Weiβ Schwarz Cards of the Day: 17th-31st of December

3 Jan

With Christmas and the end of the year I’ve been a bit busy with real life, and have fallen a bit behind on the preview cards. In this time the Milky Holmes 2 set has been released, along with the Sword Art Online TD, in addition to some new tournament PRs, Comiket PRs and a special PR featuring the Bushiroad CEO. Due to this I’m going to separate out the regular previews from the PRs to make it a bit easier to read the articles.

The regular previews have been filled with Milky Holmes 2, Sword Art Online, Da Capo 10th Anniversary and Little Busters! cards, showcasing a variety of characters and effects.

Sharo on the Stage

I assume the other half of this image is also in the set?

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

«探偵 Detective» / «カメラ Camera»

[AUTO] When this card attacks, if [First Dance] is in the Climax Border, put 3 cards from the top of your Deck to the Waiting Room. If all of those cards are «探偵 Detective» character cards, add 1 character card from your Waiting Room to Hand.

Up first we have a Sharo card with a Climax combo which acts as a pseudo-concentrate for Milky Holmes. Like normal Concentrate effects, this can be useful for thinning your deck, but lacks the degree of control you’d normally get.

Ideally this combo will thin your deck by three cards, and get you a character back to replace your Climax card. However since you will sometimes hit Climax or Event cards and fail, it’s not as consistent as the combos which guarantee character retrieval.

There are also issues with the fact this effect is attached to a Level 0 card. Whilst it does mean you can use this effect at any point in the game, it will usually require you to give up a better attacking slot for this effect. It’s safest and least costly to use this effect during Level 0, however this is of course when there are the smallest number of cards worth bringing back from the Waiting Room.

Beater, Kirito

Does exactly what it says on the tin.

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

«アバター Avatar» / «武器 Weapon»

[ACT] [(1)] Choose 1 of your «アバター Avatar» or «ネット Net» characters, and it gains Power +1500 for that turn.

Beater, Kirito is a mixed offensive / support card. With a respectable 2500 he could possibly survive the early game in the Centre Stage for a turn or two, but with his ability he could easily be 4000 or even better. This will allow him to take down much stronger Level 0 cards, and during desperate situations even higher level cards.

Once Kirito himself no longer cuts it, he can move Back Stage and help out your other «アバター Avatar» or <«ネット Net» characters. This might be useful if you haven’t yet drawn 2 regular support cards, since it means Kirito might not be a dead card when drawn later in the game.

Second Button Charm, Yume

Lots of Level 3 Da Capo cards coming up

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

«魔法 Magic»

[AUTO] When this card attacks, if [Memories With Older Brother] is in the Climax Border, choose up to 1 card from your opponent’s Waiting Room, put it to the top of the Deck, and all of your characters gain Power +2000 for that turn.
[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)] Choose 1 of your «魔法 Magic» characters, and it gains Power +1500 for that turn.

Yume is a Da Capo 2 character making a return for the Da Capo 10th anniversary. She comes with a mix of effect for finishing the opponent off faster, and hopefully keeping you in the game longer. Her first effect is a Climax combo that not only gives you the potential for 1 extra damage, but also powers up all of your characters by 2000. When this doesn’t end the game it should hopefully allow you to punch a hole through your opponent’s defenses and make their victory harder on the following turn.

Her second effect allows you to increase the chances of cancelling damage, which can of course keep you in the game longer.

Her final effect is a support effect, allowing you to overpower your opponent on the turns you don’t get your Climax combo. It could alternatively be used to pay out Climax cards when you get close to a refresh, whilst also making your attacks safer.

Elegant days, Henriette

Something seems to be coming loose there Henriette...

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

«探偵 Detective» / «生徒会 Student Council»

[CONT] When this card is in the Stage, this card gains «怪盗 Phantom Thief».
[AUTO] [(1) Put 2 of your other 2 characters in the Center Stage to the Waiting Room] When this card attacks, if [Oolong Tea of Despair] is in the Climax Border, you may pay the cost. If you do so, put all of your opponent’s Level 1 or below characters in the Center Stage to the bottom of the Deck in any order you wish.

Thanks to her first effect Henriette can be played in both «探偵 Detective» and «怪盗 Phantom Thief» decks, allowing her to be used in a wider variety of decks than many of the other Milky Holmes cards.

Her main effect though is a very costly Climax combo that can completely clear your opponent’s attacking force away, whilst potentially setting up a guaranteed 3 damage later in the game. This could completely turn the flow of the game during Level 1, and then later greatly help you towards victory.  Given the huge investment this effect requires you’d be hoping for at least something that gave you a big boost in winning the game.

Usually I would expect this effect will be a little too costly, and any decks capable of searching and thus shuffling their decks can just shrug off the rearranged bottom of the deck. This would severely cut the usefulness of this card.

Jumping to conclusions, Asuna

Maybe if you weren't wearing so few clothes, people wouldn't be tempted to look.

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

«アバター Avatar» / «武器 Weapon»

[CONT] During your turn, this card gains Power +1000.

This Asuna card is a simple Level 0 beatstick that most decks have access to, and is an effect you expect to see in a TD. She can break through Level 0 vanillas and clash with 3500 walls whilst on the offensive, but won’t last too long on the defensive.

‘Friendly’ Komari & Rin

How 'friendly' are we talking?

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

«動物 Animal» / «お菓子 Sweets»

[CONT] ASSIST All of your characters in front of this card gain Power +500.
[ACT] [(1) Put this card to the Waiting Room] Choose 1 card from your Clock and return it to Hand. Choose 1 card from your Hand and put it to Clock.

Little Busters get a new support card with this Komari and Rin card, which can be useful beyond just providing a power boost. Normally they’ll be a standard Assist card, which is useful during the early game, but can often be outclassed by any global support Little Busters may have. The second effect sets it apart from other Assist cards though, by giving it a final use before it gets replaced by more powerful support cards

By paying a Stock and sending them to the Waiting Room you get to swap a card from your Hand with one in your Clock. This allows you to get back cards that are usually nearly impossible to touch, and also means they actually do something instead of just getting a better card played on top of them.

Radiant swimsuit, Cordelia

Won't be seeing this sort of outfit at this time of year normally.

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

«探偵 Detective» / «スポーツ Sports»

[CONT] If you have no other characters in the Stage, this card gains Level +1, Power +1500.

[Radiant Swimsuit, Cordelia] is a potentially useful Level 0 that could be quite hard for your opponent to defeat. When on her own she’ll become a 4000 Power Level 1 card, meaning she can outmatch many Level 0 cards, and also won’t succumb to your opponent’s Reversing cards that are usually reserved for defeating powerful cards like this.

However the usefulness of this card can depend on what deck she’s facing. If they can consistently play cards with above 4000 power during Level 0, they’ll walk all over Cordelia, otherwise Cordelia can walk all over them. I’d think she’s probably better for picking off Reversing cards, since many decks can break the 4000 barrier nowadays without too much effort.

Level 55 snow mountain, Kirito

This is more appropriate weather

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

«アバター Avatar» / «武器 Weapon»

[ACT] (Counter) BACKUP 3000 Level 2 [(1) Put this card in Hand to the Waiting Room]

This is your basic 2/1 vanilla Counter.

New beginning, Moe

Not that moe.

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

«音楽 Music» / «鍋 Hotpot»

[CONT] For every 1 of your other «鍋 Hotpot» characters, this card gains Power +500.
[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.

Our next Da Capo 10th anniversary card comes all the way from the original Da Capo and gives «鍋 Hotpot» decks a big finisher. Thanks to her first ability Moe can easily reach 11,500 in a dedicated deck, which after considering supports should be enough to handle most other Level 3s out there. On top of this she also heals when played, keeping you in the game longer.

Ellery Himeyuri

Ellery returns to the previews.

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

«探偵 Detective» / «警察 Police»

[AUTO] [Put 1 of your «警察 Police» characters in Stand to Rest] When this card attacks, if [Sudden Transfer Notice] is in the Climax Border, you may pay the cost. If you do so, choose 1 of your opponent’s characters, return it to Hand, and this card gains Power +1000 for that turn.
[AUTO] ENCORE [Put 1 Character card from Hand to the Waiting Room]

Ellery is yet another Milky Holmes 2 card with a Climax combo, this time with a bounce effect. This allows you to temporarily clear out powerful threats and depleting the opponent’s Stock if they want to replay it. If the opponent is low on Stock this might be useful, but often it will just delay your problems for a turn, rather than actually solving them. It might be best used to clear out support cards for a turn, allowing you to defeat Centre Stage characters instead, which should be easier with the extra power boost on top.

Ellery also has Encore, making it easier to keep her on the Stage and repeatedly use her Climax combo, despite the fact she is very weak for a 2/2, however this might result in you depleting your Hand instead.

Basement dungeon, Asuna

Is this how Asuna gets captured?

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

«アバター Avatar» / «武器 Weapon»

[AUTO] ACCELERATE [Put 1 card from the top of your Deck to Clock] At the beginning of your Climax Phase, you may pay the cost. If you do so, this card gains Power +3500 for that turn.

The next Asuna card features an Accelerate effect which can make her very powerful for no loss of cards or Stock. Since she can reach 8500, she should be able to defeat all Level 1s and even some Level 2s. Whether this is enough to make up for the extra damage is debatable though, but if you like the risk this will be a useful card.

Home tutor elder sister, Otome

Why do all these dating sim characters imply incest?

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

«魔法 Magic» / «先生 Teacher»

[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] [(1) Put 1 card from Hand to the Waiting Room] When this card attacks, you may pay the cost. If you do so, all of your characters gain Power +500, Soul +1 for that turn.

Next up for the Da Capo 10th anniversary we have Otome from Da Capo 2. On her own she’s relatively weak for a Level 3 at only 9500, but she does have useful abilities. Her first effect replenishes your Hand and allows you to dig into your deck for better cards, whilst her second effect essentially turns any of your cards into mini Climax cards. The +500 power boost probably won’t matter much, but it could turn a few battles from suicides into victories. The Soul boost on the other hand could be useful for ending the game, either via increased damage output, or allowing single points of damage via Side Attacks.

Self-Conscious Future, Himeno

It's not been too long since we last saw Himeno

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

«魔法 Magic»

[AUTO] When this card is placed on the Stage from your Hand, look at up to 3 cards from the top of your Deck and choose up to 1 card and put it in your hand. Put the rest in the Waiting Room.
[AUTO] [Put one card from your hand to the Waiting Room] When 「Irreplaceable Family」is placed in your Climax Zone, if this is in the Centre Stage, you may pay the cost. By doing so, choose a «魔法 Magic» Character in your Clock and put it in any Slot on the Stage.

Irreplaceable Family

This family stuff is still creepy.

Green / 2 Soul Trigger

[AUTO] When this card is put from Hand to the Climax Border, draw 1 card and choose 1 of your characters, and it gains Power +2000, Soul +1 for that turn.

Himeno returns this time with a Climax combo, which offers a healing like effect, on top of a deck thinning ability. Her first effect allows you to replenish your Hand and get rid of potentially useless cards in your deck. Having a choice of 3 cards hopefully means you’ll be able to get something useful out of it.

The Climax combo will not only allow you to heal 1 damage, but also put that card back onto the Stage. This not only helps keep you in the game longer, but could help you play a powerful card without worrying about the associated Stock cost. Since the Climax card replaces itself, and the discard cost is replaced by the new card on the Stage, this combo will have no overall Cost whilst improving your position in the game. This makes it a very useful combo.

Himeno’s Determination

She doesn't look particularly determined.

Green / Level 2 / Cost 2 / No Trigger / Event

Choose a Character card in your hand whose name includes “Himeno” and placet it in any Slot on the Stage.

Our final Himeno card is an event that can be used to play the previous Himeno early. Since the event carries a Cost of 2 it would only make sense to use it to play other Cost 2 cards, and since you could just play a Level 2 without the event, it only makes sense to use this card to play a Level 3 card. Whilst this does lose you a card compared to the Level 3s who do this on their own, it still allows you to play a powerful card early and shift the tempo of the game.

Lost something, Komari

Something bad seems to have happened ;_;

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

«お菓子 Sweets» / «童話 Fairy Tale»

[AUTO] [Put this card to your Clock] During the start of your Encore step, should 「A New Story」 be in your Climax Border, you may pay the Cost to activate this ability. At the start of your next Draw Phase, choose 1 「Wonderful Things, Komari」 from your Waiting Room and put it to a Border you like. During that turn, that card gains Power +2000.

A new story

Komari-chan!

Yellow / 2 Soul Trigger

[AUTO] When this card is put from Hand to the Climax Border, draw 1 card and choose 1 of your characters, and it gains Power +2000, Soul +1 for that turn.

Wonderful things, Komari

But things got better.

Yellow / Level 2 / Cost 2 / 9000 / 2 Soul / 1 Soul Trigger

«お菓子 Sweets» / «童話 Fairy Tale»

No effect.

Since these 3 cards all form a combo together, I’ll cover them all at the same time. We start things off with a 1/1 Komari with a slightly below average power of 6500, but with a Climax combo with a Change like effect. During the Encore Step you can send her to the Clock in order to put the Level 2 Komari from your Waiting Room onto your Stage during your next Draw Phase.

With an additional 2000 power boost she’ll be at least 11,000 power capable of taking on most cards in the game. Although to be honest this will be a bit of an overkill, since little can stand up to her even without the boost during Level 1, which is hopefully when you’ll pull this combo off.

Overall this combo is quite resource light, since you lose no cards overall, and it only costs 1 Stock, however you do take 1 damage. This means you need to be careful this doesn’t kill you in the long run, and you can’t afford to use it too many times.

A dream-like night, Aoi

Seems to be Valentine's Day now

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

«新聞 Newspaper» / «ウェイトレス Waitress»

[ACT] When a climax is placed in your Climax zone, during that turn, this card gains Power +1500.
[ACT] When ‘To ‘Elder Brother” is placed in your Climax zone, if this is in the Centre Stage, you may choose a ‘To ‘Elder Brother” in your Waiting Room and return it to your Deck. If you do so, shuffle your Deck.
[ACT] When this card is Front Attacked, you look at 1 card from the top of your Deck ,and either put it back on top of the Deck or in the Waiting Room.

To ‘Elder Brother’

Are there any love interests in Da Capo who aren't related to the main character?

Blue / Draw Trigger

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

We’ve got yet another Climax combo up next, this time with Aoi from Da Capo 3. Instead of healing like a lot of other Level 3s, she is instead dedicated to trying to help you avoid damage.

Her Climax combo comes in two parts, the first being a generic Climax effect, the second requiring  the ‘To ‘Elder Brother” Climax card. The first of these is a very simplistic Power +1500, but it works regardless of the Climax used. This means you could for example still get a power boost out of using Soul boosting Climaxes, and it also means she should be able to defeat other Level 3s whilst using her main effect.

The second Climax effect is very powerful, since it allows you to add a Climax back to your deck. This means you get more chances to cancel damage and can survive the game for longer. There’s of course no guarantee this will actually happen, compared to triggering the card or drawing it again. Generally speaking though the more Climaxes in your deck, the better.

Finally she has an effect that doesn’t rely on a Climax card, which also helps with cancelling damage. When she gets Front Attacked you can check the top of your deck and either keep it, or send it to the Waiting Room. This means that if you don’t see a Climax card, you can just dump the card and you’ll be one card closer to cancelling damage.

Everyone’s Happiness, Mahiru

Get ready for some damage.

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

«たとえ話 Myth» / «和服 Traditional Japanese Clothes»

[AUTO] If you have 4 or fewer cards in your hand, this card gains Power +1000 and Soul +2.
[ACT] Once per turn, during the turn this card is placed from your Hand to the Stage, if the damage dealt by this card would be canceled, you may deal 1 damage to your opponent.
[ACT] When this card is Reversed, send this card to Memory.

Instead of getting an Aoi triple bill like we did with Himeno, Mahiru from Da Capo 2 has snuck in. Mahiru can cause a huge amount of damage on her own, but she will understandably be gone once defeated.

Her first two abilities both help you with causing damage, and could potentially end the game very quickly. Alternatively sometimes she’ll just keep getting cancelled, but at least it means other cards might be able to cause damage. Her first effect makes her an 11,000 with a whopping 4 Soul, should you be able to reduce the number of cards in your Hand to 4. As the game is drawing to a close this will probably not be that uncommon since you’ll often be expending resources to win the game at this point.

On top of this, on the turn she’s played, should she get cancelled, which is frankly quite likely, you can still cause 1 damage. This means that if you save Mahiru until the opponent gets to 6 damage at Level 3, you’ll be practically guaranteed victory. Unless of course the opponent has two Climaxes in a row.

Her final effect is partly a detriment, but also could be useful if you get her before a Refresh. Since she can cause a lot of damage it’s only fair that she goes to Memory when defeated, otherwise you could just keep on reviving her until the opponent runs out of Climaxes. However going to Memory is an advantage when you Refresh, since it means the deck will be smaller afterwards.

Our story, Riki

Yay, more no attribute cards!

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

No Attributes

[AUTO] When this card is put from your hand to your Stage, choose 1 of your Character cards. That card gains Power +3000 until the end of your opponent’s turn.
[AUTO] [Discard 1 Character card to your Waiting Room] When the Climax card 「Little Busters!」 is put to your Climax border and this card is in Center Stage, you may pay the Cost. If you do so, choose 1 level 2 or below Character card from your Memory or Clock, and put it to your Stage.

Little Busters!

Everyone's here!

Green / Treasure Trigger

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

Continuing our theme of Climax combos we now have Riki from Little Busters!

His first effect can be useful for overpowering your opponent, since it provides a significant 3000 Power boost. This could be used to get past tricky walls, or to try and push yourself above your opponent’s counter range.

The Climax combo is very similar to Himeno’s from earlier, except with different restrictions and a wider range of places to call characters from. Since Riki can only get Level 2 or below characters it means you will be unable to bring out your most powerful cards, but you don’t need to worry about attributes. This could make him useful in Standard.

Usually I expect you’ll want to get a character from your Clock, since it  means you get to heal 1 damage as a bonus, but having the option of Memory as well adds to his versatility. Since you usually have more control over what goes into your Memory, it’s likely you’ll be able to get better cards back. This is compared to the Clock, where you usually have little control over what’s there. Being able to get cards back from the Memory will also prove helpful for those times when you don’t currently have any damage.

Admiring the night sky

Didn't realise the little match girl story was known in Japan too.

Yellow / Level 1 / Cost 1 / No Trigger / Event

Put 1 of your Characters cards «お菓子 Sweets» from Stand to Rest. If you do so, draw up to 2 cards, choose 1 card from your Hand and discard it to your Waiting Room.
Choose 1 of your Characters. During this turn, that card gains Power +3000, Soul +2, at the end of your turn, put that card to your Memory.
Put this card to your Clock.

Next we have a quite useful event card that sweets decks might like. It comes with two quite different effects that overall won’t alter your card advantage, but could potentially change some of them into more useful cards, whilst taking from your opponent at the same time.

The first effect has the tiny cost of resting a «お菓子 Sweets» character in order to draw 2 and discard 1. This means the effect will break even, given that you have to give up this Event as well. It does however allow you to dig further into your deck and potentially discard useless cards.

The second effect gives one of your characters a big Soul and Power boost, which should be enough to defeat an opponent’s character and maybe also cause a lot of damage. Of course afterwards you lose that character to Memory though, which will mean you’ll probably get an even trade off with the opponent, since you’ll both lose a card. Sending a card to memory can be useful later though, since it will thin your deck after a Refresh.

Finally this card has one final downside, which is that the card goes to the Clock after use. This means you have to be careful using it, and make sure the damage is worth it.

Over-Spilling Emotions, Nemu

Spoilers?

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

«魔法 Magic» / «ドレス Dress»

[AUTO] When this card is placed from your Hand to the Stage, you may put the top card of your Clock in the Waiting Room.
[AUTO] [(1) Discard a card from your Hand to the Waiting Room] When 「Kiss of Oath」is placed in your Climax Zone, if this card is in the Centre Stage, you may pay the cost. If you do so, choose an Opponent’s Cost 1 or lower Character and put it on top of the Deck, and this card gains +2000 Power for the turn.

Kiss of Oath

Insert yourself here

Red / Gate Trigger

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

Up next we have a Nemu Climax combo that’s an excellent way to get rid of your opponent’s support cards. For starters she has a healing effect, which is always useful. However she really shines when you get to her Climax combo.

The combo puts one of your opponent’s Cost 1 or below characters to the top of their deck and gives Nemu a 2000 boost. This will usually be used to clear out annoying support cards, which often can’t be touched, giving you a much easier time with attacking this turn. Since it goes to the top of the deck, not only can they not Encore it, but you’ll also be able to cause 1 extra damage when you attack. With the added power boost on top of this all it’s quite likely that Nemu will be able to take down one of your opponent’s powerful Centre Stage characters as well.

“Assisting Together” Kud

Very appropriate name here.

Green / Level 1 / Cost 1 / 2000 / 1 Soul / 1 Soul Trigger

«動物 Animal»

[CONT] ASSIST All of your Characters in front of this card gain Power +X, where X is equal to the number of your Characters with ASSIST X 500.
[ACT] [Rest this card] Choose 1 of your Characters. That Character gains +1000 Power for the turn.

We’ve got another Kud card next, which can be quite a useful support card. For most of my thoughts on this type of support card you could probably look back to what I said about the first card like this, [Full of smiles Sayaka].

As a bonus effect though, Kud has a better effect though, since she can give even more of a power boost to one of your characters. Get two of these on Stage at once and you could boost a single character by at least 4000 power, whilst the other two still gain 1000. Or you could divide it a bit more evenly giving everyone +2000 for example. I could see this being quite a useful support card, but I’m not really sure what older Little Busters! cards there are to compete with this.

Soft Smiles, Otome

Time to lay the table (I think?)

Yellow / Level 1 / Cost 1 / 5500 / 1 Soul / No Trigger

«魔法 Magic»

[CONT] RECOLLECTION If there are 2 or more cards in your Memory, this card gains Power +1000 and Soul +1.
[AUTO] When this card attacks, if 「Premonition of Happiness」is in the Climax Zone, choose up to 1「Soft Smiles, Otome」in your Waiting Room and put it in Memory, and this card gains Power +1000 for the turn.

Premonition of Happiness

Is there anything on under there?

Yellow / Soul + Shot Trigger

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

Once more the Climax combos continue, this time for Otome, who combined with the next card looks to be building towards quite a powerful Recollection based deck.

Her first effect allows her to become a 6500 2 Soul card, which is a little weak power wise for a 1/1, but this is a trade off for the greater damage output. This also makes her quite useful during those times you cannot pull off the Climax combo.

Thankfully it looks like it will be easy to get two cards into Memory in order to activate this ability, so you hopefully won’t need to worry too much about getting it to work.

Her Climax combo is mainly there to help you get 2 cards into Memory, since there are better options in the game if you’re looking for a power boost.

Secret for Only the Two of Us

You can tell it's a memory, it's all in sepia.

Yellow / Level 1 / Cost 1 / No Trigger / Event

Send this card to Memory.
[CONT] RECOLLECTION If this card is in Memory, all your Characters with “Otome” in name gain Power +500.

Our next Otome card is a powerful event card that can give all your Otome a power boost. In addition not only does it help you meet Recollection requirements, it’s also impossible for most decks to do anything about it. If you manage to activate multiple copies, not only will your Otome be a force to be reckoned with, but you’ll no longer need to worry about any other more complicated ways to get cards into Memory.

The one downside of course to this card is that you do lose a card by playing it, and as such playing multiple copies could really drain your resources. You’ll hopefully be able to make up for this via defeating opponent’s characters that would otherwise have been too powerful.

“Theory of Spiral of Happiness” Komari

This isn't like the spirals from TTGL is it?

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

«お菓子 Sweets» / «童話 Fairy Tale»

[AUTO] Whenever a trigger check of your characters reveal a Climax card, choose 1 of your characters. That character gains +1 Soul for the turn.

Komari backs a return appearance following her Climax combo, this time with an unusual support effect. Every time you trigger a Climax, one of your Characters will gain an extra Soul, which can help you push for extra damage.

Unfortunately it’s not ever going to be that reliable of an effect, since your non-Climaxes far outnumber your Climaxes. On top of this, you might not want Soul boosts in the early game, since it could push your opponent to a higher Level too fast, allowing them to defeat all your Characters. In the late game you won’t really want to have Komari taking up space just on the off chance you might get a single Soul boost.

Look of Hope, Aisia

Happy cards today.

Yellow / Level 2 / Cost 1 / 8000 / 1 Soul / No Trigger

«魔法 Magic» / «オモチァ Toy»

[AUTO] [(1)] When damage dealt by this character is canceled, you may pay the cost. If you do so, draw a card.

Aisia is a simple card. In exchange for 500 power, she has an ability that could easily replenish your Hand. However since it’s reliant on the opponent cancelling her damage, I doubt you’d be able to consistently use her for this purpose, especially given she only has 1 Soul.

This effect would be much more dangerous attached to something with 2 Soul for example, but I’m not sure if that might be a bit too much.

Turning Feelings into Words, Kotori

What is it with powerful counters at the moment?

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

«音楽 Music» / «魔法 Magic»

[AUTO] [Put a card from your Hand in Clock] When you use the BACKUP of this card, you may pay the cost. If you do so, choose 1 of your Characters in battle. That Character gains +3000 Power for the turn.
[ACT] [COUNTER] Backup 1000, Level 1 [Discard this card from hand to the Waiting Room]

Kotori is a very powerful Counter card that’s capable of giving +4000 to a single character with no Stock cost at all. However of course there has to be a downside to it, which is that you not only lose another card if you want to do this, but you take damage on top of that.

If you really need to conserve the Stock, this can give a massive boost that should be helpful throughout the game, however it could be a drain on your other resources and prematurely push you to Level 4. This card will probably be at its best during Level 1, when the power boost will be its most overwhelming and the damage of the least concern.

“Power of Being Honest” Rin

So honesty gives you +2000 power?

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

«動物 Animal»

[CONT] If you have another Character with ASSIST, this card gains Power +2000.

Our final Little Busters! card is Rin, who can be a very powerful card during the early game, provided you don’t focus on global support cards, which I’m told Little Busters! doesn’t usually do. She’ll usually be at 4000, thanks to the Assist card, which is very good for a Level 0, especially since it doesn’t disappear in the opponent’s turn. She also doesn’t have the penalties associated with a lot of the card which can break 3000 Power at Level 0.

Unfortunately though, she’ll be practically worthless during those games where you don’t draw Assist cards, which does happen from time to time.

Bond of Destiny, Ricca

Student Council finally appears in the anniversary pack!

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

«新聞 Newspaper» / «生徒会 Student Council»

[CONT] Your other «生徒会 Student Council» Character in your Centre Stage Middle Slot gains Power +1500.

For the first time in all of the new Da Capo cards Ricca has returned with support for «生徒会 Student Council» Characters. She can give a very strong, but limited boost to one of your Characters, which will be most useful early game when you have a spare Centre Stage. As the game goes on though you’ll probably want support with a wider range though.

Time for the Two, Yume

Finally, the end...

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

«魔法 Magic»

[CONT] If you have 3 or more other «魔法 Magic» Characters, this card gains Power +1000.
[AUTO] When the battle opponent of this card becomes Reversed, put the top card of your Deck in the Waiting Room. If that card is a climax card, you may return a «魔法 Magic» character card in your Waiting Room to your hand.

Finally the last of the previews is a powerful Yume card. Her first effect allows her to reach 7000, the standard for a 1/1, if you have enough «魔法 Magic» characters. This shouldn’t be too difficult to achieve in the «魔法 Magic» version of the Da Capo decks.

What sets this card apart from a mere 1/1 vanilla though is her second effect, which can be useful for thinning the deck, but also has the chance to salvage a «魔法 Magic» character. Every time she beats an opponent in battle you can send the top of your deck to the Waiting Room, hopefully increasing the chances you have of cancelling future attacks. If however you do hit a Climax card, it’s not all bad, since it will get you back a «魔法 Magic» character, helping you build even more card advantage over the opponent.

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