For once I’m actually doing things on time, and today happens to be the birthday of Azusa from iM@S, so she’s the focus of today’s cards.
Off time, Azusa
Green / Level 2 / Cost 2 / 9000 / 2 Soul /1 Soul Trigger
«音楽 Music» / «愛 Love»
[AUTO] [Place 1 Character card from your Hand to your Waiting Room] When this card is placed from your hand to your Stage, you may pay the cost to activate this ability. If you don’t do so, put this card to your Waiting Room.
[AUTO] ENCORE [Put 1 Character card from your hand to your Waiting Room] (When this card is put from your Stage to your Waiting Room, you may pay the cost to activate this ability. Should you do so, put this card back to it’s original Border and put it to Rest mode]
Up first for Azusa we have a powerful Level 2 that comes with Encore without sacrificing on attack power, Soul or Trigger. Unfortunately in order to play her you need to give up a card in your hand. This means that by playing her she’s inherently a -1 for you. The idea of course is that she can make up for this due to the fact she has high attack power for an Encore character. It’ll generally take Level 3s to deal with her, since most Level 2s can at best just trade off with her taking both of them down. Even then with powerups she could take down the Level 3 on the next turn as revenge after she Encores. If you can afford the cost of playing her she’s going to be quite hard for the opponent to shift.
Run! Bride, Azusa
Green / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Trigger
«音楽 Music» / «愛 Love»
[AUTO] When this card is Front Attacked, you may check the top card of your deck and put it to top of your deck or your Waiting Room.
[ACT] [① Put 1 「寄り道 Detour」 from your Memory to your Waiting Room] Choose 1 Level 2 or below «音楽 Music» Character card from your Clock and put to any Border on your Stage. Take the top card of your Deck and put it to your Clock.
Our 2nd Azusa card is a Level 3, with what to me is quite an usual pairing of effects. Rather than Healing or drawing cards like lots of Level 3s do, she instead helps you prevent damage, which is vitally important during the late game. You’ll either check and see a Climax, leaving it there to cancel the damage, or throw away a non-Climax card in order to increase the chances of cancelling.
The second effect combines with a card in Memories to call extra Characters to the stage. I’m not entirely sure what Detour is, or what it does, so I’m not sure how easy it is to get into memories. Based on previous experience though it may well be an Event card which sends itself to Memories as part of its effect. Alternatively it could be a Climax which ends up in Memory via another card’s effect, and you set up a loop like the Da Capo III heal loop I looked at a few weeks back. You’re basically paying 1 stock for a free card, which will always be useful to you. It might also allow you to reuse Detour if you go through a refresh before the game ends. You just have to be wary with this effect that you could end up with a Climax in your clock off the top of your deck if you’re unlucky, which can be quite bad late game. Then again I’m not sure if it’s worse for the Climax to be there or in the Stock as the game draws to a close, since they may not get a chance to go back into the deck again either way.