Konosuba – The Strongest Explosion Mage (R) [12/08/2021]

Millions quake in fear from her powerful presence. The land tremors, birds cry out and the sky changes from a brilliant blue to a shade of burning fury whenever she appears. The legendary powerful wizard, Megumin, wielding the strongest magic, explosion magic, fires her one-shot magic explosion obliterating anything before her at the cost of incapacitating herself. This is the saviour of humanity.

The grand finisher of the deck is shown above. Just like her flavour, Megumin rests herself when she combos with the climax to the right. When she does so, she deals four damage to your opponent (damage can be cancelled) and then sends the opposing character to clock if they are level three or lower. She is also used for a variety of other functions in the deck.

Honestly, there are so many possible combos to gain early advantage for the deck. It is ultimately up to you to decide on which combo you’d like to play. Some suggestions have been provided above. As long as you are able to maintain hand and field presence to bring your opponent to the end-game, any combo is fine. Ideally, your combo helps you fetch the level three in preparation for the final turn. Their respective climaxes are shown below.

Regardless of what early advantage option you pick, these cards shown above also combo with the climax for the level three Megumin. The combo on the left lets you salvage the level three Megumin, KS/W75-035SP-SP, upon reverse with the climax in play. The Wiz to the right is a 2000 powered assist to level threes in front, but more importantly, she combos with the level three climax, and as long as you have KS/W75-035SP-SP in play, you may pay her costs and deal five damage to your opponent (damage can be cancelled).

As mentioned above, the Megumin level three has applications outside of being a finisher. Due to the amount of recycling present in this deck structure, Megumin can considered to be very efficient discard fodder. The cards above are means to make use and re-salvage the Megumin to hand. The Yunyun to the left lets you directly pay her costs and search out the level three Megumin to your hand. Furthermore, she has a resonate ability that lets you pay her costs and tap her to check the top four cards of your deck and add a single Adventurer (冒険者) or Magic (魔法) character to your hand. The Yunyun to your right is a 3500 beater as long as she’s completely alone on your stage. Furthermore, she can discard any card from your hand to bond to the level three Megumin.

There’s honestly so many options to choose from on what to add and play with in the deck. Most of it boils down to your preferences and play-style. I have some suggestions as shown above. The Megumin to the left is an overall great card that helps filter any unwanted card into another Magic character from the top four cards of your deck. The Megumin in the center is an anti-early play or cheated target killer. She also lets you hand fix with your waiting room when she reverses her opponent. Lastly, the Megumin and Yunyun to the right can bounce itself back to your hand when a climax is played to pump a character on your stage by 1000 power until the end of your opponent’s next turn. It is a great card to help with reverses and potentially saves a card until your next turn as well. It can tap itself to provide a character with 1000 power for the turn as well.

Backups are fully dependent on your build. Some of the level one combos and other cards have a sizeable respectable power level, meaning having some more power backups may not be bad options. KS/W55-062U in particular is essentially a free 2000 power backup that refunds its costs by blinding the top card of your deck into stock as long as all your characters are either Adventurer or Magic.

I have suggested some generally good use backups just for their utility if not for power. The Megumin backup to the left helps get rid of any cheated out or early-played targets. The backup in the center lets you hand filter off the top card of your deck assuming that card is Adventurer or Magic trait. The last backup to the right kicks the opposing card to memory if it is reversed as a result of battle.

There are a plethora of options to choose from to supplement the deck. Just make sure that you’re closing out the game the turn you use your Megumin level threes. Try to field three of them in the front row if you can. If you are planning to add in Wiz to the deck, remember that Wiz only carries the Magic trait and another unused trait, Death (死), which may complicate certain cards or builds. Use the most powerful magic in the world, explosion magic, to bring down your opponent!