Greetings and welcome to readers new and old! Today’s topic is discussing the Index/Railgun set! Recently I discussed the Railgun Power Up Set (Weiss Schwarz Railgun S Power Up Set Review) which has been getting a lot of views. During that post, I did promise updated deck techs. However, I realized that with the Power Up Set release, that there might new players interested in the set, so why not discuss the set? My approach to this will be different this time compared to my other set reviews. When discussing Index/Railgun, we have a lot of cards to explore. The set encompasses 2 Trial decks, 3 Boosters, numerous promos and of course the Power Up Set. That is a lot of cards to go through  and it can be intidimating to find the cards which make strong decks. Since I wanted to keep this analysis simple, what you will see are my picks for noteworthy cards across all of the releases. These cards will be split up by color with red being the focus of this post and Green/Yellow being the focus of a future post. My hope is to give players who are new or curious about the set a guide to help with deckbuilding options.

It should be noted that the set analysis will only include those cards that are playable in Railgun decks- so the blue Index cards will not be discussed until a later date since most of the blue cards don’t mix well in Railgun decks. Also none of the Power Up Set cards will be discussed here as I have explored those already in the post mentioned above. 

So without any further delay- let’s get started!

RG/W26-059   “パッションオレンジ”美琴
“Passion Orange” Mikoto
Trait 1: 超能力 (ESP)   Trait 2: カエル (Frog)
[A] When your Character’s Trigger Check reveals a climax card, choose 1 of your Characters and that Character gains +1000 Power for the turn.
[A] When this becomes Reversed, if the Level of the Battle Opponent of this is 0 or lower, you may Reverse that Character.

A level 0 reverser with  a decent albeit inconsistent secondary effect. However, when the secondary effect does trigger, it can be a powerful effect. Railgun does not get to insane power numbers with it’s characters so every little bit helps. Yes I acknowledge that there is a yellow reverser which is arguably stronger but if you are not looking to run yellow or want to do a Mikoto waifu (or any theme which involves Mikoto) deck then this certainly a solid option.

RG/W13-052   一つ屋根の下 美琴&黒子
Mikoto & Kuroko, Under One Roof
Trait 1: 超能力 (ESP)   Trait 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 in the 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 the following ability. “[A] When Battle Opponent of this becomes Reversed, you may deal 1 damage to your Opponent.” (Damage Cancel can occur)

This card is one of the primary reasons to consider running this set. While not as powerful as it used to be, this card is still a strong finisher. At worst it is an on play heal- at best it is a  finisher which does not need a climax to activate. This is still a rare combination that is only seen on a handful of other cards.The card also self pump powers and the set has other great ways to give it power meaning that effect is not as difficult to pull off as you may think. Is it as strong as other meta finishers? The answer is no but with the recent set improvements and support, this card is still an overall good level 3 card. Just be warned- this card came off the ban list last summer and is fairly expensive to buy.

RG/W13-059   お姉さまへの憧れ 黒子
Kuroko, Admiration for Onee-Sama
Trait 1: 超能力 (ESP)   Trait 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.

This card is a runner which doesn’t require any conditions to move and is a staple in any Railgun deck regardless of color setup. I personally like this effect more than the mill runners which we typically see because there are more guarantees that this card will stay on the stage generating hand advantage for you. If you play this card turn 1, you are really set until you hit level 1 (barring opponents field flood but that helps you in other ways). A simple yet very effective effect on a card which color fixes for the set’s best level 3 option. This is a must run in a Railgun deck.

RG/W10-051   “超電磁砲”美琴
“Railgun” Mikoto
Trait 1: 超能力 (ESP)   Trait 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.

Next up we have a brainstorm with a very unique and flavorful effect. The real strength of this card is the fact that this card can kill some level 1 characters. With cost 0 cards dominating the game today, this card serves as a nice way to dispose of big 0 cost level 1s or those pesky level 1 bombs. In addition since field advantage is key in the early game, disrupting that can be devastating to your opponent.  When this effect activates, it can do nice things for you. The brainstorm of choice until the Power Up Set released, this card still can have a niche roll to play and can be fit into your deck along side the Uiharu brainstorm. It does have a lesser impact in the late game so 1 or 2 copies of this card is recommended in a deck. It is a nice niche card.

RG/W26-062   ある日の休日 美琴
Mikoto, A Certain Day Off
Trait 1: 超能力 (ESP)   Trait 2: カエル (Frog)
[A] When you use the BACKUP of this, if you have 2 or more ::ESP:: Characters, choose 1 of your Characters in Battle, and that Character gains +X Power for the turn. X = 500 times your Level.
[S] [Counter] BACKUP 1000, Level 1 [Discard this card from hand to the waiting room]

This counter is a common inclusion in many decks and for two reasons. The first is that there aren’t many good non vanilla counters in the set. The second is that is a solid costless counter that gets better as the game progresses. At level 3 it scales up to 2500 counter. For 0 stock, this isn’t that bad. The power can be large enough to keep your level 3 cards around for a second turn. For the midgame it is costless counter which can help to maintain field presence if 1/0 Mikoto and Kuroko from the power up set isn’t enough. Not a game changing card but a card that can certainly help with a deck’s consistency.

RG/W26-063   “パッションパープル”黒子
“Passion Purple” Kuroko
Trait 1: 超能力 (ESP)   Trait 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 card, choose 1 of your Characters, and that Character gains +2000 Power for the turn.

Level assists are certainly not the most glorious cards in a deck but they can be solid roleplayers. This card certainly fits that bill especially in a mono red or red/green build. This card doesn’t do anything spectacular but the possibility of a random 2k power buff (especially with a certain lvl 3 on the stage) can’t be ignored. You won’t find an insanely broken late game assist in this set so this card ranks as one of the top choices.

RG/W26-056   コインの行方 美琴
Mikoto, Where the Coin Goes
Trait 1: 超能力 (ESP)   Trait 2: カエル (Frog)
[A] [(1)] When the Battle Opponent of this becomes Reversed, if “Railgun” is in your Climax Zone, you may pay cost. If so, deal 1 Damage to your Opponent. (Damage Cancel can occur)

This card may not be broken by any means..there are certainly issues with it but it still might be worth considering in certain scenarios.This card combos witht he infamous “Railgun” climax, can provide you with a stock out, and can help by dealing extra damage. I will concede that it isn’t a plussing combo and is less likely to trigger in the late game. But, decks centered around the :”Railgun” combos are a thing and in certain scenarios you will be able to pull this combo off.  If you have the deck space, including 2 of these could be considered an option.

RG/W10-T12   “最強無敵の電撃姫”美琴
Mikoto, Strongest and Invincible Electric Princess
Trait 1: 超能力 (ESP)   Trait 2: カエル (Frog)
[C] If you have 2 or more other ::ESP:: Characters, this gain +1000 Power.
[C] Character Opposite this gets -1 Soul.
[A] [(2)] When this attacks, if “Railgun” is in the Climax Zone, you may pay cost. If you do, choose 1 of your Opponent’s Characters whose Level is 2 or lower and put that Character on top of the Library.

This card is undervalued in my opinion. It can reduce damage taken (though I will agree that minus 2 soul is better), it’s oversized, combos with a climax you are already running, can increase the odds of damage sticking, and can cause trouble for your opponents field. Deck space can limit you as to whether you can run this card or not since the level 3s from the power up set and MisaKuro are certainly worth running but for a Mono-red/waifu or red/yellow build you might be able to find space for this card. I’m perfectly fine with paying 2 stock to weaken my opponents field and potentially deal 1 more damage. Also let’s not forget that by doing so, you can make it easier for your other level 3 to do their thing. Did I mention that this is a trial deck card? Why not give this a shot if you have the deck space for it.

RG/W13-056   常盤台のお嬢様 黒子
Kuroko, Tokiwadai’s Lady
Trait 1: 超能力 (ESP)   Trait 2: 風紀委員 (Judgment)
【永】 他のあなたのカード名に「美琴」を含むキャラがいるなら、このカードのパワーを+1500。
[C] If you have a Character with “Mikoto” (Index/Railgun/Da Capo III only) in the name, this gains +1500 Power.

If you are looking for a solid level 1 beater, then this is probably the best choice. The condition to make this card a 1/1 7500 is insanely easy and with other power buffs it will likely be sitting higher than that. Admittedly, there a couple of drawbacks to this card such as the fact that it is costed, doesn’t have encore, and is susceptible to level 1 bombs. But against most decks an 7500+ level 1 is really tough to deal with. Plus it is a bond target as well.  While you certainly don’t want to add 4 of this card, adding 1 or 2 copies of this card is not a bad choice.

And of course a discussion about the Railgun Set would not be complete without the signature climax.

RG/W13-074   超電磁砲
Trait 1: None   Trait 2: None
[C] All your Characters gain +1000 Power and +1 Soul.
RG/W10-074   超電磁砲
Trait 1: None   Trait 2: None
[A] When this is placed from hand to the Climax Zone, draw a card, and choose 1 of your Characters, and that Character gains +2000 Power and +1 Soul for the turn.
RG/W26-079   超電磁砲
Trait 1: None   Trait 2: None
[C] All your Characters gain +2 Soul.

There are around half a dozen cards which combo with these climaxes- one big reason that this a staple climax in the set. Players who choose to use combos which include the “Railgun” climax have three different options. The most common used ones are the comeback and the 2k+1 soul versions of it with the trend leaning toward the 2k+1 soul version. I personally prefer the gate version but I can certainly understand arguments for using the other 2. It really just depends on your playstyle and preferences as to which one to use but you can’t go wrong with any choice.

In general, Red has arguably the most interesting cards and the best cards of the sets. If you choose to run red (which you should) you gain access to a good finisher, strong level 0 play, a climax which lets you run multiple climax combos in the same deck, and some overall good tech. Many of these cards compliment the deck backbone we received in the power up set quite nicely and should be considered in your deck build.

This concludes part 1 of the Index/Railgun set overview. Stay tuned for part 2 featuring the yellow and green cards. That should be coming soon! If you enjoy my content, please follow me on Twitter (@Railgunfan75) and Facebook (Railgunfan75’s Geek Blog) for news and updates. This is Railgunfan75 signing off!