Showing posts with label misaki tokura. Show all posts
Showing posts with label misaki tokura. Show all posts

Monday, May 14, 2018

Today's Card Analysis: Circle Magus and Luck Bird

The Japanese Cards of the Day for May 14th, 2018, are two Oracle Think Tank grade 1s from V-Booster Set 01: UNITE! TEAM Q4, Circle Magus and Luck Bird.
Circle Magus
AUTO [Vanguard/Rearguard Circles]: When your vanguard's drive check reveals a grade 2 or greater, you may put that card on the bottom of your deck, and draw 1 card.
AUTO: When rode upon, [Cost: Counterblast 1] draw 1 card.
Circle Magus is Oracle Think Tank's second Triple Rare out of V-BT01, with their third and the final RRR of the set likely being Silent Tom. The original Circle Magus in both the manga and Trading Card Game simply allowed one to check the top card of the deck, but only allowed them to place it back on top and not on the bottom as Battle Sister Cocoa did; the exchange being that Circle was a 7k base while Cocoa was a 6k. The new Circle Magus instead gives card advantage when riding over her, like an inversion of the ride chains of yesteryear, and her primary skill allows one to exchange a grade 2 or greater drive check for another card. While this makes it possible to conceal one's hand from the opponent and potentially exchange those grade 2 or greater cards for higher shield ones, it both runs the risk of drawing one's triggers and is often less than appealing to use for what it gives up.

In a Protect clan, every grade 3 in hand can eventually be translated into another Perfect Guard so long as it has the Protect ability, and reriding those cards fuels the soul for paying costs. Moreover, knowing that our deck's grade 2s are likely to consist of Tom, Saft, and Sotoorihime, none of these are cards that we are likely to want to get rid of. Drive checking grade 2s and 3s carries inherent benefits in Oracle Think Tank that will often discourage the use of Circle Magus' first autoskill, reducing her role to being a particularly valuable grade 1 ride.

Luck Bird
AUTO [Rearguard Circle]: When placed, [Cost: Soulblast 2] draw 1 card, and this unit gets Power +6000 until end of turn.
Luck Bird's skill has gone mostly unchanged since its 2011 incarnation, except that the card can now act as an early 11k attacker or an 11k booster. Later in the fight he'll only be able to make relevant 17~18 columns with a relevant power attacker like Saft, or a 23 column with Sarasa. The latter case is what makes Luck Bird the easiest to run, but two factors work against him. First is that he sucks away soul from Saft, a valuable backup to Sotoorihime. Second is that Oracle Think Tank's Vanguard Rare, Imperial Daughter, is almost assuredly going to replace Sarasa in the final deck due to possessing Protect and a skill worthy of making her Misaki's "trump card." (As Monthly Bushiroad magazine described her.)

Is there room for Luck Bird? Given the amount of reriding encouraged in Gift decks, it's certainly possible. This skill has particular synergy with Protect, as receiving another card in hand in exchange for every ride already negates the loss of reriding, allowing Luck Bird to generate +1s with his draws. Oracle Think Tank as we currently know it isn't exactly starved for grade 1 space, as the deck makeup currently looks approximately like this;
Grade 1
x4 Circle Magus
x4 Farfalle Magus
x4 Goddess of Time's Passing, Mizunohame
x1 Shooting Bobby
We could easily fit in a Luck Bird tech by cutting Bobby, or acknowledging Mizunohame's limited utility as a vanguard-only booster adjust the deck to look more like...
Grade 1
x4 Circle Magus
x4 Farfalle Magus
x3 Luck Bird
x2 Goddess of Time's Passing, Mizunohame
Acknowledging that 3-ofs will generally be once-per-game cards while 4-ofs will be twice-per-game, there's room enough to run Luck Bird and set the card on the side to eventually boost a rearguard Amaterasu with her power-gain active.

The previous Japanese Card of the Day was Soul Saver Dragon.

V-Booster Set 01: UNITE! TEAM Q4 will launch in Japan May 25th, 2018, and in English June 22nd. It will be accompanied by sleeves based on Dragonic Overlord and Blaster Blade. V-Trial Deck 01: Sendou Aichi and V-TD02: Kai Toshiki will launch in English June 8th.

The first Extra Booster set of Standard, V-EB01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.

Friday, May 11, 2018

Lozenge Magus revealed as BCF2018 promo

The Japanese Bushiroad Card Fight event page updated today with information on the participation prizes for the BCF2018 tournament, which includes a hotstamped Lozenge Magus promotional card. Lozenge Magus is a Common in V-Booster Set 01: UNITE! TEAM Q4, and the intended First Vanguard for Oracle Think Tank much as Battleraizer is for Nova Grappler.
AUTO: When rode upon, draw a card.
Lozenge is a clone of Glyme from Royal Paladin. Thus far all four of the FVs revealed have been on-ride draw support, forgoing the unique starters of past formats in favor of saving up the soul for paying costs. Although this means First Vanguards are largely a matter of aesthetics in the new Standard format, that doesn't put them beyond bigger deck interactions--Battleraizer can be sent in and out of the soul by Hi-powered Raizer Custom, opening up the possibility that Lozenge will interact directly with her own set of card effects in the future.

V-Booster Set 01: UNITE! TEAM Q4 will launch in Japan May 25th, 2018, and in English June 22nd. It will be accompanied by sleeves based on Dragonic Overlord and Blaster Blade. V-Trial Deck 01: Sendou Aichi and V-TD02: Kai Toshiki launched in Japanese May 11th, 2018, and will launch in English June 8th.

The first Extra Booster set of Standard, V-EB01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.

Wednesday, May 2, 2018

Monthly Bushiroad reveals Nova Grappler "Hero" support, previews new episodes

An anonymous user in Japan acquired the June issue of Monthly Bushiroad magazine three days early, and photographs of the issue reveal a glut of new support for the Oracle Think Tank and Nova Grappler clans in V-Booster Set 01: UNITE! TEAM Q4. The Nova Grappler support primarily focuses on having units with the "Hero" race like Extra Muscular, while the Oracle Think Tank support focuses on stacking the top card of the deck. Several of the new Oracles are designed to synergize with the newly-revealed CEO Amaterasu from the current Japanese Card of the Day profile.

For space, this month's leaks have been split into two pages:

The issue also reveals the titles and summaries of episodes three and four of the anime series, which will be airing May 19th and 26th.

Image 3: Who is the Strongest Fighter!?
The young boy fighter Katsuragi Kamui enters Card Capital looking to challenge its strongest fighter. Sendou Aichi and Kai Toshiki are nominated out of those present, and fight Kamui.
Image 4: Misaki's Secret!!
Although he was inexperienced, the change Aichi underwent because of Vanguard interests Card Capital's sales clerk, Tokura Misaki. After receiving an invitation from Aichi, Misaki challenges him to her first fight.
These episodes appear to be direct adaptations of the second and third manga chapters, "Let's Go to Card Capital!" and "A Shop Employee Fighter is Born!" which were the focus chapters for Kamui and Misaki. Those chapters also focus on some of the cards revealed in this issue, like Cup Bowler.

Tuesday, May 1, 2018

Today's Card Analysis: CEO Amaterasu


The Japanese card of the day for May 2nd, 2018, is our first Oracle Think Tank grade 3 of the Standard format and one of Tokura Misaki's key cards from the anime series, CEO Amaterasu.
ACT [Vanguard Circle]: Once per turn: [Cost: Counterblast 1] Draw 1 card, look at 1 card from the top of your deck, and put it on the top or bottom of your deck.
AUTO [Vanguard/Rearguard Circle]: During your turn, when you look at your deck by one of your effects, this unit gets Power +5000 until end of turn. ("Look at," "Reveal," and "Search" effects will all activate this effect. No matter how many cards you look at with 1 effect, it's still +5000.)
The new Amaterasu is easily one of the most powerful grade 3s revealed, on par with Dragonic Overlord. Just as the grade 3s we've seen up to this week came with Force, and Asura Kaiser yesterday came with Accel, Amaterasu comes with the third and final Imaginary Gift: Protect.

Protect adds a Protect Marker to your hand every time you ride a unit with the Protect ability. This Marker acts as an additional perfect defense card that can stop an opponent's attack from hitting by discarding when you guard with it, and the Marker carries the unique property of having no grade, meaning it cannot be blocked by guard restriction effects. Unlike the other Gifts that interact primarily with the rearguard circles, the Protect Marker cannot even exist outside of the hand or guardian circle, so if moved to another zone it simply returns to your Gift area.

On your first ride the Protect Marker is a net +1 in card advantage, as it represents an additional card gained over what you're expected to spend to reach grade 3. Protect decks have a leg up over Force and Accel because every time they reride for their Gift thereafter, the cost of riding is paid back to them via the additional card they gain. The other types are instead forced to repeatedly commit grade 3s with no immediate return in cards, reducing their overall hand size compared to Protect decks. If the Marker's Sentinel effect isn't helpful at the time (something Draw Trigger perfects make all too real) it can also be used to pay discard costs, giving the Protect Marker greater overall versatility than Accel and Force. One example we already have is Onmyoji of the Moonlit Night, whose skill involves discarding 1 and soulblasting 1 to put the bottom card of your deck into your hand.

This is where Amaterasu's Activate skill comes into play. Not only does she give you a consistent +1 in card advantage every turn, checking the top card of the deck lets you know ahead of time if you're going to get a trigger unit, and if it's instead a card you want to draw you can put it on the bottom and use Onmyoji to fetch it. Her ACT also triggers her autoskill, granting 5000 power for the turn, which is where most of the confusion over today's card has come from.

First, look at this Q&A from the Card of the Day page:
Q: "When looking at the top card of the deck multiple times with the "You may look at the top card of the day, and place it on top" skill of G-BT05/004 "One Who Views the Planet, Globe Magus," will the "When you look at the deck, this unit gets Power +5000 until end of turn." of my rearguard V-BT01/007 "CEO Amaterasu" repeat?"
A: "No, it will not repeat. No matter how many cards you look at with 1 effect, the skill of "CEO Amaterasu" gives +5000 power, so even if you look multiple times the skill of "One Who Views the Planet, Globe Magus," the power increase will only be 5000."
What this means is that when you have a continuous skill that looks at the deck, Amaterasu's vanguard/rearguard skill only checks for if you have used it to look at a card or not, and does not care how many times you've used it or how many cards you've looked at. Things are a little different for automatic and activated skills--with the current wording of the card, every time an effect looks at the deck she gains power. Both the number of times and the quality of actions performed are irrelevant--if you have a card that both reveals the top card(s) of the deck and then searches a card from among them, it's still only +5000 because it's only one effect looking at the deck.

This essentially cuts Amaterasu out of any theoretical infinite loops, but still gives room for her power to climb into incredibly high numbers on both vanguard and rearguard circle. Considering that in the manga--the basis for the upcoming "Origin" anime--Misaki also used Circle Magus and Battle Sister Cocoa, both cards that checked the top card previously, reaching +15k is likely to become a regular occurrence for Oracle Think Tank. Perhaps after all this time, Amaterasu will finally get back at Vortex Dragon.

The last point to consider with regard to Amaterasu in the Standard format is her base power. Like Asura Kaiser before her, Amaterasu is as base 12000 grade 3 rather than the 13k we've come to expect. Unlike Asura she has a somewhat easier time overcoming her lower base thanks to her innate power-gain, which gives her the potential to swing on par with the Force decks of the game.

With this, we are now officially in Golden Week. May 3rd through the 5th are national holidays in Japan; usually no new Card of the Day profiles go up during Golden Week. May 3rd is Constitution Day, commemorating the adoption of Japan's post-World War II constitution, May 4th is Greenery Day, observing environmental awareness (so go hug a Neo Nectar) and May 5th is Children's Day.

The previous Japanese card of the day was Asura Kaiser.

V-Booster Set 01: UNITE! TEAM Q4 will launch in Japan May 25th, 2018, and in English June 22nd, 2018. It will be accompanied by sleeves based on Dragonic Overlord and Blaster Blade. V-Trial Deck 01: Sendou Aichi and V-TD02: Kai Toshiki will launch in Japanese May 11th, 2018, and in English June 8th, 2018. They will be accompanied by a new sleeve based on the "Imaginary Gift" design.

The first Extra Booster set of Standard, V-EB01: The Destructive Roar will launch in Japan June 29th, 2018, and August 3rd for the English-speaking world. The accompanying new anime series, codenamed "Origin," will begin airing May 5th, 2018, on TV Tokyo and affiliated stations. It will be simulcast with English subtitles on YouTube and Crunchyroll.

Saturday, April 21, 2018

First Vanguard Championship of Standard format to be held June 3rd

Tournament hall Bato Loco.
The Sukacat CS, an unofficial Cardfight!! Vanguard tournament series dating back to January 2015, announced Friday it will be rebooting alongside the game itself this June. The "first" Sukacat Championship will be held June 3rd, 2018, at the Tokyo Metropolitan Tournament Center "Bato Loco" in Takadanobaba, the neighborhood that first birthed the Vanguard Championship series six years ago.

In March 2012 the first VGCS tournament ever was held just four blocks away at the neighboring Horindo bookstore, but the championship series has long since outgrown these smaller venues. The Sukacat CS will host 126 cardfighters divided into 42 3-man teams. Unlike many of the civic centers VGCS events have previously been held at, Bato Loco is an arena created specifically to host trading card tournaments, from Pokémon to Magic and Duel Masters. Cardfight!! Vanguard first made it into Bato Loco one year ago with the advent of the 3rd Kantо̄ VGCS in January 2017. It seats a maximum of 130 players at one time, making it one of the largest TCG-dedicated venues in Tokyo.

The 3rd Kantо̄ VGCS finals, streamed from Bato Loco January 2017.
Although some tournaments up to now have permitted the use of V-series cards or hosted sub-tournaments using the Stardrive and Crested Dragon Start Decks, the Sukacat CS will be the first championship to exclusively use Standard format cards. Sukacat's manager has stated they want to use the Standard format to welcome new fighters into the tournament environment that had never participated before. A Premium format sub-event will be hosted alongside the main tournament.

An important regulation that is still being evaluated through a community surveys is whether or not to implement clan limitations. Only four clans (Royal Paladin, Kagerо̄, Oracle Think Tank, and Nova Grappler) will be playable in Standard format at the time of the tournament, and both limiting teams to not duplicating their clan use and not limiting them poses problems. If diversity is enforced as in most team tournaments, then teams are more likely to need one of their members to play a deck they don't want to, and it may become more difficult to find teammates in general. If duplicates are permitted then Sukacat runs the risk of creating a tournament environment in which all members on a team are using the same clan. Currently just over 40% of respondents have submitted in favor of limiting clan use.

"Sukacat Playmat Ver. 001," to be distributed to the top 2 teams.
Each team will need to pay a 4500 yen ($42 approx.) entry fee to participate, and the tournament will consist of 4 rounds of Swiss pairings followed by a cut to a 3-round tournament bracket. Registration will begin at 11:00 AM Japanese time, with round 1 starting at noon, and the tournament finals will end at 9:00 PM. Each fighter will play a single match against their opponent on the opposing team, which will last 30 minutes. During the tournament finals fighters will instead play best-of-three matches with a time limit of 2 hours; grand finals will have unlimited time.

First place will win 12 boxes of V-Booster Set 01: UNITE! TEAM Q4, and three "Version 001" Sukacat VGCS playmats featuring Tokura Misaki and CEO Amaterasu. Second place will win 6 boxes of V-BT01 and three Sukacat playmats, third place will win 3 boxes, and fourth place will walk away with a single box to split among their three members.

The Sukacat CS organizers are also preparing custom Gift Markers featuring their playmat design. It should be noted that while custom markers are allowed in VGCS, Cardfight!! Vanguard producer Shimamura Masatoshi stated last month that custom markers should not be used in official tournaments.

The VGCS tournaments are a series of unofficial tournaments organized by fans and cardshops in Japan. Unlike Bushiroad's official tournaments, most VGCS events are done using a best-of-three, Swiss tournament model. Turnout is typically 70-80 persons, but some events see 100 or more participants, all of whom compete using pseudonyms and internet handles rather than their real names as in official events. The VGCS model of fan-organized play has caught on internationally as an alternative to Bushiroad's model, embodied in the United States through the ARG Circuit series.


Monday, March 26, 2018

Watch Kitta Izumi and Morishima Shuuta fight it out in new Vanguard tutorial video

"I'll do it, Morishima. I'll show you me when I'm playing seriously." (ʘ‿ʘ✿)

Kitta Izumi and Morishima Shuuta, the respective voices of Tokura Misaki and Nitta Shin in the Cardfight!! Vanguard anime series, appeared in a special tutorial video for the new Standard-format Vanguard trading card game. Morishima plays the Royal Paladin Star Drive deck while Kitta plays the Kagerо̄ Crested Dragon deck.

In the video, they demonstrate:
  • The basics of setting a First Vanguard, drive checking triggers, and conducting battle.
  • The new redraw/mulligan procedure. (You stack the cards you're putting back on the bottom of your deck, then draw the replacements, then shuffle.)
  • How to apply the Imaginary Gift ability, "Force."
Although much of the video is in Japanese, the terminology used is mostly romanized English that will ring familiar to any avid viewers of the officially-subbed anime series.

Monday, June 12, 2017

Let's Translate Cardfight!! Vanguard: Lock on Victory!! Part 8: Misaki

MisaQ time.

Tetsu has arranged for our next scrimmage to be at the prestigious Miyaji Academy. Ren's looking forward to seeing Aichi again, while Asaka's preoccupied with a certain Tokura Misaki.

Suiko: You seem to care a lot about that girl. Is she your rival?
Asaka: T-that's not what I meant! I'm only concerned by her abilities.

Aichi: Everyone from Fukuhara High, thank you for coming here today.

Ishida Naoki: I'm Ishida Naoki. Nice to meetcha! So, which one's my opponent? Is it that Suzugamori Ren guy, after all?

Komoi Shingo: What are you saying? There's no way he'd fight someone like you.

Impressed by his energy, Tetsu volunteers to be Naoki's opponent. Meanwhile Suiko and Kourin, both being members of the idol group "Ultra Rare," are going to have their first match in a long time. But as we're pairing up, Ren notices one more coming in...

Tatsunagi Takuto: Hello, Sendou Aichi.
Aichi: Takuto-kun, what brings you here today?
Takuto: I overheard about a practice match with Fukuhara High, and thought I might come and study a bit. Is that a problem?

Aichi: Of course not. You're welcome here.

Tokura Misaki: So, you're their new guy. My name is Tokura Misaki. Is it all right if we fight?

Asaka: W, wait a sec. You're my...

Tetsu: Hold on, Asaka. This time, why don't we try assigning Touya to her?
Ren: That's right. It would be good experience for Touya to battle against strong fighters from other schools.
Asaka: If Ren-sama says so...I understand. I won't accept it if you lose to her, Touya!


VS Tokura Misaki
Genesis 1

Misaki: So then, let's begin.

Misaki is running the Artemis ride chain, the mechanical basis for our own Sanctuary of Light deck. She opens the game by riding Bowstring of Heaven and Earth, causing Aiming for the Stars Artemis to meet her check timing; but whiffs her top 7 check.

We're in a comparatively worse position, opening Toypugal rather than Little Storm. But then Misaki gets gradelocked at 1, and we reset.

This time we go first, opening on Little Sage Marron, but our hand is looking far more empty. A lot of players seem to give up the moment they see a hand like this, but I recommend not doing so; before hitting your grade 2 turn you'll see one to two more cards depending on if you damage a draw trigger, and each draw has a huge amount of potential on its own.

And in the first place, you can't do anything to change what your hand is, so it's better to keep a positive attitude and make your opponent think you have a god hand than to vocalize the fact that you're struggling. Take a leaf from Sun Tzu--your opponent should think you're winning when you're losing, and losing when you're actually winning.

Misaki whiffs her top 7 check once more, leaving us with an interesting scenario; Misaki is hitting her ride chain, but we have more card advantage. And just by going first, even though our starter is a 4k booster, we're still making magic numbers through our higher base power.

Misaki begins by playing Witch of Cats Cumin, a Genesis clone of Alluring Succubus. This is a key card to Genesis' overall winning image, which stores up soul like Dark Irregulars and Pale Moon, but then blasts it to gain effects later on. It's closer to the idea of the "soul as ammunition" that Bushiroad initially advertised with DI back in 2011.

We topdeck Constance for our grade 2 ride, and drive check Ashlei, securing our overall grade progression.

Misaki rides the next stage in her ride chain, Twilight Hunter Artemis. This is an interesting card because it's actually found in a lot of modern Fenrir decks; Artemis has an on-hit soulcharge 2 that becomes a soulcharge 4 if both Bowstring of Heaven and Earth, and Aiming For the Stars are in the soul.

We take her first rearguard attack, and damage check a draw trigger, putting a stop to her second. Since the attack hit, Saohime meets her check timing and Misaki pays the counterblast to soulcharge.

With her remaining rearguard temporarily out of the picture, that leaves just the vanguard; which is now a 10k for no-pass, denying Misaki a soulcharge 4 but allowing her a soulcharge 3 off Saohime. The difference between those two is Misaki getting three or four uses out of her vanguard options versus two, and that it leaves Misaki with one less counterblast. Most of the early Genesis grade 3s have a soulblast 3 as their primary cost, and getting additional soulcharges beyond 3 helps stack up over time into more uses overall. And with one grade 3 in particular, you can blast all of that soul repeatedly in a single turn...

Misaki can't take full advantage of this stand trigger due to our damage check and her own field setup, but checking a trigger does at least allow her to take a Toypugal out of our hand.

We drive check a second copy of Ashlei. It's not a Planetal, but an effective intermediary for stalling until we get there.

Misaki: Even besieged by the storm of despair, you seize the rudder of fate, and find the route to victory! Ride, Goddess of Good Luck, Fortuna!

Unable to connect with our vanguard, Misaki turns her rearguards on Claudine. This is a perennial question for cardfighters; is protecting this one rearguard against two or more attacks worth its weight in the shield it will take from the opponent? We can easily replace Claudine with a Constance we drove check, taking a -1 rather than -2, but that means not having a full three columns, and Constance won't make a 21k column with Little Storm presuming that Planetal hits the field. Our immediate prospects only have us break riding Ashlei into Ashlei, and we don't absolutely know our Sanctuary of Light gameplan will come together at this stage of the game. So we lose a prospective 21k column that could take 15k shield from the opponent later on, or we lose 20k shield now dropping Rachelles to defend Claudine.

In this case, I'm choosing to let Claudine go. Since Ashlei will likely deplete Misaki's hand, and she'll need to take our remaining rearguard attack to reach limit break, this will effectively allow us to get Constance's superior call off on our coming break ride turn.

Misaki drive checks a critical trigger, passing the critical to Fortuna and the power to her standing Saohime.

We don't damage check any triggers, but we're also not ready to sacrifice the chance to heal down to 3 just yet, so that last rearguard gets blocked. Currently, the game is in Misaki's favor; she's at 3 damage to our 4, and at a sum +1 to our -2.

We topdeck a replacement Claudine, which definitely opens up our options. Although we could set Constance out on his own to attack a rearguard and simply have Claudine take up his predecessor's place on the board, in preparation for a Planetal turn, by giving Constance the booster we open up the chance to use his on-hit to make all three attacks boosted this turn.

There's a couple approaches we can take to accomplishing that; if we swing with the vanguard first, we can simultaneously count on Ashlei's 2 critical to draw Misaki's guard, while passing trigger effects onto Constance to make him more likely to hit and finish our board setup. On the other hand, we could attack with Constance first in the hopes that our opponent wants to try for damage triggers to support their defense this turn. (By the same logic, it's technically safer for them to take the first attack of the turn, since the second and third can both receive crits.)

We're going with plan A.

Misaki drops a perfect defense on Ashlei, and we drive check into an Iseult and our third Ashlei. Not an ideal outcome, but one that's perfectly playable.

Misaki takes Constance's attack and damage checks a critical trigger.

Constance's counterblast superior calls Little Storm. What's happened now is that Misaki's essentially in the same position in terms of defense as before, because she still only needs to put down a 5k to block Claudine, but we've caught up in card advantage to -1 vs -1.

Misaki doesn't guard Claudine, beginning her next turn on 5 damage.

She activates Fortuna's non-limit break skill to soulblast 3 and gain 5000 power, leaving her at just 4 soul left--enough to limit break exactly once.

Her battle phase begins by attacking Constance and Claudine. I have to give up at least one of them. Fortuna needs a perfect defense, and I need to save the Ashlei I have in hand for my next break ride.

Misaki still has the chance to stand one of her rearguards, but she needs to hit both a crit and a stand to actually win.

Misaki: Drive check!

Saohime stands.

Now this is where things get really interesting. Misaki's second check revealed a grade 1 or greater card, which allows Fortuna's limit break to meet its check timing. Misaki soulblasts 3, discards the unit checked, and...

Misaki: Lend me new power; Limit Break!

Performs an additional drive check.

Unfortunately, Fortuna can only check additional cards, she can't guarantee that those cards are triggers. And since Misaki only has 1 soul remaining, she can't use Fortuna's limit break again.

Wisely, Misaki attacks Claudine. With that Kushinada in hand, she guarantees that our center lane means nothing. We're powerless to defend him, leaving our front row empty going into what's probably our last turn, and the remaining card advantage at -1 to -5. By focusing so intensely on the rearguards, Misaki was able to grind us down despite not even playing a retire deck. Depending on our draw, the next turn could change entirely...

Sanctuary of Light, Planetal Dragon. This entire turn has transformed.

Touya: That's right. This is something even I can do; break ride!

Planetal superior calls Determinator and receives Ashlei's break ride effect.

Touya: Now is the time to surpass all boundaries! Here I go; Limit Break!

With the remaining Ashlei we were holding onto, every lane now breaks 21k and the center will hit 30k 2 crit, 1k short of its maximum thanks to missing our Determinator ride earlier. That's really irrelevant at this point, since we already know Misaki has a Kushinada in hand. What's key is that she's staring down those rearguards while at 5 damage; even if we get no triggers, based on the cards known in her hand, she's going to lose both intercepts and go down to 3 cards in hand this turn. We'll be in pretty dire straights ourselves, but being at 4 damage gives us slight leeway.

As predicted, Misaki guards with Kushinada, discarding a copy of Twilight Hunter Artemis to pay for her cost.

Touya: Drive check.

Touya: Critical trigger!

All effects of this trigger go to Ashlei. Since we know that Misaki has three 10ks in hand and two intercepts, the optimal gameplan at this point is to divide any triggers among two rearguards, bumping up the shield requirements by 5k each and potentially grazing our way into Misaki overguarding with additional 10s rather than 5s, either to conserve those 5s for the field or because those 10s are all she has.

Our second check is Iseult, which in this situation is somewhat uncomfortable. Provided there is a next turn, we can take one attack, 5k block another, and perfect guard the vanguard. But should Misaki even make two 15k rearguard columns, we'll need a trigger to guard successfully.

Misaki drops two stand triggers to guard against Ashlei. We know of one crit left in her hand, so she can clearly defend Determinator's attack. That will bring her down to 2 cards, and -7 to -5. This next turn hinges on if she has at least two 6k boosters and one 9k attacker in hand.

She guards Determinator with an intercept and stand.

Misaki proceeds straight to battle phase on her next turn. While her limit break is still offline, we have to let Determinator go.

Misaki: Drive check.

In a truly bizarre play, Misaki splits the trigger effect, giving the critical to Saohime but the power to her vanguard. Not that it'll matter if she checks a stand, but...

That doesn't happen.

So, Misaki has five cards in hand, two of which are crits and one of which is a 5k. We draw a Toypugal for turn, which will be live thanks to our setup, but our center is only going to be 20k and the Toypugal column will cap out at 19k. If Saohime were super important we could use that column to guarantee her loss, but with Misaki at 5 it's objectively better to attack the vanguard. Altogether, our columns are 35k guard for a one-pass, which Misaki has. We could keep the Toypugal in hand and attack the rearguard with Little Storm as a 10k, which requires 5k less shield from Misaki but sets us with at least three cards in hand for her next turn. We have 5 draws, 4 crits and 4 heals left in our deck, but our heals are effectively dead due to us still being at 4 damage. More than half of our deck is triggers, although you should never assume that you're entitled to one based off of information like that.

Assuming the worst case scenario and a double grade 3 check, all we'll be able to do is drop the Toypugal as a 5k guard and no-guard the vanguard, hoping Misaki doesn't crit. (So far she's hit 3, she runs 8, and will have a 20 card deck at the start of her next turn.) Assuming the best case scenario, in which we double trigger, Misaki will need either 20k to no-pass the vanguard or 15k to two-pass it, and 35 to guard two full rearguard lanes. The former is impossible with her current hand configuration, and the latter requires her to have two more 10ks in hand. Which is a reasonable theory, as if she had grade 3s she would have played at least one of them as a rearguard last turn, and if she had boosters with power greater than 5k she would have played those. And no matter the scenario, a double trigger would be unrecoverable from at this stage.

I'm opting to deplete her hand as much as possible this turn.

Misaki two-passes Planetal with her previous turn's drive checks. Toypugal is up front because if Misaki is going to continue poking at a rearguard, I'd prefer it not be a Sanctuary of Light.

We draw trigger into a Hilmy, and give the power to Toypugal, bringing all of columns up to speed.

Our critical trigger goes onto Ashlei. The perfect turn has happened.

Attacking with the multiple-crit rearguard first guarantees that Misaki will deplete her hand further even if she can't block every attack, as a form of insurance against a potential next turn.

She guards Ashlei with a fourth stand and another critical trigger. Finally, it's Toypugal's time to strike...

The final card in her hand comes down along with her intercept. Tokura makes it through to one final turn.

Misaki topdecks Witch of Brooms Callaway, Genesis' Maiden of Libra clone. If this attack hits, then Misaki gets to draw a card. Had she any stands left, I would let the attack go through, but I have enough shield for a no-pass and Misaki's out of stands. I drop the Margal to keep Toypugal around.

Misaki: Drive check.

This seals it.

I topdeck a second copy of Planetal, replacing Toypugal. Even if Misaki sixth damage heals on the vanguard attack, she has no way of avoiding taking a seventh damage this turn.

Misaki instead one-passes the vanguard, the only attack she can reasonably block this turn. Even so, she has nothing to stop those last two attacks.

Touya: Drive check.

Misaki: A loss.

750 VP for a win, 100 for a double trigger, 100 for drawing in janken three times, 50 for limit breaking, 100 for break riding, 100 for attacking with 30k power, and 150 for scoring 5 or more bonus conditions.

Misaki: Hah, you're pretty good. Looks like you're not a total noob.

Asaka: S, so you did it. I'll praise you, for now.

Naoki: Guuuooohh! I lost!!
Tetsu: Don't lament so. It was a good, straightforward fight.

Ren: ...We were able to have a fun fight, huh? Aichi-kun.
Aichi: Yeah. As expected of Ren-san, it was a very fun fight.

Suiko: ...Hm? I don't see Takuto, do you?

Kourin: He was here just a moment ago, did he go home?

Naoki: All right! Touya, this time I'll be your opponent!

Misaki: Unfortunately, it's time to go home. We'll have to stop the scrimmage here.

Ren: That's right...Well then, we'll see you again, everyone.
Naoki: No helpin' it, huh. Oy, Touya, next time we'll fight for sure!