[WS/VG] Bushiroad COTDs
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December 26th, 2012, 07:33 AM
Join Date: Feb 2004
Location: In Lab, On A Computer
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.
Self-Conscious Future, Himeno
Green/Level:3/Cost:2/Trigger: 1 Soul
[AUTO] When this card is placed from hand to the Stage, look at the up to 3 cards from of your Deck and choose 1 card among them and put it in your hand. Put the rest in the Waiting Room.
[AUTO] [Discard a card from your hand to the Waiting Room] When "Irreplaceable Family" is placed in your Climax Zone, if this is in the Front Row, you may pay cost. If so, choose a <Magic> Character in your Clock and put it in any Slot on the Stage.
Green/Climax/Trigger: 2 Soul
[AUTO] When this card is placed from hand to the Climax Zone, draw a card, and choose 1 of your Characters. That Character gains +2000 Power and +1 Soul for the turn.
This is one of the new Level 3s of the Da Capo 10th Anniversary set. It seems that they'll end up getting quite a bit of Level 3s as well. This one is Himeno's from Da Capo III and her climax synergy. It is an extremely powerful card, with the ability to set up your hand with a top 3 pick 1 come into play ability. However, the real meat is in the climax synergy, which allows a heal and a summon for the cost of one card from your hand on the climax play.
Green Event/Level:2/Cost:2/Trigger: None
Choose a Character card in your hand whose name includes "Himeno" and put it in any Slot on the Stage.
This is actually a pretty awesome card, though the card pool may be a bit limited for it. However, this gives Himeno quite a good toolkit, with the biggest weakness being that the card has to be in your hand, along with that this card becomes a generally dead card at level 3 since you can play anything with the cost being the same or less than this card.
"Something that is Lost", Komari
Power:6500/Soul:1 <<Snack>> <<Fairy Tale>>
[AUTO] [Put this card to your Clock] During the start of your Encore step, should "A New Story" be in your Climax Border, you may pay the Cost to activate this ability. At the start of your next Draw Phase, choose 1 "'A Beautiful Thing'", Komari" from your Waiting Room and put it to a Border you like. During that turn, that card gains Power +2000.
A New Story
Yellow/Climax/Trigger: 2 Soul
[AUTO] When this card is placed from hand to your Climax Border, draw 1 card. Choose 1 of your Character cards. That card gains Power +2000, Soul +1 this turn.
"A Beautiful Thing", Komari
Yellow/Level:2/Cost:2/Trigger: 1 Soul
Power:9000/Soul:2 <<Snack>> <<Fairy Tale>>
This is a climax-based change combo that allows a level up from 1 to 2. While it's the change into isn't too impressive, it's also because it's a trial deck change. However, 9000 power changes are still pretty powerful in their own right since 2/2 9k vanillas are still pretty hard to get over.
Dream-like Night, Aoi
Blue/Level:3/Cost:2/Trigger: 1 Soul
Power:10000/Soul:1 <<Newspaper>> <<Waitress>>
[AUTO] When a climax is placed in your Climax zone, this gains +1500 power until the end of the turn.
[AUTO] When 'To "Onii-chan"' is placed in your Climax zone, if this is in the front row, you may choose a 'To "Onii-chan"' in your Waiting Room and return it to the Library. If so, shuffle your Library.
[AUTO] When this is Front Attacked, look at the top card of your Library. Put it either back on top of the Library or in the Waiting Room.
[CONT] All your characters get Power +1000, Soul +1.
(Draw: When this card is triggered, you may draw a card.)
Aoi's so adorable in these~. This is a pretty defensive card overall. While the first ability allows a power boost whenever you play a climax, being the one she synergizes with or not. The second allows you to replenish your deck with climaxes so you can cancel more often, and is pretty unique in it's own right. The third allows you check the top card of your deck when attacked and allow to keep it or trash it, which can help prevent some damage.
Everyone's Happiness, Mahiru
Yellow/Level:3/Cost:2/Trigger: 1 Soul
Power:10000/Soul:2 <<Tatoeba>> <<Japanese Clothing>>
[AUTO] If you have 4 or fewer cards in your hand, this gains +1000 Power and +2 Soul.
[AUTO] Once per turn, during the turn this is placed from hand to the Stage, if damage dealt by this would be canceled, you may deal 1 damage to your opponent.
[AUTO] When this is Reversed, send this to Memory.
This is a generally offensive card, though it may only stay on the field for a short time. Usually by the time you can play this card, the 4 or less in hand will be active, which gives a good damage output, and still causes damage even if it's cancelled. However, when it does get beaten, it will end up going to memories, though it's a great way to push for damage and the opponent will have to get over 11k Power.
Stealth Dragon, Magatsu Wind
Murakumo/Abyss Dragon, Grade 0
[AUTO]:When a card named "Stealth Dragon, Magatsu Breath" rides this unit, look at up to seven cards from the top of your deck, search for up to one card named "Covert Demonic Dragon, Magatsu Storm" or "Stealth Dragon, Magatsu Gale" from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.
[AUTO]:When a Murakumo other than a card named "Stealth Dragon, Magatsu Breath" rides this unit, you may call this card to (RC).
Here's the Magatsu Storm ride chain, that follows the Murakumo style of calling duplicate units for a turn.
Stealth Dragon, Magatsu Breath
Murakumo/Abyss Dragon, Grade 1
[CONT](VC):If you have a card named "Stealth Dragon, Magatsu Wind" in your soul, this unit gets Power +1000.
[AUTO]:When a card named "Stealth Dragon, Magatsu Gale" rides this unit, if you have a card named "Stealth Dragon, Magatsu Wind" in your soul, search your deck for up to two cards named "Stealth Dragon, Magatsu Gale", call them to separate (RC), shuffle your deck, and at the beginning of the end phase of that turn, place those units called with this effect on the bottom of your deck.
As you can see, on ride, you get to fill out your front line with other of the card that's ridden on top of it, meaning you have 3 units to attack with on turn 2 if you're getting the ride off. Being sent to the bottom can be advantageous because it increases the chances of getting triggers by not shuffling and being put out of the way instead. However, since you're going to constantly be doing it, it doesn't matter as much because you shuffle after the search.
Stealth Dragon, Magatsu Gale
Murakumo/Abyss Dragon, Grade 2
[CONT](VC):If you have a card named "Stealth Dragon, Magatsu Breath" in your soul, this unit gets Power +1000.
[AUTO]:When a card named "Covert Demonic Dragon, Magatsu Storm" rides this unit, if you have a card named "Stealth Dragon, Magatsu Breath" in your soul, search your deck for up to two cards named "Covert Demonic Dragon, Magatsu Storm", call them to separate (RC), shuffle your deck, and at the beginning of your end phase, put those units on the bottom of your deck in any order.
Same as the previous, but it calls 2 more of the final card in the chain, Magatsu Storm on it's ride.
Covert Demonic Dragon, Magatsu Storm
Murakumo/Abyss Dragon, Grade 3
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] Until end of turn, this unit gets Power+3000, search your deck for up to two cards named "Covert Demonic Dragon, Magatsu Storm", call them to separate (RC), shuffle your deck, and at the beginning of your end phase, put those units on the bottom of your deck in any order.
[CONT](VC):If you have a card named "Stealth Dragon, Magatsu Gale" in your soul, this unit gets [Power]+1000.
The limit break and the ride chain pretty much guarantees that you'll constantly have 3 beaters in the front row when you need it. The negative is obviously that they're copies of this card, which don't get bonuses off being in the rear guard, nor to any boosters do similar.
This is Dark Cat, one of the draw engines of Oracles. The big downside is that it gives the opponent a card to, which may not be as wanted late game.
Generic CB1->1k Power. This is better off in Nova Grapplers since they have plenty of ways to unflip damage.
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