Weiβ Schwarz Cards of the Day: 10th of June

To start off a new week we’re continuing with the Vividred previews, this time with a Wakaba climax combo.

Physical education time, Wakaba

More or less revealing that the normal outfits in this show?

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

«鍵 Key» / «スポーツ Sports»

[AUTO] When this card attacks, if a card named “A fun bout” is in your climax area, choose 1 of your «鍵 Key» characters, during that turn, it gets +1 Level and +2000 Power.

[AUTO] Encore [Put the top card of your deck into your clock]

Our newest Wakaba card comes with Clock Encore in addition to a Climax combo. These will hopefully compensate for the relatively low power for a 1/1 at only 6000. The Encore ability will make it easier to keep her on the Stage and therefore use the climax combo, without using up your resources. However using it too much will lead to your defeat sooner.

The climax combo is useful for providing a power boost, but can also be used to dodge around Reversing cards. In addition it will help the cards from last week that required higher level cards on the field.

A fun bout

I'm sure sand can't be the best surface for kendo

Green / 2 Soul Trigger

[CONT] All of your characters get +2 Soul.

This is the climax that goes with the above Wakaba. It means that you’ll be able to get boosts across the board for a single character. However since there’s no power boost, you can’t take on huge threats with Wakaba’s climax combo.

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Weiβ Schwarz Cards of the Day: 3rd-7th of June

This week saw the arrival of Rei and the Alone in Vividred in addition to several more Vivid (colour) cards. Also I’m going to try and update my translations to reflect the terminology used in the English cards now, to make things a bit more consistent.

Cold answer, Rei

But which Rei is better?

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

«鍵 Key» / «謎 Mystery»

[AUTO] [Put 1 “Feather shaped birthmark” from your hand into the waiting room] When this card is placed on the stage from your hand, you may pay the cost. If you do, choose up to 1 «謎 Mystery» character in your waiting room and return it to your hand.

[AUTO] When this card becomes [Reverse], if this card’s battle opponent is level 0 or lower, you may [Reverse] that character.

Monday started off with Rei’s first appearance in a card that both salvages cards and gets rid of your opponent’s cards. The first effect at the moment seems a bit narrow, because we haven’t seen too many «謎 Mystery» cards so far, but we can assume all of the Rei and Alone cards will probably carry this attribute. The need for a specific Event card also means it can sometimes be a little hard to even use this effect in the first place. Thankfully though, this effect is really more of a bonus than anything else, and Rei will instead be used most of the time for her second effect.

Rei’s second effect is a standard reversing effect for a Level 0 card. This means she will be used in just about any Vividred deck, regardless of whether it plays the other «謎 Mystery» cards or not. With only 1000 Power she’s unlikely to defeat anything outside of using her effect, but this is a penalty she has to pay for her first effect.

Feather shaped birthmark

That's how birthmarks work, isn't it?

Red / Level 2 / Cost 2 / No Trigger

Event

Choose 1 “Mysterious existence, Alone” in your Waiting Room and put it on any position of your Stage. Put this card into your memory.

[CONT] You may have up to 10 cards with the same name as this card in your Deck.

[CONT] Memory If this card is in your memory, all of your “Mysterious existence, Alone” gets +1000 power.

Second up we have an event card that allows you to keep up a continuous stream of “Alone” to assault your opponent. The basic effect of this card allows you to call forth a “Mysterious existence, Alone” for the same cost of playing it normally, but you avoid that card’s detrimental effect that causes you damage. This card will also send itself to memory straight away, activating its 3rd effect and allowing your Alone to grow by 1000 each time. Activating this effect multiple times will make it harder and harder for your opponent to win against your Alone, whilst also making your Deck smaller for the next Refresh.

Since you can also play up to 10 copies of this card you might see “Mysterious existence, Alone” go as high as 20,000, however I really doubt you’ll ever get a chance to play all 10 in a single game.

Mysterious existence, Alone

Forever Alone

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

«アローン Alone» / «謎 Mystery»

[AUTO] When this card is placed on the stage from your hand, place the top 1 card of your deck in your clock.

To complete the trio of cards on Monday we have an Alone card, which matches regular Level 3s for stats, despite only being a Level 2. This means you can get a strong character down during Level 2 without having to jump through any hoops to pull if off, and it will still be useful into Level 3. However, if you play it from your Hand, you’ll take 1 damage in the process, which can be very dangerous later in the game. Thankfully though the previous Event  card can help you get around this, and can keep up a constant stream of Alone.

If you want to build a fun Alone deck, these 3 cards will form the core, but otherwise you’re only really going to see the first Rei seeing much play.

Docking with Wakaba! Akane

Docking everywhere!

Green / Level 1 / Cost 0 / 3500 / 1 Soul / No Trigger

«鍵 Key» / «武器 Weapon»

[AUTO] Bond / “Master level, Wakaba” [Put 1 card from your hand in the waiting room]

[ACT] [(2) Put 1 of your  “Master level, Wakaba” and this card into your memory] Choose 1 “Vivid Green” in your waiting room and put it on the stage position that this card was on.

This card is exactly the same as Docking with Aoi! Akane, except of course that it’s Green and works with Wakaba. So it should be able to help you get out Vivid Green early.

Master level, Wakaba

I think we know where the focus of this show is...

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

«鍵 Key» / «スポーツ Sports»

[CONT] This card cannot side attack.

[AUTO] When this card direct attacks, choose up to 1 of your opponent’s Level 0 or below characters on the Centre Stage. That character cannot [Stand] during your opponent’s next stand phase.

Wakaba’s second card is our second card in recent weeks that can be used to counter running cards. Running cards are usually a pain because they can dodge around your characters, but if they try doing that to Wakaba she’ll prevent them from standing, making them a dead weight. Even at other times she could be used to lock out a powerful character you can’t yet deal with for a turn, in the hopes you’ll be able to get a proper answer next turn.

Unfortunately though, Wakaba can’t Side Attack, which means that she’ll be defeated if faced by a full stage that is stronger than her. Although in these cases you could just not play her, since you know she’ll lose.

With 2500 Power this should be enough to defeat your opponent’s runners if they decide it’s better to let them be defeated, rather than locking out a position on their stage.

Vivid Green

Now where are Yellow and Red?

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

«鍵 Key» / «武器 Weapon»

[CONT] Memory If you have 2 or more «鍵 Key» characters into your memory, this card gets +1000 power.

[AUTO] When this card attacks if a card named “Vivid Blade” is in your climax area, until the end of your opponent’s next turn, this card gets +3000 power.

Vivid Green, as with Vivid Blue, will get stronger when you’ve managed to pull off one of your “Docking” plays and put 2 characters into your memory. In this case she’ll reach the standard for a 2/1 vanilla, but also has a climax combo to separate herself from them. This should be more than enough power though if you can bring her out during level 1.

The climax combo will make her even stronger, pushing her up to 11,500 before you start to consider supports. This should break through all level 1 cards, most level 2 cards and even some level 3 cards. Since she keeps the boost for a turn it also means she can provide a solid defense against your opponent’s counter attacks.

Swimsuit Aoi

Back to the beach episode again.

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

«鍵 Key» / «令嬢 Young Lady»

[CONT] Assist All «鍵 Key» characters in front of this card get +1 level, +500 power.

[AUTO] When this card is placed on the stage from your hand, draw 1 card, put 1 card from your hand into the waiting room.

The swimsuit version of Aoi debuted on Wednesday and fills an interesting support role that will annoy decks which rely on reversing effects. Whilst the power boost from her assist only matches that of level 0 cards, she also increases your characters level by 1. This allows them to dodge the effects of reversing cards and makes side attacking harder for your opponent due to the further reduction in damage.

In addition to this you also get to dig one card deeper into your deck when you play her, potentially opening up new options for you.

Fully energetic, Aoi

Lots of these shots in this show...

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

«鍵 Key» / «武器 Weapon»

[CONT] During your opponent’s turn, if you have other level 2 or higher characters, this card gets +2000 power.

Fully energetic Aoi is a level 1 card that works very well with all the Vivid (colour) and “Docking” cards, since they allow you to bring out a Level 2 early, and turn on her effect. She also works very well with Swimsuit Aoi, because you don’t even need to worry about getting out level 2s early. Instead all your level 1s will count, thanks to the level bonus. This can result in a very strong Aoi during level 1, capable of reaching 8500 before supports. Many decks will struggle to overcome this until they reach level 2 themselves.

Optimistic gaze, Akane

How can you tell just from the way she looks?

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

«鍵 Key» / «武器 Weapon»

[CONT] If you have other level 3 or higher characters, this card gets +2000 power.

This Akane works very similarly to the previous Aoi, except needing a Level 3 or higher to be present instead. This could be achieved via early changes, but it’s much easier to just use Swimsuit Aoi to turn all your level 2 cards into level 3.

At 9500 power she’ll be stronger than most other 2/1s and even some 2/2s, allowing you to press with a powerful attacker, for a low stock investment.

Naive, Akane

That can't be a comfortable pose...

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

«鍵 Key» / «マヨネーズ Mayonnaise»

[CONT] If your opponent’s Stock is 3 or lower, this card gets +1000 power.

Naive Akane is potentially a strong level 0 during the early game, but is entirely reliant on how your opponent plays, which isn’t something you really have much control over. 3500 power is towards the upper end of the level 0 scale, but there might only be a narrow window in which you get her full strength. Since the opponent won’t be paying stock early on it will only take 4 attacks before her power drops. How quickly this comes will depend on how the opponent plays though. Someone who quickly rushes will put her out of action by turn 2, and even someone playing it a bit slower could reach this goal by turn 3, especially if they need to get around Akane. Then again, there’s always the possibility that you’ll reach level 1 before the opponent reaches 4 stock.

Operation! Vivid Red

The namesake of the series finally appears!

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

«鍵 Key»

[AUTO] [(2)] When this card is placed on the stage from your hand you may pay the cost. If you do, choose 1 «鍵 Key» character from your waiting room, return it to your hand.

[AUTO] When this card becomes [Reverse], if this card’s battle opponent is level 1 or lower, you may [Reverse] that character.

Vivid Red finally debuts, and with our second reverser of the week, but this time for level 1s. At 3000 power she’s a little weak even for a reverser, but this is because she comes with an extra ability as well. You’ll just need to be wary that the opponent will take her down with level 0s if they can.

On top of reversing, she can also salvage one of your «鍵 Key» characters when she comes into play, allowing you to set up for future turns, if you have enough stock around. It also extends her usefulness beyond level 1, because salvaging can be useful at any point of the game.

Shinomiya Himawari

Ending the week on a level 3 again.

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

«鍵 Key» / «盾 Shield»

[AUTO] When this card is placed on the stage from your hand or by a “change” effect, look at up to 3 cards from the top of your deck, choose 1 card and put it in your hand. Put the rest of the cards in the waiting room.

[AUTO][(1)] When this card attacks, if a card named “New friend” is in your climax area, you may pay the cost. If you do, choose 2 «鍵 Key» characters from your deck, reveal them to your opponent and add them to your hand. Shuffle your deck.

Himawari’s level 3 card is all about gaining extra cards, with both her regular effect and climax combo capable of replenishing your hand. Her first effect returns your hand size to what it was before playing her, whilst also thinning out your deck by 3 cards. Her climax combo though will increase your hand size by 1, and hopefully make you better prepared for the end game. Chances are you’ll either be searching for other level 3s to play next turn, or alternatively character counter cards to keep your current characters around for longer.

Texture On! Himawari

I'm sure there are worse phrases for transforming.

Yellow / Level 2 / Cost 1 / 6500 / 1 Soul / 1 Soul Trigger

«鍵 Key» / «工場 Factory»

[AUTO] Change [(2) Put 1 card from your hand into your waiting room, put this card into your memory] At the start of your climax phase, you may pay the cost. If you do, choose 1 “Shinomiya Himawari” in your waiting room and put it on the stage position that this card was on.

[ACT] [[Rest] two of your characters] Choose 1 of your «鍵 Key» characters, during that turn, it gets +1 Soul.

Himawari overall has the same cost for her change as last week’s Aoi card, but she has a lower cost to come in initially, since she could also be used in a support role. The change allows you to get the full named version out early, which can then make up part of the card cost it took to bring her out.

Outside of this, Himawari could also be used to give your characters a Soul boost whilst waiting to change. Since she changes before you attack, you could use this effect and then change to the level 3 without giving up any attacks.

New friend

Magical girls have got to stick together.

Yellow / 1 Soul + Bounce Trigger

[CONT] All of your characters get +1000 power and +1 soul.

This is the Climax for the above Himawari. The bounce trigger can sometimes be useful for getting rid of annoying cards temporarily.

Weiβ Schwarz Cards of the Day: 28th-31st of May

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

I'm surprised we haven't had really dodgy cards for this series yet...

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.

Vivid Blue

Vivid Blue is back!

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

Trousers don't exist in this world.

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

It's Green's turn now!

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

Yes, it's a tent...

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.

Swimsuit Himawari

Got to have a beach episode, right?

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

Texture?

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.

Futaba Aoi

Her Climax will be interesting...

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

Where'd Akane go?

Blue / Level 2 / Cost 0 / No Trigger

Event

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.

Weiβ Schwarz Cards of the Day: 27th of May

With Little Busters! Anime now done it’s time to move onto the Vividred Operation booster pack, starting off with an Akane Climax combo.

Cheerful and direct, Akane

Return of the characters without trousers.

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

«鍵 Key» / «マヨネーズ Mayonnaise»

[CONT] Assist All of your characters in front of this card gain Power +X. X is equal to that character’s Level x 500.

[AUTO] [(1)] When [Power to save the world] is placed in your Climax Zone, you may pay the Cost. If you do so, you may choose 1 «鍵 Key» character in your Waiting Room and return it to your Hand, choose 1 of your characters, during that turn, it gains Power +2000.

The first new Vividred card is Akane, who is Level support, in addition to having a Climax combo. As Level support she’s already a useful support card, since this type of card is usually capable of giving the strongest Power increase. As an added bonus her Climax combo gives you even more of a reason to play her over other supports.

The Climax combo comes in two parts. Firstly you can salvage a «鍵 Key» character, allowing you to get back nearly any character from your Waiting Room. This is because «鍵 Key» character is a central attribute for the series, meaning you can probably get back most of your strongest cards. You will need to remember which ones of your cards do not have this attribute though. The second part of the effect gives one of your characters a 2000 Power boost, which should help you with defeating one of your opponent’s characters.

Power to save the world

So they actually do something with their powers?

Red / 2 Soul Trigger

[AUTO] When this card is placed in your Climax Zone, place the top 1 card of your Deck in Stock, all of your characters, during that turn, gain Soul +1.

This is the Climax card that goes with the above Akane. Since you gain a Stock by playing it, you won’t need to worry about being able to pay for Akane’s Climax combo, unless you want to use 2 of them, but have zero Stock prior to the Battle Phase.

Weiβ Schwarz Cards of the Day Catchup: 17th-24th of May

There’s been a little gap in these for the past week or so, partly due to being busy with Yu-Gi-Oh! Nationals last week, and then just not finding time to catch up on things. On the 17th we saw the final Psycho-Pass cards, whilst this week has been filled with new Little Busters! cards.

In pursuit, Kogami

Don't often see 2 keywords on one card.

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

«サイコパス Psycho-Pass» / «公安 Public Safety»

[AUTO] Encore [Place 1 character from your Hand in the Waiting Room]

[AUTO] Change [(1) Place this card in the Waiting Room] At the start of your Draw Phase, you may pay the Cost. If you do so, you choose 1 [Bouquet of roses, Kogami] from your Waiting Room, and place it in the Border this card was in.

The final Kogami card comes with 2 keyword effects, packing both Encore and Change. The former is intended to make it easier to pull off the latter, because with Encore it will be very easy to keep him alive until your next Draw Phase. This will probably be necessary a lot of the time, because 6000 Power is poor for a 1/1. The change effect is relatively cheap, considering it can get out a 9500 Power card, but the requirements to keep him alive for a turn will likely in reality raise this cost, via the discard needed for Encore. Once the other Kogami is out though, you can really start tearing into your opponent’s Stage.

“Smile of a Saint” Makishima

Definitely nothing going on between these two.

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

«サイコパス Psycho-Pass» /«本 Book»

[CONT] This card cannot be chosen by your opponent’s effects.

[CONT] All of your other «サイコパス Psycho-Pass» characters gains Power +500.

The final Makishima card provides global support for your «サイコパス Psycho-Pass» characters, meaning most of your characters can benefit from him, but unfortunately Akane will miss out. Even then, I reckon most decks will use him. In addition to this, he cannot be chosen by your opponent’s card effects, meaning it’s even harder than normal to get rid of him.

In search of ‘secrets’, Rin

Are the 'secrets' cats?

Yellow / Level 1 / Cost 1 / 2000 / 1 Soul / 1 Soul Trigger

«動物 Animal»

[CONT] Your other character in the Centre Stage Middle Border gains Power +1500.

[AUTO] When your opponent adds a character from their Waiting Room to their Hand, you may place the top 1 card of your Deck in Stock.

The week of Little Busters! previews starts with Rin, who can support a single character, whilst also having an interesting way to try and discourage Bond and other salvaging cards. The first effect gives a powerful 1500 boost, but is restricted to only the central Border. This could allow you to have a very powerful wall or attacker, but will leave your other two characters relatively weak. Later on you’ll be able to get equivalent effects for several positions (such as Level support), so you may well want to replace her later.

The 2nd effect allows you to gain a Stock whenever the opponent salvages a card, making it easier to play your more powerful cards in counter attack next turn. It could potentially backfire sometimes though, if you unwittingly place a Climax there, since it will not only prevent a cancel on that turn, but could also get it stuck there with you not knowing any better. If your opponent is worried about you gaining Stock they might hold back on their salvaging a bit, but sometimes it will be necessary for them to do so. You have to consider that some people may simply not care about you gaining Stock.

‘Public moral committee president’ Kanata

Titles in Japanese schools are weird.

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

«委員長Class Representative» / «双子 Twins»

[CONT] Assist All of your characters in front of this card gains Power +1000.

[AUTO] When a card in you or your opponent’s Clock is placed in the Waiting Room due to an effect of a card of its owner’s, that Player may place the top 2 cards of their Stock in the Waiting Room. If they don’t, that Player places the top 1 card of their Deck in the Clock.

Apart from the Colour and attribute differences, this is an exact copy of the famous anti-heal card from Rewrite. Only giving a 1000 Power boost is more than made up for by the fact that it will be a real thorn in the side of Heal heavy decks. They’ll either be drained of Stock, or be unable to heal and stay in the game longer. This instantly moves Little Busters! up the ranks of playable decks.

Farwell Yukichiiii!!

Money!

Blue / Level 2 / Cost 3 / Counter / No Trigger

Event

[COUNTER] Choose 1 character that is taking part in battle, during that turn, it gains the following effect. [[CONT] This card cannot cause damage to a Player.]

Next we have an unusual Event Counter that can’t actually be used as a normal Event card, due to the timing of playing it. I assume the fact it’s an Event is to enforce colour restrictions and to prevent the card being salvaged and reused. The effect itself will prevent a character from causing damage, allowing you to survive 1 more attack. You’ll ideally save this for what would otherwise be a game ending attack, otherwise it might feel wasted.

‘Dream and reality’, Mio & Midori

So which one doesn't exist?

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

«本 Book» / «影 Shadow»

[AUTO] Bond / [‘The real wish’, Midori] [Place the top 1 card of your Deck in the Clock]

Tuesday saw a trio of Mio and Midori cards, and I finally understood the significance of the Mio card that gained «影 Shadow» a few weeks back. The first of the trio is a Bond card that allows you to get back the Level 2 Midori card that follows. Since it requires you to take damage, you can increase your options without giving up any Stock, but it does move you a step closer to defeat.

‘The real wish’, Midori

So Little Busters! has imaginary friends too.

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

«影 Shadow»

[AUTO] [(2) Place this card in Memory] When this card is placed on the Stage from your Hand, and your Deck is 5 cards or less, you may pay the Cost. If you do, return all the cards in your Waiting Room to your Deck, search your Deck for up to 1 [‘Two as one’, Mio] and place it in any Border on the Stage. Shuffle your Deck.

The Bond target is a Mio who can reset your Deck, thus avoiding Refresh damage, and on top of that also bring out a Level 3 card early. Since you can Bond to this card, you don’t even have to really worry about drawing it, and could even get rid of it in the early game, knowing you can get it back later. Even without the extra effect, the free Deck Refresh is already very useful since any saved damage is important. Getting out a Level 3 card as well is just an added bonus, and it doesn’t mean you have to play the full combo, although it would probably make sense to do so.

With concentration and careful playing you can try to get yourself down to 5 or below cards in your Deck, but you can’t always control when your opponent might shoot you right through this range into a Refresh in a single turn.

‘Two as one’, Mio

Apparently enjoys BL.

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

«本 Book» / «マネージャー Manager»

[CONT] If you have other Level 3 or higher characters, this card gains Power +1000.

[CONT] All of your other Level 2 or higher characters gain Power +1500.

The trio ends with a Level 3 Mio who can support your attackers whilst also hitting pretty hard herself. Her first effect means that once you get to Level 3, you can hopefully keep her at a constant 11,000 Power, allowing her to push over many basic Level 3 cards. However you’re unlikely to be able to gain this boost immediately if you played her during Level 2, since it would be hard to get other Level 3s alongside her.

The second effect could help make your other characters become a force to be reckoned with, because she gives as much of a boost as a full strength Level support card does. Multiple copies will make things even worse for the opponent. With 2, you’ll end up with Mios at 12,500, whilst your 3rd character could be at least 13,000 before considering supports. 3 copies would put them all at 14,000 before supports. This would make them very hard to defeat.

The downside to all this is of course the fact that Mio doesn’t do anything other than provide Power, and won’t do things like help keep you in the game longer, like other Level 3s do.

‘Little Busters’ Kengo & Masato

Finally some baseball.

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

«筋肉 Muscle» / «スポーツ Sports»

[CONT] The Character opposite this card gains Soul +1.

[AUTO] When this card attacks, during that turn, this card gains Power +X. X is equal to the Soul of the card opposite this x 1000.

Kengo and Masato team up for an interesting Level 2 card that can become pretty powerful, but can also be very risky. The first effect which grants their opponent an extra Soul will likely lead to you taking extra damage, but does slightly increase the chance of you cancelling damage. It does however also make their second effect even stronger, by making sure they’ll gain an additional 1000 Power. This means that they’ll be facing what are normally Soul 1 cards as an 11,000 and what are normally Soul 2 cards as a 12,000.

This potentially allows them to take on a lot of Level 3 cards, and should allow them to handle most things below that. You just need to be wary of the potential to lose faster in the process.

Natsume x Naoe

Yep, Mio's into BL.

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

No Attribute

[AUTO] [(2)] When this card is placed on the Stage from your Hand, you may pay the Cost. If you do so, search your Deck for up to 1 Level 2 or higher character, reveal it to your opponent, and add it to your Hand. Shuffle your Deck.

Mio’s imagination has brought forth a search card for Little Busters! that could help setting up for later in game. A little while ago we saw a Makishima that did the same, just with a 1 Stock and 1 damage Cost instead. So this card can be used in much the same way, it just requires a greater Stock investment, and it doesn’t push you closer to losing the game.

The ability to search for higher Level cards without an attribute restriction means that this card could find use in any deck if you chose to play it, since it will allow you to set up for the late game. Whether you decide the Stock is worth it is another matter though.

Fly to the classroom

Throwing people to the 3rd floor of a school happens all the time in Japan.

Red / Level 2 / Cost 1 / No Trigger

Event

If you have characters with 3 or more different Colours on your Stage, choose up to 3 characters from your Waiting Room and add them to your Hand, place 2 cards from your Hand in the Waiting Room.

Continuing the 3 colour theme from the 16th, we have an event card that requires 3 different colours to be used, but allows for mass salvaging. Being able to get back any 3 characters from your Waiting Room is a pretty powerful effect, since it could completely set you up for the later game, or give you exactly the cards you need to dig yourself out of your current situation.

However, since you give up 2 cards afterwards, it results in no net gain of resources. You do at least get to dump less useful cards though. This does also mean that the card will be less useful when you’ve got a small hand, because you might not actually get to use everything you’ve added back. The 3 Colour restriction does also mean you have to be very careful with how you build and play your Deck.

‘A new leader’ Naoe

Time for a 4 colour combo!

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

No Attribute

[AUTO] During your Climax Phase, if [‘Senior member’ Natsume], [‘Precision machine on the mound’ Rin], [‘Muscle revolutionary’ Masato] and [‘Simple idiot’ Kengo] are on your Stage, during that turn, all of your characters gain Power +10000.

Finally to finish off the Little Busters! previews we have what are presumably the box PRs that all work together to pull off a big combo. Naoe is the centrepiece, who can give everyone a 10,000 boost when accompanied by all his friends. This should allow you to strike through just about any defense, because you’ll be able to hit with 2 characters that will be at least 20,000 and 18,000 respectively and even at the bottom end you’re likely to have at least a 15,000 character.

Chances are, if you pull this off, your opponent’s Stage is going down. However it’s pretty unlikely you’ll be able to pull this off consistently, because the combo requires 5 characters, with 4 Colours between them, none of which are Level 0. This means that unless you control your Colour properly, you might not even be able to play them all at once. It also means that outside of the combo Naoe is fairly useless compared to other Level 3 cards.

‘Precision machine on the mound’ Rin

At least some of these cards work on their own.

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

«動物 Animal»

[ACT] [(1)] During that turn, this card gains Power +2000.

The second piece of the combo is Rin, who can also act as an attacker during Level 1. Her ability will allow her to take on any opponent, provided you have the Stock, and could trade off with 1/1 or 2/2 vanillas for the equivalent Stock. She could also just be used to take down weaker Level 1 or below cards if you don’t have the Stock, or don’t need to boost her. She might find use outside of the combo deck, since she can act as a standalone card.

During the combo she’ll be at least a 15,000, making it hard for even most Level 3s to deal with her.

‘Senior member’ Natsume

The first support piece of the combo.

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

No Attribute

[CONT] Assist All of your characters in front of this card gain Power +1000.

[AUTO] [(1) Place 1 card from your Hand in the Waiting Room] When this card is placed on the Stage from your Hand, you may pay the Cost. If you do so, you may search your Deck for up to 1 [‘A new leader’ Naoe], [‘Precision machine on the mound’ Rin], [‘Muscle revolutionary’ Masato] or [‘Simple idiot’ Kengo], reveal it to your opponent, and add it to your Hand. Shuffle your Deck.

The 3rd piece of the combo is Natsume, who fills in one of the support roles as well as helping you to set up the full combo. 1000 Assist is a fairly regular for a Level 2, and whilst other kinds might be stronger, it’s probably a trade off for the fact he comes with a search effect. Thanks to the Assist effect, you could have a character as powerful as 21,000 when you pull the full combo off.

His second effect will allow you to search for another piece of the combo, which should make it easier to gather all 5 pieces.

Since he’s linked into the combo, you’ll only want to play him in that deck, since there are better support cards available for general use.

‘Muscle revolutionary’ Masato

Masato brings the Power.

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

«筋肉 Muscle»

[AUTO] Encore [Place the top 1 card of your Deck in the Clock]

The main attacker after Naoe is Masato, who comes with Encore to keep him on the Stage longer, and make it easier to pull off the combo. At only 8000 Power he’s a bit small for a 2/1, but Encore will keep him on the Stage. Since it’s a Clock Encore, you don’t need to worry about expending resources to keep him around, but it does push you closer to defeat each time. He might possibly be used as a standalone card.

During the combo he can reach at least 18,000 and often 19,000, making him just about unbeatable for most Decks.

‘Simple idiot’ Kengo

Kengo is our final support.

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

«スポーツ Sports»

[AUTO] [Place this card in the Waiting Room] When one of your other characters is placed in the Waiting Room from the Stage, and this card is in the Back Stage, you may pay the Cost. If you do so, place that character in it’s original Border in Rest position.

The final piece of the combo is Kengo, who acts as a pseudo-encore support card. When you lose a character, you can give him up instead to bring that character back. This will allow you to preserve characters that would otherwise have cost 3 Stock to keep around, or alternatively get around Anti-Encore cards. As such, Kengo could prove quite useful outside of the combo deck.

In the combo deck itself, whilst he might help keep other pieces of the combo around, his effect doesn’t really help pull it off. This is because if you want to use his effect, you have to give him up, leaving you missing a piece of the combo. This will probably mean that he’ll sit uselessly in the Back Stage, waiting to pull off the combo, unless you have extra copies in your Hand.

 

The final Little Busters! preview was merely another look at the Little Busters! Climax, so I won’t be covering that.

Come back soon when I’ll be starting on this week’s new Vividred cards.

Weiβ Schwarz Cards of the Day: 16th of May

We’re drawing to the end of the Psycho-Pass previews now, especially since the full list has now been revealed on the Bushiroad site. For completeness I’ll still cover today’s cards here though. In addition to this, we’ve got yet another Climax card called Little Busters!

“Lemonade Candy” Akane

No moe at all!

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

«公安 Public Safety» / «アバター Avatar»

[AUTO] When this card is Reversed, if this card’s battle opponent is Level 0 or below, you may Reverse that character.

Our first Akane card of the week is a basic Level 0 Reverser. These sorts of cards are useful for taking out early game threats, and just about every deck runs this kind of card. Since that all she does, she has slightly higher Power than many other Reversers.

Tomomi Masaoka

Is this their boss?

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

«サイコパス Psycho-Pass» / «公安 Public Safety»

[ACT] [COUNTER] Backup 3000 Level 2 [(1) Place this card from your Hand into the Waiting Room]

This is your standard 2/1 counter. Nothing fancy about it, but it can give a decent Power boost.

‘Time’ to take action, Riki

At least he's not in a dress this time.

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

No Attribute

[CONT] If you have characters with 3 or more different Colours on your Stage, all of your other characters gain Power +1000.

[AUTO] [(1)] When [Little Busters!] is placed in your Climax Zone, you may pay the Cost. If you do so, all of your characters gain Power +2000.

Riki is a support card, but he might be a little hard to use without a deck dedicated to making the most out of him. His first effect is a powerful global 1000 boost, but it only become active when you have characters with at least 3 different Colours on the Stage. This means that you’ll need to be playing at least tri-colour to get him to even do anything. Since Riki is Red you could try and splash only a little bit of Red, and make the other two colours something else. Otherwise you might struggle to have a field that consistently get the boost.

The second effect is a Climax combo that gives your characters an even bigger Power boost, meaning that from his effects alone, you could boost your entire Stage by 3000 Power. If you manage to get two of him out everything you control could become quite frightening for the opponent.

Little Busters!

Group photo!

Red / 2 Soul Trigger

[AUTO] When this card is placed in the Climax Zone from your Hand, draw 1 card, then select 1 of your characters, during this turn it gains Power +2000 and Soul +1.

This is the Climax for the above Riki, and is apparently the 3rd time this Climax has been released. The TD had a Green one, whilst the original set had another Red version.

Weiβ Schwarz Cards of the Day: 13th-15th of May

This week we’ve seen yet more Little Busters! Climax combos alongside some new Psycho-Pass cards that have included a few characters that we haven’t seen yet.

Karanomori Shiyon

No suggestive flavour text on this card at all.

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

«公安 Public Safety» / «科学 Science»

[ACT] Brainstorm [(1)] 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. [Search your Deck for up to 1 «公安 Public Safety» character, reveal it to your opponent and add it to your hand, place 1 card from your Hand in the Waiting Room. Shuffle your Deck.]

Shiyon is our second Brainstorm card in Psycho-Pass, and this time it’s one you can make use of repeatedly in a single turn. Shiyon can help you set up for future plays by searching for important «公安 Public Safety» cards, and can also help cycle your hand, by dumping less useful cards or Change targets to the Waiting Room. Unfortunately this does also mean you can’t actually gain any resources in the process. This is a trade-off against the fact that she can be used to filter through your Deck for a quicker Refresh though.

Kunizuka Yayoi

There are girls in the show other than the main character?

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

«サイコパス Psycho-Pass» / «公安 Public Safety»

[AUTO] When this card is placed on the Stage from your Hand, choose 1 of your other characters, during that turn, it gains Level +1, Power +1000.

Yayoi is a useful anti-Reverser card that might also come in handy for taking on more powerful cards. However she will only be useful for a turn, and she can’t do anything as a standalone card.

Of her two boosts, the Level increase may often be the more useful, since it will allow you to evade the effects of Reversers which require their opponents to be of equal or lower Level to themselves. The Power boost could either help you defeat strong opponents or push one of your characters above your opponent’s Counter threshold. As is usual with these kinds of effects, it will be most useful early on in the game, when the increase is greater relative to your character’s base Power.

If she could use the effect on herself, Yayoi would be more useful I feel, but I believe cards of that kind are fairly rare.

“Young girl in love” Sasami

At least she's not crying like Kanata and Kud.

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

«スポーツ Sports»

[CONT] If your Stock is 5 or more this card gains Power +1000.

[AUTO] When this card attacks, if [Clumsy friendship] is in the Climax Zone, during that turn, this card gains Power +1000, and the following ability [[AUTO] When this card’s battle opponent is Reversed, you may place the top 1 card of your Deck in your Stock.

Sasami joins what seems to be a running theme of Little Busters!, which is Climax combos that bestow an additional effect for when the character defeats something in battle. Her first effect can boost her to the level of a 1/0 vanilla, meaning that she at least won’t suffer from a Power defecit during those turns you don’t use her combo. So you can try to make use of her as if she were just a vanilla, but with the added bonus that you’d sometimes get her Climax combo.

However 5 Stock might be a bit of a steep target to maintain during the early parts of the game, and especially without expending too many cards. As such you might not always be able to guarantee that Sasami will reach her full Power.

Her second effect allows her to become even stronger, but can also be used to increase your Stock. When all her effects and the Climax are accounted for, she could reach 8500, before considering supports. This makes her a considerable threat to many Level 1 cards, and should make it easier to trigger the Stock gaining part of her effect. If you haven’t managed it already, it might even be useful for getting above 5 Stock.

Clumsy friendship

Surprise!

Green / 2 Soul Trigger

[AUTO] When this card is placed in the Climax Zone from your Hand, draw 1 card, then select 1 of your characters, during this turn it gains Power +2000 and Soul +1.

The is the Climax that goes with the above Sasami, and will help her win battles.

Bouquet of roses, Kogami

This isn't a fujoshi show is it?

Red / Level 2 / Cost 2 / 9500 / 2 Soul / 1 Soul Trigger

«サイコパス Psycho-Pass» / «公安 Public Safety»

[CONT] If you do not have a card on your Stage whose character name includes [朱 Akane], this card gains the following ability. [[CONT] This card cannot Front Attack]

Kogami appears for the first time this week with a very strong Level 2 that however relies on his partner in order to unleash that strength. 9500 is above the curve for a Level 2 card whilst maintaining 2 Soul, so he of course has to come with a downside. In this case it’s the requirement for him to have an Akane around before he can start attacking your opponent’s characters. Considering that we’ve already seen a useful support card featuring her, this might not be too much of a problem, but we’ll need to wait and see what the full set list is like.

Even without Akane he can still perform other attacks, and is a big wall for the opponent to get past. He won’t be completely useless without Akane around.

A single rose, Makishima

If you knew nothing about the series and just saw these two cards, you'd assume it was a romance between these two, right?

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

«サイコパス Psycho-Pass» /«本 Book»

[AUTO] Encore [Place the top 1 card of your Deck in the Clock]

Makishima is back again, and this time with Clock Encore, rather than Hand Encore. This is riskier than the regular type of Encore, but is cheaper resource wise, since you don’t lose any cards bringing him back. This might make your opponent think twice about expending too many resources to try and defeat him, if they’re not going to get any real resource advantage out of it. You probably don’t want to be using this effect too many times though.

‘Strike backs’ Kud

Here come the tears

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

«動物 Animal»

[AUTO] [(1)] When this card attacks, if [50 nautical miles towards the sky] is in your Climax Zone, you may pay the Cost. If you do so, during that turn, this card gains Power +2000 and the following ability [[AUTO] When this card’s battle opponent is Reversed, draw 1 card.]

Kud returns with a Climax combo that can help increase your resources by drawing more cards. Taking the boost from the Climax and the combo together she could reach 9000 Power, which is even higher than Sasami could manage. This means Kud should be able to handle most Level 1 cards, thus making it easier to draw an extra card. Even without the Climax boost she can still reach 7000, which is often enough to beat a 1/0. This would mean that you might even be able to pull off the full combo with more than one copy of Kud in a single turn.

Since the Climax replaces itself, a fully successful combo will result in a 1 card resource increase for you, whilst your opponent will lose a card in battle.

50 nautical miles towards the sky

Yes, you're laughing now.

Blue / 2 Soul Trigger

[AUTO] When this card is placed in the Climax Zone from your Hand, draw 1 card, then select 1 of your characters, during this turn it gains Power +2000 and Soul +1.

This is the Climax that goes with the above Kud.

Cold gaze, Makishima

Search without type restriction is quite rare.

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

«サイコパス Psycho-Pass» /«本 Book»

[AUTO] [(1) Place the top 1 card of your Deck in the Clock] When this card is placed on the Stage from your Hand, you may pay the Cost. If you do so, search your Deck for up to 1 Level 2 or higher character, reveal it to your opponent and add it to your Hand. Shuffle your Deck.

Our next Makishima is a searching card that will help grow your resources whilst setting up for later in the game. He’s a rare brand of search card that is not restricted by attribute, however he takes a heavy Power reduction and has a relatively big Cost because of this. The Stock requirements is low, but the fact that you have to take 1 damage to use it might sometimes make it offputting. Early in the game though this would probably be of little consequence. You might even find it useful for speeding up your progress to Level 1.

With only 1000 Power there is practically nothing he can beat in battle, meaning you’ll almost immediately end up at break even in terms of resources. He can at least gain you 1 Stock though.

I imagine you’d usually want to search for important support cards that you don’t want to see in the Waiting Room, instead of your Level 3s, since they would rather be in the Waiting Room in preparation for their Change.

Che Guson

namimo hates this type of card

Blue / Level 1 / Cost 0 / Counter / 2000 / 1 Soul / No Trigger

«サイコパス Psycho-Pass» /«ネット Net»

[AUTO] When you use this card’s [Backup], if you have 2 or more «サイコパス Psycho-Pass» characters, choose 1 of your characters, during that turn, it gains Power +1000.

[ACT] [COUNTER] Backup 1000 Level 1 [Place this card from your Hand in the Waiting Room]

Che Guson makes his first appearance in card form, taking up the role of a Counter card. This type of Counter card is very useful, but we might need to wait on the full set reveal to truly judge its strength. With 2 «サイコパス Psycho-Pass» characters around this can either be a 2000 Counter for free, which is 500 above the standard, or you can split a 1000 boost across 2 characters. This could potentially save you in two battles for only a single one of your cards.

Since you only need 2 «サイコパス Psycho-Pass» characters on the Stage you might be able to fulfill this just on supports alone, and you’re halfway there even with only 1 support card. However not all of the cards in the set have «サイコパス Psycho-Pass», most notably the Akane cards, which might form the backbone of some of your supports. Once we know the distribution of the cards with and without this attribute it will be possible to properly assess this card, but we’ll have to wait just a little bit longer for that.

‘Courage to take a first step’ Rin

It's time for the puppet show!

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

«動物 Animal»

[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 [Putting all her effort in the puppet show] is in your Climax Zone, during that turn, this card gains Power +3000 and the following ability [[AUTO] This ability can activate 1 time in 1 turn. When this card’s damage is cancelled, deal 1 damage to your opponent. (Damage can be cancelled)]

Our final set of cards is a new Level 3 for Rin and her accompanying Climax. The Rin is fairly straightforward and uses the combo to reproduce the effect of the Climax, hopefully helping you towards victory.

Her first effect is your standard healing effect, giving you incentive to play her even when you don’t have the Climax.

The Climax combo increases her Power by 3000 (4000 if you include the Climax), making her a threat to many Level 3 cards. However it’s really the second half of her effect which you’re more interested in, since it could dramatically increase your chances of winning the game. Late game cancels are always annoying, especially when you only need 1 damage to win. By timing Rin correctly you can make it so your opponent will need to have two Climaxes in a row to stay in the game, which is usually very unlikely.

Putting all her effort in the puppet show

I thought this show was about a baseball team?

Yellow / 1 Soul + Shot Trigger

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

This is the Climax for the above Rin. Whether you trigger it or draw it, it will allow you to nearly guarantee 1 damage off of one of your attacks.