The build

This is my take on Konosuba. I’m constantly changing the build, but I’m most comfortable with this current build.

Images are from Yuyutei and Translations are from HotC

Swimsuit Megumin

[C] You cannot play Events or BACKUP from hand.

[A] This ability activates up to once per turn. When this becomes Reversed in battle, put the top card of your Library in the Waiting Room. If it’s Level 2 or higher, you may Rest this. (Climax cards are considered Level 0 for this effect)

Swimsuit Megumin I feel is a staple in any Konosuba deck where you have a red focus. Some Japanese lists are not running the card along with the early play, but their meta is different from the West’s. The amount of sticking power this card brings with the high Level 3 count the deck runs make this card a unquestionable choice for the deck.

Board Game Megumin

[A] Discard a Climax card from your hand to the Waiting Room] When this is placed from hand to the Stage, you may pay cost. If so, choose a Character with either ::Adventurer:: or ::Magic:: in your Waiting Room and return it to your hand.

[A] At the start of your Opponent’s Attack Phase, you may move this to an empty Slot in the Front Row.

Board Game Megumin is a great card for it being a free runner, but the main usage for this card is mostly the first effect to ditch a climax and salvage. If you open with this you don’t feel terrible either because unless your opponent tri-fields it’ll most likely give you early board advantage. Only need the card at 2 copies because your main plussing level 0 for on board is “Swimsuit Megumin”.

Problematic Act Megumin

[A] [Discard a card from your hand to the Waiting Room] When this is placed from the Stage to the Waiting Room, you may pay cost. If so, look at up to 4 cards from top of your Library and search for up to 1 ::Magic:: Character, reveal it, put it in your hand, and put the rest in the Waiting Room.







This is a recent addition to the deck after initially removing it. The mill it provides helps you to get through your first deck state. A downside that is sometimes “Problematic” is that it cannot grab Iris or Aqua cards. Most ideal card to hit off this effect is 1/0 “To Further Heights Megumin”.

Genius Crimson Demon Megumin

[C] If there are 2 or fewer cards in your Stock, this gains +1500 Power.

[A] [(1) Discard a card from your hand to the Waiting Room] When this is placed from hand to the Stage, you may pay cost. If so, search your Library for up to 1 Character with either ::Sneaker Bunko::, ::Adventurer::, or ::Magic::, reveal it, put it in your hand, and shuffle your Library.

The choice drop searcher for the deck. This allows us to grab any character including Iris. While not ideal, this can be played turn 1 as a 3500 beater if you have no other options.

Guide To Obtaining Skills Megumin

[C] ASSIST All your Level 0 or lower Characters in front of this gain +1000 Power.

[S] BRAINSTORM [(1) Rest 2 of your Characters] Flip over the top 4 cards of your Library and put them in the Waiting Room. For each Climax card revealed this way, choose up to 1 Character in your Waiting Room and return it to your hand.

I’ve bounced back and fourth on running the Megumin Brainstorm at 1 or 0. I’ve found it to help out when “To Further Heights Megumin” hits the waiting room. Or when all the targets you could want to progress your gameplan have hit the waiting room or stock. the power to level 0 characters in front makes cards like “Swimsuit Megumin” and “Genius Crimson Demon Megumin” survive and have enough sticking power to improve their effectiveness.

Seeing Off Chris

[C] During your turn, your other Character in the Front Row Center Slot gains +1500 Power.

[S] BRAINSTORM [(1) Rest 2 of your Characters] Flip over the top 4 cards of your Library and put them in the Waiting Room. For each Climax card revealed this way, search your Library for up to 1 YELLOW or ::Adventurer:: Character, reveal it, put it in your hand, and shuffle your Library.

Seeing Off Chris is the decks main brainstormer, The downside is that its a rest 2 but it is able to search out any Yellow or Adventurer characters allowing for selection in your search target. Making the center slot 1500 power higher on your turn is also very helpful in getting reverses with “To Further Heights Megumin” which is only on play 6000 power.

Kazuma

[A] [(1) Discard a card from your hand to the Waiting Room] When this is placed from hand to the Stage, you may pay cost. If so, look at up to 3 cards from top of your Library, choose up to 1 of them and put it in your hand, and put the rest in the Waiting Room.

Kazuma is a good card to dig for climaxes. As a filter and mill the card excels but the selectivity of top 3 cards is underwhelming. Thankfully it is another climax out though for if you end up getting unneeded climaxes in hand.

Covered in Slime Aqua

[A] When this becomes Reversed in battle, put the top 2 cards of your Library in the Waiting Room. If there were at least 1 Level 2 or higher card among them, you may put this in your Stock. (Climax cards are considered Level 0 for this effect)

This Aqua card is something I personally have looked over and under-evaluated. With Konosuba’s general ability to run more level 3s than your standard weiss deck this card has very good early game value. This is my 2nd place choice for turn 1 plays especially going first. The free mill 2 when it hits allows for you to gain advantage or even just stock compression from the get-go.



To Further Heights Megumin

[A] When this is placed from hand to the Stage, this gains +1500 Power for the turn.

[A] CX COMBO When the Battle Opponent of this becomes Reversed, if “Real Explosion Magic” is in your Climax Zone, put up to 1 card from top of your Library in your Stock, and choose up to 1 “Megumin” in your Waiting Room and return it to your hand.

While this is the choice level 1 combo to me, its really based in the stock soul double trigger and the stock charge on reverse. Specifically targeting the 3/2 “Megumin” is almost a downside but those become clock targets or cards to filter out with your other cards that you play. Being 6000 power is passable and hasn’t caused much struggle with reverses in practice but its a punchable range.

Sacred Create Water Aqua

[A] When this is placed from the Stage to the Waiting Room, you may reveal up to 3 cards from top of your Library. If you reveal at least 1 card this way, choose up to 1 Character among them with either ::Adventurer:: or ::Goddess::, put it in your hand, put the rest in the Waiting Room, and discard a card from your hand to the Waiting Room.

Sacred Create Water Aqua is the most recent addition to the deck. Check 3 for an Adventurer or Goddess when it hits the waiting room allows for you to turn the 3/2 “Megumin” that we got from the 1/0 “To Further Heights Megumin” Unfortunately, this doesnt grab Iris so there are a bit more misses on the effect than I’d prefer but we cant have everything.

Foreclosure

[Counter] Put all of your Opponent’s Stock in the Waiting Room, and at the end of the turn, your Opponent puts the same number of cards from top of his or her Library in his or her Stock.

The Boogieman of Konosuba.

Explosion Girl Megumin

[C] If “Megumin in Swimsuit” is in your Clock, this gets -1 Level while in your hand.

[A] When this is placed from hand to the Stage, put the top 3 cards of your Library in the Waiting Room. If there is at least 1 Character with either ::Adventurer:: or ::Magic:: among them, put up to 1 card from top of your Library in your Stock. If there are at least 2, choose a Character in your Opponent’s Front Row, and that Character gets -4000 Power for the turn. If there are at least 3, you may deal 1 Damage to your Opponent. (Damage Cancel can occur)

Main early play for the deck. The burn 1 isn’t something to bank on most of the time and the -4000 is consistent enough that you can get over most fields of early plays.

Forever Rival Yunyun

[C] If you have ‘”Explosion Girl” Megumin’, this gets -1 Level while in your hand.

[C] For each of your other ‘”Explosion Girl” Megumin’ in the Front Row, this gains +2000 Power.

[A] When this is placed from hand to the Stage, you may put the top card of your Clock in the Waiting Room.

Forever Rival Yunyun is the healer for the deck, while you can choose to run “Beautiful Goddess of Water Aqua” as your healer instead, I prefer to run Yunyun because of her power to live cross turn with 1-2 “Explosion Girl Megumin” on field.

Megumin

[A] When this is placed from hand to the Stage, look at up to 3 cards from top of your Library, choose up to 1 of them and put it in your hand, and put the rest in the Waiting Room.

[A] CX COMBO [(1)] At the start of your Attack Phase, if “Real Explosion Magic” is in the Climax Zone and this is Standing in the Front Row, you may pay cost. If so, deal 4 Damage to your Opponent, choose a Level 3 or lower Character Opposite this and put it in Clock, and Rest this. (Damage Cancel can occur)

Un-interactive damage and a clock shoot, Cantrip on play, and its Megumin. This is more of a secondary end game plan. You’re more likely to have this in hand due to “To Further Heights Megumin” grabbing it from waiting room, but I use it to first dig for Iris or either climax if the play calls for it. Downside to it being a clock kick is you’re not getting any guaranteed damage if their field is dead going into your turn.

DragonSlayer Iris

[A] When this is placed from hand to the Stage, put the top 2 cards of your Library in the Waiting Room, and your Opponent takes X Damage. X = sum of # of Soul Trigger Icons among those cards. (Damage Cancel can occur)

[A] CX COMBO [(2)] When this attacks, if “Iris’ Request” is in the Climax Zone, you may pay cost. If so, deal 2 Damage to your Opponent, and this gains +3000 Power for the turn. (Damage Cancel can occur)

DragonSlayer Iris is in my opinion, the best finisher in Konosuba, if she was on trait with the rest of the set. Her biggest downfall is that you cant run cards like “Lying in wait Yunyun” to grab her. The on play free mill 2 to burn for the number of soul triggers gives a range of 0-4 damage on play that cant be interacted with outside of anti-burn which isn’t a prevalent effect in the current meta. On attack pay 2 burn 2 allows for you to side without allowing money punches or rest punches to ruin your day and if you don’t have to worry about that she swings at 14000 power on the sides and up to 17000 if you have 2 Chris brainstorm in play.

While this build works great for me and triggering wind into a standby deck feels great, I know people will prefer the current meta Konosuba build to this one and I don’t blame you. In the end it comes down to opinion and what feels better to the player.



Thank you for reading through, If you have any questions about the deck please ask away and I’ll try my best to answer them. -MeguKole