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
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
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
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
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
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
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
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.