster than your opponent plan and spam Zekamashis to plus and then close out the game with Musashi and Hyuuga. If you fail to close out the game the first turn you hit level 3, you simply compass all of your opponent’s attacks and try and close out the game the next turn.

What does the deck not do well? Is it missing anything? What are some of the potential risks the list takes?

The deck does not do well against blue builds in the mirror because Big Whale walls are hard to get over with Zekamashi.

The deck is missing a clock send finisher with a gold bar CX combo and a global support that also acts as an anti-salvage.

The list itself is a risk. Going up against blue wall builds are very rough since there are not as many options for clearing walls at level 1.

About the list: Is it conservative or greedy? What’s its overall power range? Is it easy or difficult to use? What would you say about its viability in the JP/EN metagames at large?

Greed: 7

The deck tries to get more consistency by being only 2 color by sacrificing potential power. There are also 2 copies of Zekamashi Kai to try and get more value from Zekamashis even after the opponent is level 1.

Power Range: 1-10

If the opponent doesn’t have any walls and does not hit level 1 before you and has 3 level 0 characters and you have 3 Zekamashis and the CX, it really feels like you can’t lose the game.

However, if your opponent has walls or if they don’t have Zekamashi targets or if you don’t have the CX, you can easily feel like there’s nothing you can do.

Difficulty: 3

Straightforward deck is straightforward.

EN/JP Meta Viability: JP – 6, EN – 10

The list is not very good against Metakoi, GF beta yellow or any blue Kantai builds. However, it still does good against other sets so it is still semi-viable in JP.

In EN, Kantai best deck.

Now onto the interview!

How was your event overall?

derp

What was a really lucky moment you had during the tournament?

Winning the dice roll in top 4 and top 2.

troll nep face

What was a really unlucky moment you had during the tournament?

None

Did you have any incredible comebacks?

kaga no

How did the final match go for you? What did you play against?

The match went ok. I played against RNG aka a dice roll and won.

How did you prepare for the tournament? Did you do anything special the day of the tournament?

dank bucket

wallet taiha

 

 

Round by Round Breakdown

Round 1: I played against a Hibiki cosplayer running Devil survivor. I had a rough early game, not being able to pull off the Zekamashi. However managed to get the win with Musashi.

Round 2: I played against the yellow UBW build and he didn’t get his Zekamashi-like combo off and I got 2 off and won through hand advantage, but it was still a close game.

Round 3: I played against Ken and I cut his CX to the top and successfully NTR’d him 😀 Also Victor beat Ben. Ben please.

Round 4: I played against a Melty blood deck and got my butt kicked. Yep.

Round 5: Thanks for winning Ben. RIP in pepperoni sleep so I could get up in time for the train tomorrow….

Round 6: I rolled dice against team Jeff. We won through RNG.

Round 7: I was watching Edmund continue his 2 hour run at the claw machine and Ben rolled a dice and won. Thanks for winning Ben.

Any other shoutouts or things you would like to say?noire yesIMG_0754top nepAlso:stop posting and sleepkappa

 

catbag

derp

disturbance in sleep

frankerz

ya scared

poi

see you next time

 


 

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Kantai Deck Tech – 1st at 9th CX PH Cup

Kantai

Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be looking at a deck that took 3rd place at the 2015 9th CX PH Cup!

Translations can be found on Heart of the Cards. Names will be matched to reflect the translation notes. If translations are unavailable for the card, in-house translations will be used.

The deck list and interview are brought to you by Aeade Alexander. Special thanks to Johnny Chau for article prep.

Kantai

Cards – 50

Level 0 – 16

2 Inazuma, Blunderer (KC/S25-061)
4 Hibiki, 2nd Akatsuki-class Destroyer (KC/S25-056)
1 Tokitsukaze, 10th Kagero-class Destroyer (KC/S31-003)
2 Isokaze Kai, 12th Kagero-class Destroyer (KC/S31-004)
4 Akatsuki, A Moment in Winter (KC/S31-040)
2 Ushio Kai, 10th Ayanami-class Destroyer (KC/S31-044)
1 Shiratsuyu Kai, Pride of Nameship (KC/S31-079)

Level 1 – 14

2 Yuubari, Yuubari-class Light Cruiser (KC/S25-037)
3 Verniy, “Trustworthy” Destroyer (KC/S25-038)
3 Tatsuta, 2nd Tenryuu-class Light Cruiser (KC/S25-093)
4 Tenryuu Kai, 1st Tenryuu-class Light Cruiser (KC/S25-086)
2 Natori Kai, 3rd Nagara-class Light Cruiser (KC/S31-070)

Level 2 – 2

2 Takao, 1st Takao-class Heavy Cruiser (KC/S25-073)

Level 3 – 10

3 Hyuuga Kai, 2nd Ise-class Aviation Battleship (KC/S25-043)
3 Kongou, 1st Kongou-class Battleship (KC/S25-082)
2 Haruna, 3rd Kongou-class Battleship (KC/S25-084)
2 “Tea Time” Kongou (KC/S31-061)

CX – 8

4 KC/S25-123 Ready! Fire!!
4 KC/S25-124 I Expected So, Raise the Anchor!

At level 0 we have 16 characters.

kc-s25-061

When Inazuma, Blunderer is played from hand to stage reveal the top card of your deck, if it is not a [Fleet Girl] character rest this card. Her second effect activates when she is placed from stage to waiting room. You can pay one, clock yourself one damage and search your deck for one level 1 or lower [Fleet Girl] character from your deck and add it to your hand.

kc-s25-056

When Hibiki, 2nd Akatsuki-class Destroyer is reversed in battle you can pay one and send her to memory to play a “Verniy, “Trustworthy” Destroyer” from your waiting room to the slot this card was in rested. While in memory she has a recollection effect which is a heal tax.

KC-S31-003

Tokitsukaze, 10th Kagero-class Destroyer has a brainstorm ability. Pay one put the top four cards from the top of your deck into the waiting room and for every climax search your deck for one [Fleet Girl] and add it to your hand, then discard a card.

KC-S31-004

When Isokaze Kai’s battle opponent becomes reversed you can put a [Fleet Girl] from your waiting room under her as a marker. And for every marker under her she gets +1 level and +1500 power.

KC-S31-040

When Akatsuki, A Moment in Winter is played from hand to stage you can discard one card from your hand and look at the top four cards of your deck. Choose one [Fleet Girl] and add it to your hand, discard the rest.

KC-S31-044

When Ushio Kai, 10th Ayanami-class Destroyer is reversed in battle and she is facing a level 0 battle opponent, you can heal your opponent one damage and if you do put that character into your opponent’s clock.

KC-S31-079

At the beginning of your opponent’s attack phase you can put the top card of your deck into the waiting room. If it is a level one or higher send Shiratsuyu Kai to the waiting room. If it was a level 0 or lower she can run to an empty slot in the center stage. Her second effect is pay one rest two brainstorm 4, for each climax draw one card.

At level 1 we have 14 characters.

kc-s25-037

If you have one or fewer climaxes in your waiting room you can not play Yuubari from hand. If you have four or more cards in stock she gets +1000 power. When your opponent salvages at any time, you can choose one character and that character gets +2000 power until end of turn. And if you are level two or higher this card gets +1500 power.

kc-s25-038

If Hibiki is in your memory Verniy, “Trustworthy” Destroyer gets +1000 power.

kc-s25-093

When the climax card “I Expected So, Raise the Anchor!”, Tatsuta, 2nd Tenryuu-class Light Cruiser can put a marker under her into your stock. Her second ability is to rest herself and choose a [Fleet Girl] in your waiting room and put it under her as a marker. And her last effect is rest her to put a marker under her in to your stock.

kc-s25-086

Tenryuu Kai, 1st Tenryuu-class Light Cruiser gets +1000 power if you control two or more other [Fleet Girl] characters. Her second effect is a climax combo, when she attacks and “I Expected So, Raise the Anchor!” is in play you can salvage a character card.

KC-S31-070

Natori Kai, 3rd Nagara-class Light Cruiser is a level one reverser and when she attacks you can choose one of your [Light Cruiser] characters and that character gets +1000 power until the end of turn.

At level 2 we have 2 cards!

kc-s25-073

If Takao, 1st Takao-class Heavy Cruiser is in the middle position of your center stage she gets +1000 power. She also gets +500 power for every other [Fleet Girl] you control.

At level 3 we have 10 characters.

kc-s25-043

Hyuuga Kai, 2nd Ise-class Aviation Battleship gives all of your other “Ise Kai, 1st Ise-class Aviation Battleship” +1000 power. On play or via change you can pay one discard one and this card gets +1000 power and clock shoot. Her last ability is effect is when you use a [S]/[Act] ability she gets +1000 power until the end of turn.

kc-s25-082

When Kongou, 1st Kongou-class Battleship is placed from hand to stage until the end of turn she gets the effect “when this card’s battle opponent becomes reverse salvage two [Fleet Girl] characters” until end of turn. When she attacks with the climax “Ready! Fire!!” in play you can burn your opponent for one and she gets +3000 power until the end of turn. Her last effect is an encore phase change to “Kongou Kai-Ni, 1st Kongou-class Battleship”.

kc-s25-084

When Haruna, 3rd Kongou-class Battleship comes into play from hand to stage, reveal the top card of your deck, if it is a [Fleet Girl] you can burn your opponent for one. At the start of your encore phase if you do not have any other rested characters in your center stage you can pay one and rest her. Her las effect is rest one [Fleet Girl] and this card gets +1000 power until the end of turn.

KC-S31-061

“Tea Time” Kongou has -1 level in hand if there is six or more climaxes in your waiting room. She also gets +1000 power if there are two or more other [Fleet Girl] characters on your field. And when she is played from hand to stage you can salvage a [Fleet Girl] Character from your waiting room.

For climaxes it is a 4/4 split of 8 gates.

.kc-s25-124 kc-s25-123

How do we use this deck?
Aeade Alexander: At level 0, mainly concentrate on searching for Tatsuta and Tenryuu.

At level 1, generate stock using Tatsuta and maybe salvage some cards using Tenryuu. What you salvage depends on where the climaxes are. If they are mostly in waiting room, salvage for “Tea Time” Kongou, if the climaxes are mostly in the library, get Takao, 1st Takao-class Heavy Cruiser.

At level 2, put “Tea Time” Kongou or Takao, 1st Takao-class Heavy Cruiser in play. It doesn’t matter if they can overpower the opponent’s character or not, you just need to get as much soul damage as you can before he does refresh. If you have “Ready! Fire!!” in hand, salvage for “Kongou, 1st Kongou-class Battleship”. Otherwise, get “Haruna, 3rd Kongou-class Battleship” or “Hyuuga Kai, 2nd Ise-class Aviation Battleship”.

At level 3 use “Kongou, 1st Kongou-class Battleship”, “Haruna, 3rd Kongou-class Battleship” or “Hyuuga Kai, 2nd Ise-class Aviation Battleship” and hope their extra 1 damage helps in defeating your opponent in 1 turn.

Other notes: Get as many CXs into the Waiting Room for Tea Time Kongou. Use Tatsuta for stock, Tenryuu for salvage, “Tea Time” Kongou or “Takao, 1st Takao-class Heavy Cruiser” because Kancolle has always lacked soul damage at level 2, Yuubari and Natori Kai are for opponents with pumped up Level 1. If you have 1 or less climaxes in stock, it’s advisable to conserve stock and generate more stock using Tatsuta until you do a refresh.

Cards that need to be replaced since they serve no purpose in the deck:
Shiratsuyu Kai, Pride of Nameship
Isokaze Kai, 12th Kagero-class Destroyer

M: Hey, Shiratsuyu Kai is a fine card! Isokaze Kai is an interesting reach for the level 0 game because it can gain markers and get larger, but to his (the deck maker’s) credit, Shiratsuyu Kai and Isokaze Kai can be replaced for more Inazumas.
What does the deck not do well? Is it missing anything?

A: React to opponents attacks and keeping characters on stage. Compass and probably a level 1 backup.

M: Like most Kantai decks, power level is sometimes an issue with trying to keep your field alive. Some lists will run Ashigara as a standard +2500 power backup, and some will use Zuihou as an anti-change +2500 power backup. Other lists use both, but for a list that is so salvage-happy, having a multitude of Backup effects is actually not as effective. Yup, having too many cards in hand can actually be a thing (I’ve seen it happen), and because the deck has powerful plays to make at level 2, the need to defend those cards at that level is a bit lower. Why? The stock you expend from using the effect is one less stock for you to use on the following turn, and because the characters from level 2 and up need 2 stock a piece, 1 stock can mean needing a full extra turn to be able to play 3 2-stock characters.

What are some of the potential risks the list takes?
A: Using the CX combos and the -1 level of “Tea Time” Kongou depends on your luck, having an empty front row, and opponent having characters like Hatsukaze and Yuubari to counter salvage.

M: Many things contribute to the success of the deck and an anti-salvage could really shut down its advantage engine and late game plan.

About the list: Is it conservative or greedy? What’s its overall power range? Is it easy or difficult to use? What would you say about its viability in the JP/EN metagames at large?

Greed: 6

A: Greedy.

Power Range: 4 – 8

A: Very weak at level 0, manageable at level 1, either strong or weak at level 2, strong at level 3.

M: The deck uses a less power-oriented plan at level 0, and focuses on getting more cards in hand during level 1. It’s more difficult to KO characters early on, but the deck hits its biggest power spike starting level 2. (Contrast this to the “typical” GY Kantai deck which hits its power spike at level 1.)

Difficulty: 3

A: It’s pretty easy, since I don’t have to think of how my opponents will react. I forgot to place in cards for it.

M: To its credit, the deck does not have anything to worry about on the opponent’s turn. Just play everything out, swing hard and just hope your ships make it through!

JP Meta Viability:
A: I’m not really sure, I haven’t been playing these past few months.

M: With the introduction of more new and powerful sets, the JP meta has become inundated (not necessarily diluted) with viable decks. Because of that, the likelihood of running into strategies that have anti-salvage is going to likely be lower, especially in a larger tournament.

Now onto the interview!

M: How was your event overall?
A: It was nice, got to see friends again after a long time.

M: What was a really lucky moment you had during the tournament?
A: I was at level 0 and my opponent was at level 3.

M: Doesn’t sound lucky for your opponent! What was a really unlucky moment you had during the tournament?
A: I kept getting climax triggers.

M: We all know that feeling. Did you have any incredible comebacks?
A: None.

M: How did the final match go for you?
A: Me having Hibiki and my opponent having Hatsukaze that didn’t affect us much since I didn’t need to salvage during combat and he had stock to pay for healing.

M: What did you play against?
A: Kancolle.

M: How did you prepare for the tournament?
A: Play against anyone willing > revise deck > repeat

M: Remember folks, play testing is the key to success. Did you do anything special the day of the tournament?
A: None.

M: Any funny stories from the event?
A: I was hungry the whole time because I was going to an eat all you can buffet after the tournament.

M: #Dedication. Any other shoutouts or things you would like to say?
A: I hope they put Taihou in the next Booster of Kancolle.

M: Thank you again for the interview, and congratulations for taking the 9th CX PH Cup title! 


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Kantai Deck Tech – 2nd at 2015 9th CX PH Cup

Kongou.(Kantai.Collection).full.1604726

Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be looking at a deck that took 2nd place at the 2015 9th CX PH Cup!

Translations can be found on Heart of the Cards. Names will be matched to reflect the translation notes. If translations are unavailable for the card, in-house translations will be used.

The deck list and interview are brought to you by Miggzz Jaurigue. Special thanks to Johnny Chau for article prep.

Kantai Collection

Cards – 50

Level 0 – 13

3 Akitsumaru Kai, Army Type C Special Ship (KC/S31-024)

3 Hatsukaze, 7th Kagero-class Destroyer (KC/S25-006)

3 Satsuki, 5th Mutsuki-class Destoyer (KC/S25-104)

4 Miyuki, 4th Fubuki-class Destroyer (KC/S25-112)

 

Level 1 – 9

3 I-19, 3rd Junsen-class Type B Submarine (KC/S25-026)

3 Tatsuta, 2nd Tenryuu-class Light Cruiser (KC/S25-093)

3 Tenryuu Kai, 1st Tenryuu-class Light Cruiser (KC/S25-086

 

Level 2 – 8

2 I-19 Kai, 3rd Junsen-class Type B Submarine (KC/S25-021)

2 Fusou, 1st Fusou-class Battleship (KC/S25-098)

2 Houshou, Houshou-class Light Aircraft Carrier (KC/S25-099)

2 Instant Repair Solution (KC/S31-074)

 

Level 3 – 12

3 “Tea Time” Kongou (KC/S31-061)

3 Yamato, 1st Yamato-class Battleship (KC/ S25-001)

2 Musashi, 2nd Yamato-class Battleship (KC/S25-002)

2 Haruna Kai-Ni, 3rd Kongou-class Battleship (KC/S31-062)

2 Kirishima Kai-Ni, 4th Kongou-class Battleship (KC/S31-063)

 

CX – 8

2 If Haruna’s Fine, Then I’ll Be Your Opponent (KC/S31-075)

3 Ready for Shelling and Torpedo Launching (KC/S25-032)

3 I Expected So, Raise the Anchor! (KC/S25-124)

 

At level level 0 we have 13 characters!

KC-S31-024

Akitsumaru Kai, Army Type C Special Ship can’t direct attack.

kc-s25-006

Hatsukaze, 7th Kagero-class Destroyer gives +500 power to all your [Fleet Girl]. Her second effect is an Anti-Salvage where during the attack phase if you or your opponent return a character from the waiting room to the hand all characters controlled by that player get -3 soul.

kc-s25-104

Satsuki, 5th Mutsuki-class Destoyer is a level 0 reverser and has a pay 2 encore.

kc-s25-112

When Miyuki, 4th Fubuki-class Destroyer is played from hand to stage put the top card of your deck into the waiting room and if it was a climax card this card goes to waiting room.

At level 1 we have 9 characters.

kc-s25-026

I-19, 3rd Junsen-class Type B Submarine gets +500 power for every other [Fleet Girl] you control until end of turn when played. Her second effect is when she gets front attacked you can discard one card from your hand to change into her level two.

kc-s25-093

When the climax card “I Expected So, Raise the Anchor!”, Tatsuta, 2nd Tenryuu-class Light Cruiser can put a marker under her into your stock. Her second ability is to rest herself and choose a [Fleet Girl] in your waiting room and put it under her as a marker. And her last effect is rest her to put a marker under her in to your stock.

kc-s25-086

Tenryuu Kai, 1st Tenryuu-class Light Cruiser gets +1000 power if you control two or more other [Fleet Girl] characters. Her second effect is a climax combo, when she attacks and “I Expected So, Raise the Anchor!” is in play you can pay 1 to salvage a character card.

At level 2 we have 6 characters and 2 events.

kc-s25-021

I-19 Kai, 3rd Junsen-class Type B Submarine gets +1500 power if there are three or fewer cards in your hand. Her second effect is on attack, you can pay two and discard one to bounce an opponent’s level three or lower character in the center stage and one in the backstage.

kc-s25-098

Fusou, 1st Fusou-class Battleship has a change ability of rest two [Fleet Girl] characters to play Fusou Kai, 1st Fusou-class Aviation Battleship from your waiting room and that character gets +1000 power until the end of turn. Her second ability is a one stock +3000 power back up.

kc-s25-099

Houshou, Houshou-class Light Aircraft Carrier is a level assist to front and when she is played from hand to stage you can pay one and discard a card to search your deck for either a [Aircraft Carrier] or [Light Aircraft Carrier] character.

KC-S31-074

When you play Instant Repair Solution you can salvage a level two or higher character.

At level 3 we have 12 characters!

KC-S31-061

“Tea Time” Kongou has -1 level in hand if there are six or more climaxes in your waiting room. She also gets +1000 power if there are two or more other [Fleet Girl] characters on your field. And when she is played from hand to stage you can salvage a [Fleet Girl] Character from your waiting room.

kc-s25-001

Yamato, 1st Yamato-class Battleship has a heal on play and when she attacks with the climax “Ready for Shelling and Torpedo Launching” is in play all your characters get +2000 power and your opponent can’t use encore, including the pay three encore.

kc-s25-002

Musashi, 2nd Yamato-class Battleship cannot side attack and once per turn, on the turn she’s played, she gets the effect “if this card’s battle damage is canceled put the top card of your deck into waiting room and deal X amount of damage to your opponent. X equal to that card’s level +1. (Punish burn)

KC-S31-062

When Haruna Kai-Ni, 3rd Kongou-class Battleship is played from hand to stage you may look at the top 3 cards of your deck and put one in your hand and the rest into the waiting room. Her second effect is a climax combo, when she attacks with the climax “If Haruna’s Fine, Then I’ll Be Your Opponent!” in play you can choose one card in your opponent’s waiting room and put it on the top of their deck, then she gets +2500 power and “this card can not be targeted by your opponent’s effects” until the end of your opponent’s next turn.

KC-S31-063

Kirishima Kai-Ni, 4th Kongou-class Battleship has a heal on play and if all your characters have [Fleet Girl] then she gets +1000 power.

For climaxes it is a 2/3/3 split between 5 gates and 3 shots.

KC-S31-075 kc-s25-032 kc-s25-124

How do we use this deck?

Miggzz Jaurigue: The deck has a lot of opportunity to salvage, though its main play supposedly is level 2 where you can play “Tea Time” Kongou by just having 6 climaxes in waiting room.

For Level 0 to Level 1 just generate enough stock, and make sure you have at least 1 “Tea Time” Kongou available in your hand. In case you don’t have Kongou by Level 1 you can salvage her by using Tenryuu or when you go to level 2 use Instant Repair Solution if it’s available in your hand.

By Level 3 it’s best to have Musashi available.

M: Pretty straight forward deck. Using Hatsukaze in a deck that loves to salvage can be risky, but it gives the highest variance possible.

What does the deck not do well? Is it missing anything? What are some of the potential risks the list takes?

MJ: One of the potential risks of this deck is using Hatsukaze too early. She may shut down the salvage you desperately need for turns to come. Another is not getting “Tea Time” Kongou, though that chance is very low.

M: In decks where the level 2 game revolves around playing level 3s, if it misses the timing it can really put the deck behind. In addition, 2 stock is a steep investment to start to put characters out at that level, so if you lose a character it will hurt a lot more.

About the list: Is it conservative or greedy? What’s its overall power range? Is it easy or difficult to use? What would you say about its viability in the JP/EN metagames at large?

MJ: I’m not sure with that part, though i think it’s a conservative deck. Max power is at 15,500. It’s easy to use. It’s a good deck to use against meta decks.

M: Some might see the deck as difficult to use, for example, not knowing when to use Hatsukaze. Like most Kantai decks it seems like it would be able to hold its own against most decks in today’s meta. Although a deck using Anti-Salvage cards would hinder the deck.

Here are my thoughts on the breakdown of the numbers.

Greed7

The list is unusually greedy not because of its colors but because of its directly conflicting game plans. The deck will have a lot of situations where it does draw its Hatsukaze and may have to choose whether to lose damage or gain a card. Sometimes, you’ll have games where Hatsukaze does not show up and you salvage forever, and sometimes you’ll have games where Hatsukaze is there and neither player salvages. This isn’t the end of the possibility tree, but it should give the idea that yes, when you play something that directly conflicts with your own deck plan, you will run into issues!

Power Range: 2-8+

If the deck’s wires get tangled and start to cause a conflict, it can look like a mess. Few things are more awkward than having to choose between near end-game damage and a card in hand for the turn after. On the other hand, the deck’s level 3 plan uses some of the most powerful that are in the series, including Tea Time Kongou, Musashi, and Haruna. Yamato also rounds out the top end giving the deck a lot of finishing utility.

Difficulty: 7

I would not recommend that someone new to KanColle pick up this list; the potential of having an awkward decision come up in-game is too high to make it worthwhile for an unfamiliar player. For someone who knows the game particularly well though, the deck can be a fun high-risk high-reward list to toy with. Though playing around with the set’s mechanics is important, also recognizing where the opportunity costs might lie (card versus damage) is a key component that can only really be learned through playing a lot of games.

JP Meta Viability:

Right now, I think that burn is one of the major names of the game because of, well, a lot of common ‘hate’ effects in heal tax and anti-salvage. This deck is a pretty greedy one, in that it uses the double-edged sword of lots of salvage, with the most prominent anti-salvage in the game. But, the engine works well, and can certainly put out a lot of damage in the later levels. A more “all-in” approach may eschew Hatsukaze altogether, but I would still say that the deck and its strategy are worth a look.

Now onto the interview!

M: How was your event overall?

MJ: Overall for me the event was fun and exciting.

What was a really lucky moment you had during the tournament?

MJ: I guess I can say that my lucky moment was top deck draw of Musashi.

M: Not too lucky for your opponent though!

What was a really unlucky moment you had during the tournament?

MJ: Taking 12 straight damage with 4 climax in deck.

M: Ouch! Did you have any incredible comebacks?

MJ: Sadly I had none.

How did the final match go for you? What did you play against?

MJ: Well for me win or lose my final match was something I wanted to happen. I told my fellow Kantai player “See you at the top”, and apparently that’s what happened, haha. I fought against Kantai Collection.

Called the shot! Very nice. How did you prepare for the tournament? Did you do anything special the day of the tournament?

MJ: Nothing out the normal, a good night sleep and a full stomach always helps, though I have this routine to drink warm tea before doing anything else.

How fitting seeing as how your deck relies on Tea Time Kongou. Any funny stories from the event?

MJ: Sadly no funny stories.

Any other shoutouts or things you would like to say?

MJ: “Why Salt Wizard WHY?!?!” XD

M: Maybe next time the Salt Wizard will be more forgiving, bwahaha Thank you for participating in the 9th CX PH Cup and congratulations on the finish!


Did you like this tournament report? We have 1 more on the way from the 2015 9th CX PH Cup!

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Love Live Deck Tech – 3rd at 2015 9th CX PH Cup

Natsuiro_Egao_de_1,2,Jump!_2

Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be looking at a deck that took 3rd place at the 2015 9th CX PH Cup!

Because the set has been released in English, English card names will be used.

The deck list and interview are brought to you by Simone Pierre Dela Cruz. Special thanks to Johnny Chau for article prep.

Love Live!

Cards – 50

Level 0 – 12
1 Nico Yazawa (LL/W24-017)
3 Spiritual Power, Nozomi (LL/W24-028)
2 Kotori Minami (LL/W24-011)
3 Maid Outfit Honoka (LL/W24-058)
3 “Khorosho” Eli (LL/W24-039)

Level 1 – 16
2 Childhood Umi (LL/W24-067)
2 “With a Summer Smile 1,2,Jump!” µ’s (LL/W24-006)
2 Energetic by Nature, Honoka (LL/W24-054)
2 “Secrets” Maki (LL/W24-083)
4 “Our LIVE, the LIFE with You” Umi Sonoda (LL/W24-004)
4 “Our LIVE, the LIFE with You” Eli Ayase (LL/W24-005)

Level 2 – 7
2 Otonokizaka High 3rd Year, Eli (LL/W24-031)
2 Otonokizaka High 3rd Year, Nozomi (LL/W24-030)
3 Umi Sonoda (LL/W24-013)

Level 3 – 7
2 “Wonderful Rush” Honoka Kosaka (LL/W24-109)
2 Idol Otaku, Nico (LL/W24-027)
3 “We Are Now Waiting In the Shining Light” µ’s (LL/W24-014)

Climax – 8
2 Mermaid festa vol.1 (LL/W24-025)
3 First Thoughts (LL/W24-073)
3 Youthfulness must be Listening (LL/W24-023)

At level 0 we have 12 characters.

WS_LL_W24_E017

If you have no other characters on your stage Nico gets +1 level and +1500 power.

WS_LL_W24_E028

When Spiritual Power, Nozomi is played from hand to stage reveal the top card of your deck, if it is not a [Music] character put it into your clock.

WS_LL_W24_E011

Kotori is a pay one discard one search one music character from your deck.

WS_LL_W24_E058

Maid outfit, Honoka is a level zero reverser and on attack you can send two character cards from your waiting room into your deck to give her +2000 power.

WS_LL_W24_E039

“Khorosho” Eli has a climax phase change to send her to clock and play a “‘Our LIVE, the LIFE with You” Eli Ayase” from your waiting room into the slot it was in.

At level 1 we have 16 characters.

WS_LL_W24_E067

Childhood Umi has a pay two climax phase change to send her to clock and play an “Umi Sonoda” from your waiting room into the slot she was in.

WS_LL_W24_E006a

“With a Summer Smile 1,2,Jump!” µ’s has a climax combo with the climax “Mermaid Festa Vol. 1”. When it attacks with the climax in play you may pay one and search your deck for one [Music] Character and add it to hand.

WS_LL_W24_E054

Energetic by Nature Honoka gets +500 power if you have three or more other [Music] characters. She climax combos with the climax “First Thoughts”. When she attacks with the climax in play you may pay one and salvage one [Music] character from your waiting room.

WS_LL_W24_E083

“Secrets” Maki has a cost zero +1500 Backup ability and an unused Change ability.

WS_LL_W24_E004

“Our LIVE, the LIFE with You” Umi Sonoda is a global +500 power to all your other [Music] characters. And she has a Brainstorm ability to turn over the top four cards of your deck and for each climax revealed, search your deck for one [Music] character.

WS_LL_W24_E005

“Our LIVE, the LIFE with You” Eli Ayase gets +500 power for all your other [Music] characters.

At level 2 we have 7 characters.

WS_LL_W24_E031

Otonokizaka High 3rd Year, Eli is a level assist and when you play her from hand to stage if you have four or more other [Music] characters you may put the top card of your deck into your stock.

WS_LL_W24_E030

Otonokizaka High 3rd Year, Nozomi has a cost one +3000 power back up and her second effect is when she is played from hand to stage you may give a [Music] character +2000 power.

WS_LL_W24_E013

Umi Sonoda gets +500 power for each of your other rested characters.

At level 3 we have 7 characters.

ws_ll_w24_e109

When  “Wonderful Rush” Honoka Kosaka is played from hand to stage you may search your deck for one [Music] character and add it to your hand. Her second effect is when anther [Music] character attacks she gets +1000 power.

WS_LL_W24_E027

Idol Otaku, Nico gives the character opposite it -1 soul. Her second effect is when she reverses her battle opponent you may pay two and discard one card to clock shoot.

WS_LL_W24_E014

“We Are Now Waiting In the Shining Light” µ’s heals on play and has a CX combo with Youthfulness Must Be Listening: when it attacks, all your characters get +3000 power until end of turn.

Climaxes are a 2/3/3 split between +2 soul, gates, and wind respectively.

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How do we use this deck?
Simone: The use of this deck is pretty simple.

At level zero, the main strategy of my deck is to farm for stock while doing a little bit of soul damage or use soul rush on the early phase. I also search for the key cards as much as possible during this phase. Maid Outfit Honoka is a Level 0 reverse which is good to take down high power level zero the opponent has. “Khorosho” Eli can change to “Our LIVE, the LIFE with You” Eli Ayase at no cost. Kotori Minami is used as a searcher for the key cards to be used at level one.

The main combo of my deck revolves around level one. Since most of my level one cards have no cost to play, I could already fill the stage by the time I reach level one. The combo revolves around “Our LIVE, the LIFE with You” Umi Sonoda and “Our LIVE, the LIFE with You” Eli Ayase. Eli serves as the main attacker/defender because her base damage is 4500 that grows by 500 for every other [Music] character in the stage (6500 with four other [Music] characters). Umi has a global +500 power boost for other [Music] characters in the stage and her brainstorm search is great for searching the key cards from the deck, as well as for deck compression. The climax combos of “With a Summer Smile” and Energetic by Nature Honoka serves as additional search and salvage. Childhood Umi is also a good card since she can change to Umi Sonoda at level one. “Secrets” Maki serves as a free cost backup that gives an additional +1500 power to my character that is frontal attacked.

At level two, my deck uses Umi Sonoda that has 8000 power that gets +500 power for each other rested character (10000 with four other rested characters). Otonokizaka High 3rd Year, Eli is a Level assist that provides a free stock when played if your stage is full. Otonokizaka High 3rd Year, Nozomi is a level 2 backup that gives +3000 power.

My level three cards utilize shoot to clock and search mechanic. “We Are Now Waiting In the Shining Light” µ’s has a heal and works well with its climax combo that provides global +3000 power boost to all of my characters for that turn. Wonderful Rush Honoka has a free search when played and she gets +1000 for each other attacking character. Idol Otaku Nico has a shoot to clock ability that can be used when the opposing character is reversed. Her shoot to clock ability works at any player’s turn as long as you could pay the cost of two and dropping one card from your hand. She also has a shrink abilty that causes the opposing character to lose one soul.

M: Not much to add in here, he’s pretty much said it all!

What does the deck not do well? Is it missing anything? What are some of the potential risks the list takes?
S: Since the deck that I use has relatively few Level 0 characters, there are some instances that the starting draw has no Level 0 characters. I believe that my build is complete and is competitive to go head to head with other decks. The risk of my deck is that it heavily relies on the Level 1 characters. If you can’t perform the combo at Level 1, chances are you’re gonna have a bad time.

M: The small number of level zero characters to accommodate the large level one game is an interesting choice. Twelve level zeroes might be considered an aggressive number, seeing as how most decks run 13-16 level zeroes. However, the addition of +2 soul CXs can actually make up for lost damage in the early game. Aggressive, but certainly viable.

About the list: Is it conservative or greedy? What’s its overall power range? Is it easy or difficult to use? What would you say about its viability in the JP/EN metagames at large?
S: I think that my deck is balanced when it comes to power and technique. Its overall power range is around 10000-12000. Its easy and simple to use unlike other builds since it doesn’t invole the use of memory and it doesn’t rely too much on its climax combos. The deck is viable since it can go head to head with other competitive decks and its build is somewhat cheaper compared to the others.

M: Love Live is definitely a strong deck in both metas and will only continue to get better as more sets are released in both formats. The general idea of Love Live is pretty simple: get big, attack, change, get big, attack. Rinse and repeat until the opponent loses.

Now onto the interview!

How was your event overall?
S: It was fun and exciting at the same time. I met other people who share the same hobby with me. The entrance was cheap since it comes with a free pack of your choice and promo card, considering the prizes that are at stake were quite huge.

M: You can never go wrong with free cards! (RIP my wallet hahaha)

What was a really lucky moment you had during the tournament?
S: The lucky moment that happened was when I was Level 3 and 4 clock. The opponent decided to crash his characters to finish the game. His first attack was cancelled, but the next one dealt 2 damage. His last attack dealt no damage because he forgot Idol Otaku Nico’s shrink ability and he did not get a trigger. It was a very lucky moment for me. Then during my turn, I managed to finish him and won the game.

M: People forgetting the Nico’s shrink ability seems to happen a lot, heck, I’ve even forgotten about it on stream! And remember everyone, Nico’s clock shoot is also on both players’ turns! So be careful what you’re crashing into it.

What was a really unlucky moment you had during the tournament?
S: I was literally destroyed by a Mono red JP GF Beta deck. The combo was so unreal and the conditions were easy to achieve. When he reached level two, he immediately played his level three that has a -1 level with the condition that all other characters are Red. Its climax combo was also ridiculous since it can free salvage two cards without dropping and it gains additional +2500 power until the end of opponent’s turn. He finished the game when he was still at level two.

M: Ouch! Sounds very strong. Did you have any incredible comebacks?
S: Technically it was also the same with the really lucky moment since I was alredy on the verge of losing but Idol Otaku Nico’s shrink ability saved me and I was able to finish the opponent on my turn.

M: The Idol Otaku strikes again! So how did the final match go for you? What did you play against?
S: My final match was rather interesting since it was Idols vs Idols. I went against a JP [email protected] deck, and we both have matching sleeves for the series that we use.

M: How did you prepare for the tournament? Did you do anything special the day of the tournament?
S: I didn’t really prepare since I only joined for the lols though I wanted the Love Live sleeves so much. I just probably bought a coke float before entering since the travel is quite long and it was so hot during that time.

M: Any funny stories from the event?
S: A lot of lols happened. Got a good pull from my entrance pack. The system was so terrible, Andre had to switch to manual pairing. The manual pairings were so epic and Andree literally had a hard time pairing. The dice rolls were so real. And then there were pancakes 😀

M: Sounds like it was a fun day! Any other shoutouts or things you would like to say?
S; I want to get revenge on that Mono red JP GF Beta deck. Hey Allen! Since you beat me with your GF beta deck, why not sell me the cards that I need for a cheaper price 😉

M: Well, thank you again for participating in the 9th CX PH Cup, and congratulations on the finish!


Did you like this tournament report? We have 2 more on the way from the 2015 9th CX PH Cup!

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Thanks for reading!

Level 1 – More Rules Questions (Article 2)

 

Jibril

Welcome back to Level 1 – 9th CX’s rules column! We take some commonly asked questions from the game and present the answers here with the appropriate rules citations.

Standard disclaimer – we are here to present situations and answers to the best of our knowledge and understanding of the rules. Some answers may be based on FAQs that are on Bushiroad’s WS website. Other questions may not necessarily need rules citations to be true. If we catch something wrong, we’ll correct it ASAP.

With that, let’s dive into the next set of questions!

Q: What is “encore” and how does it work? When can I use it?

A: Great question! We’re going to pull straight from the Comprehensive Rules for this one, and then go from there.

10.2. Encore

10.2.1. Encore is a keyword ability and an automatic ability that can occur when a character is put from the stage to the waiting room.

10.2.2.Encore [(cost)]” refers to “[(cost)(When this card is put into your waiting room from the stage, you may pay the cost. If you do, return this card to its previous stage position [in REST]] ”.

10.2.3. All characters have an “ AUTO: Encore [③]” ability not written on the text.

Q1: Can I encore a character outside of the encore phase? What if it’s not my turn?

A: Yes! Encore is an ability that triggers whenever a character is sent to the waiting room from the stage. It will trigger during either player’s turn, so if your opponent has an effect that sends a character on your stage to the waiting room, you can pay to encore it.

Q2: If I have a character with clock encore (e.g. a 1/0 Kosaki) and I play another character with clock encore (e.g. another Kosaki) in its slot…what can I do and why?

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Look familiar?

A: If you really wanted to, you could clock yourself all the way to level 4. (Unless your deck refreshes at some point in the process) Here’s why: when you ‘overload’ a slot with more than one character, the newest character ‘wins’ and sends the old one to the waiting room. (CR 9.6.1.) So let’s say you control Kosaki A, and she’s in the middle slot of your center stage. You play Kosaki B in the same slot (you can do that even if you have other empty slots). The game says, “Whoa! Put that old Onodera into the waiting room please!” and then moves Kosaki A to the waiting room. When that happens, her encore ability triggers and asks you “Would you like to pay 3 stock or clock yourself to bring her back?” If you pay either cost (you can’t pay both at once, only one cost), Kosaki A comes back (rested) and says, “Hey, I’m here now!” and shoves Kosaki B into the waiting room. Then, for as long as you can and want to pay either cost, you can continue this loop.

(Game tip: There will rarely be situations that arise where this is something you want to do. If you are color-locked, it might make sense to do it once or twice to be able to play a card in hand, but it’s a questionable play at best.)

Q3: What will happen if I try to pay for clock encore for a character when there is only one card left in my deck?

A: The short answer is – don’t do it!

Here’s why. When your character is put into the waiting room, its encore ability triggers. When you opt for the clock encore payment, you complete the payment by putting the top card of your deck into clock. Because you are finished paying your cost, the game’s interrupt process cuts in and forces you to refresh your deck… meaning that the character you just paid the cost to retrieve is going to get shuffled into your deck. Ouch!

Now let’s move to some other questions!

Q: Can you cancel refresh damage? How about clock encore?

A: Hold on! Before we answer this question, let’s just make something very clear:

Damage causes X cards to be revealed (and put into the resolution zone) from the top card of a player’s deck until the damage effect is complete or until a CX is revealed, whichever comes first.

Resolving refresh points, putting cards into clock during clock phase, and paying for costs by putting cards into clock, are NOT forms of damage. They are only effects that put cards into your clock. 

Damage can always be canceled. Any effect that has “deal damage” in the text can be canceled even if it is missing its italicized reminder text. (There is currently no ability in the game that deals unpreventable damage. If an ability was to exist like that, it would likely read “Damage dealt by this card can’t be canceled.”)

So going back to the question, no, because your refresh point is not damage, it’s an action that makes you put the top card of your deck into clock; and no again, because the act of putting the top card of your deck into clock is part of a cost, and not an ability that deals damage.

Q: Can you use a deck that has 7 CXs? How about 0?

A: Yes! If you really feel like it, you can use a deck with anywhere from 0 – 7 CXs at no penalty. (CR 5.1.2.3.) The only stipulation about CXs is that they follow the ‘up to 4 copies’ rule, and you must use 0 – 8 in your deck.

Q: Let’s say I have no cards in my waiting room. I play a brainstorm ability that lets me salvage for each CX revealed, and the 4 cards I reveal are 2 characters and 2 CXs. Can I return those characters to my hand?

A: Yes! Once the four cards hit the resolution zone, assuming no other process (like a refresh) interrupts you, they are put into the waiting room, and then you resolve the effect. (CR 3.13.1.4.)

Q: What is the sequence of a battle? What can happen during one?

We got a lot of questions like this, so we’re going to consolidate them into one big answer.

(CR 7) (Yes, that is the whole section.)

A: So let’s say that we have moved past the climax phase and are moving into the attack phase. Once you enter the attack phase, any abilities that trigger “at the start of your attack phase” (your opponent’s characters may have abilities that can function here, such as runners), happen and resolve in turn player order. That is, turn player resolves abilities first, and then the non-turn player resolves his or her abilities.

Once you decide on what character you want to attack with, you turn it into the [REST] position and declare the attack type, direct, frontal, or side. Direct attacks can only be declared by characters that are unopposed; the slot in front of them needs to be empty. Otherwise, you declare a frontal or side attack. Depending on the type of attack you declared, the appropriate effects are immediately applied:

Direct attack: the attacking character gets +1 soul until end of turn

Frontal attack: no additional effect

Side attack: the attacking character gets -X soul until end of turn, where X is the level of the character facing it

No matter what happens to your character or your opponent’s character, nothing will change the type of attack you declare.

For example, bouncing an opposing character won’t make your frontal attack change to a direct attack.

Once you declare the attack, any ability that triggers when a character attacks (including itself) are resolved again in turn player order. This is most often seen in CX combos, and the character will have an ability that is worded something like, “When this character attacks, if [CX] is in your climax zone, [EFFECT].” These effects apply and resolve before you go to the trigger step.

After you have resolved “on attack” effects, the game advances you to the trigger step. Note that even if the character you attacked with is somehow no longer there, you still trigger.

During the trigger step, you put the top card of your deck into your resolution zone face-up and resolve the triggers appropriately. Your trigger will resolve before the game advances to the counter step and/or damage step. All of this happens before the game makes the characters themselves do battle.

If the attack type was frontal, you proceed to the counter step, where your opponent can play up to 1 Backup effect or up to 1 event with counter step timing. Once this is done or if the attack type was direct or side, and all other abilities that may have triggered during this step have been resolved in turn order, you proceed to the damage step.

In the damage step, your character will deal X damage to your opponent, where X is equal to its soul. Your attacking character needs to be present during the damage step to deal damage. If your character was somehow removed from its slot on your stage and put into another zone, it will not deal damage!

Something to note is that soul buffs and penalties (through triggers and side attacks) last until the end of turn. If you side attack a level 2 character with a character with 1 soul, your character will have -1 soul. If you trigger a soul trigger, it will go up to 0 soul and deal 0 damage. From there, if it attacks again in the same turn and declares another side attack, your character will go down to -2 soul. But, if it attacks again in the same turn and declares a frontal attack, it will still be at 0 soul and will need the help of a soul trigger to deal damage.

The damage process is just like we described it before. The player being dealt damage puts X cards from the top of his or her deck into the resolution zone (not clock!!) until a CX is revealed or X cards have been revealed, whichever comes first. A CX revealed at any point stops the damage process and puts it and any other revealed cards into the waiting room. No CX revealed means all the revealed cards, in order, go to clock.

Abilities that may trigger here (usually, involving Burn or Punish Burn triggers) resolve in turn player order. Once the damage step has been resolved, assuming neither player has lost the game, the game (finally) moves into the battle step. This step is only used while resolving a frontal attack. This is where the powers of both characters are compared, and the character with less power is reversed. If characters are tied, it’s a double KO and both characters are reversed. Abilities that trigger upon being reversed (level reverser) or reversing an opposing character (Asuna, Akagi, Nico, Ultimate HomuHomu) trigger, and are resolved in turn player order.

If you have other characters that can attack, you may then elect to attack with one and repeat this whole process, all over again.

Q: Can we get a tl;dr?

Yes! For this, we’ll use “resolve abilities” as an alternative to “perform a check timing”. (They’re essentially the same thing)

-> Beginning of attack step (resolve abilities)

-> Declare attack, apply buffs/penalties for direct/side, then resolve abilities

-> Trigger step, resolve trigger

-> Counter step (if frontal), resolve abilities

-> Damage step, resolve damage, resolve abilities

-> Battle step (if frontal), compare power, reverse losing or tied characters, resolve abilities

-> Go back to declare attack or proceed to encore step

Whew! Let’s go onto one last question to wrap up.

Q: I control a character that has a burn trigger ability. (The first time its damage is canceled this turn, you may deal 1 damage.) If I attack with it, reveal a burn (shot) trigger, and the attack is canceled, what happens? Up to how much damage can I deal to my opponent?

A: Ah, Burn triggers! Burn triggers have a unique wording: “[A] Up to once per turn, when damage dealt by this character is canceled, you may deal 1 damage to your opponent.”

In your scenario, your character already has an iteration of this ability. When your attack reveals a Burn/Shot trigger during the trigger step, the trigger adds another iteration of the ability to your character. In other words, your character will have two copies of the same ability.

When damage dealt by the character is canceled for the first time, both abilities will trigger because you fulfilled the conditions for it to happen; you just needed the character’s damage to be canceled. Because you are the controller of both abilities, you choose the order in which they resolve.

Neither ability cares if the other resolves first, and neither is dependent on the other either. Therefore, you can choose to deal 0, 1, or 1+1 damage to your opponent. Note I didn’t say “2” because that would imply that your opponent is dealt 2 damage at once. 1+1 is most accurate because you are dealing 2 damage total, but 1 at a time; your opponent will need 2 CXs to cancel both burn triggers. (CR 7.3.1.2.7)


We’re all out of space this time, but we will be back with more questions! Have any more you’re itching to ask? Drop us a line here, in our question pool!

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