Weiβ Schwarz Cards of the Day: 13th – 22nd of November

22 Nov

As expected the Robotics;Notes previews have been continuing. We’ve seen yet more support cards, alongside plenty of Climax combos. In addition the PRs that you get with a box have been revealed, which can all be used together to reach their full potential.

Attempted Suicide!? Frau

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

«科学 Science» / «オタク Otaku»

[CONT] EXPERIENCE If the sum of the Levels of the cards in your Level is 3 or more, this card gains the following ability. [[AUTO] This ability can activate up to 1 time in 1 turn. When you use an [ACT] ability, this card gains Level +1, Power +1500 for that turn.]
[AUTO] When this card attacks, if [Extended Hand] is in the Climax Border, choose 1 of your other characters, and it gains Power +3000 for that turn, and this card gains Power +3000 for that turn.

Up first we’ve got a Frau card with Experience and a Climax combo. The Experience effect is like a weaker version of the Level 3 Junna, since they both work when an [ACT] ability is used. Instead of powering everyone up, she instead only powers herself up though, meaning she can’t be used to create massive walls during your opponent’s turn like with Junna. After successfully using her effect she’ll be at 9000, which should be easier to achieve during your turn than your opponent’s. This means you can probably work with a 9000 base when attacking most of the time, but that she’ll often only be 7500 when defending. There are other 2/1s out there which can more consistently hit 9000, but those don’t tend to come with any other effects beyond the power boost. Frau also gains 1 Level, which can be useful for dodging Level 2 Reversers, or getting an extra +500 from Level support.

Frau’s Climax combo gives two of your characters +3000, on top of whatever boost is provided by the Climax itself. This can either be useful for pushing over cards without worry of being countered, or alternatively allowing a weaker cheaper card to beat a stronger more costly one. Hopefully you’ll be trading off your Climax for two of your opponent’s cards.

Strange Relationship, Frau & Junna

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

«科学 Science» / «オタク Otaku»

[CONT] ASSIST All of your characters in front of this card gain Power +500.
[ACT] [Put this card to Rest] If your opponent has a Level 2 or higher character in his Stage, choose 1 of your «科学 Science» characters, and it gains Power +1000 for that turn.

Up next we have a Frau and Junna card, which fills the Level 0 support role for the deck. Since there are «科学 Science» support cards at higher Levels it was expected that there would only be a +500 in front card at Level 0. However they also come with a bonus effect to separate them from other support cards, and make them useful later in the game when you’ve not drawn more powerful support cards.

Often as the game goes on you’ll replace your support cards with more powerful ones, because otherwise your characters may start to fall behind when it comes to Power. Usually if you don’t draw these you’ll be stuck with weaker characters, but Junna and Frau offer a way around this. When your opponent has Level 2 or higher characters you can Rest this card to give one of your «科学 Science» characters +1000, which would hopefully be any of them. Whilst the effect won’t be as widespread as other support cards, it could match or even exceed the boost given by most other support cards when applied to a single character. For example, normally a +1500 boost only comes from Level support behind a Level 3, but here it can be given to any character. What’s more this will help set off the other cards which need [ACT] abilities, and could even be used on the turn you replace this card, giving an extra +1000 you wouldn’t normally have.

This card will be an excellent stop gap between the early and late game support cards.

Familial Side, Junna

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

«科学 Science» / «スポーツ Sports»

[AUTO] [(1)] When [Good Older Sister to the Children] is put in your Climax Border, if this card is in the Front Stage, you may pay the cost. If you do so, all of your characters gain Power +2000 and the following ability for that turn. [[AUTO] When this card’s battle opponent is put to Reverse, look at the top 1 card of your Deck, and put it to the top of the Deck or to the Waiting Room.]

This Junna card is another Level 2 in the set with a Climax combo, and quite a useful one at that. The +2000 power boost to everyone could aid you in winning up to 3 battles, greatly making up for the fact you’ve lost a Climax card. Just be careful that it probably won’t push you out of Counter range easily. On top of this everyone gains an ability that can help with arranging your upcoming Triggers. When you defeat an opponent you get to check the top of your Deck then send it to the Waiting Room or keep it on top of the deck. This could be used to flush out cards you don’t want, such as Climaxes that could stay stuck in the Stock, or alternatively cards with / without Soul Triggers, depending on the current situation. It can also help you with deciding how to make follow up attacks, since you can know how much damage you’ll cause, and thus whether Front or Side attacks would be better. On the final attack it’s also a way to try and increase the chance you’ll cancel an opponent’s attack on the following turn.

Star Raptor

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

«科学 Science» / «メカ Mecha»

[CONT] If your other [Schneidel] and [Boltvarian] and [Stinguma] are in your Stage, this card gains Power +1500, Soul +1.

The first of the PR cards is Star Raptor, who can only reach his full power in the company of all 3 of the other PR cards. When the set is completed this will put him at 5000 power, at least, and 2 Soul. This should allow you to easily defeat your opponent’s other cards at Level 0, as well as dishing out a lot of damage early game. While this might seem like a good idea at first, it could actually end up being to your detriment though, since if your opponent hits Level 1 too quickly, you might just see all your cards defeated by their Level 1s.

Without the completed set he’ll be at 2500, which can still handle some Level 0s, but will often end up lacking without support. Thankfully though, as you’ll see, he can still reach at least 3500 with an incomplete set.

I imagine this PR set is more meant for a fun deck anyway, where you forgo other Level 0s in favour of 4 of each PR.

Schneidel

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

«科学 Science» / «メカ Mecha»

[CONT] All of your other [Boltvarian] and [Star Raptor] and [Stinguma] gains Power +1000.

The second PR is Schneidel, which is the supporter of the PR set. A +1000 boost is big considering it’s going to be at Level 0, and would help the others overcome their normally low stats until you gather all 4 pieces. Unfortunately though, it does of course wear out its usefulness as the game goes on, since no other cards will be able to benefit from this boost.

Abandoned Dream, Subaru

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

«科学 Science» / «メガネ Glasses»

[AUTO] When this card attacks, if [Discord with Father] is in the Climax Border, this card gains Power +X for that turn. X is equal to the number of your other characters with «科学 Science» or [Hiromu] in the Card Name, x 1000.

Subaru is another Climax combo, this time one which can give you a large power boost. At most he’ll get a 4000 boost from his effect, which should be enough to defeat other Level 1s and even handle quite a lot of Level 2 cards. Since there’s no cost to this you can conserve Stock whilst defeating larger cards.

Boltvarian

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

«科学 Science» / «メカ Mecha»

[CONT] If your other [Schneidel] and [Star Raptor] and [Stinguma] are in your Stage, this card gains Power +2500.

Boltvarian is the big hitter of the PRs, hitting at least 6000 once you’ve gathered the full team. This is enough to walk over all other Level 0s, and can even handle plenty of Level 1s. If you’re playing a deck with all these guys, then you can probably get through most of your early game on their own.

Stinguma

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

«科学 Science» / «メカ Mecha»

[AUTO] [(2)] When this card is put from Hand to the Stage, you may pay the cost. If you do so, search your deck for up to 1 [Schneidel] or [Boltvarian] or [Star Raptor], show it to your opponent and add it to Hand. Shuffle that Deck.

Stinguma brings the PR set together, by giving you a search ability. This makes it much easier to complete the set and get them all to their full strengths. Unfortunately afterwards Stinguma is the weakest part of the team. He’ll only be 3000 power with a single Schneidel, meaning he could be a liability on the Front Stage, since losing a single piece of the team will drastically cut their power. Otherwise you’d need to leave him Back Stage and block a space there.

However if you can get two Schneidel he should be safer in the Front Row, but you’ll be unable to play anything but the other pieces of the team.

Airi

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

«科学 Science» / «ネット Net»

[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.
[AUTO] When [White Christmas Eve] is put in your Climax Border, if this card is in the Front Stage, choose up to 1 Cost 2 or below Character card from your Hand and put it in any Border on the Stage you wish.
[AUTO] When this card attacks, if [White Christmas Eve] is in the Climax Border, this card gains Power +X for that turn. X is equal to the number of your other characters in Rest x 1000.

The Level 3 Airi comes with 2 Climax combos, in addition to a draw effect. The draw effect will replenish your Hand, and hopefully make it easier to pull off the Climax combo.

The Climax combo comes in two parts. Firstly you can play another Character to the Stage for free, which can really save on Stock at the end of the game, or allow you to play cards when you don’t have the Stock. This will be useful for trying to turn the game around in a tough situation.

The second part gives Airi a power boost for every one of your other Rested characters, which on top of the Climax itself can reach +5000. This would require you to have Rested Back Stage characters, which should be possible with the correct support cards. In addition you’ll need to think about your attack order especially if you play multiple copies at once, since the later you leave Airi the stronger she’ll get.

IRUO

Blue / Level 2 / Cost 0 / No Trigger / Event

Reveal the top 1 card of your Deck. If that card is a «科学 Science» character, draw up to 3 cards, choose 2 cards from your Hand and put them to the Waiting Room. If it is not, draw 1 card, choose 1 card from your Hand and put it to the Waiting Room.

Iruo is basically a Graceful Charity for Robotics;Notes when it works correctly, when it doesn’t it will lose you a card overall though. You’ll usually hit a «科学 Science» character on the top of your deck, since basically only Climaxes or Events don’t meet this requirement.

When successful you can dig into your deck whilst filtering out useless cards, and potentially dropping Climaxes to the Waiting Room. When the check fails you’ll just end up drawing the Event / Climax, and losing a card.

When choosing to use this card in your deck or not you’ll need  to decide whether potentially losing resources counterbalances with the draw power this provides.

White Christmas Eve

Blue / Draw Trigger

[CONT] All of your characters gain Power +1000, Soul +1.

This is the Climax that goes with the Airi combo.

Fueled fighting spirit, Kaito

Yellow / Level 2 / Cost 1 / 2500 / 1 Soul / 1 Soul Trigger / Counter

«科学 Science» / «ゲーム Game»

[AUTO] [Put 1 card from Hand to the Waiting Room] When you use this card’s BACKUP, you may pay the cost. If you do so, choose up to 2 cards from your opponent’s Waiting Room and return them to the Deck. Your opponent shuffles that Deck.
[ACT] (Counter) BACKUP 2500 Level 2 [(1) Put this card in Hand to the Waiting Room]

This Kaito counter card is exactly the same as the Kyon & Nagato one from Haruhi, except of course with different attributes. Since it has a secondary effect, the Backup ability is a little weaker than normal 2/1s, at 2500 rather than 3000. This means that as a protective card there are better choices out there, but you’ll probably be playing this card for the bonus effect instead.

Shuffling two cards back into your opponent’s deck can either help decrease your opponent’s chance of cancelling, or could cut them off from Change and Bond abilities. These can both be useful, but you have to weigh whether this is worth the loss of a card on your part or not.

Final confrontation, Kaito

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

«科学 Science» / «ゲーム Game»

[AUTO] At the beginning of your Encore Step, if [Huddle of Determination] is in the Climax Border, you may put this card to Memory. If you do so, at the beginning of your next Draw Phase, choose 1 [Final Decisive Battle, Kaito] from your Memory, put it to any Border you wish, and that character gains Power +4500, Soul +1 for that turn.

This Kaito card is another one of the Climax combos in the set, which in this instance can give you a pseudo-Encore, and a powerful attacker. Since the effect works at the start of the Encore Step there are two possible ways to use it. On the one hand it could be used to save Kaito if he’s defeated in battle this turn. This will make your opponent think twice about trying to stop Kaito when you attack, since they know he’ll be back anyway. On the other hand it could just be used to protect Kaito from being attacked on the next turn.

Once Kaito returns he’ll be at 12500 power with 2 Soul, meaning that after support is applied he should be able to handle most threats whilst also dealing out Soul damage to the opponent.

Uncertain gaze, Junna

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

«科学 Science» / «スポーツ Sports»

[AUTO] [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, choose 1 «科学 Science» Character card from your Waiting Room and return it to Hand.
[ACT] [Put this card to Rest] Choose 1 of your characters, and it gains Power +500 for that turn.

This Junna card allows you to exchange a Climax card for a «科学 Science» character from your Waiting Room. This will be useful when you’re close to Refresh, or if you’ve got Climaxes without the appropriate combo cards to go with it, since the Character card will hopefully do you more good.

Once you’ve used this effect, Junna can still give another Character a minor power boost. This would be most effective earlier in the game, which is unfortunately when Junna’s other effect will be less useful. Later in the game I suppose you’d at least be able to give the power boost before replacing her.

Genki & Rosetta

Red / Level 1 / Cost 1 / No Trigger / Event

Choose any 1 of the effects below and perform it.
[Put 2 of your characters in Stand to Rest. If you put 2 to Rest, choose 1 of your opponent’s Level 0 or below characters, and put it to the top of the Deck.]
[Choose 1 of your characters, it gains Level +1, Power +5500 for that turn.]

Genki & Rosetta is another Event card for the deck which will be quite useful for getting rid of your opponent’s cards. With the first effect you can get rid of one of your opponent’s Level 0s, in exchange for just Resting two of your characters. You’ll probably want to get rid of one of their support cards, if they haven’t yet upgraded them, since these are normally the hardest cards to get rid of. Since the card also goes to the top of your opponent’s deck they can’t Encore it, and it will help you cause more damage.

The second effect gives one of your character’s a massive Power boost and a Level increase. The power boost can help you defeat stronger more costly cards, hopefully leaving you with a Stock advantage compared to your opponent. The Level increase on the other hand can help you dodge Reversing effects.

Tenoji Nae

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

«科学 Science» / «スポーツ Sports»

[AUTO] [Put the top 1 card of your Deck to Clock] When this card attacks, if [A Single Summer’s Adventure] is in the Climax Border, you may pay the cost. If you do so, choose 1 «科学 Science» Character card from your Waiting Room, put it to Stock, choose 1 of your «科学 Science» characters, and it gains Power +3500 for that turn.

Nae is the last of the Climax combos in this set of previews, which allows you to replenish your Stock whilst also giving a character a Power boost. The Stock boost will help with playing other cards, whilst the power boost can help you defeat one of your opponent’s cards. Hopefully overall you’ll gain an extra Stock, whilst exchanging the Climax card for one of your opponent’s cards.

Since this effect requires you to take a damage to use it, you’ll want to refrain from using it later in the game though.

First competition, Nae

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

«科学 Science» / «スポーツ Sports»

[AUTO] When this card is put to Reverse in battle, if you have 3 or more other «科学 Science» characters in your Stage, you may put this card to Stock.

Our second Nae card is another way to help maintain your Stock, since she can become Stock when she gets defeated. This means she’ll be Stock neutral to play, allowing you to use the rest of your Stock for more powerful cards later.

She’s 500 short of the standard power of a 2/1, meaning she may struggle to defeat other Level 2s, but that’s the price you have to pay for getting your Stock back.

Favorite gift, Akiho

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

«科学 Science» / «メカ Mecha»

[CONT] During your opponent’s turn, if you have 2 or more other «科学 Science» characters in your Stage, this card gains Power +1500.

Our final Akiho card is a very powerful defender during Level 1, since she will be at least an 8000 most of the time. This means she’ll be able to hold off most Level 1 cards, and maybe even a few weaker Level 2 cards with the right support / counters. When attacking though, she’ll only be a 6500, so you’ll possibly struggle taking on other 1/1 cards and instead you’ll want to focus on beating 1/0s.

Forbidden fantasies, Frau

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

«科学 Science» / «オタク Otaku»

[CONT] For every 1 of your other characters in Rest, this card gains Power +1000.

The final card in the preview is a Frau card who could be quite a powerful card during Level 0. However to get the most out of her you’ll need to play more cards to the Stage than you’d normally want to during the start of the game.

At best she’ll reach 5000, but it’s unlikely that you’d have 5 characters on Stage at Level 0, let alone two support cards that you’ve Rested. Since you’ll often only have 1 card on the Front Stage, she’ll only at best be able to match a vanilla. If this is how you’re going to play it’s not really worth using Frau.

However if you like over-committing to the Stage early on, you might like this card.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: