The Melancholy of Haruhi Suzumiya: Green

Welcome back to the 2nd part of our look at the cards from The Melancholy of Haruhi Suzumiya. Today we’re going to be looking at the Green cards.


The majority of the Green cards feature Mikuru, so it makes sense that the focus of the Green cards is «Time».  Also in fitting with the general theme of Green cards there are plenty of ways to give your characters tremendous attack boosts. In addition there is also some «SOS Brigade» support.

We’ll start by looking at some of the cards which find their place in other decks as well as well as playing starring roles in a Green deck. Probably the most used Green card is [Wish Upon a Star Mikuru SY/WE09-05 R], which is used either as an early game powerhouse or as a later game support card for your «Time» characters. Starting as a level 0 with only 2000 attack she might not seem like much, but it gains 1500 when you have 2 or less stock, which at the start of the game is fairly easy to do. It’s made even easier by her second ability, where for 2 stock you can give a «Time» character +4000 attack, which of course includes herself. This means she has an easy time reaching 7500, which is pretty big for a level 0, more than enough to even take out most level 1 characters. In a dedicated «Time» deck she can easily help your other characters overcome any threat they face. The next most used is probably [Cat Ears Mikuru SY/W08-037], which is a late game defensive card. Characters facing her lose 1 soul, and when you play her you can pay 1 stock to prevent the opponent playing Climax Cards for a turn. At the end of the game both of these will reduce your opponent’s ability to cause damage and could help you survive long enough to win the game.

Another card which finds uses outside of a dedicated deck is [Asahina Mikuru SY/W08-029]. At the start of the Encore step she can send herself and another card to Memories and they come back in your next turn with +1000 attack. This card is generally used more for its ability to save cards without having to use encore, than its attack boost though, since it’s a rather small boost for 2 stock. Finally we come to [Different Time Isotopes Mikuru & Mikuru SY/W08-026] and their Climax card [Classified Information SY/W08-049]. There is a powerful Climax synergy for these two cards, with the 2 Mikurus gaining two abilities when attacking with the Climax in play. First of all the opponent can’t play event cards next turn, limiting their options. However the effectiveness of this varies with the deck you’re facing. Secondly all your characters gain 1500 attack on top of the Climax card’s boost which means all your characters will end up with 2500 more than usual, which can help clear out larger threats.

The rest of the good Green cards are support cards of several different varieties. They are either general support, support for «Time» cards, «SOS Brigade» cards or specific cards in the set. Both [Clumsy Girl Mikuru SY/W08-027] and [Signing Session Mikuru SY/W08-038] provide general support as well as having additional bonuses related to «Time». Clumsy Mikuru gives the characters in front +1500 attack, which is quite a step up from level 0 support cards, but is quite costly at 2 stock. As a bonus if you have 2 «Time» characters when you play her from your hand you get an extra stock, which is very useful in the cost heavy Green deck. Signing Session Mikuru is the basic + 500 in front level 0 support card, but also allows you to search your deck for any «Time» card by discarding a Climax card and resting two characters. This makes her invaluable for assembling the key pieces of your strategy.

Next we have support for the «SOS Brigade». [Dressed Up Mikuru SY/W08-033] gives all «SOS Brigade» +500 attack and +1 level, the latter of which might not seem that useful. However it can be useful with effects that are reliant on level, allowing you to extend their uses beyond their normal limits. Its second effect is useful against decks reliant on Concentrate because when they send a Climax card to the Waiting Room with Concentrate you can discard a card from your hand to reduce one of their characters by 2000 attack. This makes it possible to get rid of Back Stage support cards, since when a character hits 0 attack they go to the Waiting Room. [Time Travelling Kyon & Mikuru SY/WE09-06] on the other hand gives all your «SOS Brigade» cards Encore. This makes it much easier to maintain your stage, and allows your low level cards to serve a greater purpose in the end game by saving your stronger cards. It has an extra ability for when a character goes from the Stage to the Clock, which several Haruhi cards can do; by resting this card you get an extra Stock from the top of your deck.

Most of the «Time» support has already been covered in the previous sections, but there is one last card which might prove useful, [Energetic Senior Tsuruya-san SY/WE09-08]. This is the +500 to all «Time» support you expect for most types, and like all the others it has some added extras. In addition to «Time» it also supports «Forehead», which probably isn’t the most common attribute outside of Tsuruya’s cards. Finally if you trigger a Gold Climax card one of your characters gets a 2000 attack boost, which will occasionally be useful in a dedicated Green deck.

Finally we come to the cards which directly support other Green cards, namely [Time Leaping Girl Mikuru SY/W08-031] and [Cat Ears Tsuruya-san SY/W08-034]. The former, in addition to being a Counter card, can Change into the 2 Mikurus card, which could give you access to a serious power boost ahead of your opponent. The latter has a bond with Cat Ears Mikuru, making it easier to gather together your trump card for the end of the game. It also comes with a bonus ability for when you hit a Bag trigger. You can reduce an opponent’s card by 1000 attack, which might get rid of a few support cards.

Hopefully this has given you an overview of some the more useful and powerful cards available from the Green side of Haruhi. There are still plenty more cards to check out though if you want to build a «Time» or Mikuru deck, but it would simply take too long to cover every single one of them.  With any luck this has given you some ideas of where to start, or some cards to give more consideration to. Next time we’ll finally be finishing off the Haruhi series by taking a look at some of the more notable cards from Yellow.

涼宮ハルヒの憂鬱: © 2007,2008,2009谷川流・いとうのいぢ/SOS団
All right belong to original contents holders and images are used for the quotation purpose only.

Banned/Restricted Cards

There are only a few banned cards in Weiß Schwarz at the moment (the period 27th August to 29th February 2012), possibly due to the young age of the game, or due to card design in general. There can be different levels of bans for cards, either just forbidding them in some formats, or from all of them. In addition with the most recent update a card has been limited to 2 for the first time. Today we’ll be taking a quick look at the banned cards, and try to explain in my eyes why they seem to be banned. Cards are generally banned either because they’re in themselves too powerful, or because they have combos with other cards that are too powerful. The banned cards are as follows:

[The World has Lost its Colour (SY/W08-071)]

“Choose 1 of your Level 1 or above characters and send it to your Waiting Room. If you do so, choose 1 of your level 0 or below «Brigade Leader» characters from your Waiting Room and put it in a border of your choice. Then, choose up to 2 characters from your Waiting Room and return them to your hand.”

This is one of the cards too powerful in its own right and is currently banned from all types of tournaments. This card is usually a +1, and at worst break even if you can’t revive a level 0 Brigade Leader. In addition it allows you to cherry pick the best two characters in your waiting room for your current situation. When it was legal in Neo Standard it lead to a format dominated by Haruhi decks abusing this card.


“Choose up to 2 cards in your Clock and put them in the Waiting Room. Send this to Memory.”

The only other completely banned card in the game might not look like much, but due to how tournaments work it was damaging the game. It only has a cost of 1 making it a cheap heal card once you reach level 3, but to most card games heal isn’t very impressive. What caused problems though was that people were basically using the card to heal themselves and win by time out, so for the good of the game it was removed.

[Kamiki Akinari(P3/S01-014)]

“Automatic: When you level up this card goes to the Waiting Room.

Automatic: When this card is sent to the Waiting Room from the Stage, your opponent sends one of their hand cards to the Waiting Room.”

This card is currently banned from Standard and Side Limited and  is banned due to interactions with other cards. By combining it with a card which can repeatedly send it to the Waiting Room, such as [“Jyurin” Akechi Mitsuhide(SB/S06-016)], and cards which give encore, such as [“Brutal chibi-child” Illya(FS/S03-080)] you can wipe out an opponent’s hand in one go. This can be devastating and could force them to concede right there. Of course you first need to have more cards than your opponent, which was easy enough at the time thanks to the next card.

[Playing in the Creek!(DC/W01-E18)]&[(SK/WE05-27)]

“Draw up to 2 cards, and put 2 cards from your hand on top of the Deck.”

This card is also banned from Standard and Side Limited. On its own it doesn’t look too strong, since you lose a card in the process, but its ability to arrange the top of your deck is invaluable for Concentrate abilities, making some of them far too powerful. For example [Louise of the Void(ZM/W03-053)] sends the top 2 cards from your deck to the Waiting Room and gets you back two characters for every Climax you send, so of course with this card it’s easy to place 2 Climaxes there and gain 4 extra cards.

[“Heaven Canceller”(ID/W10-084)]

“Continuous: All your other «Esper» characters gain “Automatic: Encore [Discard a character card from your hand to the Waiting Room]”.”

This card is currently banned from Neo Standard and Title Limited. This card was originally released when there weren’t many good Esper cards and was just a good support card for them, but after Index & Railgun II came out, they became very powerful and this card helped to push them over the edge. This card was banned to try and curb that power.

[Mikoto & Kuroko Under One Roof(RG/W13-052)]

“Automatic: When this is placed from the hand to Stage or placed via Change to Stage, you may put the top card of your Clock to the Waiting Room.
Automatic:[(1) Discard a card from your hand to the Waiting Room] When this card attacks, you may pay the cost. If you do so, this card gains +2000 Power and “Automatic: When the Battle Opponent of this card becomes Reversed, you may deal 1 damage to Opponent” for the turn.”

Finally we have the only card in the game limited to 2 in Neo Standard and Title Limited. This was the trump card of the Index/Railgun deck, with both healing and burning abilities. Just by successfully playing it to the stage you would be in a strong position. Thanks to the deck’s support cards and her own ability she could grow powerful enough to defeat just about anything in battle provided you had enough cards in your hand. This meant you’d be using her burn effect nearly every turn, and being only a single damage it’d be much harder to cancel and things would soon pile up during late game.

Join us again soon for hopefully the completion of our look at the Haruhi series, and a sample deck from the series.

Tournament Structure

Sorry for the long break from articles, but I’ve been a bit busy with work and life in general. With a new ban list revealed and the Bushiroad Cardfight 2011 recently concluding, where Index/Railgun dominated the tournament taking 4 of the top 6 slots, I think it’s time to take a look at how tournaments work, and a look at the banned cards.

For those of you unfamiliar with the structure of Weiß Schwarz tournaments, which for those of you outside Asia will be quite a large chunk of you, today we’re briefly going to cover the basics about how they work.

Like many other card games Weiß Schwarz has a variety of formats. Standard is the least restrictive format allowing you to use cards from any series in the game in your deck. Neo-Standard is the most popular format, where each person can only use cards from within a single series (barring a few exceptions), but everyone in the tournament can play using a different series, should they choose to. This means you can for example have Railgun facing off against Milky Homes, or Evangelion facing Bakemonogatari. Series restricted is the most limiting format, since everyone has to be playing a deck using cards from the same series. However these are mainly used during new product releases as a way to promote the product. There are also Side restricted tournaments where you can only use cards from either the Weiß or the Schwarz side.

Unusually for a card game Weiß Schwarz only plays a single game in tournaments, and as such has no need for a side deck. I personally feel card games should have extra rounds (like the usual best of 3) to try and mitigate the luck factor, but that’s not how things are done here. This means you may make card choices for your deck to combat specific threats that you know are popular at that time. It also means that if someone is on a lucky streak you can get really unexpected results such as the unmodified Bakemonogatari Trial deck taking 2nd at a regional. The round times are 25 minutes, which should be just enough time to fit in a single game. Although as with any card game you can get people stalling late game to try and use the time limit to their advantage. The tournament structure will be Swiss or knockout, probably determined by factors such as attendance, time constraints etc.

All right belong to original contents holders and images are used for the quotation purpose only.