To try and catch up on the card of the days from last week, we’ve got a huge selection of Vividred Operation cards to look forwards to.
Tuesday brought us a new Akane card, who when combined with an older Aoi card can bring forth a new Vivid Blue card. Wednesday gave us our first look at Himawari and Wakaba. On Thursday the girls took a trip to the beach. Finally on Friday a bunch of Aoi cards were showcased.
Docking with Aoi! Akane
Blue / Level 1 / Cost 0 / 3500 / 1 Soul / No Trigger
«鍵 Key» / «武器 Weapon»
[AUTO] Bond / [Confessing the truth, Aoi] [Place 1 card from your Hand in the Waiting Room]
[ACT] [(2) Place 1 [Confessing the truth, Aoi] and this card from your Stage to Memory] Choose 1 [Vivid Blue] from your Waiting Room and place it in the Border this card was in.
Up first we have an Akane who Bonds to Aoi from back in April and also allows you to play a 2nd version of Vivid Blue early. Since the Bond has a discard Cost it means you can save your Stock for the pseudo-change, however it does mean you won’t gain any resources in the process. With both cards gathered, you can then get ready to bring out Vivid Blue, who will immediately go to full strength, thanks to sending both cards to Memory. In the long run, this will also be useful for Deck thinning.
Blue / Level 2 / Cost 1 / 7500 / 1 Soul / 1 Soul Trigger
«鍵 Key» / «武器 Weapon»
[CONT] Recollection If you have 2 or more «鍵 Key» characters in your Memory, this card gains Power +1500 and the following ability. [[AUTO] [Place the top card of your Deck in the Clock] When this card’s battle opponent is Reversed, you may pay the Cost. If you do so, draw a card.]
Vivid Blue becomes a fairly deadly Level 2 card once you’ve fulfilled her Recollection requirements and what’s more you could get her as early as Level 1. With 2 «鍵 Key» characters in your Memory she will reach 9000, which is above the curve for a 2/1. On top of this, she’ll also allow you to replenish your resources, which you might have spent bringing her out. This is because every time she defeats something, you can draw a card, however you take 1 damage in the process.
You’ll be more likely to use this effect early on, for example if you bring her out during Level 1, since you’ll be further away from defeat at that point. The extra resources might be able to make up for the fact you’re moving closer to defeat.
Loves factories, Himawari
Yellow / Level 2 / Cost 1 / 3500 / 1 Soul / 1 Soul Trigger
«鍵 Key» / «工場 Factory»
[CONT] Assist All of your characters in front of this card gain Power +1000.
[CONT] Recollection If you have 2 or more «鍵 Key» characters in your Memory, this card gains [[CONT] Assist All of your characters in front of this card gain Power +500.
Our first Himawari cards is a support card that under the right circumstances can outmatch even Level support. Normally she’ll only give +1000 to the cards in front, which is a regular effect for a 2/1 support, but nothing too special. She does however have a Recollection effect which can add a further 500 onto this. Since the series appears to contain several ways to bring out Vivid (colour) cards, which all involve sending 2 «鍵 Key» characters to Memory, it shouldn’t be too hard to set up for this effect.
After you’re set up Himawari can provide 1500 to all characters in front of her, which can be especially important for Level 2 or below characters, since she’ll outmatch Level support. Whereas with Level 3 cards, the two will be equal.
Determined Girl, Wakaba
Green / Level 0 / Cost 0 / 1500 / 1 Soul / No Trigger
«鍵 Key» / «武器 Weapon»
[ACT] [Rest 2 of your characters] Choose 1 of your characters, during that turn, it gains Power +1000.
[ACT] Brainstorm [(1) Rest this card] Turn over the top 4 cards of your Deck and put them in the Waiting Room. Afterwards, for every 1 Climax sent to the Waiting Room, you may perform the following action. [Choose a card in your Clock and return it to your Hand, place the top 1 card of your Deck in the Clock.]
Wakaba’s first card brings us a mixed support and brainstorm card, but could also attack if the situation calls for it. Her first effect will allow her to still provide a support role, so she doesn’t just take up space between Brainstorms. You’ll usually end up Resting her and your other support card for her effect, so that it doesn’t conflict with your ability to attack. Also if you’re desperate early on, you could play her to the Centre Stage, and Rest 2 supports to make her a 2500, and at least capable of defeating some cards.
Her Brainstorm is a little unusual, since it allows you to retrieve cards from your Clock. It isn’t however a heal effect, since you take another damage in the process anyway. Getting cards back from the Clock gives you a very narrow range of cards to choose from, since you can only at best get a choice of 6. However it is also usually one of the hardest places to get cards from. So you could get cards back early, without having to wait for a Level up to send them to the Waiting Room.
Tent form, Akane
Red / Level 1 / Cost 1 / Counter / 2000 / 1 Soul / 1 Soul Trigger
«鍵 Key» / «マヨネーズ Mayonnaise»
[AUTO] Recollection When you use this card’s [Backup], if you have 2 or more «鍵 Key» characters in your Memory, choose 1 of your characters in battle, during that turn, it gains Power +1500.
[ACT] Counter Backup 1500 Level 1 [(1) Place this card from your Hand in the Waiting Room]
Akane returns for a Counter card that also once again makes use of Recollection involving 2 «鍵 Key» characters. At full strength she’ll provide 3000 Power, which is what you’d normally get from a 2/1 vanilla counter. However, you could get this as early as Level 1, allowing you to turn the tides of battle sooner than other Decks would be able to. It might be a little difficult to get the 2 characters into Memory this early though, unless you’ve already pulled off one of the pseudo-change effects.
Yellow / Level 1 / Cost 0 / 5500 / 1 Soul / No Trigger
«鍵 Key» / «工場 Factory»
[AUTO] When this card attacks, send the top 1 card of your Deck to the Waiting Room. If that card is a Climax, during that turn, this card gains Soul +4.
Himawari is an unusual card, because she has the stats of a 1/0 vanilla and yet comes with what is arguably a positive effect. Every time she attacks, your Deck will get an additional card smaller, which can possibly help you in the long run as far as cancelling damage is concerned. Although it could also make you Refresh earlier, giving you earlier Refresh damage. Even when you do send a Climax, it could be arguable that the Waiting Room is better than the Stock, depending on the type of Climax. On top of this, she also gains 4 Soul, meaning you could hit for at least 5 damage with her. There’s a good chance this will be cancelled, but you could also deal a heavy blow to the opponent in one move.
Just be careful because too much damage at once could allow the opponent to play stronger cards than you could possibly muster.
Texture on! Aoi
Blue / Level 2 / Cost 2 / 8000 / 2 Soul / 1 Soul Trigger
«鍵 Key» / «令嬢 Young Lady»
[AUTO] Change [(1) Place 1 card from your Hand in the Waiting Room, place this card in Memory] At the start of your Climax Phase, you may pay the Cost. If you do so, choose 1 [Futaba Aoi] from your Waiting Room and place it in the Border this card was in.
Based on this card, and the Himawari one from the current week, it looks like all the “Texture on!” cards will be Change cards that are used to bring out the full named Level 3 versions of that character. This Aoi card simply Changes and nothing else, but at least she does it during your Climax Phase, so you can pull it off almost immediately. The Stock cost for the Change is only 1, because the card itself has a Cost of 2, meaning that you are really paying 3 for the Change.
Since you have to discard a card for this effect, you don’t necessarily need [Futaba Aoi] in the Waiting Room beforehand, since you could instead discard her for the effect. Finally, since Aoi also goes to Memory it can help with Recollection effects, or just thinning your Deck.
Blue / Level 3 / Cost 2 / 10000 / 2 Soul / 1 Soul Trigger
«鍵 Key» / «武器 Weapon»
[AUTO] When this card is placed on the Stage from your Hand, or via [Change], you may place the top 1 card of your Clock in the Waiting Room.
[AUTO] When this card attacks, if [Naked Impact] is in your Climax Zone, all of your characters, until the end of your opponent’s next turn, gain Power +1500.
Aoi’s Level 3 can heal, but also comes with a Climax combo that can boost both your offensive and defensive capabilities. Currently the Climax hasn’t been revealed, so we can’t be sure what the full strength of characters around Aoi can be. However, just the global 1500 from the combo itself should be enough to swing many battles. Add on multiple copies and you could end up with some pretty tough walls to overcome. Since the effect sticks around for a turn you’ll also have an easier time holding off your opponent’s counter attacks.
Operation Cocoon Brake
Blue / Level 2 / Cost 0 / No Trigger
If you have a Blue character, you may look at up to the top 2 cards from your Deck, choose up to 1 card and add it to your hand, place the rest on top of your Deck in any order, place 1 card from your Hand in the Waiting Room.
If you have a Yellow character, during that turn, your opponent cannot use [[AUTO] Encore]. (Including [[AUTO] Encore (3)])
If you have a Green character, choose 1 of your characters, during that turn, it gains Power +3000.
The final Vivid Red card of last week was an interesting Event card that encourages mixing different colours in your Deck. Operation Cocoon Brake reaches its full power when you have Blue, Yellow and Green on the Stage, but it could still prove useful in instances when you can’t complete the trio.
For Blue, you get a new card in your Hand, but also have to discard a card in the process, which will mean you’ll lose a card overall. This might be useful for setting up Changes, but you’d have to be careful not to decrease your Hand too much. You also need to consider the fact that sometimes the top 2 cards of your Deck won’t be any better than those in your Hand, meaning you won’t really gain anything from this. The effect does also give you control over your next Trigger (or 2 if you didn’t add anything), making it much easier for you to control your damage output.
For Yellow, you turn off the opponent’s Encore for a turn, allowing you to get rid of their powerful cards without worrying about them coming back. This will be especially useful against decks like Angel Beats!
Finally for Green, one of your characters can gain 3000 Power, helping them to overcome an opponent’s card in battle. If you have Green and Yellow at the same time it will be especially useful, because you’ll hopefully be able to clear out at least one of your opponent’s characters without concern of it returning.