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Old December 22nd, 2012 (10:29 PM).
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digi-kun
Hourai NEET
 
Join Date: Feb 2004
Location: In Lab, On A Computer
Age: 24
Gender: Male
And here's last week's cards. With the release of SAO and Milky Holmes 2 this weekend, there's a bunch of lead up to the series. Since I'm a week behind again, will be stealing translations out of laziness and time efficiency again.

Weiss Schwarz
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MK2/S19-053 R CH Sherlo on the Stage
Red/Level:0/Cost:0/Trigger:None
Power:2500/Soul:1 <<Detective>> <<Camera>>
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[AUTO] When this card attacks, if [First Dance] is in the Climax Border, put 3 cards from the top of your Deck to the Waiting Room. If all of those cards are <<Detective>> character cards, add 1 character card from your Waiting Room to Hand.
Pretty good on Police being a 500 universal boost. Plus the bonus that the experience requirements don't actually have to be met to gain the power means a good number of cards can get an easy 2000 boost.

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SAO/S20-103 TD CH <<Beater>> Kirito
Blue/Level:0/Cost:0/Trigger:None
Power:2500/Soul:1 <<Avatar>> <<Weapon>>
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[ACT] [(1)] Choose 1 of your <<Avatar>> or <<Net>> characters, and it gains Power +1500 for that turn.
You usually see this kind of ability under green, though the restriction on types makes up the minus for changing colors. These are generally pretty good early and mid game since it can give the power to get over what you need to.

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DC/W23-103 TD CH Second Button as a Charm, Yume
Red/Level:3/Cost:2/Triggeroul+1
Power:10000/Soul:2 <<Magic>>
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[AUTO] When this card attacks, if [Memories With Older Brother] is in the Climax Border, choose up to 1 card from your opponent's Waiting Room, put it to the top of the Deck, and all of your characters gain Power +2000 for that turn.
[AUTO] When this card is Front Attacked, look at the top 1 card of your Deck, and put it to the top of the Deck or the Waiting Room.
[ACT] [(1)] Choose 1 of your <<Magic>> characters, and it gains Power +1500 for that turn.
The synergy allows for a padding of damage and a global power boost. To replace a come into play, a more defensive deck stacking ability is put to throw cards that don't need to be on top while being attacked inot the waiting room. The third ability is a bit weak since it can target any Magic, but it's a pretty good on this card since the other abilities provide good abilities already.

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MK2/S19-080 R CH Elegant Everyday Life, Henriette
Blue/Level:1/Cost:0/Trigger:None
Power:5000/Soul:1 <<Detective>> <<Student Council>>
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[CONT] When this card is in the Stage, this card gains <<Phantom Thief>>
[AUTO] [(1) Put 2 of your other 2 characters in the Center Stage to the Waiting Room] When this card attacks, if [Oolong Tea of Despair] is in the Climax Border, you may pay the cost. If you do so, put all of your opponent's Level 1 or below characters in the Center Stage to the bottom of the Deck in any order you wish.
This is a pretty scary climax synergy ability that effectively wipes out the entire center stage except this card if both players are at level 1 (exceptions apply due to change). Because it's at the bottom of the deck, it means they can't be encored either.

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SAO/S20-T01 TD CH Jumping to a Wrong Conclusion, Asuna
Yellow/Level:0/Cost:0/Trigger:None
Power:2500/Soul:1 <<Avatar>> <<Weapon>>
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[CONT] During your turn, this card gains Power +1000.
Generic +1k during turn 0. Good to get over cards on your turn.


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LB/W21-T10 TD CH "Close Friends" Komari & Rin
Green/Level:0/Cost:0/Trigger:None
Power:500/Soul:1 <<Animal>> <<Sweets>>
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[CONT] ASSIST All of your characters in front of this card gain Power +500.
[ACT] [(1) Put this card to the Waiting Room] Choose 1 card from your Clock and return it to Hand. Choose 1 card from your Hand and put it to Clock.
Assist for the deck, and has a clock swap feature built in to get that one card you need early game. I myself have used this type of ability myself since it's a near-unretrievable zone.

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MK2/S19-085 U CH Dazzling Appearance in Swimsuit, Cordelia
Blue/Level:0/Cost:0/Trigger:None
Power:2500/Soul:1 <<Detective>> <<Sports>>
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[CONT] If you have no other characters in the Stage, this card gains Level +1, Power +1500.
Not bad in sets of 2s, no other stage characters usually aren't that useful early game, though they'll probably end up staying on the field. +1 Level assures that suicide characters don't kill it at 0.

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SAO/S20-T12 TD CH Snowy Mountain on Floor 55, Kirito
Blue/Level:2/Cost:1/Triggeroul+1
Power:2500/Soul:1 <<Avatar>> <<Weapon>> (Counter)
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[ACT] (Counter) BACKUP 3000 Level 2 [(1) Put this card in Hand to the Waiting Room]
Here's a generic 3k Counter character for the trial deck. Not too surprising, though I'm not particularly fond of them due to not having much use besides for the counter.

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DC/S23-088 U CH New Future, Moe
Blue/Level:3/Cost:2/Triggeroul+1
Power:9500/Soul:2 <<Music>> <<Hot Pot>>
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[CONT] For every 1 of your other <<Hot Pot>> characters, this card gains Power +500.
[AUTO] When this card is put from Hand to the Stage, you may put the top 1 card of your Clock to the Waiting Room.
A big boost to the Hot Pot trait, this stands a a big wall and a healer.

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MK2/S19-012 U CH Ellery Himeyuri
Yellow/Level:2/Cost:2/Triggeroul+1
Power:7500/Soul:2 <<Detective>> <<Police>>
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[AUTO] [Put 1 of your <<Police>> characters in Stand to Rest] When this card attacks, if [Sudden Transfer Notice] is in the Climax Border, you may pay the cost. If you do so, choose 1 of your opponent's characters, return it to Hand, and this card gains Power +1000 for that turn.
[AUTO] ENCORE [Put 1 Character card from Hand to the Waiting Room]
So adorable >w<, though it's a pity she's not a level 3 as her name card, the ability is pretty solid with a bounce. The encore will also help it stay in play. However, the important part is that it sports both the Detective and police traits, making it useful in almost all Milky Holmes decks except in Phantom Thief ones.

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SAO/S20-105 TD CH Infiltration of the Underground Dungeon, Asuna
Yellow/Level:1/Cost:0/Trigger:None
Power:5000/Soul:1 <<Avatar>> <<Weapon>>
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[AUTO] ACCELERATE [Put 1 card from the top of your Deck to Clock] At the beginning of your Climax Phase, you may pay the cost. If you do so, this card gains Power +3500 for that turn.
Sporting the new Accerlerate ability, taking damage for big power, Asuna can easily hit 8500+ on her accelerate, making her pretty scary even in late game.

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DC/W23-101 TD CH Home Tutor Older Sister, Otome
Yellow/Level:3/Cost:2/Triggeroul+1
Power:9500/Soul:2 <<Magic>> <<Teacher>>
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[AUTO] When this card is put from Hand to the Stage, draw up to 2 cards, choose 1 card from your Hand and put it to the Waiting Room.
[AUTO] [(1) Put 1 card from Hand to the Waiting Room] When this card attacks, you may pay the cost. If you do so, all of your characters gain Power +500, Soul +1 for that turn.
The Level 3 of the trial deck, it's a draw 2, discard 1 effect. In addition, it can turn any card in your hand into a half-climax at +500, +1 soul, including itself, on its attack.

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In preparation for the two sets, they show us the 2 big cards of the trial deck for Sword Art Online and the booster for Milky Holmes 2.

Vanguard
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Dusty Plasma Dragon
Narukami/Thunder Dragon, Grade 2
[AUTO](RC):When this unit attacks, if you have a vanguard with "Vermillion" in its card name, this unit gets [Power]+3000 until end of battle.
Meant to synergize with the Dragonic Kaiser Vermillion, becomes a 12k row so long Vermillion is your vanguard.

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Battle Deity, Susanoo
Oracle Think Tank/Noble, Grade 2
[AUTO](RC):When this unit attacks, if you have a vanguard with "Amaterasu" in its card name, this unit gets [Power]+3000 until end of that battle.
Same goes for this unit, except for Amaterasu, both CEO and Goddess of the sun. Also ties in with Japanese legend.

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Mobile Hospital, Elysium
Angel Feather/Golem, Grade 3
[AUTO](VC):[Choose an ≪Angel Feather≫ from your hand, and discard it] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+6000 until end of that battle.
[AUTO](RC):[Choose an ≪Angel Feather≫ from your hand, and discard it] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+3000 until end of that battle.
Not bad power-wise, but there are definitely better options out there. Probably put out to provide the same unit type to the Angel Feathers.

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Cross Shot, Garp
Kagero/Human, Grade 2
Besides looking awesome, he's Kagero's 2nd grade 2 10k Vanilla, which are always welcomed by players, as they provide good base power, even if they have no technique behind them.

[QUOTE]
Nightmare Summoner, Raqiel
Pale Moon/Elf, Grade 3
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, this unit gets [Power]+5000 until end of that battle.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, choose up to one ≪Pale Moon≫ from your soul, and call it to (RC).

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Fantasy Petal Storm, Shirayuki
Murakumo/Ghost. Grade 3
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose a card named "Fantasy Petal Storm, Shirayuki" from your hand, and discard it] At the beginning of the guard step that this unit was attacked, you may pay the cost. If you do, choose an opponent's attacking unit, and that unit gets [Power]-20000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)
This is a pretty good, and familiar card from Murakumo. The limit break ability allows to turn copies of her into a 20k shield for the price of CB1 while in Limit break. The lord allows the unit to be a base 11k, which allows for stronger attacks and easier defense.

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Similar for this one, but with a stand trigger.

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Pretty generic CB1: +3k Grade 3. Standard for most trial decks these days.

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And once again, same on the Nova Grappler side.

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Seeing as Oracles is a draw-based deck, this can be very powerful. It also includes the first draw, so it gains a base power of 9k at the beginning of the turn.
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