Weiβ Schwarz Card of the Day Catch Up: 24th-28th of September

This will hopefully be the last lot of catch ups, because I’ve finally managed to make it to the current week. The week is full of more Rewrite Harvest Festa! cards, but a single Shana card manages to sneak in on Friday. We’ve seen it before so I won’t be repeating it. After this I’m hoping to branch out a little bit and write about a few of the fun decks I’ve made recently. There’s also going to be my thoughts on the new restrictions list, which is now about a month old.

Let’s go on a quest! Shizuru

Blue / Level 1 / Cost 1 / 6500 / 1 Soul / No Trigger

«風紀委員 Public Morals Committee Member» / «オカルト Occult»

[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 characters, and it gains the following ability for that turn. [[AUTO] When this card’s battle opponent is put to Reverse, you may draw 1 card.]

Up first we have a new Shizuru card with a very useful effect. It will allow you to draw a card if one of your characters Reverses an opponent in battle this turn. This basically means you get a free card from winning a battle. This will probably make your opponent more likely to Counter you, since it will prevent you from drawing.

Alternatively you could just give the effect to a Reverser, so you’ll be guaranteed to draw a card.

This effect does however mean Shizuru has to lose 500 power, making her quite vulnerable for a Cost  1 card for the turns after you’ve used this effect. This card is still quite good, but it would be far better if she was instead a weakened 1/0.

Gather the Occult Club! Lucia

Blue / Level 0 / Cost 0 / 1000 / 1 Soul / No Trigger

«委員長 Committee Chairman» / «オカルト Occult»

[AUTO] BOND/[Let’s go on a quest! Shizuru] [(1)]

This new Lucia card simply has a Bond to the previous Shizuru card, making it much easier to use Shizuru.

Dear explorer, Kotori

Yellow / Level 3 / Cost 2 / 9500 / 2 Soul / 1 Soul Trigger

«植物 Plant» / «オカルト Occult»

[CONT] If you have 2 or more other «植物 Plant» characters in your Stage, this card gains Power +1000 and Soul +1.
[AUTO] When this card is put from Hand to the Stage or put by CHANGE to the Stage, you may draw up to 2 cards, and send a card from your Hand to your Waiting Room.

This new Level 3 Kotori card can be useful with the other Kotori cards in Rewrite Harvest Festa!, since there are a lot of new «植物 Plant» cards. How easy it is to get two or more on the Stage at once will depend on how many worthwhile cards there are to use though. Once you do manage it though she’ll be at a 10500 base, in addition to having 3 Soul.

She’ll have a slight advantage over other Level 3 cards, and also has the potential to cause a lot of damage. However as always a boost in Soul can actually lead to less damage, so just be wary of that.

Her 2nd effect allows you to replenish your Hand after playing Kotori, since you gain an extra card. It also tells us that the set will also include a card with Change, allowing you to play her early.

Inoue in swimsuit

Yellow / Level 0 / Cost 0 / 1000 / 1 Soul / No Trigger

«新聞 Newspaper» / «カメラ Camera»

[CONT] During your turn, your other Character in the Front Stage Center Slot gains Power +1000.
[ACT] CONCENTRATION [(1)] Reveal the top 4 cards of your Deck and put them in the Waiting Room. For each Climax card revealed this way, choose 1 of your Characters and  they gain Soul +1 for the turn.

Inoue can give one of your characters a powerful boost, but it comes at the expense of only going to one character. Fortunately if you only plan on playing one character front stage, as is often the case at Level 0, you can benefit a lot from the +1000. As the game moves on and you play more characters to the Stage you’d rather have a more widespread boost though.

She also has a Concentration effect that will alllow you to cause more damage. If you manage to save her until the end of the game she could even end the game in one go, assuming you have a lot of Stock and are sure no Climaxes are left.

Somewhere someday, Kagari

Blue / Level 1 / Cost 0 / 5000 / 1 Soul / No Trigger

«時間 Time» / «鍵 Key»

[AUTO] [(1)] When this card attacks, if [Short dream] is in the Climax Border, you may pay the cost. If you do so, this card gains Power +3000 until the end of your opponent’s next turn.

Short dream

Blue / 2 Soul Trigger

[CONT] All of your characters gain Soul +2.

Both of these cards form a Climax combo which can make Kagari a pretty powerful Level 1 card. It’s not quite as strong a boost as some other 1/0 5000s with a Climax combo, but it does last until the end of your opponent’s next turn. Kagari will have 8000 power for the duration of 2 turns, meaning she can defeat most Level 1 cards and then be safe from counter attack on the following turn.

It does of course mean that the combos usefulness is reduced once you get beyond Level 1, since the boost will no longer be enough to take anything on.

All available strength, Akane

Red / Level 2 / Cost 1 / 7500 / 1 Soul / 1 Soul Trigger

«魔法 Magic» / «オカルト Occult»

[AUTO] [(1)] When this card attacks, if [Altar of Dragon God] is in your Climax Border, you may pay the cost. If you do so, deal 1 damage to your opponent.
[ACT] [Put 2 of your characters to Rest] This card gains Power +2000 for that turn.

Altar of Dragon God

Red / 2 Soul Trigger

[AUTO] When this card is put from Hand to the Climax Border, draw 1 card and choose 1 of your characters, and it gains Power +2000, Soul +1 for that turn.

To follow up the Kagari Climax combo we have an Akane Climax combo. However Akane can actually do things beyond her combo.

Normally you can Rest 2 of your characters to have her gain 2000 power for the turn, making her a 9500. If you’re not using any Back Stage characters that need to be Rested for their effects then this is easy enough to achieve. At 9500 power Akane should be able to handle most other Level 2s whilst attacking, but when defending she won’t be much good at only 7500.

With her Climax combo she can cause a single point of damage, which is a very good effect, and will be especially useful when you have to cause that last bit of damage to win the game.

Looking for good memories, Kagari

Blue / Level 2 / Cost 2 / 7000 / 2 Soul / 1 Soul Trigger

«時間 Time» / «鍵 Key»

[AUTO] [Rest 2 of your Standing Characters] When this card is placed from your Hand to the Stage, you may pay the cost. If you do so, choose 1 of your «鍵 Key» Characters. That Character gains “[CONT] This card may Side Attack without the Soul Penalty” for the turn.
[AUTO] CHANGE [(1) Put this in Waiting Room] At the beginning of your Encore Step, if this card is rested, you may pay cost. If so, choose a [“Best Memory” Kagari] in your Waiting Room and put it in the Slot this was in.

The final card of the week is a new Level 2 Kagari with Change. Until we know what the Change target is it’s a little hard to judge her usefulness, but we can assume she will Change to a new Level 3 Kagari. She has very low power for a 2/2 but I think this is because you’re expected to just Change using her straight away. The high cost of playing her in the first place is basically part of the cost of the Change.

Her other effect allows you to avoid Side Attack penalties, which allows you to cause damage without losing a character, meaning you’ll take less damage on the next turn.

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Weiβ Schwarz Card of the Day Catch Up: 17th-21st of September

As September moves onwards it brings with it even more Rewrite Harvest Festa! cards.

囗囗囗? Chihaya

Red / Level 1 / Cost 0 / 5500 / 1 Soul / No Trigger

«お菓子 Sweets» / «オカルト Occult»

No effect.

This is a standard vanilla.

Quick attack! Shizuru

Green / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«風紀委員 Public Morals Committee Member» / «オカルト Occult»

[CONT] If your Waiting Room has 6 or more Climax cards, this card in your Hand gains Level -1.
[AUTO] When this card is put from Hand to the Stage, choose 1 of your characters, it gains Power +3000 until the end of your opponent’s next turn.

Quick attack! Shizuru is one of several Level 3 cards which can be played a level early under the right circumstances. Compared to Louise and Nagato though, I think this might be a little harder to pull off. Since it relies on there being 6 or more Climaxes in the Waiting Room, it means it will only work just before a Deck Refresh, and only if you don’t have several Climaxes stuck in your Stock or Hand. If you do Refresh you’ll be stuck waiting until you get to Level 3 properly before playing her.

I assume partly because she can be played a Level early, Shizuru comes with a very limited other effect. Instead of healing or drawing or Soul reduction, she allows one character to gain 3000 Power until the end of the opponent’s turn. This should help you win a battle this turn and fend one off on the following turn.

Dear explorer, Lucia

Green / Level 2 / Cost 1 / 7000 / 1 Soul / 1 Soul Trigger

«風紀委員 Public Morals Committee Member» / «オカルト Occult»

[CONT] For every 1 Marker under this card, this card gains Power +1500.
[AUTO] When this card’s battle opponent is put to Reverse, you may choose 1 «オカルト Occult» Character card from your Waiting Room and put it under this card Face Down as a Marker.

Dear explorer, Lucia could potentially be a very powerful card and also offers an interesting way to compress your deck. Every time she wins a battle you can place an «オカルト Occult» Character from your Waiting Room beneath her and she gains +1500 Power. You can use this to move now useless Level 0s out of the Waiting Room, so they don’t go back into the deck when you Refresh and you don’t need to worry about drawing them.

Every time she wins a battle it becomes easier for her to win subsequent battles, since she gets stronger with each win. At first you’ll want to pick off any straggling Level 1s, since she starts at the upper end of the Level 1 power scale. After this she can start taking on Level 2s, and beyond this Level 3s. Keep her around long enough and she’ll become unbeatable in battle, but that’d probably require about 5+ wins.

Just beware of alternate ways of dealing with her like Level 2 Reversers or bounce cards, since these will ruin her.

Corolla of blessings, Kotori

Blue / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger

«植物 Plant» / «オカルト Occult»

[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, search for up to 1 «植物 Plant» character card from your Deck and add it to Hand. Shuffle that Deck.

Corolla of blessings, Kotori is a support card for «植物 Plant» decks, since she allows you to search for one of your «植物 Plant» cards. Since she only does this when initially played you’ll need to find something to do with her afterwards, and fortunately she has a reasonable 2500 power. This means she can go after other weaker cards to try and at least beat something in battle.

Holding hands, Shizuru

Green / Level 0 / Cost 0 / 1500 / 1 Soul / No Trigger

«風紀委員 Public Morals Committee Member» / «オカルト Occult»

[AUTO] When this card attacks, choose 1 of your characters, and it gains Power +500 for that turn.
[AUTO] CHANGE [Put this card to Clock] At the beginning of your Encore Step, if this card is in Rest, you may pay the cost. If you do so, choose 1 [Search and destroy, Shizuru] from your Waiting Room and put it in the Border this card was in.

We have a pair of Shizuru cards now. The first, Holding hands, Shizuru, can give a small power boost to one of your characters, which can be quite handy at Level 0, since any power boost is likely to turn a battle around. She can also Change into the second Shizuru card, which we’ll look at next. Instead of having a Stock cost, you take damage instead. This makes it easy to conserve Stock, but could kill you faster.

Search and destroy, Shizuru

Green / Level 1 / Cost 0 / 6000 / 1 Soul / No Trigger

«風紀委員 Public Morals Committee Member» / «オカルト Occult»

[CONT] All of your other characters gain the following ability. [[CONT] This card cannot Side Attack.]

The second card, Search and destroy, Shizuru, is a powerful Level 1, since it’s a 1/0 6000, with arguably not too bad of a drawback. Of course how bad the drawback is depends entirely on the situation in the game. If you control the Stage and have the more powerful characters you don’t care about not being able to Side Attack. If you’re on the back foot and staring down more powerful characters you’ll probably want to Side Attack, so will miss being able to do it. This means you have to try and be sensible when playing the card, but it will sometimes backfire for reasons outside of your control. Remember that she can still Side Attack though.

If you bring her out via Change the Side Attacking issue will probably be less of a concern, since Shizuru can just deal with the powerful Level 0s, and your other characters (if any) deal with the weaker ones.

Student who can tell the difference, Kagari

Blue / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger

«時間 Time» / «鍵 Key»

[CONT] If you have no other character in your Stage, this card gains Power +1500 and [[AUTO] ENCORE [Put 1 Character card from Hand to the Waiting Room]].

Kagari is very powerful if you’re up against a deck that can’t consistently muster anything bigger than a 4000 during Level 0. On her own she’ll be a 4000 with Encore, which means as long as no one bigger comes along she can take on more or less any other Level 0 without worry. She’ll either defeat them or shrug off getting Reversed by Encoring. She does need to be careful of the cards which send their opponent’s to stock though. If the opponent puts a card down that can get above 4000, and stay there, then Kagari will be in trouble since you’ll need to let her go and alter your strategy next turn.

I think this will be good against many decks, but for some it will be less of a concern than others.

Mischievious kiss, Chihaya

Yellow / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«お菓子 Sweets» / «オカルト Occult»

[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.
[AUTO] This ability can activate up to 1 time in 1 turn. During the turn that this card was put from Hand to the Stage, when the damage dealt by this card is Cancelled, you may deal 1 damage to your opponent. (Damage cancel can still occur)

The new Level 3 for Chihaya has some potentially useful effects. Her first effect gives power and Soul to all your characters. The former can help you win battles, the latter could win or lose you the game based on your luck. As always a Soul boost can either deal extra damage and win you the game, or get it cancelled and lose you the game.

However Chihaya’s second effect can counteract this to a certain extent. On the turn you play her, if her attack is cancelled she’ll deal 1 damage again. This means that most of the time she’ll cause at least 1 damage, unless you get really unlucky and get cancelled twice in a row.

Rewritable fate, Kotori

Blue / Level 2 / Cost 1 / 4500 / 1 Soul / 1 Soul Trigger

«植物 Plant» / «オカルト Occult»

[CONT] ASSIST All of your characters in front of this card gain Power +X. X is equal to that character’s Level x 500.
[ACT] [(1) Put this card to Rest] Choose 1 of your characters, and it gains the following ability for that turn. [[AUTO] When this card’s battle opponent is put to Reverse, you may put that character to the bottom of the Deck.]

Rewritable fate, Kotori is a very good card. Not only is she a Level support card, but she has a powerful bonus effect as well. By Resting her and paying 1, another character gains the ability to send defeated opponents to the bottom of the deck. This will allow you to get around cards with Encore, and will increase your damage output when the opponent gets close to deck out. If you get two on Stage at once your opponent could quickly see most of their Stage disappear to the bottom of their deck.

Rewritable fate, Kagari

Blue / Level 1 / Cost 1 / 1500 / 1 Soul / 1 Soul Trigger

«時間 Time» / «鍵 Key»

[CONT] ASSIST All of your characters in front of this card gain Power +X. X is equal to the number of your characters with [ASSIST] x 500.
[ACT] [Put 1 card from Hand to the Waiting Room] Choose 1 of your characters, it gains Power +1000 until the end of your opponent’s next turn.

The final card for the week is one of the new Assist based Assist cards. If you look back at one of my previous articles you’ll see some of my thoughts on this type of card.

On top of this she can also give a character +1000 until the end of the opponent’s next turn by discarding a card. I think you probably won’t use this effect most of the time though, since losing a card is quite costly move for just a 1000 boost. It is useful to have though for the situations where you will need that power boost.

Weiβ Schwarz Card of the Day Catch Up: 10th-14th of September

For the second week of September, with Fate/Zero now finished it’s time to start Rewrite Harvest Festa!

Honest feelings, Kotori

Yellow / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger

«植物 Plant»

[CONT] During your turn, if you have 2 or less other characters on your Stage, all of your other characters gain Power +1000.

This Kotori card can give you a very powerful attacking force during the early portions of the game. A +1000 boost is big during Level 0, and since counters are rare at this point can easily help you over normally stronger cards. The downside of this is of course the fact that you can only play at most 2 other characters before she loses her effect. This either means 1 Back and 1 Front, or 2 Front. Neither of which is really an issue during Level 0, since you’ll often only be keeping 1 character Front Stage anyway.

This may cause the opponent to play extra cards though, trying to force you to follow suit and weaken your characters. If you want to get to Level 1 first, this may help you manage that.

Since she also has 2500 power herself, it does mean that when she can’t use her effect she should at least be able to take down weaker Level 0s, such as Reversers.

Fresh out of the bath, Akane

Red / Level 0 / Cost 0 / 500 / 1 Soul / No Trigger

«魔法 Magic» / «オカルト Occult»

[AUTO] When your other character in battle is put to Reverse, choose 1 of your characters, and it gains Power +1000 for that turn.
[ACT] CONCENTRATION [(1)] Turn over the top 4 cards of your Deck to the Waiting Room. For every 1 Climax card amongst those cards, perform the following action. [Choose 1 Character card from your Waiting Room, return it to Hand, choose 1 card from your Hand and put it to the Waiting Room.]

Akane has an annoying support ability as well as a useful Concentration effect. Her support effect means the opponent has to think more than usual about their attack order, as to avoid making some battles unwinnable. It also means that if you do have to be forced to do a suicide attack, then at least another character could become strong enough to avoid having that problem.

The Concentration effect allows you to fix your Hand, by exchanging less useful cards for better ones from your Waiting Room. As usual it’s also just useful for thinning the deck, since it can be used repeatedly.

Future for two, Kotaro

Yellow / Level 0 / Cost 0 / 1000 / 1 Soul / No Trigger

«超能力 ESP» / «オカルト Occult»

[CONT] ASSIST All of your characters in front of this card gain Power +500.

This is a standard Level 0 support card.

Future for two, Chihaya

Yellow / Level 0 / Cost 0 / 2000 / 1 Soul / No Trigger

«お菓子 Sweets» / «オカルト Occult»

[CONT] All of your other «お菓子 Sweets» characters gain Power +500.

Chihaya is a global support card for «お菓子 Sweets» attribute. I’m not sure how widespread this is, but it could be more useful in Standard than in a Rewrite deck. Although there do seem to be quite a few new «お菓子 Sweets» cards in the Harvest Festa! pack.

Dear explorer, Shizuru

Green / Level 1 / Cost 0 / 1500 / 1 Soul / No Trigger

«風紀委員 Public Morals Committee Member» / «オカルト Occult»

[CONT] All of your other characters gain Power +500.
[ACT] [(1) Put this card to Rest] Choose 1 card from your Clock and return it to Hand. Choose 1 card from your Hand and put it to Clock.

Shizuru is quite a useful support card. Not only is she a global +500 irrespective of attribute, but she also lets you treat your whole Clock as if they had Shift (they of course don’t though).
The +500 global support will be useful early in the game, but as the game reaches Levels 2 and 3 you would probably rather have a more restrictive but larger boost.

Her second effect allows you to retrieve anything from your Clock, meaning she’ll be very useful if important cards get stuck there. Especially if your deck doesn’t play any Waiting Room retrieval. It can also get Events or Climaxes (which you might have Clocked earlier in the game) which are usually quite hard to retrieve.

Lucia’s spokesman, Kotaro

Green / Level 2 / Cost 2 / 8000 / 2 Soul / 1 Soul Trigger

«超能力 ESP» / «オカルト Occult»

[AUTO] ACCELERATION [Put the top 1 card 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 +3000 until the end of your opponent’s next turn.

Kotaro is the first example (as far as I’m aware) of a card outside of Accel World with the new Acceleration ability. The boost gained is smaller (3000 vs 3500) than the Kuroyukihime card, but lasts for the opponent’s turn as well, which I feel makes up for the power loss. This would put Kotaro at 11000 for both your and the opponent’s turn, which is very strong for a Level 2 card. You have to be extra careful with Kotaro though, since you’ll be a Level closer to defeat when playing him compared to Kuroyukihime.

One objective, Lucia

Blue / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«委員長 Committee Chairman» / «オカルト Occult»

[CONT] The character opposite this card gains Soul -1.
[CONT] If this card is in the Front Stage and not in Reverse, your other character in the Front Stage middle Border gains Power +1000.

Lucia gets a new Level 3 card in the extra pack, and this time she has attributes. Her first effect is Soul reduction, which I’ve covered plenty before. Her second effect allows her to act as a third or on rare occasions fourth support card. Provided you keep her from losing a battle, the character in the middle of the Stage will gain an extra +1000. This can potentially put them at 14000 with the right supports, or even 15000 with two Lucia, making them just about unbeatable for some decks.

This of course comes with the downsides that Lucia herself has no interesting effects if in the middle herself, and that you have to devote extra attention to keeping Lucia alive. If she goes down the loss of 1000 could also cost you your middle card as well.

In the warmth and miracle

Green / Level 1 / Cost 1 / No Trigger / Event

Choose 1 of your characters, and it gains Power +6000 for that turn. Put this card to Memory.
[CONT] RECOLLECTION If this card is in Memory, all of your characters whose card name includes [Kotaro] have their card names treated as also being [“The Power To Overcome Lucia’s Poison”, Kotaro].

In the warmth and miracle is a powerful Event card that also aids decks based around Kotaro. A +6000 boost is huge, especially since it only costs 1 Stock, however since it’s only an Event card you cannot use it to protect yourself from your opponent’s attacks. Also often +6000 will be wasted unless it’s used very late in the game, which means you’ll be missing out on the Recollection effect.

The Recollection effect is presumably useful for setting up combos involving that specific name, but can also lead to some odd interactions. For example the card [Curse of Haruka Asahi] requires a [ ルチア] (Lucia) card on the Stage to be used, and since Kotaro cards gain the name [“The Power To Overcome Lucia’s Poison”, Kotaro] they all now contain Lucia. It gets even more complicated if you start off with [“Kotaro’s Rival” Inoue] since she’s not even Kotaro in the first place.

Third planet Fairy of Magic, Creamy☆Kagarin

Blue / Level 2 / Cost 1 / 8000 / 1 Soul / 1 Soul Trigger

«時間 Time» / «鍵 Key»

[AUTO] When this card is put from Hand to the Stage, reveal the top 1 card of your Deck. If that card is a Climax, put this card to Rest.
[AUTO] ACCELERATION [Put the top 1 card of your Deck to Clock] At the beginning of your Climax Phase, you may pay the cost. If you do so, all of your characters gain Power +1000 until the end of your opponent’s next turn.

We get another Acceleration effect this time from Kagarin, but you also have to be careful when playing her. Her first effect can both help and hinder you. Most of the time it will help you, by showing you the top of your deck and allowing you to either guarantee a certain amount of damage off your first attack, or work out if its worth using the Acceleration or not. When it hinders you will be on the rare occasions you hit a Climax. In these cases she’ll be unable to attack for the turn, and you’ll probably not want to Accelerate, since you’ll be losing a Climax. Although then again it does let you use Concentration safe in the knowledge it will work.

Instead of giving just herself a powerful boost, Kagarin gives your entire Stage a +1000 boost. Per battle the boost isn’t as impressive as what Kotaro gets for himself, but it could potentially help you win 3 battles instead of just 1, which is a much more important result.

Charisma witch, Akane

Yellow / Level 2 / Cost 1 / 3500 / 1 Soul / 1 Soul Trigger

«魔法 Magic» / «オカルト Occult»

[CONT] ASSIST All of your characters in front of this card gain Power +1000.

[AUTO] When cards are put from your Clock or your opponent’s Clock to the Waiting Room by that player’s card’s effect, that player may put the top 2 cards of his Stock to the Waiting Room. If he does not, that player puts the top 1 card of his Deck to Clock.

Finally for this week we have a very powerful Akane card. Not only does she provide a +1000 boost to those in front, but she also discourages healing. If either players wants to heal it will now cost them an additional two Stock, otherwise they’ll just take another damage again.

It won’t affect you too much if you don’t play healing cards, but it could be devastating for decks that heal a lot. If someone still wants to heal it will cost them two Stock at a time, so they could be stuck with a tough choice between healing and being able to play other cards.

I think most of the time people will instead just opt to not heal, rather than going through the trouble of paying two, or healing them getting burnt again. If you get two Akane down I really doubt anyone will heal, since four Stock would just be too high a price. What’s more they’ll end up worse off if they don’t pay anything since they’ll heal one, just to take two burn damage.

I think this is a very strong Akane card and could shut down quite a few end game strategies.

Weiβ Schwarz Card of the Day Catch Up: 3rd-7th of September

I’m still a long way behind, so it means there are still plenty more cards to catch up on. The first week of September finished off the Fate/Zero previews as well as sneaking a Kanade card from a few weeks earlier into the Friday’s card. Since I’ve already covered the card though I won’t be repeating it.

This post will also be my 100th on Weiβ Schwarz.

Puppet of Einzbern, Irisviel

Yellow / Level 1 / Cost 0 / 5000 / 1 Soul / No Trigger

«ホムンクルス Homunculus» / «錬金術 Alchemy»

[AUTO] [(1)] When this card attacks, if [Symbol of Determination] is in the Climax Border, you may pay the cost. If you do so, search your Deck for up to 1 Level 1 or above «マスター Master» or «サーヴァント Servant» character card, show it to your opponent and add it to Hand. Shuffle that Deck.

Up first we have an Irisviel card with a simple Climax combo. The combo gets you a Level 1 or above «マスター Master» or «サーヴァント Servant» character card, meaning that you’ll be at least replacing the Climax card you just played. In addition to that if you have multiple copies of Irisviel you’ll be able to get even more cards, building up your card advantage. «マスター Master» and «サーヴァント Servant» cover a lot of the cards in the deck, but just be wary that not all of them will have these attributes. You’ll rarely be bothered about the fact you can’t get Level 0s though.

Thankfully though this combo is easier to pull off than you might think, thanks to the next card.

Mother and child, Irisviel & Illya

Yellow / Level 1 / Cost 1 / 2000 / 1 Soul / 1 Soul Trigger

«ホムンクルス Homunculus» / «錬金術 Alchemy»

[AUTO] BOND/[“Mage Killer”, Kiritsugu] [(1)]
[AUTO] BOND/[Puppet of Einzbern, Irisviel] [(1)]

Irisviel & Illya come with a double Bond. Firstly to the 2/1 3000 counter Kiritsugu card and secondly to the Irisviel card that preceded this. Bonding to a Counter makes it easier to protect yourself, but ruins the surprise, whilst bonding to Irisviel makes the Climax combo easier to pull off.

Red demon banishing spear, Lancer

Green / Level 2 / Cost 1 / 8000 / 1 Soul / 1 Soul Trigger

«サーヴァント Servant» / «武器 Weapon»

[AUTO] When this card attacks, if [Crimson Rose of Exorcism] is in the Climax Border, choose 1 of your characters, and it gains Power +2000 and the following ability until the end of your opponent’s next turn. [[CONT] During this card’s Battle, your opponent cannot play [BACKUP] from Hand.]

We have yet another Climax combo now, this time featuring Lancer. Lancer powers one of your characters up and makes it harder to defend against your attacks. +2000 power can help tip turn the tide in battle, or aid lower Level cards in defeating those of a higher Level. Since it stays around until the end of the opponent’s next turn, it also makes it much easier to defend yourself next turn. However the much more important matter is that the opponent cannot use Backup, meaning they cannot use some of their counter cards to protect against your attack. They could still use Event Counters though, since they don’t have Backup. If you know your opponent doesn’t have cards like this, then Lancer can be very useful for pushing over powerful threats.

Mage prodigy, Kayneth

Green / Level 1 / Cost 0 / 5000 / 1 Soul / No Trigger

«マスター Master» / «錬金術 Alchemy»

[CONT] If your Stock has 5 or more cards, this card gains Power +1000.

This Kayneth is useful if your deck is designed to build up Stock, which shouldn’t be too bad, given all the previously shown Green cards designed to do just that. If you can pull it off you’ll be sitting with a 1/0 6000, which is very useful. Personally I find other requirements for a 1/0 6000, such as Experience, easier to pull off, since Kayneth loses strength if you have a bad Level 0.

Waver ‘McKenzie’

Green / Level 2 / Cost 1 / 5000 / 1 Soul / 1 Soul Trigger

«マスター Master» / «錬金術 Alchemy»

[AUTO] When your character attacks, choose 1 of your other «サーヴァント Servant» characters, and it gains Power +1000 for that turn.

This Waver card is a very weak Level 2 in terms of power, but does have a useful and annoying effect to help «サーヴァント Servant» decks. At 5000 power it’s very easy to defeat Waver, but despite this weakness he will probably be a prime target for your opponent’s attacks. This is because as long as Waver stays on the Stage, he can turn your other characters into more threatening forces. A +1000 boost can be helpful to win tight battles, especially since it will come on top of and Back Stage support you also have. This means it wouldn’t be unusual to see characters sitting 3-4000 above their printed power.

I do wonder if it’s worth all the effort of keeping Waver on the Front Stage though, since keeping him alive will eat into lots of your other resources.

King of conquest, Rider

Green / Level 3 / Cost 2 / 9500 / 2 Soul / 1 Soul Trigger

«サーヴァント Servant» / «王族 Royalty»

[CONT] For every 1 of your opponents characters in Rest, this card gains Power +500.
[AUTO] [(1)] For the turn where this card was put from Hand to the Stage, when this card’s battle opponent is put to Reverse, you may pay the cost. If you do so, put that character to Clock.
[AUTO] [(2)] At the beginning of your Encore Step, you may pay the cost. If you do so, choose 1 of your other characters and this card, and put them to Memory. At the beginning of your next Draw Phase, put those characters from your Memory to separate Borders on the Stage.

King of conquest, Rider can be quite a powerful Level 3. His first effect allows him to potentially reach 12000 power, but he’ll probably cap out at 11000 most of the time. He’ll make the opponent think twice about using any effects which Rest their Back Stage cards, since this will just result in him gaining +1000.

When attacking Rider it would usually be best to attack him first, since it’ll only increase him to 10000, what you’d expect for a Level 3. Waiting any later could push him to 11000, unless some of your own characters become reversed in the process. When attacking with Rider you’ll also probably want to attack with him first, since for every one of your opponent’s characters you defeat he’ll lose 500 power.

His second effect allows you to deal one unblockable damage, for the very low cost of 1 Stock, but only during the turn you play him from your Hand. Otherwise he’d simply be too good, there’s a Hideyoshi card in Sengoku Basara that has this effect permanently, but comes with a cost of 3 instead. When attacking on the turn you play Rider you’ll either pick off a weakling to guarantee the burn, or go after a stronger character hoping to either force a counter or just get rid of the threat. Another advantage of this effect is the fact that it makes the character impossible to Encore, since they’ll be in the Clock.

The final effect is risky, but also makes it very hard to beat Rider. The effect can work as a very cheap two character Encore, by saving them both until the next turn. This means that in the late game you can safely ram Rider and another card into whatever your opponent has, knowing that even if you lose the battle you won’t lose your cards. It also means that if you do win the battle, the opponent can’t take revenge on the following turn. It is of course risky though, since it leaves you mostly open, and prone to more damage. This could sometimes save you though, since it means attacks are more likely to get cancelled.

Venerable mage, Tokiomi

Red / Level 0 / Cost 0 / 1500 / 1 Soul / No Trigger

«マスター Master» / «宝石 Jewel»

[CONT] All of your other «王族 Royalty» characters gain Power +500.
[ACT] [(2) Put this card to Rest] Choose 1 «サーヴァント Servant» character card from your Waiting Room and return it to Hand.

Tokiomi is a powerful support card for «王族 Royalty» and «サーヴァント Servant» decks, which I think comprises the main characters like Archer, Saber and Rider. Firstly he gives a global boost to «王族 Royalty» characters, potentially also making him useful in Standard. On top of this he also comes with a retrieval effect for «サーヴァント Servant» character cards, which could be very helpful as the game wears on if you have the Stock to pay for it. Resting Tokiomi will be a very light cost, since he’ll be Back Stage most of the time anyway.

Excellent wine, Archer

Red / Level 1 / Cost 0 / 2500 / 1 Soul / No Trigger

«サーヴァント Servant» / «王族 Royalty» [COUNTER]

[AUTO] [(1)] When you use this card’s [BACKUP], you may pay the cost. If you do so, choose 1 of your «マスター Master» or «サーヴァント Servant» characters in battle, and it gains Power +X for that turn. X is equal to that character’s Level x 500.
[ACT] [Counter] BACKUP 1000 Level 1 [Put this card from Hand to the Waiting Room]

Excellent wine, Archer is an interesting Counter card, since its power relies in large part on what character it’s being used to protect. The higher the Level of the card, the more powerful this will be, meaning it gets better and better as the game does on.

At its most basic the card only gives a +1000 boost, which is poor, even for a cost 0. However you won’t often be using it on Level 0 cards. When used on Level 1s it will reach 1500, standard for a 1/0 counter. Used on a Level 2 it will reach 2000, which is quite rare for a 1/0 counter. Finally when used on a Level 3 it can reach 2500, which has to be one of the highest amounts possible for a cost 0 counter.

The fact it’s free and gets increasingly better as the game goes on makes this an appealing card. However sometimes pure power in a counter will be more important and you’ll want a larger than 2500 boost, even if it has a higher cost.

King of ideals, Saber

Yellow / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«サーヴァント Servant» / «王族 Royalty»

[CONT] If you have 4 or less cards in your Hand, this card gets +1000 Power.

[CONT] The character opposite this card gains Soul -1.

[AUTO] When the Character battling this card becomes REVERSE, choose 1 of your other «サーヴァント Servant» character, during this turn, it gets +1 soul.

Finally to finish off the Fate / Zero cards it couldn’t be anything else but a Saber Level 3. Saber not only makes it harder for the opponent to win, but also potentially easier for you to win.
Her first effect is quite likely to be set off during the latter parts of the game, when you’ve drained your resources down to a final few cards. Alternatively you could fill the Stage if you’ve been holding back up to this point. As always +1000 is a useful boost, but you have to be careful to maintain the smaller Hand size, otherwise you could see a power drop. Just be wary of Climaxes which add cards to your Hand, but you probably won’t see much of those in a Yellow deck.

The second effect is as always a double edged sword. On the one hand you take less damage, on the other its less likley to get cancelled.

The final effect gives one of your other «サーヴァント Servant» characters +1 Soul, should Saber defeat her opponent. This can be very helpful late game if used properly. If used without thought it could cost you a game, by causing a cancel. If used sensibly it could be combined with a Side Attack to hit for exactly 1 damage. In desperate situations it will sometimes be worth the chance of the cancel simply because without the extra 1 damage you cannot win.

Weiβ Schwarz Card of the Day Catch Up: 27th-31st of August

The last week of August was filled with more Fate/Zero previews, so there are a lot more guys in the previews than usual. I know the whole set is out by now, but I’ll be continuing with these until I’ve caught up on the Card of the Day.

Trusted justice, Kiritsugu

Yellow / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«マスター Master» / «武器 Weapon»

[AUTO] When this card is put from Hand to the Stage, choose 1 of your characters, and it gains Power +4000, Soul +1 for that turn.
[AUTO] When the damage from this card’s Attack is Cancelled, if [Origin Bullet] is in the Climax Border, you may choose 1 of your opponent’s Front Stage Level 3 or below characters, and put it to Stock.

First up we have a Kiritsugu Level 3. Instead of healing, drawing or soul reduction like most other Level 3s, he instead gives one of your characters a big power boost. +4000 should be enough to push things over or close to the edge of counter territory, making one of your attacks much safer. You could even give the boost to himself if you’re lacking in other powerful characters. The Soul boost is partly a gamble, since it could end the game faster, or delay victory by hitting a Climax instead.

However he has a Climax combo that could take advantage of this, if he gave the boost to himself. When his attack gets cancelled you get to turn and opponent’s Level 3 or lower into Stock. Barring rare cards that can increase their Level above 3, this basically means you can get rid of any Front Stage character the opponent has, and they can’t bring it back via Encore. Of course it does result in an increase to Stock for them, which could come back to kick you on the following turn, by allowing your opponent to play more powerful cards.

Power release, Saber

Yellow / Level 0 / Cost 0 / 2500 / 1 Soul / No trigger

«サーヴァント Servant» / «武器 Weapon»

[ACT] CONCENTRATION[(1)] Flip over the top 4 cards of your Deck to the Waiting Room. For every 1 Climax amongst those cards, choose 1 of your «サーヴァント Servant» characters, and it gains Power +2000 for that turn.

This Saber card has a fairly standard Concentration effect for a Level 0, giving a «サーヴァント Servant» character +2000 for every Climax you hit. Personally I usually prefer cards which have inbuilt card advantage, as opposed to potential advantage via battle, but +2000 is a huge boost during Level 0. Hopefully the boost will allow you to win a battle, essentially meaning that each Climax you hit will defeat an opponent’s card. Since +2000 is still quite hefty at any point in the game, this effect can be useful during most of the game.

Even if you don’t hit any Climax cards it’s still a useful way to thin your deck.

Void within, Kirei

Blue / Level 1 / Cost 0 / 3000 / 1 Soul / No Trigger

«虚無 Void» /  «マスター Master»

[CONT] During your opponent’s turn, all of your other «マスター Master» characters gain Power +1000.
[AUTO] CHANGE [(4) Put 1 Climax card from Hand to the Waiting Room, put this card to the Waiting Room] At the beginning of your Draw Phase, you may pay the cost. If you do so, choose 1 [Kotomine Kirei] from your Waiting Room and put it in the Border this card was in.

Kirei comes with a useful support ability and a very costly Change effect. The first effect provides +1000 to all your «マスター Master» characters, making it a very powerful global boost, especially attached to a Level 1. To balance this though, the boost only applies during your opponent’s turn. This means you can set up a very powerful defense at Level 1, but you’ll be lacking when it comes to going on the offensive. Unless your opponent purposefully rams their characters into yours just to cause damage, you’ll probably only be able to afford side attacks on your turn.

The Change effect is every costly, coming at 4 Stock and a Climax card. It also works during your Draw Phase, meaning you need to keep him alive for a turn, which is fortunately easy since you want him to stay Back Stage. This will likely drain most of your Stock, but will bring forth a Level 3 character, who will probably be beating lots of cards until your opponent can bring one of their powerhouses out too.

Staying in this world with a body, Archer

Blue / Level 2 / Cost 1 / 7500 / 1 Soul / 1 Soul Trigger

«サーヴァント Servant» / «王族 Royalty»

[CONT] If you have 3 or more other «マスター Master» or «サーヴァント Servant» characters on your Stage, this card gains [[AUTO] ENCORE [Put 1 character card from Hand to the Waiting Room]].
[ACT] [(1)] Choose 1 of your «サーヴァント Servant» characters, and it gains Power +1500 for that turn.

This Archer could be quite a pain for your opponent, since he’s hard to get rid of and can provide powerful boosts to your characters. With enough «マスター Master» or «サーヴァント Servant» characters on your Stage he will gain Encore, which isn’t usually too hard to pull off during the later game. This means that even though he’ll be a prime target for your opponent’s attacks, they won’t actually be able to get rid of him that way.

His second effect just turns Stock into power boosts. He could use it on himself, since he’s rather lacking for a Level 2 at only 7500. Alternatively the boosts could be used on other characters to help push past your opponent’s most powerful cards. You could of course with enough Stock just boost everyone’s power. If you have Stock to spare late game this Archer could be useful for taking out your opponent’s best cards.

Price of life, Kariya

Red / Level 1 / Cost 1 / 4000 / 1 Soul / 1 Soul Trigger

«マスター Master» / «虫 Insect»

[CONT] ASSIST All of your characters in front of this card gain the following ability. [[AUTO] [(1)] When this card is put to Reverse, if this card’s battle opponent’s Level is equal to or lower than this card’s Level, you may pay the cost. If you do so, put that character to Reverse.]

Kariya is a useful support card which you see in a few sets. He turns all your characters in front of him into Reversers. This means that your opponent has to be very wary of attacking you as long as Kariya is on Stage. It could potentially turn the game into a long run of Side Attacks, with both players resisting Front Attacking, so as not to leave themselves open during the opponent’s turn. The easiest way around Kariya is to simply play higher level characters, which means the Kariya player will need to be careful not to make the opponent Level up before them, otherwise they’ll likely take a big hit to their Stage.

There are of course disadvantages to using Kariya. Firstly is the fact that you sacrifice power boosts for him, but since most battles will now result in even trade offs this will be less important. Your third character will miss out on any potential global boosts that could have been played in Kariya’s place too. Also this card will eat through your Stock very quickly. If you’re constantly losing battles and forcing the opponent to Reverse you’ll only be able to build up any Stock with your final Front Row Character. Without careful management of Stock you could find yourself unable to play cards during the final turns of the game.

Cursed incarnate, Berserker

Red / Level 1 / Cost 1 / 6500 / 1 Soul / No Trigger

«サーヴァント Servant» / «武器 Weapon»

[AUTO] ENCORE [Put the top 1 card of your Deck to Clock]

This is your standard 1/1 Encore card. The offer survivability for a slight power reduction, so you’ll need to decide which is more important to you.

Waver Velvet

Green / Level 1 / Cost 1 / 2500 / 1 Soul / 1 Soul Trigger

«マスター Master» / «錬金術 Alchemy»

[CONT] ASSIST All of your characters in front of this card gain Power +X. X is equal to the number of your characters with [ASSIST] x 500.
[AUTO] When [The Bonds that Bind a King and His Retainer] is put in the Climax Border, reveal the top 1 card of your Deck. If that card is a «王族 Royalty» or «錬金術 Alchemy» character card, put it to Stock.

This Waver card is the new type of Assist first introduced in Madoka. The more characters with assist that you control, the more powerful his effect becomes. At a basic level this will make him the same as a +500 on his own, and the same as a +1000 with another Assist character. This means you can get a +1000 boost a Level earlier than normally possible. Finally with even more characters you can get even larger boosts, but this is unlikely since you’ll need to place an assist character on the Front Stage.

Waver’s second effect is a Climax combo that allows you to gain Stock. It’s not a fancy effect,  but extra Stock is also a helpful resource.

Great king, Rider

Green / Level 1 / Cost 0 / 1 Soul / No Trigger

«サーヴァント Servant» / «王族 Royalty»

[AUTO] When this card attacks, all players put the top 1 card of their Deck to the Waiting Room. If the Level of the card you put to the Waiting Room by this effect is higher than the Level of the card your opponent put to the Waiting Room by this effect, you may put the top 1 card of your Deck to Stock.

This Rider has a very interesting effect, which comes at the cost of 1000 power. Whenever he attacks both players send the top card of their Deck to the Waiting Room, which can either help or hinder you. If your opponent hits a character they’ll now be more likely to cancel your attack, but if they hit a Climax you’ll have stopped a cancel. The former is much more likely to happen, but when the latter happens it could be game changing. On your part it will either stop you getting a Climax stuck in the Stock, or simply just thin your deck.

After this is done you’ll both need to compare the Level of the cards sent in this way. If yours is higher you’ll gain a Stock, which can be very helpful. With a top heavy deck you’ll see more success with this effect, but you don’t want to go so far as to imbalance your deck completely. I imagine most of the time you’ll just end up getting rid of both player’s top cards anyway.

King of all creation, Archer

Red / Level 3 / Cost 2 / 10000 /2 Soul / 1 Soul Trigger

«サーヴァント Servant» / «王族 Royalty»

[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] [(1) Put 1 [Sword of Rupture EA] from Hand to the Waiting Room] At the beginning of your opponent’s Attack Phase, if this card is in the Front Stage, you may pay the cost. If you do so, choose 1 Climax card from your opponent’s Climax Border and put it to the Waiting Room, and this card gains Power +5500 for that turn.

Sword of Rupture EA

Red / 2 Soul Trigger

[AUTO] When this card is put from Hand to the Climax Border, draw 1 card and choose 1 of your characters, and it gains Power +2000, Soul +1 for that turn.

We finish off the week with an unusual Archer Climax combo. Beyond the combo he also comes with the standard heal effect you’d expect to see on a Level 3.

The Climax combo is unusual because it can only be used during the opponent’s turn, and works by discarding the Climax rather than playing it. He’s not the only card that works like this, there’s a similar one in EVA for example, but it’s just far less common than other types of combos.

The combo is best saved until the opponent tries to use their own, since it sends an opponent’s Climax card to the Waiting Room. At the right time this can really mess up your opponent’s plans, so they’ll always be wary of trying to attack this Archer card. In addition Archer gains +5500 Power, basically turning your Climax into a powerful Counter card. This means it’s going to be very difficult to defeat Archer.

Even if you don’t have the Climax in your hand, Archer can act as a powerful deterrent against your opponent making certain plays, since they’ll always be worried you could be holding the Climax.

Weiβ Schwarz Card of the Day Catch Up: 20th-24th of August

For this week of catch ups it looks like Bushiroad have finally switched back to 2 cards per day. This time it looks to be focusing on the Fate/Zero pack and the new Trial Decks.

Beautiful king of knights, Saber

Yellow / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger

«サーヴァント Servant» / «王族 Royalty»

[CONT] If your opponent has 3 or less characters in their Stage, this card gains Power +1000.

Up first we have a Saber that forces your opponent to play in a way that they may not want to. Unless they play 4 characters to the Stage, Saber will sit at 3500, which is big for a Level 0. This means you can either pick off weaker cards with Saber, or force the opponent to commit lots of characters to the Stage and defeat them on the following turn. Of course reversing cards are an easy way around this without committing too much to the Stage.

Silver Crow

Yellow / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«アバター Avatar»

[CONT] During your turn, this card gains Power +1000.
[CONT] The character opposite this card gains Soul -1.
[ACT] [(1)] This card gains Soul +1 for that turn.

Silver Crow has some very simple effects, but can be a very effective game ender. On the offensive he can take down lots of other Level 3 cards and still be normal strength on the defensive. The Soul reduction can often keep you in the game longer, but sometimes will prevent cancelling. His final effect can end the game on its own. Once you know the opponent is out of Climax cards, you can just pump Silver Crow’s Soul to the amount of damage you need to win and go for game in one massive blow. He can also be useful when you’re in a desperate spot, since it can turn a losing game into victory if you take a gamble on a massive blow not being cancelled.

Golden royalty, Archer

Red/ Level 1 / Cost 0 / 4500 / 1 Soul / No Trigger

«サーヴァント Servant» / «王族 Royalty»

[CONT] When a Red Climax card is in your Climax Border, this card gains the following ability. [[AUTO] When this card is put to Reverse, if this card’s battle opponent is Cost 1 or below, you may put that character to Reverse.]
[AUTO] ENCORE [Put 1 Character card from Hand to the Waiting Room]

This Archer card has a coloured Climax combo, meaning it’s a little easier to pull off than normal ones. You just need a Red Climax instead of a specifically named one, meaning you can mix Archer into any Fate deck and even Standard decks. Since he has Encore it’s even easier to keep Archer around to pull off the combo.

Instead of defeating characters based on Level, he instead defeats them based on their Stock cost. This means that Archer can defeat some Level 2 characters, in addition to the usual Level 1s. Although there are a few unusual Level 1 cards with high Stock cost that he can’t touch. I think the ability to defeat Level 2 cards outweighs this rare drawback though.

The firm one in the family, Junna

Red / Level 2 / Cost 1 / 8500 / 1 Soul / 1 Soul Trigger

«科学 Science» / «スポーツ Sports»

No effect.

This is a standard 2/1 vanilla.

Path of a knight, Lancer

Green / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger

«サーヴァント Servant» / «武器 Weapon»

[AUTO] [(1) Put 1 Climax 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, look for 1 up to 1 Green Climax card or [Promised Sword of Victory] from your Deck, show it to your opponent and add it to Hand. Shuffle that Deck.

This Lancer is a little unusual, in that it basically exchanges one Climax for another. If you need a specific Climax for one of your other cards, but have the wrong one in your Hand, this Lancer can help you with that. Since he can get any Green Climax, I suppose he might also be useful in Standard Green decks.

The downside of this effect of course is the fact that it will result in one less Climax in your deck, meaning you’re less likely to cancel damage. If the combo is powerful enough this might be worth it, or if the game is about to end, but usually I don’t think it’ll be worth it.

Agriculture girl, Elly

Green / Level 0 / Cost 0 / 3000 / 1 Soul / No trigger

«探偵 Detective» / «農業 Agriculture»

No effect.

This is a standard 0/0 vanilla.

Ruler of Macedonia, Rider

Green / Level 2 / Cost 1 / 4000 / 1 Soul / 1 Soul Trigger

«サーヴァント Servant» / «王族 Royalty»

[CONT] All of your other «サーヴァント Servant» characters gain Power +1000.
[AUTO] [(3) Put 1 card from Hand to the Waiting Room] When [King’s Army] is put in your Climax Border, you may pay the cost. If you do so, search your Deck for up to 3 Cost 0 or below «サーヴァント Servant» characters, and put them in separate Borders on the Stage. Shuffle that Deck.

This Rider card is a powerful support card that can also help swarm the Stage. Firstly he gives all «サーヴァント Servant» characters +1000, which means he’s better than the standard +1000 in front cards. Under some circumstances this can even be better than Level support cards, since the two characters on the Side of the Stage will get a larger boost.

His second effect is a Climax combo that allows you to swarm the field, and will be useful if you’ve drained your hand of playable characters. You’ll trade off a Climax, one card in Hand and 3 Stock for 3 characters on the Stage. This’ll give you an extra card overall, and you’ll replenish the Stock right away. This also results in thinning your deck by 3 cards, hopefully meaning that it’ll be more likely to cancel attacks in the future.

Pink pig, Haruyuki

Yellow / Level 0 / Cost 0 / 1000 / 1 Soul / No trigger

«アバター Avatar» / «動物 Animal»

[CONT] ASSIST All of your characters in front of this card gain Power +500.

This is standard Level 0 support.

Childhood friends, Akiho & Kaito

Yellow / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«科学 Science» / «メカ Mecha»

[CONT] The character opposite this card gains Soul -1.

[CONT] During your turn, if this card is in the Front Row Center Slot, all your other Characters gain Power +1000.

Akiho & Kaito are another Soul reduction Level 3, which I’ve already talked about a lot recently, so won’t cover again. It addition to this they can also function as an additional support card, giving all other Characters +1000, provided they stay in the centre of the Stage. This means side characters could easily get +2500, if Robotics;Notes gets Level support.

You’ll need to combine this with other Level 3 cards to get the most out of it though, since you’ll ideally only ever want one copy of this on the Stage at a time.

Restarting the investigation! Sharo

Red / Level 0 / Cost 0 / 2500 / 1 Soul / No trigger

«探偵 Detective» / «カメラ Camera»

[AUTO] When one of your other characters is reversed in battle, during this turn, this card gains Power +1000.

Finally we have a Sharo card that forces the opponent to attack in a certain order. If you don’t hit Sharo first she’ll boost up to 3500, meaning she’s much harder to kill. Leave her until last and she’ll hit 4500, which for most decks can only be dealt with via effects. This means Sharo will usually be the first card chosen to defeat, unless of course you play multiple copies at the same time.

Another possible use for this card is combining it with reversing cards to take down cards in your own turn. The reverser can take down the opponent’s strongest card, whilst Sharo can then gain 1000 and defeat the second strongest card.

Weiβ Schwarz Card of the Day Catch Up: 13th-17th of August

For the 2nd catchup I’ll be covering all the cards from the first full week when I was away. This continues the theme of the new Extra Pack and Trial Deck cards.

The day Yuji disappeared, Shana

Yellow / Level 2 / Cost 2 / 7000 / 2 Soul / 1 Soul Trigger

«炎 Flame» / «メロンパン Melon Bread»

[AUTO] When this card attacks, choose 1 of your other «炎 Flame» characters, and it gains Power +2000 for that turn.
[AUTO] ENCORE [Put 1 character card from Hand to the Waiting Room]

Up first we have a Shana card that lacks in power itself, but can help make your other characters very powerful. At only 7000 she’s pretty weak for a 2/2, but thanks to Encore she should still be able to stick around on the Stage for an extended period of time. She gives a big +2000 when she attacks, meaning the boost can be added on top of those from your Back Stage support cards. This will help you overcome big threats from your opponent, where supports alone are not enough. Personally I’m not too sure how often this would be needed though.

Fulfilling your dreams, Yui

Yellow / Level 3 / Cost 2 / 9500 / 2 Soul / 1 Soul Trigger

«死 Death» / «音楽 Music»

[CONT] RECOLLECTION If you have 2 or more «音楽 Music» characters in Memory, this card gains Power +1000.
[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] When this card attacks, if [Memories of Gldemo] is in the Climax Border, all of your «死 Death» characters gain Power +3500 for that turn.

This Yui card can be quite powerful herself, with the potential to make your entire Stage huge. There are several «音楽 Music» cards in the set that can send themselves to Memory, which means it shouldn’t be too hard to pull off the Recollection effect. This will put her at 10500, enough to beat normal Level 3s, but unfortunately not enough to beat those who can push themselves higher.

Heal is a welcome addition to Angel Beats! since it lacked them until this Extra Pack.

Finally Yui has a Climax combo which can boost all your characters by 3500 Power, which should be more than enough to push over most defenses, or at least draw out Counters from your opponent.

This card combos well with [Cool beauty, Iwasawa], who we’ll see in a few cards, and I’ll go into more depths on things there.

Girl who appeared at Tanegashima, Frau

Red / Level 1 / Cost 0 / 5000 / 1 Soul / No trigger

«科学 Science» / «オタク Otaku»

[AUTO] When this card is put from Hand to the Stage, if you have 2 or more other «科学 Science» characters on your Stage, this card gains Level +1 and Power +1500 for that turn.

Frau has a useful effect for overcoming decks that play Level 1 Reversers, since she can make herself immune to them for a single turn, making them easy to pick off. Aside from this I don’t think the Level boost will have that much effect. The power boost on the other hand can allow you to beat other 1/0 cards, and with the right support could even challenge some 1/1s, saving you on a stock.

‘Persona’ equipped, Wilhelmina

Red / Level 2 / Cost 1 / 7500 / 1 Soul / 1 Soul Trigger

«炎 Flame» / «メイド Maid»

[CONT] If you have a character whose card name includes [Shana] in your Stage, this card gains Power +1500.

Wilhelmina can be quite powerful assuming you’re playing a deck with Shana in it. She’ll basically be a 2/1 9000 with very little effort on your part. This makes her quite useful at Level 2, since she’ll beat out 2/1 vanillas and other Level 2s which sacrifice power for effects.

Cool beauty, Iwasawa

Yellow / Level 2 / Cost 1 / 7500 / 1 Soul / 1 Soul Trigger

«死 Death» / «音楽 Music»

[AUTO] [Put this card to Memory] When [Memories of Gldemo] is put in your Climax Border, you may pay the cost. If you do so, choose 1 [Fulfilling your dreams, Yui] from your Hand and put it in the Border this card was in.

This is the card that combos with Yui from earlier and makes it very easy to use Yui to full power. She has the same Climax combo as Yui, meaning that after you use Iwasawa to play Yui (probably a Level early), she can also get her Climax combo and give everyone a +3500 boost. What’s more Iwasawa makes it easy for Yui to reach 10500, since she herself goes to Memory putting you halfway there already. Finally since she plays Yui from your hand it means she’ll also get her healing effect.

Tulip group, Kokoro

Red / Level 1 / Cost 1 / 2000 / 1 Soul / 1 Soul Trigger

«警察 Police» / «仮面 Mask»

[ACT][Counter] BACKUP 2000 Level 1 [(1) Put this card in Hand to the Waiting Room]

This is just a standard 1/1 Counter.

Midst of conflict, Shana

Red / Level 1 / Cost 0 / 6000 / 1 Soul / No Soul Trigger

«炎 Flame» / «武器 Weapon»

[AUTO] When this card is put from Hand to the Stage, choose 1 of your «炎 Flame» characters in Stand, and put it to Rest.

This is a powerful Shana card since she has 6000 power despite being a Cost 0 card. However you need to Rest a «炎 Flame» character when you play her. Usually this’ll be a Back Stage character, which will be of little consequence to you. However during games where you either don’t see these, or they need to be rested for other reasons it’ll mean you’ll either need to sacrifice other attacks for the turn, or stop Shana herself attacking. This also restricts how many copies of this card you can play in a single turn. For example it wouldn’t make sense to play more than 2 per turn.

Always togerther, Sekine & Irie

Yellow / Level 0 / Cost 0 / 1000 / 1 Soul / No Trigger

«死 Death» / «音楽 Music»

[AUTO] BOND/[Cool Beauty, Iwasawa] [(1)]

Sekine & Irie make setting up for the Level 3 Yui even easier, since they bond to the Iwasawa card that is able to play her a Level early. This means you have to worry less about getting Iwasawa in your hand, since you can draw these guys as well.

Pitch black swallowtail butterfly, Kuroyukihime

Yellow / Level 1 / Cost 0 / 5000 / 1 Soul / No Trigger

«生徒会 Student Council» /«アバター Avatar»

[AUTO] ACCELERATION [Put the top 1 card of your Deck to Clock] At the beginning of the Climax Phase, you may pay the cost. If you do so, this card gains Power +3500 for that turn.

Kuroyukihime has a new kind of effect know as Acceleration, which of course fits with the fact she’s from Accel World. Since these card were originally revealed the effect has also turned up in the new Rewrite cards, suggesting it’s going to be sticking around, rather than just being a single series specific ability. All Acceleration effects seem to follow the same patter, you basically take damage in exchange for a huge power boost. You can either view this as accelerating your character by powering them up, or as accelerating the game by putting yourself closer to defeat.

Kuroyukihime will hit 8500 without even considering supports, meaning that not only can she waltz over Level 1 cards, but can even challenge some Level 2 cards. If you can afford the damage she can easily get rid of one of your opponent’s characters.

Last battle, Margery

Red / Level 1 / Cost 1 / 6500 / 1 Soul / No Trigger

«炎 Flame» / «本 Book»

[ACT] [(1) Put 1 of your «炎 Flame» characters to Rest] This card gains Power +3000 for that turn.

Margery is another Level 1 card capable of reaching huge power levels. Normally she falls short of a vanilla 1/1 by 500 power, meaning you’ll need to be careful on the defense, but it still means 1/0s will have problems with her. When on the offensive she will often be hitting 9500, but also has the potential to go even higher if you have enough Stock and «炎 Flame» characters. By paying 2 and Resting both Back Stage characters she can even handle most Level 3 cards. Admittedly this comes at a cost of 3 Stock overall compared to the 2 required to just play a Level 3 yourself, but sometimes you just don’t have those cards in your Hand.

You would have to be careful when using Margery and [Midst of conflict, Shana] though, since they both require you to Rest characters to get their effects.

Angel’s wings, Kanade

Yellow / Level 1 / Cost 0 / 4000 / 1 Soul / No Trigger

«死 Death» / «生徒会 Student Council»

[CONT] For every 1 of your other «死 Death» characters, this card gains Power +500.
[AUTO] [(1)] When this card attacks, if [Time of Farewell] is in the Climax border, you may pay the cost. If you do so, search for up to 1 «生徒会 Student Council» character from your Deck, show it to your opponent and add it to Hand. Shuffle that Deck.

This Kanade card has two potentially powerful effects. The first effect allows her to reach 6000 power, which as we already know is good for a Cost 0. This is especially easy to pull off in Angel Beats!, since the Encore giving Yui allows you to maintain your Stage with ease. You do have to be careful not to put down too many characters before your opponent, so sometimes she’ll end up being at lower power. Still as long as you have a full Back Stage and at least one other Front Stage character she’ll still hit 5500, equal to a vanilla.

Her Climax combo allows you to search for another «生徒会 Student Council» card, which in this deck basically means more Kanade cards. This will make her very useful in the Yellow focused Kanade versions of the deck, but will be less useful in Red focused builds.

Rumored spirit!? Airi

Yellow / Level 2 / Cost 1 / 4000 / 1 Soul / 1 Soul Trigger

«科学 Science» / «ネット Net»

[CONT] This card cannot be chosen by your opponent’s effects.
[CONT] ASSIST All of your characters in front of this card gain Power +1000.

Airi is a useful support card, since she can protect herself as well as providing a power boost. This means it’ll be very difficult to shift her from the Back Stage, pretty much guarenteeing she’ll be giving her +1000 boost for the rest of the game.

On the same path as Yuji, Shana

Red / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«炎 Flame» / «武器 Weapon»

[CONT] The character opposite this card gains Soul -1.
[CONT] EXPERIENCE If the sum of the Levels of the cards in your Level is 5 or more, this card gains Power +1000.
[AUTO] [(1)] When this card attacks, if [Colliding Feelings] is in the Climax Border, you may pay the cost. If you do so, deal 1 damage to your opponent, and this card gains Power +3000 for that turn.

This new Level 3 Shana can dish out damage to the opponent whilst reducing that dealt to you. Instead of healing she reduces the Soul of the character facing her, which in the long run can potentially keep you in the game longer. Sometimes it will kill you quicker though instead, since it’s harder to cancel damage.

The experience ability takes some effort, since it needs a total of 5 Levels, but if you play sensibly and construct the deck properly you should be able to manage this most games. Of course there will be times you won’t be able to manage this. At 11000 power it means Shana will have an easier time dealing with most Level 3 cards.

Finally her Climax combo is similar to [Summer Festival Nagato]’s Climax combo, where instead of healing and gaining 3000 power, she burns and gains 3000 power. A single burn is a powerful effect since it’s very hard to cancel, and could potentially end a game. After that she’ll probably be able to win her current battle since she could be at 14000, without even considering supports, or boosts from the Climax card itself.

Kanade under the blue skies

Yellow / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«死 Death» / «生徒会 Student Council»

[CONT] If you have 2 or more other «死 Death» characters in your Stage, this card gains Power +1000.
[CONT] The character opposite this card gains Soul -1.
[AUTO] [(1)] When this card attacks, you may pay the cost. If you do so, choose 1 of your «死 Death» characters, and it gains Soul +1 for that turn.

This Kanade is very similar to the above Shana, since it also has a Soul reducing ability and can reach 11000 power easily. I’d argue it’s easier to push Kanade to 11000 though, since it is very easy to have two or more «死 Death» characters on Stage in an Angel Beats! deck.

Instead of a Climax combo, she instead has the ability to give one of your characters a Soul boost. This could win you the game if used properly, or potentially lose it for you if played badly. If you know there are no Climaxes left it can push for that 1 extra damage you need. Alternatively it could be used to aid in making a Side Attack hit for exactly the damage you need for game. If you just recklessly boost Soul though, it can lead to game winning attacks instead getting cancelled.

New commander, Himeyuri

Green / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger

«探偵 Detective» / «警察 Police»

[CONT] If you have 3 or more other «探偵 Detective» or «警察 Police» characters in your Stage, this card gains Power +1000.
[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.

For the final card we have a Himeyuri Level 3, who I believe was introduced to the series during the 2nd PSP game. Like all the other Level 3 cards this week she can reach 11000 with relative ease. Since she needs 3 characters instead of 2, it’s a bit harder to pull off than Kanade. However since it is linked to two attributes instead of one, she can be used in both types of decks. Whereas Kanade can only be used in one (which is admittedly all you can really play in Angel Beats! anyway, since near everything has «死 Death»).

Instead of healing, Himeyuri lets you replenish your Hand and throw away a dead card. Sometimes having more options will be more important than healing during the end game.