Greetings! Railgunfan75 here with my first deck profile in quite a long time. This time I will featuring a Konosuba build. I decided to feature this deck because of the recent English release. This build is a tri-color build (R/Y/B) and focuses on the “Adventurer” trait. This build while a bit more complicated to play then most other builds from the set is a lot of fun to play and is quite consistent. Let’s get started with the decklist- as usual all images and translations (as this was built using the Japanese set) are from http://www.heartofthecards.com. This deck also be built with the cards released in English.
Deck List
Level 0 17 Cards
x3 KS/W49-T02 “Parents’ Names” Megumin
x3 KS/W49-T13 “Typical Thing in This Kind of World” Aqua
x3 KS/W49-005 “Full of Concerns” Kazuma
x2 KS/W49-007 “Specialty: Delusion” Darkness
x4 KS/W49-037 “Board Game” Megumin
x2 KS/W49-081 “Full of Smiles” Aqua
Level 1 10 cards
x4 KS/W49-T05 “Preparation for Explosion Magic” Megumin
x3 KS/W49-042 “Good Explosion!” Megumin
x3 KS/W49-077 “Sacred Create Water” Aqua
Level 2 6 cards
x1 KS/W49-051 “Calling for Sensei” Megumin
x1 KS/W49-050 “Doll Horror” Megumin
x1 KS/W49-044 “Simultaneous Fire!!” Wiz
x1 KS/W49-T17 “Pride of the Goddess” Aqua
x2 KS/W49-013 “Striking a Pose with Arms Open” Darkness
Level 3 9 Cards
x3 KS/W49-035 Megumin
x2 KS/W49-001 Darkness
x2 KS/W49-073 Aqua
x2 KS/W49-T18 “Goddess of Water” Aqua
Climaxes 8 cards
x4 KS/W49-T10 Explosion
x4 KS/W49-067 Real Explosion Magic
Card Abilities
Here are the abilities and stats for each of the cards.
Level 0
KS/W49-T02 “Parents’ Names” Megumin |
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Trait 1: (Adventurer) Trait 2: (Magic) |
[A] When this becomes Reversed, if the Level of the Battle Opponent of this is 0 or lower, you may Reverse that Character. [A] [(2)] When this is placed from the Stage to the Waiting Room, you may pay cost. If so, choose a Character in your Waiting Room with either ::Adventurer:: or ::Magic:: and return it to your hand. |
KS/W49-T13 “Typical Thing in This Kind of World” Aqua |
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Trait 1: (Adventurer) Trait 2: (Goddess) |
[C] ASSIST All your Characters in front of this gain +500 Power. [A] When your Climax is placed in the Climax Zone, choose 1 of your Characters, and that Character gains +1000 Power for the turn. |
KS/W49-005 “Full of Concerns” Kazuma |
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Trait 1: (Adventurer) Trait 2: (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. |
KS/W49-007 “Specialty: Delusion” Darkness |
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Trait 1: (Adventurer) Trait 2: (Worries) |
[A] When your Climax is placed in the Climax Zone, choose 1 of your Characters, and that Character gains +1000 Power for the turn. [S] [(1) Put the top card of your Library in your Clock, Rest this] Search your Library for up to 1 ::Adventurer:: Character, reveal it, put it in your hand, and shuffle your Library. |
KS/W49-037 “Board Game” Megumin |
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Trait 1: (Adventurer) Trait 2: (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. |
KS/W49-081 “Full of Smiles” Aqua |
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Trait 1: (Adventurer) Trait 2: (Goddess) |
[A] When this is placed from hand to the Stage, choose 1 of your Characters with either ::Adventurer:: or ::Goddess::, and that Character gains +1500 Power for the turn. |
Level 1
KS/W49-T05 “Preparation for Explosion Magic” Megumin |
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Trait 1: (Adventurer) Trait 2:(Magic) |
[C] This cannot Side Attack. [A] CX Combo When the Battle Opponent of this becomes Reversed, if “Explosion” is in your Climax Zone, you may choose a Character in your Waiting Room and return it to your hand. |
KS/W49-042 “Good Explosion!” Megumin |
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Trait 1: (Adventurer) Trait 2: (Magic) |
[A] When this becomes Reversed, if the Level of the Battle Opponent of this is 1 or lower, you may Reverse that Character. [A] ENCORE [Discard a Character card from your hand to the Waiting Room] |
KS/W49-077 “Sacred Create Water” Aqua |
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Trait 1: (Adventurer) Trait 2: (Goddess) |
[A] When this is placed from the Stage to the Waiting Room, you may reveal up to 3 cards from top of your Library. If you reveal at least 1 card this way, choose up to 1 Character among them with either ::Adventurer:: or ::Goddess::, put it in your hand, put the rest in the Waiting Room, and discard a card from your hand to the Waiting Room. |
Level 2
KS/W49-051 “Calling for Sensei” Megumin |
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Trait 1: (Adventurer) Trait 2: (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. |
KS/W49-050 “Doll Horror” Megumin |
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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) |
KS/W49-044 “Simultaneous Fire!!” Wiz |
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Trait 1: (Death) Trait 2: (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-T17 “Pride of the Goddess” Aqua |
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Trait 1: (Adventurer) Trait 2: (Goddess) |
[C] ASSIST All your Characters in front of this gain +X Power. X = 500 times Level of that Character. [A] [Discard a card from your hand to the Waiting Room] When this is place from hand to the Stage, you may pay cost. If so, look at up to 4 cards from top of your Library, choose up to 1 Character with either ::Adventurer:: or ::Goddess::, reveal it, put it in your hand, and put the rest in the Waiting Room. |
KS/W49-013 “Striking a Pose with Arms Open” Darkness |
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Trait 1: (Adventurer) Trait 2: (Worries) |
[A] When you use the BACKUP of this, if you have an ::Adventurer:: Character, choose 1 of your Characters in battle, and that Character gains +1000 Power for the turn. [S] [Counter] BACKUP 2500, Level 2 [(1) Discard this card from your hand to the Waiting Room] |
Level 3
KS/W49-035 Megumin |
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Trait 1: (Adventurer) Trait 2: (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/W49-001 Darkness |
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Trait 1: (Adventurer) Trait 2: (Worries) |
[C] If your Opponent has a Level 3 or higher Character, this gets -1 Level while in your hand. [C] If you have 2 or more other ::Adventurer:: Characters, this gains +1500 Power and the following ability. “[C] This cannot be chosen as target of Opponent’s effects.” [A] At the start of your Opponent’s Draw Phase, if this is in the Front Row, choose 1 of your Characters, and that Character gains +4000 Power for the turn. [A] [(2) Discard a card from your hand to the Waiting Room] During battles involving this, when the Damage taken by you is not Cancelled, you may pay cost. If so, deal the same amount of Damage to your Opponent. (Damage Cancel can occur) |
KS/W49-073 Aqua |
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Trait 1: (Adventurer) Trait 2: (Goddess) |
[C] During battles involving this, your Opponent cannot play BACKUP from hand. [A] [(1)] When this is placed from hand to the Stage, you may pay cost. If so, your Opponent chooses 2 Climax cards in his or her Waiting Room, then return all cards in his or her Waiting Room other than those cards to the Library and shuffles the Library. [A] CX COMBO [Discard a card from your hand to the Waiting Room] When “Resurrection” is placed in your Climax Zone, if this is in the Front Row, you may pay cost. If so, choose a Character in your Clock with either ::Adventurer:: or ::Goddess:: and put it in any Slot on the Stage. |
KS/W49-T18 “Goddess of Water” Aqua |
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Trait 1: (Adventurer) Trait 2:(Goddess) |
[C] For each of your other Characters with either ::Adventurer:: or ::Goddess::, this gains +500 Power. [A] When this is placed from hand to the stage, you may put the top card of your Clock in the Waiting Room. |
Climaxes
KS/W49-T10 Explosion |
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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. |
KS/W49-067 Real Explosion Magic |
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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. |
Here is the color distribution for the deck. Here is the trigger distribution in the deck
Color # % Trigger # %
Blue 13 26 % None 27 54 %
Red 28 56 % Soul 15 30 %
Yellow 9 18 % 2 Soul 8 16 %
Deck Strategy
At level 0, you will hopefully have a “Board Game Megumin” in hand. This card will not only serve to maintain field presence but can serve has a handy way to discard escess climaxes to set up your midgame. The Megumin reverser can also serve to set up the midgame with a higher cost and deal with troublesome level 0s. “Full of Smiles” Aqua should hopefully be not played until level 1 as that is where the effect is most useful. For the backrow, the Darkness searcher can be repeatedly to search for your level 1 game, plus hand, and help you get to level 1 to execute the combo. The trial deck assist was chosen for this build because the other Aqua assist from the booster needs to rest to grant power. This conflicts with the rest 2 cost of most of the brainstorms in the set. Since the 1k is useful for the level 1 combo and costs nothing, the TD Aqua is the better choice. Finally, the Kazuma brainstorm is included solely for the search function. The level 0s have plenty of options to set up the midgame for the deck.
As is the case with most decks, the prime objective at level 1 is to execute the climax combo. Ideally, you will want to reach level 1 first as the combo does require reversing your opponent. While Megumin can reach 8k fairly easily there are still no gurantees that the combo can be executed in multiples. That is why the Aqua assist and “Full of Smiles” Aqua are included in the deck. They can help with achieving the reversal for the combo. Besides the combo, there are a couple of level 1 reverers included to deal with anything pesky. It does have hand encore but that effect is very situational. Finally there is the level 1 Aqua which can serve as a 5k beater and as a backup option to the climax combo to at least provide some hand fixing.
At level 2, the Darkness level 3 is used as a beater and a means to keep up the damage race if necessary. The burn effect should be used with caution as it is fairly expensive but if you need to push for damage, it is a solid option. If the Darkness can’t defeat opponents level 3s, “Calling for Sensei” Megumin can be used to defeat early summon characters and it’s on reverse effect can help to set up your level 3 game. Also to aid in this is the Aqua assist which can help you mill through your deck and provide a necessary hand fix. “Doll Horror” Megumin serves as an extra bit of utilityas it can pump a Magic character 3k when another character dies and it’s burn brainstorm effect which can be an effective damage dealer at the later levels. Finally, to keep your Darkness, Megumin, or any level 1s alive the deck has access to a 3500 counter. You can play any of these level 2s or continue playing the costless level 1 lineup to generate stock and in the case of the Aqua level 1 for any additional needed hand fixing.
At level 3, the main play is to use the Megumin climax combo to hopefully finish off of your opponent. This combo also works with the level 2 Wiz to deal 2 burn attacks to your opponent. The Wiz can hopefully be used to flush out a climax so that the Megumin can deal 5 damage with clock kick/burn effect. Keep in mind that the Megumin rests when it does this so it doesn’t technically attack twice. To aid in the success of the combo, Aqua’s on play effect barring the right conditions can be used. Ideally, your opponent will have just refreshed with 2 or fewer climaxes in their waiting room and a fair number of characters. If not then the effect should be used with caution. Since the heal combo is not used in this deck, the other Aqua from the trial deck can be played to heal and serve as a beater. The endgame has multiple options to deal with various scenarios and the exact strategy is dependent on the game scenario.
Strengths and Weaknesses
There are multiple benefits to playing this deck type. The first is that it allows you access to tech which can really disrupt your opponents game plan especially in the late game with the level 3 cards Aqua and Darkness. Aqua in some circumstances can ruin an opponents compression and Darkness can counter attack an opponent who is not careful or get revenge for a large attack. These pieces while situational can serve as a nice compliment to the Megumin combo which can be “explosive” (hah puns). When the combo works either by flushing out climaxes or dealing the final 5 damage, it can be quite effective. In addition, this deck does have multiple ways to ensure that the endgame strategy can be executed with plenty of search, salvage, or hand fixing options along the way. From the level o Megumins and Darkness to the Climax combo and Aqua at level 1 to the utility options at level 2, there should be little reason to not be prepared for level 3.
For the decks weaknesses, anti-salvage and anti-burn effects can really hurt this deck as it’s combos revolve around both of these things. The deck is really reliant on executing it’s combos, so if the combos are stopped, the deck can have a very difficult time. The deck’s definitive weak point is it’s level 1 game. The level 1 characters generally don’t get that big and easily be bodied by some decks. In addition the deck does lack some tools at the level and won’t sustain it’s presence really easily. The deck’s endgame really relies on a boon or bust strategy and doesn’t have anything which can deal a consistent finishing blow. In addition, focusing on the Adventurer trait does restrict the deck from using some of tools and combos that the set has to offer as the Eris re-stander and some other tech cards don’t fit into this deck.
Overall the deck is a lot of fun to play and just feels like something that should come from the Konosuba franchise. It’s wacky and a bit of a challenge to pull off but when it works, it works extremely well. If you are looking into Konosuba decks, this is certainly a worthwhile option to try.
This concludes my Konosuba Adventurer deck profile. Do you play a deck from this set? What are your thoughts on the deck? Please comment below. If you enjoy my content then please follow me on Twitter (@Railgunfan75) and Facebook (Railgunfan75’s Geek Blog) for news and updates. So until next time, this is Railgunfan75 signing off! See ya soon!
Hi there. I am fairly new to the game and still learning a great deal. I have been thinking and was wondering, Aren’t mono color decks better? To me it would seem the consistency is higher and you play with no risk of missing certain triggers. If anyone doesn’t mind, I would love an explanation or a link to one. Thanks!
Hi! The answer to your question really depends on the set you are playing and player preferences. A set like Love Live encourages you to play Mono color with the way the card abilities are setup with the cards interacting with either the same character name or other characters which have the same the color. In the case of Konosuba while the mono color decks are all good, mixing colors actually helps with consistency by opening up different tools to the deck. For example the Megumin level 3 in the deck is good, but it is made better by including the Aqua level 3 which can force damage back into the deck.
Mono color decks can be consistent in the sense that you don’t have to worry about color requirements and if you want to focus on one thing such as a a burn or salvage heavy deck then you can do that. They can be smoother to operate, involve less decision making, and because of this do what it does really well. Where the disadvantage lies in this is simply not having a second option. Let’s say you happen to play an opponent whose deck stops all salvage effects. By not including other options like a multi-color decks tend to do, your deck is dead in the water if countered in such a way. And while multi-color decks have more tools, you will have games where you can’t utilize all the tools in the deck which could be harmful.
For someone who is still fairly new to the game, mono color decks are a great starting point then I would recommend trying your hand at 2 color decks and once your really comfortable with it, go for 3 color decks. Hope this response made sense, if you need further clarification please ask! Thanks for reading!
Wow fantastic response. This helped a lot. Thanks!