Greetings fellow adventurers! Railgunfan75 here with Part 1 of another set overview. For those of you expecting more SAO content, that will be coming soon. Today I want to start my discussion of the recently released Konosuba Vol 2. This set included new fun deck types and cards which really helped the pre-existing deck types from set 1. There are a lot of cards so they will divided by color as usual. This set at time of this posting is not available in the English game yet but it should serve as a preview for if/when the set does get brought to English. So let’s get started!

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

KS/W55-043   “Explosion Girl” Megumin
Trait 1:  (Adventurer)   Trait 2:  (Magic)
[C] If “Megumin in Swimsuit” is in your Clock, this gets -1 Level while in your hand.
[A] When this is placed from hand to the Stage, put the top 3 cards of your Library in the Waiting Room. If there is at least 1 Character with either ::Adventurer:: or ::Magic:: among them, put up to 1 card from top of your Library in your Stock. If there are at least 2, choose a Character in your Opponent’s Front Row, and that Character gets -4000 Power for the turn. If there are at least 3, you may deal 1 Damage to your Opponent. (Damage Cancel can occur)
KS/W55-052   “Forever Rival” Yunyun
Trait 1: (Adventurer)   Trait 2: (Magic)
[C] If you have ‘”Explosion Girl” Megumin’, this gets -1 Level while in your hand.
[C] For each of your other ‘”Explosion Girl” Megumin’ in the Front Row, this gains +2000 Power.
[A] When this is placed from hand to the Stage, you may put the top card of your Clock in the Waiting Room.
KS/W55-041  Megumin in Swimsuit
Trait 1:  (Adventurer)   Trait 2:  (Magic)
[C] You cannot play Events or BACKUP from hand.
[A] This ability activates up to once per turn. When this becomes Reversed in battle, put the top card of your Library in the Waiting Room. If it’s Level 2 or higher, you may Rest this. (Climax cards are considered Level 0 for this effect)

This is a nifty 3 card package which allows you a nice card combo at level 2. Before discussing the combo as a whole, it is best to look at the 3 cards individually.

First up is “Megumin in Swinsuit”. It’s a 3500 beater with an opportunity to revive itself if a level 2 or higher is revealed on a top check. This is a pretty high powered level 0 card which can potentially survive multiple turns. It’s anti backup/anti event ability can be bothersome in the later stages of the game. This means that using it as clock fodder at level 2 is not a bad play especially considering that is where it needs to be for the Megumin level 3 to be played early. Overall it is an ok card with it’s main use occurring in  decks which want to run the Megumin level 3.

Next up I will discuss the Megumin level 3. The early play condition for the card is a manageable one though it is not the best. To achieve the condition the best play is to simply keep the Megumin level 0 in hand until you get to level 2 and clock it. The card’s on play effect is actually quite good for a card that can be played at level 2. You can potentially summon this card for 1 stock, deduct another character 4000 power (preferably another level 3), and deal 1 damage to your opponent. The 4k power detriment synergizes well with the new Wiz level 3 as that card requires a reverse. It should be noted that the effects do stack so if you hit 2 characters, you get the stock and the -4k effect and if you hit 3 you get all 3 effects. Compression will likely increase the chance that you get 1 climax with mill. If the game is going well, the chances of hitting 3 characters is slim. This means that most likely this card will be a stock card which can weaken or kill an opponents’ character. That alone makes this a pretty good card and the possible bonus of a burn damage makes it an nice option.

Finally, we have the Yunyun level 3 which is basically an 11500 healer if you have the Megumin on the field. It can also be summoned at level 2, if the level 3 Megumin is already in play. If you need a heal and have the other pieces in place this card can certainly be useful at level 2, though the additional heal option at level 3 is nice as well. There is a Wiz level 3 from the first set (http://www.heartofthecards.com/code/cardlist.html?card=WS_KS/W49-036) and that while good does have a minor downside. So if want a healer with 0 risk for the Magic, this is the card to play.

This combo pretty much lets you summon 2 different level 3 characters early for potentially 3 stock. You are also potentially granted a heal, the chance to either get rid of or weaken an opponents character and a 1 damage burn. This combo is best suited for the mono red or “Magic” trait builds especially since it does require a minimum of 9 card slots to be taken up for it to be effective (4 level 0 Megumin, 3 level 3 Megumin, 2 Level 3 Yunyun). It just takes up too many cards to play in other decks. This combo is best suited for play at level 2 if you have extra stock. If this combo reaches it full potential at level 2, it can be pretty disruptive for an opponent. You can deal extra damage and counter an advance summon and control field for less stock. At level 3, you would want to save your stock for the many level 3 combo options. Either playing the Megumin of the Yunyun at level 3 individually is fine but if you trying to prime your climax combo, playing both is ill advised. This is a nice complimentary combo to whichever combo you choose to play at level 3 but especially the combo being discussed next.

KS/W55-044  “Ice Witch” Wiz
Trait 1: 死 (Death)   Trait 2: 魔法 (Magic)
[A] When this is placed from hand to the Stage, reveal the top card of your Library. If it’s a Character with either ::Adventurer:: or ::Magic::, you may deal 1 Damage to your Opponent. (Damage Cancel can occur. Put the revealed card back where it was)
[A] CX COMBO [(2) Discard a Character card with either ::Adventurer:: or ::Magic:: from your hand to the Waiting Room] This ability activates up to once per turn. When the Battle Opponent of this becomes Reversed, if “Cursed Crystal Prison” is in your Climax Zone, you may pay cost. If so, Stand this, and your Opponent cannot use [S] abilities of Characters on his or her Stage until the next end of your Opponent’s turn.
KS/W55-078  Cursed Crystal Prison!
Trait 1: None   Trait 2: None
[A] When this is placed from hand to the Climax Zone, choose up to 2 of your RED Characters, and they gain +3000 Power and +1 Soul for the turn.

Next up we have one of a few new finishing options in Vol 2, and this one is easily the best in terms of abilities. This card gives you 2 possible finishing options- the on play burn and a restand climax combo. Either effect by itself would make it a good level 3 card but both combined make it a powerhouse.The effects are both reasonable costed with the restand conditions being particularly cheap. Also the climax giving 3000 power along with some good assists and power pumps in the set mean that the card should have few issues getting it’s reverse. The reverse effect in itself also nets you two fairly strong abilities- a restand and a anti startup effect. The second attack is certainly a decent finishing option as it lets you recoup a stock with the second effect and can either force a cancel or deal more than 1 damage. The anti startup effect is actually a nice bonus. This stops effects such as character counters and brainstorm effects on your opponents turn which certainly inhibits their options. Not being able to mill out damage or remove climax triggers via brainstorm can be huge. Wiz is also not a dead card without the climax.  With it’s burn 1 effect which could also serve as a smaller extra atatck of it’s own.

It does come with a couple of downsides.  The first is potentially hitting too big on the second attack (due to the fact that the triggers from both attacks stack). The second is that the damage is not guaranteed due to possible cancels or anti damage counters. Overall, though this finishing combo is easily one of the most consistent that the set has to offer and an overall good combo.

KS/W55-042  “Bunny Girl” Yunyun
Trait 1: (Adventurer)   Trait 2: (Magic)
[C] If all your Characters are ::Magic::, this gains +2000 Power.
[A] CX COMBO When the Battle Opponent of this becomes Reversed, if “Light of Saber!” is in your Climax Zone, put up to 1 card from top of your Library in your Stock, then reveal the top card of your Library. If it’s Level 1 or higher, put it in your hand. (Climax cards are considered Level 0 for this effect. Otherwise put it back where it was)
KS/W55-076  Light of Saber!
Trait 1: None   Trait 2: None
[C] All your Characters gain +1000 Power and +1 Soul.

Yunyun gets a second midgame climax combo and it sadly is not as good as the one from the first set. It is most of the time going to net you a stock if you can get the reverse. The reverse isn’t incredibly difficult- if your field is “Magic” characters (which is the deck this combo is meant for) it is a 6000 power character. With the climax it is 7000 power. So getting the reverse will happen a good portion of the time, it’s just reaping full benefits from this may be difficult. To gain a character, you need to top check a level 1 or higher character and that will fail quite a bit. Most decks have 16-18 level 0 characters and 8 climaxes. That is 24-26 misses in the deck. Also by playing at least 1 copy of this card on the field, that removes 1-3 targets for this card- increasing the odds of hitting a level 0 or climax. Missing on the character check can hurt since Konosuba doesn’t have many hand plussing options beyond it’s climax combos. This combo is a high risk- one probably not worth it with better combo options out there.

KS/W55-048   “Lying in Wait” Yunyun
Trait 1:  (Adventurer)   Trait 2:  (Magic)
[A] [(1) Put the top card of your Library in your Clock] When this is placed from hand to the Stage, you may pay cost. If so, search your Library for up to 1 “Megumin”, reveal it, put it in your hand, and shuffle your Library.
[S] RESONANCE [(1) Reveal a “Megumin” in your hand, Rest this] Look at up to 4 cards from top of your Library and search for up to 1 Character with either ::Adventurer:: or ::Magic::, reveal it, put it in your hand, and put the rest in the Waiting Room.
KS/W49-035
Megumin
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)

Next up we have a nice tech option for those players who still wish to play the Megumin clock kick/burn combo from the first set. Yunyun let’s you search out copies of the level 3 and gives you a bonus for keeping the card in your hand. Both are hand plussing effects which provide a nice way to add to or sustain hand during the game. The main effect of adding a character to hand stock is incredibly efficient and the effect is repeatable across multiple turns. It is a nice stock out like a brainstorm but can be effective when brainstorms wouldn’t be such as when your deck is out of climaxes. One downside is that this needs to be placed in the backrow and rested which can clash with most of the sets brainstom effects. Another thing to consider is that you do need the specific Megumin included in your deck which grossly limits the decks this can be played in.  If you are playing the Megumin endgame, then this is a must play as it ramps up the consistency of the deck and is a nice addition.  If you are not running the endgame, then this card literally does nothing.

KS/W55-053   “Explosion Magic Powered Up” Megumin
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[C] For each of your other Characters with either ::Adventurer:: or ::Magic::, this gains +500 Power.
[A] When this is placed from hand to the Stage, choose up to 1 Character in your hand whose Level is equal to or lower than your Level and put it in any Slot on the Stage, and this gains +2000 Power for the turn.
[A] [(3) Discard 2 cards from your hand to the Waiting Room] When this attacks, you may pay cost. If so, deal 5 Damage to your Opponent. (Damage Cancel can occur)

This card is likely best used to cheat another level 3 on the field for free, and as a nice beater if necessary. It can be splashed to cheaply get multiple 2 soul beaters on the field for minimal cost such as any endgame cards you have in your hand. Of course if you have 3 of your main finishers, then play those over this but if you have one or two copies of your endgame combo, this is not a nice 3rd slot option. This can also be a backup option due to the fact that it does not require a climax combo to use it’s burn effect. The five damage will likely cancel meaning it will just serve to flush out a climax. With the high cost, the effect isn’t that great. In the right deck build, this can be a secondary 1 or 2 copy splash option but it shouldn’t be a main option for a deck.

KS/W55-057   “Sudden Realization” Yunyun
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.
[S] [Discard a card from your hand to the Waiting Room, put this in the Waiting Room] If you have another “Megumin”, choose 1 of your Opponent’s Characters and move it to another empty Slot on your Opponent’s Stage.

Next up we have another role player for the Megumin burn/clock kick combo. This card can ensure that the Megumin has an opposing character to clock kick. The cost is effectively 3 cards from hand- one to play the card, one for the cost of the effect and possibly a third to replace this card. If the Megumin will land the final blow with the clock kick, then this is obviously worth it, but if your opponent survives, that is a lot of cards from hand. The card also has value in the early game as a reverser option, which are always solid effects. This has the same issue as the previous card where it is most effective with the Megumin, but this one at least can serve another purpose. Overall a solid but situational card.

KS/W55-060   “Birthday Alone” Yunyun
Trait 1: (Adventurer)   Trait 2:  (Magic)
[C] If you have no other Characters, this gains +1 Level and +1500 Power.
[A] When this becomes Reversed in battle, you cannot use “[A] ENCORE” for the turn. (This includes “[A] ENCORE [(3)]” provided by rules)

This Yunyun when alone is a level 1, 4500 power card. There are very few decks which will beat this consistently and if played on the first turn, it will likely survive to turn 2. Even if it is not alone, it is still a 3000 power character which is incredibly strong against most decks. The anti encore effect is really a negligible downside at level 0, and this should be clock fodder after anyway. This is really nice beater option if you are looking for one.

KS/W55-070   “This Has Meaning!” Megumin
Trait 1:  (Adventurer)   Trait 2:  (Magic)
[A] When you use the BACKUP of this, choose 1 of your Characters in battle, and that Character gains the following ability for the turn. “[A] When the Battle Opponent of this becomes Reversed, Send that Character to Memory.”
[S] [Counter] BACKUP 3000, Level 2 [(1) Discard a card from your hand to the Waiting Room]

The set’s nice selection of backup options gets expanded with the addition of this card. The backup effect is for 3000 power which is a great number (tough to get cards over the 3k threshold). This also gives a character the mandatory effect of memory kick which against some decks can be really strong. Removing a valuable plussing card or endgame finisher permanently from the game can really swing the tide in your favor especially if said effects occur on reverse. This denies plenty of strong effects- on reverse searches, burns, clock kicks, etc. This card has a powerful effect and should be considered for play.

KS/W55-073   “ライバル登場”ゆんゆん
“Rival Has Appeared” Yunyun
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
【永】 応援 このカードの前のあなたのキャラすべてに、パワーを+X。Xはあなたの『応援』を持つキャラの枚数×1000に等しい。
【自】 このカードが手札から舞台に置かれた時、他のあなたの、《冒険者》か《魔法》のキャラが4枚以上なら、あなたは自分の控え室の、《冒険者》か《魔法》のキャラを1枚選び、ストック置場に置いてよい。
[C] ASSIST All your Characters in front of this gain +X Power. X = 1000 times # of your Characters with ASSIST.
[A] When this is placed from hand to the Stage, if you have 4 or more other Characters with either ::Adventurer:: or ::Magic::, you may choose a Character in your Waiting Room with either ::Adventurer:: or ::Magic:: and put it in your Stock.

The final card which will be discussed is another nice roleplayer and probably the best late game assist that the set has to offer. To clear up any confusion, if this is the only card with assist, it will give 1000 power, if there is this and one other then a 2000 power pump is given, and it increases by 1000 power for each card with the assist keyword. Most commonly it will be a 1000-2000 power pump to characters in front.  This amount is significant as it doesn’t restrict by level or trait. This will help even keep level 1 characters alive if need be though this is best played with the sets variety of early summon characters. Yunyun also synergies nicely with the Wiz level combo by being a cheap way to help Wiz get the reverses she needs.   This is also an 1 cost character as fielding a full field of “Adventurer” or “Magic” characters is certainly not difficult to do. You have to pay the two stock and replace one with a card of your choice giving you the option to pay out buried climaxes and clean out your stock. Overall this is a good utility card and an essential inclusion in multiple decks.

So that concludes part 1 of my Konosuba set overview. What do you think of the set? Please comment below or contact me on Twitter (@Railgunfan75) or Facebook (Railgunfan75’s Geek Blog) with your responses. Stay tuned for Part 2 coming soon. Of course the next Weiss Post will continue the SAO Ordinal Scale set review. So until next time, this is Railgunfan75 signing off! See you soon!