[As of April 2012]
Part 1: Beginner's Guide to Creating a Deck
(i) Deck Construction Rule:
- A deck must contain exactly 50 cards.
- A deck can only have up to a maximum of four cards with the same name, unless stated otherwise.
- A deck can have at most 8 Climax Cards.
With the basic limitation out of the way, how exactly should one go about creating a deck?
In my case I start with the following generic rules:
- Choosing the Color make up of your deck, the recommended number of color is 1~4
Must include 8 climax cards.
- Decide on a deck theme and stick with it, avoid trying to include a little bit of everything
- Avoid creating your deck out of 42 unique cards, as far as possible try to include 4 cards for your deck staple.
- Start by choosing your favourite Character or Series
- Look at all the cards available in the following order:
= Level 3 -> 2 -> 1 -> 0
- Also check for Character cards that goes with certain climax cards
- Also check for Character cards that goes with other Character cards
- Pick out all the cards you like and start building your deck!
- Try to stick to one series
- Try to stick to 1 or 2 colours
- The theme of a deck should be decided before the determining the level to cards distribution ratio. There are many deck themes such as【ミハネム】,【双子ビート】 or 【メカデッキ】 but it is recommended that a player simply choose the deck theme she likes the most. Since the game is somewhat luck based, there are no true meta decks (deck archetypes that are widely considered to have a vast advantage over all others in competitive play), and most well thought-out decks should stand a winning chance.
(iv) Level 0~3 Distribution Ratio
Although the actual ratio varies from deck to deck, this is something of a generic standard.
- 16 cards for level 0, although depending on playstyle some players favour 17 or 18 cards as well.
- Generally speaking the number of level 1 cards is dependent on the number of empty slots left after deciding level 2 and level 3 cards.
- 8~14 cards, level 2 cards are usually the cards that act as your main attacker, and should be included, even if it takes away a spot or two from your level 1 cards.
- 0~3 cards recent level 3 cards have the trend to be extremely powerful, and are even on the level of being balance breaker. However, since they are only usable late into the game, it is not advisable to focus too much of one deck on these cards. Don't include too many of these unless you can get them out quick using some form of change gimmick.
(v) Deck Concept - Building the Deck
- I will be using 【ミハネム】 deck as an example on how to build your deck around the primary concept.
In 【ミハネム】's case the basic strategy involves using 天枷美春 to pump up 音夢 cards and beat down on the opponent using high power. So how should you go about creating this deck? First of all we pick the color, the deck's basis 天枷美春 is red, so red is definitely one of the color we want to include. But whether other colors should be included is then up to each player's preference; Adding green cards allow for stock boosting, adding blue cards improves drawing power and grants recovery ability and so on.
- After deciding the colour you can start considering the cards to include in each level band, in 【ミハネム】's case there are cards in the level 0~2 band that 天枷美春 can pump up. So for level 0 its 浴衣の音夢 for level 1 its 水着の音夢, お手製弁当を持つ音夢と由夢 while level 2 will be 美春＆音夢. Due to the nature of the game, it is recommended that a player include 4 of each deck staple.
- After including 4 of the above mentioned cards, what about the rest of the deck?
- This is where things start to get serious, any average player can arrive at the conclusion to the above easily. In addition to what is already mentioned, one of the most important aspect to take note of while building a deck is to simulate a variety of situation. In our example deck, 【ミハネム】's case, what if the deck is overpowered? What if you fail to draw 天枷美春? What if your key cards are removed from the stage? The important thing is to think of all the disadvantageous situation.
- After identifying the weakness of the deck, think of cards that will either boost your advantage or remove these weaknesses. Then consider the cost performance of the cards, their synergy with the rest of the deck, rarity of the card(directly equivalent to how easily or how much you need to spend to obtain the card), and whether the card is really needed in the deck. For example, even if you simply wishes to add cards with Backup effect into the deck, you can still choose from level 0~2 cost free and non-cost free Backup cards.
- Try to focus your deck's fine adjustment in level band which includes little, or none of the key cards in your deck. For example, if your deck's key strategy unfold itself on level 2, then you should focus on building your level 1 cards to prepare for level 2's combat.
- Level 0 cards are usually filled with character cards with Bond ability, have the ability to reverse opponent on defeat, characters that pump up other characters, and most of all vanilla cards. Since in level 0 there are rarely any spare stocks, it usually simply boils down to attacking with whatever you have.
- As stated earlier, level 2 is usually filled with the deck's main attacker, so there are less room and freedom to fine tune the deck around with. This leaves things to level 1 again, level 1 is something like a intermediate stage after the start, level 0, and before the meat of the battle, level 2 and 3. Keeping this in mind most would think that its simply best to include only cost free level 1 card, and then go all out once level 2 comes around. That's something along the right line, but there's a problem with this strategy, and that's with the number of soul trigger.
- The number of cards with soul trigger in your deck will greatly change your damage output, so this is a relatively important aspect to consider. Including the climax cards, idealy speaking a deck should have 20 plus minus 2 ~ 3 cards with soul trigger icons. This is a flexible number however, and should again be balanced with your deck's cost performance level.
- As you should already know, a huge part of this game is decided by having the right amount of stock. So how should we balanced the cost performance of the cards? In my opinion, unless its a deck that focus heavily on level 0 gameplay, level 0 cards should never have to incur cost. It is alright to play cards with some form of draw back, such as taking damage when the card dies, or lowered power on opponent's turn, but it should never incur stock cost. This is simply because when you start the game you don't start with any stock, so including too many level 0 cards that require cost simply means you can't even play them on your first turn.
As a generic rule its alright to simply include level 2 or 3 cards without too much consideration since they will be the main force of your deck. Once again the balance falls on level 1, most of the cost free level 1 cards don't come with soul trigger, so this directly affects the soul trigger number as well. It is extremely tricky to balance between cost free level 1 and non-cost free level 1, there's no definite answer and should be tried and tested for each deck. But as a rough guide 6 non-cost free level 1 with soul trigger out of 15 level 1 cards should be a relatively stable number.
Vanilla Finally, we move on to vanilla cards, generally speaking, its agreed that 1/1 P6000 and 2/1 P8500 cards are less useful in most situation compared to 1/0 P5500 and 2/2 P9000. However, having said that, what should take precedence is still the general balance of the deck, so depending on situation 1/1 P6000 and 2/1 P8500 could be more ideal for your deck as well.
- This is the end of a basic tutorial to get your deck building started, it doesn't mean that following the guides above will guarantee you a win, and depending on deck natures there are also exceptions to many of the advice provided above. This is only the basics of basics, and the rest can be learned through experience.
Part 2: Card Type
1. Name, Type, and Card No.
4. Counterattack Icon
5. Trigger Icon
6. Card and/or Flavor Text
10. Color and Pack
Description of Card Components
This is the name of the card. When referenced in the card text on another card it will have 「」 around it.
There are 3 Types of cards in Weiß Schwarz; they are the Character Cards, Event Cards, and Climax Cards.
(iii) Character Card
Character cards are denoted by "CH" above the card name and are your primary means of combat in the game. They are mainly played in the Main Phase of the game.
(iv) Event Card
Event cards are denoted by "EV" above the card name and are cards with varying effect; their play requirement is the same as that of character cards, but are generally fire and forget and do not stay around on the battlefield.
(v) Climax Card
Climax cards are denoted by "CX" above the card name and are cards with powerful abilities that could change the tide of battle; all climax cards only last the turn they are played, and can only be played during the active player's Climax Phase. They are also the only cards capable of negating soul damage, for this reason, each deck is restricted to a maximum of 8 climax cards.
Cards numbers provide a a great deal of information about the card. They indicate the specific series the card is from, what side the card is (i.e. Weiß or Schwarz), if it is from a Trial Deck, Booster Pack, or Extra Pack, and what the rarity of the card is. For more details, see the Card Number page.
Only Character and Event Cards have levels, and they cannot be played if the player is not same level or higher.
Only Character and Event Cards have cost, and they cannot be played if the player does not pay the cost.
(ix) Counter-Attack Icon
This icon is present on some Character Cards and Event Cards, and it indicates that the card or its Startup Ability may be used during the Counter Step of the Attack Phase of the active player's turn.
(x) Trigger Icon
Card and/or Flavor TextEdit
The Card Text provides additional information on card functions and abilities. Cards with no additional functions or abilities will not have any Card Text. Flavor Text provides additional information about the card that has no effect on the game mechanics. Not all cards will have Flavor Text.
Only Character Cards have this attribute, and it is used to determine the outcome of battles between two characters in the Battle Step of the Attack Phase.
(xii) Soul Points
Soul Points is used in the calculation of the amount of damage to the opposing player when the active player attacks.
Each Character Card is given up to 2 characteristic based on its series, although rare, there are also cards with no characteristic, and cards that could gain a third characteristic via its ability. Certain card effects depend on these, and some Deck strategies rely heavily upon cards of same characteristic to function efficiently. For more details see Characteristic.
All cards in Weiß Schwarz belongs to one of the four colors, Yellow, Green, Red and Blue, each of which generally contain cards that specialize in certain areas. The description below only gives a general outline, and only highlight the focus of the color. It does not mean that only Yellow cards have bounce abilities or only Red cards have removal abilities. It is also important when playing cards, as a card cannot be played unless a card of the same color is in the Level Area or the Clock Area (unless it is a Level 0 Character or Event card).
(xv) Yellow "Speed"
Yellow contains many automatic Power pump abilities capable of boosting characters in the player's own turn and are able to perform removal via a variety of bounce effect to destroy the opponent's battle lineup. Coupled with powerful Soul pump ability, Yellow decks are designed offensively to defeat opponent quickly. Although powerful on paper, the high Soul Points when attacking also means that most Yellow decks are susceptible to damage cancel, and is disadvantaged due to the game system. By its nature most Yellow decks are strong in the turn player's own turn and weak in the opponent's turn. Despite its weakness however, there are also many Yellow cards with unique effect such as level up, CIP(card in play) super pump, hand destruction, level down and invulnerability to opponent card effects. With clever application of Yellow's unique effect and combined with several control mechanism such as top decking opponent to increase chances of a successful attack, Yellow can be a powerful color in the right hands.
(xvi) Green "Power"
Green cards are strong in Power pump, and contains many expensive, but powerful overcost characters, they also contains a variety of counter cards and Stock boost ability to support the costly playstyle of Green cards, generally speaking, Green place its focus on battle between characters. Unlike their Yellow counterparts, many of Green card's pump abilities are activated abilities with a cost, in return for their cost, level 0 Green cards can sometimes beat down even a level 3 opponent. This however, also means that in situation where the effect cannot be activated, such as when the cost cannot be paid or in opponent's turn where activated ability cannot be used, Green cards are considerably weak. Due to their heavy emphasis on overcost characters, Green cards are also weak against removal effect such as bounce or being sent to stock. Green cards also contains the ability to decrease opponent's attack(which can be used to kill weak backrow characters) and cards that increases their own clock. Green cards also possesses backrow character which have both general support pump and pump for specific cards, potentially allowing for a quadraple pump for character in the center front area. However, due to their lack of stability, Green cards are on the whole considered one of the weaker colour.
(xvii) Red "Technique"
The ultra-color that contains many cards for burn, salvage and removal, most of which directly leads to victory. Character wise, Red offer a stable lineup of vanilla characters, powerful level 3s, cards that kill opponent when killed, characters capable of salvage and characters capable of oversizing despite certain drawbacks. Due to the ability to salvage, Red is considered the best colour when it comes to attrition battle. Other characteristic of Red includes the ability to remove cards from the waiting room or send cards to the top of opponent deck. There is no doubt that Red is one of the strongest color in Weiß Schwarz.
(xviii) Blue "Advantage"
The color that represents defense, many Blue characters have opponent turn self-pump or special encore abilities that increases their survival ability, Blue is also equipped with the ability to heal and improve drawing power. Although in most card games healing strategy tends not to be the mainstream, in Weiß Schwarz due to the system's nature where 「dealing damage is uncertain due to damage canceling, but healing is certain」, healing strategy, and thus Blue cards are often in an advantageous position. Blues are also strong in attrition battle due to their improved draw abilities and is often the candidate for a secondary colour due to the importance of hand-advantage.
The pack represents the specific series that the card comes from.
Part 3: Character Card
Character Cards are the player's primary means of combat. Each Character Card possess a Power value which is used to determine the outcome of battles between two Characters, as well as a Soul Points value that is used to calculate the damage dealt to the opponent. Each Character Card possess Characteristic(s) based on the series they hail from and some of the cards have special abilities or effects. Some effects may require the player to fulfill their requirements in order for them to activate.
Each player is able to play any number of Character Cards from their hand as long as they are able to pay the cost, however they are limited by the number of Stage Positions to a maximum of 5 Characters on the field. Only a maximum of 3 Characters can be played to Center Stage, where they may attack the opponent, while the rest remain in the Back Stage. The Back Stage Characters are invulnerable to direct confrontation from the opponent's Center Stage Characters, however they will be sent directly to the Waiting Room if their Power value drops to, or below 0. The Center Stage Characters can choose to declare either a Direct, Front or Side attack once per turn, by setting themselves from 【Stand】 to 【Rest】 state. These characters on Center Stage are set to 【Reverse】 status when defeated in battle; an optional cost of 3 cards from their owning player's Stock is required to Encore (revive) each Character during the Encore Phase unless the Character possess an unique Encore Ability.
4. Counterattack Icon
5. Trigger Icon
(i) Card Status
Character Cards on the playing field are also put in one of three types of status: 【Stand】, 【Rest】 and 【Reverse】. A card is always played on the field in 【Stand】status.
A card in 【Stand】(【スタンド】) status is placed in an upright position (i.e. right-side up).
A card in 【Rest】(【レスト】) status is placed sideways.
A card in 【Reverse】(【リバース】) status is placed in an inverted position (i.e. upside down).
(ii) Ability Type
See Ability Type (Part 6).
(iii) Common Ability Names
- Alarm (アラーム ): When a card with this ability is the topmost card in a player's Clock Area, they activate a specified Continuous Ability (in effect until specified otherwise, or the effect is no longer applicable).
- Encore (アンコール): When a card with this ability is sent to the Waiting Room, by paying the specified cost, the card can be placed back to the slot it previously occupied in 【Rest】status.
- Assist (応援): Characters with this ability can strengthen other characters.
- Bond (絆): Cards with this ability can return specific cards from the Waiting Room to the owner's hand by paying the specified cost.
- Backup (助太刀): Cards with this ability can strengthen a Character Card engaged in a Front Attack by paying the specified cost.(However, only one card with the Counter-Attack Icon can be used or played per Front Attack).
- Bodyguard (大活躍): If an opponent Character Card declares an attack, and a card with this ability is present in the center slot of Center Stage and is not in 【Reverse】, the opposing Character Card must perform a Front Attack on the card with this ability regardless of its original position or target.
Part 4: Event Card
Event Cards are usually cards which have a fire and forget effect. They are usually used during the Main Phase, and can have varying effects such as changing power, searching your deck or removing cards from the stage. Unlike Character Cards, they do not have Characteristics, Power or Soul.
Players are allowed to play as many Event Cards from their Hand as they wish, as long as they can pay the cost(s) and they have the right colours in their Level/Stock Area. Because there is no designated Area to place Event Cards when they are played, the player should place the Event Card in an open area on the mat, for example beside the deck or above the stock area. after the effect of the card is resolved, it is put in the Waiting Room, unless otherwise stated.
Part 5: Climax Card
Climax cards are special cards that each deck can only have up to 8 of. Climax Cards allow a player to cancel all the damage he would receive from an attack if revealed while taking damage. The turn player can also play it down during the Climax Phase of the turn, however, as a rule, only one Climax Card can be played per turn and when played, must be sent to the Waiting Room during the End Phase of the turn.
When played, Climax Card's effect can be either of type 【Automatic】 or 【Continuous】. If the type is 【Automatic】, the effect is considered invoked and resolved on the spot, and even if the Climax Card were to be removed prematurely in the turn via other card's effect the duration of the Climax Card's effect is not shorten. However, if the type is 【Continuous】, once the source of the effect, in this case the Climax Card, leaves the playing field, the effect is immediately cut and nullified.
Climax Cards are also special in the sense that there are many Trigger Icons unique to Climax Cards, they are also the only type of cards that can have up to 2 Trigger Icon on the same card.
Some of the different type of icons are listed below:
An icon that looks like a gate, found only on Red Climax Cards. When triggered, turn player may choose a Character Card from his Waiting Room and add it to his hand.
An icon that looks like a book, found only on Blue Climax Cards. When triggered, turn player may draw a card from his deck.
An icon that looks like a flame, found only on Yellow Climax Cards. When triggered, during this turn, if the next damage the attacking Character deals is canceled the opponent takes 1 damage.
An icon that looks like a tornado, found only on Yellow Climax Cards. When triggered, the turn player may return one of his opponent's Character back to his opponent's hand.
An icon that looks like a gold bag, found only on Green Climax Cards. When triggered, the turn player may place the top card of his Deck on his Stock Area.
An icon that looks like a stack of gold bars, found only on Green Climax Cards. When triggered, the turn player add the card with this icon to his hand. After that, he may choose to place the top card of his Deck on his Stock Area.
Part 6: Ability Type
Abilities in Weiß Schwarz are largely categorized by activation timing and requirement into three different type, the Startup Abilities, Automatic Abilities, and Continuous Abilities. It is then further categorized under three different category by the nature of its effect.
(i) Startup Abilities
Denoted with 【起】 or 【Startup】, Startup Abilities are abilities that certain Character Cards possess. Their activation can be controlled by the player, by paying the appropriate cost whenever the player can legally do so. This usually refers to the main phase of a player's turn, unless otherwise stated by the card's text. Unless otherwise stated, as long as the condition for activating the ability is met and the player can pay the appropriate cost, the ability can be activated as many times as the player like. A subtype of Startup Abilities is the 【カウンター】 or 【Counter】 Abilities. Effects denoted with 【Counter】 are special in that they can be activated as the defending player during the Battle Phase's Counter Step.
(ii) Automatic Abilities
The second type of ability is the Automatic Ability, and is denoted with 【自】 or 【Automatic】. All Automatic Abilities require a requirement to be met before it can be activated. An example of an requirement might be "at the beginning of the draw phase". All invoking requirements are written in parenthesis. For cost free Automatic Abilities, they are activated regardless of the player's choice upon fulfillment of their requirement. However, if instead of 「【Automatic】 (Ability Text)」 a 「【Automatic】[Cost] (Ability Text)」is stated, the player can choose not to activate the ability by choosing not to pay its cost.
Some Automatic Abilities require a specific combination of Character Cards, and is denoted by a symbol 絆／ (or in English, Bond/) followed by the partner card's name. Bond/(Partner Card's Name) allows the player to search for the specified partner card from the Waiting Room and add it to his hand.
(iii) Continuous Abilities
The last type of ability is called the Continuous Ability, and is denoted by 【永】 or 【Continuous】. Continuous abilities are easy to handle because their effect is always in place for as long as the effect is applicable. That is, if an effect of [【Continuous】Increase the Power of all your other Character in play by 500]. The ability is activated as long as there are other character in play, contrary to what most might think, 【Continuous】effect only ends when the situation no longer meet the card text's description or when otherwise stated in card text. That is, even if a Climax Card that is played is returned to the player's hand, the Climax Card's ability which state that all Characters gain 1 Soul for the turn will still be in effect regardless of the presence of the Climax Card for that turn.
Abilities are also separated further into 「Instant Effect」, 「Persistent Effect」 and 「Substitute Effect」.
An Instant Effect carries out some action immediately, after which it has no further effect. These refers to an ability whose effects can be easily resolved, such as 「Draw one card」, which simply consists of a single play action.
Persistent Effects are different in that their effect usually involves a duration, such as 「The Soul of this card is increased by 1 for this turn.」. The effects last for a whole turn, ending its effects after they activate, and thus it is considered a Persistent Effect. In the case of a duration not being specified, the effect is in play for as long as the source of said ability is in play, up to a limit of the whole game.
The third type of effect is called Substitute Effect, and is comparatively rare. Substitute Effect refers to effects which changes one gameplay action or effect with a different action or effect, such as 「When you draw a card in your Draw Phase you can choose instead to add one Character Card from your Stock to your hand」. If the card text does not specify that one is allowed to choose to use the substitute action, the substituted action must be carried out in place of the original action.
Part 7: Card Number
Anatomy of a Card Number
All card numbers follow the following format:
Based on the number for this specific example, this is a double rare Weiß card from the D.C. and D.C.II Booster Pack.
(i) Series (as of April 2012):
CL = CLANNAD
CN = CANAAN
DC = D.C., D.C.II, and D.C.II P.C.
DG = Disgaea
FH = Fate/hollow ataraxia
FS = Fate/stay night
FT = Fairy Tail
IM = THE IDOLM@STER and THE IDOLM@STER Dearly Stars
KF = THE KING OF FIGHTERS
LB = Little Busters! and Little Busters! Ecstasy
LS = Lucky Star
MH = My-HiME, My-Otome, and Sora Kake Girl
N1 = Magical Girl Lyrical Nanoha The MOVIE 1st
NS = Magical Girl Lyrical Nanoha StrikerS
NV = Magical Girl Lyrical Nanoha Vivid
P3 = Persona 3
P4 = Persona 4
PT = Phantom -requiem for the phantom-
SB = Sengoku Basara
SE = Shining Force EXA
SY = The Melancholy of Haruhi Suzumiya
ZM = The Familiar of Zero
AB = Angel Beats!
KW = Kud Wafter
W = Weiß
S = Schwarz
(iii) Release Pack (as of April 2012):
01 = D.C. and D.C.II
02 = Little Busters!
03 = The Familiar of Zero
04 = Magical Girl Lyrical Nanoha StrikerS
05 = Lucky Star
06 = Little Busters! Ecstasy
07 = Phantom - requiem for the phantom-
08 = The Melancholy of Haruhi Suzumiya
09 = D.C. and D.C.II P.C.
10 = Toaru Majutsu no Index & Toaru Kagaku no Railgun
11 = Angel Beats & Kud Wafter
12 = Magical Girl Lyrical Nanoha A's
01 = D.C. and D.C.II
02 = Little Busters! Ecstasy
E01 = CLANNAD Vol.1
E02 = D.C.II P.C.
E03 = Sora Kake Girl, My-HiME, and My-Otome Vol.1
E04 = CLANNAD Vol.2
E05 = Sora Kake Girl, My-HiME, and My-Otome Vol.2
E06 = Magical Girl Lyrical Nanoha The MOVIE 1st
E07 = CLANNAD Vol.3
E08 = D.C.II P.C. II
01 = Persona 3
02 = Disgaea
03 = Fate/stay night
04 = Shining Force EXA
05 = THE KING OF FIGHTERS
06 = Sengoku Basara
07 = THE IDOLM@STER
08 = Persona 4
09 = Fairy Tail
10 = Melty Blood
11 = Tantei Opera Milky Holmes
12 = Evangelion
E01 = Persona 4
E02 = CANAAN
E03 = Fate/hollow ataraxia
E04 = THE IDOLM@STER Dearly Stars
(iv) Type of Pack or Deck:
- Trial Deck: The letter "T" appears after the dash, or the number after the dash is greater than 100.
- Booster Pack: The numbers after the dash are less than or equal to 100 and the letter "E" does not appear anywhere in this portion.
- Extra Pack: The letter "E" appears anywhere in this portion.
Rarity is controlled in each carton, box, and pack. Each carton contains 16 boxes. Booster Pack boxes contain 20 packs, with 8 cards apiece. Extra Pack boxes contain 6 packs, with 6 cards apiece. In certain cases where an extra pack releases a newer volume, one extra card is placed in as categorized as reprinted card from its older volumes. For example, Clannad Volume 2 and 3 Extra Pack.
From highest rarity to lowest, the rarities of cards are as follows:
- SP (Special): Holo-foil CC/CR cards or cards with signatures. Only 2 of these are included in a booster carton.
- RRR (Triple Rare): Holo-foil cards, most of these feature new descriptions and art. Only 4 of these are included in a booster carton. (There are no RRR cards for THE IDOLM@STER and Magical Girl Lyrical Nanoha A's).
- SR (Special Rare): Holo-foil cards, without different descriptions or art. Ten of these are included in a booster carton (There are no SR cards for the three starting series of D.C., D.C.II, Little Busters! & Persona 3)
- RR (Double Rare): Four (One of each card color) are included per booster box.
- R (Rare): Fifteen in each booster box.
- U (Uncommon): Two in each Booster Pack.
- C (Common): Four in each Booster Pack.
- CR (Climax Rare): One of each per booster box. So each booster box has one copy of all the CR cards.
- CC (Climax Common): There are 8 pairs per box.
- TD (Trial Deck): All Trial Deck cards are this rarity, many of them with parallel U or C rarity versions. There are also a number of Trial Deck only cards.
(vi) By Series (as of April 2012):
D.C., D.C.II, Little Busters!, and Persona 3： 4RRR, 4SP
THE IDOLM@STER： 14SR, 4SP
The Melancholy of Haruhi Suzumiya： 8SR、6RRR、2SP
Magical Girl Lyrical Nanoha A's: 8SR, 8SP
Fairy Tail: 8SR, 6RRR, 2SP
Everything Else： 8SR、4RRR、4SP
- There will always be one SP, RRR, or SR card in each booster box.
- There will never be more than 2 of the same RR or R rarity card in a booster box.(However it is possible to get more than 2 if an SP, RRR or SR version of the card exists).
- There will never be more than 2 of the same card in each pack regardless of rarity.
- Extra packs only contain R or C rarity cards.
- The rarity distribution of each pack is fixed:
1) For a Booster Pack, each pack will include 1SP/RRR/SR/RR/R, 2U, 4C, and 1CC/CR
2) There are always 2 holo-foil cards in each Extra Pack, either 1R and 1C, or 2C. In the former case, there will be 2R and 4C, and in the latter, 1R and 5C.
Guide is prepared by http://weissschwarz.wikia.com