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[WS/VG] Bushiroad COTDs

digi-kun

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Bushiroad does Cards of the Day for all their card games, so I'll be using this thread to translate, sometimes analyze, and describe uses of the cards shown. This is partially to help keep myself busyadd another distraction while I'm busy, draw fans into the section, and/or possibly spark some fandom with Weiss Schwarz and Vanguard on the English side so they'll support it more :p

Weiss Schwarz
RN111212a.jpg

Attempted Suicide?! Frau (自殺未遂 フラウ)
Level 2, Cost 1, Pow 7500, Soul 1 <科学 [Science], オタク [Otaku]>
[CONT] Experience: If the total level in your level zone is 3 or more, this card gains the following ability: "You can use this ability once per turn. When you use an [ACT] Ability, this card gets Level +1, Power +1500 for the turn."
[AUTO] When this card attacks, if (差し伸べた手 [Stretched Out Hand]) is in your climax zone, choose another of your characters. That character gets Power +3000, and this character gets Power +3000 for the turn.
While it requires a total of 3 in your level zone, the ability it gains can effectively put its base power at 9000 and become immune to most targeted removal abilities, specifically suicide characters. The other ability is a climax synergy ability to boost your characters to ensure wins on all fronts.

RN111212b.jpg

Strange Relationship, Frau and Junna(不思議な関係 フラウ&淳和)
Level 0, Cost 0, Pow 500, Soul 1 <科学 [Science], オタク [Otaku]>
[CONT] Assist: Cards in front of this card get power +500.
[ACT] [Set this card to Rest] If your opponent has a Level 2 or higher on the stage, choose a <科学 [Science]> character and give it Power +1000 for the turn.
This is a pretty standard assist. the secondary ability is a conditional version of an ability that isn't often seen at 0/0 with Assist. The ability also ensures that the assist can make a good presence late game since by adding power when needed, though it can still be overshadowed by better assists.

VG111212.jpg

Battle Sister Assam
Oracle Think Tank/Elf, Grade 0, Trigger: Stand
A vanilla trigger unit, the note on this unit is that this is OTT's second stand trigger, allowing for 8 stands to be used in their decks. The other attraction to the card is the presence of "Battle Sister" in the name, making it a viable target for Battle Sister Waffle and counts as such on the field for Fromage and Macaron

With the release of Banquet of Divas, the next release on schedule is set 4, Eclipse of Illusionary Shadows, releasing December 8th. Today's card features Fullbau, the first in the Phantom Blaster Dragon ride chain, and the full introduction of Shadow Paladins to the English format.
The way the chain works is that the first link will search for the second link, with the first cycle being able to cycle a Grade 3 in your hand for the third link by being called to the RG.
 
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digi-kun

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Continuing on, here's more Robotics;Notes (WS), Battle Sisters (VG), and Shadow Paladins(VGEN)

Weiss Schwarz
RN111312a.jpg

Familial Side, Junna
Level 2, Cost 1, Pow 8000, Soul 1 <Science, Sports>
[AUTO] [(1)] When [Good Older Sister to the Children] is put in your Climax Border, if this card is in the Center Stage, you may pay the cost. If you do so, all of your characters gain Power +2000 and the following ability for that turn. [[AUTO] When this card's battle opponent is put to Reverse, look at the top 1 card of your Deck, and put it to the top of the Deck or to the Waiting Room.]
A pretty good climax synergy card, this card gives all your characters a 2000 boost to defeat the opposing side AND a reward for doing so, namely being able to look at your next trigger and choose to throw it away or not.

RN111312b.jpg

Star Raptor
Level 0, Cost 0, Pow 2500, Soul 1 <Science, Mecha>
[CONT] If "Schneider", "Boltvarian", and "Stinguma" are also on the stage, this card gets power +1500, Soul +1.
RN111312c.jpg

Schneider
Level 0, Cost 0, Pow 2500, Soul 1 <Science, Mecha>
[CONT] All your other "Star Raptor", "Boltvarian", and "Stinguma" characters get power +1000.
These two units seem to be from a set of synergy units that gain abilities from having specific units on your stage. While extremely hard to set up early game unless you get really lucky, the rewards are pretty amazing, with Star Raptor there being at least 5000 Power with 2 Soul from just these two cards revealed if they're all on the board.

VG111312.jpg

Battle Sister Tart
Oracle Think Tank/Elf, Grade 2
This makes OTT's second 10k vanilla unit available, next to Royal Paladins, Shadow Paladins, Kagero, and Nova Grapplers. Again, the draw to the unit is that it has "Battle Sister" in the name, which triggers other Battle Sister abilities. and the fact that it's a girl and not a statue of The Thinker

Blaster Javalin is the second chain link in the Phantom Blaster ride chain. As you can see from the previous card, Fullbau, riding this card allows a search for the 2nd link, Blaster Dark. In addition, this unit can search out the 3rd link, Phantom Blaster Dragon by calling it to the Rear Guard. This provides a huge amount of deck consistency since you automatically get your 1 and 2 by riding this unit, and can cycle a less useful grade 3 to get Phantom Blaster Dragon in your hand.
 
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digi-kun

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Today we finish up the group of 4 robots and the Phantom Blaster Ride Chain

Weiss Schwarz
RN111412a.jpg

Abandoned Dream, Subaru
Level 1, Cost 0, Pow 5000, Soul 1 <Science, Glasses>
[AUTO] When this card attacks, if [Disagreement with the Father] is in your Climax Zone, for that turn, this card gets Power +X, where X is the number of other <Science> characters or characters with "Hiromu" in the name x1000.
This power-based climax synergy can be extremely useful for taking down threats since most of the cards in this set will end up being the science trait. If there's a full field, that makes a 9000 Power beater for the turn.

RN111412c.jpg

Stinguma
Level 0, Cost 0, Pow 2000, Soul 1 <Science, Mecha>
[AUTO] [(2)] When this card is placed from your hand to the stage, you may pay the cost. If you do, you may search your deck for a "Schneider", "Boltvarian", or "Star Raptor" and add it to your hand.
RN111412b.jpg

Boltvarian
Level 0, Cost 0, Pow 2500, Soul 1 <Science, Mecha>
[CONT] If you control another "Schneider", "Star Raptor", and "Stinguma" on the stage, this card gets Power +2500
From the previous game, these two cards finish the group of 4 robots that synergize with each other. Stinguma is a key part of the combo for being able to search out the other pieces, albeit at the price of 2 stock.
At full field power, the powers become: 1 (Pow 5000, Soul 2), 1 (Pow 6000 1 Soul), 1 (Pow 3000, Soul 1), and 1 Supporter

Vanguard
VG111412.jpg

Battle Sister Macaron
Oracle Think Tank/Elf, Grade 2
[AUTO] [RG] When this unit attacks, if you have a vanguard with "Battle Sister" in its name, for the battle, this unit gets power +3000.
Another Battle Sister, this provides a pretty good power boost as a rear guard, especially since most conditional attackers get their boost are at 8000 power instead of 9000 power, which can make it harder for the opponent to guard against it.

Apparently they decided to skip Blaster Dark and move straight to Phantom Blaster Dragon instead. While the price for the activation of the second ability is hefty if your hand isn't in good shape, the boost it gives is extremely good. Boosting the crit up to 2 makes Phantom Blaster a near must block and provides a power boost to make it hard to do so.
 
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digi-kun

Hourai NEET
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Today we finish up the group of 4 robots and the Phantom Blaster Ride Chain

Weiss Schwarz
RN111512b.jpg

Iru-wo (The AR system in the game)
Event: Level 2, Cost 0
Look at the top card of your deck. If it's a <Science> character, draw up to 3 cards, then choose two cards from your hand and send them to the waiting room. If it is not, draw 1 card, then send 1 card from your hand to the waiting room
Seeing as your deck will be almost completely science if you're playing robotics;notes, this is effectively a free draw 3, discard 2, gaining a good hand advantage in being able to +1 your hand and cycle out cards you don't want in it.

RN111512a.jpg

Airi
Level 3, Cost 2, Pow 10000, Soul 2 <Science, Net>
[AUTO] When this card is placed from your hand to the field, draw 2 cards, and send one card to your waiting room.
[AUTO] When you play the card "White Christmas Eve", if this card is in the front row, choose up to one Level 2 or lower character in your hand and place in in any slot on your stage.
[AUTO] When this card attacks, if "White Christmas Eve" is in your climax slot, for that turn, this card gets Power +X, where X is the number of other rested characters on your stage x1000.
RN111512c.jpg

White Christmas Eve
Climax: All units get Power +1000, Soul +1
Trigger: Draw
Airi's level 3 "Full Name" card and her climax. One of the big things that the climax synergy gets you that differs from most climax summons is that the card must come from the hand. While this can be disadvantageous in that you're decreasing your hand size, you get the bonus of activating the summoned card's AUTO abilities that trigger off coming into play from your hand. The second ability is a good way to get the extra oomph you need to get over the opponent. It will make this card a power 13000 with your front row rested, and 15000 if your entire stage is rested with the power from the climax.

Vanguard
VG111512.jpg

Excapate the Blaster
Royal Paladin/Human, Grade 3
[CONT] [Hand] If you don't have a Grade 3 Royal Paladin as your vanguard, you cannot normal ride this card.
[CONT] [V] If you do not have [Blaster Blade] in your soul, this unit cannot attack.
[AUTO] When this card is called to the Rear Guard, retire this unit.
[ACT] [CB(3)] For this turn, this unit can battle all your opponent's front row cards in one battle.
[AUTO] [V] When this unit attacks, send all units in your soul other than [Blaster Blade] to the drop zone. For each card sent to the drop zone in this way, this card gets Power +2000 for the battle.
[AUTO] [V] During the close step of this card's attack, choose a [Blaster Blade] from your drop zone or soul and ride it on this unit rested. Then, send all cards in your soul to the drop zone.
OMG LOOK AT THE NUMBER OF ABILITIES IT HAS! From what I hear, this is Aichi's new broken card from the manga. Simply put, this card's a finisher, for the following reasons. 1st: You need a grade 3 Royal in your VG slot to ride in. That means with it's final ability, it's going to be a 2 turn cooldown after you attack with this if you have another in your hand, and Blaster Blade (grade 2) is going to be back on the VG circle with no soul. 2nd: This card attacks everything, at a huge amount of power the first time you throw it down. 3rd: Despite being a 12000 base power vanguard, it will die after it attacks, meaning there is no staying power attached to it unless you want to lose your hand advantage. 4th: IT HITS EVERYTHING FOR LOTS OF POWER! Sure it's a one-shot, but it's one hell of a shot. First attack will probably end up being at least a 14000-16000 + Boost hit to the entire front row if there were no previous soulcharges. BOOOOM!

Aside from Phantom Blaster, this is the chase card for Shadow Paladins from this set as the other RRR. The card provides a free grade 1 on the field, which is usually the grade 1 vanilla for a good attack power. While not as good as some call abilities, most of them are at grade 3.
 

digi-kun

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Back after the weekend, we have the featured card from the weekend's Vanguard episode.

Weiss Schwarz
RN111912a.jpg

Final Battle Kaito
Level 2, Cost 1, Pow 8000, Soul 1 <Science, Game>
[AUTO] At the beginning of your encore step, if "Circle of Determination" is in your climax slot, you may send this card to memories. If you do, at the beginning of your next draw phase, choose a "Final Battle, Kaito" from your memories and put it in any slot you choose. For that turn, it gets Power +4500, Soul +1
The phasing skill activating on a climax. Usually a good circumstance to activate it is to suicide run into something, and then send it to the memories so you don't have to pay for encore. Alternatively, you can activate it to keep it safe for a turn. Both ways, it will come back at 12500 power and 2 soul, which can take on just about anything if you ignore buffs.

RN111912b.jpg

Burning Fighting Spirits Kaito
Level 2, Cost 1, Pow 2500, Soul 1 <Science, Game>
[AUTO] [Discard a card from your hand] When you use this card's [Counter], you may pay the cost. If you do, choose up to two cards in your opponent's waiting room and shuffle them into your opponent's deck.
[AUTO] Counter 2500 Level 2 [(1) Discard this card from your hand] (((While you're at level 2 or above,)) Choose one of your characters being front attacked and it gains Power +2500)
A 2500 counter, the alternate cost allows for deck thickening to make it harder to climax cancel damage. Alternatively, you could put climaxes back in to lessen abilities that scale off the number of climaxes in the waiting room.

Vanguard
VG111812.jpg

Goddess of the Sun, Amaterasu
Oracle Think Tank/Noble, Grade 3
[ACT] [V] Limit Break(4) (Only active while at 4 or more damage): [CB(2)] When this unit's attack hits the vanguard, you may pay the cost. If you do, search your deck for up to one <Oracle Think Tank> unit, reveal it, and add it to your hand. Then shuffle your deck.
[CONT] [V] While "CEO Amaterasu is in your soul, this unit gains Power +2000.
[CONT] [V/R] Leader (This unit cannot attack if you control a unit not belonging to this clan.
This is the cross-ride unit that Oracle Think Tanks are gaining. These types are denoted by gaining power by having a certain Grade 3 in the soul, and are usually 13000 base power so long as it's true, which makes it much easier to guard for. The limit break is useful as you can get the unit you need when you need it (anime example being the Perfect Guard, Chocolat), though it will end up conflicting with the Tsukuyomi ride chain, which stacks the deck (you shouldn't be running it in a deck containing this anyways since the focus should be the cross-ride)

This is the Blau series for Nova Grapplers. It's works effectively the same as the one from the previous week (Phantom Blaster), with a difference with the Grade 3's abilities. It is likely the this week will contain cards from this ride chain.
 

digi-kun

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I seem to have missed a day. Let's do some catch up while we're at it. We also seem to be going back to double Vanguard previews, so look forward to them.

Weiss Schwarz
RN112012b.jpg

Genki & Rosetta
Event: Level 1, Cost 1
Choose one of the following effects to activate:
[Choose 2 of your Standing characters and set them to Rest. If you Rest 2 characters, choose an opponent's Level 0 and send it to the top of the deck.]
[Choose one of your characters. For this turn, it gets Level +1 and Power +5500.]
A pretty good card at level 1, you have a choice of straight out killing an opponent's level 0 or gaining power to get over something. While you're usually gonna use this for the second ability, it can also act as a way to clear annoying defensive level 0s with staying power. like Illyasviel Von Einzbern.

RN112012a.jpg

Anxious look Junna
Level 0, Cost 0, Pow 1500, Soul 1 <Science, Sports>
[AUTO] [Send a climax from your hand to your waiting room] When this card is played from your hand to the stage, you may pay the cost. If you do, choose a <Science> character from your waiting room and send it to your hand.
[ACT] [Set this card to rest] Choose one of your characters, it gets Power +500 for that turn.
Being able to send climaxes from your hand is always a good ability, especially when you can use it to cycle it out for a useful card you can play.

RN112112a.jpg

Tennouji Nae
Level 1, Cost 0, Pow 5000, Soul 1 <Science, Sports>
[AUTO] [Send the top card of your deck to the clock] When this card attacks, if "One Summer's Adventure" is in your climax slot, you may pay the cost. If you do, choose a <Science> character from your waiting room, and put it in your stock. Then choose a <Science> character, and for that turn, it gets Power +3500.
A good way to generate stock and power, though it's a hefty cost of 1 damage, which may not be too bad early levels.

RN112112b.jpg

First Battle Nae
Level 2, Cost 1, Pow 8000, Soul 1 <Science, Sports>
[AUTO] When this card gets reversed in battle, if the other <Science> characters you control is 3 or higher, you may send this card to stock.
A good beater that generates stock when it dies while you have a big enough field. Quite respectable.

Vanguard
VG112012.jpg

Battle Sister Cookie
Oracle Think Tank/Elf, Grade 3
[ACT] [V] Limit Break(4) (Only active while at 4 or more damage): When this card attacks, it gets Power +5000 for the battle.
[AUTO] [CB(2)] When this card is called to VG, you may pay the cost. If you do, draw 2 cards, and discard 1.
I always have a weak point for the +5k Limit breakers cuz they have good hitting power, and usually come with a soul boost unit-specific booster which puts then at 26000 power, which requires 20k worth of guards without triggers unless the opponent has a cross-ride unit active. Second ability stays true to the Oracle Think Tank way of Drawing = Power.

VG112012b.jpg

Battle Sister Cream
Oracle Think Tank/Elf, Grade 1
[ACT] [R] [SB(1)] When this unit boosts a unit named "Battle Sister Cookie", you may pay the cost. If you do, give the boosted unit Power +5000.
Yes, the card combo is "Cookie and Cream". This combo actually holds a little bit more significance to the Oracle Think Tanks because they can benefit off having no cards in the soul, making the Soublast beneficial at the same time.

VG112112b.jpg

Tranceraizer
Nova Grapplers/Battleroid, Grade 2
[AUTO] When this unit gets called to the VG or RG, look at the top card of your deck. If it was a Grade 1 or Grade 2 <Nova Grappler>, call it to the RG. If it's not, return it to the deck and shuffle it.
While it doesn't seem to be an optional ability, I believe the point behind the card is to increase the number of Raizers on the field to maximize the ability of Perfect Raizer when it hits play. Using this ability to swarm always works too.

VG112112a.jpg

Burstraizer
Nova Grapplers/Battleroid, Grade 1
[ACT] [V/R] [CB(1)] For this turn, this unit gets Power +1000
Pretty standard ability. Nothing really special here aside from the part where it has "raizer" in the name

Oh right, i almost forgot the Grade 2s had abilities on them ><. Flipping up damage is pretty standard for Novas as they have a good output for spamming counterblast abilities. It also preps for the final piece of the ride chain, Stern Blaukluger.
 

Cirrus

dreaming a transient dream.
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Weiss Schwarz looks really interesting actually ... I will take a look at its ruleset when I have time.
 

digi-kun

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Cirrus: I'll get a thread up with quick information links :p

The Robotics;Notes set will release this weekend, so new set releases will start next week, likely being the Sword Art Online trial deck and Milky Holmes 2 Booster pack. Here's catchup in the meantime.

Weiss Schwarz
RN112212a.jpg

Holding Her Favorite Refreshment Akiho
Level 1, Cost 1, Pow 6500, Soul 1 <Science, Mecha>
[CONT] During your opponent's turn, if you have 2 other <Science> cards, this card gets Power +1500
Pretty standard defensive card. Becomes a 8k while there are two other science characters on the stage, which you should active have at most times.

RN112212b.jpg

Forbidden Delusion Frau
Level 0, Cost 0, Pow 1000, Soul 1 <Science, Otaku>
[CONT] For every other rested character you control, this card gets Power +1000.
If this wasn't base 1000 power, this card would be stupid good, not that it isn't already. There are 5 slots on the field, and at a full field at rest this becomes 5000 power (5, -1 for not including itself), which is REALLY good for level 0.

RN112312b.jpg

Senomiya Akiho
Level 3, Cost 2, Pow 9500, Soul 2 <Science, Mecha>
[CONT] If you have 5 cards left in your deck, this card gets Level -1 while in your hand.
[CONT] Experience: During your turn, if the total levels in your level zone total to 4 or more, this card gets Power +2000.
[AUTO] When this card is placed on the stage from your hand, you may take the top card of your clock and put it to the waiting room.
In preparation for release, we have the Level 3 "Full Name" card for the main heroine. >5 cards in the deck is really close to the refresh point and doesn't come up too often, but if you do, you can play her a level early. The Experience ability is pretty good too, though it's only during one turn, so she becomes quite a bit more squishy on the opponent's turn. Also a come into play healer.

RN112312a.jpg

Circle of Determination
Climax: All units get Power +1000, Soul +1
Trigger: Soul + Tornado (Return an opponent's character to their hand.)
This one actually synergizes with Final Battle Kaito, noted above, but is being displayed as an inspirational scene as the set releases on Saturday.

Vanguard
VG112212.jpg

Wyvern Guard Guld
Narukami/Wing Dragon, Grade 1 Perfect Guard
[CONT] Sentinel (You may only have up to four cards with "Sentinel" in a deck)
[AUTO][Choose a <Narukami> from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your <Narukami> that is being attacked, and that unit cannot be hit until end of that battle.
Basically this is just a retooling for the perfect guards that Golds and Narukami are getting in the upcoming set. Sentinal makes it so one can only have 4 perfect guards in the deck, and the Guard border changes to reflect the perfect guard.
And yes, this applies similar errata to all the perfect guards.

VG112312.jpg

Knight of the Afterglow Jeral
Gold Paladin/Human, Grade 3
[AUTO] [V] LB(4): When this card's attack hits the vanguard, look at the top three cards of your deck, choose up to 1 grade 3 <Gold Paladin>, and call it to an open RG. Send the remaining cards to the bottom of the deck.
[CONT] [V] During your turn, if you have a Grade 3 <Gold Paladin> rear-guard, this unit gets Power +3000
The primary purpose of the ability will probably not to be actually calling units, but to stack the deck or go into the Pellinore double vanguard attack. The primary bonus to calling is that it's cost is free instead of having to counterblast like most units that do this.

The final link in the ride chain, Stern Blaukluger is an aggressive beater that gives itself two attacks at full boosting power and nets 3 triggers for the turn.

Like most damage unflippers, the ability is always useful so counterblast spam is more applicable.
 

digi-kun

Hourai NEET
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With Robotics;Notes released, the previews are now working towards the Milky Holmes booster and Sword Art Online trial deck.

Weiss Schwarz
RN112612a.jpg

Floating on a Swim Ring Sharo
Level 0, Cost 0, Pow 500, Soul 1 <Detective, Camera>
[CONT] Assist: Cards in front of this card gain Power +500.
[ACT] [Set two of your <Detective> characters to Rest] Choose a card in your Level Zone and a card in your Waiting Room and swap them.
A normal assist and can swap cards out of the level zone, which is great for both the Experience skill and other abilities that trigger off cards in the level zone.

RN112612b.jpg

Summer Uniform Cordelia
Level 1, Cost 0, Pow 4500, Soul 1 <Detective, Sports>
[CONT] Experience: If the total levels in your Level Zone total to 2 or more, this card gets Power +1000
[AUTO] You can only activate this ability once per turn. When a card gets put into your Level Zone, this card gets Power +1500 for the turn.
Good synergy with the previous card, the requirement for the first ability is pretty easy to achieve, and the second is pretty easy with the ability of the previous card, and similarly when you level up.

Vanguard
VG112612.jpg

Crimson Lightning Dragon
Narukami/Thunder Dragon, Grade 3
[AUTO] [V] [Discard 1 <Narukami> from your hand] When this unit attacks, you may pay the cost. If you do, for that battle, this unit gets Power +6000.
[AUTO] [R] [Discard 1 <Narukami> from your hand] When this unit attacks, you may pay the cost. If you do, for that battle, this unit gets Power +3000.
While powerful under it's conditions (on the vanguard), there are issues with hand size considering Narukami isn't too good with draw power and there are much better options than this. Same goes especially on the rear guard circle.

The other clan introduced fully is Megacolony, which is focused on keeping the opponent rested. This is the first of their ride chain.
 

digi-kun

Hourai NEET
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While Milky Holmes does have a higher priority for the booster pack, Sword Art Online has started too.

Weiss Schwarz
RN112712a.jpg

Time of Confrontation Sharo
Level 1, Cost 1, Pow 6000, Soul 1 <Detective, Camera>
[AUTO] You can only activate this ability once per turn. When a card gets put into your Level Zone, this card gets Power +1500 for the turn.
[AUTO] [(1)] When this card attacks, if "Return of Toys" is in the climax slot, you may pay the cost. If you do, choose an opponent's Level 1 or lower character in the front row and send it to the waiting room. Then, this card gets Power +2000 for this turn.
Not too bad, to be honest. Climax synergy kill and boost makes it pretty good. Looks like one of the set's themes is going to be Level slot swapping too and things triggering off things going into the Level slot.

RN112712b.jpg

Beginning of Battle Asuna
Level 0, Cost 0, Pow 3000, Soul 1 <Avatar, Weapon>
Beginning of the SAO previews, and illustrated by abec too :3 Just a vanilla Level 0 otherwise.

RN112812a.jpg

Kimono Elly
Level 0, Cost 0, Pow 500, Soul 1 <Detective, Book>
[AUTO] Bond/Kimono Cordelia [Send the top card of your deck to clock] (When this card comes into play, you may pay the cost. If you do, search your waiting room for a "Kimono Cordelia" and put it in your hand.)
[ACT] [Set two of your characters to Rest] Choose one of your characters. For the turn, they get Power +1000.
Not too bad, considering the bond target. Having it being a 0 AND the bond being no stock cost means a better field advantage early on. Alternatively, you can use this to level up if you start the turn at 5 damage (1 Clock Step damage & you don't have to be able to resolve the ability in order to activate an ability for a cost.)

RN112812b.jpg

Kimono Cordelia
Level 0, Cost 0, Pow 2500, Soul 1 <Detective, Sports>
[CONT] During the opponent's turn, if you have "Kimono Elly", this card gets Power +2000
4500 if you have the other card (above). Seeing as the bond is free of stock, the combo's not too bad.

Vanguard
VG112712.jpg

Battle Sister Chai
Grade 0, Trigger: Heal
(Can only have 4 Heal triggers in a deck.)
VG112812.jpg

Battle Sister Tiramisu
Grade 0, Trigger: Draw
To be honest, aside from the fact that they're Vanilla triggers and that they have "Battle Sister" in the name, there are better options (Return Heals and Soul -> Draw)

Continuing the Giraffa chain, displays the ability to keep units rested. The weakness to this ability is the opponent can just place a new unit in its place standing or use abilities to make them stand.
 

digi-kun

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While Milky Holmes does have a higher priority for the booster pack, Sword Art Online has started too.

Weiss Schwarz
WS112912a.jpg

High Cooking Skill Asuna
Level 2, Cost 2, Pow 8500, Soul 2 <Avatar, Weapon>
[CONT] During your turn, if the number of other <Avatar> cards is 2 or more, this card gets Level +1, Power +1500
This card should generally be a 10k Level 3 beatstick at almost all times, unless they include cards from the real world (that aren't Avatars) in the trial deck.

WS112912b.jpg

Rabbit Ears Nero
Level 0, Cost 0, Pow 2500, Soul 1 <Detective, Sweets>
[CONT] While you control 1 or less other characters, this card gets Power +1000 and Encore [Discard a card from your hand]
To mention, Encore is effectively regeneration, and all characters inherently have Encore [(3)]. This allows the card to be able to survive without wasting stock. This is a great early game card when you don't have many cards out.

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[AUTO] Encore [Discard a character from your hand] (When this card is sent from your stage to the waiting room, you may pay the cost. If you do, put this card into the slot this was in Rested.)
[AUTO] Change [(1) Send this card to the waiting room] At the beginning of your draw phase, you may pay the cost. If you do, search your waiting room for a "Energy Being Her Redeeming Feature Sharo" and put it onto the stage in the slot where this card was.

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Energy Being Her Redeeming Feature Sharo
Level 3, Cost 2, Pow 10000, Soul 2 <Detective, Camera>
[CONT] If you have 2 or more other <Detective> charas, this card gets Power+500 and "[Auto][(1)] when this card reverse an opponent's chara with level 2 or above, you may pay the cost. If you do so, select a chara from your waiting room and add it to your hand"
[AUTO] When this card is placed from your hand or through [Change] to the stage, draw two cards, then discard one.
A 2-3 Change, the change is pretty solid because it's very easy to keep it alive to get to the next draw phase.

The Level 3 is pretty solid too. The come into play ability gives a good hand advantage and cycling and the first ability will usually give a 10500 power without assists and an easy way to retrieve cards in the waiting room.

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New Semester Nero
Level 0, Cost 0, Pow 1000, Soul 1 <Detective, Sweets>
[AUTO] Bond (New Semester Sharo) [(1)] (When this card is put into play to the stage, you may pay the cost. If you do, search your waiting room for a "New Semester Sharo" and put it in your hand.)

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Level 1, Cost 1, Pow 1000, Soul 1 <Detective, Sweets>
[AUTO] When you use this card's [Counter] ability, send the top 3 cards of your library to your waiting room.
[AUTO] Counter [(1) Discard this card from your hand] (When one of your charas gets front attacked, you may pay the cost. If you do, give a battling character Power +2000.)
Not the most useful bond combo, though it's a good way to run through your deck and put your opponent more on guard.

Vanguard
VG112912.jpg

Sirius War God Daikengou
Gold Paladin/Patroid, Grade 3
[AUTO] [V] [Discard 1 <Gold Paladin> from your hand] When this unit attacks, you may pay the cost. If you do, for that battle, this unit gets Power +6000.
[AUTO] [R] [Discard 1 <Gold Paladin> from your hand] When this unit attacks, you may pay the cost. If you do, for that battle, this unit gets Power +3000.
Same as the Narukami counterpart Crimson Lighting Dragon. Probably more useful in Golds since there's more stuff search in Golds, but overall not as useful as other Vanguards for Golds.

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Dragonic Kaiser Vermillion "THE BLOOD"
Narukami/Thunder Dragon, Grade 3
[ACT] [V] LB(5): [CB(3)] For this turn, this unit gains Power +5000/Crit +1, and the following ability: "[CONT] [V] This unit attacks the opponent's entire front row in one attack."
[CONT] [V] If you have "Dragonic Kaiser Vermillion" in your soul, this unit gets Power +2000.
[CONT] Leader(If there is a non-Narukami unit on your field, this card cannot attack.)
A stronger version of Dragonic Kaiser Vermillion, the bonus being an extra power boost and an extra crit and is a base 13000.

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Dual-Pen Warrior Polaris
Great Nature/High Beast, Grade 3
[AUTO] [V] LB(4): [CB(2)] When this card attacks the vanguard, you may pay the cost. If you do, choose a <Great Nature> unit, Stand it and it gets Power +4000. Retire it at the end of the turn.
[CONT] [V] When this card attacks the Vanguard, this unit gets Power +3000.
True to Great Nature, good power boosting with the cost of killing it at the end of the turn. The fact that it stands makes it a pretty great card for pushing. Featured card from this week's episode.

A good card to kill the opponent's back-row, though it require killing two of your own as well.

While it's weak, the ability gives a really good hand advantage with ebing able to cycle a bad card out and drawing 2.

This is a Shadow Paladin version of Alfred. Instead of calling units from the deck, this one gives already existing units a Power boost for a good push.
 
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digi-kun

Hourai NEET
4,638
Posts
20
Years
  • Age 34
  • Seen Mar 12, 2018
Sorry bout the delay guys that are actually paying attention this. Con and Finals take a huge toll on me =_= Will get this week's cards tomorrow.

Weiss Schwarz
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Beginning of Battle Kirito
Level 0, Cost 0, Pow 3000, Soul 1 <Avatar, Weapon>
Generic 0/0 Vanilla. Wasn't expecting to have 2 of them in the same trial deck, but it works.

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Cheer Uniform Ellie
Level 2, Cost 1, Pow 5000, Soul 1 <Detective, Book>
[CONT] Assist: Cards in front of this gain Power +X, where X is the the character's Level x500.
[ACT] [Rest 2 of your characters] Choose a card in your level slot and a card in your waiting room and swap them.
Yup, the set theme is most definitely level swapping. If only they had a level-based change effect to assist in that, though the experience ability is going to love this set.

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Loyal Retainer Rat
Level 1, Cost 1, Pow 6500, Soul 1 <Phantom Thief, Weapon>
[CONT] If you have another [Loyal Retainer Stone River] and [Loyal Retainer Twenty] in your front row, this card gets Power+2500

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Loyal Retainer Stone River
Level 1, Cost 0, Pow 4500, Soul 1 <Phantom Thief, Narcissist>
[CONT] If you have another [Loyal Retainer Twenty] and [Loyal Retainer Rat] in your front row, this card gets Power+1500 and Soul+1.

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Loyal Retainer Twenty
Level 1, Cost 0, Pow 5000, Soul 1 <Phantom Thief, Fire>
[CONT] If you have another [Loyal Retainer Twenty] and [Loyal Retainer Rat] in your front row, this card gets Power+2000 and Encore[Discard one card from your hand]
[ACT] [(1)] For this turn, this card is also named "Loyal Retainer Stone River" and "Loyal Retainer Rat".
Another set of all together control. Not as bad as the other one since one character can change it's name, but it doesn't count for itself. If you're building Phantom Thief, it may not be a bad choice, though I'm not really sure what their card pool looks like.

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Summer Uniform Sharo
Level 2, Cost 2, Pow 8000, Soul 2 <Detective, Camera>
[CONT] Experience: If the total levels in your Level Zone total to 3 or more, this card gets Power +1000.
[AUTO] You can activate this ability once per turn. When you place a card in the level slot, this card gets Power +1500 for the turn.
This set sure likes this ability. At least it's not on a RR this time around =_=

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Joining the Knights of the Blood Kirito
Level 2, Cost 1, Pow 8000, Soul 1 <Avatar, Weapon>
[CONT] During the opponent's turn, this card gets Power +1000
Not sure how I feel about Kirito being on the defensive color. I kinda see him as being a speed type with Yellow or a Technique type with Red.........


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Summer Uniform Nero
Level 2, Cost 1, Pow 4000, Soul 1 <Detective, Sweets>
[CONT] Assist: Cards in front of this card get Power +1000.
[AUTO] Change [(1) Send this card to the waiting room] At the beginning of your draw phase, you may pay the cost. If you do, search the waiting room for a "Open and Honest Nero" and put it onto the stage in the slot this card was in.

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Open and Honest Nero
Level 3, Cost 2, Pow 9500, Soul 2 <Detective, Sweets>
[CONT] Experience: If the total levels in your Level Zone total to 4 or more, this card gets Power +1000.
[AUTO] When this card is put onto the stage from your hand or through [Change], you may put the top card of your clock into your waiting room.
[AUTO] When this card attacks, if the Climax "Devastated Farm" is in your climax slot, all your characters get Power +3000 for the turn.
Having the level 2 be an assist makes it survivable til you can change into it, and is still a good support otherwise. The level 3 is a pretty solid beater that can spike down the field for a turn with the climax.

Vanguard
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Blaster Blade Spirit
Royal Paladin/Human, Grade 2
[AUTO] [V] [CB(1)] When this card is called from the deck to the Rear-Guard, you may pay the cost. If you do, choose an opponent's Grade 2 or lower rear-guard and retire it.
[AUTO] [R] At the end of the battle in which this card was attacked, retire it.
[CONT] This card also counts as a "Gold Paladin".
Using the anime of vanguard to bring the two Blasters back, they're 10k beatsticks. The biggest issue with them is that they'll end up dying at the end of battle if they're RG. In addition, the counting as both a Gold and Royal Paladin means that certain abilities that want exclusion of non-clan cards will come into effect, such as Leader.

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Dreaming Sage, Corron
Gold Paladin/Giant, Grade 0
[AUTO] Pioneer (When a unit of the same clan rides this unit, you may call it to a RG circle.
[ACT] [R] [CB(1), Send this unit to soul] Look at the top 5 cards of your deck, choose up to one card with "Ezel" in the card name, show it to your opponent, and put in into your hand. Shuffle your deck.
Meant to emphasize Blond Ezel and Platinum Ezel, this is effectively a more restricted version of the Top 5 -> Grade 3 starting vanguard. Seeing as there are no Ezels that aren't grade 3, there's really no point to this card right now and you should definitely be using Kryph instead.

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Blue Storm Supremecy Glory Maelstrom
Aqua Force/Tear Dragon, Grade 3
[AUTO] [V] LB(5): [CB(1)] When this card attacks, you may pay the cost. If you do, for the battle, this card gets Power +5000, and your opponent cannot guard with units that aren't Grade 1 from your hand.
[CONT] [V] If "Blue Storm Dragon Maelstrom" is in your soul, this unit gains Power +2000.
[CONT] [V/R] Leader (If you have a unit that doesn't belong to this unit's clan, this unit cannot attack.)
A pretty mean card. While not holding to the multiattack nature of Aqua Force, this ability is just mean. While perfect guards are still viable, this limits the guard choices to either be perfect guards or multiple 5k guards, and 18k base on it's attack will mess things up if there's no Perfect available. On the bright side, the ability itself comes from a limit break 5, which means that they're only 1 damage away from losing.

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Blazing Lion Platina Ezel
Gold Paladin/Human, Grade 3
[ACT] [V] LB(5): [CB(3)] Choose 5 <Gold Paladin> rear guards and give them power +5000.
[CONT] [V] If "Incandescent Lion Blond Ezel" is in your soul, this unit gains Power +2000.
[CONT] [V/R] Leader (If you have a unit that doesn't belong to this unit's clan, this unit cannot attack.)
Also pretty good, the ability boosts your rows by a full 10k on a full field, which is stupidly good. Again, it's limit break 5, so you have to be near death to be able to use it.

This is the second promotional Grade 4 unit to be released, first being a reference/joke card. As the card is limited in time of use, the card is clearly made for the sake of testing purposes. The power is a base 13000, which is also the base power of crossride units with their boost in place. In addition, the ability make it really hard to block, making it base 23000 to guard against not counting the boost, which could bring it over 30000. It'll be nice to see where they'll go with the idea of Grade 4s.

The Engigman Ride chain. The theme of Dimension Police is to unlock skills based off their power. Enigman Storm is especially dangerous because of the extra crit that he gains by being over 15k. Wave will also do well since it gives you hand advantage.
 
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digi-kun

Hourai NEET
4,638
Posts
20
Years
  • Age 34
  • Seen Mar 12, 2018
Finals finally over. Full Recovery from School! Genki Ippai! I'm gonna steal someone else's translations this time intead of doing it myself cuz I'm still kinda brainhurt from being sick. Here's last week.

Weiss Schwarz
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MK2/S19-031 R CH Anti-Phantom Thief Investigation Team, Saku
Green/Level:1/Cost:1/Trigger:Soul+1
Power:3500/Soul:1 <<Police>> <<Headphone>>
--------------------
[CONT] All of your other <<Police>> characters gain Power +500.
[ACT] [Put this card to Rest] Choose 1 of your characters with EXPERIENCE, or whose card name includes [Anti-Phantom Thief Investigation Team], and it gains Power +2000 for that turn.
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/S20-104 TD Kirito & Asuna
Blue/Level:3/Cost:2/Trigger:Soul+1
Power:10000/Soul:2 <<Avatar>> <<Weapon>>
--------------------
[CONT] During your opponent's turn, this card gains Power +1000.
[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)] This card gains Power +1000 until the end of your opponent's next turn.
Pretty solid Trial Deck 3. Very defensive card with 1000 on the opponent's turn and being able to pump it further for just 1 stock. Deck stacking before attacks is always useful as well.

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MK2/S19-061 U CH Anti-Phantom Thief Investigation Team, Kokoro
Red/Level:1/Cost:0/Trigger:None
Power:5000/Soul:1 <<Police>> <<Mask>>
--------------------
[AUTO] [(1) Put 1 card from Hand to the Waiting Room] When this card is put from Hand to the Stage, you may pay the cost. If you do so, choose 1 Character card whose Card Name includes [Anti-Phantom Thief Investigation Team] from your Waiting Room, return it to Hand, and this card gains Level +1, Power +500 for that turn.
Pretty good for retrieval. I guess the boosts are nice too, but they shouldn't be the primary objective.

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SAO/S20-102 TD CH <<Strategy Group>> Kirito
Blue/Level:2/Cost:1/Trigger:Soul+1
Power:5000/Soul:1 <<Avatar>> <<Weapon>>
--------------------
[CONT] All of your other <<Avatar>> or <<Net>> characters gain Power +1000.
[AUTO] When this card is put from Hand to the Stage, look at the top 1 card of your Deck, and put it to the top or bottom of the Deck.
Universal support to Nets and Avatars (all cards in the trial deck). Does well for stacking the deck too.

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MK2/S19-069 C CH Anti-Phantom Thief Investigation Team, Tsugiko
Red/Level:2/Cost:1/Trigger:Soul+1
Power:7500/Soul:1 <<Police>> <<Weapon>>
--------------------
[CONT] If you have other characters whose card name includes [Anti-Phantom Thief Investigation Team] in your Stage, this card gains Power +1000 and the following ability. [[AUTO] [(1)] When this card attacks, you may pay the cost. If you do so, choose up to 2 of your other <<Police>> characters, and they gain Power +1000 for that turn.
Does synergy with other cards of a similar subtitle. Not too bad considering that you only need 1 other character with the subtitle to gain the boost, which brings it up to vanilla power AND provides boosts to other Police characters.


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SAO/S20-T04 TD CH Answer To Proposal, Asuna
Yellow/Level:2/Cost:1/Trigger:Soul+1
Power:3500/Soul:1 <<Avatar>> <<Weapon>>
--------------------
[CONT] ASSIST All of your characters in front of this card gain Power +1000.
[AUTO] When this card is put from Hand to the Stage, reveal the top 1 card of your Deck. If that card is an <<Avatar>> or <<Net>> Character card, choose 1 of your characters, and it gains Soul +1 for that turn.
Quite a bit of supports in this deck, whether that's the intention or not. Soul boosting is always welcome.

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DC/W23-104 TD EV Awkward Everyday Life
Red/Level:1/Cost:0
--------------------
Look at up to the top 4 cards of your Deck, choose up to 1 <<Magic>> Character card, show it to your opponent and add it to Hand. Put the rest of the cards to the Waiting Room.
Starting Da Capo 10th Anniversary Mix. Magic is one of the huge traits in Da Capo. While it's only the top 4, it's also free to play, with no discard afterwards.......Oh god it HAS been 10 years @_@ so oooooooold

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MK2/S19-037 U CH Anti-Phantom Thief Investigation Team, Hirano
Green/Level:2/Cost:2/Trigger:Soul+1
Power:8000/Soul:2 <<Police>> <<Weapon>>
--------------------
[CONT] If you have other characters whose card name includes [Anti-Phantom Thief Investigation Team] in your Stage, this card gains Power +1500.
Except for maybe Ellery, this is probably the last of the cards with this subtitle, gaining a good boost to 9500 with another character of the same subtitle.

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SAO/S20-T08 TD CH The Couple's Child, Yui
Blue/Level:0/Cost:0/Trigger:None
Power:500/Soul:1 <<Net>>
--------------------
[CONT] ASSIST All of your characters in front of this card gain Power +500.
[ACT] [Put this card to Rest] Choose 1 of your characters whose card name includes [Kirito] or [Asuna], and it gains Power +500 for that turn.
Another assist as the level 0, gives 500 boost to Kirito or Asuna when needed, which can be important early-game.

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MK2/S19-027 RR CH Anti-Phantom Thief Investigation Team, Saku & Hirano & Tsugiko
Green/Level:3/Cost:2/Trigger:Soul+1
Power:9000/Soul:2 <<Police>> <<Weapon>>
--------------------
[CONT] If you have other characters whose card name includes [Anti-Phantom Thief Investigation Team] in your Stage, this card gains Power +1500.
[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.
[AUTO] [(2)] When [G3's Day Off] is put in your Climax Border, if this card is in the Center Stage, you may pay the cost. If you do so, choose 1 Level 2 or below Character card from your Clock, put it in any Border of the Stage you wish, and this card gains Power +2000 for that turn.
I was wrong, they added all 3 of the others as a Level 3. Has the usual subtitle power boost, and can heal damage and throw a card on the field with climax synergy. Pretty awesome.

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LB/W21-T01 TD CH "Time Of Beginning", Kyousuke
Yellow/Level:0/Cost:0/Trigger:None
Power:3000/Soul:1 -
Little Busters Anime set previews starts with the big bro Kyousuke as a vanilla 0/0

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SAO-S20-101 TD CH <<Strategy Group>> Asuna
Yellow/Level:1/Cost:1/Trigger:None
Power:6500/Soul:1 <<Avatar>> <<Weapon>>
--------------------
[AUTO] This ability can activate up to 2 times in 1 turn. When you use an [ACT] ability, this card gains Power +1000 for that turn.
I forget whether there's much ACT abilities in this deck =_=. Regardless, it's pretty solid and can easily hit 8500 in those cases.

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DC/W23-026 RR CH My Feelings, Nanaka
Green/Level:3/Cost:2/Trigger:Soul+1
Power:9500/Soul:2 <<Music>> <<Magic>>
--------------------
[CONT] For every 1 of your other <<Music>> characters, this card gains Power +500.
[AUTO] [(1)] When this card is put from Hand to the Stage, you may pay the cost. If you do so, put all of your opponent's Stock to the Waiting Room, and your opponent puts the same number of cards from the top of his Deck to Stock.
NANAKAAAAAAAAAAAA! Perfect for a music deck, she gets Power +500 for every music trait on the field, for a top of 11500 without any assists or boosts. In addition, she can cause a stock shuffle on your opponent, which has a chance to throw climaxes into the stock, causing the opponent to have a harder time canceling damage.

Vanguard
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Conviction Dragon, Chromejailer Dragon
Gold Paladin/Abyss Dragon, Grade 3
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2) & Choose two of your <Gold Paladin> rear-guards, and retire them] This unit gets [Power]+10000/[Critical]+1 until end of turn.
[ACT](VC):[Counter Blast (1) & Choose a card named "Conviction Dragon, Chromejailer Dragon" from your hand, and discard it] Look at up to four cards from the top of your deck, search for up to two <Gold Paladin> from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order.
Pretty solid vanguard, though unfortunately not the cross-ride we were all hoping for. This is essentially a throwback to Phantom Blaster Dragon in his first ability and the Spectral Duke ride chain in the second.

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Blaster Dark Spirit
Shadow Paladin/Human, Grade 2
[AUTO] [V] [CB(1)] When this card is called from the deck to the Rear-Guard, you may pay the cost. If you do, choose an opponent's Grade 2 or lower rear-guard and retire it.
[AUTO] [R] At the end of the battle in which this card was attacked, retire it.
[CONT] This card also counts as a "Gold Paladin".
Using the anime of vanguard to bring the two Blasters back, they're 10k beatsticks. The biggest issue with them is that they'll end up dying at the end of battle if they're RG. In addition, the counting as both a Gold and Shadow Paladin means that certain abilities that want exclusion of non-clan cards will come into effect, such as Leader.
c/p it's the same card as Blaster Blade Spirit except with Blaster Dark. Also note that this does not count as "Blaster Dark" for purposes of naming, so things that want "Blaster Dark" don't accept this card.

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Blaster Dark
Shadow Paladin/Human, Grade 2
CONT](VC):If you have a card named "Blaster Javelin" in your soul, this unit gets [Power]+1000.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, choose one of your opponent's rear-guards, and retire it.
Part of the ride chain posted up a few posts, this is an Anime-style alternate art promo.

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Origin Mage, Ildona
Shadow Paladin/Elf, Grade 3
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose two of your <Shadow Paladin> rear-guards, and retire them] When this unit attacks, you may pay the cost. If you do, draw two cards, and this unit gets [Power] +3000 until end of that battle.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power] +3000 until end of that battle.
A pretty old card, probably meant to update the lore. I kinda think this card is really mediocre given the cost. It's basically converting two rear-guards into possible guards in the hand for a counterblast.

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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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Magical Partner
Pale Moon/Elf, Grade 1
[AUTO](RC):[Soul Blast (1)] When this unit boosts a unit named "Nightmare Summoner, Raqiel", you may pay the cost. If you do, the boosted unit gets [Power]+5000 until end of that battle.
The +5k Limit Breaker for Pale Moons. The counterblast effect is also remeniscent of the Pale Moons' Soul call abilities.

Kagero's ride chain, the Amber Dragons. While very aggressive leading up, the final part can put quite a bit of pressure on the opponent, being able to retire two rear-guards on hit.

And lead of release day with Blaster Dark, the cover card and "Avatar" of Ren. The ablility follows the ride chain, while showing it's colors as a Blaster unit.
 

digi-kun

Hourai NEET
4,638
Posts
20
Years
  • Age 34
  • Seen Mar 12, 2018
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>>
--------------------
[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>>
--------------------
[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/Trigger:Soul+1
Power:10000/Soul:2 <<Magic>>
--------------------
[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>>
--------------------
[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>>
--------------------
[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/Trigger:Soul+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/Trigger:Soul+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/Trigger:Soul+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/Trigger:Soul+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.

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.

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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.

Similar for this one, but with a stand trigger.

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

And once again, same on the Nova Grappler side.

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.
 

digi-kun

Hourai NEET
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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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Self-Conscious Future, Himeno
Green/Level:3/Cost:2/Trigger: 1 Soul
Power:10000/Soul:2 <<Magic>>
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[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.

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Irreplaceable Family
Green/Climax/Trigger: 2 Soul
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[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.

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Himeno's Determination
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.

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"Something that is Lost", Komari
Yellow/Level:1/Cost:1/Trigger: None
Power:6500/Soul:1 <<Snack>> <<Fairy Tale>>
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[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.

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A New Story
Yellow/Climax/Trigger: 2 Soul
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[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.

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"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.

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Dream-like Night, Aoi
Blue/Level:3/Cost:2/Trigger: 1 Soul
Power:10000/Soul:1 <<Newspaper>> <<Waitress>>
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[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.

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To "Onii-chan"
Blue/Climax/Trigger: Draw
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[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.

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Everyone's Happiness, Mahiru
Yellow/Level:3/Cost:2/Trigger: 1 Soul
Power:10000/Soul:2 <<Tatoeba>> <<Japanese Clothing>>
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[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.

Vanguard
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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.

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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.

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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.

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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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