Toaru Series – Accelerator and Friends (Y) [10/14/2021]

In the Toaru series, Accelerator, one of the six espers that has reached level five, aims to surpass that power level and become the first level six. To accomplish this, he teams up with an organisation that produces clones of another certain level five esper which he kills to power himself up. This deck structure is dedicated to Crumbs.

The man of hour, the red-eyed menace, the king of this deck himself appears right above. The goal of this deck is simple. We will assist our friendly, beautiful, kind-hearted murderer above to turn him into a level 6 and probably beat the opponent along the way.

The combo for our man is simple. He’s a healer that gains power for every marker underneath him. When you pair him with his combo, you may choose up to three of ID/W10-014C from your waiting room and place it underneath itself. With this combo, he instantly becomes a 13000 powered level 6 beater which accomplishes the first part of our goal immediately.

The requirement for our boy, ID/W10-014C, is shown above on the left. You may run any copies of this card. It is usually a 3500 beat-stick assuming you meet their condition. I highly recommended running at least 8-9 copies of this card both for its own ability and to ensure you have enough copies for ID/W10-012U.

To help build further advantage or to ensure there are enough ID/W10-014C in the waiting room to set-up for our boy, the card in the center, RG/WP03-09PR, is recommended. This card is treated as ID/W10-014C on the stage. Furthermore, you can use its ability to discard two cards to spawn up to three copies of ID/W10-014C to the stage. This card is also one of the reasons you want to run even more copies of ID/W10-014C.

The other combo to run for the deck is the pairing above. The Acclerator to the left gains power like its level three version for every marker underneath it. If it reverses its opponent and fulfils its own conditions, you may place the top card of your deck underneath it as a marker without looking at it.

Another key combo to this deck is playing around the card to the left, ID/W13-001RR. This Accelerator comes with nifty hand encore, but more importantly, if you fulfil his two memory condition, he is a 1/1 2 soul beater which is fairly good for its low cost.

He can be bonded by the card to the right, ID/W13-009U. This Last Order also provides all your cards with Accelerator an additional 500 power when she swings, helping RG/W26-006R with its reverse condition.

Some of the Accelerator cards require memory conditions. The cards above all have some ability to place cards into memory to fulfil Accelerator’s needs. There are many other cards that have the ability to put cards into memory. These are selected mostly due to the fact that they match the colour of the deck. Feel free to insert your own options in other colours.

ID/W10-003SR and RG/W26-001SR work in very similar ways. Both of them have a cost of paying a stock when reversed to send them to memory. ID/W10-003SR is a larger beater during your turn while RG/W26-001SR carries a climax combo. RG/W26-001SR‘s combo works with RG/W26-032CR to mill your top three cards of your deck. If all of those cards are Esper (超能力) trait (most, if not all characters in this deck), you can search your deck for an Esper character and add it to hand. It’s a decent combo to run alternatively or alongside the other combos in this deck if you so wish.

The last card on the right, RG/W26-007R, lets you pay its cost on attack and send an Esper character from hand to memory. It gains power for the turn, but more importantly, it stops your opponent from being able to encore their characters for the turn if they are reversed which can hamper your opponent’s plans greatly depending on the situation.

To help maintain advantage, cards like the above are recommended. The card to the left, RG/W26-014U, has a basic of effect of paying a stock, clocking yourself and tapping itself to search your deck for an Esper character to add to hand. It’s a very basic ability, but it gets the job done. This is also a repeatable act effect, meaning you can do this every turn.

Considering that many of your cards are level 0s, having ID/W10-017C lets you empower all your level 0s during your turn, so they can still remain on field to mitigate soul damage during your opponent’s turn. Alternatively, you can play ID/W10-005R for a more powerful global effect that comes out earlier at the cost of having it be impossible to search due to its lack of Esper trait.

Some more considerations for the deck are shown above. ID/W13-013U is a single cost beater with an ability that combos with ID/W13-T08TD. If you pay his ability cost, you can send a level 2 or lower character in your opponent’s front row to stock, giving you an empty lane and ridding a potential threat that can’t be recurred with encore.

The center card, RG/W26-008SP-SP, is an improved assist that gets a global 500 power ability if you fulfil her memory condition.

ID/W13-116PR is a standard anti level three or higher beater that gains an additional 4000 power and an extra soul damage on attack if it is facing a level three.

These are a few more end-game options to consider. RG/W26-017U is a standard change that costs two stock and a discard while sending itself to memory at the start of your climax phase. If you pay his costs, you can bring out the Accelerator in the center, RG/W26-002SR, from your waiting room.

RG/W26-002SR is a 12000 powered beater assuming you fulfil his memory conditions. When he is played from hand to stage or through RG/W26-017U, he gains the ability to deal one soul damage to your opponent (damage can be cancelled) if the damage from his attack is cancelled.

There aren’t too many other finishing options for the deck, so unfortunately, you’ll probably have to make use of Accelerator’s best friend, ID/W13-117PR. Legend has it that their bond is so strong that Accelerator lost the use of his legs when they were play wrestling. Anyways, Touma carries a Musashi like effect when damage is cancelled on the turn that he is played. On attack, he can also let you discard a card to give any character an extra soul damage. Unlike the superior Accelerator, Touma has a demerit that always makes him level 0 which can be both favourable and a demerit. Keep in mind that Touma has no traits, so he cannot be searched.

Considering the high power of many of your cards due to their memory conditions, backups aren’t bad options. RG/W26-087PR is a 2000 powered counter that also has the ability to let you run any number of it as you’d like in your deck, effectively bypassing the play-set ruling.

The Mugino counter, RG/W26-018U, is a 3000 powered counter that forces your opponent to mill the top three cards of their deck when it is used. In the right situation, you can even force your opponent to refresh or take out search targets from their deck.

Lastly, ID/W10-018C, is a 2500 powered counter as long as you meet its memory condition. Unfortunately, she carries traits that are unsearchable or salvageable by the deck being 先生 (Teacher) and 科学 (Science).

I have included some further suggestions above. Keep in mind that if you run RG/W26-001SR and its combo, you want to minimise the number of non-Esper traits in your deck. Look around the sets and see what you can add in. If you’d like, tech a copy or two of ID/W10-002RRR and surprise your opponent. Conversely, you can take out more cards and fill your deck with more Accelerator cards. Mix and match and see what you can do. Just remember to complete the mission and bring out our level 6 hero!