Weiβ Schwarz Cards of the Day: 10th-14th of December

A new week brings a continuation of the Milky Holmes 2 and Sword Art Online previews, with a little bit of Little Busters! anime, and Da Capo 10th Anniversary mixed in as well. As a special treat a new Persona PR was revealed somewhere, which is I believe a preview for the upcoming Persona 4: Arena pack. For Milky Holmes 2 this week has been dedicated to the Genius 4, whilst SAO has had Kirito, Asuna and Yui cards.

Anti-thieves investigation team, Saku

Stop making characters with glasses that don't have the glasses attribute...

Green / Level 1 / Cost 1 / 3500 / 1 Soul / 1 Soul Trigger

«警察 Police» / «ヘッドフォン Headphone»

[CONT] All of your other «警察 Police» characters gain Power +500.
[ACT] [Put this card to Rest] Choose 1 of your characters with EXPERIENCE, or whose card name includes [Anti-thieves Investigation Team], and it gains Power +2000 for that turn.

Saku is the first of a new theme that you can run within Milky Holmes, the [Anti-thieves investigation team], of which we’ll see many more in the rest of the previews. Saku will fill the support role for the deck, providing both global «警察 Police» support and helping out her fellow [Anti-thieves Investigation Team] members, as well as those with Experience. Since Milky Holmes looks to be building into a very Experience heavy series, this might prove useful in Police decks, outside of merely helping this new set of cards.

Since this card will often allow a single character to gain 2500 per turn, you shouldn’t have too much of an issue with power in the deck.

Kirito & Asuna

Say hello to the lead card from the TD.

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

«アバター Avatar» / «武器 Weapon»

[CONT] During your opponent’s turn, this card gains Power +1000.
[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.
[ACT] [(1)] This card gains Power +1000 until the end of your opponent’s next turn.

Kirito & Asuna have a fairly simple Level 3 for their TD incarnation. Thanks to their 1st and 3rd abilities they can become fairly powerful with minimal effort. The first ability puts them at 11,000 during your opponent’s turn, which can help to fend off Level 3s that don’t have built in power boosts, and those with only minor boosts.

This can be supplemented by the 3rd ability, which can make them as large as you want, provided you have enough Stock. Sometimes you just need high power to break through your opponent’s defenses, and this can provide just that. If your attack is successful it’s highly unlikely you’ll lose them next turn, since they’ll gain yet another 1000 on top of this.

Their remaining ability can help you with cancelling damage, by putting you one card closer to your next Climax.

Anti-thieves investigation team, Kokoro

She wouldn't happen to be quite haughty would she?

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

«警察 Police» / «仮面 Mask»

[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, choose 1 Character card whose Card Name includes [Anti-thieves investigation team] from your Waiting Room, return it to Hand, and this card gains Level +1, Power +500 for that turn.

Kokoro is the salvage card for the theme, capable of retrieving any other member of the team when she’s played to the Stage. This means she’ll be essential for a [Anti-thieves investigation team], the issue will just be how many of them there are in the final set, and how worthwhile they’ll be to get back. So far 5 have been revealed, but we’ll have to wait and see if that’s all of them.

The fact she can get a range of cards is probably part of the reason why it costs a card for her effect, otherwise you could just keep on gaining free cards by looping copies of herself.

As a final bonus she also gain a Level and 500 power, putting her up to vanilla power. This means that she can hopefully at least take down one of the opponent’s cards after using her effect. Due to the Level gain, she’ll be especially annoying for decks which use Level 1 reversers, since she’ll be able to defeat them without fear.

Frontline clearer, Kirito

Possibly the best card in the TD.

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

«アバター Avatar» / «武器 Weapon»

[CONT] All of your other «アバター Avatar» or «ネット Net» characters gain Power +1000.
[AUTO] When this card is put from Hand to the Stage, look at the top 1 card of your Deck, and put it to the top or bottom of the Deck.

This Kirito support card is probably the most useful card contained in the TD, since he combines a powerful support effect with a top deck checking ability. The vast majority of cards in SAO are likely to be either «アバター Avatar» or «ネット Net», meaning he should give +1000 to just about everything. As a bonus he could even be useful in Standard decks that use these attributes as well. Get two of him on Stage and everyone will get +2000, outmatching Level support on all but the centre card. In desperate times you could even play a 3rd copy in front, just to give an even larger power boost.

The ability to check the top of the deck is always useful, since it can be used to try and save Climaxes for later, or to plan ahead for the amount of damage you’ll cause with your next hit.

Anti-thieves investigation team, Tsugiko

That's not regulation uniform...

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

«警察 Police» / «武器 Weapon»

[CONT] If you have other characters whose card name includes [Anti-thieves investigation team] in your Stage, this card gains Power +1000 and the following ability. [[AUTO] [(1)] When this card attacks, you may pay the cost. If you do so, choose up to 2 of your other «警察 Police» characters, and they gain Power +1000 for that turn.

Tsugiko can give your «警察 Police» decks a little extra boost, whilst still maintaing a decent power level for herself. Provided you have another [Anti-thieves investigation team] character, she’ll reach 8500, which is the standard for a 2/1. If you have the Saku we saw earlier Back Stage, she’ll be at least 9000, but could even go as far as 11,000 with Saku’s 2nd effect. This should be enough to handle other Level 2s and possibly challenge some weaker Level 3s.

On top of this, Tsugiko can provide her own support, giving your two other attackers +1000, meaning you could amass quite a powerful Stage for a relatively low Cost. This does restrict your choice of attack order slightly though, since Tsugiko will need to go first.

Answer to the proposal, Asuna

She said yes!

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

«アバター Avatar» / «武器 Weapon»

[CONT] ASSIST All of your characters in front of this card gain Power +1000.
[AUTO] When this card is put from Hand to the Stage, reveal the top 1 card of your Deck. If that card is an «アバター Avatar» or «ネット Net» Character card, choose 1 of your characters, and it gains Soul +1 for that turn.

Coming after the previous Kirito card, this seems like a bit of a letdown by comparison, but it can still be a useful support card. The assist ability is still a useful power boost, but it’s simply outclassed by Kirito’s +1000 to «アバター Avatar» or «ネット Net».

Similarly to Kirito, Asuna also checks the top of the deck, however it is for a different purpose. Whereas Kirito could be used for more long term uses, this Asuna is more for immediate damage. The vast majority of the time the effect will succeed, allowing you to get a Soul boost and dish out extra damage. On top of this, you’ll be able to judge how much damage you’ll cause with your first attack, which is especially useful at the close of the game.

Restless day

Flavour text doesn't seem dodgy at all...

Red / Level 1 / Cost 0 / No Trigger

Event

Look at up to the top 4 cards of your Deck, choose up to 1 «魔法 Magic» Character card, show it to your opponent and add it to Hand. Put the rest of the cards to the Waiting Room.

The first card revealed for the new Da Capo TD is an event card that works well in the «魔法 Magic» version of the deck, but could also be used in Standard. This event will allow you to thin your deck down , whilst also adding a new character to your Hand. However you can’t guarantee there will be a useful character from amongst those 4 cards. Ideally you’ll also use this card to increase your chances of cancelling attacks, but you will sometimes hit Climax cards and make things worse. This is just the risk you have to take by playing cards like this though.

Anti-thieves investigation team, Hirano

That's not a regulation uniform either...

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

«警察 Police» / «武器 Weapon»

[CONT] If you have other characters whose card name includes [Anti-thieves investigation team] in your Stage, this card gains Power +1500.

Hirano is the Level 2 heavy hitter for the [Anti-thieves investigation team] deck, easily capable of breaking 10,000. When simply accompanied by another team member, she will reach 9500, beating out 2/2 vanillas by 500. Add on Saku from earlier and it gets even better, easily capable of reaching 12000, making her a threat to even Level 3s.

Their child, Yui

Can someone who's seen the show explain how you can have a kid in a game?

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

«ネット Net»

[CONT] ASSIST All of your characters in front of this card gain Power +500.
[ACT] [Put this card to Rest] Choose 1 of your characters whose card name includes [Kirito] or [Asuna], and it gains Power +500 for that turn.

The SAO TD has yet another support card, this time in the form of Yui. She’s a standard Level 0 Assist card, but she has a bonus effect that shines when used in a deck focused around Kirito and Asuna, such as the TD. In a similar fashion to [O-bento Duty Shinji] you basically get a free +500 per turn, which can be important for turning the tides of battle early on in the game.

Presumably in the full set there will be more characters beyond just Kirito and Asuna, so you’ll have to look for a different support card for those decks.

At the start, Kyosuke

So that's why it's called Little Busters...

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

No Attributes

Kyosuke is the first reveal for the new Little Busters! TD and he’s simply a no attribute vanilla, so there really is nothing to say about him.

Anti-thieves investigation team, Saki & Hirano & Tsugiko

Did they kick Kokoro out?

Green / Level 3 / Cost 2 / 9000 / 2 Soul / 1 Soul Trigger

«警察 Police» / «武器 Weapon»

[CONT] If you have other characters whose card name includes [Anti-thieves investigation team] in your Stage, this card gains Power +1500.
[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] [(2)] When [G3’s Day Off] is put in your Climax Border, if this card is in the Center Stage, you may pay the cost. If you do so, choose 1 Level 2 or below Character card from your Clock, put it in any Border of the Stage you wish, and this card gains Power +2000 for that turn.

The G3 trio might look weak at first with their 9000 power, but you’ll soon realise that they’ll regularly be much stronger than that. With their first ability they hit 10,500, just above the standard for Level 3. Add on the Saku support card and they could get as big as 13,000 and that’s just with one of them.

Their second ability is a standard heal, but they also have a powerful Climax combo. Not only can it heal you for a second time, but it also gives you an extra card to make up for losing the Climax card. The restriction to Level 2 or below cards is probably to prevent you from swinging the momentum of the game too far by bringing out more Level 3s to break the opponent’s Stage. Finally the trio get another +2000 on top of this, hopefully meaning they’ll be able to defeat just about anything in battle.

Frontline clearer, Asuna

Hopefully Asuna will clear out the opponent's Front Stage.

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

«アバター Avatar» / «武器 Weapon»

[AUTO] This ability can activate up to 2 times in 1 turn. When you use an [ACT] ability, this card gains Power +1000 for that turn.

Our final Asuna card can make excellent use of the Yui support card, easily becoming a force to be reckoned with, but also makes Counter cards even more powerful. Normally at 6500 she’s a little weaker than you’d expect from a 1/1, but she has the potential to become huge, more than capable of taking on most cards normally much stronger and more costly than her.

If you take two of the Yui support cards and put Asuna in the middle of the Stage, she’ll reach 7500. Add on their second effects and she’ll reach 8500. Top that off with Asuna’s own ability and she’ll reach 10,500. This should handle just about any Level 1, but is even quite a scare for most Level 2s.

When defending she can add a 1000 to any Counters used on her, making it even harder to break past her. Even if you use a Counter on another character, just getting the +1000 on its own could be enough to hold off some of your opponent’s attacks.

My feelings, Nanaka

That's a popular pose isn't it?

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

«音楽 Music» / «魔法 Magic»

[CONT] For every 1 of your other «音楽 Music» characters, this card gains Power +500.
[AUTO] [(1)] When this card is put from Hand to the Stage, you may pay the cost. If you do so, put all of your opponent’s Stock to the Waiting Room, and your opponent puts the same number of cards from the top of his Deck to Stock.

Our final main preview for the week is Nanaka from the new Da Capo 10th anniversary pack, which I assume is drawing from every Da Capo series. Her first ability fits easily into a «音楽 Music» deck, since she can reach 11,500 without supports a fairly impressive score for a Level 3.

Her second ability is an interesting effect for when a card comes into play. Sending the opponent’s Stock to the Waiting Room and replacing it with cards from their Deck could be quite a gamble, but it could also be quite beneficial to you. Ideally you’ll want to get rid of a Stock pile that has little to no Climaxes in it, and replace it with Climaxes from your opponent’s deck, but this isn’t really something you can guarantee. It could be quite annoying for your opponent either way, since they’ll no longer have any idea what’s in their Stock, making it hard to plan getting Climaxes out, and also potentially messing up searching effects.

One other use for this card could be to force a deck refresh sooner and get a guaranteed damage.

Finally as a special treat we have a P4U PR in preparation for the new pack on its way.

Final Break! Aigis

Persona 4: Arena being called P4U in Japan is confusing...

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

«メカ Mecha» / «武器 Weapon»

[AUTO] ACCELERATE [Put the top card of your Deck to Clock] At the start of your Climax Phase, you may pay the cost. If you do so, during that turn, this card gains Power +4500.

Our first P4U card is Aigis from Persona 3, and she’s showing off a new Accelerate effect. She can gain a massive boost, hitting 12,500, which is huge for a Cost 1 card. If you can afford the damage, Aigis can smash through Level 2 cards and be a real threat to Level 3s as well. You’ll just need to be careful not to defeat yourself with this effect.

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Weiβ Schwarz Cards of the Day: 5th – 7th of December

Good news for Angel Beats! fans this week, because the series has just won the WGP this weekend, advancing beyond the 2nd place they managed last year. Persona 4 fans also have a reason to rejoice, since a new extra pack has just been announced for P4U.

With respect to the cards revealed during the rest of this week, Wednesday saw a trio of cards from the Thieves Empire, Thursday yet another Sharo card, and a new Kirito card, and Friday finished it all off with a pair of Nero cards.

Loyal subject, Twenty

At least he's wearing clothes...

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

«怪盗 Phantom Thief» / «ナルシスト Narcissist»

[CONT] If your other [Loyal subject, Stone River] and [Loyal subject, Rat] are in the Center Stage, this card gains Power +2000 and [[AUTO] ENCORE [Put 1 Character card from Hand to the Waiting Room]].
[ACT] [(1)] This card’s Card Name is also treated as [Loyal subject, Stone River] and [Loyal subject, Rat] for this turn.

The trio of cards from Wednesday all get more powerful when gathered together at the same time, but are comparatively weak otherwise.

The first of the trio is Twenty, who has an additional support ability that makes completing the combo even easier. Since he can gain the names of the other two members of the Trio, you’ll only need 2 cards on the Stage, rather than 3, for the other card to receive a power boost.

There are of course some downsides to this though. Firstly is the fact it only last during your turn, meaning that you’ll lose all the power increases when defending. Secondly, Twenty won’t get the boost himself, meaning that unless you put extra copies of Twenty down, you’ll have a weak spot in your offense. It also costs a Stock, so repeated uses might drain your resources, when you might be better off just playing [Loyal subject, Rat] anyway. In all likelihood you’ll probably save this ability for those times you need a little extra power, but can’t get the trio together, rather than relying on it to form the backbone of your strategy.

Normally Twenty is only a 4500, which is weak for a 1/0, but when the trio is completed he becomes 6500, with Encore, putting him at the same strength as a standard 1/1 Encore card. This could be quite a pain to shift, especially since he didn’t cost anything to play.

Loyal subject, Stone River

Milky Holmes isn't exactly known for having sensible names...

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

«怪盗 Phantom Thief» / «武器 Weapon»

[CONT] If your other [Loyal Subject, Twenty] and [Loyal Subject, Rat] are in the Center Stage, this card gains Power +1500 and Soul +1.

On his own, Stone River will be at 5000, making him slightly better than Twenty, but still lacking compared to a 1/0 vanilla, however with supports he might be able to make up for this. Once the trio is completed he’ll reach 6500, just like Twenty, but sacrifices Encore for a Soul boost. This can help you win the game faster, but it could also allow your opponent to play more powerful cards faster.

Of the trio Stone River is probably the easiest to take down, since whilst he’s of equal strength to Twenty, he doesn’t have Encore to help keep him on Stage. Then once one of the trio is down, it should be possible to defeat the rest on the following turn, provided a replacement isn’t played in the meantime.

Loyal subject, Rat

I can just imagine parents naming their kid Rat...

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

«怪盗 Phantom Thief» / «炎 Flame»

[CONT] If your other [Loyal Subject, Stone River] and [Loyal Subject, Twenty] are in the Center Stage, this card gains Power +2500.

Rat is the final member of the Trio and also the most powerful. Normally he has 6500 Power, which is the same as the other two when boosted, but falls 500 short of a 1/1 vanilla. When the trio is incomplete, the importance of this will depend on how many 7000+ power Level 1s in your opponent’s deck.

When you have completed the trio, Rat will reach 9000 power, more than enough to handle any Level 1, but also enough to take on some Level 2 cards.

Summer uniform, Sharo

I'm guessing the second season takes place during the summer term?

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

«探偵 Detective» / «カメラ Camera»

[CONT] EXPERIENCE If the sum of the Levels of the cards in your Level Border is 3 or more, this card gains Power +1000.
[AUTO] This ability can activate up to 1 time in 1 turn. When your card is put in the Level Border, this card gains Power +1500 for that turn.

The latest Sharo card has both Experience, and an ability that activates when a card is placed into your Level Border, both of which fit into what looks to be the new strategy for the deck in Milky Holmes 2. So for example with [Drifting on a float, Sharo] you could easily meet both requirements.

With the experience ability alone she can reach 9000, which is the equivalent of a 2/2 vanilla, which on it’s own isn’t all that interesting. Add on her second ability and she can reach 10,500, enough to handle most Level 2s and some Level 3s.

This Sharo isn’t the most interesting card, but at least she can become fairly strong.

Entering the Knights of the Blood Oath, Kirito

If only the Yuki card with this effect were this easy to find...

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

«アバター Avatar» / «武器 Weapon»

[CONT] This card gains Power +1000 during your opponent’s turn.

This Kirito has a simple effect that some other cards, such as [Literature Club Nagato] have already. He sacrifices 500 power on the offense, for an extra 500 on the defense compared to a 2/1 vanilla. This will be useful for trying to defend against other cards with 9000 power, which will normally Cost 2 to play. You may however struggle to defeat Cost 2 cards whilst on the offensive, but that’s the drawback you have to pay for the increased strength.

Being open and honest, Nero

All 4 girls have Heal now.

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

«探偵 Detective» / «お菓子 Sweets»

[CONT] EXPERIENCE If the sum of the Levels of the cards in your Level Border is 4 or more, this card gains Power +1000.
[AUTO] When this card is put from Hand to the Stage or is put by [CHANGE] to the Stage, you may put the top 1 card of your Clock to the Waiting Room.
[AUTO] When this card attacks, if [Devastated Plantation] is in the Climax Border, all of your characters gain Power +3000 for that turn.

The week finished with a pair of Nero cards, first of which is a new Level 3. Her first effect allows her to reach 10,500 without support, which is respectable for a Level 3. You should have no trouble achieving this with all the experience related support the set seems to be getting.

Her second effect is heal, which means that each of the 4 main Milky Holmes girls now have a healing Level 3 card.

Her final effect is a Climax combo that gives all of your characters +3000 for the turn, which will hopefully allow you to defeat all of your opponent’s cards this turn. If you have multiple copies of Nero this boost could become even greater, making it just about impossible to stop your attack.

Summer uniform, Nero

Not really the right weather at the moment for a Summer uniform

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

«探偵 Detective» / «お菓子 Sweets»

[CONT] ASSIST All of your characters in front of this card gain Power +1000.
[AUTO] CHANGE [(1) 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 [Being open and honest, Nero] from your Waiting Room and put it in the Border this card was in.

Our final card for this week is a new Nero support card, which can also Change into the previous Level 3 card. The two effects complement each other quite well, since Nero can remain Back Stage and power up your other cards, until it becomes time to Change, without having to worry about whether she’ll survive for long enough.

The first effect is probably the least powerful for Level 2 support cards, but it’ll still be useful for the turn you keep her around before using the Change effect.

The Change is relatively cheap, only costing 2 Stock overall, but you need to wait until your next turn to use it. Normally this might be an issue, since you’d either need to protect the card from battle, or give up a support slot to save it Back Stage. However since this card is also a support card, you’ll not be concerned about this.

Weiβ Schwarz Cards of the Day: 30th of November – 4th of December

The previews since the last article have nearly all been Milky Holmes 2 cards, with a single Sword Art Online card thrown in as well. Friday gave us a new Sheryl/Sharo card for the end game, Monday a Bond/Counter combo, and today new Level support.

In regards to the Sheryl/Sharo cards, I’m not really sure what’s the most appropriate name to use. Sharo is written on the card itself, but it’s obviously a nickname derived from Sherlock. The internet suggests Sheryl is used in English, but I’ve not watched any Milky Holmes to know what’s used in the subs. In terms of card names, Sharo is probably better, since it avoids any confusion that could be had over the name, given there are Sheryl cards in Macross, which are written differently.

Energetic as a merit, Sharo

Bro fist!

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

«探偵 Detective» / «カメラ Camera»

[CONT] If you have 2 or more other «探偵 Detective» characters in the Stage, this card gains Power +500 and the following ability. [[AUTO] [(1)] When this card’s Level 2 or above battle opponent is put to Reverse, you may pay the cost. If you do so, choose 1 Character card from your Waiting Room and return it to Hand.]
[AUTO] When this card is put from Hand to the Stage or put by [CHANGE] to the Stage, you draw up to 2 cards, choose 1 card from your Hand and put it to the Waiting Room.

Up first we have a Level 3 Sharo that hopefully helps keep your Hand stocked with useful cards, thanks to her two effects.

Her first effect should be active at all times, except when something has gone horribly wrong and you’ve lost your Back Stage, or similar. The +500 will help you get over other 10,000 Level 3s, and make using the rest of this effect easier, but of course won’t be enough to challenge any of the powerhouse Level 3s out there. The second half of this effect is the far more important part though, since it allows you to return any of your characters from your Waiting Room to your Hand. This could either be used to get Character Counter cards to protect you next turn, or other Level 3s to keep late game pressure on your opponent. Since you have to defeat Level 2 or highers, you’ll have to actively go after powerful cards to make this work, rather than just picking off weaklings for free cards.

Her second effect is a pretty standard Draw 2, discard 1 effect, which at least lets you keep the same number of cards in your Hand after playing this card.

Chasing after the Thieves Empire, Sharo

Those are ears on her magnifying glass right?

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

«探偵 Detective» / «カメラ Camera»

[AUTO] ENCORE [Put 1 Character card from Hand to the Waiting Room]
[AUTO] CHANGE [(1) 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 [Energetic as a merit, Sharo] from your Waiting Room and put it in the Border this card was in.

Our second Sharo card allows you to Change into the Level 3, and comes with Encore to help you pull this off.

The Change effect has a relatively low cost, however this is counterbalanced by the timing, since it happens during your Draw Phase. This means she’ll have to last through both your, and your opponent’s turn. The former should be no problem if you just Side Attack, but it means sacrificing the chance to defeat an opponent’s turn. In the latter case the easiest way to survive the opponent’s turn would be to Encore her, which will essentially mean adding a discard 1 cost to her Change. If your opponent has other ways to deal with her, such as bounce, you may struggle to pull off the Change, but thankfully I don’t think most decks have effects like this.

New school term, Nero

Normal kids don't get this excited about a new school term

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

«探偵 Detective» / «お菓子 Sweets»

[AUTO] BOND/[New school term, Sharo] [(1)]

As a break from all the Sharo cards we get a new Nero card, who just so happens to Bond to a Sharo counter card. This will help you protect your cards during your opponent’s turn, but will of course take any surprise factor out of things. It is also of course an extra resource for you. Unfortunately Nero is pretty useless afterwards though, since she has nothing beyond the Bond

New school term, Sharo

Ow! My eye!

Yellow / Level 1 / Cost 1 / 1000 / 1 Soul / 1 Soul Trigger / Counter

«探偵 Detective» / «カメラ Camera»

[AUTO] When you use this card’s [BACKUP], put the top 3 cards of your Deck to the Waiting Room.
[ACT][Counter] BACKUP 2000 Level 1 [(1) Put this card in Hand to the Waiting Room]

The accompanying Counter for the previous Nero card provides a 2000 power boost for a cost of 1 Stock. Whilst this in itself isn’t particularly impressive for a 1/1 Counter, it does come with a bonus effect that sends the top 3 cards of your Deck to the Waiting Room. This will hopefully cause you to take less damage by making it easier to cancel, but sometimes it may hit a Climax and decrease the chances of you cancelling. The odds should be in favour of it helping though.

Cheer costume, Elly

I'm not sure Elly is too pleased with her outfit

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

«探偵 Detective» / «本 Book»

[CONT] All of your characters in front of this card gain Power +X. X is equal to that character’s Level x 500.
[ACT] [Put 2 of your «探偵 Detective» characters to Rest] Choose 1 card each from your Level Border and your Waiting Room, and switch them.

The final of the Milky Holmes 2 cards is a new Elly support card. In addition to Level support she also replicates the effect of [Drifting on a float, Sharo], suggesting that switching cards in the Level is going to be an important theme amongst the new cards. As with Sharo, this helps set up experience effects, and the new Milky Holmes cards which power up when a card is placed in the Level.

Start of the battle, Kirito

More vanillas!

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

«アバター Avatar» / «武器 Weapon»

As with the Asuna card, this is just a vanilla 0/0, the only difference being Kirito is Blue, whereas Asuna was Yellow.