Greetings! Railgunfan75 here with a long overdue deck profile. I have been meaning to feature this deck for a while especially since I have discussed the Re:Zero set in some detail (Weiss Schwarz Re:Zero Trial Deck ReviewWeiss Schwarz Set Overview – Re:Zero Part 1: Blue, Weiss Schwarz Set Overview: Re Zero Part 2 -RedWeiss Schwarz Overview: Re Zero Part 3: YellowWeiss Schwarz Re:Zero Trial Deck Plus Review). The set allows for more deck variations than many other sets of late especially considering the fact that it has only has one booster. The deck featured today is a variant which seems to be rare in comparison to many of the other deck types. This deck is a B/R/Y deck featuring as many of the best girls of the series as possible. This deck is meant to take advantage of the many endgame options the set has. So let’s explore my All the Best Girls- Re:Zero deck profile.

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

Let’s begin with the deck list.

Level 0  17 Cards

x2 RZ/S46-T11  Rem, Pure White Bride

x1 RZ/S46-003   Crusch, Head of the Karsten House

x3  RZ/S46-005   Felt, Declaration of War

x3 RZ/S46-062  Emilia, Smile of an Angel

x3 RZ/S46-035  Rem & Ram Under the Sunlight Through the Leaves

x3 RZ/S46-063  Rem, Happy Dream

x2 RZ/S46-039  Subaru with Puck

Level 1  12 cards

x3 RZ/S46-T13a  Emilia, Offering Lap Pillow

x4  RZ/S46-059  Emilia, Silver-Haired Bishoujo

x3  RZ/S46-075  Puck, Great Spirit

x2  RZ/S46-011  Reinhard, Felt’s Knight

Level 2  2 cards

x1 RZ/S46-066   Emilia, Bath Time!

x1 RZ/S46-078  Emilia, Not Being True to Herself

Level 3    11 Cards

x3  RZ/S46-001  Felt, Candidate for Royal Election

x3  RZ/S46-061  Emilia, Half-Elf Girl

x2  RZ/S46-030  Ram, Pink-Haired Maid

x3  RZ/S46-060  Rem, Blue-Haired Maid

Climaxes  8 cards

x4  RZ/S46-096   Starting Life in Another World From Scratch

x4  RZ/S46-054 Natsuki Subaru Decoy Operation

And here are the card effects.

Level 0

RZ/S46-T11   Rem, Pure White Bride
Trait 1:  (Magic)   Trait 2: (Maid)
[A] When this is placed from hand to the Stage, choose 1 of your Characters with either ::Magic:: or ::Weapon::, and that Character gains +1500 Power for the turn.
[A] When this attacks, reveal the top card of your Library. If it’s a Character with either ::Magic:: or ::Weapon::, put it in your hand and discard a card from your hand to the Waiting Room. (Otherwise put it back where it was)

 

RZ/S46-003   Crusch, Head of the Karsten House
Trait 1: (Magic)   Trait 2:  (Weapon)
[C] During your turn, your other Character in the Front Row Center Slot gains +1000 Power.
[S] [(2) Rest this] Search your Library for up to 1 Character with either ::Magic:: or ::Weapon::, reveal it, put it in your hand, and shuffle your Library.
[S] BRAINSTORM [(1)] 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 ::Magic:: or ::Weapon::, reveal it, put it in your hand, discard a card from your hand to the Waiting Room, and shuffle your Library.
RZ/S46-005   Felt, Declaration of War
Trait 1:  (Weapon)   Trait 2: (Double Tooth)
[A] At the start of your Opponent’s Attack Phase, you may put the top card of your Library in the Waiting Room. If it’s a Character with either ::Magic:: or ::Weapon::, you may move this to an empty Slot in your Front Row.
RZ/S46-062   Emilia, Smile of an Angel
Trait 1: (Magic)   Trait 2: (Elemental)
[C] During your Opponent’s turn, all your other Characters gain +500 Power.
[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, choose up to 1 Cost 0 or lower Character in your Waiting Room, and put those Characters in separate Slots on the Stage.
RZ/S46-035  Rem & Ram Under the Sunlight Through the Leaves
Trait 1: (Magic)   Trait 2: (Maid)
[A] When this becomes Reversed, if the Level of the Battle Opponent of this is 0 or lower, you may Reverse that Character.
[S] [Discard a card from your hand to the Waiting Room, put this in the Waiting Room] Choose a Character with either ::Magic:: or ::Weapon:: in your Waiting Room and return it to your hand.
RZ/S46-063  Rem, Happy Dream
Trait 1: (Magic)   Trait 2: (Maid)
[C] All your other Characters with either ::Magic:: or ::Weapon:: gain +500 Power.
[A] When this is placed from hand to the Stage, put the top 2 cards of your Library in the Waiting Room. If there were at least 1 Climax card among them, Rest this.
[A] When your Climax card is placed in the Climax Zone, choose 1 of your Characters, and that Character gains +500 Power until the next end of your Opponent’s turn.
RZ/S46-039  Subaru with Puck
Trait 1: (Death)   Trait 2: (Magic)
[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 a “Forbidden Library” in your Waiting Room and return it to your hand.
[A] [(1) Discard a card from your hand to the Waiting Room, Send this to Memory] When this becomes Reversed in battle, you may pay cost. If so, choose a Character with either ::Magic:: or ::Weapon:: in your Waiting Room and return it to your hand.

Level 1

RZ/S46-T13a  Emilia, Offering Lap Pillow
Trait 1:  (Magic)   Trait 2: (Elemental)
[C] If you have 3 or more other Characters with either ::Magic:: or ::Weapon::, this gains +2000 Power.
[A] When this attacks, if there’s a BLUE Climax in the Climax Zone, draw a card, and discard a card from your hand to the Waiting Room.
RZ/S46-059  Emilia, Silver-Haired Bishoujo
Trait 1: (Magic)   Trait 2:  (Elemental)
[A] When this attacks, if “Starting Life in Another World From Scratch” is in the Climax Zone and you have 3 or more other Characters with either ::Magic:: or ::Weapon::, look at up to 4 cards from top of your Library and search for up to 1 Character with either ::Magic:: or ::Weapon::, reveal it, put it in your hand, put the rest in the Waiting Room, and this gains +1000 Power for the turn.
RZ/S46-075  Puck, Great Spirit
Trait 1: (Magic)   Trait 2: (Elemental)
[C] If you have another Character with “Emilia” in name, this gains +1 Level and +2500 Power.
[A] When this becomes Reversed in battle, put this on the bottom of the Library.
RZ/S46-011  Reinhard, Felt’s Knight
Trait 1: (Weapon)   Trait 2: (Knight)
[A] When you use the BACKUP of this, if you have a Character with either ::Magic:: or ::Weapon::, choose 1 of your Characters in battle, and that Character gains +1000 Power for the turn.
[S] [Counter] BACKUP 1000, Level 1 [Discard this card from your hand to the Waiting Room]

Level 2

RZ/S46-066   Emilia, Bath Time!
Trait 1:  (Magic)   Trait 2:  (Elemental)
[C] ASSIST All your Level 3 and higher Characters in front of this gain +2000 Power.
[A] When this is placed from hand to the Stage, draw a card, and discard a card from your hand to the Waiting Room.
[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, choose 1 of your Opponent’s Characters. Those Characters do not Stand during your Opponent’s next Stand Phase.
RZ/S46-078  Emilia, Not Being True to Herself
Trait 1: (Magic)   Trait 2: (Elemental)
[A] [(1) Discard a Character card with either ::Magic:: or ::Weapon:: from hand to the Waiting Room, put a Character from your Stage in the Waiting Room] When you use the BACKUP of this, you may pay cost. If so, choose 1 of your Opponent’s Characters whose Level is higher than the Level of your Opponent and put it on the bottom of the Library.
[S] [Counter] BACKUP 2500, Level 2 [(1) Discard this card from your hand to the Waiting Room]

Level 3

RZ/S46-001  Felt, Candidate for Royal Election
Trait 1: (Weapon)   Trait 2:  (Double Tooth)
[C] If you have 3 or more other Characters with either ::Magic:: or ::Weapon::, this gains +2000 Power.
[A] When this attacks, search your Library for up to 1 Character with either ::Magic:: or ::Weapon::, reveal it, put it in your Stock, and shuffle your Library.
[A] [(2)] When this attacks, you may pay cost. If so, choose 1 of your Characters, and that Character gain the following ability for the turn. “[A] This ability activates up to once per turn. When the Damage dealt by this is Cancelled, you may deal 1 Damage to your Opponent.” (Damage Cancel can occur)
RZ/S46-061  Emilia, Half-Elf Girl
Trait 1:  (Magic)   Trait 2: (Elemental)
[C] If you have 3 or more other Characters with either ::Magic:: or ::Weapon::, this gains +1500 Power and the following ability. “[A] When the Battle Opponent of this becomes Reversed, you may Send that Character to Memory.”
[A] [(2) Discard a card from your hand to the Waiting Room, put 1 of your other Characters from the Stage in the Waiting Room] This ability activates up to once per turn. During the turn this is placed from hand to the Stage, when the Battle Opponent of this becomes Reversed, you may pay cost. If so, choose a “Puck, Great Spirit” in your Waiting Room and put it in any Slot on the Stage.
RZ/S46-030  Ram, Pink-Haired Maid
Trait 1: (Magic)   Trait 2: (Maid)
[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] When “Natsuki Subaru Decoy Operation” is placed in your Climax Zone, if this is in your Front Row, choose up to 2 cards in your Opponent’s Waiting Room and return them to the Library, your Opponent shuffles that Library, and this gains +3000 Power for the turn.
[A] [(2) Discard a card from your hand to the Waiting room] When this attacks, you may pay cost. If so, deal 1 Damage to your Opponent. (Damage Cancel can occur)
RZ/S46-060  Rem, Blue-Haired Maid
Trait 1:  (Magic)   Trait 2: (Maid)
[C] If there are 2 or fewer Climax cards in your Waiting Room, this gets -1 Level while in your hand.
[C] For each Marker under this, this gains +1000 Power.
[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 the Battle Opponent of this becomes Reversed, you may choose a Character with either ::Magic:: or ::Weapon:: in your Waiting Room and put it face-down under this as Marker.

Climaxes

RZ/S46-096   Starting Life in Another World From Scratch
Trait 1: None   Trait 2: None
[C] All your Characters gain +1000 Power and +1 Soul.
RZ/S46-054   Natsuki Subaru Decoy Operation
Trait 1: None   Trait 2: None
[C] All your Characters gain +1000 Power and +1 Soul.

Here are some stats about the deck.

Distribution by Color
Blue   30 cards       60 %
Red  11 cards       22 %
Yellow  9 cards    18 %Distribution by Cost
0  37 cards   74 %
1  2 cards     4 %
2  11 cards   22 %Distribution by Level0     17 cards 34 %
1    12 cards  24 %
2     2 cards  4 %
3   11 cards  22 % 

Deck Strategy

Level 0

To start the game, the Felt runner is the optimal play. The plan is to have the runner on the field for multiple turns to allow the player to maintain extra cards in hand. The mill effect is especially useful as it can help add targets for the Emilia brainstorm. The brainstorm serves multiple functions- it can field extra zeroes if necessary to help preserve hand and it can field level 1s early to take early field control and to set up up the level 1 combos. The brainstorm should be spammed as much as possible as it is an effective way of sustaining field. The Rem assist also aides in this by milling even more targets for the brainstorm and of course provides a nice 500 early game buff.  Rem Pure White Bride can be used throughout the game to provide a nice 1500 power buff on play and also gives a nice hand filter. The Crusch brainstormer is included if you need an additional hand filter, power buff on offense and the deck’s only main direct search card. The Rem/Ram reverser is there as a backup offensive plan in case you don’t get the Felt Runner. Finally Subaru and Puck provides another stock and discard out with giving the deck a direct salvage option. Overall the main plan is to use level zero to build hand and tailor to allow for an execution of the deck’s level 1 options.

Level 1

While level o involves setting up for level 1, Level 1 involves setting things up for the late game. The deck has a luxury that many don’t- it has multiple combo options at level 1. The primary option is the climax combo with “Emilia, Silver-Haired Bishoujo”. This combo allows for a cheap and easy way to dig for your late game options or level 1 play for upcoming turns. It also is great for getting out of bad situations such as burning through most of your climaxes early. If you are unable to get this card on the field, “Emilia, Offering Lap Pillow” offers a decent backup plan. While not as effective at getting cards as the first option, a free hand filter on attack is still a worthwhile play. The hope is to either get further cards to play at level 1 or get “Rem Blue Haired Maid” to play at level 2. The brainstorm should help to sapm this combo for multiple turns or two sustain your level 1 field.  Finally Puck serves as an oversized beater and one of the pieces for the Emilia lvl 3 combo.

Level 2

The transition from the mid to the endgame is conducted by continuing to play the level 1 combos if possible and play “Rem Blue Haired Maid”. Rem not only provides an early heal but can also be a nice beater especially after a couple of turns. The card also can aid in late game compression by stacking characters as markers underneath it. By continuing to use the various mill effects, the deck can take advantage of this by the time level 3 hits by forcing another refresh quite easily. You can also play “Emilia Bath Time!” to aid the Rem and your level 1 characters stay on the board and to disrupt your opponent a bit with it’s anti-stand brainstorm.

Level 3

The strategy for level 3 is really contingent on the game scenario. The deck has a variety of options based off the game state and opponent. If you are trying to stall then you can keep Rem on the board as a defense buffer and use the Felt Lvl 3 to try to remove damage from the deck. If you are close to defeating your opponent, the the Ram climax combo works great for pinging extra damage or Felt can give an extra 1 damage attack to something. If the game calls for the extra attack then the Emilia/Puck combo is the way to go. Generally if your opponent has an opposing strategy for one game ending option (such as anti-burn or walls at level 3) then play the other available game ending cards. There are multiple ways to approach the endgame for this deck.

Strengths and Weaknesses

There are multiple strengths with the deck list. The first is that the deck has means for repeated hand manipulation. It is rare to not have what you need with this deck. Between the level 0 utility and the level 1 combos, setting up the desired endgame should not be an issue. Also because of the hand manipulation, there should be very few instances where you have a dead turn during the game. Another point of strength for the deck is that it can recover from a climax deficit rather quickly and force refresh multiple times in a game with ease. This is a byproduct of the constant hand manipulation but it is a thing which has proven to be quite useful during play testing. This deck is rarely too far behind in damage. This deck is also rather cost efficient in terms of stock with mostly costless characters until level 3 and abilities (with exception of the brainstorm and salvage effects) being costless.  Besides getting the cards you need, you should have plenty of stock for the endgame- whatever the plan turns out to be.

Speaking of the endgame, the final benefit to running this deck type is the high amount of flexibility that the deck offers for it’s endgame. With knowledge of what the opponent is playing, you can set up your endgame to counter what they are playing in many cases. If Emilia can’t reverse characters, then Rem and Felt can burn. If anti burn is in play, then you can play Emilia and plan on executing the Emilia combo or play defensively with Felt and Rem.

This deck however has a few drawbacks. The first being that it’s endgame while flexible does do burst damage like other decks. It generally won’t deal 7-10 damage in a turn and needs to keep within striking damage of it’s opponent. With this deck you have to take a bit more of a methodical approach than other decks and if you hit some bad luck and don’t last long at level 3, you can be in trouble. The flexibility also has a drawback of the deck being easily misplayed if you don’t have knowledge of the opposing deck or don’t adapt quickly enough.

While the deck has a variety of draw/discard options, it does lack a bit in pure search/salvage power making it possible to have some games where you don’t get what you need. There aren’t many ways for the deck to search/salvage directly your level 1 combos or your endgame cards (the primary way is the search brainstorm and Subaru salvager). Sometimes the hand manipulation options just don’t work and you are left with few options. Because of these things, the deck does need some experience to pilot correctly and relies on good decision making to be successful. If you are used to auto pilot decks like SAO then this one could prove to be more difficult to master.

This concludes my deck discussion on my Re:Zero B/Y/R deck. What are your thoughts on the deck? What decks do you play from this set? Please comment below.

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