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Weiss Schwarz Konosuba Set Overview Part 1: Red

Greetings! Railgunfan75 here with another Weiss Schwarz set overview. This time I will be starting my discussion of Konosuba. Don’t worry- Star Wars will start next time. For those of you unfamiliar with how this works, I pick around 10 cards/combos from each color and give my thoughts on them. This time I will starting with the Red cards and as usual all translations and images come from heartofthecards.com. So let’s get started!

 

KS/W49-034   “紅魔族”めぐみん
“Crimson Demon” Megumin
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[A] When this is placed from hand to the Stage, put the top card of your Library in the Waiting Room, and choose up to 1 of your Opponent’s Level X or lower Characters and put it in the Waiting Room. X = the Level of that card. (Climax cards are considered Level 0 for this effect)
[A] CX COMBO [Discard a card from your hand to the Waiting Room] At the start of your Encore Step, if “Explosion Magic” is in your Climax Zone, you have another ‘”Full of Concerns” Kazuma’, and this is in the Front Row, you may pay cost. If so, deal 5 Damage to your Opponent. (Damage Cancel can occur)
KS/W49-069   爆裂魔法
Explosion Magic
Trait 1: None   Trait 2: None
[C] All your Characters gain +1000 Power and +1 Soul.
KS/W49-005   “不安でいっぱい”カズマ
“Full of Concerns” Kazuma
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[A] CX COMBO [Discard an ::Adventurer:: or ::Goddess:: Character card from your hand to the Waiting Room] When “Recharging Mana” is placed in your Climax Zone, you may pay cost. If so, search your Library for up to 1 Climax card, reveal it, put it in your hand, and shuffle your Library.
[S] BRAINSTORM [(1) Rest 2 of your Characters] Flip over the top 4 cards of your Library and put them in the Waiting Room. For each Climax card revealed this way, search your Library for up to 1 Character with either ::Adventurer:: or ::Goddess::, reveal it, put it in your hand, and shuffle your Library.

One of two level 3 burn combos in Red, this combo is a flavorful and legit game ending option for the set. The card can make it easier to clear your opponents board and push for more damage and can get an extra attack at the start of the encore step if necessary. Both are good methods for ending games. The card also combos with a gate which still a good climax trigger to run.  This card is not without it’s pitfalls. It doesn’t search for the climax, the on play effect can potentially wiff and do nothing and burning 5 is a lot unless you flushed out all climaxes with your attacks. Having to have the Kazuma on field may seem like a downside but the card is worth including anyway in a deck. This combo is a bit of a gamble but when it pays off, it can win you games.

The Kazuma is worth playing because of the strong brainstorm effect. Search brainstorms are the best type of brainstorm effects in most decks. The second ability will likely never see play as you have better complimentary climax combos in the set than this one.

KS/W49-035   めぐみん
Megumin
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[A] When this is placed from hand to the Stage, look at up to 3 cards from top of your Library, choose up to 1 of them and put it in your hand, and put the rest in the Waiting Room.
[A] CX COMBO [(1)] At the start of your Attack Phase, if “Real Explosion Magic” is in the Climax Zone and this is Standing in the Front Row, you may pay cost. If so, deal 4 Damage to your Opponent, choose a Level 3 or lower Character Opposite this and put it in Clock, and Rest this. (Damage Cancel can occur)
KS/W49-044   “同時発射!!”ウィズ
“Simultaneous Fire!!” Wiz
Trait 1: 死 (Death)   Trait 2: 魔法 (Magic)
[C] ASSIST All your Level 3 or higher Characters in Front of this gain +2000 Power.
[A] CX COMBO [(1) Discard 2 cards from your hand to the Waiting Room] At the start of your Attack Phase, if “Real Explosion Magic” is in the Climax Zone and you have another “Megumin”, you may pay cost. If so, deal 5 Damage to your Opponent. (Damage Cancel can occur)
KS/W49-067   本物の爆裂魔法
Real Explosion Magic
Trait 1: None   Trait 2: None
[A] When this is placed from hand to the Climax Zone, choose up to 1 RED card in your Waiting Room and put it in your Stock, and all your Characters gain +1 Soul for the turn.

Next up we have the second finishing combo for red. And while this one is a bit of a gamble, it is the better of two options. On the positive side of things, you have an additional burn event possible if both Wiz and Megumin are on the field. The climax being a stock soul helps to cheapen the cost of using the burn effects. The Megumin also digs fairly deep for a climax. The Megumin itself is a prime option because it burns and clocks kicks giving you two opportunities for damage and in the worst case scenario at least dealing a guaranteed one damage (if the burn cancels which it certainly could). The Wiz helps by pumping Megumin to a respectable 12k increasing the odds of multiple turns with the card out. The Wiz also gives the player another burn event if necessary.

There are a couple of downsides to this combo. The burns for 4 and 5 are fairly huge risk and will likely cancel. Also the Megumin can’t attack herself after using the combo meaning 1 less stock for future turns and a missed attack.

Overall, this combo is a good game ending option and can provide an explosive (pun intended) game ending option.

KS/W49-036   “リッチー”ウィズ
“Lich” Wiz
Trait 1: 死 (Death)   Trait 2: 魔法 (Magic)
[C] If there are 2 or fewer Climax cards in your Waiting Room, this gets -1 Level while in your hand.
[A] When this is placed from hand to the Stage, you may put the top card of your Clock in the Waiting Room.
[A] When this is placed from hand to the Stage, your Opponent may choose a Cost 0 or lower Character in his or her Waiting Room and put it in any Slot on the Stage.

Of the early summon level 3s and the main level 2 play for the red deck, this over spec card has some good things going for it. It’s early summon condition can be fairly easy to execute, it is a healer (also good) and it has the possibility of sticking around for a few turns because of some other cards in the set. The down side is really not all that bad- the worst case scenario would be that it allows them to play a cost 0 support or brainstormer or something like that. Good level 2 option.

KS/W49-037   “ボードゲーム”めぐみん
“Board Game” Megumin
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[A] Discard a Climax card from your hand to the Waiting Room] When this is placed from hand to the Stage, you may pay cost. If so, choose a Character with either ::Adventurer:: or ::Magic:: in your Waiting Room and return it to your hand.
[A] At the start of your Opponent’s Attack Phase, you may move this to an empty Slot in the Front Row.

This card is an incredibly strong level 0 that has use in the late game. Free runners are great for maintaining field and hand at level 0 and helping you to possibly get to level 1 first. This card has an additional function in both early and late game- giving you a means to discard excess climaxes. In the early game it can help you set up your level 1 combo and in the late game it can aid in that critical compression. This is a staple card in pretty much any Konosuba deck due to the roles it can play. Great card.

KS/W49-038   “スキル習得の心得”めぐみん
“Guide to Obtaining Skills” Megumin
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[C] ASSIST All your Level 0 or lower Characters in front of this gain +1000 Power.
[S] BRAINSTORM [(1) Rest 2 of your Characters] Flip over the top 4 cards of your Library and put them in the Waiting Room. For each Climax card revealed this way, choose up to 1 Character in your Waiting Room and return it to your hand.

The red brainstorm in the set contains another plussing option for a deck and salvage brainstorms are always a good inclusion. This card has the additional plus of pumping level 0s by 1k. The effect is somewhat limited in it’s usefulness since giving 1k to level 0s late game doesn’t do much but it is of note that there is a 1/0 Wiz beater which is a level 0 on stage. If you want a salvage brainstorm then this is a good (and only) option .

KS/W49-040   “迷惑行為”めぐみん
“Problematic Act” Megumin
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[A] [Discard a card from your hand to the Waiting Room] When this is placed from the Stage to the Waiting Room, you may pay cost. If so, look at up to 4 cards from top of your Library and search for up to 1 ::Magic:: Character, reveal it, put it in your hand, and put the rest in the Waiting Room.

Sets that include this cards with this type of effect are usually among the top sets in the game. The reason for this is that this effect is incredibly strong. It is a free hand fix and mill all rolled into one. This is a great option to setting up future turns and climax combos and gives another important discard option for cards you don’t need or excess climaxes. The “Magic” trait restriction does hurt this cards strength a bit as not all the characters in the set are of the “Magic” trait. With Kazuma, Megumin, Wiz, and Yunyun possessing the trait this card is best used in the mono red and red with a splash of yellow decks. If you are building those decks then this card is a guaranteed inclusion.

KS/W49-043   “ハッキリ言い切れない”ゆんゆん
“Cannot Spit It Out” Yunyun
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[A] CX COMBO When this attacks, if “Megumin’s Rival” is in the Climax Zone and you have another Character with “Megumin” in name, look at up to 4 cards from top of your Library and search for up to 1 ::Magic:: Character, reveal it, put it in your hand, and put the rest in the Waiting Room.
KS/W49-068   めぐみんのライバル
Megumin’s Rival
Trait 1: None   Trait 2: None
[A] When this is placed from hand to the Climax Zone, choose up to 2 of your Characters, and they gain +2000 Power and +1 Soul for the turn.

Does this combo look familiar? Yep it is quite similar to the Emilia combo from the Re:Zero set. Similar but not not quite the same. The card combos with a new type of 2k1 instead a book  The climax is not a global soul and the 2 soul trigger is a little weaker than the book trigger. At least it gives 2k instead of 1k which in some scenarios could be useful. The other difference between the two combos is that Emilia could grab practically any character that you wanted to include in the deck. Just like the previous card it suffers a bit from being restricted to the Magic trait meaning that again to get max value of it, it needs to be in a deck which has as many Magic characters as possible so the tri color or blue red decks can’t use it’s combo to it’s full extent. You can still run it in those decks but it not the guaranteed hit that it could be.

KS/W49-050   “人形の恐怖”めぐみん
“Doll Horror” Megumin
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[A] When your other Character becomes Reversed in battle, choose 1 of your ::Magic:: Characters, and that Character gains +3000 Power for the turn.
[S] BRAINSTORM [(1) Rest 2 of your Characters] Flip over the top 4 cards of your Library and put them in the Waiting Room. Deal X Damage to your Opponent. X = # of Climax cards revealed this way. (Damage Cancel can occur)

Nothing wrong with a brainstorm which burns. They are relatively rare and can wreak havok in the late game with a compressed deck. I speak from experience playing against other sets such as ZNT which have this type of card. This effect alone makes this card worth a tech in. However, this card has an additional bonus of potentially pumping a Magic character by 3k. This power amount is huge and can make a huge difference at levels 2 and 3. Yes this gets hurt by the trait restriction but not as much as the search cards because of the brainstrom effect giving the card some use even in a deck with some other traited characters. Good tech card.

KS/W49-051   “先生のお呼び出し”めぐみん
“Calling for Sensei” Megumin
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[A] When this attacks, if the Level of the Character Opposite this is 3 or higher, this gains +6000 Power for the turn.
[A] [(1)] When a Level 2 or higher Battle Opponent of this becomes Reversed, you may pay cost. If so, choose a Character in your Waiting Room and return it to your hand.

I like many others don’t really care for level 3 killers such as this but this card is a bit different than most of the others of the same type. This card has additional supports such as the previous card discussed which can get this to really big numbers. Also it has a nice payoff by being able to salvage a character if you are successful. A nice way to help set up your level 3 combo (whichever you choose) and lessens the blow of losing this card on your opponents turn. This card shows up in many deck builds and for good reason- it can do good things for you.

KS/W49-059   “呪文詠唱”めぐみん
“Spell Chanting” Megumin
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[A] At the start of your Encore Step, if this is in the Front Row, your Opponent reveals the top card of his or her Library. If it’s a Level 3 or higher Character, your Opponent may put it in any Slot on the Stage. (Otherwise put it back where it was)

This card seems bad doesn’t it? Well honestly it really isn’t. I like the ability to attack for 2 soul attached to this card especially if it played with Megumin combo and split soul climax. This doesn’t need a soul pump in that case and it effectively makes it a global soul for that turn if this is on the field. Without the combo, this card can still have its uses, you can push for extra damage early.  If your opponent is climax screwed early this helps punish them for that. You can side a level 1 for normal damage output which is always nice as well. The downside seems really scary but in many decks the odds of hitting a level 3 with it’s effect are slim and if they do, then you will likely be able to counter that in a turn or two and if not it’s not that huge of a deal in most cases. This is certainly an interesting option.

KS/W49-064   毎日欠かさず爆裂魔法!
Explosion Magic Everyday!
Trait 1: None   Trait 2: None
If you are Level 2 or lower and your Opponent is Level 1 or lower, you may discard a ::Magic:: Character card from your hand to the Waiting Room. If so, put this in your Level Zone, and perform the following action 6 times. “Deal 1 Damage to your Opponent.” (Damage Cancel can occur)
KS/W49-048   “今日はなんか大人しい”めぐみん
“Quiet Today” Megumin
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[C] EXPERIENCE If “Explosion Magic Everyday!” is in your Level Zone, this gains +2000 Power and +1 Soul.
[A] [Discard a card from your hand to the Waiting Room] When this is placed from hand to the Stage, you may pay cost. If so, choose an “Explosion Magic Everyday!” in your Waiting Room and return it to your hand.

Finally, we will finish with the troll event and the card it combos with. The Megumin in itself is not a bad card. It bonds to the event and gets a nice payoff after playing the event only for the cost of playing the event- not too bad. The event in itself however could really hurt you- this is a big gamble probably a bigger one than the level 3 combos. The 6 burns are nice but not all of them will likely stick. However you effectively take 7 damage yourself and if they only take 1 or 2 damage then you are certainly hurting in the damage race. The card combo is certainly flavorful and there are some cases where it can work- so playing it could an option (a very risky one) but an option none the less.

This concludes part 1 of the Konosuba set overview. What do you think of the cards listed here? Any interesting cards that I missed? Please comment below. Next up I will start to tackle the Star Wars set- which color has yet to be determined.

Also I wanted to remind everyone of a poll I am conducting (New Poll: Favorite Anime of 2017 So Far). Please vote for your favorite anime of the year so far. You can vote for as many series as you want as many times as you want. Since the summer season is wrapping up- I will likely close the poll in about 2 weeks so vote soon! I will be posting reminders on my twitter feed (@Railgunfan75) as the deadline comes closer.

So until next time, this is Railgunfan75 signing off! See you next time!

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This entry was posted on June 29, 2017 by in Gaming, Set Overviews, Weiss Schwarz and tagged , , , , , , , .

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