Weiss Schwarz Re:Zero Deck Tech - Crusch combo

Deck Tech – Re:Zero, Crusching the opposition

Posted on: 7th January, 2018 @ 7:22 pm by Lee Powell
Crusch face

Greetings Weiss Schwarz players,

 

Now Christmas and New Year are out of the way it’s back to business as usual and back to cards! This is the deck I settled on for WGP Europe in 2017. As previously mentioned in my tournament report I chose this build of Re:Zero based on its match ups against the meta game of the time.

 

Deck Overview

You can find the full list for the deck here: https://wsdecks.com/deck/16955/

 

I have been a fan of the level 1 “Crusch, Fighting White Whale” card since Re:Zero was released at the start of 2017 and I am glad I was able to find a deck that suits me and runs with the Crusch combo as its main game plan.

 

This deck throws a lot of power around at level 1 and has the option to use this power both offensively to remove threats and defensively to be an annoyance in the middle slot. It has the ability to recycle its level 1 game through level 2 while setting up for an eventual finish at level 3.

 

Level 0

Level 0 in this deck is all about the set up. The things I think about are: how soon I can start building stock, whether I have all the level 1 pieces I need, my current hand size and how to maintain it.

 

Some people may call me crazy for not running the full four copies of “Felt, Declaration of War”. While it is definitely a useful card to open with on turn 1 and can be good way to build hand at 0, the ability to run isn’t guaranteed and she is a completely dead draw past level 0. I would rather lose a bit of consistency at level 0 to open up space in the deck and have options later in the game.

 

“Rem & Ram Under the Sunlight Through the Leaves” serves multiple purposes for the deck at different stages of the game. At level 0 this deck doesn’t have a lot of power so the slayer can help to clear annoying level 0s off your opponents side of the field.

 

Beyond level 0 “Rem & Ram Under the Sunlight Through the Leaves” is there for its utility effect or to put into the level zone for red. At level 3 it can be useful to play this and discard to get something out the waiting room to work towards winning.

 

I play “Rem, Stable Normal Life” at four copies for three reasons. The first reason is that it is the best card to play to find more Crusch or Felix for level 1. The second reason is that the cards second effect is great for running through the deck and filtering in the unfortunate case of milling a climax. The final reason is that this is the card that you want to place into the level zone for blue at level 2.

 

“Rem, Pure White Bride” is mostly here to be used in combination with other cards for the power boost. It can help to give you an edge when attacking and push the power of cards to be outside of counter range. The extra filtering on attack is just a bonus.

 

I split my brainstorms three copies and one copy in this deck. This is because I didn’t want to dedicate any more than 4 slots in the deck to brainstorms and while in most games and situations I want to play “Ram, the Maid Saw It!”, there are times when “Crusch, Head of the Karsten House” can be useful.

 

Going into WGP 2017 I knew that having an easy way to get anti change in hand was going to be important. This means that while being the main source of salvage for the deck on Ram is nice, the bond to the anti change slayer is also incredibly useful.

 

The Crusch on the other hand serves a different purpose. As this deck doesn’t run a level 1 combo that adds additional cards to hand there are times when your hand can run low if you are in a fast paced game from level 0. This is where the pay 2 rest to search ability comes in on this card. Sacrificing some of the stock you are building by repeating this ability over multiple turns doubles as not only keeping your hand size healthy, but also finding any specific cards you need, assuming they are in the deck. The other two effects on this card also have their situational uses and are pretty self explanatory as to when these are good.

 

You can also choose to play an aggressive game yourself from the start and use a combination of this Crusch, “Rem, Stable Normal Life” and “Mimi, Vice Leader of Fang of Steel” to keep a good number of cards in hand. This would be a personal judgement call based on match up.

 

Level 1

This is when the stock management game begins. Regardless of whether you hit level 1 first or second, an ideal field set up when you first hit level 1 will have two copies of “Crusch, Fighting White Whale” up front and a “Felix, Healing Mage” behind them.

 

With the stock generation combo and attacks I like to try to build and hover between 6-10 stock if possible, anything more I consider a bonus. This gives you enough stock for the late game and nice deck compression to go with it. The management comes in making sure you have enough blue and red cards left in the deck to level up with and to also keep the level 3 game out of stock.

 

For an uncommon I think “Crusch, Fighting White Whale” is an absolutely bonkers card. She has a reasonable base power and doesn’t need her climax combo to be useful by letting you select your attack trigger from 2 cards. In addition to this, with her climax combo she has the ability to run through the deck at a fast pace while generating extra stock. When using the climax combo I like to use her check two effect first to choose what I am putting into stock. The option to do the two effects the other way round is there if you want to choose your attack trigger and make the stock blind.

 

My other favourite part of this climax combo outside of the stock generation is that when adding a card to hand you can choose anything. This means that your opponent doesn’t know what you have added to hand and you can even choose a climax to have multiple combo turns.

 

The biggest downside to this card is that you have to discard first for the climax combo which means you have to find other ways to keep hand size. You can do this through either keeping Crusch alive or through other value cards.

 

Combining Crusch with “Felix, Healing Mage” is the most effective way to use her. Felix makes the Crusch in the centres power 8000, which when combined with a “Reinhard, Felt’s Knight” is too much power for a lot of decks to deal with without slayers. This also gives you a lot of power when attacking.

 

Felix also has the additional effect to rest himself and pay 2 to heal. I try to use this effect sparingly as I don’t want to waste all my compression. This is useful for digging out cards you don’t want stuck in stock and is most effective just after a refresh so you can rebuild that stock before refreshing again.

 

“Reinhard, Felt’s Knight” will mostly be used to try and keep a Crusch alive. While not always possible, keeping Crusch alive is valuable and with all the filtering in the deck it is easy enough to get a copy of this into hand.

 

These two cards add to the versatility of the deck and make it so you aren’t locked in to a single game plan. They both have their different uses and are useful at different points of the game. I also find they are a suitable alternative to if, for whatever reason, the Crusch plan falls apart. The fact that they both bond to each other makes the resonance cost easy to pull off and means you can cycle between them over the course of multiple turns if required.

 

“Mimi, Vice Leader of Fang of Steel” is useful for two reasons. The first is to be a power house for a single turn on the attack and the second is to help maintain hand size. The bond to “Hetaro, Vice Leader of Fang of Steel” being cost 1 is useful because it means that Mimi replaces herself in hand.

 

I usually like to play Mimi on the side as an additional high power threat on the attack alongside the 8000 power Crusch in the centre. Crusch on the side only gets to 7500 power with a climax which doesn’t put her outside of counter range against a lot of level 1 cards, whereas Mimi pushes 8500 power from just the resonate alone. I prefer to pretty much guarantee a reverse on a threat I want gone, or have Mimi get countered, rather than going all in on walling up my side of the field and potentially having to side attack to avoid being countered. I don’t think it is worth giving my opponent a free pass just to keep the wall up.

 

You can also combine Mimi with “Rem, Pure White Bride” and a climax to get her to climb to 11000 power, which can threaten some early play level 3s as a back up plan if you haven’t been able to get anti change in hand.

 

“Hetaro, Vice Leader of Fang of Steel” I don’t find to be as useful as Mimi, but his main use is to be a costless 2 soul beater. His bond cost being discard a card can be relevant if you need to ditch extra climaxes, or filter a useless card, but his main use is for resonating for the extra soul. The best times to play Hetaro are when you opponent has a lot of deck left with very few climaxes, or at level 3 when you don’t have the stock for a level 3 but need the extra soul to push that extra bit of damage.

 

Level 2

For the most part level 2 just gives you access to higher powered counters and anti change. You will mostly want to just do more of what you were doing at level 1, while making sure you have the stock and copies of “Ram, Pink-Haired Maid” in hand ready for level 3.

 

This is the anti change package for the deck. My favourite part about both of these cards is that they both send to the bottom of the deck, giving your opponent no opportunity to encore and removing any auto effects off the field such as top check. I run slightly more anti change in this deck then I normally would. This is because this build of Re:Zero doesn’t have the strongest early play game of its own, so it needs to be able to answer opponents early plays to compensate.

 

There are two copies of “Rem, Faint Light Seen By Those Eyes” to increase the chances of it showing up and to make it easier to bond to when playing the Ram brainstorm.

 

Being a stock generation deck it would be a waste not to include a copy of this counter. It is most effective at level 3 if you have the stock to use it. This is because you can stop your opponent getting uses out of multiple level 3 cards, plus only letting them have 2 attacks to help keep you in the game.

 

While this can be played at level 2 there aren’t many games where I actually play this at level 2. I find a lot of players are ready to deal with Rem almost instantly when you play her so I just save the stock for level 3. If I think my opponent can deal with Rem and I want to heal I can always just use Felix. She can still be useful for those games where your opponent can’t answer her and the markers start piling up.

 

Level 3

Probably the most straight forward part of the deck. You either want to play multiple copies of “Ram, Pink-Haired Maid” and win, or hold off for a turn using heals and then play Ram the next turn.

 

The main thing to think about when playing Ram is whether you want to spend all your stock playing multiple copies and using her climax combo, or whether you want to save stock for extra burn. The most effective time to use the climax combo is when your opponent is close to refresh and only has 1 or 2 climaxes left in deck. If you catch your opponent at this point and they are level 3, it is either a guaranteed win or close to guaranteed if you can play three copies of Ram and combo.

 

“Rem, Adorable Light” is in the deck partly as a back up if you can’t triple Ram and want to attempt extra burn. The other reason she is here is a side effect of being a stock generation deck. In some games you will have generated a lot of clean stock coming up to level 3. This can leave you in a situation where you have a lot of climaxes left in deck with very few cards. As an alternative to just running through the deck with this card and “Ram, Pink-Haired Maid”s on play effect, you can use this cards on attack effect to have another potential chunk of damage.

 

Climaxes

As usual, standard four of each. I like having access to both wind and gate in this build for the utility. At the time of writing this I find wind is useful in the current meta game for bouncing annoying back row cards or clearing a path.

 

Summary

This deck does everything I like in a deck. It has good utility, I’m not forced to flow chart my way through every game, I can heal from level 1 onwards if I choose to, I have good anti change options and finally a solid end game. The decks main weaknesses revolve around maintaining hand size and its susceptibility against level 1 slayers but its strengths more than make up for it in my opinion.

 

I’ll probably continue to play this build through the start of 2018 and until the next set of Re:Zero is released.

 

Until next time.