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Weiss Schwarz Index/Railgun Set Overview Part 2:Yellow/Green

Greetings! Railgunfan75 here with part 2 of my Index/Railgun set analysis. Last time, I focused on potential red card options (Weiss Schwarz Index/Railgun Set Overview- Part 1: Red). Today I will be covering the other 2 relevant colors for Railgun decks, yellow and green.Since blue is basically exclusive to Index (Magic) centric builds, that color will be covered at a later date. So without any further delay let’s get started!

Yellow Cards

ID/W13-117   脅威に立ち向かう当麻
Touma, Confronting Threat
  Trait 1: 特徴なし (No Traits)   Trait 2: None
[C] This gets -3 Level while on the Stage. This cannot be chosen as target of Opponent’s effects.
[A] [Discard a card from your hand to the Waiting Room] When this attacks, you may pay cost. If so, choose 1 of your Characters, and that Character gains +1 Soul for the turn.
[A] This ability activates up to once per turn. During the turn this is placed from hand to the Stage, when the Damage dealt by this is Cancelled, you may deal 1 Damage to your Opponent. (Damage Cancel can occur)

This card from the comeback campaign is the finisher of choice in Index decks and can be incorporated in Railgun decks as well. While not an overpowering burst finisher- this card more passively can help you win the game at level 3. It is a big body easily sitting at 13K plus with assists, and it has 2 damage boosting effects along with being a 3 soul character. The 3 soul makes it easy to side for precise damage if need be and can help activate the cancel burn as a quasi 4th attack. The on attack effect can be very useful for making a 3rd 2 soul character if you don’t have one and just increase damage output. The hexproof ability is also quite useful and can disrupt an opponents game plan (such as stopping some anti damage effects). Overall this is a good level 3 card and a nice reason to consider playing yellow.

ID/W13-115   さっぱりした気性 美琴
Mikoto, Refreshed Feeling
  Trait 1: 超能力 (ESP)   Trait 2: カエル (Frog)
[A] When your other ::ESP:: Character attacks, this gains +1500 Power for the turn.
[A] ENCORE [Put the top card of your Library in your Clock]

This is a solid level 1 option for those decks wishing to run yellow. I personally believe that clock encore effects especially at levels 0 and 1 can be powerful by allowing you to maintain hand, field and stock. This card can get to over 8k on offense which will disrupt most level 1 fields. It is weak on defense so proper supports are needed to help it not die on every turn but even if you get 2 turns out of this you are still benefiting. At the very least it is an solid option to color fix for the level 3 Touma and the next card.

ID/W10-021   竜王の顎
Dragon Strike
Trait 1: None   Trait 2: None
[Counter] You may choose 1 of your Characters and put it in the Waiting Room. If so, choose 1 of your Characters, and that Character gains +2 Level and +2000 Power for the turn.

Next up, we have the best event in the entire set. This effect is extremely disruptive at multiple stages of the game. At levels 1 and 2 you can stop on reverse combos by sacking the character and pumping up a second character by a considerable amount of power. At level 3 this can stop Clock Kickers and other on reverse damage effects. The effect also does not change the type of attack so even if the character is removed you still get to buffer a little bit of damage. Because this can effectively alter 2 of your opponents attacks for zero stock, this counter is just incredibly strong and the main reason to include yellow in your builds.

ID/W13-003   チア衣装の小萌
Komoe in Cheerleading Outfit
Trait 1: 先生 (Teacher)   Trait 2: 科学 (Science)
【自】[(1) 手札を1枚控え室に置く] このカードが手札から舞台に置かれた時、あなたはコストを払ってよい。そうしたら、あなたは自分の山札を見て特徴を持たないか《超能力》のキャラを1枚まで選んで相手に見せ、手札に加える。その山札をシャッフルする。
[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 your Library for a Character that is either traitless or ::ESP::, reveal it, and put it in your hand. Shuffle your Library.

So what is special about this card? I’ll admit it isn’t the most spectacular card out there but it can be of use in decks which choose to run Touma or Saten cards. Not much else to this card except if you are looking for a more consistent way to add your level 3 Saten or Touma cards to hand along with any ESP character then this is a solid option.

Green Cards

RG/W13-027   水辺の佐天
Saten by the Water
  Trait 1: None   Trait 2: None
[C] If there are 5 or more cards in your Stock, this gains +1000 Power.
[C] Character Opposite this gets -1 Soul.
[A] [(1) When this is placed from hand to the Stage, you may pay cost. If so, this gains +1000 Power for the turn, and your Opponent may not play Events from hand until the next end of your Opponent’s turn.

A nice tool box level 3 in a color that you will likely be playing. There are a couple of nice effects on this card from the -1 soul (which while situational can still help) and the anti event ability. The anti event ability is the real strength of this card as there are quite a few anti damage events, heal events, and other cards which can save your opponent from losing the game. This turns all of those off and helps to ensure that your strong endgame engine can be successful. This is a nice inclusion at 1 to 2 copies depending on deck space.

RG/W10-031   “多才能力者木山
“Multiskill” Kiyama
  Trait 1: 科学 (Science)   Trait 2: 超能力 (ESP)
[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.

Next up we have the infamous global level assist that resided on the banlist for a long time. This card is no where near powerful as it once was and there might be other options to consider but this is still a solid choice for a late game assist.The second ability is irrelevant since you will likely not have room for the climax anyway. The strength is in the 1st effect. This can give your entire board of level 3s the power to overcome your opponent. This card does not power buff Saten or Touma but if you plan on only including ESP characters in your deck than this is a good choice.

RG/W13-029   春上 衿衣
Erii Haruue
  Trait 1: 超能力 (ESP)   Trait 2: None
[A] [(1) Discard a card from hand, Send this to Memory] When this becomes Reversed in battle, 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.

Memory searchers have kind of faded from popularity with the rise of the Riki clone searches (Pay 1, clock 1, search for level 1 or lower) but I still feel these type of searchers have value in a deck. This card permanently removes it self from game, will get you most of the relevant characters (unless you include Saten or Touma), gives you minor compression and can act as a stock and discard outlet. It also is a nice color fixing option as well.

RG/W26-050   もぐもぐ春上
Haruue, Munching
Trait 1: 超能力 (ESP)   Trait 2: None
【永】 他のあなたのキャラすべてに、パワーを+500。
【永】 他のあなたのカード名に「初春」か「佐天」を含むキャラすべてに、パワーを+500。
[C] All your other Characters gain +500 Power.
[C] All your other Characters with either “Uiharu” and/or “Saten” in name gain +500 Power.

This card is mentioned because it is the centerpiece of a deck type which while no longer popular (because of the Power Up set) is still an interesting option. This card is one of the backbone pieces for a green-centric Uiharu/Saten deck. The main difference between this and other Railgun decks is that instead of playing a tech game, the green deck intentds to wall up at level 1 and 2. With 2 of these in back row all Uiharu and Saten cards gain 2k power which is really significant. This is generally not included in any meta build but if you are looking at an Uiharu or Saten centric deck, this card is a good place to start.

In determining what cards to play in your deck, testing cards is really going to be the key here. The card pool is large enough where you can have a lot of variation in your decks based on personal preferences. Hopefully this guide and the one before was helpful in narrowing down options and indicating what types of decks are possible. Overall, Railgun is a fun set to play and a set which can compete against most other sets. Hopefully you will give the set a try.

This concludes my set overview for Yellow & Green Index/Railgun. What do you think of the set? Is there any set you would like to see? Please comment below. If you enjoy what I do, then please follow my Twitter page (@Railgunfan75) for news and updates. So until next time, this is Railgunfan75 signing off!



One comment on “Weiss Schwarz Index/Railgun Set Overview Part 2:Yellow/Green

  1. Pingback: Weiss Schwarz Deck Profile Railgun G/R Power Up Set Version | railgunfan75's Geek blog

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This entry was posted on February 27, 2017 by in Weiss Schwarz and tagged , , , , , , , , .

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