Tag Archives: Weiβ Schwarz

Evangelion 3.33: You Can(not) Brainstorm

16 Nov

I’ve had a bit of a break from tournament play since my last Index post, either opting to just hang with friends and play cards, or skipping tournaments to rest after a day of work. Apart from testing with Index I’ve been pulling out a bunch of my old decks, giving people a chance to play against decks they’d normally never see. For the past week or so I’ve felt like playing Evangelion again, at least partly because of the reaction I get out of people who’ve never seen [Finishing Blow Asuka] before. Read on to find out how I did in the most recent Nakano tournament.

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Visiting Akihabara

4 Nov

Akihabara is the nerd/geek Mecca of the world, but it’s not always the easiest place to find what you’re looking for. Last year I covered the Osakan equivalent, Nipponbashi, so it’s about time I tackled Tokyo. TCG players, especially those into Weiβ Schwarz, can read on to find out about some of the places worth visiting.

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Weiβ Schwarz Cards of the Day: 10th of June

10 Jun

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.

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

7 Jun

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

7 Jun

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 Restricted Cards

1 Jun

Since there are potentially soon to be lots of new players around, I thought it might be a good idea to help get them caught up on the Restricted cards in the game.

In Weiβ Schwarz you can usually use up to 4 copies of a card, but there are a few special exceptions to this for especially strong cards. There are currently 3 different categories for restrictions; Banned, Up to 2, or choose from X. The former two are obvious to anyone from other card games, but the final category might be unfamiliar. Basically a few series have cards that are too strong when played in combination, but Bushiroad didn’t want to ban them outright. Instead you can only play 1 card from a selection of cards and you cannot mix it with the others on the list. You can however use as many copies of that single card as you wish.

In addition to this, there are separate lists for  Neo-Standard / Title Limited and Standard / Weiβ / Schwarz Side.

Neo-Standard / Title Limited

Da Capo

From the following 2 cards you may only play 1:

Swimsuit Anzu

Xylophone Fortune Reading

I'm sure you've heard Konata quoting Anzu at some point.Your guess is as good as mine about how this works.

Both of these cards are useful healing cards, which when used in conjunction can make it quite hard to defeat a Da Capo player. If you’re Level 2 or higher and Anzu is on top of your Clock, she will go to the Waiting Room at the end of your turn. The Xylophone card will send any 2 cards from your Clock to the Waiting Room before sending itself to Memory, allowing you to easily heal damage.

Alone they’re not too bad. Anzu will usually be a free heal that will often allow you to Clock for free, whilst the Fortune Reading is just a fairly normal healing card, apart from the fact you don’t have to heal from the top of the Clock. When combined though, it’s quite easy to heal 3 in a turn, since Fortune Reading can clear the way so Anzu can get to the top of the Clock.

Often Bushiroad do these kinds of limitations on healing cards so that players will play properly, rather than try to stall for a win, instead of being inherently overpowered.

Little Busters!

The following card is banned:

Rest!

Rest! simply allows you to heal 2, which might not seem like much, but for a single Stock is incredibly cheap. As with above, this is partly banned to stop people abusing time procedures. This is one of 5 cards that is completely banned in all formats.

Zero no Tsukaima / The Familiar of Zero

From the following 3 cards you may play only 1:

Operation Hostage Rescue

Noble’s duty, Louise

Unconscious power, Louise

Quite an appropriate effect.Getting Level 3s out early is always good.Is Louise being mind controlled?

These 3 cards are all fairly powerful in their own rights but maybe not enough to be banned on their own, however Bushiroad decided they were too good to be combined in a single deck.

Operation Hostage Rescue is guaranteed to get you a character back from your Waiting Room for just a single Stock, but could potentially get even more back thanks to the Brainstorm effect. Even if that effect fails to hit a Climax, you’ve still thinned your Deck by 3 cards.

Noble’s Duty Louise can be played a Level early under the right circumstances, and heals when she comes into play. This allows you to play less Level 2s and instead bulk up your Level 3s, whilst also increasing the deck’s healing capability.

Unconscious power, Louise is a multipurpose card that can salvage a card from your Waiting Room whilst providing a free Deck Refresh, and can Change into a Level 3 card.

It’s sort of understandable why some of these cards can’t be combined, the first and last together would allow for lots of retrieval in a single Deck, whilst the second and last could allow you to get large numbers of Level 3s out during Level 2. Combining the first and second doesn’t seem too bad, but I suppose it does make playing Louise easier.

The Melancholy of Haruhi Suzumiya

The following card is banned:

The World has Lost its Colour

Haruhi is one of the more heavily restricted series in the game, and up first we have one of the 5 cards that are completely banned in all formats. By getting rid of a Level 1 or above character on your Stage you can get back any 2 characters you want from your Waiting Room to your Hand, in addition to bring back a Level 0 Brigade Leader attribute card. This will usually result in an instant +1 for only a single Stock cost, and potentially gives you instant access to some of your best cards. Even if you don’t have a Brigade Leader card to bring back it’s still only break even.

From the following 3 cards you may play only 1:

Trouble Girl Haruhi

Dress Up Nagato

Summer Festival Nagato

Haruhi would never cause troubleThis card is ridiculousMy poor Alien deck.

This trio of cards used to give Haruhi, specifically Alien, Decks an incredibly powerful late game. This is because all 3 are strong in their own rights, but just became ridiculous together, with many decks opting to run 9 Level 3s, and sometimes not even bothering with Level 2 cards. 2 of these are even outright banned in Standard.

Trouble Girl Haruhi combines heal and burn in a single card, and unlike similar cards doesn’t have any kind of Cost for her burn causing Climax combo.

Dress Up Nagato  has one of the most powerful effects in the entire game, since she essentially allows you to rearrange your opponent’s entire Stage, completely ruining their plans. On top of this, she can also heal 1 damage on the turn she’s played, if she manages to defeat something in battle. This is easy enough to do if you’ve just moved support cards into the firing line.

Finally Summer Festival is another card that can be played a Level early, in this case when you have 4 or more Aliens on the Stage. For a Deck that is nearly entirely Alien, and featuring a support card that can search for Alien cards, this is incredibly easy to pull off. On top of this, she has a Climax combo that gives her a big Power boost, in addition to healing 1 damage.

When working together your opponent would have a hard time keeping pace with all the healing, in addition to seeing their plans torn apart, whilst also taking burn damage. Separated they aren’t so bad, because you end up having to compromise on other aspects of the deck in order to incorporate them.

A Certain Magical Index / A Certain Scientific Railgun

You may only play up to 2 copies of the following card:

Mikoto & Kuroko, Under One Roof

Where's the roof?

Mikoto & Kuroko is one of the strongest Level 3 cards in the game, since it has built in healing and burning capabilities. When you attack, for one Stock and a card from your Hand, they can gain 2000 Power, and cause burn damage when they defeat an opponent, which shouldn’t be too hard with the extra 2000 Power. On top of this, you can also Change into this card during Level 2, potentially allowing you to dominate the Stage even earlier.

From the following 3 cards you may play only 1:

“Heaven Canceller”

“Multiskill” Kiyama

Kuroko, Tokiwadai’s Lady

Encore for everybody!Power for everybody!Mikoto!

Index / Railgun has another trio of cards that you must choose between, all of which are pretty strong, but can become dangerous when combined.

“Heaven Canceller” gives all of your Espers Encore, which could be pretty much your entire Deck, and what’s more he’s a Level 0, meaning you don’t need to worry about colours or waiting to play him.

Kiyama is Level support, but instead of just giving it to characters in front of her, can give a Power boost to all of your Espers. This can result in a pretty tough to beat Stage, especially if you could use it alongside “Heaven Canceller”. You’d end up with not only strong characters, but also ones that would be practically impossible to kill permanently.

Kuroko, Tokiwadai’s Lady becomes 7500 when a Mikoto character is around, giving you a very strong Level 1 card with very little drawback. If combined with “Heaven Canceller” it becomes a real pain to get rid of, because you can’t even get rid of the Mikoto character to weaken Kuroko. Her interaction with Kiyama is nothing special, but I think it’s just a consequence of stopping the other combinations that you can’t can’t play these two together.

Persona

The following card is banned:

Akinari Kamiki

Shame if you were to lose your hand.

Akinari is a rare type of Weiβ Schwarz card that allows you to discard your opponent’s cards, and because of this he’s ended up as one of the 5 completely banned cards. When he goes to the Waiting Room the opponent has to discard a card, meaning he can be used to simplify the game very quickly. He’s arguably more of a problem card in Standard because of a combo that I’ll get to later. However even without that he could still be a problem in Persona decks, and it stops any other combos being built.

Disgaea

You may only play up to 2 copies of the following card:

Supreme Overlord Laharl

Will D2 push Laharl over the edge?

Laharl is one of the earliest Level 3 cards in the game, but also one of the most powerful. He was one of the first cards to have 10,000 Power and a healing ability, which are fairly standard nowadays. However at the time Bushiroad might not have realised just how powerful his second ability was. By sending Laharl to Memory, you can get back up to 2 Angel or Demon cards from your Waiting Room to your Hand. As you might imagine, this can easily get out of hand  if you have multiple copies of Laharl. The 1st Laharl could get back Laharl 2 and 3, the 2nd one can get back a 4th copy plus another Level 3 and so on. So you not only end up healing lots, but also increasing your resources every time.

At 2 it doesn’t get out of hand so easily, but still gives Disgaea a strong Level 3.

Shining Force EXA

The following card is banned:

Cyrille, Changing

Which outfit do you prefer?

Cyrille is a powerful support card that is another of the 5 completely banned cards. She’s versatile providing both Power boosts and the potential for healing. The first effect gives one of your characters +1000 attack when one of your characters gets attacked, but you can only use it once per turn. This isn’t that impressive a boost compared to some other support cards, but it is more versatile. You also need to consider the fact it’s free to play her.

The second effect is what helped push her over the edge though. Every time your damage is cancelled, you can pay 2 Stock to heal 1 damage. This means you can start healing as early as Level 1, and having damage cancelled is no longer a negative for you.

The IdolM@ster

From the following 3 cards you may play only 1:

Haruka, Gentle and Positive

Azusa, Easily Lost

Takane of Ancient Capital

Hail Haruka!Where am I?Level 3s that come out early seem to be a running problem...

The restricted trio for IdolM@ster are all powerful standalone cards, but they don’t actually interact with each other like some of the other trios. The restriction is instead likely just due to overplaying of the 3 cards, and the fact that together they allow you to have a strong Level 0 to 2.

Up first is Haruka, who is potentially a very strong attacker and defender during Level 1. Whilst she might only have 4000 Power, she gains 1500 every time an opponent’s Standing character is Rested. This means she’ll always be at least a 5500 when defending, but could go as high as an 8500 if she’s left until last. Or even 11,500 if your opponent Rests their support cards, although with Haruka around they’ll be reluctant to do that. This will also force your opponent to attack in a certain order, and of course becomes even worse when multiple copies of her are around.

This does leave her lacking on the offense though, but she has a Climax combo to make up for that. Her combo not only gets a Music character back, but also Rests all of your opponent’s Standing characters. This is likely to make her a 7000 before you consider any outside boosts, enough to take on many 1/1s.

Second we have Azusa, who is the strongest “Runner” in the game. This is a type of card that can run away to an empty space on the Stage before the opponent tries attacking, allowing her to dodge your opponent’s attacks and helping you build up Stock. For most decks the only real way around this is to flood the Stage, which isn’t really something they want to do. Azusa has the highest Power of all of these types of cards at 2500, meaning she can potentially defeat characters before running away from the counterattack. She’s allowed this much Power because if you reveal a Climax from the top of your Deck when you play her, she cannot attack, but this will happen rarely enough to not really be important.

Finally there is Takane who can be played a Level early, and heals 1 damage when she comes into play. There’s nothing fancy about her, but the requirements to get her out early are relatively easy, only requiring a copy of herself in the Level. Although you do have to discard a card if you do this. She allows you to easily increase the number of Level 3s you play, and shifts the late game into the 10,000 range very quickly. She’s probably not as good an individual card as the other two, but it might be a bit much to have to take her on after already dealing with one of the others.

Milky Holmes

The following card is banned:

Cordelia’s Garden

You'd think they'd stop making healing cards like this...

The final card restricted in Neo-Standard / Title Limited is Cordelia’s Garden, which is the also the final of the 5 completely banned cards. It is once again another healing card, but also gives a heft Power boost on top of this. As well as healing 2 damage it also gives one of your characters a +3000 Power boost. So not only will you be able to stay in the game for longer, but you can also take out your opponent’s more powerful characters. Thanks to this card and characters with healing abilities it became very difficult to defeat Milky Holmes once they’d reached Level 3.

Standard / Weiβ / Schwarz Side

In these formats there are several cards which are outright banned. 5 of these are also banned in Neo-Standard / Title Limited, whilst some others are less tightly restricted in those formats. This is because once they’re introduced to the full card pool they become even stronger. Then there are a few cards which are okay in Neo-Standard / Title Limited, but become too strong when combined with cards from other series.

The following cards are banned:

Playing in the Creek!Playing in the Creek!

Oddly these two cards are exactly the same.Oddly these two cards are exactly the same.

These two cards are exactly the same, despite the fact they come from completely different sets. They both allow you to draw 2 before placing 2 cards back on top of your Deck. Normally this won’t be that useful, since it leaves you a card down. When combined with Brainstorm cards like Louise of the Void it becomes very strong though, since you can guarantee that you’ll hit at least 2 Climaxes. So with that Louise card you’d be able to get 3 extra cards from a simple 2 card combo. The ease with which you could gain cards via this combo would factor into another combo we’ll see later.

Kirche Augusta Frederica von Anhalt Zerbst

Guaranteed damage is always good.

Kirche is another card that is okay within its own series, but could really be problematic when combined with cards from other series, such as those that can burn for 1. As well as being a standard Assist card, she can also place a card from your opponent’s Waiting Room on top of their Deck by sending herself to the Waiting Room. This means you can guarantee at least 1 damage, which is especially useful as the game is drawing to an end. With access to the full range of cards in the game it becomes much easier to hit for precision damage, and when you know it won’t be cancelled you can seal games that much more easily.

Rest!

As you might expect, this card is also banned here, because it would lead to stalling.

Trouble Girl Haruhi

Haruhi would never cause trouble

Unlike in Neo-Standard, you cannot use this card at all in Standard. This is because she’s one of the strongest Level 3s in the game, and she completely outclasses other cards that do the same, but for a bigger cost.

The World has Lost its Colour

As already explained, this card is usually a +1, and at worst a break even. Decks would use this, even if they played no Brigade Leaders, simply for the chance to get their strongest cards back. Otherwise decks could just use Haruhi, Hands Full of Bouquet, and easily gain a +1 from this.

Dress Up Nagato

This card is ridiculous

As stated before, her effect to rearrange the Stage is probably one of the strongest in the entire game. It’s strong enough within the Haruhi series, but when exposed to the full card pool your follow up plays to Nagato become ever greater.

Akinari Kamiki

Shame if you were to lose your hand.

Akinari reaches his full strength in Standard, and is probably at least partly responsible for seeing the decline in popularity of Standard. In Standard you could get rid of your opponent’s entire Hand in a turn, practically sealing the game for you as early as Level 1.  By combining it with a card which can repeatedly send Akinari to the Waiting Room, such as “Jyurin” Akechi Mitsuhide, and cards which give Encore, such as “Brutal chibi-child” Illya(FS/S03-080) you can wipe out an opponent’s hand in one go. Of course you first need to have more cards than your opponent, but this was easy enough thanks to the combos involving Playing in the Creek!.

Supreme Overlord Laharl

Will D2 push Laharl over the edge?

Laharl is completely banned in Standard and Schwarz Side because he was severely restricting what Level 3s people would use because he’s just too good. During the season prior to this ban coming in, pure Disgaea decks were winning Schwarz Side leagues, and other decks were simply running 4 copies of him.

Cyrille, Changing

Which outfit do you prefer?

Cyrille is even better in Standard / Schwarz Side  than Neo-Standard, so she of course has to be banned there as well. Just about every deck would run her, limiting the variety of decks that people were running. Also since she’s Magic attribute she benefits from the huge amounts of support available to that attribute. Also she benefits to a lesser extent from all the Book support available too.

Azusa, Easily Lost

Where am I?

Azusa as already mentioned is the best “Runner” in the game, so would be an auto-include for Standard / Schwarz Side Decks. This led to much less variety when it came to deck building.

Cordelia’s Garden

You'd think they'd stop making healing cards like this...

Finally we have Cordelia’s Garden, which only gets more useful in Standard / Schwarz Side because of the abundance of other cards that can heal alongside it.

Weiβ Schwarz Cards of the Day: 27th of May

27 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

27 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

16 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

16 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.