Last week finished off with another Da Capo III double bill, but broke with the Climax combo pattern by giving us a character card and an event card. The character card was previously revealed but its name was hidden at the time, as such I won’t be going over [Returning miracles, Sakura] again. It also revealed to me that Sakura is actually the personification of a tree. Or at least that’s what I assume to be the case. This weeks starts off with a Climax combo from the new Symphogear booster pack, and follows up with two new character cards.
Miracle of the unwithering sakura
Blue / Level 3 / Cost 7 / Event / No Trigger
[COUNTER] All of your opponent’s Characters gain Soul +5 and the following ability until the end of this turn.
“[C] This card cannot Side Attack.”
This Counter card is an absolute last resort, which is what you’d expect given such a heavy cost. Other heavy cost cards usually try and turn the tables to help you win the game, whereas this one tries to stop you losing the game. You’ll want to save this until you’re on the verge of defeat and hope you can get another turn out of it. Since all your opponent’s Characters will gain +5 Soul they’ll be hitting you for at the very least 6 damage, which you are very likely to cancel. If you’re sitting on Level 3 with 5 or 6 damage it doesn’t really matter what you get hit with because it’ll probably finish you off. As such giving your opponent a massive Soul boost will drastically increase your chances of survival.
Your opponent losing the ability to Side Attack means your opponent will often be left in a situation where they might no longer want to attack at all. Being unable to reduce the Soul damage means it’s highly likely the attack will fail, so they might not try at all. They also might have been planning to Side Attack just to build Stock and avoid losing a character in battle, now they’ll have a choice between losing a character or not attacking at all.
As a last resort this card will usually keep you in the game for one final turn, hopefully allowing you to win then. Occasionally it’ll fail and you’ll just end up taking 6 or 7 damage at once, but that’s the risk you take.
Determination in the heart, Hibiki
Yellow / Level 2 / Cost 2 / 8500 / 2 Soul / 1 Soul Trigger
[A] [(1)] When this card attacks, if [Symphogear] is in your Climax Zone, you can pay the cost. If you do so, look at up to 2 cards from the top of your Deck, select up to 2 Characters which [Hibiki] in their names, show them you your opponent and add them to your Hand. Place the rest in the Waiting Room.
Yellow / 2 Soul Trigger
[A] When this card is put from Hand to the Climax Border, put the top 1 card of your Deck to Stock, and all of your characters gain Soul +1 for that turn.
This combo gives you an extra Stock and a Soul boost for the turn in addition to potentially gaining you two free cards. Since the combo is name restricted this means you’ll be forced to play a deck entirely based around Hibiki in order to get the most out of it. In that scenario you’d hopefully have 42 Hibiki cards and 8 Climaxes in your deck, assuming you can get enough Hibiki cards. This means that most of the time you’d get 2 free cards, sometimes 1 free card and very rarely zero free cards. In the latter situations the fact you won’t end up with a Climax stuck in your Stock can go a bit of a way to making up for this. If the deck is mixed with Tsubasa cards it means success is less likely, but you will still be able to have greater control over the top of your deck, which is always useful.
Casual days, Tsubasa
Blue / Level 2 / Cost 2 / 8500 / 2 Soul / 1 Soul Trigger
«音楽 Music» / «武器 Weapon»
[C] During your opponent’s turn, this card gains Power +500 for every other «音楽 Music» Character you control.
The first Tsubasa card is simple but powerful, and reminds me of China Dress Nagato, minus the Encore. Ideally this Tsubasa will be accompanied by 4 other «音楽 Music» characters, making her a 10500 before even accounting for boosts from support cards. This means she can even stand up to Level 3 cards, making her an excellent defensive wall during Level 2 and even during Level 3 if you’ve yet to draw any Level 3 cards. She’s not so great at attacking, since she can only really handle weaker or lower level cards, but you should be able to take out opponent’s cards whilst defending instead.
Desperate battle, Tsubasa
Blue / Level 1 / Cost 1 / 6500 / 1 Soul / No Trigger
«音楽 Music» / «武器 Weapon»
[A] This ability can activate up to 2 times in 1 turn. During your turn, when you play an Event card, this card gains Power +1000 until the end of your opponent’s next turn.
This Tsubasa can become quite a powerful attacker if you play enough Event cards to make her useful. 1 makes her a 7500, able to beat or match most other Level 1 cards, whilst 2 pushes her to 8500, which can even handle some Level 2 cards. The fact the boost sticks around until the opponent’s next turn means that she’ll also be an excellent defender, likely sticking around until your following turn, or making your opponent go out of their way to defeat her. Without the Event cards she can be a bit lacking in power for a 1/1, so we’ll have to wait and see if the set packs enough good Events to justify using this card.