Series Review: Da Capo #04: Mechanical Banana.
March 30, 2012 in Series Reviews, Singles Review by Chitosev
Hi, this is Chitosev. This week, following the articles from the previous Da Capo reviews, I will be sharing about the other Characters with the Banana trait and Mecha trait, or both. Read more after the Jump!
I will be splitting this article into various section, with 1 on Miharu, 1 on Myu, and a special mention on other related cards.
Puppy-like Underclassman – Amakase Miharu

DC/W01-053R 天枷 美春 / Amakase Miharu
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【C】 All of your other Character cards with 「Nemu」 in name gains Power +500.
【C】 ASSIST: All Character cards in front of this card gain Power +500.
Whenever someone mentions Miharu, most seasoned D.C. players will think of this card first. Introduced in the very first booster, this iconic support is part of the very popular Miha-Nemu beatdown deck that shone back in the older days.
This card gives a global boost to all Character cards with Nemu in their names, as well as an additional 500 boost to anyone that happens to be in front. Any Nemu character card would already get a decent power boost of 1000 by standing in front of an Amakase Miharu, and with 2 of them in the back row, it is a 1500 power boost to the sides, and a 2000 power boost to the middle, which isn’t a small amount even at this point in time.
However, cards with Nemu in name aren’t that spectacular now, as compared to new effects that is constantly releasing. It also has a rather disappointing Level 3 character. The Miha-Nemu deck would still have a certain level of survivability, but definitely not for long in this new power-based era…

DC/W01-059U ロボ美春 / Robo Miharu
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【A】 When the Character card this card is battling is put into 【Reverse】 mode, you may put that Character card onto the top of your opponent’s deck.
【A】[①] When this card attacks, and the Climax 「Miharu’s Music Box」 is in play, you may pay the cost to activate this ability. Should you do so, select 1 Character card from your Waiting Room and add it to you hand.
A basic Climax-Synergy retriever with an additional effect. Its first effect allows you to put any defeated opponent onto the top of his deck. This effectively seals any Encore ability the character has, and can confirm the next 1 damage. The climax in question is also that of a Comeback (gate) icon, making this retriever combo a very valuable one.
However, for a character that is Level 1 and cost 1 stock to play, its power level is rather low. Even with certain supports and the climax in play, it will still face difficulties defeating Level 1 or above characters, so 1 can simply aim for the remaining Level 0 characters or even put a Y-Shirt Minatsu behind this character, making it a possible Self-Destruct.
This card also has an accompanying Bond character that can give any character with Miharu in name a 500 power boost, letting you access this retriever combo even more easily as well as provide this little attacker a little bit more firepower.

DC/W01-060U 美春&音夢 / Miharu & Nemu
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This vanilla, having braved the Level 2 battlefield for a year or so, deserves a worthy mention.
Because it has Nemu in name, it easily achieves a power level of 10000 by putting it in front of a Amakase Miharu, and if you have 1 more behind, it can reach 10500 at the sidelines, and 11000 in the middle. This was a power level widely chased after by many in the past, but easily obtained in this present.

DC/W01-E12C 水着の美春 / Swimsuit Miharu
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【S】[Put this card to 【Rest】 Mode] Select 1 Character card in your Waiting Room with the <<Doll>> trait and add it to your hand. Select 1 card in your hand and put it into your Waiting Room.
First introduced in the D.C. D.C.II Extra Booster, and later reprinted in the D.C. D.C. II P.C. Extra Booster.
This is a card with an excellent effect that is overlooked by many, as it has little significance within Neo-Standard. By the light cost of simply putting this character to Rest mode, you can exchange 1 card in hand with any character card in your Waiting Room spotting the Doll trait. Within Neo-Standard, this effect is only able to retrieve Alice cards, as she is the only one with the trait. Most people would use this card alongside with Swimsuit Alice for a repetitive cheap Field-Swarming / Cost-Saving combo.
This card would see more usefulness in Neo-Standard, as there are many more cards that spot the Doll trait. Notable targets will be Vita from Nanoha A’s and Iori from THE IDOLM@STERS.

DC/W09-056R ゼンマイ美春 / Mainspring Miharu
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【C】 This card cannot be put to 【Stand】 mode during your Stand Phase.
【A】[Put 1 of your Character card to 【Rest】 mode] During the start of your Draw phase, you may pay the cost to activate this ability. Should you do so, put this card to 【Stand】 mode.
A Level 1 beater introduced in the D.C. D.C. II P.C. Booster.
For having a power of 6000 at 0 cost, it has a rather manageable side effect. In order to put this card to Stand during the start of your turns, you would have to put another character of yours from Stand to Rest. In a normal Mecha deck, this is hardly a problem as you would usually have support characters in your Back stage that would probably do nothing. In other decks, however, putting other Characters to Rest may be quite disadvantageous as you could probably use them for other abilities.
An important thing to note is that a player should not usually put more than 2 Mainspring Miharu onto their field. If all of them survive, you would end up having at most 2 of them in Stand mode during the start of your turn. Do be careful on when you would need to play multiple copies down.

DC/W09-067 忘れない思い出 美春 / Unforgettable Memories Miharu
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【A】 When this card attacks, reveal the top card of your deck. Should it be a Character card with the <<Mecha>> trait, you may select 1 Character Card in your Waiting Room and add it to your hand. Should you do so, select 1 card in your hand and put it into your Waiting Room.
A decent utility card that many could try in a Mecha-based deck. While it does have a rather low power for a Level 2 character, its ability is rather useful, helping you set up your hand for a Level 3 all out attack, or simply stocking up on Backups. All you have to do is to reveal a Mecha character when this card attacks, which is relatively easy if almost the whole deck is of that trait. Having no additional cost also help conserves stock for better compression, and you can even get rid of excessive Climax cards that are stuck in your hand prior to a Refresh, because revealing the last card of your deck doesn’t trigger the Refresh yet.
Expressionless(?) Mechanical Maid – μ
Fun fact: the name of the prototype for μ is Mifuyu.

DC/W01-062 μ(ミュー)/ μ(Myu)
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【A】 When this card is put to 【Reverse】 mode, if the character card that this card was battling is Level 0 or below, you may put that card to 【Reverse】 mode.
【A】 When this card is put to 【Reverse】 mode, select 1 of your Character cards, during this turn, it gains Power +1000.
One of the most popular Level 0 characters in the D.C. and D.C. II expansions.
It features a simple self-destruct ability that can bring down any Level 0 it happens to battle with, along with another simple effect that grants a Character of yours a power boost of 1000 when this card is put into Reverse from battle. Playing this card at Level 0 grants you an ability to take down 2 of your opponent’s characters with the cost of 1, allowing you to gain more advantage over your opponent. During the later levels, you can also use this card to simply deal more soul damage and give a slight power boost to another Character in order to overpower any character they may be battling.
All this, for a common card.

DC/W09-T11TD素直でがんばり屋μさん / Honest and Hardworking μ -san
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【C】 ASSIST: All Character cards in front of this card gain Power +500.
【A】【Counter】 BACKUP 1000 Level 1 [Put this card from your hand to your Waiting Room] (Select one of your Front Attacked Character, during this turn, it gains Power +1000.)
First appearing in the D.C. D.C. II P.C. TD, and later in the booster as an uncommon.
A rather peculiar card, which serves its purpose in many different situations. It has a simple Assist effect of 500 power boost, and also doubles as a Backup for a 1000 boost. If you lack a small power boost to slightly overpower your opponent, you could play this card down for the 500 boost. On the contrary, if your opponent has the tendency to overpower your character by mere 500 power, you can keep this card in hand and use it as a regular Backup as well.

DC/W09-057Rお料理成功!μさん/ Cooking Success! μ -san
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【A】 When this card is put from the Waiting Room onto the Stage, put this card into the Memory.
A decent level 2 attacker of 9500 base power, with a somewhat insignificant side effect. Simply put, this card will go to the Memory if you attempt to save it from the Waiting Room by any means. Seeing as how this card has no other in-built Encore ability besides the standard 3 stock cost Encore, this isn’t must of a hindrance. One can simply opt to not save it if it ever gets Reverse. This side effect is only more of a pain when you’re low on hand cards and needs to keep some attackers alive to attack another turn. With the proper supports, and also some counter cards ready, this card won’t go down easily either. Recommended to play this card in a more Mecha or Maid based deck, as they have their specific support and even counters, which can aid in keeping this card alive for another turn.

DC/W09-063C お掃除μさん / Cleaning Process μ-san
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【C】 All your other Character cards with the trait <<Mecha>> gain Power +500.
A global power boost to all other Character cards of the Mecha trait. This card is useful in both Neo-Standard and Standard, seeing as how there are actually quite a number of Mecha cards in Neo-Standard itself. Standard-wise, this card can be played alongside the Numbers in Nanoha StrikerS, or even the Eva units in Evangelion, just to name a few. A decent support card to include in any Mecha based deck, either for the earlier levels before the other support characters can be played, or just a decent 1000 boost throughout the game with 2 sitting in the Backstage.
Special Corner – The other Mechas and Supporting roles

DC/W01-058U白河 暦 / Shirakwa Koyori
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【C】All your other Character cards with 「Miharu」in its name gain Power +500.
【A】[①] BOND /「Robo Miharu」(When you play this card onto the Stage, you may pay the cost to activate this ability. Should you do so, select 1 「Robo Miharu」in your Waiting Room and add it to your hand.)
Sister of the popular school idol Shirakawa Kotori, she is the teacher that provides technical support for Robo Miharu while she takes Miharu’s place. Her primary use is to retrieve Robo Miharu with the light cost of 1 stock, giving you easier access to the character retriever combo. Her 1st ability to give all Miharu a slight power boost of 500 makes Robo Miharu’s battle ability slightly more useful, as it allows Robo Miharu to take down much more targets.

DC/W01-061U 水越 舞佳 / Mizukoshi Maika
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【A】[①] When this card is put onto the Stage from your Hand, you may pay the cost to activate this ability. Should you do so, search your deck for up to 1 Character card with the trait <<Mecha>> and add it to your hand. Shuffle your deck afterwards.
The descendant of the Mizukoshi family from the D.C. universe, this teacher acts as a support/ guardian for Minatsu in the series. As a card, she offers her support to all character cards with the Mecha trait. She spots a Come-Into-Play deck search ability for any Mecha character, and unlike many other who shares this ability, the cost for this ability is only 1 stock cost. However, reducing the cost for this search ability took a great amount of power away from her, leaving her with a puny 3500 power that can barely stand up to level 2. One should only splash 1-2 copies of this card for a quick search for any key card you are lacking in a Mecha-based deck. If you play Y-Shirt Minatsu, you can still make use of her level to take down some troublesome characters.

DC/WE01-023PR 沢井 美秋 / Sawai Miaki
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【A】 When this card is put onto the Stage from your Hand, select one of your Character cards with the trait <<Committee Chairman>>, during this turn, this card gains Power +1000.
As her name suggest, she is related to Maya in the game. Her effect as a card also supports her directly, as the most significant Committee Chairman in the D.C. D.C. II series of expansions would be Maya. On play, she can give any Committee Chairman a temporal boost of 1000 power, allowing you to try and overpower any characters that your Committee Chairman may be facing. Having a base power of 5000, this card is also a rather fine level 1 attacker. Anyone attempting a Maya-Mecha deck should include this card into consideration as well.
Overall Review:
There are a lot of Mecha cards in D.C. D.C. II expansion itself. It is a viable trait to be played on its own even in Neo-Standard. It features many retrieval and hand exchange mechanism that may help ensure a stable and consistent play through. The general power level of a pure Mecha deck isn’t that low as well, seeing as how it has access to some bigger Level 2 beaters. Interested people may gather the cards and actually give the Mecha mainspring a spin for another different experience that D.C. D.C. II can offer.