Weiβ Schwarz Cards of the Day: 10th of June

To start off a new week we’re continuing with the Vividred previews, this time with a Wakaba climax combo.

Physical education time, Wakaba

More or less revealing that the normal outfits in this show?

Green / Level 1 / Cost 1 / 6000 / 1 Soul / No Trigger

«鍵 Key» / «スポーツ Sports»

[AUTO] When this card attacks, if a card named “A fun bout” is in your climax area, choose 1 of your «鍵 Key» characters, during that turn, it gets +1 Level and +2000 Power.

[AUTO] Encore [Put the top card of your deck into your clock]

Our newest Wakaba card comes with Clock Encore in addition to a Climax combo. These will hopefully compensate for the relatively low power for a 1/1 at only 6000. The Encore ability will make it easier to keep her on the Stage and therefore use the climax combo, without using up your resources. However using it too much will lead to your defeat sooner.

The climax combo is useful for providing a power boost, but can also be used to dodge around Reversing cards. In addition it will help the cards from last week that required higher level cards on the field.

A fun bout

I'm sure sand can't be the best surface for kendo

Green / 2 Soul Trigger

[CONT] All of your characters get +2 Soul.

This is the climax that goes with the above Wakaba. It means that you’ll be able to get boosts across the board for a single character. However since there’s no power boost, you can’t take on huge threats with Wakaba’s climax combo.


Yu-Gi-Oh! Explaining the End Phase

The most important tournaments for most competitive players are on the horizon, the WCQs. To aid in preparation for these, I thought it would be an appropriate time to take a look at some of the rules and game mechanics that are likely to crop up during the course of these events. An important thing to remember is that none of what I say should be interpreted as official word from Konami.

To start things off I’m going to be looking at the End Phase in detail, and trying to explain some of the intricacies involved. For most of the lifespan of Yu-Gi-Oh! the End Phase has been of little consequence to the general flow of play. It was merely when a turn ended, and maybe you had something happen during the End Phase, like the effect of Lightsworn monsters. However recently some of the finer details of the End Phase have become rather more important to performing well at the game.

Resolving effects during the End Phase

You've caused so many problems Effect Veiler.No one beats me in a waiting contest.

When you reach the End Phase there will often be two things you’re concerned with. Either effects which activate in the End Phase, or effects which last until the End Phase. How these two interact can be quite important, especially if an effect that lasts until the End Phase is preventing you from properly resolving an effect with activates in the End Phase. The situation gets even more complicated if some of the effects are mandatory whilst others are optional. When these issues arise, there’s a sequence of events you should follow to try and resolve the issue.

1. The turn player may activate or finish effects. If they do, restart the cycle. If not go to Step 2.

As usual in Yu-Gi-Oh! the first player who has the choice of making an action during the End Phase is the turn player. At this point they could activate or finish any of the mandatory or optional effects they have. This might be relevant if both players have an effect that activates in the End Phase, but the turn player wants to use their one first to prevent the opponent from using theirs.

Remember when I was a problem?

For example, let’s say both players have a Wind-Up Zenmaines on the field, ready to use their effects. However the opponent’s one doesn’t have any materials left, meaning that if it were to be destroyed again it wouldn’t get a chance to use its effect. In this scenario the turn player can choose to activate the effect of their Zenmaines first, destroying the opponent’s and preventing them from using the effect of Zenmaines.

Once this is over we return to the start of the cycle and start all over again. This can be important for a couple of reasons. Firstly it means that the turn player has the opportunity to activate or finish all of their effects which work during the End Phase before the opponent does. This can give the turn player a lot of control over how the flow of the End Phase goes, and will even prevent the opponent from getting a chance to use some of their effects. Secondly there is the fact that the effect you’ve just activated or finished will have changed the game state. This might result in even more effects that want to activate, so it’s important not to miss them out.

Miss me?

As you’ll see later, after each step it’s possible to return to the beginning and start over again.  By leaving some of your optional effects until this point it’s possible to get around your opponent’s mandatory effects. This will be very relevant for Prophecy players, because they’ll want to use Justice during their End Phase without things like a pesky Effect Veiler getting in their way. It is possible to return to this point once all or some mandatory effects have been dealt with, but we don’t necessarily need to have ended the turn yet. This is the perfect opportunity to slip in effects like Genex Neutron or Justice of Prophecy, now that they’ve been freed from Effect Veiler’s influence.

What this means, is that optional effects that activate in the End Phase cannot be stopped by cards like Effect Veiler or Forbidden Chalice. Provided of course that the user of those effects is careful and knows how to navigate the End Phase.

2. The opponent may activate or finish effects. If they do, restart the cycle. If not go to Step 3.

After the turn player is done, it now moves onto the opponent who has a chance to make the same actions. Usually you will reach this step once the turn player has finish with all of their actions, or else they’re deliberately passing for some reason. There might for example be an action the turn player wants to try and make, but something of the opponent’s might be preventing this.

Just like with the turn player, on return visits to this step it’s possible for the opponent to bypass the mandatory effects of the turn player, by waiting until after they’ve been forced to resolve them. Just like with the turn player, they can wait to allow some of their optional effects to get around cards like Forbidden Chalice.

3. The turn player must activate or finish a mandatory effect. If they do, restart the cycle. If not go to Step 4.

Once both players have passed on making an action we reach a point where the turn player has to make an action with regards to one of their mandatory effects. If an effect is mandatory it has to happen, even if the player might not particularly want it to happen at that point. This can be where the interaction between the players becomes very important.

If the turn player has a monster which has had Effect Veiler used on it, they would really rather wait until after Effect Veiler has stopped working to use that monster’s effect. However, if the monster’s effect is mandatory they will have to use it before Effect Veiler finishes, unless the opponent chose to end Effect Veiler during step 2. This gives the opponent a degree of control over whether certain actions will happen or not. So they can for example prevent Lightsworn monsters from milling, or Spirit Monsters from returning to the hand.

Stop draining all my strength!I'm finally starting to see some play again!

The fact the cycle restarts if an action is taken during a step is very important here for cards like Light and Darkness Dragon. For example, if the turn player has a Spirit on the field and the opponent has Light and Darkness Dragon, once we reach this step the Spirit monster has to try and return to the Hand. Light and Darkness Dragon will however negate the activation of this effect, preventing the Spirit from returning to the hand. When we start this process again, we will eventually reach the same point, and the Spirit will try once more to return to the hand. If Light and Darkness Dragon still has enough Attack and Defense it will negate the activation of the effect once again. This pattern will repeat until eventually Light and Darkness Dragon runs out of negations and the Spirit monster can finally return to the hand. Ultimately, not only will Light and Darkness not do anything to the opponent, but it will also run out of the ability to use its effect.

4. The opponent must activate or finish a mandatory effect. If they do, restart the cycle. If not go to Step 5.

Once the turn player is done with all their mandatory effects it’s now time for the opponent to start dealing with their own. Often the opponent will not finish effects such as Effect Veiler until this point, because it will prevent the opponent’s mandatory effects from working properly. However as mentioned earlier it’s possible for optional effects to get around this, because you don’t necessarily have to use them until you’ve reached a restart from this step.

5. End the turn.

Now once that’s all over and done with, we can finally get around to ending the turn. By this point they both should have used all the effects they want to, and are ready to move on with the next turn. You might be wondering what happens if we’ve still got some optional effects left, because both players passed without making any actions, perhaps hoping the other one might do something. In those cases it is now too late to use those effects, both players have agreed not to do anything, so it’s now time to move on with the game. Being optional means you have the choice of using an effect or not, so if you forget to use it, there’s nothing you can do about it.

Of course, remember that at all of these steps, when an effect activates you have the possibility of chaining to it and normal rules with regards to this apply.

What actually happens at the end of the turn?

Remember when I was good?Hands up if you knew I existed.

Once that is all said and done, you might think the turn is now over and there is nothing more to be done. However you’re forgetting one very important matter and that’s the issue of hand size. In Yu-Gi-Oh! the maximum number of cards you’re allowed in your hand at the end of the turn is 6, unless you’ve used some card to increase this limit. If you’re over the limit and you reach the end of the turn, the last thing you will usually do is discard for the hand size limit. So this means that if for example you have 7 cards in your hand at the end of the turn, you’ll need to discard 1 of them. Once that’s done the turn is over and it’s time to move onto the next turn.

However, there are some very special circumstances where other events may occur once you’ve discarded for hand size limit. If you discard a card that will activate, such as Dandylion, the effect will still activate. Similarly if you have a card like Dark World Grimoire, which actually interacts with the hand size limit discard, you can activate that. Once this chain has begun you may then add on chain links to this, just as you would for a normal one.

Time to draw my whole deck.

Some of you might be wondering if this is actually relevant to anything though, since most of the time by this point you no longer really care what happens. In decks which run Super Rejuvenation, such as Dragon Rulers this could be quite important though. With Dragon Rulers it can be quite easy to go past the hand size limit, especially with multiple copies of Super Rejuvenation. If you draw extra copies of the card due to the effect of the first one, it’s perfectly fine to use the 2nd or even 3rd copy whilst still in the End Phase to draw even more cards.

However if you’ve already broken the hand size limit, you might want the opportunity to draw even more cards, by adding on those that you discard due to the limit. Normally this isn’t possible, because you’re not allowed to manually start a chain once this discard has happened. If you want to do this you’ll need to discard cards like White Stone of Legend, which will start a chain, and allow you to add on another Super Rejuvenation. Since most of the cards that would cause this do not really fit into a Dragon Ruler deck, this is more something you’d try in a deck like Dragon Exodia. Dragon Rulers could however use Eclipse Wyvern for this type of play.

Once this is all over, if your hand is once again over the hand size limit, you will need to discard again until you’re back down to the limit. If any chains happen in response to this, you will repeat the pattern until you finally have the right sized hand and no more chains occur.

Until the end phase Vs until the end of the turn

Beware the cockroaches!Fairies are a little different in Japan.

One final thing that it’s important to be aware of is the difference between effects which last until the End Phase, like Effect Veiler, and those which last for the duration of the turn, like Maxx “C”. In the former case you need to follow the rules as set out earlier on. In the latter case the effect will continue until the turn is completely over. So for example, you’d still draw from the effect of Maxx “C” if the opponent summoned tokens from a Dandylion discarded for the hand size limit. Similarly they wouldn’t be able to use Dandylion’s effect if currently locked down by Shock Master.

Hopefully some people might find this useful as they get ready for their shot at the World Championship. Alternatively, those helping at the events might find this a useful refresher in case they have to deal with any of these during those events. I’m going to try and get a few more finished before the WCQs start, hopefully covering a few more important areas, and also some lesser known details that I find interesting.

Weiβ Schwarz Cards of the Day: 3rd-7th of June

This week saw the arrival of Rei and the Alone in Vividred in addition to several more Vivid (colour) cards. Also I’m going to try and update my translations to reflect the terminology used in the English cards now, to make things a bit more consistent.

Cold answer, Rei

But which Rei is better?

Red / Level 0 / Cost 0 / 1000 / 1 Soul / No Trigger

«鍵 Key» / «謎 Mystery»

[AUTO] [Put 1 “Feather shaped birthmark” from your hand into the waiting room] When this card is placed on the stage from your hand, you may pay the cost. If you do, choose up to 1 «謎 Mystery» character in your waiting room and return it to your hand.

[AUTO] When this card becomes [Reverse], if this card’s battle opponent is level 0 or lower, you may [Reverse] that character.

Monday started off with Rei’s first appearance in a card that both salvages cards and gets rid of your opponent’s cards. The first effect at the moment seems a bit narrow, because we haven’t seen too many «謎 Mystery» cards so far, but we can assume all of the Rei and Alone cards will probably carry this attribute. The need for a specific Event card also means it can sometimes be a little hard to even use this effect in the first place. Thankfully though, this effect is really more of a bonus than anything else, and Rei will instead be used most of the time for her second effect.

Rei’s second effect is a standard reversing effect for a Level 0 card. This means she will be used in just about any Vividred deck, regardless of whether it plays the other «謎 Mystery» cards or not. With only 1000 Power she’s unlikely to defeat anything outside of using her effect, but this is a penalty she has to pay for her first effect.

Feather shaped birthmark

That's how birthmarks work, isn't it?

Red / Level 2 / Cost 2 / No Trigger


Choose 1 “Mysterious existence, Alone” in your Waiting Room and put it on any position of your Stage. Put this card into your memory.

[CONT] You may have up to 10 cards with the same name as this card in your Deck.

[CONT] Memory If this card is in your memory, all of your “Mysterious existence, Alone” gets +1000 power.

Second up we have an event card that allows you to keep up a continuous stream of “Alone” to assault your opponent. The basic effect of this card allows you to call forth a “Mysterious existence, Alone” for the same cost of playing it normally, but you avoid that card’s detrimental effect that causes you damage. This card will also send itself to memory straight away, activating its 3rd effect and allowing your Alone to grow by 1000 each time. Activating this effect multiple times will make it harder and harder for your opponent to win against your Alone, whilst also making your Deck smaller for the next Refresh.

Since you can also play up to 10 copies of this card you might see “Mysterious existence, Alone” go as high as 20,000, however I really doubt you’ll ever get a chance to play all 10 in a single game.

Mysterious existence, Alone

Forever Alone

Red / Level 2 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«アローン Alone» / «謎 Mystery»

[AUTO] When this card is placed on the stage from your hand, place the top 1 card of your deck in your clock.

To complete the trio of cards on Monday we have an Alone card, which matches regular Level 3s for stats, despite only being a Level 2. This means you can get a strong character down during Level 2 without having to jump through any hoops to pull if off, and it will still be useful into Level 3. However, if you play it from your Hand, you’ll take 1 damage in the process, which can be very dangerous later in the game. Thankfully though the previous Event  card can help you get around this, and can keep up a constant stream of Alone.

If you want to build a fun Alone deck, these 3 cards will form the core, but otherwise you’re only really going to see the first Rei seeing much play.

Docking with Wakaba! Akane

Docking everywhere!

Green / Level 1 / Cost 0 / 3500 / 1 Soul / No Trigger

«鍵 Key» / «武器 Weapon»

[AUTO] Bond / “Master level, Wakaba” [Put 1 card from your hand in the waiting room]

[ACT] [(2) Put 1 of your  “Master level, Wakaba” and this card into your memory] Choose 1 “Vivid Green” in your waiting room and put it on the stage position that this card was on.

This card is exactly the same as Docking with Aoi! Akane, except of course that it’s Green and works with Wakaba. So it should be able to help you get out Vivid Green early.

Master level, Wakaba

I think we know where the focus of this show is...

Green / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger

«鍵 Key» / «スポーツ Sports»

[CONT] This card cannot side attack.

[AUTO] When this card direct attacks, choose up to 1 of your opponent’s Level 0 or below characters on the Centre Stage. That character cannot [Stand] during your opponent’s next stand phase.

Wakaba’s second card is our second card in recent weeks that can be used to counter running cards. Running cards are usually a pain because they can dodge around your characters, but if they try doing that to Wakaba she’ll prevent them from standing, making them a dead weight. Even at other times she could be used to lock out a powerful character you can’t yet deal with for a turn, in the hopes you’ll be able to get a proper answer next turn.

Unfortunately though, Wakaba can’t Side Attack, which means that she’ll be defeated if faced by a full stage that is stronger than her. Although in these cases you could just not play her, since you know she’ll lose.

With 2500 Power this should be enough to defeat your opponent’s runners if they decide it’s better to let them be defeated, rather than locking out a position on their stage.

Vivid Green

Now where are Yellow and Red?

Green / Level 2 / Cost 1 / 7500 / 1 Soul / 1 Soul Trigger

«鍵 Key» / «武器 Weapon»

[CONT] Memory If you have 2 or more «鍵 Key» characters into your memory, this card gets +1000 power.

[AUTO] When this card attacks if a card named “Vivid Blade” is in your climax area, until the end of your opponent’s next turn, this card gets +3000 power.

Vivid Green, as with Vivid Blue, will get stronger when you’ve managed to pull off one of your “Docking” plays and put 2 characters into your memory. In this case she’ll reach the standard for a 2/1 vanilla, but also has a climax combo to separate herself from them. This should be more than enough power though if you can bring her out during level 1.

The climax combo will make her even stronger, pushing her up to 11,500 before you start to consider supports. This should break through all level 1 cards, most level 2 cards and even some level 3 cards. Since she keeps the boost for a turn it also means she can provide a solid defense against your opponent’s counter attacks.

Swimsuit Aoi

Back to the beach episode again.

Blue / Level 1 / Cost 0 / 2000 / 1 Soul / No Trigger

«鍵 Key» / «令嬢 Young Lady»

[CONT] Assist All «鍵 Key» characters in front of this card get +1 level, +500 power.

[AUTO] When this card is placed on the stage from your hand, draw 1 card, put 1 card from your hand into the waiting room.

The swimsuit version of Aoi debuted on Wednesday and fills an interesting support role that will annoy decks which rely on reversing effects. Whilst the power boost from her assist only matches that of level 0 cards, she also increases your characters level by 1. This allows them to dodge the effects of reversing cards and makes side attacking harder for your opponent due to the further reduction in damage.

In addition to this you also get to dig one card deeper into your deck when you play her, potentially opening up new options for you.

Fully energetic, Aoi

Lots of these shots in this show...

Blue / Level 1 / Cost 1 / 6500 / 1 Soul / No Trigger

«鍵 Key» / «武器 Weapon»

[CONT] During your opponent’s turn, if you have other level 2 or higher characters, this card gets +2000 power.

Fully energetic Aoi is a level 1 card that works very well with all the Vivid (colour) and “Docking” cards, since they allow you to bring out a Level 2 early, and turn on her effect. She also works very well with Swimsuit Aoi, because you don’t even need to worry about getting out level 2s early. Instead all your level 1s will count, thanks to the level bonus. This can result in a very strong Aoi during level 1, capable of reaching 8500 before supports. Many decks will struggle to overcome this until they reach level 2 themselves.

Optimistic gaze, Akane

How can you tell just from the way she looks?

Red / Level 2 / Cost 1 / 7500 / 1 Soul / 1 Soul Trigger

«鍵 Key» / «武器 Weapon»

[CONT] If you have other level 3 or higher characters, this card gets +2000 power.

This Akane works very similarly to the previous Aoi, except needing a Level 3 or higher to be present instead. This could be achieved via early changes, but it’s much easier to just use Swimsuit Aoi to turn all your level 2 cards into level 3.

At 9500 power she’ll be stronger than most other 2/1s and even some 2/2s, allowing you to press with a powerful attacker, for a low stock investment.

Naive, Akane

That can't be a comfortable pose...

Red / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger

«鍵 Key» / «マヨネーズ Mayonnaise»

[CONT] If your opponent’s Stock is 3 or lower, this card gets +1000 power.

Naive Akane is potentially a strong level 0 during the early game, but is entirely reliant on how your opponent plays, which isn’t something you really have much control over. 3500 power is towards the upper end of the level 0 scale, but there might only be a narrow window in which you get her full strength. Since the opponent won’t be paying stock early on it will only take 4 attacks before her power drops. How quickly this comes will depend on how the opponent plays though. Someone who quickly rushes will put her out of action by turn 2, and even someone playing it a bit slower could reach this goal by turn 3, especially if they need to get around Akane. Then again, there’s always the possibility that you’ll reach level 1 before the opponent reaches 4 stock.

Operation! Vivid Red

The namesake of the series finally appears!

Red / Level 1 / Cost 0 / 3000 / 1 Soul / No Trigger

«鍵 Key»

[AUTO] [(2)] When this card is placed on the stage from your hand you may pay the cost. If you do, choose 1 «鍵 Key» character from your waiting room, return it to your hand.

[AUTO] When this card becomes [Reverse], if this card’s battle opponent is level 1 or lower, you may [Reverse] that character.

Vivid Red finally debuts, and with our second reverser of the week, but this time for level 1s. At 3000 power she’s a little weak even for a reverser, but this is because she comes with an extra ability as well. You’ll just need to be wary that the opponent will take her down with level 0s if they can.

On top of reversing, she can also salvage one of your «鍵 Key» characters when she comes into play, allowing you to set up for future turns, if you have enough stock around. It also extends her usefulness beyond level 1, because salvaging can be useful at any point of the game.

Shinomiya Himawari

Ending the week on a level 3 again.

Yellow / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«鍵 Key» / «盾 Shield»

[AUTO] When this card is placed on the stage from your hand or by a “change” effect, look at up to 3 cards from the top of your deck, choose 1 card and put it in your hand. Put the rest of the cards in the waiting room.

[AUTO][(1)] When this card attacks, if a card named “New friend” is in your climax area, you may pay the cost. If you do, choose 2 «鍵 Key» characters from your deck, reveal them to your opponent and add them to your hand. Shuffle your deck.

Himawari’s level 3 card is all about gaining extra cards, with both her regular effect and climax combo capable of replenishing your hand. Her first effect returns your hand size to what it was before playing her, whilst also thinning out your deck by 3 cards. Her climax combo though will increase your hand size by 1, and hopefully make you better prepared for the end game. Chances are you’ll either be searching for other level 3s to play next turn, or alternatively character counter cards to keep your current characters around for longer.

Texture On! Himawari

I'm sure there are worse phrases for transforming.

Yellow / Level 2 / Cost 1 / 6500 / 1 Soul / 1 Soul Trigger

«鍵 Key» / «工場 Factory»

[AUTO] Change [(2) Put 1 card from your hand into your waiting room, put this card into your memory] At the start of your climax phase, you may pay the cost. If you do, choose 1 “Shinomiya Himawari” in your waiting room and put it on the stage position that this card was on.

[ACT] [[Rest] two of your characters] Choose 1 of your «鍵 Key» characters, during that turn, it gets +1 Soul.

Himawari overall has the same cost for her change as last week’s Aoi card, but she has a lower cost to come in initially, since she could also be used in a support role. The change allows you to get the full named version out early, which can then make up part of the card cost it took to bring her out.

Outside of this, Himawari could also be used to give your characters a Soul boost whilst waiting to change. Since she changes before you attack, you could use this effect and then change to the level 3 without giving up any attacks.

New friend

Magical girls have got to stick together.

Yellow / 1 Soul + Bounce Trigger

[CONT] All of your characters get +1000 power and +1 soul.

This is the Climax for the above Himawari. The bounce trigger can sometimes be useful for getting rid of annoying cards temporarily.

Weiβ Schwarz Cards of the Day: 28th-31st of May

To try and catch up on the card of the days from last week, we’ve got a huge selection of Vividred Operation cards to look forwards to.

Tuesday brought us a new Akane card, who when combined with an older Aoi card can bring forth a new Vivid Blue card. Wednesday gave us our first look at Himawari and Wakaba. On Thursday the girls took a trip to the beach. Finally on Friday a bunch of Aoi cards were showcased.

Docking with Aoi! Akane

I'm surprised we haven't had really dodgy cards for this series yet...

Blue / Level 1 / Cost 0 / 3500 / 1 Soul / No Trigger

«鍵 Key» / «武器 Weapon»

[AUTO] Bond / [Confessing the truth, Aoi] [Place 1 card from your Hand in the Waiting Room]

[ACT] [(2) Place 1 [Confessing the truth, Aoi] and this card from your Stage to Memory] Choose 1 [Vivid Blue] from your Waiting Room and place it in the Border this card was in.

Up first we have an Akane who Bonds to Aoi from back in April and also allows you to play a 2nd version of Vivid Blue early. Since the Bond has a discard Cost it means you can save your Stock for the pseudo-change, however it does mean you won’t gain any resources in the process. With both cards gathered, you can then get ready to bring out Vivid Blue, who will immediately go to full strength, thanks to sending both cards to Memory. In the long run, this will also be useful for Deck thinning.

Vivid Blue

Vivid Blue is back!

Blue / Level 2 / Cost 1 / 7500 / 1 Soul / 1 Soul Trigger

«鍵 Key» / «武器 Weapon»

[CONT] Recollection If you have 2 or more «鍵 Key» characters in your Memory, this card gains Power +1500 and the following ability. [[AUTO] [Place the top card of your Deck in the Clock] When this card’s battle opponent is Reversed, you may pay the Cost. If you do so, draw a card.]

Vivid Blue becomes a fairly deadly Level 2 card once you’ve fulfilled her Recollection requirements and what’s more you could get her as early as Level 1. With 2 «鍵 Key» characters in your Memory she will reach 9000, which is above the curve for a 2/1. On top of this, she’ll also allow you to replenish your resources, which you might have spent bringing her out. This is because every time she defeats something, you can draw a card, however you take 1 damage in the process.

You’ll be more likely to use this effect early on, for example if you bring her out during Level 1, since you’ll be further away from defeat at that point. The extra resources might be able to make up for the fact you’re moving closer to defeat.

Loves factories, Himawari

Trousers don't exist in this world.

Yellow / Level 2 / Cost 1 / 3500 / 1 Soul / 1 Soul Trigger

«鍵 Key» / «工場 Factory»

[CONT] Assist All of your characters in front of this card gain Power +1000.

[CONT] Recollection If you have 2 or more «鍵 Key» characters in your Memory, this card gains [[CONT] Assist All of your characters in front of this card gain Power +500.

Our first Himawari cards is a support card that under the right circumstances can outmatch even Level support. Normally she’ll only give +1000 to the cards in front, which is a regular effect for a 2/1 support, but nothing too special. She does however have a Recollection effect which can add a further 500 onto this. Since the series appears to contain several ways to bring out Vivid (colour) cards, which all involve sending 2 «鍵 Key» characters to Memory, it shouldn’t be too hard to set up for this effect.

After you’re set up Himawari can provide 1500 to all characters in front of her, which can be especially important for Level 2 or below characters, since she’ll outmatch Level support. Whereas with Level 3 cards, the two will be equal.

Determined Girl, Wakaba

It's Green's turn now!

Green / Level 0 / Cost 0 / 1500 / 1 Soul / No Trigger

«鍵 Key» / «武器 Weapon»

[ACT] [Rest 2 of your characters] Choose 1 of your characters, during that turn, it gains Power +1000.

[ACT] Brainstorm [(1) Rest this card] Turn over the top 4 cards of your Deck and put them in the Waiting Room. Afterwards, for every 1 Climax sent to the Waiting Room, you may perform the following action. [Choose a card in your Clock and return it to your Hand, place the top 1 card of your Deck in the Clock.]

Wakaba’s first card brings us a mixed support and brainstorm card, but could also attack if the situation calls for it. Her first effect will allow her to still provide a support role, so she doesn’t just take up space between Brainstorms. You’ll usually end up Resting her and your other support card for her effect, so that it doesn’t conflict with your ability to attack. Also if you’re desperate early on, you could play her to the Centre Stage, and Rest 2 supports to make her a 2500, and at least capable of defeating some cards.

Her Brainstorm is a little unusual, since it allows you to retrieve cards from your Clock. It isn’t however a heal effect, since you take another damage in the process anyway. Getting cards back from the Clock gives you a very narrow range of cards to choose from, since you can only at best get a choice of 6. However it is also usually one of the hardest places to get cards from. So you could get cards back early, without having to wait for a Level up to send them to the Waiting Room.

Tent form, Akane

Yes, it's a tent...

Red / Level 1 / Cost 1 / Counter / 2000 / 1 Soul / 1 Soul Trigger

«鍵 Key» / «マヨネーズ Mayonnaise»

[AUTO] Recollection When you use this card’s [Backup], if you have 2 or more «鍵 Key» characters in your Memory, choose 1 of your characters in battle, during that turn, it gains Power +1500.

[ACT] Counter Backup 1500 Level 1 [(1) Place this card from your Hand in the Waiting Room]

Akane returns for a Counter card that also once again makes use of Recollection involving 2  «鍵 Key» characters. At full strength she’ll provide 3000 Power, which is what you’d normally get from a 2/1 vanilla counter. However, you could get this as early as Level 1, allowing you to turn the tides of battle sooner than other Decks would be able to. It might be a little difficult to get the 2 characters into Memory this early though, unless you’ve already pulled off one of the pseudo-change effects.

Swimsuit Himawari

Got to have a beach episode, right?

Yellow / Level 1 / Cost 0 / 5500 / 1 Soul / No Trigger

«鍵 Key» / «工場 Factory»

[AUTO] When this card attacks, send the top 1 card of your Deck to the Waiting Room. If that card is a Climax, during that turn, this card gains Soul +4.

Himawari is an unusual card, because she has the stats of a 1/0 vanilla and yet comes with what is arguably a positive effect. Every time she attacks, your Deck will get an additional card smaller, which can possibly help you in the long run as far as cancelling damage is concerned. Although it could also make you Refresh earlier, giving you earlier Refresh damage. Even when you do send a Climax, it could be arguable that the Waiting Room is better than the Stock, depending on the type of Climax. On top of this, she also gains 4 Soul, meaning you could hit for at least 5 damage with her. There’s a good chance this will be cancelled, but you could also deal a heavy blow to the opponent in one move.

Just be careful because too much damage at once could allow the opponent to play stronger cards than you could possibly muster.

Texture on! Aoi


Blue / Level 2 / Cost 2 / 8000 / 2 Soul / 1 Soul Trigger

«鍵 Key» / «令嬢 Young Lady»

[AUTO] Change [(1) Place 1 card from your Hand in the Waiting Room, place this card in Memory] At the start of your Climax Phase, you may pay the Cost. If you do so, choose 1 [Futaba Aoi] from your Waiting Room and place it in the Border this card was in.

Based on this card, and the Himawari one from the current week, it looks like all the “Texture on!” cards will be Change cards that are used to bring out the full named Level 3 versions of that character. This Aoi card simply Changes and nothing else, but at least she does it during your Climax Phase, so you can pull it off almost immediately. The Stock cost for the Change is only 1, because the card itself has a Cost of 2, meaning that you are really paying 3 for the Change.

Since you have to discard a card for this effect, you don’t necessarily need [Futaba Aoi] in the Waiting Room beforehand, since you could instead discard her for the effect. Finally, since Aoi also goes to Memory it can help with Recollection effects, or just thinning your Deck.

Futaba Aoi

Her Climax will be interesting...

Blue / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«鍵 Key» / «武器 Weapon»

[AUTO] When this card is placed on the Stage from your Hand, or via [Change], you may place the top 1 card of your Clock in the Waiting Room.

[AUTO] When this card attacks, if [Naked Impact] is in your Climax Zone, all of your characters, until the end of your opponent’s next turn, gain Power +1500.

Aoi’s Level 3 can heal, but also comes with a Climax combo that can boost both your offensive and defensive capabilities. Currently the Climax hasn’t been revealed, so we can’t be sure what the full strength of characters around Aoi can be. However, just the global 1500 from the combo itself should be enough to swing many battles. Add on multiple copies and you could end up with some pretty tough walls to overcome. Since the effect sticks around for a turn you’ll also have an easier time holding off your opponent’s counter attacks.

Operation Cocoon Brake

Where'd Akane go?

Blue / Level 2 / Cost 0 / No Trigger


If you have a Blue character, you may look at up to the top 2 cards from your Deck, choose up to 1 card and add it to your hand, place the rest on top of your Deck in any order, place 1 card from your Hand in the Waiting Room.

If you have a Yellow character, during that turn, your opponent cannot use [[AUTO] Encore]. (Including [[AUTO] Encore (3)])

If you have a Green character, choose 1 of your characters, during that turn, it gains Power +3000.

The final Vivid Red card of last week was an interesting Event card that encourages mixing different colours in your Deck. Operation Cocoon Brake reaches its full power when you have Blue, Yellow and Green on the Stage, but it could still prove useful in instances when you can’t complete the trio.

For Blue, you get a new card in your Hand, but also have to discard a card in the process, which will mean you’ll lose a card overall. This might be useful for setting up Changes, but you’d have to be careful not to decrease your Hand too much. You also need to consider the fact that sometimes the top 2 cards of your Deck won’t be any better than those in your Hand, meaning you won’t really gain anything from this. The effect does also give you control over your next Trigger (or 2 if you didn’t add anything), making it much easier for you to control your damage output.

For Yellow, you turn off the opponent’s Encore for a turn, allowing you to get rid of their powerful cards without worrying about them coming back. This will be especially useful against decks like Angel Beats!

Finally for Green, one of your characters can gain 3000 Power, helping them to overcome an opponent’s card in battle. If you have Green and Yellow at the same time it will be especially useful, because you’ll hopefully be able to clear out at least one of your opponent’s characters without concern of it returning.

Weiβ Schwarz Tier List Discussion

With a potential new influx of players coming from the start of the English game, inevitably people will ask what the Tier List for Weiβ Schwarz is, or at least what the best decks are. For the purposes of this discussion I will be sticking to just Neo-Standard. One thing you need to realise about Weiβ Schwarz, is that this isn’t the reason most people play the game. Most people will be playing the game for the opportunity to play a deck featuring their favourite characters, instead of playing a deck because of how good it is.

Mai Waifu

Thus in most people’s eyes the Tier List would be as follows:

Top Tier:

Mai Waifu

Bottom Tier:

Your Waifu

If you want to try and take the game more seriously, there are some decks which are clearly better than others and will usually see filling up the top slots in tournaments. There are also others that are clearly worse. However you won’t really be able to find any sort of agreement on the decks in the middle. You also have to consider the fact that people will play decks for reasons other than how good the series is. Some series will see more play simply because the anime is popular, the characters are popular, or even because the seiyuu are popular.

Then there are some series that won’t see play for fairly arbitrary reasons. For example Evangelion, which you’d think would be really popular,  isn’t. This is because the set didn’t have any signed cards, instead being replaced by NERV logos, and as such less people bought the set than usual. Another thing to consider is that some decks are practically impossible to complete, due to cards being long out of print and hard to obtain, regardless of whether the deck is any good or not.

The bane of many the player.

Then you just have odd things happen, like what’s happened with Angel Beats! popularity. The deck has consistently performed well at the WGP Finals the past 2 years, and previously had people calling for restrictions to be placed on the set. However after its second Extra Pack, which should have made the deck even stronger, people suddenly seemed less interested in it. There’s also Bakemonogatari, which was fairly popular and well performing back when the series was new, but has since practically disappeared.

Who needs healing?

Whereas in other games like Yu-Gi-Oh! it’s fairly easy to include anti-meta cards in your deck, or even build whole decks for that purpose, it’s a bit harder to do in Weiβ Schwarz. This is because you’re restricted to single series, and you can’t guarantee that cards even exist within most of them to handle the big decks.

There are a few examples out there of what might be considered anti-meta, most prominently Rewrite. This is because most decks are heavily reliant on healing once they get to the end game, and Rewrite has an anti-heal card. Little Busters! has also recently received a similar card, so we may soon see them rise up the ranks as well.

Another possibility is a series like Melty Blood, which features Anti-Encore cards, like Shiki, which can help to shut down decks like Angel Beats! or Disgaea.

You know he's serious now.

For reasons like these, you will often see decks which should be better on paper being used less than decks which on paper should be worse.

Currently it’s a little hard to truly gauge the top decks, because there have only been 2 Bushiroad Card Fight events since the new year, giving results for 3 tournaments, but there are a few things you can say for certain. Out of the 12 decks listed, 5 have been Disgaea and 2 of the 3 events have been won by Disgaea. Disgaea has also previously had very strong showing, even since Laharl got restricted to 2. As such, it’s a pretty safe bet to say that Disgaea is currently one of the top decks. The deck generally has powerful cards across the board, in addition to global Encore support and one of the strongest Level 3s still allowed.

Mmm fish!

Out of the other results, the only other 2 decks to secure more than a single place were Rewrite and Madoka. As already mentioned Rewrite has an anti-heal card, making it a perfect counter to most other decks. It also has access to generally useful cards, like a Runner, a Level 1 suicider and a 9500 you can bring out during Level 1. Madoka on the other hand has access to a huge number of healing cards and in terms of raw Power one of the strongest Level 3 cards around.

Other decks worth considering, although they might not have had as good of a showing recently are things like IdolM@ster and Angel Beats!. IdolM@ster has access to a huge variety of cards, some of which are very strong. However the deck has had a bit of a weaker showing since the new restrictions placed on it. Angel Beats! has been a good deck for quite a while now, partly thank to its global Encore support, but has apparently seen a decline in popularity recently. Some people view it as a standard ‘good’ deck that you have to be able to beat if you also want to consider your deck to be ‘good’.

Even if the deck is terrible, it doesn't mean you can find the cards.

At the other end you have decks that are generally considered bad, usually either because they’re so old that certain types of card didn’t exist yet, or because they were from such a small set that you can’t really do much with them. This includes series like The King of Fighters and Lucky Star. Even then, people will still enter the WGP finals with decks like these, simply because they like them. And you do have to consider the fact that they can sometimes still win against the other decks out there.

Ultimately, if you just want to play for fun, you can still play with your favourite characters, and you may often still win. Even when you don’t, you’ll probably still have fun playing. Just because you’re not playing one of the ‘top’ decks, doesn’t mean they can just roll right over you without you putting up a fight. We’ve had unusual things like a Bakemonogatari Trial Deck winning a Regional in Japan the week it came out, so anything could happen.

Weiβ Schwarz Restricted Cards

Since there are potentially soon to be lots of new players around, I thought it might be a good idea to help get them caught up on the Restricted cards in the game.

In Weiβ Schwarz you can usually use up to 4 copies of a card, but there are a few special exceptions to this for especially strong cards. There are currently 3 different categories for restrictions; Banned, Up to 2, or choose from X. The former two are obvious to anyone from other card games, but the final category might be unfamiliar. Basically a few series have cards that are too strong when played in combination, but Bushiroad didn’t want to ban them outright. Instead you can only play 1 card from a selection of cards and you cannot mix it with the others on the list. You can however use as many copies of that single card as you wish.

In addition to this, there are separate lists for  Neo-Standard / Title Limited and Standard / Weiβ / Schwarz Side.

Neo-Standard / Title Limited

Da Capo

From the following 2 cards you may only play 1:

Swimsuit Anzu

Xylophone Fortune Reading

I'm sure you've heard Konata quoting Anzu at some point.Your guess is as good as mine about how this works.

Both of these cards are useful healing cards, which when used in conjunction can make it quite hard to defeat a Da Capo player. If you’re Level 2 or higher and Anzu is on top of your Clock, she will go to the Waiting Room at the end of your turn. The Xylophone card will send any 2 cards from your Clock to the Waiting Room before sending itself to Memory, allowing you to easily heal damage.

Alone they’re not too bad. Anzu will usually be a free heal that will often allow you to Clock for free, whilst the Fortune Reading is just a fairly normal healing card, apart from the fact you don’t have to heal from the top of the Clock. When combined though, it’s quite easy to heal 3 in a turn, since Fortune Reading can clear the way so Anzu can get to the top of the Clock.

Often Bushiroad do these kinds of limitations on healing cards so that players will play properly, rather than try to stall for a win, instead of being inherently overpowered.

Little Busters!

The following card is banned:


Rest! simply allows you to heal 2, which might not seem like much, but for a single Stock is incredibly cheap. As with above, this is partly banned to stop people abusing time procedures. This is one of 5 cards that is completely banned in all formats.

Zero no Tsukaima / The Familiar of Zero

From the following 3 cards you may play only 1:

Operation Hostage Rescue

Noble’s duty, Louise

Unconscious power, Louise

Quite an appropriate effect.Getting Level 3s out early is always good.Is Louise being mind controlled?

These 3 cards are all fairly powerful in their own rights but maybe not enough to be banned on their own, however Bushiroad decided they were too good to be combined in a single deck.

Operation Hostage Rescue is guaranteed to get you a character back from your Waiting Room for just a single Stock, but could potentially get even more back thanks to the Brainstorm effect. Even if that effect fails to hit a Climax, you’ve still thinned your Deck by 3 cards.

Noble’s Duty Louise can be played a Level early under the right circumstances, and heals when she comes into play. This allows you to play less Level 2s and instead bulk up your Level 3s, whilst also increasing the deck’s healing capability.

Unconscious power, Louise is a multipurpose card that can salvage a card from your Waiting Room whilst providing a free Deck Refresh, and can Change into a Level 3 card.

It’s sort of understandable why some of these cards can’t be combined, the first and last together would allow for lots of retrieval in a single Deck, whilst the second and last could allow you to get large numbers of Level 3s out during Level 2. Combining the first and second doesn’t seem too bad, but I suppose it does make playing Louise easier.

The Melancholy of Haruhi Suzumiya

The following card is banned:

The World has Lost its Colour

Haruhi is one of the more heavily restricted series in the game, and up first we have one of the 5 cards that are completely banned in all formats. By getting rid of a Level 1 or above character on your Stage you can get back any 2 characters you want from your Waiting Room to your Hand, in addition to bring back a Level 0 Brigade Leader attribute card. This will usually result in an instant +1 for only a single Stock cost, and potentially gives you instant access to some of your best cards. Even if you don’t have a Brigade Leader card to bring back it’s still only break even.

From the following 3 cards you may play only 1:

Trouble Girl Haruhi

Dress Up Nagato

Summer Festival Nagato

Haruhi would never cause troubleThis card is ridiculousMy poor Alien deck.

This trio of cards used to give Haruhi, specifically Alien, Decks an incredibly powerful late game. This is because all 3 are strong in their own rights, but just became ridiculous together, with many decks opting to run 9 Level 3s, and sometimes not even bothering with Level 2 cards. 2 of these are even outright banned in Standard.

Trouble Girl Haruhi combines heal and burn in a single card, and unlike similar cards doesn’t have any kind of Cost for her burn causing Climax combo.

Dress Up Nagato  has one of the most powerful effects in the entire game, since she essentially allows you to rearrange your opponent’s entire Stage, completely ruining their plans. On top of this, she can also heal 1 damage on the turn she’s played, if she manages to defeat something in battle. This is easy enough to do if you’ve just moved support cards into the firing line.

Finally Summer Festival is another card that can be played a Level early, in this case when you have 4 or more Aliens on the Stage. For a Deck that is nearly entirely Alien, and featuring a support card that can search for Alien cards, this is incredibly easy to pull off. On top of this, she has a Climax combo that gives her a big Power boost, in addition to healing 1 damage.

When working together your opponent would have a hard time keeping pace with all the healing, in addition to seeing their plans torn apart, whilst also taking burn damage. Separated they aren’t so bad, because you end up having to compromise on other aspects of the deck in order to incorporate them.

A Certain Magical Index / A Certain Scientific Railgun

You may only play up to 2 copies of the following card:

Mikoto & Kuroko, Under One Roof

Where's the roof?

Mikoto & Kuroko is one of the strongest Level 3 cards in the game, since it has built in healing and burning capabilities. When you attack, for one Stock and a card from your Hand, they can gain 2000 Power, and cause burn damage when they defeat an opponent, which shouldn’t be too hard with the extra 2000 Power. On top of this, you can also Change into this card during Level 2, potentially allowing you to dominate the Stage even earlier.

From the following 3 cards you may play only 1:

“Heaven Canceller”

“Multiskill” Kiyama

Kuroko, Tokiwadai’s Lady

Encore for everybody!Power for everybody!Mikoto!

Index / Railgun has another trio of cards that you must choose between, all of which are pretty strong, but can become dangerous when combined.

“Heaven Canceller” gives all of your Espers Encore, which could be pretty much your entire Deck, and what’s more he’s a Level 0, meaning you don’t need to worry about colours or waiting to play him.

Kiyama is Level support, but instead of just giving it to characters in front of her, can give a Power boost to all of your Espers. This can result in a pretty tough to beat Stage, especially if you could use it alongside “Heaven Canceller”. You’d end up with not only strong characters, but also ones that would be practically impossible to kill permanently.

Kuroko, Tokiwadai’s Lady becomes 7500 when a Mikoto character is around, giving you a very strong Level 1 card with very little drawback. If combined with “Heaven Canceller” it becomes a real pain to get rid of, because you can’t even get rid of the Mikoto character to weaken Kuroko. Her interaction with Kiyama is nothing special, but I think it’s just a consequence of stopping the other combinations that you can’t can’t play these two together.


The following card is banned:

Akinari Kamiki

Shame if you were to lose your hand.

Akinari is a rare type of Weiβ Schwarz card that allows you to discard your opponent’s cards, and because of this he’s ended up as one of the 5 completely banned cards. When he goes to the Waiting Room the opponent has to discard a card, meaning he can be used to simplify the game very quickly. He’s arguably more of a problem card in Standard because of a combo that I’ll get to later. However even without that he could still be a problem in Persona decks, and it stops any other combos being built.


You may only play up to 2 copies of the following card:

Supreme Overlord Laharl

Will D2 push Laharl over the edge?

Laharl is one of the earliest Level 3 cards in the game, but also one of the most powerful. He was one of the first cards to have 10,000 Power and a healing ability, which are fairly standard nowadays. However at the time Bushiroad might not have realised just how powerful his second ability was. By sending Laharl to Memory, you can get back up to 2 Angel or Demon cards from your Waiting Room to your Hand. As you might imagine, this can easily get out of hand  if you have multiple copies of Laharl. The 1st Laharl could get back Laharl 2 and 3, the 2nd one can get back a 4th copy plus another Level 3 and so on. So you not only end up healing lots, but also increasing your resources every time.

At 2 it doesn’t get out of hand so easily, but still gives Disgaea a strong Level 3.

Shining Force EXA

The following card is banned:

Cyrille, Changing

Which outfit do you prefer?

Cyrille is a powerful support card that is another of the 5 completely banned cards. She’s versatile providing both Power boosts and the potential for healing. The first effect gives one of your characters +1000 attack when one of your characters gets attacked, but you can only use it once per turn. This isn’t that impressive a boost compared to some other support cards, but it is more versatile. You also need to consider the fact it’s free to play her.

The second effect is what helped push her over the edge though. Every time your damage is cancelled, you can pay 2 Stock to heal 1 damage. This means you can start healing as early as Level 1, and having damage cancelled is no longer a negative for you.

The IdolM@ster

From the following 3 cards you may play only 1:

Haruka, Gentle and Positive

Azusa, Easily Lost

Takane of Ancient Capital

Hail Haruka!Where am I?Level 3s that come out early seem to be a running problem...

The restricted trio for IdolM@ster are all powerful standalone cards, but they don’t actually interact with each other like some of the other trios. The restriction is instead likely just due to overplaying of the 3 cards, and the fact that together they allow you to have a strong Level 0 to 2.

Up first is Haruka, who is potentially a very strong attacker and defender during Level 1. Whilst she might only have 4000 Power, she gains 1500 every time an opponent’s Standing character is Rested. This means she’ll always be at least a 5500 when defending, but could go as high as an 8500 if she’s left until last. Or even 11,500 if your opponent Rests their support cards, although with Haruka around they’ll be reluctant to do that. This will also force your opponent to attack in a certain order, and of course becomes even worse when multiple copies of her are around.

This does leave her lacking on the offense though, but she has a Climax combo to make up for that. Her combo not only gets a Music character back, but also Rests all of your opponent’s Standing characters. This is likely to make her a 7000 before you consider any outside boosts, enough to take on many 1/1s.

Second we have Azusa, who is the strongest “Runner” in the game. This is a type of card that can run away to an empty space on the Stage before the opponent tries attacking, allowing her to dodge your opponent’s attacks and helping you build up Stock. For most decks the only real way around this is to flood the Stage, which isn’t really something they want to do. Azusa has the highest Power of all of these types of cards at 2500, meaning she can potentially defeat characters before running away from the counterattack. She’s allowed this much Power because if you reveal a Climax from the top of your Deck when you play her, she cannot attack, but this will happen rarely enough to not really be important.

Finally there is Takane who can be played a Level early, and heals 1 damage when she comes into play. There’s nothing fancy about her, but the requirements to get her out early are relatively easy, only requiring a copy of herself in the Level. Although you do have to discard a card if you do this. She allows you to easily increase the number of Level 3s you play, and shifts the late game into the 10,000 range very quickly. She’s probably not as good an individual card as the other two, but it might be a bit much to have to take her on after already dealing with one of the others.

Milky Holmes

The following card is banned:

Cordelia’s Garden

You'd think they'd stop making healing cards like this...

The final card restricted in Neo-Standard / Title Limited is Cordelia’s Garden, which is the also the final of the 5 completely banned cards. It is once again another healing card, but also gives a heft Power boost on top of this. As well as healing 2 damage it also gives one of your characters a +3000 Power boost. So not only will you be able to stay in the game for longer, but you can also take out your opponent’s more powerful characters. Thanks to this card and characters with healing abilities it became very difficult to defeat Milky Holmes once they’d reached Level 3.

Standard / Weiβ / Schwarz Side

In these formats there are several cards which are outright banned. 5 of these are also banned in Neo-Standard / Title Limited, whilst some others are less tightly restricted in those formats. This is because once they’re introduced to the full card pool they become even stronger. Then there are a few cards which are okay in Neo-Standard / Title Limited, but become too strong when combined with cards from other series.

The following cards are banned:

Playing in the Creek!Playing in the Creek!

Oddly these two cards are exactly the same.Oddly these two cards are exactly the same.

These two cards are exactly the same, despite the fact they come from completely different sets. They both allow you to draw 2 before placing 2 cards back on top of your Deck. Normally this won’t be that useful, since it leaves you a card down. When combined with Brainstorm cards like Louise of the Void it becomes very strong though, since you can guarantee that you’ll hit at least 2 Climaxes. So with that Louise card you’d be able to get 3 extra cards from a simple 2 card combo. The ease with which you could gain cards via this combo would factor into another combo we’ll see later.

Kirche Augusta Frederica von Anhalt Zerbst

Guaranteed damage is always good.

Kirche is another card that is okay within its own series, but could really be problematic when combined with cards from other series, such as those that can burn for 1. As well as being a standard Assist card, she can also place a card from your opponent’s Waiting Room on top of their Deck by sending herself to the Waiting Room. This means you can guarantee at least 1 damage, which is especially useful as the game is drawing to an end. With access to the full range of cards in the game it becomes much easier to hit for precision damage, and when you know it won’t be cancelled you can seal games that much more easily.


As you might expect, this card is also banned here, because it would lead to stalling.

Trouble Girl Haruhi

Haruhi would never cause trouble

Unlike in Neo-Standard, you cannot use this card at all in Standard. This is because she’s one of the strongest Level 3s in the game, and she completely outclasses other cards that do the same, but for a bigger cost.

The World has Lost its Colour

As already explained, this card is usually a +1, and at worst a break even. Decks would use this, even if they played no Brigade Leaders, simply for the chance to get their strongest cards back. Otherwise decks could just use Haruhi, Hands Full of Bouquet, and easily gain a +1 from this.

Dress Up Nagato

This card is ridiculous

As stated before, her effect to rearrange the Stage is probably one of the strongest in the entire game. It’s strong enough within the Haruhi series, but when exposed to the full card pool your follow up plays to Nagato become ever greater.

Akinari Kamiki

Shame if you were to lose your hand.

Akinari reaches his full strength in Standard, and is probably at least partly responsible for seeing the decline in popularity of Standard. In Standard you could get rid of your opponent’s entire Hand in a turn, practically sealing the game for you as early as Level 1.  By combining it with a card which can repeatedly send Akinari to the Waiting Room, such as “Jyurin” Akechi Mitsuhide, 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. Of course you first need to have more cards than your opponent, but this was easy enough thanks to the combos involving Playing in the Creek!.

Supreme Overlord Laharl

Will D2 push Laharl over the edge?

Laharl is completely banned in Standard and Schwarz Side because he was severely restricting what Level 3s people would use because he’s just too good. During the season prior to this ban coming in, pure Disgaea decks were winning Schwarz Side leagues, and other decks were simply running 4 copies of him.

Cyrille, Changing

Which outfit do you prefer?

Cyrille is even better in Standard / Schwarz Side  than Neo-Standard, so she of course has to be banned there as well. Just about every deck would run her, limiting the variety of decks that people were running. Also since she’s Magic attribute she benefits from the huge amounts of support available to that attribute. Also she benefits to a lesser extent from all the Book support available too.

Azusa, Easily Lost

Where am I?

Azusa as already mentioned is the best “Runner” in the game, so would be an auto-include for Standard / Schwarz Side Decks. This led to much less variety when it came to deck building.

Cordelia’s Garden

You'd think they'd stop making healing cards like this...

Finally we have Cordelia’s Garden, which only gets more useful in Standard / Schwarz Side because of the abundance of other cards that can heal alongside it.