Konbanwa everyone! It’s 11 PM right now and I felt like writing a new post. Sorry I haven’t been posting as much as usual, I’ve been busy with Christmas and moving so I haven’t been able to find the time to write. Since I’ve missed a lot of the Card of the Days, I’m going to go through all the level 3’s that have been released (there’s quite a few of them). Let’s begin with some Da Capo!
DC3/W23-027 RR CH Self-Conscious Future, Himeno
Green Level 3 Cost 2 Trigger 1 Soul
Power 10000 Soul 2 <Magic>
[AUTO] When this card is placed from hand to the Stage, look at the up to 3 cards from of your Deck and choose 1 card among them and put it in your hand. Put the rest in the Waiting Room.
[AUTO] [Discard a card from your hand to the Waiting Room] When 「Irreplaceable Family」is placed in your Climax Zone, if this is in the Front Row, you may pay cost. If so, choose a <Magic> Character in your Clock and put it in any Slot on the Stage.
DC3/W23-049 CR CX Irreplaceable Family
Green Trigger 2 Soul
[AUTO] When this card is placed from hand to the Climax Zone, draw a card, and choose 1 of your Characters. That Character gains +2000 Power and +1 Soul for the turn.
First Impression: “A really solid card that goes with a good climax.”
This card’s “come into play” ability is pretty good with this card since it can help you dig for the climax instead of having to hold onto it for a few turns. Also, this card can help you accurately prevent damage in certain situations such as: 8 cards left in deck with only a 2000 +1 climax left, draw into the climax when this card comes into play, draw 1 after playing the climax, and after you attack you’ll have only 1 card in deck (prevented 3 potential damage). For Himeno’s 2nd ability, there are several pros and cons to it. 1 pro is that it can potentially heal every turn as long as you keep drawing into the climax, while the con is that if you never draw into the climax then this card is almost useless. Another pro to this is that it saves the cost that would have been required to pay for whatever you bring out from your clock, therefore letting you potentially summon 1 more character. Another con to this card is that if you already have 2 back row characters on the field and no back row characters in your clock and you want to use Himeno’s 2nd ability twice, you’re going to have to replace something useful with something not as useful; while healing is generally more worth it, it’s something to consider. In terms of hand size, since the cost to activate her ability is discarding a card, you don’t really minus or plus; it’s as if you regularly played 1 card on the field. Something that’s really important to remember for these kinds of cards is what the climax that combos with the card is. In this case, it’s a 2000 +1. Unlike any climax with a special trigger (tornado, shot, gold bar, gold bag, door, book) that will always give 1000 +1 to your entire field, 2000 +1 climaxes don’t cause you to overswing in damage and can give a really nice boost for added advantage at level 3. Overall this card is pretty solid but can be useless if you never draw into the climax.
DC /W23-007 R CH Everyone’s Happiness, Mahiru
Yellow Level 3 Cost 2 Ttrigger 1 Soul
Power 10000 Soul 2 <Example> <Japanese Clothing>
[AUTO] If you have 4 or fewer cards in your hand, this gains +1K Power and +2 Soul.
[AUTO] Once per turn, during the turn this is placed from hand to the Stage, if damage dealt by this would be canceled, you may deal 1 damage to your opponent.
[AUTO] When this is Reversed, send this to Memory.
First Impression: “Dang this card is pretty funny.”
This card is pretty good, but also must be used well to be really effective. Let’s start with the first ability. 11,000 with 4 soul can be pretty devastating if your opponent isn’t well compressed or is already out a lot of climaxes, but comes at the cost of having 4 or less cards in your hand. If it’s still early into level 3, you probably won’t want to trigger this card’s first effect since it could mean that you won’t have as many characters to potentially fight with for the upcoming turns. That being said, this card’s first ability is more relevant later on into level 3 since it can also help you side attack for precise damage or swing for huge damage. The 2nd ability on this card is what really makes it shine. Similar to the level 3 Chihaya that was released in Rewrite Harvest Festa!, a built in shot trigger that’s activated the turn this card is played is extremely strong. Almost guaranteed damage every time this card is played/attacks pretty much guarantees either a massive amount of damage going through, or a nice poke that can slowly kill your opponent. Since this card has 4 soul if you have 4 or less cards in hand, there’s an extremely high chance that your opponent will cancel (if they don’t then they just took at least 4 damage!) The main con to this card is it’s 3rd ability, since it means that you won’t be able to loop the 2nd effect as easily. If your opponent is able to kill this card, then that means you won’t be able to salvage it back and use the ability again. I wouldn’t recommend putting 4 of this card into a competitive deck since it doesn’t give you any survivability so if you don’t draw into this card more than once then the 3rd ability can become a hindrance. Overall a good card, but has to be used correctly or it’ll simply cause the opponent to cancel every turn.
DC3/W23-077 RR CH Dream-like Night, Aoi
Blue Level 3 Cost 2 Trigger 1 Soul
Power 10K Soul 2 <Newspaper> <Waitress>
[AUTO] When a climax is placed in your Climax zone, this gains +1500 power until the end of the turn.
[AUTO] When ‘To “Onii-chan”‘ is placed in your Climax zone, if this is in the front row, you may choose a ‘To “Onii-chan”‘ in your Waiting Room and return it to the Library. If so, shuffle your Library.
[AUTO] When this is Front Attacked, look at the top card of your Library. Put it either back on top of the Library or in the Waiting Room.
DC3/W23-099 CR CX To “Onii-chan”
[CONT] All your characters gain +1K Power and +1 Soul.
First Impression: “Whoa Bushiroad is thinking of some pretty interesting stuff.”
Compared to the old level 3, this is a good sign for Aoi fans! Since the first ability is simply a luxury ability, I won’t really talk about it that much. It’s a nice boost in power only if you play a climax, but shouldn’t be used just for the power if it causes you to overswing in soul. The 2nd ability on this card is pretty interesting. Pretty much, it’s good in almost every situation; if you are losing, it helps you become even with your opponent and, if you are winning, it helps secure your win. The main cons to this card are that you might not always be able to pull of the climax combo if you don’t have the climax in your waiting room and that it doesn’t give you guaranteed survivability (like come into play heal) since your deck will always still be random. What I really like about this card, however, is the fact that the climax combo makes it as if you didn’t draw into the climax in the first place; also, if you draw into the climax again after you used the climax combo once, the climax you had used earlier will for sure be in the waiting room so you can use the ability again. I don’t really know how I feel about this card yet since it’s a new type of ability that I’ve never encountered, but for now I’ll say that I think it’s strong. This card is already solid with just these 2 abilities, however, the 3rd ability makes this card extremely strong. The ability to check the top card of your deck every turn and check if you want to leave it there or not is pretty huge; it’s pretty much giving your opponent’s character +1 soul whenever you need it. Similar to this card’s 2nd ability, the 3rd ability can secure your win if you’re ahead and can also help you become even with your opponent if you are losing. Overall, this card simply has so many good effects that I don’t really care about the cons.
Let’s move onto Little Busters!
LB/W21-104 TD CH Our Story, Riki
Green Level 3 Cost 2 Trigger 1 Soul
Power 10 000 Soul 2
[AUTO] When this card is put from your hand to your Stage, choose 1 of your Character card. That card gains Power +3000 until the end of your opponent’s turn.
[AUTO] [Discard 1 Character card to your Waiting Room] When the Climax card 「Little Busters!」 is put to your Climax border and this card is in Center Stage, you may pay the Cost. Should you do so, choose 1 level 2 or below Character card from your Memory or Clock, and put it to your Stage.
LB/W21-105 TD CX Little Busters!
Green Level – Cost – Trigger Treasure
Power – Soul -
[CONT] All your Character cards gain Power +1000, Soul +1.
(Treasure: When this card is revealed during your Trigger, put this card to your hand. You may put 1 card from the top of your deck to your Stock)
First Impression: “What’s with all the heal from clock?”
Man…I don’t want to review Riki cause I hate him, but this card is pretty noteworthy. Similar to the level 3 Himeno I looked at earlier, this card also has the ability to grab a character from your clock and play it on the field with the added option of taking a card from your memory and playing it on the field instead. For a trial deck card, this is surprisingly good. The first ability isn’t bad since it gives you a significant boost in power while almost guaranteeing that 1 card stays alive until your next turn. Also, the first ability has some synergy with the climax; since the climax is a gold bar, it means that you have two times the normal chance of having it end up in your hand so, since this card can become 13000 and will most likely stay alive till your next turn, you will have more turns to use the climax combo or draw into the climax. This card’s 2nd ability is pretty interesting simply because of the fact that you can also bring a card from your memory to the field. In a situation where you have 0 damage and want to get rid of this climax, you can still use the ability to +1 field presence. The main problem with this is that there aren’t many good cards to bring out in Little Busters! that are level 2 or lower (my guess is they’ll release some more stuff in the new booster); the best way to combo with this card that I can think of is using 『すき』のはぐるま クド from the Kud Wafter set since the cost for it’s climax combo is to memory any character card in your hand. This doesn’t really matter too much though, since you’re going to be using this card for the heal rather than a +1 from memory. My main problem with this card is that it combos with a gold bar (the trigger I hate most). Gold bar is simply too random for me and can clog your hand with another climax if you’re already drawing into too many of them. Also the cost for using Riki’s ability is to throw out a CHARACTER card from your hand, so if you gold bar too many times you can’t even effectively toss them out using his ability. Overall, however, this card is still really good since it can potentially heal every turn and it’s simply a trial deck card! If there are cards this good in the trial deck, I can’t wait to see what comes out in the actual booster.
Alright everyone, that’s all for today. Late Merry Christmas to you all, and I hope you guys have a good New Years!