Thursday, September 29, 2011

Working!! SR impressions!

So it's 9/30 here in Japan! Working!! just came out (along with the bakemono special pack). From my first look at the set, here's a small review of the SRs that the set has to offer, which I feel are very strong overall:
First, there's:

4/1 Red 40/40 Taneshima Popura & Inami Mahiru - If this card trashed an opponent's character during your approach this turn, you may untap it and attack one more time.

- First off, 4/1 40/40 is pretty good, but it's power means that you can't just toss a weak guy in front of it, because all it will do is kill the weak guy and let the 40/40 attack again. Most of the time, the opponent is better off just letting this card go through regardless of how the board looks.

Next,

Working!! - Red 4/2 event. Main/Jibun - Look at the top 10 cards of your deck. Put one "working" character into play. Give that character +20/+20 until end of turn.

- This allows you, for 4 cost, to get whatever working char you want in the top 10, and then attack with it that turn with a +20/+20 bonus. It's a 4/2 so having more than one or two in a deck is fine because it can still act as source if you already have the characters you need. But getting a possible good 4 cost char, with active and a +20/+20 bonus essentially, for free, is very strong, imo.


"Red 4/1 40/30 Inami Mahiru - If this character hits the opponent for a point, you can trash one of their 2 cost characters.
[1] Approach/Jibun - Trash one 2 cost or less character that's blocking this character.

- This is very good against 2 cost characters, such as bucho, chibi anything, etc. Also against deck out where the opponent just blocks with a 30/0 ayase or something. If you can keep it alive, this card is great against decks heavy in 2 cost guys.


Red 4/1 40/30 Inami Mahiru - If this character hits the opponent for a point, draw a card. If this characters trashes one of the opponent's character's during your attack, the opponent must discard a card.

- Unless the opponent has something that will kill this and stay alive, it's kind of a "damned if you do, damned if you don't" scenario. If you let it through, they get a card. If you toss a weak guy in front of it, you lose a card. Not bad, Mahiru...


Yellow 3/2 Yamada Aoi 30/30 - When this card comes into play, make one character a 0/0 until the end of the turn.
[0] Main/jibun - Make this character's AP/DP the same as one of your other "WORKING!!" characters until the end of the turn.

- The first power is interesting, it can take an opponent's big character and make it downright pitiful. The second one is the same as Christmas Ume-sensei, making potential for this character decent, especially if you can pump up your characters before you attack. As a 3/2, you're not hurting for source by putting multiple ones in your deck.


Red 3/2 30/30 Taneshima Popura - This character cannot be blocked by 4 cost characters and up. When this character attacks, you may give one of your opponent's characters cost +2 until the end of the turn

- This card is interesting. However, in the current metagame, with Oreimo being very strong, and Meme existing, I think this card won't work all too well. The format just has too many strong 3 cost characters that even giving one of them cost +2 won't really allow popura to go through unharmed. She doesn't even have tennen 2, which means that even kyosuke could block her without really causing much of a loss to the popura player. But maybe there will be some really cool combo that makes this much better than it looks!


Green 4/2 30/40 Mori Yachiyo - The next "wagnaria" character you play this turn gets cost -2. If you play a "wagnaria" character, give one of your "wagnaria" characters +0/+10 until the end of the turn

- Wow, so not only do you get to make the next wagnaria character you play cost 2 less, you also get the passive ability that will pump up your guys (and most definitely help out when using some of the above cards) It's also 2 source and a 30/40 to boot! This card will be seen a lot in tournament play with working!! decks, I think!

I'm running low on time, and the other two SRs are so-so at BEST, so I think I'll wait until later. Hopefully you enjoyed this short introduction of the SRs of "working!!" It looks like it might be a really fun set!
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Wednesday, September 28, 2011

New Banned Cards! Some thoughts on the current metagame.

The list of the new banned cards starting on October 1st is posted over at the very very awesome PreMem in SG site:
http://pineapplemania.wordpress.com/2011/09/19/%E3%83%97%E3%83%AC%E3%83%A1%E3%83%A2%E4%B8%96%E7%95%8C%E4%B8%AD-%E3%81%84%E3%81%A3%E3%81%B1%E3%81%84%E3%81%AE%E7%99%BA%E8%A1%A8/

Since there's no need to post the exact same thing twice, I feel like I'll use this post to discuss the current metagame, what decks are strong, and what i feel ACTUALLY needs to be banned.
First, there are currently two formats of tournaments. There's mixed, which allows you to use every card except the (now) 7 banned cands. Then there's single format, which means that your deck can only consist of cards from a single set (or related sets, such as k-on!, and k-on!! both being part of the same set)

For mixed, the popular types of decks are:
Oreimo beatdown - This deck utilizes the 3 source Kirino to get a lot of characters out quickly without decreasing your hand size. Using the two 3/1 Kirino/Ayase conbis, one which allows you to bring the same 3 source kirino you used to pay back in your hand, and the other that allows you to look at the top 7 cards and pull out any event and add it to your hand, means you can almost always guarantee a full board. Then, utilizing the green 0/1 Oreimo event that allows you to get two of the same type of character from the top 7 as long as you already have 4 oreimo characters means that you will always have the cards you need. Add in some very strong 40/40 kirino combis, plus the 5/1 60/50 active Kirino, and you have a scary deck. The defense is quite strong as well with the 2/2 play anytime Kyosuke that prevents one of the opponent's characters from attacking. Combined with the 3/2 40/20
active kirino that untaps one of your characters whenever you play a character, and your opponent will have a hard time hitting you for points while being able to survive your offense.

Deck Death - There's all sorts of different decks that use deck death. With the recent bannage of rotenburo, deck death may be a little weaker, however, in the new bakemono set, the 0/1 "trash 3 cards from the opponent's deck" will be even stronger than rotenburo was, in my opinion. Generally, though, the deck revolves around using 0/1 Homura (when the opp plays a character, return it to your hand, and put a card from your hand on top of your deck), and then using Kyoken (comes into play if put on the point pile when hit for a point) so you have a really hard time getting points. Combined with the other Homura that says "only 4 characters can attack each turn", and using Ayase to slowly rid the opponent of 3 cards, it's very hard to beat, even with an army of strong characters. Obviously there's variations of deck death, but generally, they involve homura/kyoken.

Blue Beatdown - This generally involves getting cards quickly using Mio and Kashi Sakuseichuu (tap a mio and draw 2), and then playing out the blue 4/2 support dude from samurai girls and pulling out the 5/2 Dartanian. The 5/2 says that if she was pulled out from the dude's effect, that she gets a +10/+10 coin, and if he's in play (which he will be if he was used to play her out), then she gets +20/+0 constantly. Essentially, she's a 70/50 for a 4/2. The strong point about both of the cards is that they're blue (same color as Mio, 1/2 draw sawako, ayase, any many other strong cards) and 2 source. If they were all 1 source, then having extras would be too hard to play out.

Obviously there's other strong cards in the format too, such as 4/1 active Sayaka, which allows you to discard an event and put it back into play (ready to attack again) if it dies. However, these three types of decks are generally what is shown the most.

Of these, Oreimo beatdown is probably used the most. It's a very easy deck to use, and a very easy deck to play. With the 3 source, you don't have to put much thought into what you're going to discard for your characters, and with a constant flow of cards, it's hard to find yourself in a bad spot. A very popular deck indeed, however, I feel like the 3 source kirino really is the cause of all the problems. It's not just that she's 3 source, it's that there's so many good 3 source kirinos. Many have active, many give you cards back (essnetially letting you get a 30/20 or a 30/30 out in play for free), as well as being one of the few cards that lets you play out a 5 cost character for only 2 cards. Kirino's 5 source card is also crazy good. If you have a support character, it's a 60/50 active that makes one of the opponent's characters unable to block. With the speed of the oreimo deck, getting out 3 guys, and then playing the 5/1 on turn 2 and approaching with everything isn't a long shot.

Obviously, if Oreimo is this strong in mixed, it completely dominates in single format. Many decks require the hidamari card "Hanami" for speed, but oreimo's speed is unmatched, even without the help of hanami.

While I do have an Oreimo beatdown deck myself, I really feel as though too many people use Oreimo to the point that there's not as much variety in decks as there used to be. I'm not about banning cards just because they're good, but I do feel like they really made it far too easy for oreimo to get an advantage by being able to play out 3 cost characters not only for one card, but being able to get another card back for it. Something that would solve the oreimo problem would literally be to restrict the usage of the 3 source kirino. That would mean that while you would still get a card back for the 3/1 kirino/ayase combi, you would still have to use 2 cards to play it out. The 5/1 would be harder to get out (as it should be), and it wouldn't be able to get such an early lead way too quickly for any other deck to deal with.

It's not that I think all 3 source cards are unfair. Madoka's 3 source Kyoko SR allows you to get out a few 3 cost kyokos, but with the disadvantage that they're all 40/10 or 40/20. In other words, they die very easily. The 3 source Hanekawa for megane characters actually made the megane deck into a deck that was playable and winnable in an otherwise bucho-dominated format. It's not just the fact that Kirino's 3 source card gives 3 source, it's that combined with the 3 cost kirino characters (and the 5 cost), it's just far too strong and allows for brainless playing that nets far too big of an advantage for most other decks to keep up with.

Another deck that I feel is too strong is the deck death type. I understand that staying alive while fending off the opponent is difficult, but I feel like kyoken makes it far too easy. Not only does he not count as a point, but he also comes into play for free. So just by being on the top of the deck, he prevents 2 attacks, potentially. Thanks to the homura, even if the opponent just passes and doesn't attack, the second that a character is played on your side, homura goes back in the opponent's hand, they draw a card, and put kyoken on top. As a 30/10, he dies very easily. Not only that, but he can take out a decent attacker as well. Before Ayase and the new bakemono card, deck death relied on rotenburo and recycling their own deck, but with the inability to take more than a couple points off of the opponent thanks to kyoken and homura, I feel like theres very little risk in playing a deck death deck.
So the cards that I would like to see restricted in mixed and single format:

(Yellow 1/1 20/10 Kousaka Kirino - If used to play a "Kousaka Kirino" card, add 2 source - uniform/otaku)
The cards that I would like to see restricted in mixed:

(Green 3/1 30/10 Maniwa Kyoken - If put onto the point pile when hit for a point, you may put Kyoken directly into play instead. Maniwa troops/Ninja)


(Blue 0/1 Akemi Homura - When the opponent plays a character, return this to your hand, draw a card, and take one card from your hand and put it on thetop or bottom of your deck)

Please post your opinions in the comments! Do you agree? Disagree? What cards do you think should be banned, and why? Do you disagree with some of the current cards that are banned? Please post up!
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Sunday, August 21, 2011

K-ON! Part 1 Starter deck list + full translation!

Ok, this is my translation of the cards of the k-on starter deck! There’s a lot of cards with no abilities, so I’ll just write “vanilla X/X” to keep it simple. Here’s the deck list!

Characters
1 01-006 Hirasawa Yui red 0/1 vanilla 10/10 (uniform)
1 01-031 Akiyama Mio blue 0/1 vanilla 10/10 (uniform)
1 01-055 Tainaka Ritsu yellow 0/1 vanilla 10/10 (uniform)
1 01-078 Kotobuki Tsumugi green 0/1 vanilla 10/10 (uniform, princess)
1 01-068 Yamanaka Sawako yellow 0/1 “When this character comes into play, if you have a character with “uniform” in play, draw one card” (teacher, glasses)
1 01-008 Manabe Nodoka red 0/1 “tap (main/jibun): give one of your “music+uniform” characters +10/+0 until the end of the turn” (uniform/glasses)
1 01-070 Hirasawa Ui yellow 0/1 “tap (main/jibun): “give one of your “Hirasawa Yui”s +10/+0 until the end of the turn” (apron)
1 01-005 Hirasawa Yui red 1/2 vanilla 10/20 (uniform)
1 01-030 Akiyama Mio blue 1/2 vanilla 10/20 (uniform)
1 01-054 Tainaka Ritsu yellow 1/2 vanilla 20/10 (uniform)
1 01-079 Kotobuki Tsumugi green 1/2 vanilla 10/20 (uniform, princess)
1 01-007 Nakano Azusa red 1/2 vanilla 20/10 (uniform)
1 01-027 Akiyama Mio blue 2/2 vanilla 20/20 (music, uniform)
1 01-077 Kotobuki Tsumigi green 2/2 vanilla 20/20 (music, uniform, princess)
1 01-029 Nakano Azusa blue 2/2 vanilla 20/20 (music, uniform)
1 01-092 Yamanaka Sawako green 2/2 vanilla 20/20 (teacher, glasses)
1 01-033 Manabe Nodoka blue 2/2 vanilla 20/20 (uniform, glasses)
1 01-052 Tainaka Ritsu yellow 2/2 vanilla 20/20 (music, uniform)
1 01-002 Hirasawa Yui red 2/2 vanilla 20/20 (music, uniform)
1 01-009 Hirasawa Ui red 2/2 vanilla 20/20 (uniform)
2 01-060 Akiyama Mio yellow 2/2 20/10 “When this character comes into play, you may take a “Nekomimi” card in your trash pile and attach it to this character” (uniform, nekomimi)
2 01-061 Tainaka Ritsu yellow 2/2 20/10 “tap (main/jibun): give one of your “Nekomimi” characters Active until the end of the turn” (uniform, nekomimi)
2 01-059 Hirasawa Yui yellow 2/2 20/20 “If you play a “Nakano Azusa” this turn, you may search your deck for a “Nekomimi” card, reveal it, and then put it in your hand” (uniform, nekomimi)
2 01-063 Nakano Azusa yellow 2/2 20/20 “”Nekomimi” support cards in your hand have a cost of -1” (uniform, nekomimi)
2 01-004 Hirasawa Yui red 2/2 20/20 “If you attach a “Gii-ta” to this character, then draw a card” (uniform)
1 01-097 Tainaka Ritsu green 2/2 20/20 “When this character comes into play, give one of the opponent’s characters -10/-10 until the end of the turn” (none)
1 01-091 Kotobuki Tsumugi green 2/2 10/20 “When this character comes into play, give two of your characters +10/+10 until the end of the turn” (princess)
1 01-075 Nakano Azusa yellow 2/2 20/20 “When this character comes into play, take one of the cards in your point pile, put it into your hand, and then take one card from your hand and put it face down in your point pile” (none)
1 01-046 Akiyama Mio blue 3/2 vanilla 30/30 (none)
1 01-066 Kotobuki Tsumigi yellow 3/2 vanilla 30/30 (cosplay, bunny, princess)
1 01-098 Nakano Azusa green 3/2 vanilla 30/30 (none)
1 01-074 Tainaka Ritsu yellow 3/2 vanilla 30/30 (none)
1 01-093 Hirasawa Yui green 3/2 vanilla 30/30 (none)
1 01-001 Hirasawa Yui red 4/1 vanilla 40/40 (music, uniform)
1 01-025 Akiyama Mio blue 4/1 vanilla 40/40 (music, uniform)
1 01-051 Tainaka Ritsu yellow 4/1 vanilla 40/40 (music, uniform)
1 01-076 Kotobuki Tsumigi green 4/1 vanilla 40/40 (music, uniform, princess)
1 01-028 Nakano Azusa blue 4/1 vanilla 40/40 (music, uniform)

Event cards:
1 01-137 “Resort kibun (resort feeling)” blue 5/1 BREAK! main/jibun: draw 3 cards
1 01-148 “Genkotsu (fist)” yellow 5/1 BREAK! Main/jibun: tap one of the opponent’s characters
1 01-132 “Sawachan no sennou (Sawachan’s brainwashing)” 3/1 blue Requirement: Yamanaka Sawako. Main/Jibun: Return one of the opponent’s characters to their hand. Afterwards, they can put one character from their hand into play tapped.
1 01-166 “Kaze (cold)” green 0/1 approach/opponent: give one of your opponent’s characters -0/-10 until the end of the turn.
1 01-114 “Sakura kou keion bu (Sakura High K-ON club)” red 5/1 requirement : (one of each of the 5 k-on girls) main/jibun: hit the opponent for a point
2 01-068 “buin boushuuchuu (In search of club members)” green 1/2 main/jibun: search your deck for any “Music/uniform” character, reveal it, and put it in your hand. Then, shuffle your deck.
1 01-102 “gakki (musical instrument)” red 1/1 main/jibun: Search your deck for a support card, reveal it, and put it in your hand. Then, shuffle your deck.
1 01-167 Yatsuatari (outburst of anger) 1/1 green main/jibun: trash one support card in play.
2 01-121 “Rotenburo (open air bath) 0/1 blue main/jibun: both players draw 2 cards.
2 01-116 “Gekkouchuu (Dismissal time) 0/1 red approach/opponent: Give one your blocking characters +10/+10 until the end of the turn”
2 01-175 “Gii-ta” 0/2 red support: This can only be attached to a “Hirasawa Yui”. The attached character gets +10/+0.
2 01-176 “Nekomimi” 1/1 yellow support: If the character this is attached to is a “Nekomimi” character, then that character gets +10/+10, otherwise that character is now “Nekomimi” type.

So for the most part, many cards are very basic. The event cards will most likely take some getting used to, but it’s not too bad. For a starting deck, it’s very very easy, so I would 100% suggest to start at this starter if you want to learn the game! Enjoy!
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Tuesday, July 5, 2011

FAQ Part 4 - K-ON!!, Ookami-san, Ika Musume

This part of the FAQ covers K-ON!!, Ookami-san to shichinin no nakamatachi, and Shinryaku! Ika Musume!. Again, straight from the source:

K-ON!!

Q: When you play 03-034 "Akiyama Mio" (Blue 1/2 character 10/20. When this character comes into play, look at the top 4 cards of your library. Take any "Kashi Sakuseichuu" cards and put them into your hand, and put the remaining cards on the bottom of your deck), how many Kashi Sakuseichuu cards can you take at once?
A: You can take up to 4. If 2 of the 4 are Kashi, then you can take both. If all 4 happen to be Kashi, then you can take all 4 and put them into your hand.

Q: If you have a 03-058 "Nakano Azusa" (Yellow 2/2 character 20/10. If this character has the highest cost of characters in your field, then this card gets +30/+30), and you have other 2 cost characters out, does the effect still work?
A: Yes, it does.

Q: If you play 03-120 "Obentou zukuri" (Making a boxed lunch) (Green 0/1 event. Main/Jibun: Put the top 2 cards from your deck into your trash pile. If the combined source of the two cards is 3 or less, the next character you play gets -2 cost. If the combined source of the two cards is 4, then the next character you play gets -4 cost.), can you use that to pay for a combi card? (For example, playing a 4/1 Yui/Mio combi for free without discarding a card)
A: Yes, you can.

Q: If my opponent attacks with a tennen 2 character, can I play "Jiki karuiongakubu bucho?" (The next K-ON club president?) (Yellow 0/2 event. Approach/both: One of your characters gets cost +2 until the end of the turn. Draw a card at the end of the turn) on one of my 2 cost characters and then block?
A: Yes, you can. You can play event cards both before and after blockers are chosen.

Q: Does the effect of 03-037 "Akiyama Mio" (blue 2/2 character 0/0. 1 (Main/Both): This character gets +10/+10 for each "megane" character you have on your field" effect last for the whole game?
A: No, it lasts until the end of the turn.

Q: If you play "matamata gakuensai!" (Let's do the gakuensai again!) (Red 4/1 event. Approach/Jibun: After this turn is over, take another turn starting at the approach phase), then do I get to draw a card and untap my characters?
A: No, you do not. You start at the approach phase and the 2nd turn is over when you finish the approach phase.

Q: If I play "Minna Kyousou dayo" (Yellow 1/1 event. Main/Jibun: Your opponent cannot block your characters this turn. when you you\hit the opponent for a point, instead draw a card.), do any "when your opponent gets hit for a point" effects go into play?
A: No, because you're drawing a card instead of hitting the opponent for a point, so none of those effects go through.

Q: If i have a 03-013"Hirasawa Yui & Nakano Azusa" combi card, and nothing else in my trash pile, what is the power of 03-013 "Hirasawa Yui & Nakano Azusa" (Red 4/1 character 0/0. This character gets +10/+0 for each "Hirasawa Yui" in your trash pile, and +0/+10 for each "Nakano Azusa" in your trash pile).
A: The combi counts as both a Hirasawa Yui and a Nakano Azusa, so it gets both of the bonus's, making it a 10/10.

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Ookami san to shichinin no nakamatachi
Q: If I attack with a 01-045 "Majolica le Fay" (Green 3/1 character 30/0. When this character is approaching, it cannot be trashed."), and my opponent plays "Shouko Shashin" (Picture of evidence) (Blue 0/1 event. Approach/opponent: Pick one of the opponent's characters. That character cannot use their card ability until the end of the turn), will that cancel out Majolica's ability?
A: No, because you can only use it on active card texts, not passive card texts.

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Shinryaku! Ika Musume

Q: If i play "Kami Drummer Geso!" (Godlike drummer-geso!) (Red 2/2 event. Main/Jibun: One of your "Ika Musume" characters gets +10/+10 and "Ongaku" until the end of the turn) on one of my Ika Musume characters, and then I play 02-124 "Backstage Pass" (This card can only be played on a character with "ongaku". Main/both: Move the character this is attached to and this card to either the main area, or the support area. You can only do this once per turn), will the Backstage Pass go away at the end of the turn once the Ika Musume card loses "Ongaku"?
A: No, it won't. It will remain on the Ika Musume.

Q: Can I use events/abilities that target an "Ika Musume" character on a "Mini Ika" or "Nise-Ika Musume" character?
A: No, you cannot. You can only use them on characters that say "Ika Musume".

Q: If i approach with 01-038 "Aizawa Takeru" (Red 3/2 character 30/20. When this character approaches, this card, and one of your "Ika Musume" cards each get +20/+20 until the end of the turn) that has a "Ika Musume no kaburimono (Ika Musume headpiece)" (Blue 1/2 support. The character that this is attached to counts as an "Ika Musume") attached to it, can I give Takeru +40/+40?
A: Yes, you can. Once for him, and once for the Ika Musume powerup (since the Ika Musume Kaburimono makes him count as an Ika Musume, too)
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FAQ: Part 3 - Bakemonogatari/Katanagatari

This part of the FAQ covers Bakemonogatari and Katanagatari. Again, straight from the source:
Bakemonogatari:
Q: If I play 01-008 "Hachikuji Mayoi" (Blue 2/2 character 20/20. When this character comes into play, the opponent discards a card. At the end of the turn, the opponent draws a card) when they have 0 cards in their hand, do they still draw a card at the end of the turn?
A: No, they don't. Because they couldn't discard a card, the effect never happens.

Q: Does 01-011 "Sengoku Nadeko" (Blue 4/1 character 0/40. Whenever a character becomes tapped, this character gets +10/+0 until the end of the turn) get +10/+0 anytime a character becomes tapped when attacking or blocking?
A: Yes, anytime for any reason a character becomes tapped, this character gets +10/+0 for each one.

Q: Does the ability of 01-017 "Hanekawa Tsubasa" (Blue 4/1 character 30/40. Whenever you play a character, give one of your characters +10/+0 or +0/+10 until the end of the turn) work when you play this card, too?
A: Yes, when you play this card, you can then give one of your characters the +10/+0 or +0/+10 bonus until the end of the turn.

Q: Does 01-093 "Bakemonogatari" (Blue 0/2 event. Main/Jibun: All "Bakemonogatari" characters get +10/+10 until the end of the turn. At the end of the turn, draw a card.) give your opponent's Bakemonogatari characters +10/+10 until the end of the turn as well?
A: Yes, it does. All Bakemonogatari characters in play on both sides get +10/+10.

Q: If you play 01-094 "Watashi no Himitsu" (My secret) (Blue 0/1 event. Main/both: The opponent use any events for the rest of the turn), can the opponent use events with "Break" if you hit them for a point that turn?
A: No, they cannot. No events, whether its from the hand, or from break, can be used the turn the opponent plays "Watashi no Himitsu"

Q: If you play 01-120 "Taijinkyoufushou" (anthropophobia) (Red 1/1 Event. Approach/jibun: Return one character of yours that is being blocked by an opponent's character to your hand. Then, put a character that has the same name as that character into play tapped), can you put out the same character that you returned to your hand?
A: Yes you can. You can also put out a "conbi" character if you want to.

Q: If you attack with 01-031 "Hachikuji Mayoi" (Yellow 4/1 character 40/30. 0: (Approach/Jibun): Take this character and the opponent's character that blocked this card, and move both to the support area.) and the opponent blocks it, can you use Mayoi's ability and then return Mayoi to your hand using "Taijinkyoufushou"?
A: No, you cannot. After the Mayoi effect is finished, the characters are no longer approaching or being blocked by a character, so you can't play the event.

Q: If you hit the opponent with a point with P-002 "Senjyougahara Hitaki & Araragi Koyomi" (red 4/1 character 40/40. Combi. If this character hits the opponent for a point, you can choose one of their cards in their point pile and turn it face down.) and the card is a "break" card, can you turn the card face down before the opponent can use the break ability?
A: Yes, you can. Once you hit the opponent for a point, the ability from the combi activates first before the opponent can use break.

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Katanagatari:
(The first 4 questions are about Kyouken, so I'll just translate the card first before the questions come up)
01-080 Maniwa Kyouken - Green 3/1 character 30/10. If this card is flipped over as the result of getting hit by a point from the opponent, then you can choose to put this card directly into play.
Pretty much, if you get hit for a point, and Kyouken comes up, it goes directly into play for free. So not only do you not take a point (because the card is now in play), but you get a free 30/10 character.

Q: When I get hit for a point and "Maniwa Kyouken" comes up, do I have to pay the cost in order to get Kyouken into play?
A: No, it comes into play for free.

Q: If you have 5 characters in your main area and you get hit for a point and "Maniwa Kyouken" comes up, can you trash one of your main area characters and put Kyouken into play?
A: Yes, you can.

Q: If you are at 6 points and you get hit for a 7th point, but the 7th point card is "Maniwa Kyouken", can you put it into play?
A: No, the game immediately ends whenever a player is hit for a 7th point.

Q: If my opponent attacks me with 01-011 "Hirasawa Yui" (Red 4/1 character 40/30. Tennen 2. Whenever this character hits the opponent for a point, the top card of the library gets put in the point pile face down.) or P-002 "Senjyougahara Hitaki & Araragi Koyomi" and "Maniwa Kyouken" is the card that gets put as a point, can I still put Kyouken into play?
A: Yes, you can. Face up or face down is irrelevant for this card, unlike break.

Q: If i play 01-120 "Seitou Bouei" (Sword of absolute defense) "Green 0/2 event. Approach/both: One of your characters becomes a 0/50 until the end of the turn" on 01-015 "Yasuri Shichika" (Red 4/1 character 40/40), and it becomes a 0/50, and then my opponent plays "Makkou Shoubu" (Head to head battle) (Red 2/2 event: Approach/both: Choose one attacking and one blocking character. Return the AP/DP of both cards to their original AP/DP), does my Shichika become a 40/40 again?
A: Yes, it does.

Q: With the effect of 01-065 "Maniwa Koumori" (Yellow 3/2 character 30/30. 0: (Main/Jibun) Change the name of this card to the name of another character), can I change the name to a character that's not on the playfield at the moment?
A: Yes, you can.

Ok that's all for this FAQ! Next time will be K-on!!, Ookami san, and Ika Musume!
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Tuesday, June 28, 2011

FAQ part 2

This part of the FAQ covers K-ON! (part 2) and Hidamari sketch. Again, straight from the source:

K-ON! PART 2
Q: Can I use 02-055 "Nakano Azusa"'s (yellow 2/2 character 20/20: 0:Look at the top card of your deck. If it was an event, then this card gets +30/+30 until the end of the turn. If it was a non-event card, then this card untaps. Use this ability only once a turn." ability while she's tapped?
A: Yes, you can.

Q: If you use 02-118 "Yokodori" (yellow 0/2 event, main/jibun: take a support card that's attached to one of your characters and move it to another character.) can you set a "Giita" on a non "Hirasawa Yui" character?
A: No, you cannot.

Q: Can you use 02-006 "Hirasawa Ui" (red 1/2 character 10/20, if there's no "Hirasawa Yui" cards in play on your field, then this card counts as a "Hirasawa Yui") to pay for a Yui/Azusa combi card?
A: No, you cannot. The effect on the card only takes place once the card is on the field.

Q: If i play 02-104 "Ishou Erabu (Picking out costumes)" (blue 1/1 event, main/jibun - Return a character from the field into your hand. Then put a character with the same name into play.) on a Hirasawa Yui character, can I put out a Hirasawa Yui/Nakano Azusa combi card?
A: Yes, since the combi counts as both a Hirasawa Yui and a Nakano Azusa, you can put it into play as a Hirasawa Yui.

Q: If I use 01-013 Hirasawa Yui (Red 3/2 character 30/30 - If you play a "Fuwafuwa Time" card this turn, this character takes 2 points if she hits the opponent instead of just one.), play out Fuwafuwa time, attack, and then use Mou Ikkai! (Once more!) (red 4/1 event, approach jibun. You must control 3 or more gakuensai characters to use this card. One of your characters untaps and can attack again this turn), do you deal 2 points or 1 point if the Yui hits the opponent.
A: You deal 2 points, because it's still the same turn that you used "Fuwafuwa time" on.

Q: If I attack with 02-045 "Tainaka Ritsu" (Yellow 4/1 character 40/30 - If an opponent's character gets trashed from this card during approach, you may tap one of the opponent's character's), and this card and the blocking character both get trashed, does the effect still go through?
A: Yes, it does.

Q: Can I play Nakayoshi Shimai (Close and Friendly Sisters) and pick only 02-049 "Hirasawa Yui and Hirasawa Ui" for both the Yui and the Ui?
A: Yes, you can. The conbi will get +40/+40.

Q: If I have a 02-015 "Hirasawa Yui" in play (Red 3/2 character 30/30. Whenever you play an event, this character gets +10/+10 until the end of the turn), and I play an event, but my opponent plays Kyohi Hannou (nullify an event card), does the Hirasawa Yui still get the bonus?
A: No, she doesn't.

Q: If I play Ishou Erabu (picking out a costume), can I take a character, and put a character in either the support or the main area?
A: Yes you can. For example, you can take a support Ui, return it to your hand, and then play out an Ui that has an AP/DP in the main area.
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HIDAMARI SKETCH

Q: If I play 01-004 "Yuno" (Red 2/2 character 20/20. When this character comes into play, reveal the top card of your deck. If that card is a "megane" character, then put it in your hand.) and it's NOT a "megane" character, then what happens to the card?
A: You put it back on the top of your deck.

Q: With 01-033 "Sae" (Yellow 3/2 character 30/20. Whenever a "jersey" character you control hits the opponent for a point, you can return one of your jersey characters to your hand.), does this refer to a jersey character in your trash pile?
A: No, it refers to one of your "jersey" characters in play on the field.

Q: With 01-095 "Kuishinbou (glutton)" (Yellow 0/1 event. Main/Jibun: Choose one support card and trash it. One "Miyako" you control gets +30/+30 until the end of the turn.), can you trash one of the opponent's support cards?
A: Yes, you can.

Q: Can you set a 01-119 "Batten" (Red 0/2 support. The character that this is attached to gets -10/-10 and tennen 2) on one of the opponent's characters?
A: No, you may not. You can only set support cards on your own characters.

Q: If I attack with 01-082 "Nori" (Blue 4/1 character 40/30. When this character attacks, the opponent taps one of their characters), can my opponent tap a character in their support area?
A: Yes, they can.

Q: If I attack with 01-071 "Yuno" (Blue 3/2 character 20/30. If you have 5 or more mizugi characters, then when this card attacks, all non-mizugi characters get -10/-10 until the end of the turn) affect characters that come into play that turn after Yuno attacks?
A: No, it doesn't.

Q: If I play 01-085 "Kikai ONCHI" (Red 0/2 event. Main/Both: Both players shuffle their decks. At the end of the turn, draw a card), do both players draw a card?
A: No, just the player who played the card.

Q: If I have a 01-058 "Yoshinoya-sensei" (green 2/2 character 20/10. If a "cosplay" character aside from this character is played this turn, draw a card at the end of the turn."), do I draw a card if my opponent plays a "cosplay" character?
A: Yes, you do.

Q: Can I play 01-112 "Shiawase ippai (Full of happiness)" (blue 0/1 event, main/opponent, At the end of the turn, each player draws cards until they have 3 cards in their hand) if my opponent has more than 3 cards in their hand?
A: Yes, you can.

Q: Can I play cards like 01-125 Nori (Red 2/2 character 40/30. When this character comes into play, the opponent takes a character from their trash pile and puts it in their hand) or 01-126 Nazuna (Red 2/2 character 30/40. When this character comes into play, take one of the opponent's points in the point pile, and trash it) if they can't do their abilities when it comes into play?
A: Yes, you can still play them even if the opponent has no character cards in their trash pile, or if they have no points in their point pile.

Q: If I have a 30/30 Miyako, and I use 01-097 "Chainsaw" (yellow 2/2 event. main/jibun: One of your "Miyako" characters get +20/+20 until the end of the turn and active) to make it a 50/50, and then I use 01-128 "Ume-sensei"'s power (red 2/1 character 0/0. Main/jibun: Choose one of your hidamari sketch characters with an AP/DP. This character has the same AP/DP as that character until the end of the turn.), what will Ume-sensei's AP/DP become?
A: It will be whatever the current AP/DP is at the time of copying, so it will become a 50/50.

Q: If my opponent is attacking, I block and they play Camouflage (green 2/2 event. Approach/both: Target character's AP/DP becomes 30/30 until the end of the turn), and then they play "Akazu no 203 goushitsu (Don't open room 203) (red 0/1 event. Approach/jibun: You can only play this card if you have 4 or more characters. One of your characters gets +0/+20 until the end of the turn", what will the DP of their character be?
A: It will become a 30/30 with Camouflage, then it will get +0/+20 and become a 30/50.

Q: If you have more than 3 characters out with a 01-009 "Nori" in play (Red 3/2 character 20/10. If you have 3 or more characters in play, this character gets +20/+20) and you play Camouflage, does this character become a 30/30?
A: No, the character's AP/DP becomes 30/30, and then the +20/+20 passive ability goes into effect, making it a 50/50.

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OK that's all for now! Next up is Bakemono/Katanagatari!

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First Banned Cards of PM!

There has been a recent ruling for PM tournaments come August 1st. The most important being the banning of 4 K-on! part 1 cards! Check out the notice here here:
New Regulations

Translation of the banned cards, and explanations why after the jump!
Translation of the banned cards:

1st:

Dadakko (spoiled child):
Red event 2/1: Main Jibun - Pick one of your characters. That character cannot be blocked by creatures that have cost less than the amount of cards you have in your hand

-Aside from tennen, this is the closest card to making one of your characters unblockable. There are also many "When this character hits the opponent for a point, then ~" characters, so having dadakko used with those characters, especially in decks that are very draw heavy, was apparently seen as just too powerful.

The next 3 cards are banned to prevent infinite loop deck death decks from overtaking tournaments:

present koukan (Present Exchange)
Blue 0/1 event, main/Jibun - Shuffle your hand into your deck and draw that many cards.

"hatsumoude" (First Shrine visit of the new year)
Blue 0/1 event, main/Jibun - Both players take as many cards from their hand and put them on the bottom of their decks. They then draw that many cards.

"hitori bocchi" (All Alone)
Blue 3/1 event, main/Jibun - Pick one character. trash every character except that one, and draw 1 card for each character trashed this way.

The way that the infinite combo works is to have this setup:

02-081 Akiyama Mio (green 2/2 character 10/20. Main/both - [1] - Take a card from your hand and add it to the point pile face up. All characters you control untap.)
You use Mio and put this Sae in your point pile:

blue 2/2 character 10/10. When this card is in your point pile, it gives +1 source if you flip this over.
Because of that Sae, you can play the above mentioned "hitori bocchi"(all alone) by just flipping over this one card, since she gives 3 blue source instead of just 2 when she's on the point pile.

You then play the following characters:


Togame - red 0/1 character 20/30 - When this comes into play, the opponent draws a card.
- This is how you deck the opponent out.


Sengoku Nadeko - green 0/1 support character - When this comes into play, take an event card from your trash pile and put it in your hand.
- You use Nadeko and get "hitori bocchi" (all alone) back in your hand.

Yasuri Nanami - green 0/1 support character - tap two of your untapped characters in the main area. Take one face down card in your point pile, and flip it face up.
- This is how you can keep paying for the 3 cost hitori bocchi over and over again.


Araragi Koyomi - green 1/2 character 10/20 - When this comes into play, take 5 characters from your trash pile and put them on the bottom of your library in any order
-This is how you keep getting the same characters back into play after they all get trashed with hitori bocchi




Hirasawa Ui - blue 0/1 support character - When this comes into play, take a "Hirasawa Yui" card from your trash pile and put it in your hand
-You use this to get a "Hirasawa Yui" from your trash pile to pay for the Araragi Koyomi.

And lastly, any green Hirasawa Yui, to pay for the cost of Araragi Koyomi.

Here's how it goes:
- Use Mio's ability to set Sae on the point pile
(order here isn't important)
- Play Nadeko, getting back an All Alone (hitori bocchi) card from your trash pile
- Play Togame, the opponent draws a card
- Play Ui, getting a green Yui back from your trash pile
- With Araragi, put the following 5 cards on the bottom of your deck - Araragi, Nadeko, Togame, Ui, Nanami. You want the bottom card to be whatever the previous "last card" of the deck was. For example, if Togame was on the bottom of your deck before you did araragi, then put togame on the bottom and the rest in any order.
- Play Nanami. Use her ability and tap Araragi and Togame, flipping over the Sae if she's face down.

Once you've done all that, you can start the loop
- Play "Hitori Bocchi" (All Alone) targetting Mio. Nadeko, Togame, Ui, Araragi, and Nanami. Those 5 characters get trashed and you draw 5 cards. The 5 cards you draw (or rather once you get the loop set) should be the same cards you just sacrificed.
- Start from the "order doesn't matter here" spot, and play those same cards back out. The result is that the opponent will draw a card from the togame. You repeat this loop until the opponent has no cards in their deck.

After watching one of these decks in action, I'm very glad they banned those cards. This deck ruins the way to play the game, in my opinion, and it's just not fun to watch or play against. It's one player taking a very long time with their turn, while the other player has to just sit there and watch the opponent do stuff.

The downside to the deck is that obviously you need all those cards to be able to pull off the infinite, but banning the cards that shuffle your hand back, or allow you draw a large amount of cards, as well as banning the "hitori bocchi"(All Alone) shows that the creators are looking mainly to stop this specific style of deck.

Hope you enjoyed the read!
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