Greetings! Railgunfan75 here with some new Weiss Schwarz content in a new year. I thought as my first post for 2015, I would change gears a bit and provide you with more long promised Weiss Schwarz content. I thought for my next post I would do a deck profile on Railgun red/green deck. There are no tournaments in my area, so I can’t say this is a top tier deck, but in casual play it has performed rather well and most importantly it is a lot of fun to play. I am sharing this more as a way to share ideas and maybe inspire someone who is curious about what options the set has to offer.

Railgun is a large set with cards available for use from Index/Railgun, Index II/ Railgun, and Railgun S booster sets and the Railgun and Railgun S trial decks. This presents a lot of options and a lot of possible builds. After a lot of time and considerable testing, here is the decklist of my final build. This one of two builds I have from this set, the other being a Red/Yellow build. This deck will be featured in a later post.

Disclaimer: The following deck has not one any tournaments due to the lack of organized tournaments where I live. However this deck has played against and defeated decks which are from sets which are considered amongst the best. Also this deck is a lot of fun to play as well which is the most important thing about any game. The purpose of this deck profile is to share what cards I use for the sake of discussion and to hopefully pass along some ideas to those who are interested in trying out the set. Also all translations and photos are from 

The title or theme of the deck is Mikoto and Friends take on Academy City. Below is the decklist.


Level 0  18 CARDS
Quanity Card Number Card Name
x2 RG/W10-051 “Railgun” Mikoto
x3 RG/W26-048 “Musashino Milk” Konori
x3 RG/W26-059 “Passion Orange” Mikoto
x3 ID/W10-005 Komoe Tsukuyomi
x4 RG/W13-029 Erii Haruue
x3 RG/W13-059 Kuroko, Admiration for Onee-Sama

Level 1    10 CARDS
x2 RG/W10-112 Mikoto, winter Sports
x2 RG/W13-055  Mikoto, Girl Who Doesn’t Like to Lose
x3 RG/W13-056 Kuroko, Tokiwadai’s Lady
x3 RG/W26-065 Mikoto, Good Sport Reflexes

Level 2    8 CARDS
x4 RG/W10-037 “Judgment” Uiharu
x1 RG/W26-063S “Passion Purple” Kuroko
x1 RG/W26-082 Saten, Friendly 4-Man Group
x2 RG/W10-044 Mii Konori

Level 3           6 CARDS
x2 RG/W13-052 Mikoto & Kuroko, Under One Roof
x4 RG/W10-027 Uiharu in Swimsuits

x2 RG/W13-050 What I Can Do
x4 RG/W13-074 Railgun
x2 RG/W26-078 Eyewitness


The deck has a total of 18 level zeros which are the following.


RG/W26-048  “ムサシノ牛乳”固法
“Musashino Milk” Konori
Keyword 1: 超能力 (ESP)  Keyword 2: 風紀委員 (Judgment)

[A] [(1)] When this becomes Reversed in battle, you may pay cost. If so, Send this to Memory.


RG/W13-029  春上 衿衣
Erii Haruue
Keyword 1: 超能力 (ESP)  Keyword 2: None

[A] [(1) Discard a card from hand, Send this to Memory] When this becomes Reversed while battling, you may pay cost. If so, search your Library for up to 1 ::ESP:: Character, reveal it, and put it in your hand. Shuffle your Library.


RG/W13-059 お姉さまへの憧れ 黒子
Kuroko, Admiration for Onee-Sama
Keyword 1: 超能力 (ESP) Keyword 2: 風紀委員 (Judgment)
[A] At the start of your Opponent’s Attack Phase, you may move this to an empty Slot in your Front Row.


RG/W10-051 “超電磁砲”美琴

“Railgun” Mikoto
Keyword 1: 超能力 (ESP) Keyword 2: カエル (Frog)
[S] BRAINSTORM [(1)] Flip over the top 4 cards of your Library and put them in the Waiting Room. For each Climax revealed, choose up to 1 Cost 0 or lower Character in your Opponent’s Front Row. Put it in the Waiting Room.


ID/W10-005  月詠 小萌
Komoe Tsukuyomi
Keyword 1: 先生 (Teacher)  Keyword 2: 科学 (Science)

[C] All your other ::ESP:: Characters gain +1000 Power during your turn.
[C] ASSIST All your Characters in front of this gain +500 Power.


RG/W26-059  “パッションオレンジ”美琴

“Passion Orange” Mikoto
Keyword 1: 超能力 (ESP)  Keyword 2: カエル (Frog)

[A] When your Character’s Trigger Check reveals a climax card, choose 1 of your Characters. That Character gains +1000 Power for the turn.
[A] When this becomes Reversed, if its Battle Opponent is Level 0 or lower, you may reverse that Character.

The deck runs 10 level cards…all of which are red in color.


RG/W13-055   勝気な女の子 美琴
Mikoto, Girl Who Doesn’t Like to Lose
Keyword 1: 超能力 (ESP)  Keyword 2: カエル (Frog)

[A] [(1) Put the top card of your Library to the Clock] When “Railgun” is placed to your Climax Zone, if this is in the Front Row, you may pay cost. If so, choose up to 1 of Opponent’s Front Row Characters whose Level is 2 or lower. Put it in the Waiting Room. This gains +1000 Power for the turn.
[A] ENCORE [Discard a Character card from hand to the Waiting Room]


RG/W10-112 ウインタースポーツ 美琴Mikoto, winter Sports

Keyword 1: 超能力 (ESP) Keyword 2: スポーツ (Sports)

[S] [(2) Rest this] Deal 1 Damage to your Opponent. (Damage Cancel can occur)


RG/W13-056  常盤台のお嬢様 黒子
Kuroko, Tokiwadai’s Lady
Keyword 1: 超能力 (ESP)  Keyword 2: 風紀委員 (Judgment)

[C] If you have a Character with “Mikoto” (Index/Railgun/Da Capo III only) in the name, this gains +1500 Power.


RG/W26-065 運動神経抜群 美琴

Mikoto, Good Sport Reflexes
Keyword 1: 超能力 (ESP) Keyword 2: カエル (Frog)

[A] When your other ::ESP:: Character attacks, this gains +1000 Power for the turn

At level 2 we have 8 characters.


RG/W10-044 固法 美偉
Mii Konori
Keyword 1: 超能力 (ESP) Keyword 2: 風紀委員 (Judgment)

[S] [Counter] BACKUP 3000, Level 2 [(1) Discard this card from hand to the Waiting Room]


RG/W26-082  仲良し4人組 佐天
Saten, Friendly 4-Man Group
Keyword 1: 特徴なし (No Keyword)  Keyword 2: None
[C] ASSIST All your Characters in front of this gain +1000 Power.
[S] [(1) Rest this] Choose a card in your Clock and return it to your hand. Choose a card in your hand and put it in Clock.


RG/W26-063  “パッションパープル”黒子

“Passion Purple” Kuroko
Keyword 1: 超能力 (ESP)  Keyword 2: 風紀委員 (Judgment)

[C] ASSIST All your Characters in front of this gains +X Power. X = 500 times Level of that Character.
[A] When your Character’s Trigger Check reveals a Climax, choose 1 of your Characters. That Character gains +2000 Power for the turn.


RG/W10-037  “風紀委員”初春

“Judgment” Uiharu Keyword 1: 超能力 (ESP)  Keyword 2: 風紀委員 (Judgment)

[A] CHANGE [(1) Discard a card from hand to the Waiting Room, Send this to Memory] At the beginning of your Climax Phase, you may pay cost. If so, choose 1 “Uiharu in Swimsuits” from your Waiting Room and put it in the Slot this was in.

At level 3, there are 6 characters in total.


RG/W10-027  水着の初春

Uiharu in Swimsuits

Keyword 1: 超能力 (ESP)  Keyword 2: 風紀委員 (Judgment)

[C] RECOLLECTION If there are 3 or more cards in your Memory, this gains +1000 Power.
[A] When this is placed from hand to the Stage or placed to the Stage via CHANGE, you may put the top card in your Clock in your Waiting Room.


RG/W13-052  一つ屋根の下 美琴&黒子

Mikoto & Kuroko, Under One Roof
Keyword 1: 超能力 (ESP)  Keyword 2: 風紀委員 (Judgment)

[A] When this is placed from hand to Stage or placed via CHANGE to Stage, you may put the top card of your Clock to Waiting Room.
[A] [(1) Discard a card from hand to the Waiting Room] When this attacks, you may pay cost. If so, this gains +2000 Power and “[A] When Battle Opponent of this becomes Reversed, you may deal 1 damage to Opponent” for the turn.

And finally the climax lineup.


RG/W26-078  目撃者

‘Keyword 1: None  Keyword 2: None
[C] All your characters gain +1000 Power and +1 Soul.


‘RG/W13-074  超電磁砲 Railgun

‘Keyword 1: None  Keyword 2: None
[C] All your Characters gain +1000 Power and +1 Soul.


RG/W13-050 私にできること

What I Can Do
Keyword 1: None Keyword 2: None
[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 level 0 game in this deck like many decks is to help set up for the deck’s late game. The deck does this in multiple ways. The first is to help set up the deck’s level two and three game by sending characters to memory to meet a late game reccolection requirement. Konori and Haruue serve this purpose. The Haruue searcher also helps to set up the late game by being able to search out the level 1 cards and the level 2 changers. The level 0 game like in most sets has tools to help generate stock for the somewhat expensive late game. The Kuroko runner helps with this by being the main card to maintain field presence. The runner also lessens the penalty for multiple early climax cancels by allowing the player to accumulate stock for the late game.  The Komoe assist is quite unique in the the fact that it costs one stock to play, so it should only come out at level zero if there is a climax to pay out or you have excessive stock at level o. The deck uses the suiciders and brainstormers to eliminate anything pesky as the level zero game is quite weak on defense.

At level 1, the idea is keep playing level zeros and sending them to memory if necessary. Also at this level the deck begins to hopefully start maintaining field presence. The main engine for this is Kuroko Tokiwadai’s Lady. The requirement to gain the power boost is quite easy as the rest of the level one characters all have Mikoto in the name. With the Komoe assist, the card can get quite big on offense and decently sized on defense. Mikoto Good Sport Reflexes serves as a nice costless assassin and Mikoto, Girl Who Doesn’t Like to Lose can get rid of supersized level ones or even level two characters which find their way onto the field early. The final card, Mikoto Winter Sports helps to support Kuroko and serves as a way to deal extra damage.

At level 2 and 3, the deck relies on the change to the Level 3 Uiharu to stall the game and heal, To end the game Mikoto and Kuroko Under One Roof works well for this purpose If  Mikoto and Kuroko can’t get over the opponents characters, Mikoto Winter Sports can be used to deal extra damage.


The strengths of this deck lie in its ability to reduce damage due to abilities of multiple cards to send themselves to memory. By level 2, it becomes quite easy for the deck to climax cancel. A second strength of this deck is its ability to push for late game damage. The Uiharu level 3 character generally will stick around for a few turns and deal extra soul damage. The deck’s two burn options are quite effective as well. With the search cards and gate climaxes it is quite easy to set up the decks late game.  Finally with the Komoe assist, many of the deck’s characters are quite large on offense and have other ways to eliminate opponents characters.

There are some weaknesses to this deck as well. Anti heal and anti salvage decks gain an advantage against this deck as well. If the deck can’t salvage and heal, then it can’t maintain its attack prowess. While the deck’s characters are high-powered on attack, they are fragile on defense meaning in many cases they won’t survive more than turn at least at the games early levels. Because of this hand size does become an issue from time to time. Hand management is a key to this deck’s success.

Tips and Tricks 

In order to be successful with this deck, hand management and stock management are key.In the opening hand, if the Komoe assist and Kuroko level 1 are in hand it is best to keep them. Since Komoe is not an esper character, she can’t be searched out and she is important to the deck’s early game. Other level 1-3 characters can be discarded with the opening mulligan since the level zeros come into play into level 1 and the deck has many hand fixing options. Keeping the Kuroko is important however since it is the decks main level 1 beater and you need this and a Mikoto character for it to gain power. Ultimately you want to set up the level 1 combo, but if it doesn’t work use costless characters to generate stock and at the right moment send characters to memory.

Since many of the characters are weak on defense especially during the early game, field floods are a really bad idea since many characters don’t survive longer than a turn.  Side attacking is really helpful in the early game to buffer damage and to generate stock. Since the power curve in this deck is not the greatest, The deck has some tools to get around this. These tools the brainstormer, lvl 0 runner, and the level 1 Mikoto which can bounce characters. Also the salvage triggers allow for hand replenishing which is quite useful as well. The deck is pretty is stock intensive with the needs for characters to go to the memory zone. Since the recollection ability doesn’t kick in until level 2, it is wiser to spread out sending characters to memory to allow for stock maintenance.

Ultimately the goal of the deck is to bring out the level 3 Uiharu at level 2 and push for extra damage with Mikoto and Kuroko and Winter Sports Mikoto to burn for extra damage. If your opponent is playing supersized level three characters, use the stock to burn with the level 1 instead as the level 3 requires reversing the battle opponent to go off. And finally, have fun! The deck is a lot of fun to play and has some cool and unique tech. Also Weiss is about having fun with your favorite characters and the characters in Railgun are among my favorites!

 Update 3/9/2015

With the recent changes to the banlist taking effect in early March, Kuroko, Tokiwadai’s Lady is no longer on the restricted list. Because of this, I have updated the deck to accommodate the lightened restrictions. As a result, Saten, Friendly 4-Man Group and “Passion Purple” Kuroko have been removed from the deck. In their place, 2 copies of the following card have been added to the deck:


RG/W10-031 “多才能力者”木山

“Multiskill” Kiyama

[C] All your other ::ESP:: Characters gain +X Power, where X = 500 times the Level of that Character.
[A] When “A Teacher’s Obsession” is placed in your Climax Zone, you may choose an ::ESP:: Character in your Waiting Room and put it in Stock.

The choice to change the deck was not because the cards weren’t working with the deck. The addition of Kiyama assists the deck with allowing characters to match up better with opponent’s power levels. Kuroko and Saten are still fine cards and I recommend these cards as potential options for any Railgun deck. In fact, the Kuroko assist is being used in my Mikoto/Kuroko fan deck which will be featured in a later post. And on a more fun side note, the decks theme still fits because Saten still appears in the deck on one of the climax cards.

So that concludes this deck profile for my Index/Railgun Red and Green deck. Any deck critiques are welcome, as I am curious about your thoughts on this deck and love to discuss deck builds.  Please if you have any comments or suggestions, leave them in the comments below. There will be strategy posts to come, more deck profiles to come, and more anime reviews. So on that note, this is Railgunfan75 signing off and reminding you to unleash your inner geek.