Series Review: Da Capo #08 – The Magic of Da Capo

May 22, 2012 in Reviews, Series Reviews, Singles Review by Chitosev

Hi all, this is Chitosev. I’m sure all Da Capo fans out there are hyped up about the release of Da Capo III this week, but just before we get to the future (or the past, for the matter), stick with me through this last article of the D.C. review series, which will cover what I believe is the most significant and important trait of the whole of Da Capo. Read more after the jump!

This week, I will be reviewing the various cards spotting the Magic trait in Da Capo. As I’m placing my focus on cards centered around 5 characters – Nemu, Sakura, Otome, Yume and Aisia, this is definitely not all that Da Capo has to offer for this particular trait.

Little Distance – Level 0

DC/W01-001RR 学園長のさくら / School Principal Sakura
Text:
【A】 BOND/ 「Sakurai Yoshiyuki」 [①] (When this card comes into play from your hand, you may pay the cost to activate this ability, then search your Waiting Room for 1 「Sakurai Yoshiyuki」 card and add it to your hand.)
【S】 [① Put this card to 【Rest】 mode] Choose 1 of your Character card with 《Magic》 Trait. Until the end of the turn, it gains Soul +1.

We’ll start this review with one of the 1st RR in the game. It spots a Bond ability to search back a Level 1 global that is cost 0, which you can easily play out because of this card’s existence (more on the Bond target later). Besides a Bond for a cost 0 character, which is rather advantageous already, it also spots a useful second ability that can add more force in any fo your Magic characters with a light cost of 1 stock and putting this card to rest. Both its Bond and the soul-adding ability is great for paying out Climaxes, and with just this one card, you can easily pay out a Climax at the 2nd topmost card, which helps you conserve your other cards in hand.

Definitely worth the RR rarity.

 

DC/W01-003R 音夢&さくら / Nemu & Sakura
Text:
【C】 During your turn, all other Character cards you control gain Power +500.
【A】 When this card attacks, all your other Character cards gain Power +500.

A card that gives all your Characters a 500 power boost, and later yet another 500 power boost when this card attacks. Its power is very low for a Level 0, which means it will not have much of a presence on the Stage. Best played to simply attack for damage and stocking up, with an additional 1000 boost to your Characters for ease in defeating the opposing character. For 0 cost.

DC/WE01-020PR 芳乃家の居候 アイシア / Yoshino Family’s Freeloader Aisia
Text:
【S】[②] Choose 1 of your other Character cards, during this turn, that card and this card gains Soul +1.

A Promo card first introduced with the Da Capo II Plus Communication Trading Cards, and later reprinted in the D.C. D.C. II P.C. Extra Booster for easier access. For the cost of 2, you can bring up the Soul value of 2 Character cards, including itself, for better Side Attacks, or simply to deal in damage in desperate times. Since it is a Level 0, one can use it to pay out Climaxes at an earlier stage, and by dealing more damage, increase the chance of your opponent getting stuck at Level 0 by making him cancel more easily.

DC/W09-003R 朝倉家のお母さん 由姫 / Mother of the Asakura Family Yuki
Text:
【C】 During your turn, all your other Character Cards gain Power +500.
【A】[Put 1 of your Other Character Cards to the top of your deck] When you put this card onto the stage from your hand, you may pay the cost to activate this ability. Should you do so, choose 1 of your Character Cards, during this turn, it gains Power +1000, Soul +1.

Rather peculiar card. Its first effect offers a small boost of 500 for all your other Character cards. It spots a Come-Into-Play second ability that sacrifices one of your Characters to the top deck, to give another character a boost of 1000 power and 1 soul. While you lose a character from the Stage directly, it allows you to confirm your next trigger, which is crucial in many situations, especially with the mass of D.C. cards requiring you to reveal a certain card from your top deck for various abilities.

 

DC/W09-004R 桜の枝を携える少女 / Girl holding a Branch of Cherry Blossom
Text:
【C】 RECOLLECTIONS: If you have cards in your Memory, this card gains Power +1000.

A 3500 attacker that cannot be 3500 on your first turn. You would have to first send a card to the Memory before you can use this card to defeat other Level 0 beaters. While its condition is the slowest to fulfill for 3500 Level 0 characters, it is definitely one of the easiest to maintain at the power of 3500, since there are almost no cards in Da Capo Neo-Standard to move cards from your Memory elsewhere.

 

DC/W09-009U 特別補修中 アイシア / In the Middle of Special Lessons Aisia
Text:
【A】 When this card attacks, reveal the top card of your deck. Should it be a Character card with the Trait 《Magic》, you may choose 1 of your Opponent’s Level 0 or below Character card in their Center Stage, and return it to his hand. (Return the revealed card to its original position)

An ability to return your opponent’s front row Level 0 character. The ability can easily be triggered in a Magic based deck. You can return characters of 3500 and above that has Come-Into-Play possible side effect in an attempt to disrupt your opponent, or to simply push for more damage by opening slots for direct attacks. This card would see less play in later levels, but if you are able to reduce your opponent’s character’s level, you may continue to disturb them with this card’s ability.

 

DC/W09-014C 複雑なお年頃 音姫 / Complicating Age Otome
Text:
【A】[①] When this card is put from your Hand onto the Stage, you may pay the cost to activate this ability. Should you do so, this card gains Soul +1, and during the end of this turn, put this card into the Memory.

A very good card for stocking up memory, within or outside of Neo-Standard context. Its Come-Into-Play ability allows you to pay out climaxes triggered during early game, and the additional soul makes it good to push for damage, or to simply side even characters of Level 1 or above for the Memory it will provide.

 

DC/W09- 051RR 元気な音夢 / Energetic Nemu
Text:
【A】 When you use the 「BACKUP」 ability of this card, choose 1 of your Character cards with the trait 《Banana》 or 《Disciplinary Committee Member》, during that turn, that card gains Level +1.
【S】【Counter】 BACKUP  1000 Level 0 [Put this card from your Hand into the Waiting room] (Choose 1 of your Front Attacked Character card, during this turn, it gains Power +1000.)

One of the rare few Level 0 Backup ability in the whole of WS itself, and it spots a useful ability as well. While you use the Backup for the minute 1000 boost, you can increase the Level of your Banana or Disciplinary Committee characters to avoid it being destroyed by Self-destruct abilities. The Backup being at Lvl 0 makes it even better, as more Self-Destruct abilities are present during the early Levels. You can also use the increase in Level to enhance your own artificial self-destruct, with the support Y-Shirt Minatsu shown previous in the Minatsu article.

 

DC/W09-053R 素直で甘えん坊 由夢 / Honest and Spoiled Yume
Text:
【A】[①] When this card attacks, you may pay the cost to activate this ability. Should you do so, put 2 cards from the top of your Deck into your Waiting Room. If all those cards are Character cards with the trait 《Magic》 , choose 1 Character card in your Waiting Room, and put it into your Hand.

Yes, yet another card that allows you to pay out climaxes. However, unlike Come-Into-Play abilities, you are able to more readily pay out freshly triggered climax cards, as you only pay the cost while you attack with this card. If the ability scores a hit, you can also earn yourself a healthy deck thinning as well as a character card. All for the stock cost of 1.

 

DC/W09-108PR 由夢&はりまお/ Yume & Harimao
Text:
【S】[Put this card to 【Rest】 mode]Choose 1 of your Character cards with the trait 《Magic》, during this turn, it gains Level +1, Power +1000.

A promo card given together with the Bushiroad Asakura Yume sleeves, back when sleeves weren’t made in HG quality. It gives a small power boost to any Magic character you have, which can be good enough to defeat many characters, especially during Level 0. The level boost also protects your character cards from Self-Destruct of same level or below.

 

DC/WE08-03C 世界が忘れた少女 アイシア / The Girl Forgotten by the World Aisia
Text:
【A】 When you put this card from your Hand onto the Stage, during this turn, this card gains Power +1500.
【A】 When this card would be put from the Stage into the Memory, put this card into your Stock.

A 1-turn 3500 character that can take down many standard Level 0 beaters with the appropriate support. Its second ability is rather extreme to achieve, seeing as how there are very little cards that can send your card to the Memory, besides by Change. However, in the event that you do use a card that has a “side-effect” of sending cards to the Memory, this card can provide you with that 1 extra Stock.

TIME WILL SHINE – Level 1

DC/W01-002RR 朝倉 音姫 / Asakura Otome
Text:
【A】 When you put this card from your Hand onto the Stage, choose 1 of your Character card that is in 【Stand】mode, and put it to 【Rest】 mode.
【A】 ENCORE  [Put 1 Character card from your Hand into the Waiting Room]

One of the best Level 1 Magic attacker, even up to this date. You would have to prepare a Character to put to rest, else this card will put itself to rest, immobilizing itself for 1 turn. Its 6000 power may be quite low in current context, but still, coupled with the appropriate support and the Draw-1-2000-1-Soul type of climax, it can still take down a great deal of Level 1 attackers. Not forgetting the in-built Drop-Encore ability that can allow this character to live longer on the stage.

 

DC/W01-009U 桜内 義之 / Sakurai Yoshiyuki
Text:
【C】 If you do not have any Character cards with the trait 《Magic》, you cannot play this card from your Hand.
【C】 All your other Character cards with the trait 《Magic》 gain Power +500.
【S】[④] Choose 1 of your opponent’s Level 2 or above Character card in his Center Stage, and return it to his hand.

The 1st ever Global Magic Support there ever is. But, in order to play 1 down, you must first have a Magic character already in play. This does not seem to be an issue for a Magic based deck, but there are situations where this side effect becomes fatal…

It also has an expensive Startup ability that allows you to return a Level 2 or above character in your Opponent’s Center stage to his hand. Unless you definitely need to get rid of that character, I would suggest not using this ability, as the stock can easily be used for many other greater things.

 

DC/W01-019U / DC/WE08-65C  決意 / Resolution
Text:
Choose 1 of your Character cards with the trait 《Magic》, during this turn, it gains Power +2000, Soul +1. During the end of that turn, put the Character card into the Memory.

A very interesting event, and the first few abilities of sending cards to the Memory, even though there was no Recollections until at least 2 years later. It gives a boost of 2000 power and 2 soul to any of your Magic character. The 2000 power can be used to overpower any Level 1 counter limits, and the 2 soul can be used to either deal greater damage, or for better Side Attack options. Note that the character would not be able to go to the Memory if it got Knocked Out in battle, as it would simply go to the Waiting Room first, and Encoring the character erases this card’s ability from it.

DC/W01-051RR ゴキゲンな由夢 / Good Mood Yume
Text:
【A】[①] When this card attacks, and the Climax card 「Welcome Back」is in play, you may pay the cost to activate this ability. Should you do so, choose 1 Character card in your Waiting Room, and put it into your Hand.
【A】ENCORE  [Put 1 Character card from your Hand into the Waiting Room]

A very good retrieval character, all the way since the first booster. Many people would ask, why is this card of RR rarity when the climax is not even a Pickup (Gate) Climax. I dare say, it is only RR because its Climax is not the Pickup, but that of a +2 Soul. The +2 Soul allows you to Side Attack even Level 2 characters, while retrieving character cards, even during Level 2. By side attacking, you can account for this card’s very low power, allowing it to stay alive without pay additional resources, which can help to block off 1 damage from you also. And you can simply drop a character to Encore this character, should it fall in battle during your opponent’s turn, and gain access to its retrieval ability again, without having play down another copy, which would take up another of your Stock.

 

DC/W01-052RR お手製弁当を持つ音夢と由夢 / Holding Handmade Lunches Nemu and Yume
Text:
【S】[③ Put this card into the Waiting Room] Choose 1 of your opponent’s Level 2 or below Character card in his Center Stage, and put it into his Waiting Room.

A popular Level 1 back in the older days. It has Nemu in its name, making it a target for Amakase Miharu. It also happens to be the only Level 1 Cost 0 Nemu character even until now, making this card a valuable addition to any Miharu-Nemu decks.

Its ability is rather good, which allows you to trade off this card and 3 stock with 1 of your opponent’s character, without eating additional hand cards. If you use this ability to target a changed-out Level 2, it would be more cost effective as your opponent should have paid a bit more resource just to advance summon a character.

 

DC/W09-106PR 青空を見上げる 音姫 / Looking up at the Blue Sky Otome
Text:
【C】 All your other Character cards with the trait 《Magic》 or 《Student Council》 gain Power +500.

Another Global Magic Support, minus the play condition, and extending its reach to even the Student Council trait.

DC/W09-107PR 意地っ張り由夢 / Obstinate Yume
Text:
【C】 All your other Character cards with the trait 《Magic》 gain Power +500.
【S】[②] Choose 1 of your opponent’s Cost 0 or below Character card in his Center Stage, and put it into his Waiting Room.

…And because there can never be enough Level 1 Global Magic Support. This is a Climax promo card from the 2010 Weiss and Schwarz League tournaments, which holds onto its high price tag even up to now. Its second ability allows you to take out Cost 0 characters, notably Level 1s. You can use it to send away any character that has too much power for you to overcome, or to simply get rid of Self-Destructs of cost 0 or below.

 

DC/W09-102TD 花より団子 音夢 / Hana Yori Dango Nemu
Text:
【A】 When you put this card from your Hand onto the Stage, you may choose 1 Character card with the trait 《Magic》 in your Waiting Room, and put it onto the Top of your Deck.

A very technical card. Its main use is to actually control your next trigger, but since it only extends its Reach to Magic characters, one can only succeed in the Reveal-Top abilities that are played around the Magic trait. A fun combo would be to use this card with Swimsuit Alice from the Extra Boosters, which allows you to first confirm the character you want to play out by the ability, and yet allows you to save the cost of first retrieving the character to hand and then playing it out.

 

DC/W09-109PR 朝倉家 由夢&由姫&音姫 / Asakura Family Yume & Yuki & Otome
Text:
【C】 During your own turn, all your other Character cards with 「Asakura」, 「Yume」 or 「Otome」 in their card game gain Power +1000.

A Promo card that gives a whooping 1000 power boost to cards with any of the stated names. Many cards in the Magic trait is either Asakura, Yume or Otome, which allows this card’s ability to reach out to many more targets, including another copy of itself.

 

DC/W09-001RR 玩具の魔法使い アイシア / Magician of Toys Aisia
Text:
【A】 When this card attacks, and the Climax card 「Last Time」is in play, during this turn, this card gains Soul +1, Power +1000.
【A】 ENCORE  [Put 1 Character card from your Hand into the Waiting Room]

A good Level 1 attacker. While its power is not really that fantastic even after the pump from the Climax and the ability, it has the potential for dealing higher damage, and the 3 soul base after the Climax and ability makes good Side Attacks as well. It also spots the Drop-Character Encore ability so that it can live another turn for another no-cost high-soul attack.

 

DC/W09-017C 付属制服の音姫 / Affiliated School Uniform Otome
Text:
【C】 RECOLLECTIONS: When you have 2 or more cards in your Memory, this card gains Power +1000.

A card that brings its own power to 6000 if you have 2 or more Memory. There are of course many better Recollection cards out there, but this is one of the earliest, and it is a rather decent Level 1 character within Da Capo also, where most decks may use this card as they would stock up Memory for other Recollection abilities.

 

DC/W09-060U 朝倉 由夢 / Asakura Yume
Text:
【A】 ALARM: When this card is the top card of your Clock, and your Level is 1 or above, during the start of your Climax Phase, you may put this card onto the Stage in any border. Should you do so, put 2 cards from the top of your deck into your Clock.
【A】 CHANGE [① Put 1 card from your hand into the Waiting Room, put this card to your Memory] At the start of your Encore Step, should this card be in 【Rest】 mode, you may pay the cost to activate this ability. Should you do so, choose 1 「The Scene Seen in That Dream Yume」 Character card from your Waiting Room and place it in this card’s previous Border.

This card allows you to save Hand and Stock by pulling itself out directly from the top of the clock, at the price of 1 more clock. One can simply clock this card away during their Clock Phase and decide whether to use this card or not. There may be situations where this card ends up being your precious third attacker… Still, the ability isn’t really recommended for Level 2 or above, as it puts not 1, but 2 cards from the top of your deck into your clock, increasing the chances of reducing the number of climaxes in your deck.

The Change target has a rather average power, and is easily defeated by current Level 1 power levels. You should be prepared to save it with a counter of some sort before you actually Change it out.

DC/W09-061U 風紀委員 音夢 / Disciplinary Committee Member Nemu
Text:
【A】[①] When this card attacks, and the Climax card 「Just 1 Wish」 is in play, you may pay the cost to activate this ability. Should you do so, choose 1 Character card in your Waiting Room, and put it into your Hand.

Just a normal Level 1 character with a normal retrieval. So why is it here? First off, it is a Nemu card, which allows it to gain support from Amakase Miharu, increasing this card’s barely average power. And also, the climax in question is that of a Pickup climax, so players choosing to play this card has access to another source of retrieval, albeit an unreliable one.

 

DC/WE08-04C 噂の転入生 さくら / Rumored Transfer Student Sakura
Text:
【A】 When this card attacks, reveal the top card of your deck. Should it be a Character card with the Trait 《Magic》, choose 1 of your Character cards, during this turn, it gains Power +1000. (Return the revealed card to its original position)

The ability is fairly easy to trigger in a Magic based deck, and the 1000 that is free from cost may prove to be useful in taking down opponent characters that are easily reachable, or to simply tempt out their counters.

DC/WE08-83PR 夢見るレディー さくら / Dreaming Lady Sakura
Text:
【C】 If you have 3 or more other Character cards with the trait 《Magic》, this card gains Power +1000.

A more stable and easily achievable Level 1 Cost 0 6000 power attacker. It would be a good card to include in any Magic based deck in D.C. Neo-Standard, but it being a PR card that is only obtainable from the Bushiroad Promo Pack Vol. 6 makes it disheartening for many. It also has the Snacks trait, if it actually matters to anyone.

If… ~I Wish~ – Level 2

DC/W01-010U 巫女装束の音姫 / Shrine Maiden Clothes Otome
Text:
【A】 When this card attacks, and the Climax card 「The Day of Disappearance」 is in play, you may choose 1 of your Opponent’s Character card, and return it to his Hand.
【S】[①] During this turn, this card gains Soul +1.

The first ability is a regular bounce climax synergy ability, which is able to target characters in any border of any level and cost. This can be used to waste your opponent’s resource by returning his heavy-cost characters that they have just played down, while saving at least one of yours from a suicide front attack, and also opening slots for more soul. The climax is also that of a Bounce trigger, which gives the player access to another random Bounce option throughout their game.

The second ability may prove useful for exact damage Side Attacks, or simply a final gamble in desperate times.

DC/WE02-001R サンタのアイシア / Santa Aisia
Text:
【A】[Put 3 Level 1 or above Character cards from your Hand into the Waiting Room] This ability can only be used once per turn. When this card attacks, and the Climax card 「Stubborn Aisia」is in play, you may pay the cost to activate this ability. Should you do so, choose 1 of your Character card in the 【Knockout】 mode, and put it to 【Stand】 mode.

It has a very good ability to save one of your Knockout characters and to allow you to attack again, but the cost is very, very heavy. As if discarding 3 hand cards wasn’t bad enough, it had to restrict it to Character cards of Level 1 or above. Extra effort has to be used to use this card’s ability effectively, but 1 more attack can prove to be game-changing in many situations, so I won’t say that it isn’t worth the hefty cost.

 

DC/WE02-019PR物憂げなさくら / Melancholic Sakura
Text:
【S】[Put this card into the Memory] Search your deck for up to 1 Character card with 「Sakura (桜)」 in its name, and put it into your Hand. Shuffle your deck.

The ability itself is rather good, giving you 1 Memory at 1 cost with a card back in hand, making you lose no other advantage. But the targets within Neo-Standard are very limited, having only 2 targets to search out now. And to be honest, they aren’t really worth sacrificing a Level 2 8000 attacker for them, unless you really need the Memory.

 

DC/W09-101TD 世話焼き 音姫 / Meddlesome Otome
Text:
【C】 RECOLLECTIONS: When you have 3 or more cards in your Memory, this card gains 「【A】 ENCORE  [Put 1 Character card from your Hand into the Waiting Room]」.

Being able to gain Drop-Character Encore is a very good thing. But achieving the conditions of having at least 3 cards in Memory can easily be a long and hard journey, with many hand and stock spent in the process. Not a Recollection ability to really aim for, but not bad for a reward of a side-quest.

 

DC/W09-103TD 告白するさくら / Confessing Her Feelings Sakura
Text:
【A】 When this card attacks, and the Climax card 「The Never Withering Cherry Blossom」 is in play, you may choose 1 of your Opponent’s Character card, and return it to his Hand.

A regular ability like that of Shrine Maiden Clothes Otome. However, it is 1 cost cheaper to play it down. The climax, while not being a Bounce, is useful as a Plus 2 Soul as well, allowing for better control over your damage output, either attempting for precise damage using Side Attacks, or to simply go all out for a chance of massive damage.

 

DC/W09-010U 朝倉 由姫 / Asakura Yuki
Text:
【C】 All your other Character cards with the trait 《Magic》 gain Level +1, Power +500.
【A】 When you put the Climax card 「The Last Visit」into your Climax Area, choose 1 of your other Character cards, until the end of your Opponent’s next turn, it gains the ability 「【C】 ASSIST: All Character cards in front of this card gain Power +1000.」.

A rather decent support for your Magic characters. It gives a global boost of 500, as if there really isn’t enough global support for Magic, with an additional 1 Level, which can protect your characters from the fearsome self-destruct abilities, and also to reduce the damage done by your opponent’s Side Attack.

Its climax ability turns another character of yours into an Assist that gives a 1000 boost to characters in front for the duration of 2 turns, lasting through your opponent’s turn for a beefed defensive power also. If you happen to have 2 copies of this card in your Backstage, you can select each other for the target of the ability, which allows you to give a 2000/3000 boost to your magic characters, which is somewhat better than a regular X Assist character.

 

DC/W09-012U “正義の魔法使い” 音姫 / “Magician of Justice” Otome
Text:
【A】[②] When this card attacks, and the Climax card 「The Season of Blooming Cherry Blossoms」 is in play, you may pay the cost to activate this ability. Should you do so, choose 1 of your opponent’s character card that is Level 2 or below, and put it into his stock.
【A】 CHANGE [Put 1 card from your hand into the Memory, put this card to your Memory] At the start of your Encore Step, should this card be in 【Rest】 mode, you may pay the cost to activate this ability. Should you do so, choose 1 「Embarrassing Everyday Otome」 from your Waiting Room and place it in this card’s previous Border.

A very good Change character, that is comparable to the many other now. It has a rather costly climax ability, but it  allows you to remove any Level 2 or below character you opponent have, which can either be high-powered attackers standing in your way to Change, or simply their important support cards which you ought to remove as early as possible, in preparation for the fight for later stages. The climax is also the highly-usable Draw-1-2000-1-Soul type of climax, which allows for a better power boost to defeat characters over their counter limit, or to simply add that 1 additional soul for a Side Attack against a Level 2 character. The 1 card drawn for the Climax also helps greatly as you would need at least 1 card in your hand for this card to Change, making the climax card a very fitting choice.

 

DC/W09-052RR あの夢で見た光景 由夢 / The Scene in Seen in the Dream Yume
Text:
【A】 When this card attacks, and the Climax card 「The Scene seen in a Dream Someday」 is in play, choose up to 1 of your other Character cards, and put it into the Memory. During the start of your next Draw Phase, put 1 of that Character card from your Memory onto the Stage in any Border, during that turn, that card gains Power +4000.

A rather unique ability. The best way to use it is after you attack with the character you want to send to the memory, which can actually save you the Encore cost also, as it brings the character back for free with a boost, allowing you to reckless Front Attack with your preferred target. It is also a temporal boost in Memory for your Recollection abilities as well, should you not have enough for it. You may also send away important attackers after they have done their job of smashing their opponent, to save your counters, and to return with a 4000 power boost to continue their job of smashing others.

 

DC/W09-110PR 仲良し姉妹 由夢&音姫 / Intimate Sisters Yume & Otome
Text:
【C】 ASSIST: All your Character cards in front of this card gain Power +X. X is the Level of the Character Card x500.

Just a regular Assist Level x500 character, spotting popular traits Magic and Student Council. One thing of interest is that this is perhaps one of the few, if not the only, Assist Level x500 character with no other abilities.

 

DC/WE08-10R 素直になれない妹 由夢 / Not being able to become Honest Little Sister Yume
Text:
【A】[①] When this card’s Level 2 or above Battling Opponent is put to 【Reverse】 mode, you may pay the cost to activate this ability. Should you do so, choose 1 Character card in your Waiting Room, and put it into your Hand.

A very good Level 2 character that allows you to get a character back with a light cost. The condition of defeating a Level 2 or above character with a base power of 8000 can be rather difficult, but it is still possible with the appropriate support.

Spring has Come – Level 3

DC/WE02-033PR佇むアイシア / Standing Still Aisia
Text:
【C】 BODYGUARD
【S】[⑥] Return all your Opponent’s Character cards in the Center Stage to his Hand.

A Bodyguard character fully set to deplete your opponent’s resources. You will be able to defeat many of his characters with appropriate support and counters in hand. And if you happen to have enough stock, you can return all his major attackers to hand first, making your opponent waste more resource playing them down again.

DC/W09-002RR くすぐったい毎日 音姫 / Embarrassing Everyday Otome
Text:
【C】 RECOLLECTIONS: When you have 4 or more cards in your Memory, this card gains Power +1000, and the following ability.「【A】 When this card puts its Battling Opponent to 【Knockout】 mode, you may put that Character card into your Opponent’s Stock.」
【A】 When you put this card from your Hand onto the Stage, or put onto the Stage by 「CHANGE」, you may put the top card of your Clock into your Waiting Room.

Personally, I feel that this is the ultimate card in the whole of the Da Capo card pool. It is a Level 3 that can be changed out to access the heal it provides. It Recollection ability is rather tedious, but once achieved, it allows you to gain a huge advantage over field control. Firstly, a base power of 11000 is a big deal. Coupled with even only 2 magic global support that D.C. is so proud of, it is easily 12000, which overpowers regular Level 3s with a single Assist Level x500 behind them already. With a regular Level 2 3000 counter, it is 15000 on defense, which can overpower many Level 3, even until now.

Its ability to send Characters to stock may prove to be beneficial to your opponents, allowing them to play more character down, to access more healing abilities. But coupled with this card’s high power and defensive capabilities, your opponent will soon realize a great increase in his stock, and also a reduction in his hand and field advantage. Of course, all this long-term effects can only be seen by players who actually last long enough in the game, as ultimately, the game is decided by your Clock and Level, and not by the strength of your characters.

As one should notice by now, it spots the 2 greatest trait in the whole of the Da Capo card pool, Magic and Student Council, which allows 2 very distinct way of playing. As of D.C. II P.C., for earlier access of the Recollection ability and greater power, playing alongside the Magic trait would be wise. For players seeking better sustainability and stability, they can sacrifice the speed in gaining Memory and incorporate this card into a Student Council build.

Overall Review:
Magic is the greatest and supposedly most important trait in the whole of Da Capo. It has cards spotting the Magic trait even in the other colours, which was not reviewed as they can’t really fit into a more generic Magic deck for D.C., which plays around Red and Yellow. It taps into many areas, with power boosts, retrieval options, and even other various interesting abilities. But still, the trait itself is rather lacking in many areas, albeit being the main trait of Da Capo.

Many following the card of the day for D.C.III would have noticed that there is a general increase for the Magic trait for all colours, giving this trait a great improvement, and also many more varieties in style. Players of the old Da Capo series can be rest assured that this trait would definitely be far more playable than it ever was, and players new to the series, you may want to start to obtain various Magic cards of the old to supplement your New cards.

And with this, we will put aside the past, and step into the new future…

Da Capo III Review. Coming Soon.