Showing posts with label witch. Show all posts
Showing posts with label witch. Show all posts

Tuesday, June 23, 2015

News: Touken Ranbu, Shadow Paladin, Genesis Cards Shown in Weekly Broadcast, LINE Stamps for Cardfight!! Vanguard Manga

This morning's weekly broadcast commemorated the launch of Clan Booster 01: Academy of Divas last Friday with a special box opening guest starring Itou Ayasa, the voice behind Cardfight!! Vanguard G's idol character Yatomi Saya. For this box opening, Doctor O had Itou attack him with the units pulled out of their packs using a large paper fan emblazoned with the Harmony symbol, after which he would thank her for hitting him. (The gimmick itself was lifted from the most recent episode of Cardfight!! Vanguard G, turn 34 "The Mermaid Princess of Magallanica.") The box opening was followed by a look at Title Booster 01: Touken Ranbu -ONLINE-'s latest poster, and several cards from both Touken Ranbu -ONLINE- and G-BT04: Soul Strike Against the Supreme. The broadcast in its entirety can be viewed below, along with translations of the revealed cards.

In other news, manga author and franchise creator Itou Akira announced over Twitter shortly after the broadcast that the LINE messaging service has added stamps of his Cardfight!! Vanguard characters to their store, allowing users who purchase the stamps to send them as emoticons in their messages. The stamps are colorized versions of specific panels from the first three volumes of Itou's Cardfight!! Vanguard. Readers can purchase the stickers in LINE's in-app store for 50 coins (in-app currency) or $0.99. They can be found by searching for ヴァンガード. Itou, who is credited with the original concept of Cardfight!! Vanguard and began developing the manga in advance of the anime's 2011 debut, has over the past two years had his works published in English by Vertical Inc. The English-translated manga is almost caught up to its Japanese counterpart, with volume 6 having gone on sale last May. Volume 7 will launch on August 25th, and volume 8 on November 3rd. At the current pace, it may be possible for the tenth volume to have a simultaneous launch in both Japanese and English.

Today's broadcast unveiled Horikawa Kunihiro, a grade 1 from the Touken Ranbu clan with the new ability Shinken Hissatsu, "True Sword Special Technique." The Shinken Hissatsu ability can only be used while you have 3 or more damage. Doctor O compared the ability to a limit break in the broadcast, as it has a similar damage restriction, but unlike with limit break Hissatsu is a skill that can be used with rearguard units. Damage restrictions have been seen as redundant in the past, particularly when they require counterblast, as counterblast already restricts one's plays by requiring them to take damage to use skills. Horikawa's Hissatsu makes him a temporary 11000-power booster or attacker in exchange for one counterblast, providing a mid to late-game power option on par with Flail Seeker Isbuzzard.

Horikawa Kunihiro
Auto: Shinken Hissatsu: [Counterblast 1] When this unit is placed on a rearguard circle, you may pay the cost. If you do, soulcharge 1, during that turn, this unit gets Power +4000.

From G-BT04: Soul Strike Against the Supreme, Doctor O revealed Genesis and Shadow Paladin cards for each clan's Witch subclan, Cardamon and Adra. Cardamon is an updated version of Chamomile that is specific to the Witch deck, while Adra is a less restrictive print of Fiercebau that is specific to her subclan and its unique conditions.

White Rabbit Witch, Cardamon
Auto: [Counterblast 1] When this unit is placed into the drop zone from the soul, if you have a "Witch" vanguard, you may pay the cost. If you do, call this card to a rearguard circle, during that turn, this unit gets Power +2000

Secret Book Witch, Adra
Continuous (Rearguard circle): During your turn, if you have a "Witch" Vanguard, and your opponent has 2 or more grade 0 rearguards, this unit gets Power +2000 and "Auto (Rearguard circle): When this unit's attack hits a vanguard, countercharge 1 and soulcharge 1."


Itou Ayasa closed out the broadcast by asking viewers to say with them, "Stand up, myu Vanguard!" (Myu is the verbal tic used by Saya in the anime series.) Over twelve thousand viewers tuned into the broadcast, posting approximately eight thousand comments through NicoNico Douga's live commenting system.

Bushiroad's weekly information bulletins air every Tuesday evening at 8:50 PM Japanese Standard Time. They first began in late January to accommodate a new information distribution model for Cardfight!! Vanguard G, as the amount of card information covered in Monthly Bushiroad magazine decreased and was redirected to other routes of distribution. The previous week featured a fight between Harmony and Duo decks wielded by Doctor O and mascot character Vangarou-kun, while the week before contained the announcement of G-BT04: Soul Strike Against the Supreme.

Today's article was made possible by the donations of our patrons at Patreon. Cardfight Pro is funded by public contributions from readers like you.

Saturday, May 2, 2015

News: Monthly Bushiroad Leaks Subclan Support for Glendios, Deletors, Seal Dragons

The latest issue of Monthly Bushiroad magazine has had its street date broken by an unspecified retailer, spoiling upcoming support in G-BT03: Sovereign Star Dragon for Link Joker's Deletor and Kagerou's Seal Dragon subclans. Only two new card skills were revealed from the set, Light Speed Cheetah and Immersion Star-vader Bohrium. These two cards are respective support for genericized Link Joker decks and Star-vader “Яeverse” decks.

Mixed Deletor Chwawos and Amon's Follower, Barmaid Grace.
The magazine provided the artwork and names of several upcoming units; Taciturn Liberator Brennius and Seal Dragon Gari Serge. Like past Seal Dragon cards Weathercloth, Rhinocloth and Brocade, Gari Serge is named for a particular fabric. "Gari" Serge is a specific variety of Serge fabric often used in children's clothes. The skills of these units have not yet been unveiled. Over the past few months Monthly Bushiroad has scaled back card reveals in favor of Bushiroad's regularly-scheduled Tuesday information bulletins. Fan reactions to the decreased importance of magazine reveals has been mixed. In the past entire clans would be revealed in the 2011-2012 issues of KeroKero Ace, but the last Monthly Bushiroad issue to reveal a multitude of cards at once was the August 2014 volume for MBT01: Neon Messiah.

Of the units teased but not unveiled, Mixed Deletor Chwawos' name is a deliberately garbled rendition of "Chaos" which is normally written is katakana as カオス Kaosu but is here written with the archaic katakana ケヰヲス Kewiwosu. For comparison, Acquire Deletor Igor's name is rendered ヰゴール Wigooru in Japanese rather than the standard イゴール  Igooru.

Light Speed Cheetah is a base 8000 power grade 2 whose skill activates when it intercepts; by locking one of its own fighters' rearguards that is not currently being attacked, Cheetah gains +10000 shield for that battle. Cheetah follows the trend of those of other special interceptors like Outlaw Shield Mac Lir from LD01: The Dark “Ren Suzugamori, and Pure Wind Jewel Knight Kymbelinus from G-BT02: Soaring Ascent of Gale & Blossom. As with those units, Cheetah's skill is not a generation break, and so can be used as early in the fight as it can be put on the table. The self-locking aspect of the cost synergizes with the new Messiah Link Jokers most of all, as the Messiah subclan relies on unlocking units to trigger card effects.

Meanwhile Immersion Star-vader Bohrium is a support card for “Ω” Glendios and Edict Star-vader Halcion. When an attack hits that Bohrium boosted, if her cardfighter has a Star-vader vanguard, her skill will allow them to check the top five cards of the deck for a “Яeverse” unit and add it to hand. By using this early game with the grade 2 Magnet Hollow, an “Ω” cardfighter can quickly add two “Яeverse” cards to hand and set up their turn 3 plays. Bohrium also helps support Glendios' new stride from Fighter's Collection 2015, Death Star-vader  “∞” Glendios.  “∞” places a card from the opponent's deck into a locked state for every “Яeverse” unit his fighter has in play; through a combination of World Line Dragon on the initial two turns with Ruin Magician on the third, and Magnet Hollow and Bohrium used in conjunction on the second, it's possible to have four “Яeverse” units prepared on the third turn. However, grade 1 space in Glendios decks is tight due to already being split between perfect defense cards, Ruin Magician and the unflipping grade 1 Praseodymium. The advent of a G-perfect defense for Link Joker in G-BT03: Sovereign Star Dragon may alleviate this, as being able to unflip damage through a G-perfect defense would take the weight of unflipping off of Praseodymium.

Next month's issue of Monthly Bushiroad magazine will include with it both black and white versions of a PR♥ISM-Duo limit break enabler for the Bermuda Triangle clan.

Images of the issue's card lore section have also revealed another card for Deletors and one for Shadow Paladin's witch subclan; Delighting Deletor Awiin and Witch of Black Pigeons Goewin.

Sunday, November 23, 2014

Shadow Paladin Extra Study Material: Witch Series

Witchcraft is a parasitic practice. It is created by, then preys on its mother society. So it goes for Shadow Paladin's witch subclan, a build that relies on the opponent to create its own worst enemy. The witch series specializes in punishing unwary opponents for not respecting its skills, making them regret defending while also turning every rearguard called into a bad one, and thinning the triggers from the opponent's deck. VGE-EB11: Requiem at Dusk, released over the 21st, formally introduced the subclan to the English-language format, but the problem for first adopters of the deck lies in justifying a subclan which has done nothing professionally after half a year in Japan.

The focus for Shadow Paladin's witches is on grade 0 manipulation, and this extends beyond mainstream Shadow Paladin's capacity to superior call grade 0s to fuel retire skills; the witches can also cast spells that transform the opponent's rearguards into grade 0s. This gives a form of true field controlling surpassing its aggressive counterparts Kagerou and Narukami, which allows you to effectively punish the opponent for guarding, lock them out of recycling trigger units through legion, and deny them of their key rearguards while ensuring that their lanes can't actually deal damage to your own vanguard. These come at lower cost compared to retire and lock skills, in exchange for being highly conditional and occasionally dependent on chance.

One of the serious weaknesses of the subclan is its dearth of alternative boss cards. Both the grade 3 lineup and the pool of grade 2s that they legion to reflect this. Virtually every witch deck has an identical strategy because there are no good options outside of Mesmerizing Witch Fianna and Cultus Witch Rias.

Fianna is the primary early to midgame boss for the deck. She has a once per turn Nemain-like advantage skill built into her, retiring a unit with a same name as one of the vanguards to draw two cards. Because of her wording the possible retire targets for this expand from three to six the moment she is in legion, but the primary use is to retire extra copies of herself to draw more cards than you sacrificed and build towards having four cards in the drop zone to initiate legion with.

While in legion, Fianna gains a second skill. For counterblast 2 she can reveal the top ten cards of the opponent's deck and force the opponent to call two grade 0s over two occupied rearguard circles of your choice, sending the original rearguards to the drop zone in the process. This skill remains useful throughout the fight as a means to consistently weaken the opponent's rearguards, and over multiple turns can reduce them to swinging with 10000-power rearguard columns. If they choose to call over the grade 0s with new rearguards during their own turn, then for counterblast 2 you've effectively retired two units of your choice at no extra cost while also removing trigger units from the deck--a level of control that Narukami could only dream of. However, Fianna is an extremely costly unit to use, and effectively only activates twice per game under the current circumstances we've described. The witch subclan does have unflipping options that make her substantially more viable, but as discussed further down these options may not be to every fighter's liking.

The subclan's secondary grade 3, Cultus Witch Rias, is ideal as a finishing play because her primary skill only activates at the moment that she performs legion. Prior to that point she can counterblast 2 to reveal the top 5 cards of the opponent's deck and have them call a grade 0 over a unit of your choosing, but this is primarily a way to make up for missing your Fianna turns or the opponent replacing their rearguards during their preceding turn.

Rias' on-legion skill retires one of your own witch rearguards to reduce the opponent's power by -5000 for each of their grade 0 rearguards, at the minimum giving the mechanical equivalent of a Soul Saver Dragon power boost to your own field. Rias can easily surpass the likes of “Яeverse” Daiyusha and other power-decreasing cards by using her skill when the opponent has three or four grade 0s in play, reducing the typical 11000 power base to -4000 or -9000 power. The fact that negative numbers can come into play alone makes her a highly compelling grade 3 option, as with four grade 0s on the field those 19000 power lanes from subclan attackers will be very relevant, requiring ~20000 shield to block. It's telling that even in Extreme Fight format, Rias is the most popular grade 3 option when all of the Genesis witch bosses are on the table.

While Fianna and Rias are both solid grade 3 options, a chief obstacle to the witch decks is the need to support their counterblast costs and make rearguard formations that can compensate for these cards not having innate power skills. Other legion vanguards of the format will attack for at least ~22000 power to demand high shield counts from the opponent, but all of the witch legions at this time are limited to 20000 power exactly, which on the typical defense is no different from a 16000 or 18000 power lane.

The intended first vanguard for this Shadow variant is Witch of Banquets Lir, but Creeping Dark Goat is also viable for this deck. Generally your choice of FVG will swing based on your trigger lineup. Lir's skill lets you put her into the soul to search the deck for two grade 0 units and call them at rest after she boosts an attack that hits while your vanguard is in legion and if the opponent has at least two grade 0 rearguards. This may appear useless on the surface, as it's a +1 that removes trigger units from the deck, but the rationale behind Lir will become more clear when you consider her potential call targets.

The witches as a whole do not require especial counterblast, which gives them access to the entire gamut of Shadow Paladin triggers. That means you can do things like 4 draw 8 critical lineups with three types of draw and five types of critical trigger to deceive the opponent into thinking it's 6 draw 6 critical. However, witches also have access to the first skilled trigger unit in Shadow Paladin, Witch of Goats Medb.

Medb is a stand trigger that when placed on the rearguard can soulcharge 1 to unflip a damage if the opponent has two or more grade 0 rearguards, and if you have a witch vanguard in play. The soulcharge skill is useful because of how dependent the witches are on utilizing the soul to pay for costs, and two Medb can be searched out by Lir's skill, building soul and card advantage so that Medb can be sacrificed for retire skills later on. As witches are already very effective at drawing cards and cycling through the deck, you can effectively substitute Medb in for draw triggers to offset the high counterblast costs of the deck's boss cards. It may be tempting to run a rainbow setup of triggers with 4 heal 4 draw 4 stand and 4 crit, but as a whole the combination of stands and critical triggers are a more cohesive way to fight when your deck already has draw power built into it. Critical triggers will get the opponent to the point where stands are the most dangerous trigger in the game faster than draws will.

Witches do not have their own perfect defense card, but do have a quintet wall, Barrier Witch Grainne. This means they can rely on regular Mac Lirs instead of investing in his more expensive Revenger counterpart, but risk losing early game skill options as a result. The subclan does benefit from quintet wall use as their primary vanguard options are legion pairs, but repeated use is questionable in light of the demanding counterblast requirements. No more than 2 quintet walls per deck is recommendable, and the presumption that quintet walls are necessary for witches can be argued to be one of the obstacles to the deck's success back in Japan.

How often you'll have an opportunity to use early game skills is debatable. Grade 1 soulblasts are unlikely to go off on the turn that you would ride one of your sentinel-bearing cards, and 10000-power attackers usually make no difference on the first turn because most grade 1 vanguards will be at 7000 power in the current format. Hence, the only time that Graine activating subclan attackers will matter is against base 8000 vanguards, base 5000 vanguards and when the subclan attacker is boosted. For reasons discussed further down, it's a generally bad idea for witches to have a booster on the field on the early turns of the game, so as a whole Mac Lir is preferable to Grainne.

For the grade 1 makeup there are about 9~10 slots to fill after Mac Lir and/or Grainne are accounted for. The witch deck's entire strategy relies on getting grade 0s onto the field, so Witch of Precious Stones Dana is a necessary playset. Her on-call soulblast 1 swaps a grade 0 of your opponent's choice from their drop zone onto their field. The caveat to this is that you need to get grade 0s into their drop zone, which provides an incentive for aggressive plays that will persuade the opponent to put cards into the drop zone through guarding.

The subclan's grade 1 attacker Scathach can help generate this aggression, by exploiting the idea set in the opponent's mind that damage and defeat are one and the same. Her attack persuades the opponent to drop a trigger unit to avoid taking early damage, in the process exposing themselves to Dana and Fianna's curses in the following turn, playing off of the fact that they consider losing their field more acceptable than taking damage.

Normally grade 1 attackers serve to get the opponent to drop a shield unit early that later on would have been used to defend an on-hit, preemptively activating that skill later on, but Scathach serves a dual purpose by making the opponent vulnerable to having their field controlled. Versus witches it's often better for the opponent to take damage than it is to guard at all, because the moment one starts defending with grade 0s they instantly become unable to play rearguards without losing them. The alternative is to defend with grade 1s and 2s, which removes useful rearguards from the hand while leaving less useful grade 0s still around, unable to be used either as rearguards or for legion.

From Shadow Paladin's pool of existing witch cards, we have Witch of Nostrum Arianrhod. Arian is an excellent way to accelerate towards legion by card changing triggers into the drop zone in order to try and draw more immediately useful cards, but you need to be careful with this when planning around Lir because you should be expecting to have two free boosters out on turn 3 or 4. You should account for the idea that early on you will only have one booster called from the hand out, so playing multiple grade 1s early is not conducive to using Lir and Medb.

If you don't do this and try to fill the field early to use multiple Arianrhod, Scathach or Dana, when it comes time to take advantage of what may be your only chance at Lir going off, the current field will be too clumsy to support it. When using Lir with a full field you'll stumble into calling a Medb over your existing rearguards, weakening your formation and preventing you from building a +1 off of Lir's skill. If the only open rearguard circles are the one behind the vanguard and in a column that already has a grade 1 on it, you may be forced to call over the rearguard column later.

Phantom Blaster “Abyss” decks have successfully used Arianrhod in the same conservative way while running a playset of her, but four copies is not strictly necessary in this deck. Three can be sufficient enough to get her out regularly, especially since Dana's soulblasting can serve the same purpose. At the same time, using either Dana or Arian early game can clue the opponent in to the fact that they won't be seeing the other one anytime soon. Which one you use depends heavily on the kind of hand you draw into, and how well you can read into the current situation.

Witch of Quests Securna is where things get complicated. Her actual effect is to retire one of your other witch rearguards to give the opponent's vanguard -5000 power. While she can only be used if your vanguard is in legion and if the opponent has at least two grade 0 rearguards, her skill is actually useful at every point in the game in legion format because of how much more valuable each point of damage is. The deck's acceleration options mean she can go off as early as turn 3 or 4, and she's vital to on-hit skills.

So you don't really want her at four copies, except that you do. At least three copies will help get her off consistently, but two is also an option, and how many you run comes down to individual experience. You also need to account for Securna's 6000 power base, which necessitates having either a 12000-power attacker or base 10000 power unit in front of her.

For the grade 2 makeup, Witch of Reality Femme and Inspection Witch Deirdre are both necessary in some respect because they are each one half of the legion vanguards described above. Femme will typically be at 3 in decks that don't use stand triggers, but running Medb calls for an entire playset. As the subclan grade 2 attacker, Femme is the only unit in the deck that can make the most of stand triggers versus the predominantly 11000 power bases of the current format. To a lesser extent she can also help build advantage with Fianna after legioning, being a target for Fianna's persona retire while in legion, but Femme will often bring more to the table by serving her offensive purpose on the field than in her defensive one in the drop zone.

While she falls short of being as much of a threat to crossride units, the number of crossrides in the post-November game is severely diminished, so Femme will not be going out of style anytime soon.

Deirdre should always be at 4 copies for the same reasons as Dana. Not only is she a primary method of getting 0s on the field and accelerating for legion through her soulblast, because of how limited your early game calls are Deirdre is arguably the primary method before you hit legion. The remaining grade 2 space is a contest between Adora and Nemain.

Witch of Attraction Adora is the one witch that the English format has yet to see. Released as a promo card in part of Cardfight Pack 14 in Japan, and expected to be released in Pack 12 in English, Adora is the first in the witch series to require especial counterblast. When her attack hits a vanguard, her counterblast 1 reveals the top 5 cards of the opponent's deck and forces them to call a grade 0 unit from there over an occupied rearguard circle of your choice.

Adora effectively achieves Rias' skill for less counterblast in exchange for being an on-hit, and synergizes well with the witches' existing impetus to make early attacks that capitalize on their stand triggers and get the opponent to drop shield before Adora comes out. Her primary weakness is the especial counterblast cost, which limits your trigger pool much more significantly and encourages using witch quintet walls over non-witch Mac Lirs. Adora is an ideal early game ride and a counterblast that you don't have to dedicate to until your attack hits, and unlike the other non-legion support she's live the moment she hits the field, so you don't have to wait for an opponent to defend with a grade 0 first.

The Witch of Attraction is not out yet however, and that leaves one last witch to consider; the original. Skull Witch Nemain is a familiar card to veteran Shadow Paladin cardfighters, designed as the perfect sacrificial target. On-call Nemain can counterblast 1 and discard a Shadow Paladin to draw two cards, turning herself into a +1 that can be used either as an interceptor that benefits from the opponent's crippled rearguard lanes only attacking in the ballpark of ~11000 power, or into a retire target for Rias and Securna. She's helpful in setting up legion, as every use of her represents two cards in the drop zone, both herself and her discard target. While Nemain can support either stand or draw decks, she and Fianna together make draws somewhat redundant. Conveniently Nemain has been reprinted as a single rare in EB11, but the old triple rares and special parallels are just as usable.

She has also aged well compared to the rest of BT04's card pool. Nemain's weak 3000 power base, so low that no other grade 2 in the game has anything on part with it, has been overhyped for what it can do to your turn 2 ride. The reality is that most opponents will not have the optimized hand for filling the field if faced with her, and trigger rushing leaves them exposed to activating your Securna and Rias for you further down the line. Her strengths outweigh her weaknesses. The opponent seeing you ride her also lulls them into a false sense of safety, causing them to believe they have already won based on these early turns when they ought to have their guard constantly up against a witch deck.

Overall the witch series is more difficult to play but also more rewarding than their Revenger counterparts. A witch deck played poorly will do significantly less than an “Abyss” or Raging Form deck played poorly, but a witch deck played well will exceed their contemporaries in every respect. The subclan is made and broken by the skill level of the cardfighter commanding them, requiring unorthodox planning around grade 0 calls and an appreciation for the properties of legion. Those more familiar with the Revengers will find themselves challenged and potentially turned away by the witches' opaque card skills, but seasoned Shadow Paladin cardfighters that first cut their teeth on Phantom Blaster or Ildona will find themselves right at home with the mix of advantage-based play and careful consideration of costs. As with their predecessors, there is no direct "win condition" compared to the competing restand decks within the clan, but a combination of related skills that can each push the game in their own respect, until you've won before the opponent can ever realize it.

Wednesday, November 7, 2012

Oracle Think Tank Extra Study Material: Scarlet Witch, CoCo

Photo by rawritzrichii, not to be reposted without the original photographer's express permission.
One of the more controversial aspects surrounding BT07: Rampage of the Beast King was its new direction for Oracle Think Tank, a direction comprised of many different techniques summarily geared toward a "soulless" witch deck. This has its origins all the way back in BT02: Onslaught of Dragon Souls, but itself seems contradictory to the very idea of OraThin decks--which had debuted with CEO Amaterasu as their key card, a megablasting unit that soulcharged one card every turn. In face of that, the very concept of an empty soul is contradictory to the OraThin play style and requires outright rejecting the Tsukuyomi series and its various support cards. This is one of the primary reasons that CoCo herself was so unsuccessful on debut, since even before Tsukuyomi, OraThin was all about soulcharging and their only ways of reliably removing soul were Luck Bird and Blue Scale Deer, both of which required either missing out on CoCo's skills for or not using the clan's then-current FVG, Lozenge Magus.

The first step in making the strategy viable then, is a change of first vanguard. Ichibyoshi won't fly here, and while Lozenge and Eclair both keep a card out of your soul, there's a far more viable first vanguard designed specifically for the witch deck. Like Ichibyoshi, Little Witch, LuLu lacks the outrider skill now common to FVGs, but instead lingers in the soul until you reach grade 3; at that point, LuLu can move to the rearguard, increasing the total number of cards under your control by one and giving you 5000 power to toy around with. Her second skill is what really defines her as the first vanguard for the build, however. When LuLu is played, she functions as a grade 0 Luck Bird, soulblasting 2 to draw one card, so your actual advantage in the soulless deck goes up to two the moment she comes out.

That takes three cards out of the soul, which in a typical game are all you have--LuLu the FVG, as well as your grades 1 and 2 that you rode. That means that if you ride Scarlet Witch, CoCo then you can immediately activate her counterblast 2 after LuLu's skills have been resolved to draw two more, for a net increase of four extra cards. This is the same advantage you get with flawless Tsukuyomi rides plus her counterblast, but without the difficult six-soul restriction to work with and as a trade off, base 10000 for CoCo instead of 11000. As an added bonus though, when you have zero cards in the soul, CoCo gains +3000 power--factor in Milk's boost and you have a 23000-power vanguard line, a definitive crossride killer as well as a line that's safely inside the standards of modern games for pressing every other type of unit available.

Emerald Witch, LaLa is the grade 1 of the expansion and while she received a lot of attention in promotional material, her skill is lacking compared to her high rarity. LuLu when called, allows you to discard one card if you have zero soul to draw one more. This is useful for getting access to a wider range of cards while potentially ditching extra grade 3s or draw triggers in favor of fixing up your ability to attack or defend, and there are arguably times when calling her over Dark Cat would be best, but the skill overall isn't necessary for the deck and it's mostly a lackluster ability with a restriction tagged to it so that no other ThinkTank deck can use her.

Battle Sister, Omelet is the witch deck's equivalent to Royal Paladin's Kay. She starts at base 7000, and climbs up to 10000 when attacking from the rearguard, if you have zero cards in your soul. That restriction causes her to miss out on Kay's early game value, but she can still work in place of drawing Wiseman. I would not heavily recommend her for the deck except for her 7000 boost, because this variant of OraThin already has so many good grade 1s competing  for the space, but if you feel that your deck needs more options for its lines, then Omelet won't be a bad alternative.

Battle Sister, Glace is the first real point of interest outside of LuLu; like Mocha, she's an 8000-power unit that goes up to 11000 under specific conditions, but her condition isn't as restrictive. Glace simply kicks in when you have zero cards in the soul during her attack, and that makes her ideal for forming easy 15/16000-power lines, and for forming a slightly less-easier 18000 line with Dark Cat for dealing with crossrides. The best way to go about this is to take advantage of CoCo and LuLu together enhancing your hand while also reaching the zero soul count and include Mocha with Glace, for two 11000-power units that maximize the witch deck's effectiveness both versus 11000 vanguards like Tsukuyomi and for a greater bonus versus the aforementioned crossrides.

Blue Scale Deer was introduced much earlier as a promo card, and has the same 8000 power as Glace but with no power gain, will generally need Gemini for support. When his attack hits, you can soulblast 2 to draw one card. This conserves you counterblast instead of needing Libra to gain advantage, saving it for CoCo, but was generally only used to support CoCo before LuLu was introduced. The difficulty now is that you'll only have the necessary soul either through deliberate soulcharging of Psychic Bird, or multiple grade 3 rides, and Blue Scale can't hit for the numbers that the crossride environment developed after its release now demands. One or two may be occasionally useful in prolonged games where multiple post-CoCo rides take place, but it's definitely not a four-of and may not have a place at all in your deck.

(Incidentally, for those wondering as to why Blue Scale is in OraThin, the sika deer that it's modeled on are considered messengers of the Shinto gods. The witch series cards in general seem to be based on shrine maidens, using Shinto-Buddhist imagery like the magatama on NaNa, shide on CoCo and vajra held by LaLa, while CEO and Full Moon are modeled on the actual Shinto deities Amaterasu and Tsukuyomi.)

Sky Witch, NaNa is CoCo's secondary rearguard after Glace. Like Glace, Nana is intended to go for 11000 before boosting, by gaining +1000 power during your own turn when your vanguard has zero cards in the soul. In the vanguard circle that gets bumped up to a +3000 boost, letting her go for the same 23000 as CoCo if you ride her as your grade 3, but this should only be a temporary maneuver at best. While having another option for an easy 16-18000 line is good, we've come to expect more from grade 3s over time and there is a case to be made to use Apollon over NaNa. This is a difficult position to take, since Silent Tom would normally be superior to NaNa, but again the crossride environment harms him very much since he himself can't go for 18000, and one of the primary goals in running the witch deck is to scale OraThin's power up to match the post-BT05 format. NaNa is something to consider, but is the most common target for LaLa's skill, and you should consider whether you're really running her as a valuable rearguard or as easy-answer fuel to that.

Battle Sister, Souffle is a less extreme rearguard than NaNa. While not part of the witch deck herself, she was released contemporary to it and has some of the same uses. She gains +2000 power when boosted by an OraThin unit, meaning that she can go for 18000 in the rearguard with Milk and similar 6000-power grade 1s, so she's an even easier anti-crossride unit than the other cards. Furthermore, with Gemini she can hit 20000, enough to press the 10000-power vanguards that have sprung to prominence in the English scene like Garmore. Souffle and NaNa share a trait of not going for particular extreme numbers, but instead play to a slower game that's won over many turns rather than the blitz tactics of the old days.

I discussed CoCo at the beginning, but the alternate grade 3 of this build may come as a surprise. Goddess of Flower Divination, Sakuya is about as old as the Scarlet Witch in terms of development, and is fairly vital as an alternative ride. She shares Amaterasu's continuous skill, gaining +4000 power when you have four or more cards in hand, which means that all four main OraThin vanguards now go for over 21000 power with Milk, and all of them except Tsukuyomi can plow right through crossrides. Sakuya's second skill is to return all OraThin rearguards to the hand when ridden, allowing the field to be freely rearranged as an open field, and for the reuse of skills. Now, this is the vital point; LuLu's skill can be resolved before Sakuya's. That means that you'll not only have gained a two-card advantage from LuLu's superior call from the soul and her draw, but you'll also have moved 10000 shield into your hand for defensive purposes. While any future CoCo rides will miss out on +3000 power due to Sakuya being in the soul after this, you can still get off CoCo's counterblast for two additional cards, giving this build equal but still much more controlled drawing when compared to Tsukuyomi.

Overall the Witch build is an excellent new direction for OraThin. While it doesn't have the same defensive power as Tsukuyomi, it does give the same overall access to the cards in the deck, along with much-needed offensive options to keep the clan current for the pro scene. It's easy to see how this deck has performed so well in Japan, and while key cards like Dark Cat and Sakuya won't be available to the EN game until January, it should leave the scene well prepared for February. CoCo is much more aggressive than Tsukuyomi, so it will not be so easy to simply jump from one build to another. Rather, find which one suits your style best, and pursue that one alone rather than try to hybridize the builds.

Six pros use this deck.