Greetings! After another long delay, I am finally back to complete my set overview for Konosuba Vol 2. The set is being released in English later this year, so hopefully English only players will find this useful. I have received some positive feedback from these set overviews and I plan on keeping them up. I know I am many sets behind of what I wish to discuss and want to also feature some new decks. Hopefully, I will have time soon to pick these back up.

Also for those who are curious about the rest of the set overview, here are the links to the other 2 parts of the overview:

Part 2: Blue

Part 1: Red

 

KS/W55-001
“Seeing Off” Chris
Trait 1: 冒険者 (Adventurer)   Trait 2: 盗賊 (Rogue)
[C] During your turn, your other Character in the Front Row Center Slot gains +1500 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, search your Library for up to 1 YELLOW or ::Adventurer:: Character, reveal it, put it in your hand, and shuffle your Library.

Our first card is a welcomed piece of utility for the set- a search brainstormer with a useful second effect. The first set does contain a search brainstorm but it also included a climax combo which pretty much useless in most decks. This card is a clear upgrade from that card. First off, the secondary effect is both useful and relevant. The 1500 power pump to the character in the front center slot will help win the battle in that lane.  There are multiple combos and effects which require a reverse so this effect will be useful. Also the brainstromer searches for more characters than it’s predecessor did. The search targets are relevant as this can be used in multiple decks. Overall, this is a good card.

KS/W55-002   “鉄壁クルセイダー”ダクネス
“Iron Wall Crusader” Darkness
Trait 1: 冒険者 (Adventurer)   Trait 2: 煩悩 (Worries)
[A] When this attacks, if you have another Character with either ::Adventurer:: or ::Magic::, this gains +1500 Power for the turn.
[A] CX COMBO When the Battle Opponent of this becomes Reversed, if “My Heart Will Nev-” is in your Climax Zone, search your Library for up to 1 Character with either ::Adventurer:: or ::Magic::, reveal it, put it in your hand, and shuffle your Library.
KS/W55-036
My Heart Will Nev-
Trait 1: None   Trait 2: None
[C] All your Characters gain +1000 Power and +1 Soul.

Here we have another new level combo for the set and a nice plussing combo. This combo has plenty of upsides. The first is that it can be used in most decks with the exception being the “Goddess” deck. The search targets include “Adventurer” and “Magic” and because of the traits it also works well in Mono Yellow decks as well. This can work in Mono “Magic” decks but it generally can’t be picked up via other card effects in the deck and the Mono Red deck has an arguable better combo anyway.

The second positive is that the search effect is no cost- free searches or salvages are always good.  The third positive we have is that this card can be quite big on attack with it’s own ability, the climax gaining power and other pump options.

However, there a few minor downsides to this combo. Darkness is weak on defense meaning that she will likely die on the opponents’ turn. Also these combos can be susceptible to counters really easily so it works best when your opponent is still at level 0. Despite these things however, the card is a really solid midgame option. This works great in many decks and now Darkness waifu decks can be better.

KS/W55-003
“Duke of Hell” Vanir
Trait 1: 仮面 (Mask)   Trait 2: 魔法 (Magic)
[C] During your turn, this gains +2000 Power.
[A] This ability activates up to once per turn. During the turn this is placed from hand or via CHANGE to the Stage, when the Damage dealt by this is Cancelled, put the top card of your Library in your Waiting Room, and deal X Damage to your Opponent. X = 1 plus Level of that card. (Climax cards are considered Level 0 for this effect. Damage Cancel can occur)
[A] [Put this in the Waiting Room] At the start of your Opponent’s Draw Phase, you may pay cost. If so, choose a ‘”Power of the Mask” Darkness’ in your Waiting Room and put it in the Slot this was in, and that Character gains +2500 Power for the turn.
KS/W55-011
“Power of the Mask” Darkness
Trait 1: 冒険者 (Adventurer)   Trait 2: 煩悩 (Worries)
[A] [(1)] At the start of your Opponent’s Attack Phase, you may pay cost. If so, choose 1 of your Characters with either ::Adventurer:: or ::Magic:: and this, then Stand and Swap them.
[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.
[A] CHANGE [Put this in the Waiting Room] At the start of your Climax Phase, you may pay cost. If so, choose a ‘”Duke of Hell” Vanir’ in your Waiting Room and put it in the Slot this was in.

Next, we have a cool endgame combo where you can swap between an offensive and defensive character. Vanir is big on offense and has an additional burn effect on damage cancel while Darkness can be big on the defensive side and and can swap to a more favorable matchup. She can also mill off damage as well. This is a really solid combo. The change cost is practically free with no stock or hand investment needed. Basically, the two stock needed to play one of these cards is the cost for both. Individually the cards can be useful as well. Vanir can be played in ‘Magic” centric decks quite easily. Darkness can also be a single piece option in decks as well. These two cards are certainly worth consideration.

KS/W55-004
“Running Off” Darkness
Trait 1: 冒険者 (Adventurer)   Trait 2: 煩悩 (Worries)
[A] When this is placed from hand to the Stage, you may put the top card of your Clock in the Waiting Room.
[A] CX COMBO [(1)] When this attacks, if “First Time Feeling Uplifted” is in the Climax Zone, you may pay cost. If so, choose 1 of your Characters, and that Character gains +2000 Power and 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 2 Damage to your Opponent.” (Damage Cancel can occur)
KS/W55-037   初めての高揚感
First Time Feeling Uplifted
Trait 1: None   Trait 2: None
[A] When this is placed from hand to the Climax Zone, choose up to 1 YELLOW card in your Waiting Room and put it in your Stock, and all your Characters gain +1 Soul for the turn.

This Darkness combo is probably the most consistent finisher that Konosuba has to offer. It heals on play and can give something the ability to burn 2 on damage cancel. Burning 2 is actually a perfect number for burn damage. It has a fair chance of sticking and when it does it has more of an impact that a burn 1 effect. The other finisher options in Konosuba are good but they either take a risk by hitting too big or have fail conditions. This combo really has neither. The combo effectively coats nothing for the 1st use as the climax nets you a stock. For the 1 stock, you are guaranteed to give 2000 power to something and possibly burn for two. If it doesn’t go off then it means the attack stuck. It seems like a win/win scenario. You have to run a significant amount of yellow cards to play this combo so this works best in mono-yellow or mixed color decks. The Mono blue and mono red decks have a hard time fitting this in. Overall though, a great combo.

KS/W55-005
“Sniping” Kazuma
Trait 1: 冒険者 (Adventurer)   Trait 2: 魔法 (Magic)
[A] When this becomes Reversed in battle, you may choose a card in your Opponent’s Clock and put it in the Waiting Room. If so, your Opponent puts the top card of his or her Library in Clock.
[A] When this becomes Reversed, if the Level of the Battle Opponent of this is 0 or lower, you may put that Character in Stock. If so, put the bottom card of your Opponent’s Stock in the Waiting Room.

This Kazuma is a stock reverser with a little extra utility that could mess with your opponent a little bit by swapping cards in their clock. This strength of this effect really depends on the opponent’s deck. If they rely on alarm effects, this could be problematic to them or it could mess with their color fixing as well. The effect is certainly solid but not amazing as there will be plenty of times where it really does nothing. At least the card is playable if you are looking for a stock reverser.

KS/W55-008
“Sightseeing in Arcanretia” Darkness
Trait 1: 冒険者 (Adventurer)   Trait 2: 煩悩 (Worries)
[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, look at up to 2 cards from top of your Library and search for up to 2 YELLOW Characters, reveal them, put them in your hand, and put the rest in the Waiting Room.

This is an essential card if you wish to run a mono yellow deck. This card can potentially give you and additional characters for 1 stock and 1 damage which is a fair trade. It can a fair amount of the time can net you 1 character which is still a bargain.

KS/W55-015   “名家のお嬢様”ダクネス
“Lady of the Distinguished Family” Darkness
Trait 1: 冒険者 (Adventurer)   Trait 2: 煩悩 (Worries)
[A] When this is placed from hand to the Stage, choose 1 of your Characters with either ::Adventurer:: or ::Magic::, and that Character gains +1500 Power for the turn.
[A] CHANGE [Put this in the Waiting Room] At the start of your Climax Phase, you may pay cost. If so, choose a ‘”Forerunner” Darkness’ in your Waiting Room and put it in the Slot this was in.
KS/W55-010
“Forerunner” Darkness
Trait 1: 冒険者 (Adventurer)   Trait 2: 煩悩 (Worries)
[A] When this attacks, choose 1 of your other Characters with either ::Adventurer:: or ::Magic::, and that Character gains +X Power for the turn. X = 500 times # of your other Characters with either ::Adventurer:: or ::Magic::.
[A] ENCORE [Discard a Character card from your hand to the Waiting Room]

These two cards serve as a solid level 1 gameplan especially for the yellow/Darkness waifu decks. This card combo can amount a double power pump. You play the “Distinguished Family Darkness” and give something 1500 power. You can then change into “Forerunner” Darkness and give an additional power pump to something. Based off of the cards in your waiting room, you can come up some interesting combinations including having 2 “Forerunner” Darkness pump each other by 2500 power. The power pumps are also useful for the level 1 Darkness combo which needs a reverse or one of several other cards. You do need to have one of each in hand or waiting room for this work so it can be a little inconsistent to play but when it works, good things can happen.

KS/W55-019
“100% Hit Rate” Darkness
Trait 1: 冒険者 (Adventurer)   Trait 2: 煩悩 (Worries)
[C] ASSIST All your Level 3 and higher Characters in front of this gain +2000 Power.
[A] This ability activates up to once per turn. When your other Character with either ::Adventurer:: or ::Magic:: is placed from hand to the Stage, choose another Character, and that Character gains +1 Level until the end of the turn following this turn.

This Darkness is a nice tech card. The power pump to level 3’s is nice, 2000 power is nothing to sneeze at. And the plus 1 level effect can be useful as well in some situations. It can turn level 2 characters into level 3’s so it can give them the power pump. It can also turn an opponent’s character into a level 3 allowing you to play the Darkness level 3 from set 1 at level 2 if you wish. Certainly a solid tech card.

KS/W55-020   “固い意志”ダクネス
“Stubborn Will” Darkness
Trait 1: 冒険者 (Adventurer)   Trait 2: 煩悩 (Worries)
[A] At the start of your Opponent’s Attack Phase, you may move this to an empty Slot in your Front Row that has an Opponent’s Character Opposite that Slot.
[A] When this becomes Reversed, if the Level of the Battle Opponent of this is higher than the Level of the Opponent, you may put that Character in Stock. If so, put the bottom card of your Opponent’s Stock in the Waiting Room.

The next card is an anti change card with a little extra utility. If this card is around on your opponent’s turn with empty slots on the stage, you can move it to across from an opponents character. This allows you to hinder efforts your opponent might use to play around this card. It’s a nice little bit of flavor that can hinder an opponents game plan from time to time. This won’t happen most games but having the possibility is cool. Also the anti-change move to stock effect is nice, it stops on death effects, encore, and can bury a climax in your opponent’s stock. This is not a bad tool to have.

KS/W55-024
“Tranced” Darkness
Trait 1: 冒険者 (Adventurer)   Trait 2: 煩悩 (Worries)
[A] At the start of your Opponent’s Attack Phase, you may choose a Character in your Opponent’s Front Row and move it to another empty Slot in the Front Row.

This is an in interesting card especially in the early game. It can stop basically force characters to attack into this card or away from it based off the situation on the field. For example, if this card’s opponent is larger than this, you can force it away so that this card can survive until your next turn. Or if your opponent has a smaller character on the board away from this card, you can move it in front of this card and force them to either attack into or side around it and you have removed one potential damage from the attack if it moved from an open lane. A neat effect if you ask me. However, it doesn’t scale too well into late game when you will generally face full boards.

That concludes my set overview for Konosuba Vol. 2. I hope this was a helpful guide for everyone. For you English players out there, I hope this will help you when the set releases in English this fall. Next up, I hope to tackle another series coming to English- Fate/Apocrypha. Also submissions are still open for Best Boy Nominations (the link can be found here. So until next time, this is Railgunfan75 signing off! See you soon and stay geeky my friends!

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