I’ve had a bit of a break from tournament play since my last Index post, either opting to just hang with friends and play cards, or skipping tournaments to rest after a day of work. Apart from testing with Index I’ve been pulling out a bunch of my old decks, giving people a chance to play against decks they’d normally never see. For the past week or so I’ve felt like playing Evangelion again, at least partly because of the reaction I get out of people who’ve never seen [Finishing Blow Asuka] before. Read on to find out how I did in the most recent Nakano tournament.
For my third Deck Profile I’m going to be looking at my deck based around the «メガネ Glasses» attribute. As you might imagine there are quite a lot of characters out there with the «メガネ Glasses» attribute, but they can’t necessarily all be combined together. For example one of the iM@S girls wears Glasses, but she’s Green, which I didn’t feel would fit with the rest of the deck. Some of my choices with what to play in this deck are down to character preferences though, picking quite a few cards because I know the series or like the character.
If you’re a fan of Haruhi you might recognise the deck title, which I thought was rather appropriate for the Deck. For those of you that don’t understand Japanese it roughly says “What’s a glasses fetish?”
Level 3: 1
1x Strongest Character Miyuki
At Level 0 the deck has a good variety of cards and effects, and can pull off some quite interesting plays.
The workhorse for the deck will be [Tabitha of the Yukikaze], who you might remember from the Tabitha deck. She can get over some of your opponent’s more powerful cards, whilst her Encore ability will help you maintain a Stage, and get a revenge attack in on the next turn.
For those cards which are simply too strong for Tabitha, you can instead turn to [Kanji Tatsumi], who can deal with most threats. As a Reverser there are few Level 0s that can stop him, only really needing to worry about those cards immune to these kinds of effects. Since he doesn’t have any other effects, it allows Kanji to have a base power of 2000, as opposed to the 1500 you see on lots of the others. Sometimes this will allow you to take out weaker Level 0 cards and give you the opportunity to get rid of 2 cards for the price of 1.
Outside of the main attackers the deck uses [Convictor Nemo] and [Kensuke Aida], the former of which can mess up your opponent’s plans, the latter can help yours. When Nemo is reversed, he allows you to put one card from your opponent’s Clock to the Waiting Room, and replace it with the card from the top of their deck. This can really mess up Experience decks which rely on getting a high Level card into the Level slot early, since they’ll often not want to put too many into the Clock at once. Sometimes it might also mess up your opponent’s colour distribution and restrict their early Level 1 plays. Finally, even if you can’t do anything useful like this, there’s always the possibility that the card off the top of the deck could be a Climax, preventing your opponent from cancelling damage. If possible you want to try and send Nemo after reversing cards or other weaker characters, since it means you’ll at least take down one of your opponent’s cards in the process.
Kensuke on the other hand allows you to salvage any character if you pay 2 Stock and Rest him. This can be very important for setting up later in the game, since the deck absolutely needs some of its Level 2 cards to be able to function properly. He also provides the deck with a little bit more Red, so that other cards can function.
The final Level 0 is [Miyuki, Chairman Character], who will provide support for the rest of your characters. There are loads of cards out there with the «メガネ Glasses» attribute and the basic Assist ability, but I decided to opt for Miyuki in this deck. This is because on top of her Assist effect, she also has an extra way to provide a Power boost. By sending her to the Waiting Room, one of your characters gains Power +1000, which will leave them 500 better off than from the Assist ability. A lot of the time you won’t actually need to use this, since it’s honestly a waste of a card, simply to get a boost that small. However, since she’s going to get replaced at Level 2 anyway, I thought it might be at least worth doing something with her, rather than just playing a new card over the top of her. The fact she’s blue can also help with the colour distribution.
During Level 0 the deck has a lot more tricks than the other fun decks I’ve displayed so far, so it can stand its ground a bit better against other decks. For power and sustainability you’ve got Tabitha, to deal with threats you’ve got Kanji, and to mess up your opponent’s plans you’ve got Nemo.
The deck is mostly fairly ordinary at Level 1, but it does have one stand out card in the form of [“Mystic Eyes of Death Perception” Shiki]. He has a powerful Climax combo that is the bane of decks which rely on Encore, such as Angel Beats! and Disgaea. Shiki’s ability pumps himself by 3000, and turns off Encore for the opponent for the turn, even by game mechanics. This means that if you manage to clear your opponent’s Stage this turn, they won’t be coming back any time soon. The power boost also means Shiki can handle lots of cards in battle. Adding on the Climax itself he can reach 10,000, and with support can even reach 13,000. On rare occasions you might even push him further, but it usually won’t be needed. This means that Shiki can be a threat throughout the game and is always something your opponent needs to be wary of.
The rest of the Level 1 attackers are merely vanillas, coming in the form of [Miyuki, Teeth Hurting] and [Nagato, Waiting Mode]. The former is a 1/0, whilst the latter is a 1/1. Ideally you’ll try to use Miyuki to start your attacks, and follow up with Yuki when your opponent plays more powerful characters.
To help maintain the Stage at Level 1, I also use the Counter card [Miyuki Takara], which is a simple 1/0 +1500 Counter. It allows you to keep your characters alive during the early game, without losing you any Stock in the process. Since it’s only a weak counter it will of course struggle to protect your 1/0s from some of your opponent’s 1/1s.
The final level 1 card doesn’t actually have the «メガネ Glasses» attribute, but is a useful support card for the deck instead. Miyuki’s mum, Yukari, has an Alarm ability that gives all your «メガネ Glasses» characters +1000, meaning you can turn your characters into quite a deadly attacking force. It will also mean on that on some rare occasions she’ll turn a battle around, by ending up on top of the Clock after you take damage.
During Level 1 the strategy is fairly straightforward. You’ll mainly be using Miyuki and Yuki to handle your opponent’s cards, backed up by the Miyuki counter. This will hopefully save you Stock for later. If your opponent plays any powerful or annoying characters you can then bring in Shiki to deal with them.
Level 2 is the heart of the deck, and where some of its most powerful cards can be found. Since most of the current Level 3s out there either don’t really fit into the theme or colour of the deck, or just aren’t that great, it falls to the Level 2 cards to put in most of the work. Arguably the strongest of them, and the card that inspired me to make the deck, is [Battle Mode]. This Event Counter gives a character 1000 times the number of «メガネ Glasses» characters on the Stage. This usually means you can get a 5000 boost for a single Stock. This can either be used to help build a near unbreakable wall, or could be used to smash whatever your opponent has put before you. Usually playing 4 of a card like this might be a bit of an overkill, but I decided to just go all out with this deck.
The mainstay of Level 2 is [Literature Club Nagato], who will provide a wall against your opponent’s advances, since she gains 1000 Power in your opponent’s turn. Throw in supports and she’ll usually be at 11,000. Add on Battle Mode to all of this and she manages to reach 16,000, which many decks can struggle to get over. This can make it very difficult to get rid of Yuki once she makes it to the Stage. Throughout all of this, you also won’t be using up too much Stock, so it means you might even be able to Encore Yuki if she is somehow defeated. She’s not quite as good when going on the offensive, but she can handle some other Level 2 cards. Ideally you’ll be hoping for direct attacks due to the fact your opponent lost a character trying to defeat her on their turn. I had originally planned to use 4 copies of this card in my deck, but it proved quite difficult to even find this card in Japan. Out of all the places we visited in Nipponbashi and Akihabara we only managed to find 3 copies, but I passed on the final one which had a higher price than the previous two combined. Fortunately I had one to start off with though.
The only other Level 2 in the deck really capable of attacking is [Yukiko & Amaterasu], who is really more there for the Climax combo. When building the deck I decided that I wanted to try and have a way to salvage my characters, because certain cards like [Literature Club Nagato] are very important to the deck. The easiest way to do this is via Gate Triggers, which means you need to play Red, unless you want to draw dead cards. I decided to include a Gate Trigger that came with a Climax combo, so that I could still get something out of the Climax when I drew it. Thus I decided to go with [Yukiko & Amaterasu], who turn that Climax into another chance to salvage characters. It can sometimes be a little tricky to get Yukiko onto the Stage, with the sparse number of Red cards in the deck, but it can be done if you’re careful.
Aside from the Climax combo, she also has a useful effect for tackling decks which like to Rest their support cards. Since she gains 2000 when the opponent has no Standing characters, she can reach 10,000 making her a threat to Level 3 cards. However this won’t happen unless the opponent regularly Rests Back Stage cards. Even if they do, they may well stop when faced by Yukiko, since it’ll make her easier to defeat. This could grant you a one turn reprieve from your opponent’s full strength though.
The final Level 2 card is [Chihiro Fushimi, Student Council President], a powerful support card for the deck. She gives all your «メガネ Glasses» characters a +1000 boost, meaning your Stage can become quite tough to break once you get two of her out. She also allows you to search for a «メガネ Glasses» character for 2 Stock when you play her. Since the rest of the deck is fairly low cost, you should have plenty of Stock for this. She will allow you to hopefully grab the cards you need to bolster your field, and get the deck up to full strength. Usually this will mean more copies of herself, or [Literature Club Nagato]. You just have to watch out for those times all those cards end up in the Waiting Room or Stock.
Level 2 is when the deck really starts to consolidate its Stage, and aims to try and build an unbreakable wall of Yukis. You want to try and get 2 copies of Chihiro on Stage as soon as you can, and then fill the rest of your Stage with [Literature Club Nagato], since this is just about the best play the deck has. Hopefully you’ll manage to hold onto enough copies of [Battle Mode] and [Miyuki Takara] that your opponent will struggle to get past you. Aside from this you’ll want to use cards like Kensuke and Yukiko to help set this Stage up. It’s also sensible to hold Shiki back in reserve, just in case your opponent plays something you have to get rid of.
At Level 3 the deck only plays 1 card, a single copy of [Strongest Character Miyuki], which is really here more as a joke card than anything else. Although I suppose it does provide the deck with the healing it sorely lacks. Miyuki has a pair of very unusual abilities, that can finally provide a use for all that Stock you’ve been building up. Her first effect allows you to add all the Climaxes in your Waiting Room to your Hand, and then discard the same number of cards. This could be used to help with Yukiko or Shiki’s Climax combos, but can also feed her second effect. Her second effect allows you to heal 1 damage in exchange for a Stock and a Climax card, which is a pretty heavy Cost as far as healing is concerned, especially since many Level 3s do it for free. It is however a repeatable effect, allowing you to heal lots in a single turn. It will ruin your Hand though. As mentioned before, this card is really more for messing about than anything else though.
The strategy at Level 3 is pretty much the same as Level 2, with you just trying to maintain the wall of Yukis. You can however throw in Miyuki sometimes, just to extend the game a little bit longer for you. Even now Shiki can still deal with some threats, or at least help turn Encore off.
The deck uses two Climaxes, [Salvation] and [Seventeen Cuts]. The former is mainly used because it’s a Gate Trigger, but will rarely be used alongside Yukiko. The latter is used for its Climax combo with [“Mystic Eyes of Death Perception” Shiki], since it’s just too good an effect to pass up in this deck.
The «メガネ Glasses» deck has a lot more going for it than the previous decks I’ve showcased, because it has access to a wide variety of cards and effects. At Level 0 it has a lot of the useful things like a Reverser and someone with Encore, whilst also being able to use countermeasures against Experience decks. Its Level 1 is fairly straightforward, but has a Climax combo capable of countering powerful Neo-Standard decks like Angel Beats! and Disgaea. From there on it just becomes a matter of protecting Yuki by any means possible, and trying to abuse [Battle Mode], one of the strongest Counters around.
The deck is very strong defensively, since it’s not unheard of for a Level 0 to successfully defend itself from a Level 2. However, aside from Shiki’s Climax combo it doesn’t have the offensive strength some other decks do. The deck is also sorely lacking in Soul, which can make it hard to seal the game. The near complete lack of Level 3s can also be to its detriment, especially as far as matters like healing are concerned. It would be really nice if we had some more Yellow or Blue Level 3s with the «メガネ Glasses» attribute. However at this point it seems unlikely we’ll be getting any cards from for example The Disappearance of Haruhi Suzumiya, which would have been a prime opportunity for cards like that.
For my second Deck Profile I’m going to be looking at my No Attribute Deck, which as you might have guessed is based solely around card which don’t have any Attributes. The deck has a lot more options available to it than the Tabitha Deck, however cards which actually support No Attribute are few and far between. As such there isn’t necessarily any linking theme between all the cards in the deck, beyond their lack of attributes. More through coincidence than anything else, they do seem to mostly be High School students though. By no means is this the only way to play the deck, since you could also mix in Hideyoshi from Sengoku Basara for example.
For the deck name I’ve just gone with empty Japanese quotation marks, 「」, since the Deck is based around cards which lack attributes, it makes sense that the deck would also lack a name.
At Level 0 the deck is mostly reliant on power, since it doesn’t have access to any Reversers or cards with Encore. It isn’t completely without a few tricks of its own though, and also contains the best No attribute support card there is.
For power the deck has several different ways to go about it, thanks to Taniguchi, Akane and Shu. Of these Shu is the strongest, since he can reach 4000 when accompanied by 1 of fewer other characters, 4500 if that’s support, hopefully allowing him to overpower many other Level 0 cards. This makes him a great opening play. It might be sensible to use more copies of him, but then there could potentially be the issue of what to do when the opponent has lots of characters on Stage.
Both Taniguchi and Akane can reach 3500 from their 2500 base, and have fairly common effects. Taniguchi gains 1000 in your turn, whilst Akane gains it when she’s accompanied by 2 or more other No Attribute cards, making her one of the few cards in the deck that actually fits directly into the theme. Taniguchi can be useful for punching through some of your opponent’s defenses, but may not last too long whilst defending. Akane on the other hand should be able to both attack and defend, provided you can maintain your Stage.
For support I opted to use [Hare, Watching Over], since she had an extra effect over merely just being an Assist card. She can give a +1000 boost in exchange for a Stock and Resting her, the latter of which shouldn’t conflict with any other cards, since she’s the only card in the deck that requires Resting. I decided that I would go this way to further enhance the attacking capabilities of the deck, since there’s not too much else it can do.
To provide even more power to the deck I’m also using [Jun Samukawa], who provides an added out against Reversing cards. Thanks to her Shift ability it’s relatively easy to get her into your Hand, and you’ll have less thinking to do when considering what to Clock during the early portions of the game. When she attacks she can give a character Power +500 and Level +1, meaning she has a dual use. On the one hand she can be used to give that final little push you need to get over your opponent’s cards. On the other it also provides a means to get rid of Reversing cards without having to sacrifice one of your cards in the process. Since many Level 0 Reversing cards have a base Power of 1500, she can even defeat them on her own, leaving your other cards to take down bigger threats.
The final Level 0 card is Kunikida, probably one of the strongest cards in the deck, and the reason I wanted to build the deck in the first place. He has an Alarm effect that allows all of your No Attribute characters to search for another one when they defeat a character in battle. Thanks to the power level of some of the cards in the deck, winning battles shouldn’t be too hard to achieve. In theory this makes it very easy to set up all of the decks combos, and can give you an easy way to pay Climaxes out of your Stock, whilst keeping your Hand count high. However you have to be careful not to use up too much of your Stock in the process. At the right time though, he can allow you to swarm the Stage without sacrificing your Hand.
During Level 0 you’ll mostly be relying on your large characters to clear out your opponent’s cards, and hoping Jun can deal with any Reversers. Ideally you’ll also use it as a chance to build Stock.
During Level 1 the Deck is once again about power, thanks to Touma and Saten, but it is also able to maintain field presence with Maya.
For consistency the deck can rely on Maya, who is a 1/0, 5500 with Encore once you’ve satisfied her Experience requirement of 2. This means she can stand up to 1/0 vanillas, and defeat those which sacrifice power for a beneficial effect. She also allows you to keep a character on the Stage to build Stock. Given that this deck can usually maintain a good hand size thanks to Kunikida, you should be able to afford the Encore. Whilst Maya does fit into the theme of the deck, she’s really more in here simply because I like the character. It’s just a happy coincidence that she’s also a useful card.
For cheap power the deck has [High School Student in Academy City Touma], who sacrifices a Level on the Stage for an extra 500 Power over other 1/1s. This will usually allow him to defeat most other Level 1 cards, and at least suicide into other strong 1/1s. His detrimental effect fortunately doesn’t impact on your ability to use him and play with him, it does however make it much easier for your opponent to defeat him. You’ll need to be very careful not to lose him to a Level 0 Reverser.
The final Level 1 cards is [Normal Girl Saten], the Deck’s trump card. Normally she’s only a 5000, but with her Climax combo she can gain a massive 6000 power, pushing her above Level 3 Power. Add on the boost from the Climax itself and she’ll reach 13,000 before considering support cards. This can break through most defenses, and it would usually take a Level 3 with support, and a powerful Counter to block her. Even in those rare instances it still won’t be too bad for you, since it didn’t cost you too much Stock. With multiple copies of her, you can probably make quite a few holes in your opponent’s Stage with her baseball bat.
Hopefully during Level 1 you can build up more Stock, and try to match the power of your opponent’s cards. Unfortunately the deck is a bit defenseless during your opponent’s turn, since it lacks any Level 1 Counters, and Touma can fall to Level 0 cards.
Once the deck gets to Level 2, it can start preparing for the end game, and it can finally start to upgrade its support and defend itself. Ideally you want to be using [“First Date” Lucia] to get [Lucia Konohana] out as quickly as possible, ultimately meaning you’ll be paying 3 Stock to get a Level 3 down a turn early. Hopefully thanks to Kunikida you should be able to pull this off fairly often. Unfortunately because I really wanted to use both the Saten Climax combo, and the Level 3 Lucia Climax combo, there wasn’t really any space for this Lucia’s Climax combo.
For pure cheap power the deck has [Touma Kamijou], who can match a 2/2, but for 1 Stock less. However like his Level 1 counterpart, he also drops to Level 0 whilst on the Stage. He allows you to conserve Stock, whilst taking out powerful characters, without sacrificing your ability to cause damage, but he is quite vulnerable. It can be quite embarrassing to watch your 9000+ card lose to a Level 0 for example. If you’re up for taking the risk, he will allow you to use your Stock instead for your Saten and Lucia cards.
In terms of support, the deck can unfortunately not do any better than [Haruna Annaka], who provides +1000 to cards in Front. Unless we one day get a set mainly dedicated to No Attribute cards, I doubt the deck will ever get access to Level support, or global support, since their inclusion would otherwise detract from the rest of the set. Haruna’s boost is still a useful upgrade from Hare, and will still be important for the deck, but will get outmatched by other decks eventually.
The final Level 2 card is [Eight Extremities Fists Miyako], who finally provides the deck with a Counter card. She’s essentially a 2/1 vanilla counter, meaning she can provide an extra 3000 power to one of your cards, helping you defend against some of your opponent’s attacks. I believe there was a similar card in Guilty Crown, but Miyako also has an extra effect that in rare circumstances could make her better. If you’re ever facing an «動物 Animal» deck, you could actually put her on the Stage, where she can become a 7000 when battling them. This has never yet happened for me, but maybe one day.
The deck’s strategy at Level 2 is relatively straightforward, with you once again focusing on power, but also trying to upgrade to Level 3 cards early. Hopefully all that Stock you’ve been trying to build can be put towards the Change, with hopefully some left over for Level 3.
As you might expect, there aren’t really an awful lot of choices when it comes to Level 3 cards, so I opted to go with Lucia and Saten. There are other choices like Hideyoshi from Sengoku Basara, but I think he might be better suited to a deck more focused around him.
Lucia is able to heal you and can also deal out burn damage to the opponent, meaning that she can extend your game, whilst trying to cut your opponent’s short. In order to cause the burn damage though, she needs her Climax card and to win a battle. The latter being the bigger issue. Since the Climax itself does not give a power boost, and this Deck’s support cards are a bit lacking, she can struggle to defeat characters who make it past 12,000 Power. This will often mean you’ll either need to get the burn off during Level 2, when it’s less useful, or try and pick off your opponent’s weaker characters. If they know this is coming, they can take steps to prevent you doing this though.
Saten on the other hand can restrict what your opponent can do, and help to keep you in the game longer. She does this by reducing her opponent’s Soul by 1, making just about all Side Attacks futile, and meaning only 2 Soul characters have a real chance to cause damage. On top of this when you play her, for a Stock, she can also prevent the opponent from playing Event cards until the end of their next turn. The usefulness of this will of course depend on the deck you’re facing. If you know the opponent uses Event cards as Counters this can allow you to make safer attacks for example. However if they don’t use Event cards, you’ll just be relying on the 1000 Power boost it also provides. As a final ability, she will gain 1000 Power when you have 5 or more Stock, making her your strongest character. This can conflict with the Lucia change though, so you have to be careful when making use of your Stock. Sometimes this might mean Saten will have to wait until last to attack.
During Level 3 you’ll be trying to defeat the opponent as quickly as possible with Lucia’s effect, whilst Saten will hopefully aid you in this. If you’re facing any truly powerful cards you can always still fall back on Normal Girl Saten to beat them up for you.
The Climaxes in the deck were chosen for the Climax combos that go with them. Saten needs [What I Can Do] for her insane Power boost, whilst Lucia needs [Receiving Power] to cause burn damage. [What I Can Do] can also be used to help other characters win battle, without losing resources, whilst [Receiving Power] can also help you build Stock. They both offer the chance for lots of damage when Triggered.
The deck is fairly straightforward to play, relying mostly on simply overpowering other cards. The Saten Climax combo should be able to defeat nearly anything your opponent puts in front of you for example. It will be very important to save her for important battles, rather than wasting her early in the game. At other times you’ll try to rely on your high Power, low Stock cards, in order to save your Stock for the end of the game, or for using with Kunikida.
Kunikida can be a blessing for the deck, since he means you should have little worry about getting your most powerful cards into your Hand. You do have to watch out for those games where they all end up in the Waiting Room though. Since Kunikida can quickly replenish your Hand, you can afford to swarm the Stage more than some other decks, since you won’t run out of resources. Just be careful about your overall Stock levels. Kunikida will deplete it, but your ability to put out a full Stage fairly regularly should help you gain Stock back.
For a deck built around these two gimmicks it can be pretty fun to play, and gives a few background characters a chance to shine.