Last week the Persona 4 Arena previews continued, but were also joined by previews for the Sword Art Online booster pack.
Heartless angel with a deadly body, Aigis
Green / Level 0 / Cost 0 / 1500 / 1 Soul / No Trigger
«メカ Mecha» / «武器 Weapon»
[CONT] If you have no other characters in the Stage, this card gains Power +2000.
[ACT] BRAINSTORM [(1) Put this card to Rest] Flip over the top 4 cards of your Deck to the Waiting Room. For every 1 Climax card amongst those cards, perform the following action. [Choose 1 card from your Clock, return it to Hand, put the top 1 card of your Deck to Clock.]
The first new Persona 4 Arena card for the week was Aigis, who gives the deck access to another Level 0 that can reach 3500 whilst also having a bonus effect. 3500 will be pretty hefty for a Level 0, and if you get her on the first turn or two you won’t need to worry about the fact that she needs to be on her own, since you don’t want to play too many characters to the Stage at that point anyway. Her power isn’t as high as some of the other solo characters out there, but this is because she also has an extra effect that can be useful when she’s not fighting.
When her Brainstorm ability succeeds you to get a card from your Clock back to your Hand and replace it with a card from the top of your Deck. This allows you to build up your Hand, but only allows you to choose from a very narrow range of cards. Since it also requires you to Rest her, you can’t use the effect repeatedly in your turn to cause a Refresh when you’re out of Climaxes. However this effect does mean she won’t become useless later in the game like most Level 0 cards.
Placing oneself on the battlefield, Kirito
Blue / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger
«アバター Avatar» / «武器 Weapon»
[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, look for up to 1 «アバター Avatar» Character card from your Deck, show it to your opponent and add it to Hand. Shuffle that Deck.
Kirito makes his return with a search effect for «アバター Avatar» decks, which thankfully makes up the majority of the series. He will allow you to give up a less useful card in your hand for a more useful one from your deck. On top of this he also has a respectable 2500 power, meaning he can still take on quite a few Level 0 cards after you’ve used his effect. Just like with Aigis he’ll remain useful later into the game.
‘The Steel-Fisted Protein Junkie’ Sanada Akihiko
Red / Level 2 / Cost 2 / 9500 / 2 Soul / 1 Soul Trigger
«魔法 Magic» / «スポーツ Sports»
[CONT] The character opposite this card gains [[AUTO] ENCORE [Put 1 Character card to the Waiting Room]].
Sanada is a high powered Level 2 card, but his detrimental effect is simply too much of a drawback to really justify using him. In exchange for 500 extra Power over a 2/2 vanilla he gives his opponent Encore. Considering how powerful an effect Encore is, this is not something you want to give to your opponent. What’s the point in trying to overpower your opponent’s card if you give them the ability to come back to life?
Lying on the sofa, Asuna
Yellow / Level 0 / Cost 0 / 3500 / 1 Soul / No Trigger
«アバター Avatar» / «武器 Weapon»
[AUTO] When this card is put from Hand to the Stage, reveal the top 1 card of your Deck. If that card is not an «アバター Avatar» Character card, put it to Clock.
Asuna is yet another Level 0 card that has 3500 power, and like Elizabeth from the previous week she also requires you to check the top of your deck when you play her. However since Asuna only comes with 3500 power, the downside of when her effect fails is much less severe than with Elizabeth. Rather than losing Asuna, you’ll simply take a damage, which isn’t too bad during Level 0. Thankfully though, you’ll usually succeed with her effect, unless you play an Event heavy deck. Sometimes it might even be better for you if a Climax ends up in Clock rather than Stock. It also means that when one Asuna fails you can still play extra copies of her.
Proud Queen of Executions, Kirijo Mitsuru
Blue / Level 2 / Cost 2 / 7500 / 2 Soul / 1 Soul Trigger
«魔法 Magic» / «武器 Weapon»
[AUTO] ENCORE [Put 1 Character card from Hand to the Waiting Room]
[ACT] [(1) Put 1 card from Hand to the Waiting Room] This card gains Power +3000 until the end of your opponent’s next turn.
Misturu makes her new debut with a Level 2 that could be quite hard to get rid of, but will drain its user’s Hand. Normally she’s very weak for a 2/2 at only 7500 power, meaning she’s even under threat from some Level 1 cards. Thankfully though both of her effects can help with this. Thanks to Encore she can keep on coming back when defeated. Thanks to her 2nd effect, she can become a powerful attacker and defender, hopefully meaning you won’t need to use the Encore. For a Stock and a card from your Hand she can gain +3000, which you could use multiple times if you wanted. Usually you’ll use it once though, to try and overpower other Level 2s and the occasional Level 3, whilst also making it harder to defeat her next turn. If faced with a big threat you might want to use this effect a couple of times, but I’d probably avoid doing this, unless you would lose the game otherwise.
Reliable guide, Leafa
Green / Level 0 / Cost 0 / 2000 / 1 Soul / No Trigger
«アバター Avatar» / «武器 Weapon»
[AUTO] When this card attacks, choose 1 of your other characters, and it gains Level +1, Power +1000 for that turn.
Our first character to appear from the 2nd half of Sword Art Online is Leafa, who is excellent at getting rid of reversing cards. Her effect has two halves, which will usually serve different purposes. The Level boost allows you to break past Reversers without losing any cards, whilst the Power boost allows you to get over your opponent’s stronger Level 0 cards. Unfortunately though she needs to be teamed up with another character to work, since she cannot give the boost to herself.
Helping out, Nanako
Yellow / Level 0 / Cost 0 / 2500 / 1 Soul / No Trigger
«ジュネス Junes» / «テレビ TV»
[CONT] If you have 1 or less other characters in the Stage, this card gains Power +1000 and [[AUTO] ENCORE [Put 1 Character card from Hand to the Waiting Room]].
Nanako is another loner type card, who gets stronger when she’s accompanied by few other characters. In her case she needs 1 or fewer other character to turn herself into a 3500 with Encore. This can deal with plenty of Level 0s out there, and if the extra character is a support card she could even challenge the rare 4000 power Level 0. As always the issue with these cards is that once your opponent has surpassed her power limit, there’s not really much you can do with her. You’d need to play more characters to beat your opponent’s card, but by doing so Nanako will become weaker. This might mean that even though she has Encore you might need to consider not using it sometimes, because it won’t be worth it.
Beginning of an adventure, Silica
Red / Level 1 / Cost 1 / 6500 / 1 Soul / No Trigger
«アバター Avatar» / «武器 Weapon»
[AUTO] [(1)] When this card attacks, if [First Adventure] is in the Climax Border, you may pay the cost. If you do so, choose 1 [Familiar, Pina] from your Waiting Room, put it in any Border you wish in Rest, and this card gains Power +3500 for that turn.
Silica makes her first appearance in card form, as far as I’m aware, and she comes with a Climax combo that could make her quite a force to be reckoned with. She not only bring her Familiar in with her, but she also gains 3500 power, pushing her to 10,000 power before you even consider any boost from the Climax or support cards. Currently without knowing what [Familiar, Pina] does, you can’t tell the full power of this card, but I would assume it’s some kind of support card for her, since it comes in Rested. As such I expect you’d need to leave a Back Stage space for Pina, otherwise you’d be leaving it incredibly vulnerable and waste the effort of bringing it back. This should at least replace the Climax making the combo break even at worst, assuming you managed to get a Pina in the Waiting Room.
The Power boost means she can taken on most cards in the game, and can hopefully win you a battle, leaving you one card better off overall than you started off with, and with an improved Stage.
Normally she’ll only be a 6,500, meaning she can take on 1/0s but might struggle with other 1/1s. She also lacks a Soul Trigger compared to other 1/1s, meaning your deck will cause a little less damage, compared to using other 1/1s.
Yasogami’s Steel Student Council President, Labrys
Green / Level 1 / Cost 0 / 4500 / 1 Soul / No Trigger
«メカ Mecha» / «生徒会 Student Council»
[AUTO] When this card is placed on the Stage from your Hand, during this turn, this card gains Power +1500.
[AUTO] [(1)] When [Labrys’ Rage] is placed in your Climax Zone, if this card is on the Centre Stage, you may pay the Cost. If you do so, choose one of your opponent’s Centre Stage characters, during this turn, it gains Power -4000.
Green / 2 Soul Trigger
[CONT] All of your characters gain Soul +2.
Labrys and her Rage form a Climax combo that can greatly aid you in defeating your opponent’s strongest cards. On her own Labrys will be a 6000 on the turn you play her, and 4500 for every turn after that. This means she can try to take down other 1/0s, but it’s fairly unlikely that she’ll survive beyond that turn. This means that you’ll usually have to try and pull of her Climax combo on the turn you play her. Since, if your opponent plays someone worth using her effect on, they’ll probably take her out with that character, rather than give you that chance.
Her Climax combo allows you to take 4,000 power off an opponent’s character, which could allow you to take on a character of up to 10,000 power with just Labrys. Throw in another stronger character and they could defeat nearly any of your opponent’s characters. This means she’ll still be useful in the latter portions of the game. Since the Climax gives a Soul boost, and you’ll need to Front attack to make the most of this combo, you’ll either end up causing lots of damage or having lots of damage cancelled.