Hello everyone! Railgunfan75 here with my second Weiss Schwarz trial deck review. This time I will be sharing my thoughts on the recently released Kill la Kill trial deck. As with my previous review, I will start at level zero and work my way up from there. All translations and images are from http://www.heartofthecards.com. By the way just to be clear, I am not an employee of Bushiroad the company who makes the game. I am just a huge fan of the game and want to post some content related to it. So here is my review of the deck!

Mako, Next Seat Over     KLK/S27-T01


Keyword 1: Family

[C] If this is in Front Row Center Slot, this gains +1000 Power

A nice level zero card. A potential 3500 beatstick if placed in the center slot. With assists this can get even bigger potentially 4500. I like this card actually. Even though it has to be placed in a vulnerable spot, a beatstick with no demerits like potentially clocking one damage is nice to have. because of the lack of demerits, this card can also be played late game to soul rush at really no penalty.

Inumuta, Elite Four of the Student Council  KLK/S27-T09


Keyword 1: Clothes Keyword 2: Glasses

[A] When this is placed from hand to the Stage, choose 1 of your other ::Cloth:: characters. That Character gains +1000 Power for the turn.

While it can’t Mako and a couple of other characters a boost, this is a nice card at any level. The additional power can overpower level zeros, potentially let you overcome counter cards, or just match an opponents character. This is another useful character throught the game.

Satsuki, Bearer of the Other Kamui  KLK/S27-T17


Keyword 1: Clothes Keyword 2: Weapon

[A] When this attacks, choose 1 of your other Characters. That Character gains +1 Level and +1000 Power for the turn.

This card does appear in other sets so it is not really unique. However, the tech with this card is preety nice. The 1k Power boost is nice just like with Inumuta. This can be useful both early and late game. However, the +1 level is a really nice touch. That level lets you get over suiciders which is always a handy feature.

Satsuki, Controlling Student Council President  KLK/S27-T20


Keyword 1: Clothes Keyword 2: Weapon

[C] During your Opponent’s turn, all your other Characters gain +500 Power.
[S] [(2) Rest 2 of your Characters] Draw a card.

This card is a TD exclusive card and the level zero assist card. In my opinion this card this card is not that great. The global boost is nice though it is only during your opponents turn. This ability is a nice defense ability and makes it a little easier to maintain characters on your opponents turn if you plan correctly. However, the second ability is really expensive and not worth using unless you are desperate for an extra card in your hand. The rest portion of the cost is easy and doesn’t hurt much, but two stock is expensive. When other sets have cheaper options out there, this is really not worth using.

The remainder of the level zero characters are your standard vanillas. The level zero game for this deck is actually pretty solid and useful for the majority of the game. Now on to the level 1 cards.

Senketsu, Talking Sailor Uniform   KLK/S27-T03


Keyword 1: Clothes Keyword 2: Blood

[A] [(1) Discard a card from hand to the Waiting Room] When this is placed from hand to the Stage, you may pay cost. If so, search you Library for up to 1 Character with either ::Cloth:: and/or ::Family::, reveal it, and put it in your hand. Shuffle your Library.

The search card is an essential part of any deck. This is your standard search card except for the fact that it is  a level 1 card. It is nice that they include this in the trial deck. This card really helps the deck function. With the exception of a couple of a cards, you can search out just about anything in the deck. Not many trial decks have this functionality, so this deck gains a bit of an upper hand because of this. Also because the card is a clothes trait, Jenketsu can get the power boost from other cards. This along with the power level means that it does have a chance of surviving more than one turn. However, the level 1 requirement does make it a bit harder to play with the level and color restriction. Because of this it might not work well in all deck builds.

Satsuki, Absolute Terror KLK/S27-T11


Keyword 1: Clothes Keyword 2: Weapon

[C] During your Opponent’s turn, this gains +1000 Power.

This is a nice card on defense. It has the potnential to be 7000 on defense with a full back row of assists. These type of cards can be a useful assest in a deck. While they won’t kill much, they can at least help you maintain field presence at level 1, by side atatcking around foes and standing strong on defense. The card is not very useful late game however. Overall a solid option for level 1.

Ryuko, Power with Senketsu    KLK/S27-T04


Keyword 1: Clothes Keyword 2: Weapon

[A] ACCELERATE [Put the top card of your Library in Clock] At the beginning of your Climax Phase, you may pay cost. if so, this gains +3500 Power for the turn.

The accelerate ability can come in handy if you use it right. At level 1 clocking yourself 1 damage to overcome something big is not a bad thing particularly if you are at 5 damage. This is a good offensive card to mix in with the many defensive cards of the deck. The power level of 8500 should overcome most level 1 characters. if you play a 2k+1 climax with it then it can match up with some level threes. It is a bit sad that the assists don’t help on attack, otherwise this could be super big. This has the opposite problem as other cards in the set, it can get big on offense but then will probably die the next turn. Also 8500 is not above many level 1 counters, so there is a bit of a risk of you taking a damage and losing the character anyway. Again it comes down to using this ability in the right scenario.

The rest of the level 1 cards are you standard 5500 and 7000 power vanillas. I think this level has some nice tech but not a lot of survivabilty. Overall though this is not a bad level 1 lineup. Now onto the level 2 cards.

Ryuko, Wandering Female High School Student    KLK/S27-T16


Keyword 1: Clothes Keyword 2: Weapon

[C] ASSIST All your Characters in front of this gain +1000 Power.
[A] [(2)] When this card is placed from hand to the Stage, you may pay cost. If so, choose 1 Character in your Waiting Room and return it to your hand.

The level 2 assist of the deck and another TD exclusive card. As I said in my Log Horizon TD review, I really like the +1000 power boost cards. This card comes with another nice ability to salvage a card from the waiting room. A nice effect to take advantage of in a pinch especially if you need your level 2 or 3 cards. The trend of salvaging continues with the next card.

Red Gauntlet   KLK/S27-T07


Choose up to 2 Characters in your Waiting Room and return them to your hand.

Any event card which lets you replace it in your hand is a nice addition to any deck. This one does one better and lets you also increase your hand size by 1 for 2 stock. Also the cost is quite cheap for 2 cards. A very useful card at level 2 to help pay out climaxes and recover key cards before refresh. Is this card worth playing? i believe so.

Ryuko, Related by Blood   KLK/S27-T05


Keyword 1: Clothes Keyword 2: Weapon

[A] [Discard a card from hand to the Waiting Room] When this attacks, if “Life Fiber Synchronize, Kamui Senketsu!” is in the Climax Zone, you may pay cost. If so, choose 1 Character in your Waiting Room and return it to your hand, and this gains +4000 Power for the turn.
[A] ENCORE [Put the top card of your Library in Clock]

Life Fiber Synchronize, Kamui Senketsu!  KLK/S27-T08


[A] When this is placed from hand to the Climax Zone, draw a card, and choose 1 of your Characters. That Character gains +2000 Power and +1 Soul for the turn.

The deck’s climax combo with the 2k+1 climax. I really like this climax combo. The card can get to 13000 if you apply the climax effect which is nice against Level 3s as well as Level 2’s. Even better this combo lets you trade a card in your hand with one in your waiting room. This card lets you gett rid of climaxes before refresh and getting something you need with a power boost. You also get 4 copies of each card! What’s not to like? The second ability can be useful in a pinch as well. Helping you to maintain field presence. I just don’t think spamming it at level 2 is wise.

The remaining level 2 cards are you 9K vanillas and your 3K backups. Nice additons but nothing special there. I feel that Level 2 is where this deck starts to really play really well. The massive amount of salvaging opportunities is really helpful and the climax combo will help you overcome just about anything especially with the Level 2 support. The level 3 card is nothing to sneeze at either.

“Best Friends” Ryuko & Mako    KLK/S27-T19


Keyword 1: Clothes Keyword 2: Family

[A] When this is placed from hand to the Stage, draw up to 2 cards, and discard a card from your hand to the Waiting Room.
[A] When your Climax is placed in the Climax Zone, this gains +1500 Power for the turn.

This is a great level 3 for a trial deck. Sure it doesn’t heal, but the draw two discard one ability is a great ability. You can potentially get closer to that all important cancel on your opponents turn, the card replaces itself in your hand, and you can fix your hand. It is certainly a great ability. The second ability is a nice touch, automatic 1500 boost when playing a climax. This is a nice boost, tho 11500 is not that diffult to overcome so extra supports are needed. Either way, this is a card that should be considered for any build using red.

The climaxes included are 4 2k+1, 2 plus two soul cards and two book triggers. I like that they added variety to the climaxes and gave some utility with the triggers. I’m not a fan of the plus two soul climax, so only having two is a nice touch.

Overall this is solid deck to start a set off with. Level 1 is a weak point of the deck with not much to really offer.This is a great late game deck however, with Level 2 being a salvaging machine and the Level 3 being a nice utility card. Add to that the boosts from many of the level zeros, and the deck’s late game can be formidable. However the Level 1 game really needs improvement. , I recommend picking this up though it does need some improvemts as do most trial decks. It’s not as good as lets say the Vividred trial deck (which is really OP), but it does some things well and is a worthwhile investment. If you are a fan of the series, I reccomend you pick this up.

So Weiss fans, that was my review of the Kill la Kill Trial Deck! What did you think of my review? Any thoughts please leave them below. I will be posting a deck profile on my Index/Railgun deck soon. Also I am still working on my Fate/Zero anime review. (Sorry it’s taking so long.) Until next time, this is Railgunfan75 saying stay geeky my friends!