I’ve been very busy with things like helping Bushiroad at Hyper Japan, so have not had a chance to update things since last Thursday. As such there are now 3 days worth of cards to cover. Last Friday as the final Madoka and Fate/Zero day we got 3 cards, but this week we’re onto Da Capo III, which means we’re back to single cards every day. This means we’re going to have a rather long post today consisting of 5 cards.
Green / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger
[A] When this card is placed on the Stage from your Hand or via Change you can put the top of your Clock to the Waiting Room.
[A] [Make this card Memory] When “Wishes of Madoka” is placed on the Climax Zone, you can pay the cost. By doing so, you look at your deck and choose up to 1 “Carry on fighting, Homura” and place it where this card was. You then shuffle your deck, and until the end of your opponent’s next turn that character gains Power + 3000.
Ultimate Madoka is the standard 10000 attack Heal 1 that you get from Level 3s, but she is also the second to last stage of a long combo leading to the Homura card that follows. The combo starts off with the level 0 card [The girl who holds the bond, Homura] who has a Bond to [Unstable Feelings, Madoka] who in turn is a level support card, but is also the card which Changes into Ultimate Madoka. This means it is very easy to get [Unstable Feelings, Madoka] to your hand either early in the game, or as soon as you hit level 2 assuming you’ve not drawn a copy yet. From here you can get Ultimate Madoka on the stage a level early and get ready to bring forth an even larger powerhouse once you draw your Climax card. I’ll cover the rest as we get to the next card.
Carry on fighting, Homura
Green / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger
«魔法 Magic» / « 時間 Time»
[C] Memory When you have “Ultimate Madoka” in your Memory Zone this card gains Power + 1500.
[A] When this card is Front Attacked you look at the top of your Deck and place it either on top of your Deck or in the Waiting Room.
Carry on fighting, Homura is the final stage of this long winded combo. When she’s brought out by Madoka’s effect she will start off as a 15500 (10000 base + 1500 from her effect + 3000 from Madoka + 1000 from the Climax), drop to a 14500 in the opponent’s turn, and finally sit as an 11500 from then on. Even once the main combo has worn off this is still very good for a Level 3, especially since you’ll probably still be at level 2 at this point. Once you pull the combo off it will also mean that every copy of Carry on fighting, Homura that you play from this point will also be an 11500. This means the Homura/Madoka deck can be a real powerhouse once you start to get towards the late game.
The final effect of Homura is useful whether you have successfully pulled off the Madoka combo or not. It essentially means that every time she gets Front Attacked you can either reduce the damage by 1, or increase your chance of cancelling the damage. Combined with the healing power of Madoka the deck can have a very long end game and be quite annoying to defeat.
Simple and innocent, Irisviel
Yellow / Level 0 / Cost 0 / 1500 / 1 Soul / No Trigger
«ホムンクルス Homunculus» / «錬金術 Alchemy»
[A]［(1) Place 1 card from your Hand into the Waiting Room］When this card is placed on the Stage from your Hand, you can pay the cost. If you do, search your deck for up to 1 «マスター Master» or «サーヴァント Servant» character, show it to your opponent and place it into your hand. Shuffle your deck.
Irisviel here is a key support card for decks based around «マスター Master» or «サーヴァント Servant». She will be useful at any point in the game, changing a card in your hand into whatever card you need for that situation (assuming of course they’re still in your deck).
Girl in love, Rikka
Red / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger
«新聞 Newspaper» / «生徒会 Student Council»
[A]When this card is placed on the Stage from your Hand you can put the top of your Clock to the Waiting Room.
[A] When this card attacks, reveal the top 1 card of your Deck. If that card is a «新聞 Newspaper» character, this card gains Power +2000 for that turn.
Here we have our first of the new Da Capo III cards, and we start it all off with one of the lead level 3s from the Trial Deck. As you would expect from a level 3 she comes with 10000 attack and heals 1 when you play her. However she also comes with the capability to become much stronger than that depending on how many «新聞 Newspaper» characters are in the set. So far both cards revealed have been «新聞 Newspaper» attribute, so it’s looking quite likely it will be a central theme to the new cards. Assuming that everything, or near everything will have this attribute means that she will regularly reach 12000 attack power, and be quite a force to be reckoned with. One downside to this is the timing of the effect, which means the opponent can still prepare a counter card to overcome this power boost.
Younger classmate, Sara
Blue / Level 1 / Cost 1 / 6000 / 1 Soul / No Trigger
«新聞 Newspaper» / «スポーツ Sports »
[A] When your opponent’s character is placed on the Stage from their Hand, this card gains Power +500 for that turn.
[A] ENCORE [Put 1 character card from Hand to the Waiting Room]
Sara here can be quite annoying to face, especially if your stage has just been cleared. Not only does she have encore to make her harder to kill, but she also restricts your opponent’s ability to play cards and attack. Since she gets bigger for every character they play your opponent has to think wisely about how to play out their cards. They can either remain conservative and play cards like 1/1 vanillas to deal with her, they could rush the field with cards and hope to deal with her on the following turn, or they could be forced to use powerups they might not otherwise want to use at this point. Depending on what other level 1s the deck has access to the opponent could be left with a tough choice of what card to take down this turn, especially since even if they defeat Sara she could still be around again the following turn.
To me she seems like quite an interesting level 1, but her usefulness could vary wildly depending on the level of player you face with her. She will leave them with tough choices whatever though.