The Meta Post

THIS POST IS IN-PROGRESS AND WILL UPDATE WHEN I FEEL UP TO IT.
(For convenience, I stickied this article so you don’t have to dig through the archives every time you want to keep up with new hotness. Aren’t I nice?)

I just don’t have time anymore. You probably don’t have all that much time either, and while those 10k+ word posts are cool if you have a spare hour and a bunch of interest, you probably aren’t the person who has both a spare hour and a bunch of interest. They’ll go up every now and then, but they’ll be sidelined for now.

So, what’s important for people to know about? Well, the game is actually in an incredibly desirable state right now. We have more than 10 unique sets capable of topping tourneys without being laughed at, some of those sets having multiple decks easily capable of doing so. It’s important to know the top decks in the meta, what they can do, their gimmicks, and why you should consider playing those decks for your next tournament. That’s precisely what this post will be about. It should more rightly be called The Meta Decklist Post, but I’ll get to that.

Table of Contents

To Love-Ru Darkness 2nd
Nisekoi
Monogatari Series
Sword Art Online
Toaru Majutsu no Index/Toaru Kagaku no Railgun
The iDOLM@STER
The iDOLM@STER Cinderella Girls
Tantei Opera Milky Holmes
Puyo Puyo
Little Busters!
Rewrite
Puella Magi Madoka Magica
Fate/Stay Night
Fate/Kaleid Prisma Ilya
GIrlfriend Beta
Attack on Titan
Charlotte
Guilty Crown
Schoolgirl Strikers
Log Horizon
CLANNAD
Kantai Collection
Senki Zesshou Symphogear
Love Live!
Dog Days
GochiUsa (Is the Order a Rabbit)
Da Capo
Accel World
Kiznaiver
Kill la Kill
Haruhi
Persona
Re:Zero

This is going to be a very bare bones look at all the current competitive decks, and it will include decklists. This is a resource I find the community lacking. Even though wsdecks.com is doing its absolute best, there is a dearth of good lists, and a lot of the event-winning lists in Japan are kind of laughable for many reasons, as I have probably mentioned several times. For that reason, I’m presenting a centralised list of skeleton decklists that are competitive and customisable. I am willing to take requests for competitively viable decks too, though the first person to ask me about an Alchemist decklist will be publicly scorned. Decklists are my first priority, since they are in demand and the quality of a googled list is hard to guarantee. If you have ever thought I or my co-writers have ever had any idea what we’re on about, then feel free to steal these lists.

That being said, this isn’t just a post collecting high tier decklists. It’s going to (eventually) be a very basic and objective look at decks you can expect to see at or near the top tables at your next JP regionals. It will touch on the cards you expect to see played in them, why the decks are well-positioned, and the most important points: the deck’s weaknesses.

All statements are opinionated. All builds are at least serviceable, but will hardly be optimised for your meta (or any meta, for that matter).

Some of the decks will be a lot more tuned than others, based on how the people I’ve discussed this post with build these decks (and of course how I build these decks).

THIS POST IS IN-PROGRESS AND WILL UPDATE WHEN I FEEL UP TO IT.

Ready? Let’s party.

 

To Love-Ru Darkness 2nd

YG ‘Yamikan’ <Transformation>/<Housework>

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This deck is a juggernaut for plenty of reasons, many of which our extremely Australian friends at Make Marika Great elaborated on already. An extremely pushed brainstorm, a customisable Level 1 that punishes poor play, and one of the most impactful Level 3 finshers in the game, which scales unreasonably well in multiples. While this deck isn’t actually overwhelming in the midgame tete-a-tete, it is perfectly serviceable. It’s just explosive enough to keep itself going until Level 3, at which point it has two of the most valuable things in WS – an uninteractive combo kill that finishes the opponent off convincingly and consistently, and the most straightforward form of damage negation in the game. It is extremely important to emphasise how powerful damage negation is in a game about dealing damage.

The deck’s Level 3 game is more or less unrivalled. With the best Level 3 card in WS, the deck threatens to push any opposing deck from 3.2 to dead in a single turn – and this is assuming the opponent cancels favourably. Even worse, the fact that the card gains untargetable (hexproof) by default makes it so only a few sets in the game can do anything to nullify the damage. The card functions on a climax combo, but the combo piece will be drawing an easy 6 cards deep through the deck, so it’s not nearly as difficult to pull off as most non-bar Level 3 combos. Combined with a criminally powerful antidamage event, precious few decks can do a thing against Yamikan’s endgame. This is kept afloat by a midgame involving a brainstorm that gives you a free discard outlet/handfix from clock, and a very serviceable on-reverse climax combo that gets power for (effectively) free. The deck also gets a -soul antisalvage, which can be very good against a few decks.

Summary: A pile of extremely serviceable cards whose only purpose is to get you to the obscenely powerful endgame offered by Yami and Nemesis’ antidamage counter.

+ Strongest self-sustaining endgame in Weiss Schwarz
+ Antidamage puts nails in coffins and buffers you against horrid early/midgame luck
+ Antisalvage gives you a huge advantage against several decks
+ Above-average midgame that can be modified for the situation

– Mediocre and mostly reactive Level 2 game
– Average deck manipulation/milling ability

GB <Animal>

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A far less oppressive deck, but an extremely strong one nonetheless. If Yamikan wins through sheer endgame pressure, Animal.dec wins through the player’s collective decisions from T1 onwards. With almost-unrivalled deck milling potential and plenty of powerful tools for every situation, there will rarely be a situation where your play is outright obvious. That being said, there is no other deck in the game that openly rewards good deck manipulation decisions as much as Animal does. You know when you have made a good decision, and you know when you have made a bad one. Its ceiling isn’t as high as its yellow-green brethren, but piloted properly, its floor is a lot higher, as you almost always refresh early with reasonable compression. A very consistent deck that lets you feel the impact of your plays.

The card that makes it all possible is the ‘Harunazusa‘ clone, which starts your filtering from Level 0 onwards. Enough has been said about that card, so we can leave it aside and move on. You’ll be refreshing in early Level 1 (or sometimes Level 0) with 6 or 7 cards and some amount of stock, depending on how all-in you are willing to go. Lategame features a powerful 2/3 tap counter, an incidentally-huge advance summon, and a somewhat competent finisher or two. You also have the strong tech option of the other Yui Level 3, which stops events like Healing Magic and antidamage – this is more important than you might think, honestly. That being said, you should still be thinking about how much to mill and when to stop and let the cancels happen. As an aside, the deck has the dubious honour of being the most fun deck I’ve played in a long time.

Summary: Deck manipulation at its finest, capped off with some gimmicky techs that pull a lot of weight. Hope you like refreshing at 1.0.

+ Ridiculous costless milling potential lends itself to excellent crisis management
+ Costless advantage combo without a need to reverse things
+ Unique tools, including costless ‘antistand’, an anti-event Level 3, and a tap counter

– Average endgame that is easily played around
– Has a slight reliance on brainstorms to toolbox

 

Nisekoi

YRB ‘Metakoi’ <Key>

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Ah, yes. Nisekoi, the scourge of the 2014 tournament scene. While it has been mashed with the banhammer, and while plenty of worthy competition has appeared, Nisekoi will undoubtedly remain an exceptional tournament deck, and perhaps even the tournament standard. It is absurdly consistent at what it does, to the point where you could argue that is its main strength. People have argued other decks are more consistent, and I just laugh at them, because this deck does exactly the same powerful thing every single game, and if it fails to do so, it is almost always the deckbuilder’s fault. While it doesn’t have the obnoxiously powerful costless mill 4s that many of today’s decks have, it has a bevy of subtly powerful effects that better players will leverage to maximum value. It also has the not-so-subtly broken Pendant Recollection mechanic, whose undervaluation led to the terrible Nisekoi reign of terror in the first place.

The deck’s main gimmick is the Pendant mechanic. The whole reason this deck runs Yellow at all is because the Yellow Pendant is the best one to play at Level 1, and because 1/0 6.5ks are dumb. Still, the fun goes on, as Nisekoi’s best Level 1 is an unassuming uncommon – meet Marika, the most powerful Level 1 bomb ever to be printed, and another arguable mistake. This card lets Nisekoi say no to pseudo-walls, and I’m not exaggerating when I say this single card is the main reason bombable 1/1s are almost never played.

Level 2 brings with it the reason Nisekoi is still relevant today – Kosaki Onodera, devourer of worlds. A 10.5k with an almost non-existent advance summon condition – and it replaces itself. With anything you want from the deck. I don’t know how to emphasize it any further, but this card defined the meta, and I would argue it has always and continues to define Nisekoi as a series. If Onodera stays on the field for more than a turn or two, the opponent will either have cancelled like a champion, or will be in a very, very bad position. Oh, and this is assuming you only have to deal with one. The ‘dera travel in packs.

Onodera is such a beating that I gave her a paragraph all to herself, but there’s another menace lying in wait. Marika is the card BSR chose to hit with the banlist, and even though she’s stuck at 1-per-deck, that doesn’t make her any less threatening. In most normal games, if you are ever caught with a reverse-able target and no countermeasure in hand, you’re almost certainly dead. While she has been weakened, she is not dead, and you should never sleep on her. She is still the single strongest finisher ever printed, and though she has been isolated, she is still as rude as ever.

Summary: Does the same obnoxious thing every game – refresh with 8 and play multiple 2-soul cantripping fatties. Extremely efficient, extremely solid.

+ Does the same powerful thing every game
+ Forces your opponent to have an answer for Marika, else you die
+ Has all the subtly strong goodies – costless discard, sac counter, topchecks, etc, allowing it to toolbox effectively and efficiently

– Endgame is kind of lackluster against competent opposition, and relies on Onodera pushing damage early
– If you ever whiff those Pendants…

 

Monogatari Series

YR ‘Gatorade’ Meta (and YGR Shinobu-centric builds)

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Japan’s darling deck, Monogatari is a deck with a storied history. While it languished in the shadows for the better part of 5 years, it has finally come into its own with a super-pushed new booster, complete with goodies for every sort of player. The most important thing the deck finally has is glue, and the glue is strong indeed. It is extremely consistent, extremely efficient, and boasts some powerful plays at every single level. While its endgame package isn’t as explosive or as crippling as some other decks, it wins the attrition game as well as any deck that isn’t specifically Index. A casualty of two recent banlists, it now commands a far less threatening position than it once did, but is still a serviceable deck.

Its Level 0 isn’t particularly incredible outside of a Riki clone, but it does have a few cards that carry utility onwards to the midgame. Level 0 Araragi is an excellent card that hastens you to your first refresh while also denying your opponent any Level 1 reverses, allowing you to safely push damage when you knock your opponent ot Level 1. On that note, its main Level 1 plays have Experience, allowing the Level 0 bomb to buff them to very high power levels. They are, of course, excellent plays by themselves, and reusing the Gahar-Azusa effect by bouncing her with Shinobu is pretty solid value. The important thing is that none of these effects are costed, allowing you to comfortably enter Level 2 with 6 or more stock.

Level 2 sees the first particularly good advance summoned super-scry come into play. While the immediate effect isn’t as game-changing as something like a fieldswapper, the incidental benefits are enormous. Getting two Shinobus is a very achievable goal, and puts nails in coffins if you are even slightly ahead. If that wasn’t enough, the card is a hexproof 12.5k, which decks need to commit a lot of resources to have a hope at removing. You also have a 2/1 antichange stock bomb, which solves problems that your Shinobu 3/2 doesn’t. I’m not committing a lot of words to it, but the card is really, really strong in a metagame where people advance summon heals and expect them to live a few turns. Level 3 doesn’t have quite as many goodies as you might expect, but the Hachikuji heal/shot is a very pushed card that pulls double duty as a healer. Monogatari got more than any Bake/Nise player could have dreamt of, and it isn’t going away anytime soon.

The green-inclusive Shinobu build of Monogatari eschews a few utility cards and supreme consistency to run a particularly rude bastard named Kaiki, and a clock kick, which adds a considerable endgame push while still working with the super-scry Shinobu plan. There were other options to run, including a solid 2/2 Hanekawa (‘solid 2/2’ isn’t an oft-said statement), but now that the banhammer has come down, we don’t really have much of an option. In my opinion you’d want to run the Yellow and Red cards more than any of those, so the only cards that make the cut are the aforementioned Kaiki and Hanekawa clock kick. Kaiki makes it so Shinobu will easily kill off any targetable advance summon, and your stock bomb cleans up the rest pretty cleanly, which is why it is still included. If you ever put it down at Level 1, it helps with the Shinobu combo a lot as well.

Summary: A mashup of cards that are all so efficient and that all do several things at once. It’s confusing to summarise why this deck is so good, but it just is.

+ Shinobu is a powerful Level 2 play with immunity to antichange counters/antidamage
+ Very effective deck control and plentiful discard outlets to ensure you refresh with 8 every time
+ Strong Level 1 plays aided by incidental power gain
+ Plethora of utility Level 0s that do way more than they should

– Relies on having a good midgame to launch into its fat Shinobu endgame
– Has no real endgame if attrition doesn’t work out (short of hail mary plays)

 

Sword Art Online

yGB ‘SAOP’ Goodstuffs

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Sword Art Online is that deck which probably won’t ever go away. While it doesn’t boast the costless advantage of every deck printed past 2015, or the unreasonable Azusa and Riki effects every second deck nowadays seems to get, it has plenty going for it that will forever keep it a high tier deck, assuming the principles of WS are never entirely overturned. It has an extremely powerful Level 1 combo, which isn’t costless, but has plenty of other big perks. It boasts one of only a couple widely played anti-interaction supports, and has a pretty explosive endgame that lets it snatch victory from the jaws of defeat more effectively than even To Love-Ru and its ilk. It has been a super solid deck ever since its conception, and while it has evolved enormously, its value as a deck has not diminished.

As a set with four expansions, it makes sense that SAO has a wide pool of Level 0 options to pull from. They have a runner, a few great brainstorms, and a filtering Level 0 bomb, which stands up there as one of the best Level 0 bombs in the business. The goal of Level 0 is to prepare your Level 1 game, which manipulates that most elusive of concepts – deck compression. Yuuki is a very different climax combo piece to the Shinobus and Mikans of today – she searches regardless of reverse, serves as a discard outlet, and most importantly, searches two cards. Not only does this optimise your hand really well, but multiple Yuukis will pull out so many cards from the deck that it’s as if you’ve already refreshed once. Anyone who says this is basically the same as the old Party Invite Asuna simply hasn’t experienced the difference. If you ever get a triple Yuuki combo off, you will probably be cancelling a hell of a lot more, and that’s always good.

One of the big draws to SAO is the endgame. SAO used to lack a good Level 2 game, but the SAO2 Kirito and Machine of Ice together give you a cantripping two-soul beater that will last multiple turns, being immune to counters on your turn, and being kind of fat on the opponent’s turn. More importantly, Sinon is a hell of a finisher, and will very consistently come  down on all three rows, courtesy of Yuuki, your brainstorms, and the 3/2 Kirito, who digs for your climaxes if needed. Back to Sinon – she’s just cheap enough to pay for three times comfortably, and 4-3-4-3-4-3 is a very threatening series of attacks to send at someone. You can and will steal games, possibly undeservedly, though you are quite weak against very compressed decks, like Milky or Fate. Regardless, it is a very threatening endgame, and you can expect it to take you far.

Summary: As solid as solid can get. Good plays at every level, and just enough uniquely powerful cards to keep it ahead of the pack.

+ Excellent filtering climax combo that immediately pays off compressor dividends
+ One of the only decks with an anti-interaction support, shutting off antidamage
+ Solid endgame leading to arguably the best hail mary combo in WS

– Hasn’t got much recourse if the opponent cancels all the Sinon hits
– Not much else, really. Maybe a bit heavy on stock use?


Toaru Majutsu no Index/Toaru Kagaku no Railgun

YB Headcrabs

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If you had told me that Index was going to be a solid contender 2 years ago, I would have laughed openly at you, paused for breath, then laughed some more, and I wouldhave been entirely justified in doing so. The deck was an absolute mess, and the concrete domination of KanColle made any hopes this deck still had vanish in smoke. How wrong we can be. Index required exactly two cards to push it straight back up to a supremely playable state, and it got even more than that. The deck previously boasted a total of two absurd cards, though their absurdity was masked by the absolute mediocrity you were forced to run in order to play them. Index is an example of supreme success. It is nothing like any other existing deck at any point in the game, and it is both extremely fairly designed and extremely rewarding to good play and good risk taking. Some people even consider it top tier, and while I’m not quite there with them, I’m a believer in this deck for sure.

The deck is defined by its advantage engines. Every comeback/power-up pack starting from Index and Guilty Crown has received a significantly above-rate brainstorm, and Index’s is a fantastic card on offence, defence, and everything inbetween. The center row slot becomes a goldmine of value for you, providing offensive presence and defensive reinforcement that nothing short of Triad Primus can easily manage later on. The brainstorm effect itself is also fantastic, giving you an even better chance of looping your hand filter fatties. On that note, there are two 1/0s that define this deck. Hyouka and Index is a great advantage engine that takes come into play abilities to new heights, all while providing compression. It had very little presence before because there just weren’t things worth bouncing back. Of course, this paragraph wouldn’t exist without a good target. The new 1/0 Index is the most uniquely powerful card in the deck, and one of the linchpins in its consistency game. It’s very similar to Marika, the bomb that defined a generation, in that it cleans house mercilessly at Level 1. However, it leaves a target behind afterwards, which is theoretically easy fodder for any on-reverse combo. That’s why we play Dragon Strike. While Index isn’t really able to leverage the power and level boost this counter was originally meant to provide, it does plenty with what used to be the event’s downside. This card lets you sacrifice a character, and if Hyouka and Index is on the field, you just triggered that card’s effect (sending it to memory) for an effective double sac counter, all while getting another chance to slam the huge hand filter you probably just bounced. It’s kind of disgusting.

On the note of disgusting, Index also got a free refresh on par with Nisekoi’s banned Kosaki, in that you draw a card to replace itself. Unlike Kosaki though, Vento is a pretty good body, especially combined with the brainstorm. She’ll see you into the lategame, where you finally get to play that second absurd card I alluded to. Healing Magic is one of the rudest effects in Weiss Schwarz, and is the single best card in the game against the finishing combos of TLR and Puyo. That card alone makes it so Index outlasts every deck that doesn’t have antiheal, which is an enormous point in its favour. I suspect the deck will get a lot worse with the new KC and RW boosters coming, but for now, it is the premier outlast deck in WS.

Summary: The definition of a successful comeback deck, proving that a survival-based endgame is still feasible in this world of burst burn finishers.

+ Best defensive endgame in the current hexproof machinegun meta
+ Strong and flexible midgame with decent power, a fat freefresh, and no ccx dependence
+ One of the only sets with an affordable sacrifice counter at Level 1

– Average endgame that can shoot you in the foot
– Poor defensive Level 1 field that gives free farm unless you have Dragon Strike

 

Make Railgun GReat again

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The iDOLM@STER

GRb ‘Metam@s’ Goodstuffs

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The IDOLM@STER had some incredible success in the earlier days of WS, boasting some extremely simple yet powerful cards that dominated the metagame for most of 2011. It was the first deck to really showcase the power of an advance summon, and its solid midgame crushed a lot of the opposition, all the way until the series was unceremoniously restricted. Now that the metagame has moved on, IM@S was unrestricted and allowed to run free, because its previously oppressive midgame was now merely passable, and its advance summon was now, ironically, extremely mediocre. The deck was not dead, but it was fighting in 2016 with 2012’s weapons. That is, until it got a hugely powerful set of 16 comeback cards. The deck is back at the top, and it’s there to stay.

Some of this deck’s power players are innocuous Level 0s. OFF-Time Makoto is the support that ties it all together. Immunising your runners and 1/0s from bombs and just improving your defensive field enormously. The other most important card at Level 0 is that most-detestable of archetypes – the original costless Azusa. Got a climax stuck in hand? Want to mill some cards? Want to dig for that Level 1 combo? Ara ara~
The combination of powerful digging effects, a powerful Level 1 combo, and an extremely pushed brainstorm (that supports your little 4ks far more than it should) gives you enormous control over your hand. You’re a little vulnerable to antisalvage, but your new brainstorm does a good job at mostly ignoring the common ones. The deck will build a prodigious amount of stock and hand if your opponent cannot deal with it, and it is rare that any deck can appropriately deal with it. At that point you can snowball compression and sculpt your hand easily, slapping down a scrying advance summon for good measure.

We’ve established you can construct a good hand, but what are you attempting to construct? Only one of the most devastating ending combos in the game, and one of the rare few that can sometimes end an opponent all the way from 2.5 or so. While it isn’t easily stacked, as Kaleidoscope is, it certainly isn’t lacking the support to burn many more times than intended. If that’s not enough, you even have a heal counter to try and stem the bleeding. All in all, the combination of oppressive midgame, snowball potential and incredible finishing combo gives you a super solid deck with all the toppings.

Summary: Have you ever wanted to force a side attack war at Level 1? Ever wanted to machinegun your opponent without going on an FBI watchlist? Do all that and more, with your brand new revamped iDOLM@STER deck.

+ Excellent utility cards at all levels, including the original Azusa card
+ Extremely consistent and powerful Level 1 field that wins every side attack war ever
+ One of the best burn-based endgames the game is ever likely to print

– Mildly vulnerable to antisalvage, especially Little Busters’ variant
– Needs to sculpt a hand, and as such can be vulnerable to rushes and bad draws
– In a really bad shape if you don’t kill them on the turn you use your mutual burn 1/1s

 

The iDOLM@STER Cinderella Girls

Mono-Blue Triad Primus

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The new kid on the block, and also one of the most popular. While the original Cinderella Girls booster as largely lackluster, the second coming provided an extreme power upgrade for one deck in particular: mono-Blue. The deck can now rumble with the best of them, and while its gameplan is quite straightforward, it is also quite effective. This has led to a flurry of high placements in tournaments all around Asia, and it’s not likely to be pushed off its pedestal very soon.

The deck has two primary strengths, and they both lie in the Level 0 lineup. While the deck can run Riki clones like many other top decks, its unique strengths lie elsewhere. It is one of the only ones with access to more than one playset of costless mill 4 effects, which means you will rocket through your deck. The other strength is yet another mill effect – the Nao brainstorm goes through 5 cards instead of 4,with the caveat that only two specific climaxes will count as brainstorm hits. This is, predictably, not actually a downside, and the result is a strictly improved search brainstorm that pulls even more cards from the deck if you hit. It’s a very formidable set of deck milling cards, which will set up am early refresh and slant the canceling odds in your favour earlier than most other decks will.

While the deck isn’t particularly special at Level 1, Level 2 sees a very formidable advance summon – Trancin Pulse Rin is perhaps a little more expensive than she should be, but she has the support and abilities to warrant a hefty pricetag. It literally can’t get blown out by antichange counters, is extremely huge on both offence and defence, and even heals to boot. It’s still solved by antichange bombs, but that’s a property of literally every advance summon. As good as the card is, it is merely a placeholder for a very explosive finish. Tri-fielded Power of Smile Rin will almost invariably result in six attacks, and it will require antidamage specifically to do anything about it. The deck also boasts goodies like a sac counter and heal counter for further insurance, and as such will do great things in the hands of experienced players. The blue skeleton of Cinderella Girls is a formidable set of cards in the hands of beginners and veterans alike, and based on popularity alone, you need to be prepared for them if you want to succeed in the current meta.

Summary: Sometimes simple is best, especially when simple entails slamming with three restanders every single game. Also, 3980 JPY.

+ Extraordinary deck milling ability matched only by TLR Animal
+ Stable field-based midgame is a hurdle for on-reverse CCX decks to get over
+ Powerful burst endgame on the level of SAO’s Sinon

– Lackluster Level 1 that relies on brainstorms to recoup any significant damage taken
– Burst endgame is, as always, vulnerable to good compression (and antidamage)

Deck is dead. Rest in potato crisps.

 

Mono-Yellow

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Tantei Opera Milky Holmes

Detectives

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Another traditionally powerful deck that has seen ups and downs, Milky Holmes has recently risen to become one of the most powerful snowball decks in the game. With an extremely potent mid-game combo, impressive deck control on both turns, and a plethora of good lategame options, it is a deck that requires skill and patience to play, regardless of how easy it seems when it is facerolling the opponent. And believe you me, that is not a rare situation for Milky to find itself in. As long as it draws its climax for the 1/0 bar Elly, your deck opens up and you will be able to choose exactly how you play out the game.

Summary: Challenging and extremely rewarding deck that uses some otherwise unexplored mechanics. Not for those looking for an easy-to-play deck.

+ Extremely powerful and non-interactive Level 1 advantage game that also compresses
+ Access to customisable deck milling on both your turn and the opponent’s turn
+ Variety of potent standalone finishers that can be easily toolboxed

– Very dependent on the gold bar combo to get the game going at all

 

Puyo Puyo

YRB Maguro-focus

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Another deck well-covered by that obscenely Australian blog, Puyo Puyo may well be the most explosively powerful deck in the game, with snowball potential and burst power rivalled only by a couple of decks. It is the single strongest solitaire deck in the game (with the possible exception of Ilya Kaleidoscope) in that you can completely ignore the opponent, and even make it so they can’t interact with your lategame. If that wasn’t enough, the deck’s lategame is powerful enough to raise eyebrows. If we evaluate the effects in a vacuum, the deck’s main Level 3 actually one-ups Yami in most relevant circumstances, and is an absolute force to be reckoned with.

Puyo has all the toppings at Level 0 – a plussing brainstorm, a Riki clone, a mill runner, and even a drop bond to the deck’s win condition. It was pushed, that’s for sure. More importantly, the deck’s main advantage engine is yet another example of why you never trust yuyu-tei pricing for anything – Maguro is an obscenely powerful card, the likes of which absolutely should not have been printed. I desperately hope that the 5+ card requirement was a misprint, because if not, BSR R&D are simply incapable of rational thought. A costless mill 4 on a stock positive plussing climax combo is absurd and is probably the most powerful Level 1 combo in all of WS. If that weren’t enough, the deck even has another plussing combo on a Level 1 bomb, of all things. You’re able to mix and match the combos according to situation, and it’s not uncommon that you even play both. It’s a ridiculous Level 1 lineup that says no to opponents and yes to snowballing.

Level 2 sees you clock a Level 0 and play down an Amitie Level 3, which has the very important function of digging for the Bayoen climax. Unlike Yami, your finisher (Arle) does not dig through the deck by herself. Anyway, if you’ve managed to stick an Amitie at Level 2, have some number of outs to finding your 3 Arles, and have the 2/1 hexproof Carbuncle support in the relevant matchups, you can often just call it game there.

Summary: I hope you’re good at drawing your climaxes, because if you are, you’ll probably win entirely undeserved games.

+ Arguably the strongest deck in the game when ahead, and very good at getting ahead
+ Obscenely powerful Level 1 combo(s) with a Level 1 bomb effect tacked on the side
+ Obscenely powerful Level 3 game
+ Solitaire is fun

– Very reliant on having its climaxes, and often falls apart if it whiffs them
– Mediocre crisis management – vulnerable to being rushed

 

Little Busters!

YGB LB

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I’ve written an (outdated) article on this deck already. It’s the anti-things deck that lived in the shadow of cheaper antisalvages for a pretty significant part of its existence. The deck has an obscenely powerful midgame engine that is extremely comparable to Puyo Puyo, but with a few tweaks that make it better or worse depending on the meta. Antiheal gives it an incredible edge against decks like Monogatari, where every bit of damage matters, and against Index in particular, because their survivability plummets when Kanata is on the field. Arguably more dangerous is its absurdly explosive midgame, which can sometimes just hand free wins to the LB player, depending on how the opponent cancels. You can never underestimate decks that sometimes get free wins based on how the cards fall, and LB takes advantage of this better than literally any other deck.

LB’s Level 0 game is merely serviceable. The only goal LB has is to get multiples of its 1/0 Rin and the +2 soul climax into hand, then get both Yellow and Green colours at Level 1 in order to play said combo. While the deck does live and die on drawing its climax (because it gets its 1/0s pretty easily), the sight of three 3-soul 1/0s swinging at you for a cantrip apiece… it’s pretty insane. The other feature piece is one of two antisalvages, which can prey on unprepared decks still playing gates in this era of To Love-Ru.

LB may be the only deck that plays Level 2s for the sake of having Level 2s to play. The only truly noteworthy Level 2s you play are Kanata, a backbreaking antiheal, and the 2/3 event we call the money counter. We don’t need to talk about how strong damage negation is, as it singlehandedly wins some matchups. On the other hand, the antiheal archetype accentuates the effectiveness of LB’s finishers immensely, turning the set’s clash and clock kick effects into permanent damage, rather than attrition damage to be healed off. On that note, LB has both clock kick and Musashi-archetype finishers to play, which can attack from multiple angles. The addition of an unassuming 0/0 to give these cards hexproof makes it even more difficult to deal with. While the deck is super strong, it’s also super expensive to build, so you won’t see this deck in the hands of anyone but veterans or hardcore LB fans.

Summary: How much money can you throw at Yahoo Auctions Japan? This much.

+ Obscenely powerful rush combo that can get free wins on the back of +2 soul
+ Antiheal gives you free wins against Index, among other decks
+ Antidamage is as obscenely powerful as always
+ Extremely potent endgame

– Has issues when the opponent turns your luck on you and cancels a heap
– Flounders even more than Puyo when you don’t draw those climaxes

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About lycheepunnet

the victim in an abusive relationship with cardboard
This entry was posted in Meta Post, srs, Strategy and tagged , , , , , , , , . Bookmark the permalink.

130 Responses to The Meta Post

  1. Ikaros says:

    Any competetive sweets deck lists fron NK?

    • lycheepunnet says:

      sweets is not a competitive deck, all it does is durdle a lot and suffer from having no finishers

      • saladsultan says:

        Haru is a finisher… right?
        If Hanekawa is a good card for being a free 11k clock kick, Haru, a 13k clock kick can’t POSSIBLY be a bad card!

        • lycheepunnet says:

          haru is a cip gain 3k that sometimes heals

          no other text

          • lightswo2 says:

            The chances of Haru becoming a clock kick are really low. You need to utilize the Onodera clone of No brand girls Nozomi to make Haru become a clock kick. Haru’s not a good card much less a reliable finisher.

  2. Steven says:

    You gonna do a LB twins list as well?

    • lycheepunnet says:

      probably should since i think it’s better than stuff like GC and clannad

      • Mili says:

        Please do! want to look your take on the deck

          • Matteo says:

            No 2/2 chairman kanata?
            Way too strong to skip on it imo.

          • lycheepunnet says:

            card is thoroughly win more and is pretty whatever at neutralising some of the threats that matter eg. yami

            it’s easy to convince yourself that it’s good when you play both it and 3/2 kanata in a game where you got 3 turns of stock freefarm, but ultimately it detracts from the compression wincon of the deck and most of the time you prefer to spend your stock on 3/2 kanata, if anything

            money is better damage reduction overall

          • BigDang0 says:

            If you don’t mind could you explain why you made the changes you did from when you wrote about Twins in a seperate article? I’m particularly surprised about running the Haruka clock kick, considering the Sasasegawa one exists? Is the minus one soul from the card rlly worth having to have a cx combo for clock? Thanks a lot.

          • lycheepunnet says:

            -1 soul is somewhat relevant against TLR and PY, and can limit the damage you end up taking to an extent – it’s also very good with the fieldswap, and if your opponent isnt straight up yami/arle trifield, you can sometimes completely negate an attack by a 1-soul beater

            sasami is a lot better in YGB, where you can afford to vomit out your hand in an attempt to win the game on the spot, but twins cant really do that and ending up with no hand afterwards can be problematic

            i think sasami is still defensible in the deck, though ive found haruka to be similarly good

  3. Jonah S. says:

    Just personally curious about the lack of the Hibiki runner and the new level 3 Chris + Ichaival (and by extension, her 2k1 CX and the level 2 Chris that gets Ichaival) in the Symphogear build. I get the idea of early playing the FISTING Biki (and that she’s hexproof) and possibly bouncing her and playing her again with the event the turn after assuming she didn’t die, but I’d like to hear your thoughts on why this setup instead of possibly having a big 3 soul beater at level 2 that also has a defensive scry.

    I play a Y/R Symphogear that looks similar to the build you have on there, but I have more reds to accommodate the level 3 Chris and am curious as to how this build runs.

    • lycheepunnet says:

      this many events makes runners a lot less desirable, though they are a perfectly acceptable play if you are ok with the increased risk

      i like the chris a lot in a vacuum, but you don’t have a good way to dig for the cx in any build but RB, and given that she warps your yellow build to a significant degree (a +level support support and more chris lv1s than just the bomb, because i don’t much care for the 1/1 promo as a lv1 play) even without accounting for the ichibaal bonds, i just dropped the card from the list and it looks a lot smoother

      more global soul works well with the plan B of spamming bondable hibikis as well

    • lightswo2 says:

      Also early playing a damage scry at level 2, while fine, is much better in multiples. And the fact that Chris can get anti-changed(if you do this) compared to Hibiki is not the greatest desirable thing.

  4. Quartet says:

    What do you think of the Yui promo (0/0 Pay 2 Search 1) for animal.dek?

    • lycheepunnet says:

      the haruna support is much better because 1k is a far more meaningful buff, not to mention you prefer to conserve stock

      as a search function it’s merely passable, and you have better plussing options

  5. Blue says:

    The Yamikan deck has 7 climaxes.

  6. Dechi says:

    How are non Misa/Yusa Charlotte decks?

    • lycheepunnet says:

      not particularly good

      the GB build is strangely popular but doesnt have any particularly great cards – lv1 nao and lv3 yu are perfectly fine cards, but outstanding? not really

      the lv1 ayumi combo is bad

      • Dechi says:

        Yeah I agree, I do like the level 3 nao though for what its worth. Although its nothing crazy and Its not the easiest thing in the world to get off constantly. But yeah not a fan of the level 1 ayumi combo compared to the misa yusa changer one

        • lightswo2 says:

          which ayumi combo?

          They’re both bad.

          • lightswo2 says:

            Not calling the level 3 Nao bad, just situtational.

            I’m referring to the fact that there are 2 ayumi combos at level 1 that are both as bad as SG Alchemists.

  7. Bromyos says:

    I’m kinda curious about your competitive choices regarding Derem@s. I like monoyellow 2.0 a lot, but I honestly disn’t expect to find it in here, so I’m expecting further analysis as to why it is on par with the other decks on this list. Also, neither of the listed builds runs Minami: shouldn’t Asterisk and/or goodstuffs.dek be there too?

    • lycheepunnet says:

      as far as im concerned, asterisk IS goodstuffs.dec

      if you play blue you should be running the lv3 rin restand, and if you run that you should probably go all in and play the dumb brainstorm 5 for the full triad primus build

      any other top end is mediocre af and while you can force minami in, it’s just not as consistent or good imo, even if you get access to tap counters, bombs and whatnot

      • Bromyos says:

        What about the Uzuki restander? What about the new Kanako lvl3 which uses the same climax as Chieri bombs? I think red has a lot of excellent stuff going for it (including the new Compass), so please prove me wrong if you think I am

        • lightswo2 says:

          I wouldn’t compare Uzuki and Rin. There power levels aren’t the same.

          Rin can only be stopped by antidamage. She’s essentially a 3/1 that can dig for it’s climax. The deck she’s used in can salvage the pants AND has Koume. Not to mention she shares her climax combo with Karen and the Karen can be used to give a character on reverse search, further thinning out your deck.

          Uzuki can be stopped by antidamage AND your opponent fielding level 0’s AND sack counters. Not to mention she doesn’t get to dig for her climax(she does heal which is nice). Her deck is forced to rely on Koume to get the climax while your opponent having big enough characters to reverse Uzuki. I am aware that Mono red has Miho but I still don’t believe Mono red is stronger than Triad Primus, ESPECIALLY if you can’t get your Nana Chain going.

          • Blue says:

            The only thing I think Uzuki has over Rin is the gate trigger and no color requirement. It allows builds to run different cards like the Kanako brainstorm or the level 2 yellow anti-change stock bomb. Most of the builds I see with Uzuki have a lot of tech cards.

          • Bromyos says:

            I am not an advocate for monored, I’m more interested in BR builds. I am confident that Minami is still the best available lvl1 gameplan in all of Derem@s, and it doesn’t lock you into a single finisher. I currently run Asterisk, so my first choice for finisher was Miku, but I do intend to test both Uzuki and Kanako because I really think they got potential. Kanako is very underrated, in my opinion: topdecking brings some good memories from closing games with the KLK lvl1 combo.

            Btw I’m not sure about the Nana combo, it looks EXTREMELY hit-or-miss.

        • lycheepunnet says:

          uzuki restand is countered by having a weak field, which is kind of funny

          a climax being usable for multiple climax combos does not mean anything if neither of the climax combos is particularly strong – the lv1 bomb combo is alright but the lv3 combo is certainly not what you want to be doing at lv3

          the new compass is also fine but it requires you to have a heap of red cards, and red hasnt got very many good cards other than the nana fieldswap and some uzuki things, which i dont think are good enough to warrant not playing blue instead

          • MeisterP says:

            Uzuki is countered by a weak field, which you then run over with the early play Anzu that did not die because they played weenies, the onplay burn and the new PR that not only gets you cx but burns on attack. And make it very obvious you have a Disney counter in hand to survive the turn.

            If they play weenies again, just hit face again for no extra card commitment.

            If they manage to kill something, replace with Uzuki and hit back.

            Monored isnt something you write off. The fact that Uzuki can smash into Rin and then restand off that is pretty funny too. Also TP got hit the hardest by the banlist making other cg builds more appealing.

            Just dont run nana digivolver in the same monored deck as uzuki and you’ll be fine.

            I also managed to combine 1/0 minami with 3/2 uzuki, have 8 forms of gate type cx, 7 sources of heals, TP Rin and still have a rest counter.

        • lightswo2 says:

          Bromyos

          Topdecking is good, do not get me wrong.

          But for all this talk about saying that Uzuki and Kanako have potential and that Minami is the best level 1 plan for Deremas, do you plan to fit all those combos into a deck?

          If you are, your nuts. That level 1 KLK topdecking combo is good but thats 1 of the 2 ways that the deck had to end the game to begin with. Cinderella Girls has better finishers than the level 3 Kanako.

      • Blue says:

        So when choosing between mono-blue (Minami level 1 and Rin level 3) and Triad Primus, was the brainstormer the deciding factor for you? Do you think 1/0 6.5ks are better placed for meta decks than Minami? Trying to get a good understanding of why people pick certain decks over others.

        • lycheepunnet says:

          the extra flip from the brainstorm really does make a difference, in my opinion

          the other thing that triad primus does (which minami does not) is allow you to wall against other on-reverse combos more effectively, which i think blue deremas really benefits from – it is a deck that does very, very well when it is unanswered, and if the opponent is unable to freely gather their answers, that obviously puts them in a better position

          minami is a perfectly viable pick tbh

    • MeisterP says:

      I’m also curious about Mio Yolo. I mean the deck has no survival counter what so ever and the finisher either wins big or goes home.

      from my experience, it goes home a lot because every person in my meta has some kind of compression focus.

  8. saladsultan says:

    For the Level 3s in Love Live, you wouldn’t really run 2x of the Happy Maker Rin or the Angelic Angel Hanayo.
    The former is a ‘Fumio refresh’ clone which won’t even find a timing to be used in half of your games so it’s usually quite safe to leave it at 1 copy and search it when deemed appropriate. It often ends up becoming a 3/2 10000 Vanilla when you play multiple copies.
    The Hanayo Level 3 isn’t a bad card but its early play condition makes it a rather reactive card despite having a wall effect you want to actively play first. It’s also not a very useful card against decks like ToLoveRu with no early drops, even with the Nico 0/0 support in the deck as it not only doesn’t really contribute much to the matchup but also can be played around by simply not playing Level 2s. As such I would like to suggest you play a 3/2 Maki from the first set instead of a second copy of this card. It stands to be a decent card to play at level 2 which draws 2 cards, lets you drop a climax pre-refresh and so forth.

    • lycheepunnet says:

      happy maker rin is meant to be played alongside the eli lv3 to occasionally OHKO your opponent

      the maki has a terrible advance summon condition that requires you to refresh multiple times to ever have a chance at playing it on time, any set with a heap of azusa effects needs to be very careful getting it to work

      i can see playing one over the second hanayo, but if hanayo ever comes down it controls the field easily (and it will come down against most decks tbh)

  9. lightswo2 says:

    I feel a little sad that the DD list doesn’t run the Level 3 red Milhi from the first set.
    Maybe i should try out the list without her and see how it works.

    Thoughts?

    • lycheepunnet says:

      she’s just not that good anymore

      better to play the in-colour heal and scarier finishers starting lv2

      • lightswo2 says:

        My tears. Oh well.

        I’ve also gotta say I like the R/Y version of Symphogear. It feels really smooth. I was testing out a RY with splash blue for tsubasa brainstorm and its level assist but this version feels better.

        I don’t even care that my enabler is an on play effect because i can just search/salvage it if i can.

  10. Dominik says:

    Hey lychee.

    Why are there 3 of each 1/1 haruka in your im@s build? Are they both more important than say a third lvl3 ami or a third jupiter counter?

    • lycheepunnet says:

      in the ideal scenario you play 2 of the 1/1 haruka on your finishing turn, so the third is there to make that more likely

      ami you only ever play one of to tide you over between lv1 and haruka kill combo, it’s not like monogatari where she is the endgame plan

  11. Kyo says:

    Do u think the gem deck from illya is competitive like TLR animals or are they just on separate levels?

  12. DMGalrinho says:

    What do you think of shining resonance as a competitive deck ? Or what is it lacking to be a good choice ? Thanks !

    • lycheepunnet says:

      doesnt really do anything spectacular, reliant on riki and brainstorm for hard advantage, all in all kind of mediocre

      the deck is fine but not special, 11k heals every game at lv2 is nice and your finishers arent the worst things ever

  13. Biri Biri says:

    Why do u run 3 separate climaxes in index? is it just so you have 5 1k1s?

  14. Néméras says:

    Don’t you feel GR Madoka deserves a spot (and maybe a decklist ) ? Very nice list though.

    • lycheepunnet says:

      i dont think so tbh

      the lv1 game is extremely hit or miss, given the only decent lv1 cards exclusive to the build are the stockcharge madoka and a mediocre bondable madoka, not to mention the deck doesn’t have a stupid way to turn cards into advantage like milky does

      sayaka’s wish is too necessary right now imo, especially since multiple wishes in a turn can completely stonewall some decks, and GR doesn’t have anything comparable (multiple sac counters is just taxing on the hand)

  15. BlackWing820 says:

    Would it be a good idea in rider.dec to run the the yellow drop searcher from the fate/zero eb? I mean it fixes for yellow and the deck could certainly use the searching power and discard outlet.

    • lycheepunnet says:

      you play enough outs to all your searchable characters, and an azusa + salvage brainstorm for the unsearchable ones anyway (which is a discard outlet)

      not convinced irisviel is as good in an opening hand as the stock bomb tbh

      • BlackWing820 says:

        Could you do a list for da capo? Because i have no clue what I’m susposed to build lol

        • lycheepunnet says:

          DC is about trait and synergy, the best one is based on your local meta

          magic is probably the best for an unknown meta, but it’s either kind of inconsistent or has mediocre lv1 power

  16. Juge says:

    I have some things I’d like to note regarding the dd list.
    First of, the following card is missing and i really hope you just missed it :0
    http://www.heartofthecards.com/code/cardlist.html?card=WS_DD/WE17-26
    This card makes dd super consistent in regards to the combos and options you have, it enables your change as well as your advance summon way easier, it allows you to play the red lv3 milhi heal with only 5 red cards in total (3 bs/2milhi), gives you a certain target that you can grab with your handfilter vert (or the lv3 leo if one is absolutely desperate, or the leaf cx combo) and is animal, meaning you can grab Her and a desired combopiece (runner/advance summon) with the 1/0 event (the reason why i play the 1/0 over the 0/0 with the same effect but hero trait).
    Downsides are pretty much that she can’t put climaxes in your clock and due to her trait she’s basically a throwaway char (which shouldn’t be that big a deal with the adell cx combo).

    Next up is just that the milhi lv3 would make a better heal choice than the couvert because of the additional “finishing power” ( refering to the card above concerning the color).

    Also play at least 2 copies of the lv assist,speaking from experience 1 just won’t guarantee it every game (and given the fact that it provides hexproof and your main gameplan at lv2 is dropping your becky advance summon you want it every game).

    Hope that was helpful :0 (any spelling mistakes are my phones fault :p)

  17. BoatsDon'tSink says:

    Why isn’t Melty Blood on here?

  18. aeiren says:

    Hi lycheepunnet, got a few questions below with regards on the G/B Love Live deck.

    1- Considering the color and potential amount of Rin cards, why is Love Wing Bell (Sayaka’s Wish clone) not played in this deck?

    2- The deck has a lot of “back-row” support cards especially on the level 0s (Angelic Angel Nico, Count the Stars Rin, Brainstorm Rin, plus level Nico). Are they really necessary and why?

    3- About the level 0 plus level Nico, is it a better idea to add another copy to be able to force early summon level 3 Angelic Angel Hanayo by bumping opponent’s level 1 card to level 3?

    • lycheepunnet says:

      i outsourced most of that deck so i wont be able to answer perfectly, but

      1) you dont have a critical mass and your field will mostly be makis at lv2 and 3, whereas madoka frequently put sayaka 1/0s in the frontrow lategame just because it goes to hand as part of your standard advantage engine – without the frontrow sac, sayaka’s wish is only mediocre, and i feel that the red 2/1 event might even be better in madoka anyway

      2) nico is needed to make your 1/0 makis not-a-joke, the rins are not always needed (you get either or both in matchups where maki isnt reversing anything, basically) but i think both are irreplaceably strong cards, and the +level nico will almost never get played tbh, it’s more cute than good

      3) i dont think so, especially since you probably have other backrow, and against the decks that only run lv1s, you usually dont need lv3 hanayo on the field for anything but win-more pushes, since your 1/1 makis are pretty fat and you should be able to ride the stock soul combo till lv3

  19. Log Horizon says:

    I loved this article. I’m wanting to move to competitive play and while I have my deck all but mastered I need to learn the meta and the interaction since that’s a large aspect of the game. This article was great for that.

    That being said I want your help and thoughts about my deck builds. I play Log Horizon and want to be able to take on the likes of the competitive scene. One is the deck prior the power up set. Given I have some tourneys to play before I get the new support. Then I get the power up set and add in the parts I believe can improve the decks. Please any and all thoughts.

    Old (Note the lacking promo from the notes) https://wsdecks.com/deck/10622/

    New https://wsdecks.com/deck/10806/

    • lycheepunnet says:

      i think it’s a bit strange to include the 1/1 mind shock counter if you aren’t also running the 1/0 minori counter – it seems like a strange thing to have 1/1 7k clock encores without costless counters in the mix, really – i would also cut a lenessia for the 3rd shiroe brainstorm and add 1/0 counters over the third akatsuki changer and maybe the rundelhaus/3rd lv3 shiroe

      as for the post-PUP build, im just going to contrast my build with yours and explain why i run each card

      the shiroe 1/0 seems unassuming, but if you have that and the minori brainstorm + one or more marielle support, you’re actually pretty big rather effortlessly (same goes for the william), and a 1/0 counter will do a fair bit – as for why i dont run clock encores, it’s because taking pain in the current japanese meta is just not in your interests, and you should do your best to mitigate damage by keeping a fat field if possible

      as for the lack of 2/1 changer, it’s because the advance summon akatsuki by itself is already insanely good at lv2, and you dont need to waste stock changing to something that wont really do a great deal

      the singleton naotsugu is really rude and i think it’s quite good at the moment if you have a shiroe sitting behind him and a 1/0 counter in hand

  20. WeissNoob says:

    Thanks for the decklists. You guys did a great job.

    I created the Nisekoi, Monogatari, and SAO decks using the Weiss template for Magic Set Editor, then printed and tested them with friends. They work well.

    If you’ll allow it, I’d like to post links to the .mse-set files for the 3 decks, so others can print and try them. As far as I know, Weiss does not have any online testing tools the way YGO does (DevPro, Dueling Network, etc.), so this may be the only option.

    For reference, Magic Set Editor is here:
    http://magicseteditor.sourceforge.net/download.html

    And the Weiss template for it is here:
    https://clockdrawtwo.wordpress.com/mse-templates/

  21. WeissNoob says:

    Also, a question about the Nisekoi deck list.

    Almost every game I play with it, it’s better to L1 with Yellow instead of Red, to use 2 Yellow Pendants and swarm with the 1/0 6.5k Chitoge. Afterward, it’s also better to L2 with Blue instead of Red, to swarm with advance summon Onoderas. I almost never have Red until L3, then Marika finisher.

    The decklist includes 7 L1 Reds and 2 L2 Reds, but I don’t/can’t ever use them (except sometimes during L3 to salvage the Marika). Usually, they only exist to send to stock with Ad Lib.

    Can I replace some/all of those 9 cards with something I’ll actually use, assuming I always L1 with Yellow, L2 with Blue, and L3 with Red? What should I replace them with – probably a 4th Yellow Pendant, but what else do I use instead? And should the Climax cards change, if I’m now using less Red and not using Marika, Loving Carnage?

    • WeissNoob says:

      Never mind, stupid question. I’ve been playing wrong. Colors in Clock also satisfy the color req. NK deck works a lot better now. Please disregard.

  22. Bromyos says:

    I hope you can find some time anytime soon to elaborate on that AoT build: I am very curious about some of those deckbuilding choices

  23. Diz says:

    I have a couple of questions regarding the hibiki-choice kantai deck:

    1.) Why “only” 3 Verniy? Are 3 enough, or is it only because you had to cut something and 4 would be better?
    2.) Why 4 Inazuma? I know this card is very good, but isn’t this deck already really stock heavy?

    • lycheepunnet says:

      verniy isnt so good as a standalone that you’d really want to draw more than one, and having them in the bin is reliable at 3

      as for inazuma, it’s not that you want multiples, it’s just that you just always want to start with one

  24. lightswo2 says:

    Out of curiosity,

    What is the purpose of each card in accel worlds endgame?

    How good would you consider Accel World?

    • lycheepunnet says:

      kyh is the main finisher, black lotus digs for a cx, nico is auxiliary heal and (more importantly) a lv2 play, scarlet rain is another lv3 to bump the count up for kyh, and also an extra attacker if that is absolutely necessary (also enables the lvx pard as a bond)

      deck looks competent but any deck with a tendency to accelerate is unlikely to be broken

      it’s possible that green is the correct lv1 play (red at lv2 is most likely correct though)

  25. MeisterP says:

    Considering that cg monoyellow has no defensive counter, several defensive cx combos and a very offensive event, would it be worth running say 3/2 mika for burst compression with the event to finish?

    • lycheepunnet says:

      mika is not good

      i would almost definitely play kirari before the event because it’s much easier to hold and search, and she’s a fine standalone finisher too

      i think mio is honestly underrated as a finisher, so my reply is probably biased

      • MeisterP says:

        I think Mio has potential too, if only because it is the only cancel burn that pushes for damage on cancel rather than give you a consolation prize, outside of stacked Yami of course.

        The problem isn’t level 0. Yellow 0s were the go to and are still very solid, and post banlist unchanged at all.

        The problem isn’t level 1. A handfixing apples combo with lots of standing power means you take a licking and keep on ticking.

        The problem isn’t Mio’s killing power either. People have died to her. I have seen it. People canceling 2 mios and 1 punch only eat the 2nd 5 damage and then the last Mio’s attack. And the consistent ability to go from 2 Mios in hand into 3 on the field and a cx is wonderful.

        It is instead the consistency of actually killing someone with all that bugs me for monoyellow. More often than not, I’ve have Mio go through once, my opponent cancels twice then DPs/Moneys the last one. I then die horribly because yami/shinobu’d/chiya/Rider happens and I have what survival counter?

        This has driven me to enough desperation to attempt to reverse the polarity and go defensive cx offensive event with about as much success as before. :/

  26. MeisterP says:

    Going back to cg blue, what did you think of the 1/1 search 2 discard 1 event? Is it worth running over Nao that become useless the moment you hit level 2?

  27. BlackWing820 says:

    I notice the monogatari builds have changed. Is lv3 senjougahara really better than snail? I understand it cantrips, digs for the climax and glasses counter, and fixes for red. But then you lose an untargetable finisher as well as your super scry. And on that note, if you are losing some yellow fixing, why did the level 1 shinobo combu get a 4 count while azusagahara gets cut back to 3?

    On that note, which is better, green or no green?

    • lycheepunnet says:

      you have two levels worth of time to find a lv3 yellow for the clock

      i would play snail if it was legal to do so

      Shinobu is a card you want multiples of at lv1 if you think you can snowball, gahara is a 3-of because you can often recycle it with jc shinobu and you don’t desperately need the second unless you are greedy

      green is better imo, both before the banlist and currently

      • Spartan117 says:

        Noticed that none of your lists featured lv3 snail even before the banlist happened, care to share thoughts?
        Would you still play the very same 50 cards?

        • lycheepunnet says:

          i can assure you the lists ran 2-3 snail

          my personal deck ran 2 snail and would have run 3 were i not a fan of kiss-shot in that slot

          • Spartan117 says:

            I love snail myself, pretty handily when it comes to level up and you need yellow and experience.
            I’m asking because the decklists linked don’t feature it, unless you posted those right away after the banhammer happened

          • lycheepunnet says:

            they have been updated since the banlist hit

          • Spartan117 says:

            That was fast! Perfectly reasonable then, poor snail getting the axe… but the utility shinobu provides is simply too good to pass up

    • BlackWing820 says:

      Dumb question. Disregard that.

  28. Kowaifu says:

    In my testing, I haven’t used shirou’s married life almost at all. Maybe I’m just play him right but, would it be better to play the shirou & archer that gives +1500 on play to something?

    Also, what do you think about including some of the 3/2 early play saber in YRB fate master deck?

  29. Zimus says:

    Do you think MG is better run as Y/R, G/Y/R or G/R now after the restriction list came into effect? Your decklist for Y/R runs 3 of the Hitagi climax combo. Is that card good enough to run as it conflicts with the scry Shinobu? I guess it might not be unreasonable to move the scry shinobu into the back row on the turn you want to climax combo with the Gahara, but im not sure…

  30. MeisterP says:

    Is Kaleidoscope better than Zweiform as a build-around finisher?

    • lycheepunnet says:

      kaleidoscope is more explosive

      zweiform’s name is misleading, it should rightly be called the 3/2 kuro build – zweiform just happens to be the best ‘splashable’ finisher

  31. TurkeyMcCoolRay says:

    How do you feel about the Early play sayaka in the build you have listed in the article? I play it as a two of but notice some people don’t use it at all. Thanks for the article.

    • lycheepunnet says:

      it’s fine

      you dont want it as your main gameplan and you really dont want to wish it away, but it will probably stay there and win a row for the rest of the game, and the ccx is just gravy

  32. Sharu says:

    Any tips about Da Capo “meta” build or what Da Capo cards are probably relevant when DS comes out? The whole list kinda overwhelming to look at one by one.

    • lycheepunnet says:

      you can bet that the seitokai, magic, sports and music traits will receive some support

      other than that, the blue events from the first booster (Horrible at Horror, Xylophone Fortune Reading) and Playing in the Creek (printed several times, including as a DS/DCWU boxtopper) will probably be staple

  33. Zimus says:

    Do you reckon the stock charge combo for Im@s 765 can be run in any situation over the I want combo? Or is the I want combo just leagues above the stock charge combo?

    • lycheepunnet says:

      i want is guaranteed advantage and gentle/positive haruka is an exceptional wall to boot, whereas ritsuko is not good on defence and requires you to hit on brainstorms/use OT and not brainstorm in order to convert that stock into advantage

      she has her place in m@sterpiece builds but i don’t think she’s nearly as good in the meta build

  34. Bromyos says:

    Kiznaiver entry when?

  35. BigDang0 says:

    Just wanted to ask, is there a particular reason Rinne/Inuyasha is not included on this list. Even though it has a limited cardpool, I feel like it has enough good tools and nice effects to get it on this list.

  36. Zoom says:

    Hey, what do you think about Little busters without using the pr 2 soul? Im planning on building it but the 2 soul is horrendously expensive. Would using the 2k1 version of “Lets Date” work or would it make the deck unplayable?

    • lycheepunnet says:

      unplayable is a strong word

      mediocre is a better one

      you’d have to go for a more field-based lv1, using the 1/0 6.5k kud from the anime booster and maybe even the 1/1 7k rin from card mission

  37. Sandy says:

    This isn’t too pressing, but if you update CG mono-yellow, 1-2 Kirari is pretty solid at closing and generally more reliable if you have stock for it and 1 or 2 Mios. It’s also reasonable valuable to run 1-2 of Yuki cx salvage card and potentially 1 of the costed hand encore. However, I think the BR deck has proven to be more resilient as a deck regardless, so may be worth considering in future updates.

  38. BlackWing820 says:

    There is only 4 climaxes in the hazuki best deck

  39. BlackWing820 says:

    What are your thoughts on the 2/2 hanekawa monogatari builds? I get that people run them over shinobo because of anti early play bombs, and just run heals in the final slots. But how good is the deck without shinobo?

    • lycheepunnet says:

      i should update the MG list

      i think the hanekawa decks are perfectly viable but also much worse than what JP rates them as (that is to say, top tier)

      it needs to sack at lv1 to have enough cards to play through the hanekawa turn, and hanekawa herself is just a 2/0 beater until you get a second cxc off, but if you assume that’s going to happen all the time you may as well play milky

  40. Beat says:

    With the addition of Persona 5’s card pool, do you think Execution has a place on this list ?

  41. Grant Johnson says:

    http://www.heartofthecards.com/code/cardlist.html?card=WS_RZ/S46-071.

    I like your Re: Zero list but I’d recommend running this card. Sure it sends the 0 back to the deck waiting for the opponent to grab it again but it’s still a hassle that the opponent has to go through.

    • lycheepunnet says:

      i dont think that card is bad, and occasionally it is quite good, but every lv0 slot in this deck is precious and has a reason to be there

      i would also run the red bomb (to confirm triple emilia as much as possible) before going to this one, especially since hibiki isnt really in the meta anymore and most other memory searchers arent particularly scary

  42. Animal deck is superior says:

    Why is there no Kud in your little busters deck

  43. Haytred says:

    What do you think of the 3/1 heal event in Guardian rewrite? It looks really good on paper but bot too sure what I’d cut in tour list for it or if I’d cut at all.

    • lycheepunnet says:

      ive actually replaced the 3/4 events with various lv3 characters from the old sets, because i want things that lucia can get off the check 4 and things that can be stocked by shizuru (and also things that i can flip to lucia lv3, though this has never come up)

  44. Mili says:

    I have seen many guardian builds playing 3/2 kotoris, and chihaya brainstorm. what do you think about that build compare to the all lucia and shizuru build?

    • lycheepunnet says:

      kotori is a fine advance summon, but if you play with the card, you’ll notice that she’s okay-to-excellent for one turn cycle, but then becomes thoroughly mediocre unless you rip a second pants from somewhere

      and here’s the thing – even if you DO rip a second pants, if your opponent just crashed field (they probably did because lucia lv3 is insane, and if they didnt your kotoris are dead anyway lol), you’re likely swinging for 4 on that lane, which is almost a blank number against a well compressed opponent – see: railgun, milky, re:zero, other guardian decks, etc etc – and if that 4 damage were to go in, well, you were going to land that damage anyway and probably win regardless

      even worse, you basically never want to multi-field kotori, which is a big draw to the 2> climax advance summons – multifielding these can often win games, as opponents can usually only deal with one, but kotori is a terrible one to multifield – it leads to nightmare scenarios of swinging into empty with climaxes if you want the neg soul train to keep chugging, and if they answer any kotoris at all then you lost stock and made your shizuru endgame less potent

      i firmly believe the 2/1 lucia with full shizurucia field is the best frontrow lv2 in the game right now, it’s immune to antichange nonsense and answers plenty of cards almost nothing else can with impunity (and even contributes to the compression gameplan most of the time) – this card is actually an active draw to the deck imo, and has performed much better than kotori has for me in testing, since every time i played kotori the only remotely-valuable thing she did for me was heal then get answered by an antichange bomb

      chihaya brainstorm might actually be fine on its own but i don’t think you have room if you want to use amagi (and the tap to pump effect on the amagi is far better than chihaya’s +500 and level) – the lv0 suite of the pure shizurucia deck is stacked, you never want the brainstorm to be there if you also want 2/1 lucia on the field (big negative), and the card itself isn’t accessible unless you draw into it or waste a riki on it

      test them if you want, but my testing has led me to just not like kotori (chihaya might be ok idk)

      • Mili says:

        I do not own any of the cards yet so I can’t test them myself (only own Gaia, rip me) but I can see your point about kotori. Nice input, thanks!

  45. Cake says:

    Is 4 gloves too many for rewrite?

  46. BlackWing820 says:

    So for guardian, do you run the -4000 combo or something else? I mean I’d probably run the lucia without the combo, but would adding something like the clock kick combo (as an example) be worth it?

    • lycheepunnet says:

      you could make a case for the stock soul, though i like triggering bars to play as a follow-up to the stock soul

      pants are also a reasonable choice, though i still think kotori is pretty mediocre in the deck

  47. Jonah S. says:

    How exactly is the P5 deck’s L2 and L3 game played out?

    I’ve given the deck a test run for over a few months now, and so far I’ve had a really bad win rate with the deck (around 3-16 atm). L0 and L1 could play out perfectly, but going into L2 and L3, the deck just crumbles and fails.

    I’m not exactly sure if it’s just my playstyle or if I’m misunderstanding how the deck is played at those levels.

    • lycheepunnet says:

      it’s important to realise that p5 has not got a good endgame, and that you should be playing conservatively if at all possible

      i usually use lv1 to set up a full hand of counters and utility (eg. lv0 ryuji) and play down the 2/1 support at some point – this lets my 2/1 protagonists continue to be relevant on offence, with the counters making them relevant on defence

      the obvious play to make is 2/1 yusuke changer into fox, but i don’t actually use this unless im confident my opponent is unable to deal with it, and oftentimes yusuke is relegated to being a draw-drop, the blindstock used as brainstorm fodder immediately afterwards – if they can’t deal with a 14k then by all means, but it should be mentioned yusuke completely destroys whatever semblance of a hand you have

      going into lv3 i usually hope to have navi in the backrow and one of either fox or joker in the front, but i will never use joker’s effect unless the opponent is at 3.5 or higher – i much prefer to have the stock and continue to compress

      • Jonah S. says:

        My L1 play has been pretty much the same, although I did not think about holding onto the 2/1 support since I often clock / ditch it early to get something else or it often gets stuck in clock or stock and I have no way of getting it back.

        How many Navi CXs would you hold on to and how early would you start holding onto them? Should I be treating them like anti-damage counters (draw at late L1 / early L2, hold til L3)?

        • lycheepunnet says:

          I would hold none unless i was going into Level 3 and could play Navi immediately, drawing them late or triggering pants to take is fine, because any you aren’t holding can be used to cancel

          • Jonah S. says:

            Alrighty, gotcha. I’ll continue playing the deck since I really like the set and all, but hopefully I’ll see some better results soon. Thanks.

  48. johj says:

    where’s the johj deck

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