As expected the previews of iM@S cards has been continuing, with a mix of girls and colours over the past 3 days. Thursday brought us some Blue Makoto cards, Friday some Green Iori cards, and finally Monday (today) some Yellow Yukiho cards.
ALLSTAR LIVE, Makoto
Blue / Level 2 / Cost 1 / 4000 / 1 Soul / 1 Soul Trigger
«音楽 Music» / «スポーツ Sports»
[CONT] ASSIST All of your characters in front of this card gain Power +1000.
[AUTO] [(1)] When this card is put from Hand to the Stage, you may pay the cost. If you do so, choose 1 of your other «音楽 Music» characters, and it gains the following ability for that turn. [[C] When this character Side Attacks, it’s Soul will not be decreased.]
Up first we have a Makoto card with two support abilities. The first is a +1000 boost in front, which under some circumstances compares favourably to Level support. At Level 2 both types of cards will provide an equal boost, whereas this card excels at providing the same boost to lower Level cards, whereas Level support cards wins out as far as powering up Level 3 cards is concerned. If you expect to still be playing lots of cards that are Level 2 or under later into the game this card will be better, but if you really need that extra 500 for Level 3s the normal Level support cards will serve you better.
The 2nd effect allows one of your characters to ignore the downsides of Side Attacking and just hit for damage instead. This will be useful if you want to be able to do damage with a weaker character whilst still keeping a defense for the following turn. Alternatively it can be useful for dodging counter cards whilst still keeping up the damage output.
OFF Time, Makoto
Blue / Level 0 / Cost 0 / 500 / 1 Soul / No Trigger
«音楽 Music» / «スポーツ Sports»
[CONT] ASSIST During your opponent’s turn, all of your characters in front of this card gain Level +1, Power +500.
[ACT] [(2) Put this card to Rest] Search your Deck for up to 1 «音楽 Music» character, show it to your opponent and add it to Hand. Shuffle that Deck.
This 2nd Makoto card is a very powerful defensive card, as well as providing the deck with a searching ability. The first effect is more powerful than the standard +500 in front you get at Level 0, since it also provides a Level boost of 1. Unfortunately because of this it has to have a downside, which is that it only works in the opponent’s turn. This means you’ll not have as much offensive power as normal supporters, but on the defense you’ll be able to mess up your opponent’s cards which force Reverses. You’ll no longer have to worry about the Level 0 Reversers most decks play, and those that play higher Level ones will also have problems, provided you play characters of at least equal Level to them. An added bonus is that all your characters get another +500 from Level support cards, since they’ll have gained an additional level.
The 2nd effect is a search effect in exactly the same way as the 3 Aliens card. It can help you get cards you need, whilst also allowing you a bit more control over your Stock.
Super! Beautiful Girl Idol, Iori
Green / Level 2 / Cost 1 / 5000 / 1 Soul / 1 Soul Trigger
«音楽 Music» / «人形 Doll»
[CONT] ASSIST All of your characters in front of this card gain Power +X. X is equal to that character’s Level x 500.
[AUTO] [Put 2 of your characters to Rest] When [SMOKY THRILL] is put in your Climax Border, you may pay the cost. If you do so, all of your characters gain Power +1500 for that turn.
The first Iori card is standard Level support, which should need no extra explaining by now, and also comes with a Climax combo. The Climax combo requires you to rest 2 characters, which should be no problem if both your Back Stage characters are still standing, in order to give an extra +1500 to all your characters. Depending on what type of Climax [SMOKY THRILL] is, this could lead to quite a hefty power boost to all your characters. If it’s a +1000, then everyone ends up with +2500 on of any other supports they have, such as potentially +1500 from the first effect of this card. If it’s a +2000 +1 Soul Climax then it would mean 1 character can become massive, whilst the other two still get a respectable boost. Chances are you’ll either be getting hits off when this pull of this combo, or drawing out your opponent’s Counter cards instead.
OFF Time, Iori
Green / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger
«音楽 Music» / «人形 Doll»
[AUTO] [Put 1 character card from Hand to the Waiting Room] During your turn, if this card is put to Reverse during Battle, you may pay the cost. If you do so, return this card to Hand.
Our 2nd Iori card is an unusual pseudo-encore card. At the cost of 1 card you get to keep Iori, but instead of being on the Stage, it returns to your Hand. Unfortunately it also only works on your turn, meaning she’s not particularly good at defending yourself. I suppose you can use her for suicide runs, dumping useless cards in the process. If you Level before your next turn you can also Clock her away for more useful cards, whereas normal Encore cards get stuck on the Stage and have to be wasted in usually futile battles instead.
Passionate Snow White, Yukiho
Yellow / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger
«音楽 Music» / «お茶 Tea»
[AUTO] When this card is put from hand to the Stage or put to the Stage by [CHANGE], you may put the top 1 card of your Clock to the Waiting Room.
[AUTO} [(1)] When this card Attacks, if [Little Match Girl] is in the Climax Border, you may pay the cost. If you do so, all of your characters gain Power +2000, Soul +1 for that turn.
This Yukiho comes with the standard 10000 attack and Heal 1 that you expect from a Level 3 card, but also has a Climax combo, and reveals that she can be Changed into from another card. This means she can probably be played during Level 2, since most Changes only skip 1 Level. This means if you pull of the combo as well at Level 2 that she can be quite devastating.
Her combo gives a Power and Soul boost to all your characters, meaning that hopefully you’ll be able to clear through your opponent’s field and cause a lot of damage. You just need to be wary of hitting for too much Soul damage, since it could all get cancelled. For example Yukiho herself will have at least 3 Soul before you even factor in the Climax itself, which will probably pump her to 4, doubling your damage output, but also increasing the chances you’ll cause no damage at all. Alternatively you could use the Soul boost as a chance to Side Attack over big characters, like Level 3s, in order to cause small amounts of Soul damage that you need to end the game.
The Courage For A Step, Yukiho
Yellow / Level 1 / Cost 1 / 6500 / 1 Soul / No Trigger
«音楽 Music» / «お茶 Tea»
[AUTO] When this card is put from Hand to the Stage, if you have 2 or more other «音楽 Music» characters on the Stage, this card gains Soul +1 for that turn.
Our final card is a 1/1 Yukiho card who sacrifices 500 power in exchange for the chance to do 1 extra damage. It’s very rare that she won’t be accompanied by 2 or more other «音楽 Music» characters, so you might as well consider her to always be a 2 Soul card on the turn you play her. During early points in the game, when you’re more likely to play this card, it’s more likely the damage will go through, because your opponent will still have a bigger deck at this point. Playing her late game could be useful for those games when you’re 1 Soul short of winning, but you have to be careful it doesn’t get cancelled instead. 6500 is still a decent power for taking on anything but 1/1 vanillas or bigger, so she can hopefully still put in some legwork through battle after her Soul boost wears off. Personally I’d probably just prefer higher power over higher damage, but others may disagree.