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.


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