Log Horizon was a much hyped Extra Booster when it originally appeared in Japan, partly thanks to unique cards like the Level 3 Shiroe and the relatively high density of good cards. However, this hype died down fairly quickly, with the deck disappearing from the competitive scene within a few weeks. The set is about to make an appearance in the English game, so I think it’s about time to revisit the set.
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.
Thus in most people’s eyes the Tier List would be as follows:
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.
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.
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.
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.
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’.
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.
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
From the following 2 cards you may only play 1:
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.
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:
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:
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:
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 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:
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 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:
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 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.
From the following 3 cards you may play only 1:
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.
The following card is banned:
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:
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 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.
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.
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.
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 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!.
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 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 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.
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.
In this article I’m going to be covering some of the recent PR cards that have been revealed / released. Some give older decks powerful new cards, others are previews of future sets, and one is simply a joke card.
Red / Level 6 / Cost 4 / 24610 / 3 Soul / Bushi Trigger
«カードゲーム Card Games» / «ブシロード Bushiroad»
[CONT] Gives every person the attribute «カードゲーム Card Games».
([Bushi icon] When this card is triggered, you may place this card any frame you like on the Stage.)
As you might have guessed from the stats of this card, and the fact it features the CEO of Bushiroad, this is a fun joke card. It’s also worth noting that this is not legal for normal play, but you could use it for fun.
As a Level 6 card you cannot play this card normally, since there’s no way you could possibly ever make it to Level 6, however as becomes clear from reading his effect, the point is to play him via Triggering him. If you Trigger this card you’ll get a card with over 24,000 attack on the Stage, which is more than enough to defeat everything in the game, and is nigh on impossible for the opponent to stop. Barring rare situations with massive power boosts, the only way to defeat him would be via Adachi from Persona 4.
With 3 Soul on top of this you can deal lots of damage very quickly, or deplete your opponent’s deck very quickly.
Finally since he’s Level 6 he could be used to fulfill just about any experience requirement in the game with a single card.
If you wanted to build a deck based around this card you could fill your deck with cards capable of checking and rearranging the top of your deck, making it much easier to Trigger this card. Since he’s strong enough to beat anything on his own you don’t need to worry too much about the power of the rest of your deck. Although I’m not sure how consistent this would be, it would probably be a fun deck to play.
“Mon Petit Delivery Girl” Kud
Green / Level 1 / Cost 0 / 3500 / 1 Soul / No Trigger
[AUTO] [(2)] When this card is placed on the Stage from your Hand, you may pay the cost. If you do so, search your deck for up to 1 «動物 Animal» Character, reveal it, and put it in your hand. Shuffle your deck.
Up next we have the first of the Comiket PRs in the form of Kud. She’s a useful card for Animal decks, and therefore presumably Kud decks. When you play her you can search for an «動物 Animal» Character, instantly replenishing your Hand and setting up for future plays. Since she’s a character card she could then attack and make up one of the lost Stock, although don’t expect to be winning any battles with Kud.
Milky Holmes on A Temple Festival Day
Red / Level 1 / Cost 0 / 5000 / 1 Soul / No Trigger
«探偵 Detective» / «和服 Traditional Japanese Clothes»
[AUTO] When this card is placed on the Stage from your Hand, if you have 2 or more other «探偵 Detective» Characters, during that turn, this card gains Level +1 and Power +1500.
The second Comiket PR is a new Milky Holmes card, featuring all the girls out at a festival. It’s a potentially useful card for «探偵 Detective» decks, since it allows you to have a powerful card for 1 turn with no real cost attached to it. The extra power boost will put them at 6500 power, capable of handling most 1/0 cards and possibly some weaker 1/1 cards. Chances are they won’t last too long after this though.
Since they also gain a Level they could be useful for taking out Level 1 Reversing cards without any problems.
Shining Stage!, μ’s
Yellow / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger
[AUTO] ENCORE [Discard a Character card from your Hand to the Waiting Room]
Love Live will be appearing in Weiβ Schwarz later this year, and this is Comiket PR is the first card featuring characters from the series. It’s still going to be a while before the actual set comes out though, since I’ve heard you can vote for your favourite girls to become Level 3 cards.
This card is very simply and follows the general pattern of Encore cards, where the ability is gained in exchange for 500 power. This card can help you keep field presence early in the game, but won’t do much in terms of defeating the opponent’s cards. It does dim the power of Reversers a bit though.
Asuna While Bathing
Yellow / Level 1 / Cost 1 / 2500 / 1 Soul / 1 Soul Trigger
«アバター Avatar» / «武器 Weapon»
[CONT] This card cannot be selected by opponents’ effects.
[CONT] During your turn, all your other Characters gets Power+1000.
The next Comiket PR is a useful Asuna support card when you’re going on the offensive. A global +1000 boost is very good especially during Level 1, and it should help you overpower your opponent’s Characters. It would also still be a useful boost during higher levels. However, since it only works during your turn, you’ll be lacking when it comes to your defenses if you’re relying on this card.
Her other effect makes it harder for the opponent to get rid of Asuna, meaning you don’t need to worry about suddenly losing your support cards.
There probably are better SAO support cards out there, but I get the feeling people won’t be playing her for the effect…
The Going and Coming Year, Otome & Yume
Red / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger
«魔法 Magic» / «生徒会 Student Council»
[AUTO] When a Climax card is place in your Climax Zone, for the turn, this card gains Power +1500.
Our final Comiket card features Yume and Otome from Da Capo 2 and has a generic Climax combo. Regardless of the Climax played, they will gain an extra 1500 Power, meaning they can be at least a 4000, and possibly even higher depending on what Climax has been played or support you have. This could be a quick way to bust through your opponent’s powerful defenses in the early game, but not something you should try to rely on.
Witch Girl, Sharo
Red / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger
«探偵 Detective» / «カメラ Camera»
[AUTO] When this card is placed from your Hand to the Stage, you may put the top card of your Clock in the Waiting Room.
[AUTO] [(1) Discard a card from your Hand to the Waiting Room] This ability may activate up to once per turn. When a card is placed in your Level Zone, you may pay cost. If so, this card gains +1500 Power and “[AUTO] When the Battle Opponent of this card becomes Reversed, you may deal 1 damage to your Opponent” for the turn.
Finally we have a pair of new tournament PRs for Milky Holmes, which give a powerful boost towards the new Level slot swapping strategy. Up first is Sharo who appears in a Halloween themed card with both healing and burning capabilities.
The heal is as usual for a Level 3, so instead I’m going to focus on the burn effect. For 1 Stock and a card in your Hand Sharo gets a power boost and the ability to cause 1 damage when she reverses a character, which should be much easier with the 1500 extra power. To use this effect you need to place a card in the Level zone, but thanks to the Milky Holmes 2 support cards you can pull this off every turn.
With a potential stream of 1 damage every turn from Sharo she could be quite a deadly game ender, you just need to be careful not to lose all your resources on her.
Christmas Girl, Elly
Green / Level 1 / Cost 0 / 2500 / 1 Soul / No Trigger
«探偵 Detective» / «本 Book»
[AUTO] When the BACKUP of this card is used, choose a card in your Level Zone and a Climax card in your Waiting Room and swap them.
[ACT] [COUNTER] BACKUP 3000, Level 1 [Discard this card from your hand to the Waiting Room]
Finally we have a very powerful Christmas themed counter card. You get a 3000 power counter at Level 1, without any Stock cost at all. This is an amazing boost for the cost, but does of course come with a downside.
When you use this card you need to put one of your Climaxes from the Waiting Room to your Level Zone, which for most decks would be a huge detriment, locking you out of a Climax and thus decreasing the chances of you cancelling damage. However for Milky Holmes it’s of little concern to them, since on the following turn they can just swap the Climax back out and continue the game as normal. On top of this, it will also allow all your abilities that need a card to be placed in the Level Slot to activate during the opponent’s turn, potentially leading to even larger power boosts for essentially free.
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.
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:
“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.
“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.
“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.
“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.
“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.
Having now looked at the series behind the cards (or for those of you only interested in the cards), we’ll now turn our attention to the cards that make up the Haruhi series.
So far there has been a Trial Deck, a main booster, an extra booster and plenty of promotional cards, so there’s more than enough to choose from.
The cards are split into the four colours of Weiß Schwarz, with each main girl taking a colour and the main guys and minor characters taking the last.
Haruhi gets Red, Mikuru joined by Tsuruya gets Green, Yuki with the other 2 interfaces get Blue, and Kyon and Itsuki get Yellow along with minor characters such as Kyon’s sister or Mori.
Here we’ll take a brief look at what the Red and Blue has to offer. Unfortunately I’m not as well versed in some colours as others.
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