Greetings! Railgunfan75 here. Some time ago, I featured a deck build from the Index/Railgun set (Weiss Schwarz deck profile: Railgun R/G ) and more recently I have discussed the Railgun Power Up Set (Weiss Schwarz Railgun S Power Up Set Review) and along with the Index/Railgun set in general (Weiss Schwarz Index/Railgun Set Overview- Part 1: Red & Weiss Schwarz Index/Railgun Set Overview Part 2:Yellow/Green). The release of the Power Up Set drastically changed the options for the set. I have changed my build since the set release and will be sharing it with you. The build is a Red/Green build featuring all of the main cast- the name of the deck is Girls of Academy City.

As usual all translations are from http://www.heartofthecards.com.

Here is the deck list.

Level 0

x4 RG/WP03-01    Uiharu, After School

x4 RG/WP03-03   Kuroko, Summer Fun

x1 RG/W10-051   “Railgun” Mikoto

x3 RG/W26-059  “Passion Orange” Mikoto

x2 RG/W13-029   Erii Haruue

x3 RG/W13-059  Kuroko, Admiration for Onee-Sama

Level 1

x3 RG/WP03-04  Mikoto & Kuroko, Good Coordination

x4 RG/WP03-05   Mikoto, Summer Fun

x4 RG/WP03-06   Mikoto, Not Being True to Herself

x2 RG/W26-062   Mikoto, A Certain Day Off

Level 2

x1 RG/W26-082   Saten, Friendly 4-Man Group

x1 RG/W10-044   Mii Konori

x1 RG/W26-063   “Passion Purple” Kuroko

Level 3

x2 RG/WP03-02   Saten, After School

x3 RG/WP03-07   “That is All” Mikoto

x3 RG/W13-052   Mikoto & Kuroko, Under One Roof

x1 RG/W13-027   Saten by the Water

Climaxes

x4  RG/W13-074   Railgun

x4  RG/WP03-08   Normal Life Regained

And here are the card effects.

Level 0

RG/WP03-01    Uiharu, After School
Trait 1:  (ESP)   Trait 2: (Judgment)
[A] When your Climax is placed in the Climax Zone, choose 1 of your Characters, and that Character gains +1 Level and +500 Power for the turn.
[S] BRAINSTORM [(1) Rest this] 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 that is either traitless or ::ESP::, reveal it, put it in your hand, and shuffle your Library.
RG/WP03-03   Kuroko, Summer Fun
Trait 1:  (ESP)   Trait 2:  (Judgment)
[A] When this is placed from hand to the Stage, reveal the top card of your Library. If it’s a Character with either ::ESP:: or “Saten” in name, put it in your hand and discard a card from your hand to the Waiting Room. (Otherwise put it back where it was)
[A] [Return this to your hand] When your Climax is placed in the Climax Zone, you may pay cost. If so, choose 1 of your Characters, and that Character gains +2000 Power for the turn.
RG/W10-051   “Railgun” Mikoto
Trait 1:  (ESP)   Trait 2:  (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.
RG/W26-059  “Passion Orange” Mikoto
Trait 1:  (ESP)   Trait 2: (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.
RG/W13-029   Erii Haruue
Trait 1:  (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.
RG/W13-059  Kuroko, Admiration for Onee-Sama
Trait 1:  (ESP)   Trait 2: (Judgment)
[A] At the start of your Opponent’s Attack Phase, you may move this to an empty Slot in your Front Row.

Level 1

RG/WP03-04  Mikoto & Kuroko, Good Coordination
Trait 1:  (ESP)   Trait 2: (Judgment)
[A] When your other Character becomes Reversed in battle, choose 1 of your Characters with either ::ESP:: or “Saten” in name, and that Character gains +1500 Power for the turn.
[S] [(2) Rest this] Choose a Character in your Waiting Room with either ::ESP:: or “Saten” in name and return it to your hand.
RG/WP03-05   Mikoto, Summer Fun
Trait 1: (ESP)   Trait 2:  (Frog)
[C] If you have 2 or more other ::ESP:: Characters, this gains +1000 Power.
[A] When “Normal Life Regained” is placed in your Climax Zone, if this is in the Front Row and there are 5 or fewer cards in your Stock, you may choose a Cost 0 or lower Character in your Waiting Room that is either traitless or ::ESP:: and put it in any Slot on the Stage.
RG/WP03-06   Mikoto, Not Being True to Herself
Trait 1:  (ESP)   Trait 2:  (Frog)
[C] For each Character in your Opponent’s Back Row, this gains +500 Power.
[A] When this becomes Reversed in battle, you cannot use “[A] ENCORE” for the turn. (This includes “[A] ENCORE [(3)] provided by rules)
RG/W26-062   Mikoto, A Certain Day Off
Trait 1: (ESP)   Trait 2:  (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]

Level 2

RG/W26-082   Saten, Friendly 4-Man Group
Trait 1:  (No Traits)   Trait 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/W10-044   Mii Konori
Trait 1:  (ESP)   Trait 2: (Judgment)
[S] [Counter] BACKUP 3000, Level 2 [(1) Discard this card from your hand to the Waiting Room]
RG/W26-063   “Passion Purple” Kuroko
Trait 1:  (ESP)   Trait 2:  (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 3

RG/WP03-02   Saten, After School
Trait 1: None   Trait 2: None
[A] [(2) Discard 2 cards from your hand to the Waiting Room, Rest 1 of your other Standing Characters that is either traitless or ::ESP::] This ability activates up to once per turn. During the turn this is placed from hand to the Stage, when the Character in your Front Row Center Slot attacks, you may pay cost. If so, Stand this.
[A] When this attacks, choose 1 of your other Characters that is either traitless or ::ESP::, and that Character gains +2000 Power for the turn.
RG/WP03-07   “That is All” Mikoto
Trait 1: 超能力 (ESP)   Trait 2: カエル (Frog)
[C] If “Kuroko, Summer Fun” is in your Clock, this gets -1 Level while in your hand.
[A] [Discard a Character card from your hand to the Waiting Room] When “Railgun” is placed in your Climax Zone, if this is in your Front Row and you have 2 or more other ::ESP:: Characters, you may pay cost. If so, choose a Level 3 or lower Character in your Opponent’s Front Row and put it in the Waiting Room, and reveal the top card of your Library. If it’s a Character that is either traitless or ::ESP::, choose a Level 2 or lower Character in your Opponent’s Back Row and put it in the Waiting Room.
[A] During your Opponent’s turn, when Damage taken by you isn’t Cancelled, if this is in the Front Row, look at the top card of your Library and put it either on top of the Library or in the Waiting Room.
RG/W13-052   Mikoto & Kuroko, Under One Roof
Trait 1:  (ESP)   Trait 2: (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)
RG/W13-027   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 Oppsite 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 unti the next end of your Opponent’s turn.

Climaxes

RG/W13-074   Railgun
Trait 1: None   Trait 2: None
[C] All your Characters gain +1000 Power and +1 Soul.
RG/WP03-08   Normal Life Regained
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.

Deck Strategy

The strategy with this deck generally starts with the opening hand. If you happen to have 1 or both pieces of the level 1 combo you can pitch other level 1s or other key pieces to your midgame as you can easily get them back. Ideally you would want a copy of the Uiharu brainstorm in hand and either Kuroko level 0. You can sustain field with the runner or hand fix using “Summer Fun”. If possible keep “Summer Fun” in the backrow as she syncs nicely with the level 1 combo. The Mikoto reverser is included as a backup option and for it’s occasional power pump, the Erii searcher can be used to hand fix and pay out climaxes to set up level 1 or later play in a pinch, and “Railgun” Mikoto is there for disrupting your opponents level 1 play.

At level 1, the main strategy is to try to execute the climax combo to set up your field and save your hand. The ideal targets for the combo are either the 1/0 assists or the Mikoto beater. The Uiharu brainstorm can be summoned with this as well- solid option but hopefully she will already be on the field. Summer Fun Kuroko also helps here by opening up a slot for a a character and giving a critical 2k to reverse an opponents character. The bounce back effect is also useful at level 2. You can use the 1/0 assist and the Uiharu brainstorm to pay out climaxes and to maintain hand if you can’t play the combo. One searches and one salvages so both card pools are available to you. Just keep playing 1/0s cycle through the combo as many times as possible and set up for the level 2 and level 3 play.

At level 2, continue to play the 1/0s, use the climax combo if available and keep compressing. This is especially important if you don’t have the advance summon Mikoto. The advance summon Mikoto can be used to remove vital back-row characters (such as brainstormers or assists) at level 2 plus remove other advance summons. The early play condition should be easy to execute if you keep Summer Fun or bounce her back to hand on an earlier turn. The Mikoto also a nice top check option on defense to remove damage from the hopefully help you keep pace with you opponent.

At level 3, you have multiple options. Mikoto and Kuroko can deal the final precision damage to defeat your opponent while provide a nice heal to help you stave off death. If more damage is required then the Saten re-stander can be used to swing a little harder. Saten can also be used to help Mikoto & Kuroko execute the burn effect. Finally, Saten by the Water can be used to mitigate some damage and in certain situations prevent your opponent from using event counters at level 3. And the early summon Mikoto can be used in a pinch to mill off damage. There are multiple ways to approach the endgame depending on the opponent and the situation.

Strengths & Weaknesses

In the early game, the deck has some nice ways to sustain field. Between the runner and Mikoto brainstorm, it should relatively easy to sustain some field. The level 1 game can cycle itself through on multiple occasions with little resource use. The climax combo aids with this and helps to maintain hand by not forcing you to play characters. Also the counters and back-row effects also allow the deck to be surprisingly big on defense. This does allow for the luxury of holding onto to late game cards since you can just spam the combo and recycle your 1/0s. Because of the potential of repeatedly using the climax combo and the relatively cheap cost, the deck can generally have enough stock to easily execute it’s endgame which is admittedly a bit expensive. This deck can also some nice things in it’s endgame. The combination of Saten and Mikoto/Kuroko actually is a strong one. Saten can ensure that Mikoto/Kuroko can execute it’s on reverse burn and Saten doesn’t need to reverse to re-stand. Neither of these cards require a climax to execute their effects making the endgame setup a little easier. There are multiple endgame options which is something that many decks don’t have including both offensive and defensive options.

The deck also has a few weaknesses/issues which could affect the outcome of a game. The first is that the level 0 game doesn’t have many options to help set up the midgame. The set doesn’t have any Asuza or Riki clones which affect it’s early game consistency. The best options are the Kuroko Top check or the brainstorm and those have a chance to miss. The next issue lies in it’s level 1 combo. While it is better then the other combos the set has, the combo is still not as good as it could be. The combo’s inability to set up for the deck’s late game can prove to be troublesome at times especially with a good level 2 play. The deck’s endgame also does not do burst damage as easily as some other decks meaning that the deck really needs to keep pace with it’s opponent. The finishing options will certainly get the job done but the deck will rarely push an opponent from mid level 2 to defeat like with some decks. Also anti-salvage and anti-burn can hurt this deck a bit giving it fewer hand manipulation and plussing options.

Overall, this deck has proven to be quite consistent and certainly a step up from previous decks from this set. While it does have some obstacles to overcome, when this deck is functioning on all cylinders, it functions extremely well. This deck can compress, sustain field, and be flexible with a solid multi-optioned endgame. Hopefully, you will give this deck type a try as it is a good & fun deck to play.

This concludes my Railgun Red/Green Deck Profile. Any thoughts on the deck? Please comment below. If you enjoy my content 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 you soon!