Abyss Rising Preview Part 5: Madolche

Madolche were another theme introduced last set, with the aim to bring more girls into the game through their cute cards. They also have an interesting deck mechanic and several powerful cards, and only get stronger with the introduction of their Queen and other new cards.

Madolche Croiwanssant: Level 3 1500/1200 Earth Beast

When this card you control is destroyed by your opponent’s card (either by battle or by effect) and sent to your Graveyard: Shuffle this card into your Deck. Once per turn: You can target 1 other face-up “Madolche” card you control; return that target to the hand, and if you do, increase this card’s Level by 1 and ATK by 300.

Up first is Croiwanssant, a new Beast monster for the deck. He provides a new attacking force for the deck, as well as allowing you to reuse some of your cards. Being a Beast means he can be used alongside Messengelato, who we’ll see later. Cards that you may want to recycle with this card include Chateau in order to empty your Graveyard, or Magileine, in order to search for more free cards.

Normally Croiwanssant only has 1500 attack, but with Chateau this will reach a pretty strong 2000. If you start adding on his effect he can be 1800(2300) and can keep on growing every turn he lives for. After a turn or two he’ll be big enough that the opponent will be forced to use removal to get rid of him, which will just deplete their resources if you have Chateau around.

He can also be used to aid in Xyz summons, since he can continually increase his Level. You’ll probably end up using this effect to aid in summoning Tiaramisu though.

Madolche Marmamaid: Level 4 800/2000 Earth Spellcaster

When this card you control is destroyed by your opponent’s card (either by battle or by effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is flipped face-up: You can target 1 “Madolche” Spell/Trap Card in your Graveyard; add that target to your hand.

Marmamaid is another wall for the deck, in addition to allowing you to retrieve a Spell / Trap card from your Graveyard. This will help you to recycle used or destroyed cards, and just builds up your resources. Unfortunately, currently most of the Madolche cards you want to use are either Field or Continuous Spell cards, meaning that there’s a good chance they’ll stay on the field for a long time. It does make it easier to recover after your opponent uses a card like Heavy Storm on you though.

If we ever got more useful normal Spell cards for the deck she could get much more powerful. However for now she’ll probably be used to help make sure you’re never without their Chateau.

Madolche Messengelato: Level 4 1600/1000 Earth Warrior

When this card you control is destroyed by your opponent’s card (either by battle or by effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is Special Summoned, if you control a Beast-Type “Madolche” monster: You can add 1 “Madolche” Spell/Trap Card from your Deck to your hand.

Messengelato is the last of the new Madolche effect monsters, and gives the deck a powerful searching effect. Whilst his effect is more powerful than Butlerusk, it is also a little bit more restrictive. Instead of just searching for Chateau, he can get any Madolche Spell / Trap from your deck. Whilst this will often be Chateau anyway, you can also get Madolche Ticket, which we’ll get to soon enough. If you choose to run any other Madolche Spell / Trap cards you could also get those, but these are likely to be the two most common.

However whereas Bulterusk get his effect when normal summoned alongside a Madolche, Messengelato only gets his when special summoned alongside a Beast type Madolche. This essentially means that under most circumstances you’ll only be able to get this effect via summoning him with Mewfeuille. If he somehow ends up in the Graveyard then Monster Reborn could be used. In very rare instances you might be able to combine him with Madolche Ticket, but it’s probably unlikely you’ll have both a Fairy and a Beast on the field at the same time.

Queen Madolche Tiaramisu: Rank 4 2200/2100 Earth Fairy

2 Level 4 “Madolche” monsters
Once per turn: You can detach 1 Xyz Material from this card to target up to 2 “Madolche” cards in your Graveyard; shuffle those targets into the Deck, then shuffle cards your opponent controls into the Deck up to the number of cards returned.

The final new Madolche monster is their Queen, and she’s a very powerful Xyz monster. Her summoning requirements could be a little tricky, but once she’s out she can start to destroy your opponent’s resources.

Since she requires two Level 4 Madolche, you can’t for example just instantly summon her via Mewfeuille. Unless you have a card like Ultimate Offering or Double Summon, you’ll usually need to wait two turns before summoning Tiaramisu. In addition, since most of your Madolche are small without Chateau you may struggle to keep them on the field long enough, if you’ve yet to draw Chateau. Once you do though it should become much easier to keep them alive long enough.

Once you successfully summon Tiaramisu though, your opponent will be in for a whole load of trouble. On her own she can get rid of up to two cards per turn, and what’s more she sends them to the deck. By sending them to the deck it can dodge protection effects, and it also means the opponent can’t resummon them immediately like they could when they go to the Graveyard or become banished. Often it can be very hard to get cards straight out of the deck, especially for Spell / Trap cards which tend to have fewer ways of searching them. Often once a card goes back into the deck your opponent will never see it again. However you do have to be aware that due to the inherent randomness of the deck, your opponent could just end up drawing one of the cards you got rid of straight away.

One of the issues with her effect is the fact that you need Madolche in your Graveyard to be able to use her effect fully, and the deck is designed to avoid this happening. This could mean you end up having to discard Madolche cards or find some other way to get them into the graveyard for Tiaramisu to work. Although, since she returns Madolche cards, rather than Monsters, you could also returned destroyed or used Spell / Trap cards, easing up on this requirement slightly. However once you’ve used Tiaramisu once you’ll be able to use her a second time, since you’ll be guaranteed at least 1 Madolche in the Graveyard.

Tiaramisu gets even deadlier when combined with other cards in the theme. For example with Chateau you’ll get to add the Madolche monsters to your Hand, instead of the Deck. This could mean that in addition to getting rid of two of your opponent’s cards, you’ll also get two extra cards of your own. Combine it with the next card in the preview and as you’ll soon see you can get even more free cards out of this.

Madolche Ticket: Continuous Spell Card

When a “Madolche” card is returned from your side of the field or Graveyard to your hand or Deck by a card effect: Add 1 “Madolche” monster from your Deck to your hand. If you control a face-up Fairy-Type “Madolche” monster, you can Special Summon it in face-up Attack Position instead. The effect of “Madolche Ticket” can only be used once per turn.

Madolche Ticket is a new continuous Spell card for the deck that allows you to search for your Madolche monsters from your deck. Whenever a Madolche is returned to your deck or hand via a card effect, which is usually whenever one is destroyed, you’ll get a new Madolche. Without Chateau around this means you’ll be able to replace the defeated Madolche, whilst with Chateau you’ll actually end up with more resources than you started off with.

If you have a Fairy type Madolche around, which is currently only Puddingcess or Tiaramisu, you’ll get to summon the monster instead of just adding it to your Hand. This could cause lots of problems when your opponent is trying to stop your assaults. This will be most deadly when combined with Tiaramisu and Chateau, since you could get rid of two of your opponent’s cards, get back two of your own, and to top it all off summon a new monster to your field. After this it should be very easy to deal a lot of damage to your opponent.

As a way of balancing the card, Ticket’s effect can only be used once per turn. This means you can’t play multiple copies and search or summon lots of cards and you also can’t repeatedly use the same single copy.

Madolche Happy Festa: Normal Trap Card

Special Summon any number of “Madolche” monsters from your hand. During the End Phase, all monsters that were Special Summoned by this effect are shuffled into the Deck(s).

Finally we have Madolche Happy Festa, which allows you to swarm the field in one go and end the game quickly. However if you don’t use it sensibly you could end up losing a huge number of your own cards in one swoop.

Ideally you’ll want to end the game on the turn you play this, by swarming with the Madolche gathered in your hand. However if you don’t you’ll want to use the monsters for something else before they end up back in the deck. The most obvious use for this is to summon Xyz monsters, most notably of course Tiaramisu. Sometimes you might also want to summon Tiaramisu before you start your assault, and this will give you possibly the easiest way to achieve that.


I hope you’ve enjoyed the look at the latest sweet cards from the Madolche kingdom, hopefully we’ll see some more in the future.

Come back next time when I’ll be looking at the remaining themed cards in the set, including the new Heraldic cards.


Weiβ Schwarz Cards of the Day: 30th of October

Today the Robotics;Notes preview continues with a pair of powerful Junna cards.

Daitoku Junna

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

«科学 Science» / «スポーツ Sports»

[CONT] For every 1 of your other «科学 Science» characters, this card gains Power +500.
[AUTO] This ability can activate up to 1 time in 1 turn. When you use an [ACT] ability, all of your characters gain Power +2000 for that turn.

Up first we have quite possibly one of the strongest walls the game has ever seen. Most of the time Junna will be an 11500, before considering supports, since you should be able to get 4 other «科学 Science» characters on your Stage. Combined with the next card in the preview she could reach 13500, meaning that standard 10,000s can’t challenge her, even with double Level support.

If it was just this she would be a strong attacker and defender, but her second effect could start to push her into ridiculous territory. During your turn simply using an [ACT] ability can push her to 15500, and even further if, like the next card, it also gives a power boost. If you have multiple copies of Junna it gets even more powerful, with all your characters gaining +4000, or even +6000. There’s very little that could stand against this sort of power level.

When defending she makes all of your Character Counters incredibly powerful, since they’ll all now cause everyone to gain a bonus of at least 2000, on top of the counter itself. As before multiple copies of Junna makes this even more powerful. She can easily make it so something as small as a 1/0 counter could stop every one of your opponent’s attacks.

I can imagine Junna being very difficult to get rid of once she hits the Stage.

Strong Even Though Small, Junna

Red / Level 2 / Cost 1 / 6000 / 1 Soul / 1 Soul Trigger

«科学 Science» / «スポーツ Sports»

[CONT] All of your other «科学 Science» characters gain Power +1000.
[CONT] EXPERIENCE If the sum of the Levels of the cards in your Level is 4 or more, this card gains the following ability. [[ACT] [Put 2 of your characters to Rest] Choose 1 of characters, it gains Power +1000 for that turn.]

Our second Junna card is a support card which powers up all of your «科学 Science» characters by 1000. In addition it’s also possible for another character to gain a further 1000, provided you can meet the experience requirements. This means it can outclass even standard Level support under most circumstances.

For Level 2 and under characters it will perform better than Level support, because it provides a more powerful boost across the Stage. For example 2 copies provide 2000 to all your Level 2s, whilst 2 Level support cards will only gives this to the central character. For Level 3s it outclasses Level support for the side characters, but the central character will fall 1000 behind. However if you use the second ability it will match Level support in the centre, or could surpass it even further on the side. This means that Junna will probably be the most important support card for the deck.

Since the second effect requires Experience of 4 it means you’ll need to play lots of higher level characters, and commit at least two to your Level area. As explained above though, this can be worth it since it helps you outclass other support cards, and can also easily help you set off the first Junna’s +2000 boost.

Weiβ Schwarz Cards of the Day: 29th of October

With the Accel World preview now finished, the previews have switched over to Robotics;Notes, starting off with a triple preview. I skipped over the last preview for last week, since it was a repeat of the Kuroyukihime Level 3, and just showed the accompanying Climax card.

Tokyo World Fair, Akiho

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

«科学 Science» / «メカ Mecha»

[AUTO] When this card attacks, if [Robots Will Save The World!] is in the Climax Border, choose up to 1 [Super Gan-Tsuku 1] from your Waiting Room and return it to Hand, and this card gains Power +3000 for that turn.

Up first we have a Climax combo Akiho card, which can salvage an Event card (which we’ll see next), from your Waiting Room. It was revealed in the mail magazine that this particular Climax card is a +2 Soul card, meaning Akiho can get a big power and Soul boost in the same turn. The power boost should be enough to take on most other Level 2s, and even challenge some Level 3s, whilst the salvaging helps you replace the Climax card, and as you’ll see soon helps protect your characters on the following turn.

As we’ll see in the third preview, it should be very easy to play this card, since it’s a Bond target.

Super Gan-Tsuku 1

Yellow / Level 2 / Cost 1 / No Trigger

Event / Counter

(Counter) This card cannot be played from Hand if you have no «科学 Science» characters in your Stage. Choose 1 of your characters, and it gains Power +4000 for that turn.

Super Gan-Tsuku 1 is a powerful Event Counter which only works in «科学 Science» decks. A 4000 power boost is pretty hefty for a Cost 1 card, especially since it has the fairly light requirement of needing a «科学 Science» character, which just about everything in your deck should have. If you don’t use this as a Counter card you could just use it to power over an opponent’s character during your turn.

Since the Level 2 Akiho can salvage this card from the Waiting Room, it means you can repeatedly use the card, or simply get back copies which you’ve lost via damage. This is especially useful, since you can’t usually salvage Event cards.

After School, Kaito

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

«科学 Science» / «ゲーム Game»

[AUTO] When this card attacks, choose 1 of your «科学 Science» characters, and it gains Power +500 for that turn.
[AUTO] BOND/[Tokyo World Fair, Akiho] [Put the top 1 card of your Deck to Clock]

Finally we have a Kaito card with a Clock Bond to the Akiho card from earlier. This makes it very easy to use the Akiho card, and whilst you do take damage in the process it doesn’t cost you any resources. This means you can save your Stock for other cards.

On top of this Kaito has an extra effect, which means he isn’t completely useless after using the Bond. He can give a 500 boost to a «科学 Science» character when he attacks. This can help tip the balance of power in tight games, but sometimes simply won’t be enough to make any impact.

Abyss Rising Preview Part 4: Prophecy and Spellbook

The Prophecy monsters are a theme from Return of the Duelist based on Tarot cards, and empowered by Spellbooks, which turned ancient cards into a name based theme. Abyss Rising puts them a step closer to completing the set, but they’ve still got more Tarot cards to go. There have recently been revealed a few new TCG exclusive cards for the theme, but I’ll save those for later.

Hanged Man of Prophecy: Level 1 300/200 Water Spellcaster

When this card is sent to the Graveyard: Add 1 Level 3 “Prophecy” monster from your Deck to your hand.

Hanged Man of Prophecy is a new search card for the deck, which allows you to gather Level 3 Prophecy monsters to your hand. Currently this means there are 4 cards you can fetch with this effect, 2 from the old set, Amores and Temperance, and 2 from the current set, Hermit and Justice. Most of these can be useful for the deck, so anything to help you get them quickly can only be good.

The best thing about Hanged Man is that the activation requirements for his effect is merely being sent to the Graveyard and he doesn’t care how he gets there. This means he could be destroyed like a normal card, discarded from the Hand, tributed for a Tribute summon and so on, as long as he ends up in the Graveyard in the end. This makes it very easy to use Hanged Man. I can see him being included in a lot of Prophecy decks.

Hermit of Prophecy: Level 3 1200/700 Earth Spellcaster

Increase this card’s Level by 2 and ATK by 300 each time a “Spellbook” Spell Card is activated.

Hermit of Prophecy starts small, but could soon become a threat to be reckoned with. The whole point of the deck is to play Spellbooks, so you don’t need to go out of your way in order to power him up. Before playing any Spellbooks he won’t be a threat to your opponent at all, but after you manage to reach 3 he can start challenging a lot of easily summoned monsters.

However I don’t think that in the long run it would be sensible to rely on Hermit as an attacker in the deck, because it’s all too easy that he could be destroyed and you’d need to start all over again on a new copy. Instead Hermit can be used to aid in summoning higher Ranked Xyz monsters, such as Hierophant and Empress of Prophecy, without the need to summon two high Level monsters.

Justice of Prophecy: Level 3 1600/800 Earth Spellcaster

During the End Phase of your turn, if you activated a “Spellbook” Spell Card this turn: You can banish this face-up card; add 1 Level 5 or higher LIGHT or DARK Spellcaster-Type monster and 1 “Spellbook” Spell Card from your Deck to your hand. The effect of “Justice of Prophecy” can only be activated once per turn.

Justice is the last of the new smaller Prophecy monsters and offers an alternative from Temperance for getting access to your higher Level Spellcasters, but in addition she also gets you a Spellbook on top of that. They both have the same initial requirement of you needing to activate a Spellbook, but instead of tributing her, she has to be Banished instead. This happens at the end of your turn, rather than during it, meaning you can’t make use of the cards immediately, and instead have to think ahead to the next turn.

Adding the monster to your Hand isn’t quite as powerful an effect as summoning it to the field, but it does allow you some extra options that Temperance does not. For example you could add Chaos Sorcerer, in preparation for summoning it later. Whereas Temperance can’t make use of Sorcerer at all. Ideally you’ll want to use your early copies of Justice to fetch monsters that Temperance cannot summon, saving cards like Emperor or High Priestess for later when they’ve run out. It will be important to have enough higher Level cards in your deck, since without them you wouldn’t be able to search the Spellbook either.

The additional effect to search for a Spellbook Spell card means that you won’t need to worry about using up all of your Spellbooks at once, you’ll be able to keep at least one for the next turn. Since there is no restriction on what you can add, you can choose a Spellbook tailored to the current situation. However you do have to be careful that the game state can sometimes shift dramatically in the space of a turn, by which point your Spellbook may no longer be as useful as it once was.

Justice will add a bit more speed to the deck, and will complement Temperance well.

Emperor of Prophecy: Level 5 2300/2000 Dark Spellcaster

Once per turn: You can banish 1 “Spellbook” Spell Card from your Graveyard and 1 other face-up Spellcaster-Type monster you control to target 1 face-up monster your opponent controls; take control of it until the End Phase. This card cannot attack the turn you activate this effect.

Emperor is the third high Level Prophecy monster, after High Priestess and Destroyer, and gives Temperance and Justice another option to think about. Emperor allows you to steal your opponent’s monsters, but it comes at a price, especially if you don’t make your plays carefully. There are two parts to the cost for this effect, firstly banishing a Spellbook Spell card in the Graveyard, and secondly banishing another face-up Spellcaster.

The former shouldn’t be too much of an issue to achieve, since you can easily get Spellbooks into the Graveyard over the course of the game. Chances are you’d summon him with Temperance anyway, which means you’d already have at least one Spellbook in there to start with. Banishing can also help you use Spellbook Library of the Crescent, by emptying your Graveyard of Spellbooks, but it could conflict with Prophecy Destroyer. Fortunately this set also contains a new Spellbook, Eternity, which allows you to recycle Banished Spellbooks, meaning they’ll never be gone for long.

The second part of the cost is a bit more troublesome to pay, since it requires you to have at least two monsters on the field, and it will result in you losing a card in the end. Getting two monsters on the field isn’t normally too problematic, but it does mean that Emperor can’t do anything when summoned on his own, aside from hitting smaller monsters. This could prove to be an issue when facing down larger monsters, which is exactly the time you want to be able to use his effect. The fact he depletes your resources, without necessarily taking anything from your opponent overall, means that if you don’t use him properly it could cost you the game in the long run.

It will be very important what you choose to do with the stolen monster, since you lose resources if you just hand it back. The simplest thing to do would be to try and kill a second monster with the stolen one, evening out the resource loss. However you need to consider the size of the monsters compared to Emperor. If he’s bigger than both of them, you’d be better off just attacking with Emperor, and if one’s bigger than Emperor it’s just going to kill Emperor next turn. This means you’ll want to try and do something with the stolen monster before handing it back. This will most likely be Xyz summoning, either with Emperor himself, or another monster ot tributing for one of your larger Prophecy monsters. On rarer occasions you might be able to summon C39 or Gaia Dragoon though.

Alternatively you could just steal a monster to allow for a game winning direct attack, probably with the stolen monster itself, by which point the loss of resources won’t matter. Sometimes you might also be able to steal a monster with a powerful effect, which you can use to either even out the resource loss, or swing it in your favour.

When facing Emperor you might want to watch out for players who conveniently ‘forget’ his full effect and try to attack with Emperor as well.

Empress of Prophecy: Rank 5 2000/1700 Light Spellcaster

2 Level 5 Spellcaster-Type monsters
This card gains 300 ATK for each Xyz Material attached to monsters you control. Once per turn: You can detach 1 Xyz Material from this card; shuffle your Deck, then reveal the top 5 cards of your Deck, and destroy monsters on the field up to the number of “Spellbook” cards revealed, then return those cards to the top of the Deck in any order.

Empress is the second of the Prophecy Xyz monsters, and is potentially a little easier to summon than Hierophant, since she only requires two Level 5s. This could be achieved via cards like Emperor or Hermit, but could also be aided by monsters from outside the theme, like The Tricky. Empress could have a very powerful effect being able to destroy up to 5 monsters, but much of this relies of luck, which is at least partly out of your control. However even when she destroys very few or no monsters, the fact you get to arrange your next 5 draws can be helpful.

The earlier in the game that you use this effect the more Spellbooks you’ll have in your deck, but also the more other cards. Late in the game you won’t have as many Spellbooks, but your deck will be smaller, however their Field card, which we’ll get to later, can help with this.

The fact you can arrange your top 5 cards can be both a blessing and a curse. On the one hand you’ll be able to prepare for your next 5 turns, but on the other, so will your opponent. There’s nothing worse than knowing that your next draw will be unable to help you. You could get around this though by shuffling your deck with Spellbook of Secrets, or Spellbook Magician of Prophecy. I would assume the fact Empress shuffles before using her effect is to stop you using her effect two turns in a row and hitting basically the same cards.

Her other effect gives her a slight power boost for every Xyz material attached to monsters you control. On her own, before using her effect, this will place her at 2600, but will slowly drop to 2000 as you use her effect. If you control other Xyz monsters she can get even bigger though. Her attack isn’t the most important thing about her, but it’s a nice bonus to go along with her effect, for when you need to kill the opponent or hold off their monsters.

Spellbook of Eternity: Normal Spell Card

Target 1 of your banished “Spellbook” Spell Cards, except “Spellbook of Eternity”; add that target to your hand. You can only activate 1 “Spellbook of Eternity” per turn.

Spellbook of Eternity allows you to recycle banished Spellbooks, allowing you to banish them with less concern than before. This makes cards like Prophecy Destroyer much more useful than they were before. In addition it also makes effects that require banishing Spellbooks much easier to use, since you basically get two more to banish (Eternity plus the one you return).

Spellbook of Fate: Quickplay Spell Card

You can only activate 1 “Spellbook of Fate” per turn. If you control a face-up Spellcaster-Type monster: Banish up to 3 “Spellbook” Spell Cards from your Graveyard; apply 1 of these effects depending on the number of cards that was banished for this card’s activation. ●1:Return 1 Set Spell/Trap Card to the hand. ●2: Change 1 monster on the field to either face-down Defense Position or face-up Attack Position. ●3: Banish 1 card your opponent controls.

Spellbook of Fate is a powerful new Quickplay Spell that gives you access to a variety of effects, in exchange for banishing your spent Spellbooks. The versatility the card provides is offset by the restrictions placed on its use, meaning you have to be careful when playing it. Since you need to control a face-up Spellcaster to activate Spellbook of Fate, you have to be careful to protect your monsters. If your opponent can get rid of them all, then Fate becomes useless. Hopefully though you’ll be able to use Fate to stop those kind of plays in the first place. Fate will be at its worst when you’re forced to rely on the top of your deck, since it will be a useless draw at that point. As such you’ll need to weigh up the risks of it being a dead card, versus the usefulness of the card in general. The restriction of once per turn, is presumably to stop repeated uses of the card clearing the opponent’s field completely in one go.

The first effect only requires banishing of a single Spellbook, meaning it should be possible to use this effect very early on in the game. Bouncing a single set Spell / Trap card is arguably the weakest of the three effects, since it only temporarily deals with a problem. In addition, since the opponent may chain the card, it might end up being completely wasted. To try and avoid these sorts of problems you might want to save Fate until you have a big play to make, or trying to go for game. If your opponent only has a single set Spell / Trap card between you and victory, it won’t matter that you’ll be a resource down, they’ll be dead. Just like with Mystical Space Typhoon you can also get around the chaining problem by using Fate during the End Phase, to bounce the card away before it can ever be used.

The second effect replicates the effects of both Book of Moon and Book of Taiyou at the same time, but comes at the cost of two Spellbooks. This is probably the most versatile effect of the three, since it can be used both offensively and defensively, and can be easily combined with other cards. Just as with Book of Moon, the ability to flip a monster to face-down defense has many uses from making powerful monsters easier to kill, to protecting your own monsters, to re-using effects. Shifting monsters to face-up attack position could be used to break through a strong wall or activate flip effects at unusual times, such as on the turn they’re set or before they can be destroyed by a card like Dark Hole. It could also be used to counter your opponent’s Book of Moon by putting a monster back to attack position.

The final effect allows you to banish any of your opponent’s cards, but requires you to banish 3 of your Spellbooks. This is a very powerful effect, but if you don’t use it carefully you could interfere with other cards that need Spellbooks in your Graveyard.

Being able to banish any of your opponent’s cards can either help you to victory, or mess up your opponent’s plans and give you a bit of extra time in the game. When on the offensive it could clear out your opponent’s final line of defense, whilst on the defensive it can take out your opponent’s biggest threat. It’s also very hard to stop, since most cards nowadays that can protect themselves, such as Gachi Gachi or Maestroke, only protect themselves from destruction. In addition once banished most decks cannot get the card back.

The Grand Spellbook Tower: Field Spell Card

Once per turn, during your Standby Phase, if you have 1 or more Spellcaster-Type monsters in your Graveyard or on your side of the field: You can return 1 “Spellbook” Spell Card from your Graveyard to the bottom of your Deck, except “The Grand Spellbook Tower”; draw 1 card. When this card is destroyed by your opponent’s card effect and sent to the Graveyard: You can Special Summon 1 Spellcaster-Type monster from your hand or Deck whose Level is less than or equal to the number of “Spellbook” Spell Cards in your Graveyard.

Like many decks nowadays, Prophecy now have their own Field Spell card, which could help power up the deck. The Grand Spellbook Tower can get you a free card every turn, in addition to replenishing your supply of Spellbooks. This allows you to search for those Spellbooks again and reuse them. However you need at least 1 Spellcaster between your field and Graveyard to use this effect, which should rarely be a problem, unless you end up facing something like a Macro Cosmos deck.

One problem Field cards have always had, is that they’re giant targets for your opponent’s removal, meaning that you usually need to go out of your way to protect them, lest your strategy falls apart. Fortunately though, the Tower has an effect to discourage this. When destroyed it will replace itself with a Spellcaster from your Hand or Deck, which could either be a very strong, or have a useful effect.

The problem though is that the two effects of the Tower contradict each other. By repeatedly using the first effect you’ll have depleted your Graveyard of Spellbooks, meaning you can only summon very small Spellcasters, or possibly nothing at all.

A clever opponent can get rid of the Tower without setting of its effect though, since it’s an optional “when … you can” effect. This means if the last to happen is not the Tower going to the Graveyard, it will miss the timing. One very annoying way to cause this would be to chain Mystical Space Typhoon to the activation of the Tower’s first effect. This means that not only will your opponent not get to draw a card but they also won’t get a monster out of the destroyed Tower.

Next time I’ll be looking at the new Madolche monsters, who get some powerful new cards, such as their Queen, Tiaramisu.

Weiβ Schwarz Cards of the Day: 24th+25th of October

The Accel World previews have been continuing this week, firstly with a pair of Blue cards on Wednesday, and then new Haruyuki and Silver Crow cards. The full list has now been revealed on the official site if you want to take a look there.

Kendo club, Takumu

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

«スポーツ Sports» / «ネット Net»

[CONT] If your Stage has an other character whose card name includes [Chiyuri], this card gains Power +1000 and [[AUTO] ENCORE [Put 1 character card from Hand to the Waiting Room]].

Up first we’ve got a useful Takuma card if you’re playing a Chiyuri based deck. When Chiyuri is around he becomes a 1/1 7000 with encore, which makes him better than standard vanilla cards. Fortunately there are some support Chiyuri cards, which means she can safely stay Back Stage and not worrying about being defeated.

For other decks though you might be better of with cards that are either cheaper, or can push themselves higher with Acceleration.

Cyan Pile

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

«アバター Avatar» / «武器 Weapon»

[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, draw 1 card, then choose 1 card from your Hand and put it to the Waiting Room, and this card gains Power +3000 for that turn.

Cyan Pile is another Blue Level 1 card, but this time with acceleration. Normally he’s pretty weak for a 1/0 at only 4500, but after the boost he should be able to challenge most more powerful 1/1s, since he’ll reach 7500. On top of this you can also dig into your deck for more cards, and dump other cards to the Waiting Room. However I wouldn’t expect Cyan Pile to last beyond a single turn, so you’ll need to make the most of him during that turn.

Towards Heights Man Has Yet To Reach, Haruyuki

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

«ネット Net»

[AUTO] [(1)] When this card attacks, if [Heart That Wishes For The Sky] is in the Climax Border, you may pay the cost. If you do so, all of your characters gain Power +2000 and your opponent cannot use [[AUTO] ENCORE] for that turn.

Towards Heights Man Has Yet To Reach, Haruyuki has a useful Climax combo if you’re up against decks that rely on Encore, such as Angel Beats! and Disgaea, but could still be useful at the right time against other decks.

There are two parts to Haruyuki’s effect, the first of which gives a power boost and the second of which turns off Encore for your opponent. The first part powers up all your characters by 2000, meaning you’re much more likely to be able to win your battles this turn, ideally you’ll want it to place you above your opponent’s counter limit. The second part of the effect is far more important though, since it will allow you to clear your opponent’s Front Stage.

In a Predicament, Silver Crow

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

«アバター Avatar»

[CONT] If this card is in the Front Stage Middle Border, this card gains Power +1000.
[ACT] CONCENTRATION [(1)] Turn over the top 4 cards of your Deck to the Waiting Room. For every 1 Climax card amongst those cards, choose 1 of your characters, and it gains Soul +1 for that turn.

Finally we have a new Level 0 Silver Crow card. His first effect could allow him to act as an attacker, rather than merely being there as support. However since he only reaches 2500 this isn’t really enough to make him a decent attacker. As such I think you’d only end up using him for this purpose if you become desperate.

His concentration effect will probably be mainly used for the fact it can thin the deck, rather than the Soul boost it provides. This is at least partly because the Soul boost won’t really be useful until the end of the game. By then you’ll probably want more powerful characters on the Stage instead.

Weiβ Schwarz Cards of the Day: 23rd of October

The Accel World previews are still continuing, this time with another useful Niko card, alongside Scarlet Rain.

Cute cousin, Niko

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

«ネット Net»

[AUTO] This ability can activate up to 1 time in 1 turn. When you use an [ACT] ability, choose 1 of your characters, and it gains Power +500 for that turn.
[AUTO] When this card is put to Reverse, if this card’s battle opponent is Level 0 or below, you may put that character to Reverse.

Cute Cousin, Niko is the Level 0 reverser for Accel World, meaning she’ll find her way into just about any deck you want to build from the series. On top of this she has a bonus effect, meaning she can do more than just defeat Level 0 cards, and might find small uses later in the game. The 500 boost will be most useful at the start of the game, when all the characters are smaller, however sometimes in the later game it could be all you need to turn a suicide into a win.

How often the first effect will be used depends on how many [ACT] effects you have at Level 0, but we’ll have to wait for the full card list to be out before properly judging this.

Angered Scarlet Rain

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

«アバター Avatar» / «武器 Weapon»

[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] [(1) Put this card to Rest] Choose 1 of your «アバター Avatar» or «ネット Net» characters, and it gains Power +500 and the following ability for that turn. [[AUTO] When this card’s battle opponent is put to Reverse, you may choose 1 character card from your Waiting Room and return it to Hand. If you do so, choose 1 card from your Hand and put it to the Waiting Room.]

Up second we have a Scarlet Rain card, which also seems like a powerful Level 0 support card. Her first effect gives one of your characters a big power boost, but only when one of them is Reversed. This means that will force both players to think carefully about how they attack. When your opponent is attacking they need to be even more careful than usual about what order they do it in, because a slip up could prevent them from beating one of your characters. Sometimes they won’t have any choice in the matter, and will have to give up on winning at least one battle they would have normally won, but they’ll have to decide carefully which one. On your part you also need to think carefully about where to apply the power boost, since doing it wrong would just waste the boost.

When attacking with your characters this effect can discourage your opponent from playing Counter cards, since saving one character may cost them another. It can also allow you to overcome a powerful foe, if you’re filling to sacrifice smaller characters.

Her second effect provides one of your «アバター Avatar» or «ネット Net» characters a small 500 boost, but comes with the additional benefit of allowing you to recycle cards from the Waiting Room, and dump cards into there. This will be very useful for gathering combo pieces, or simply powerful cards as the game moves on. Since your opponent knows you can get new cards out of this, they may opt to focus their counters stopping the card with the boost, in order to prevent this. If you really need the card from your Waiting Room you could get around this by attacking a character you know your opponent cannot protect. This of course means it’s easiest to get this card to work fully at Level 0, but that will be when you’ve got the least number of cards in the Waiting Room to retrieve.

Weiβ Schwarz Cards of the Day: 22nd of October

To start off a new week we’ve got a pair of Chiyuri cards to continue to Accel World previews.

Kurashima Chiyuri

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

«スポーツ Sports» / «ネット Net»

[CONT] If there are 2 or more other «アバター Avatar» or «ネット Net» characters in your Stage, this card gains Power +1500.
[AUTO] When this card is Front Attacked, look at the top 1 card of your Deck and put it to the top of the Deck or the Waiting Room.

Up first we have a Chiyuri Level 3, who can get pretty big fairly easily and can help keep you in the game longer.

Her first effect should be fairly easy to pull off, since the set is full of «アバター Avatar» or «ネット Net» characters. Since you only need two of them you can probably fulfill this with support cards alone, meaning you usually won’t need to worry about characters being defeated and her losing power on the following turn. A +1500 boost is huge for this small a requirement and can easily make her a threat to other Level 3 cards. I suppose she can be allowed such a large boost since she’s lacking in all the usual effects you expect from a Level 3, such as heal or draw. Her second effect is also very passive, so she can make up for that by being an aggressive attacker.

Her second effect is very useful, since it will allow you to increase your chances of cancelling every time she’s attacked. She’ll either leave a Climax on top of the deck, or dump a non Climax and increase the chances of cancelling the attack.

Caring for friends, Chiyuri

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

«スポーツ Sports» / «ネット Net»

[CONT] If this card is in the Front Stage Middle Border, this card gains Power +1000.
[AUTO] When this card attacks, if [Chiyuri’s Tears] is in the Climax Border, choose 1 of your other characters, and it gains Power +3000 until the end of your opponent’s next turn.

Caring for friends, Chiyuri is a straightforward card that will often just act like a 2/1 vanilla, but also has a Climax combo.

Normally she sits at 7500, but in the middle of the Stage she’ll reach 8500, the 2/1 vanilla standard. This means that to get the most out of her you’ll want to restrict yourself to only using a single copy most of the time. Even if you never got the Climax combo to work, she’d still be quite useful just as a vanilla.

However when you do get the combo you can outclass other plain 8500s. With a 3000 boost, on top of whatever the Climax gives, you should be able to defeat your opponent’s other Level 2 characters, and take on Level 3s without too much issue. It could even give some of your Level 1 cards enough power to take on Level 3s that aren’t supported properly. The fact the boost sticks around for a turn will also mean that you can defend yourself more easily from revenge attacks on the following turn.

Turns when you have the Climax combo might be the only times you’ll want to play extra copies of Chiyuri to the Stage. For example with two you could have them boost each other to 11500 and 10500 respectively, which are pretty beefy for a Level 2. Alternatively you could put all the power into a single other character, and wipe out your opponent’s biggest threat.