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Anyone have a better name for this post? On that note, why is this post out already? Because sarcastic Canadians made me do it. Shoutouts to everyone who contributed to discussion, especially wkim.

Not many people believed it when it was announced. This is not the sort of series you see in WS. After all, there was , which is a new low for a moe series in this game (tied with Shin-chan, but that set has Action Bastard). Jokes aside, the set is a very modern one, and as such as all the utilities BSR has been handing out to recent standalone sets. It is extremely functional and has a high density of playable cards. The difficult part is sifting the excellent from the playable.

Without further ado, every notable card will be briefly reviewed using the same format as the last review – cards will be deemed Excellent, Average or Bad, with the additional rating of Niche. Any card I don’t actually review can be regarded as Bad or Niche. I’m specifically not covering cards that only work in their specific decks, and that includes the Terraformars and Russian themed decks. I may cover the roaches deck later if I feel compelled to do so, but the series is an extremely strong one just on its non-cockroach cards, and warrants a review. Translations were taken from a free public forum.


TF/S32-001 RR CH
Yellow / Level: 3 / Cost: 2 / Trigger: Soul
Power: 8500 / Soul: 2 / <Modification>
[CONT] If there are 2 or more “”Officer” Joseph” in your Waiting Room, this card gets -1 Level in your Hand.
[CONT] If all of your Characters are <Modification>, this card gets Power +1500 and “[CONT] This card cannot be targeted by your opponent’s abilities.”
[AUTO] When this card is placed from your Hand to the Stage, you may send 1 card from the top of your Clock to the Waiting Room.

We start off with a bang. This is one of the easier advance summon requirements in WS, and is definitely the easiest advance summon to pull out in TF. It’s a heal to boot, which is only a plus, and the hexproof ability comes in handy at times. While its power (10k) is rather low for what you’d hope would stay on-stage for at least a few turns, it’s a perfectly serviceable beater/heal, and throwing down a level support to keep it online is definitely worth it. The only notable competition it has is the 3/2 Akari, but I think this card is just a better play as an advance summon. The only irritating thing about this card is that it basically requires you run 4, which eats up quite a lot of space for what is ultimately quite a mediocre endgame card. I still think its Level 2 contributions warrant its inclusion.


TF/S32-002 RR CH
Yellow / Level: 3 / Cost: 2 / Trigger: Soul
Power: 10000 / Soul: 2 / <Modification> <Electricity>
[AUTO] When this card’s damage is cancelled, during this turn, this card gets Power +2000.
[AUTO] This ability activates up to 1 time per turn. During the turn that this card is placed from your Hand to the Stage, when this card’s damage is cancelled, send 1 card from the top of your Deck to the Waiting Room, and your opponent takes X damage. X is equal to that card’s Level +1. (Climaxes are considered to be Level 0. Damage cancel may occur)

There’s not much to say that hasn’t already been said. The Musashi archetype is so strong that it makes counters to said archetype strong by default. It doesn’t take up climax room, you’ll occasionally get some value kills off it, and it pushes for game with the best. Not only that, but the set’s (arguably) strongest Level 1 advantage engine combos directly with this card, making it an even better play as a 3 or 4-of. The Musashi archetype is also famously good with extra soul at Level 3, which means this card is fine to swing alongside your Akari or Komachi climax combo.


TF/S32-003 R CH
Yellow / Level: 0 / Cost: 0 / Trigger: None
Power: 500 / Soul: 1 / <Modification> <Electricity>
[AUTO] When this card is placed from you Hand to the Stage, reveal 1 card from the top of your Deck. If that card is a <Modification> Character, add it to your Hand, then choose 1 card in your Hand, and discard it to the Waiting Room. (Otherwise, put the revealed card back where it was)

[AUTO] [(1)] When this card is placed from your Hand to the Stage, you may pay cost. If you do, choose 1 “A Single Drop from a Thunderstorm” in your Waiting Room, and add it to your Hand.


TF/S32-021 U EV
Yellow / Level: 1 / Cost: 1 / Trigger: None
If you do not have a Character with “Adolf” in its name, this card cannot be played from your Hand.
[Counter] Choose 1 of your <Modification> Characters, and during this turn, it gets Power +3500, Soul +1.

Solid bond to a solid counter. The hand filtering ability is very relevant and almost warrants playing the character by itself. The counter is fine, and even has the extra soul benefit, if that’s your thing. There are, however, some little things to keep in mind. Firstly, Yellow is traditionally a deck with relatively low power on your opponent’s turn. This is no different here, with many of your best Yellow Level 1s being no bigger than 5k or 5.5k on your opponent’s turn. Second, it’s not very stock efficient, especially given the previous point of your Level 1s being kind of small. Third, you might not have an Adolf, though the 1/1 coming up will make that objection fairly moot. A solid combination of cards, but fitting it into a primarily-Yellow Level 1 game might be difficult.


TF/S32-004 R CH
Yellow / Level: 1 / Cost: 0 / Trigger: None
Power: 5000 / Soul: 1 / <Modification>
[AUTO] [(1) Send 1 of your Characters from the Stage to the Waiting Room] When this card’s battle opponent becomes Reversed, and “DESIRE” is in your Climax Zone, you may pay cost. If you do, search your Deck for up to 1 “”Officer” Adolf” and up to 1 <Modification> Character, reveal them to your opponent, add them to your Hand, then shuffle your Deck.

This is an extremely strong combo with a 2k1s climax. The Adolf card is the previously mentioned Musashi clone (002), which is a card you would consider 4 of anyway. This card is deceptively good. While it looks like a mere 1-cost +1 on paper (which is already excellent), it can be so much more. The cost is super-flexible. If you sacrifice a character that has already run in and was going to die anyway, you get a virtual +2. If you sacrifice a clock encore that has already attacked, you get a 1-cost clock-1 +2, which is amazing. This second mode gives this particular 2k1s engine a bit of an edge over its predecessors – whereas the ceiling with cards like Rin and Shimakaze was +1, this card has a ceiling of +2, meaning you only need to get 1 off to get huge value. Other decks forced you to run 4 of your 2k1s engine in the hopes of drawing multiples, but the pressure is less obvious here, and the deckbuilding space is much appreciated. You do have to pay 1 cost, but honestly, that’s fine for what you get. Excellent card that distinguishes itself by its potential, setting it apart from similar engines in both this series and in WS itself.


TF/S32-005 R CH
Yellow / Level: 1 / Cost: 1 / Trigger: None
Power: 6000 / Soul: 1 / <Modification> <Electricity>
[CONT] During your turn, for each of your other <Modification> Characters, this card gets Power +500.
[AUTO] Encore [Send 1 card from the top of your Deck to Clock]

Get used to seeing this chap. He’ll be a prime card in decks that choose to run the above Eva, because, like I said, 1-cost clock-1 is amazing. Even without that, a 1/1 8k-ish clock encore beater on your turn is no joke, as demonstrated by decks like Devil Survivor 2. Being 1-cost is a little painful, but the product you get is excellent. While he isn’t as good as the Daybreak or Love Live 1/1 clock encores on the defence, he is so much better on the offence, which is a trade I’m willing to make. It’s even more attractive when you consider that the aforementioned series’ clock encores often still lose to GF Beta’s 1/0 memory kick anyway. Solid card that can easily be the core of a deck’s advantage engine.


TF/S32-006 R CH
Yellow / Level: 2 / Cost: 1 / Trigger: Soul
Power: 8000 / Soul: 1 / <Modification> <Electricity>
[AUTO] [Send 1 card from the top of your Deck to Clock] When this card attacks, if “DER ZITTERAAL” is in the Climax Zone, you may pay cost. If you do, search your Deck for up to 1 <Modification> Character, reveal it to your opponent, add it to your Hand, and shuffle your Deck, and during this turn, this card gets Power +2000, and your opponent cannot use “[AUTO] Encore“. (This includes “[AUTO] Encore [(3)] provided by the rules)
.

While I’m not in love with this card, I can see it being a solid alternative to advance summons. Anti-encore and the cantrip effect are nice, especially against clock-encore reliant decks. Bounce climaxes can get you value now and again. The card I’m immediately reminded of is the Yuiko 2/1 from Little Busters, which saw some amount of success in their straightforward advantage build. This card could serve a similar role, but for now I think it’s best to keep the focus on your advance summoned heal(s). Playing the bounce climaxes without the 2/1 is probably not the best idea, given the high density of strong climax combos in this set.


TF/S32-007 R CH
Yellow / Level: 3 / Cost: 2 / Trigger: Soul
Power: 9500 / Soul: 2 / <Modification> <Crab>
[AUTO] When this card is placed from your Hand to the Stage, during this turn, this card gets Power +2000, and during this turn, all of your Characters get Soul +1.
[AUTO] When this card Front Attacks, if you have another <Modification> Character, during this turn, this card gets Power +X. X is equal to this card’s Soul x 1000.
[AUTO] When this card attacks, if “CRAB” is in the Climax Zone, during this turn, all of your Characters get +3000.

I do not regard this card as anything but a free global +1 soul on a beater. It has no role beyond that, as far as I’m concerned, but it does make the cut as a possible tech. I would play one at most. On that note, the entire Russian squad theme deck is kind of lost.


TF/S32-008 U CH
Yellow / Level: 0 / Cost: 0 / Trigger: None
Power: 500 / Soul: 1 / <Modification>
[CONT] Assist All of your Characters in front of this card get +500.
[ACT] [(2) Rest this card] Search your deck for up to 1 <Modification> Character, reveal it to your opponent, add it to your Hand, and shuffle your Deck.

I honestly believe this to be the best generic support for Terraformars (yes, better than the globals). The 2-cost search is a great stock out, and you will rarely have an entire field that wants to be supported anyway. I don’t know how much stock the deck will generate yet, but any generic search effect on a standard support is a worthwhile card to at least try out. A decent splash or colour-fixer in any deck.


TF/S32-009 U CH
Yellow / Level: 0 / Cost: 0 / Trigger: None
Power: 2500 / Soul: 1 / <Modification>
[CONT] If you have no other Characters, this card gets Level +1, Power +1500.

Tied for best Level 0 throwdown with the green 3.5k Komachi and Marcos runner. Loners combo well with bombs and memory searchers, both of which are in this set, and are fine plays on their lonesome. The increasing number of anti-runner bombs makes this fairly attractive in comparison the normal choice of runner, especially because it’s in an arguably better colour.


TF/S32-017 C CH
Yellow / Level: 1 / Cost: 0 / Trigger: None
Power: 5000 / Soul: 1 / <Modification>
[AUTO] When this cad is placed from your Hand to the Stage, during this turn, this card gets Power +1500.

Simple and solid. What else do you need? Good costless yellow beater, and pretty much necessary in a mono-yellow Level 1.


TF/S32-026 RR CH
Green / Level: 1 / Cost: 0 / Trigger: None
Power: 5000 / Soul: 1 / <Modification> <Insect>
[AUTO] When this card’s battle opponent becomes Reversed, if “Battlefront” is in your Climax Zone, you may choose 1 card in your Clock, and add it to your Hand. If you do, send 1 card from the top of your Deck to Clock.

This is a super-good card, and is part of any competent Level 1 green deck. This includes both the 1/1 Marcos core and any Terraformars Level 1 core. It’s the second 2k1s combo at Level 1 in the set, and while it isn’t quite as good as Eva, it comes remarkably close. The plusses you derive from this will be restricted to what you have in clock, but it’s completely costless, which sets up any deck quite well. I feel that Eva is a better card, but if you decide you want a power-based Green Level 1 or just don’t want to toss stock around, this might be the climax combo for you.


TF/S32-027 RR CH
Green / Level: 3 / Cost: 2 / Trigger: Soul
Power: 10000 / Soul: 2 / <Modification> <Insect>
[AUTO] [Discard 1 card from your Hand to the Waiting Room] During the turn that this card is placed from your Hand to the Stage, when this card’s battle opponent becomes Reversed, you may pay cost. If you do, send that Character to clock.
[AUTO] When this card attacks, if “Final Words” is in the Climax Zone, send 1 card from the top of your Deck to Stock, and until the end of your opponent’s next turn, this card gets Power +3000.

Solid clock kick with an entirely optional climax combo (with a bar). The climax combo doesn’t really excite anyone, and it doesn’t consistently get you big enough to jump over things you couldn’t clock kick anyway, like Log Horizon bodyguards. I would play it as a clock kick, but honestly, TF seems like it’s running low on Level 3 space. On the other hand, this is almost certainly a finisher of choice in a Terraformars-centered deck, given it is on-colour, combos with a plussing climax and can charge more stock for event plays.


TF/S32-028 R CH
Green / Level: 0 / Cost: 0 / Trigger: None
Power: 1500 / Soul: 1 / <Modification>
[AUTO] [(1) Discard 1 card from your Hand to the Waiting Room, send this card to Memory] When this card becomes Reversed in battle, you may pay cost. If you do, search your Deck for up to 1 <Modification> Character and reveal it to your opponent, add it to your Hand, and shuffle your Deck.

Typical memory searcher that competes with the 1-cost drop-1 searcher from the TD. Consistency is never really a bad thing, especially on a card that doesn’t require you to have stock to begin with. Being able to exile itself mid-battle can be of use when ramming against cards like Nico, and memory is a compression zone. Terraformars has no Recollection or pseudo-Recollection effects aside from one resoundingly mediocre climax combo, so that’s honestly not anything worth mentioning. On the other hand, leaving mid-battle can weaken some cards, like the Adolf 1/1 or the blue 1/0 Akari, which might be problematic. You also can’t use this to pay out the top card of your stock, though this isn’t really an objective downside. Take your pick.


TF/S32-029 R CH
Green / Level: 0 / Cost: 0 / Trigger: None
Power: 1500 / Soul: 1 / <Modification> <Sports>
[AUTO] When another <Modification> Character or this card is placed from your Hand to the Stage, you may look at the top card of your Deck. (Put the card you looked at back where it was)
[ACT] Brainstorm [(1) Rest this card] Flip over 4 cards from the top of your Deck, and send them to the Waiting Room. For each Climax revealed this way, perform the following action. “Choose 1 card from your Clock and add it to your Hand, then send 1 card from the top of your Deck to Clock.”

Solid brainstorm with a peeking effect we haven’t seen for quite some time. You don’t get to put it to top or bottom, but simply knowing what the card is can inform choices regarding side attacking, attack orders or draw mechanics. The brainstorm effect is good too, especially in a set that does have a few worthwhile events. The selection is pretty limited, but like with all clock brainstorms, you do eat through your deck just a little more than you do with salvage ones. On that note, I would have preferred a plussing search or salvage brainstorm myself, but you can’t win ’em all. Staple in every deck.


TF/S32-030 R CH
Green / Level: 0 / Cost: 0 / Trigger: None
Power: 2500 / Soul: 1 / <Modification> <Insect>
[AUTO] At the beginning of your opponent’s Attack Phase, you may send 1 card from the top of your Deck to the Waiting Room. If that card is a <Modification> Character, you may move this card to an empty slot in the Front Row.

The normal sort of runner you’ll find in most decks that have them these days. The mill effect isn’t necessarily bad, and in most cases you’ll mill a card you would have taken as damage. Sure, you might occasionally mill a climax or event, but that’s hardly the end of the world. Worthwhile card in any deck, play 4 if you run green for fixing, and probably-4 if you don’t, because runners are just good.


TF/S32-031 R CH
Green / Level: 1 / Cost: 1 / Trigger: None
Power: 6500 / Soul: 1 / <Modification> <Insect>
[CONT] If you have 2 or more other Characters with “Alex” in their names, this card gets Power +500, and this card cannot be Reversed by your opponent’s [AUTO] abilities.


“Friendly Young Man” Alex

TF/S32-064 C CH
Red / Level: 0 / Cost: 0 / Trigger: None
Power: 500 / Soul: 1 / <Modification> <Sports>
[AUTO] All of your other ‘”Heading Off to Mars” Marcos’ gain +1000 Power.
[AUTO] Bond/”Heading Off to Mars” Marcos [(Put the top card of your Deck into Clock)]

This would be the combination that gives Green a super solid Level 1 core. A 1/1 unbombable 9k is a problem for any deck (assuming double bonds), and it’s hardly difficult to pull multiples out. This, combined with the 1/0 counter in the deck, makes a very strong statement for Green having the most stalwart core in the deck. It doesn’t immunise the deck from being side attacked, and bounce effects can be very painful, but this is an exceptional field presence card that will stay alive for as long as you want it to. This would be my go-to in any meta without a strong power focus, and it can still compete viably in metagames that do focus on high power Level 1s.


TF/S32-??? U CH
Green / Level: 0 / Cost: 0 / Trigger: None
Power: 500 / Soul: 1 / <Modification> <Insect>
[CONT] All of your other <Modification> Characters get Power +500.
[AUTO] [(1)] When this card is placed from your Hand to the Stage, you may pay cost. If you do, choose 1 “Bugs Surgery” in your Waiting Room, and add it to your Hand.


TF/S32-046 U EV
Green / Level: 1 / Cost: 0 / Trigger: None
Rest 1 of your Standing Characters with “Shoukichi” in its name. If you do, until the end of your opponent’s next turn, all of your Characters get Power +1000.

This card is only notable as a global support. The event is awful.


TF/S32-034 U CH
Green / Level: 1 / Cost: 0 / Trigger: None
Power: 4500 / Soul: 1 / <Modification> <Sports>
[CONT] If you have 2 or more other <Modification> Characters, this card gets Power +1000.
[AUTO] Encore [Send 1 card from the top of your Deck to Clock]

This is part of the reason a global support is even considered for the deck. A 1/0 5.5k clock encore is on par, but doesn’t reach very far above it. When sets like Persona, Little Busters, Nisekoi and SAO have 1/0 clock encores consistently around 6.5k on both offence and defence, a 1/0 5.5k doesn’t really cut it. It’s still a costless clock encore, but hopefully the 1/1 Marcos is enough to carry the Green Level 1 game.


TF/S32-035 U CH
Green / Level: 1 / Cost: 1 / Trigger: None
Power: 6500 / Soul: 1 / <Modification> <Animal>
[ACT] [Discard 1 <Modification> Character from your Hand to the Waiting Room] Reveal the top card of your Deck. If that card is a <Modification> Character, during this turn gets the following ability. “[CONT] When this card attacks, you may choose 1 of your opponent’s Characters in the Back Row, and have this card perform a Front Attack with that Character as the Defending Character.” (Put the revealed card back where it was).

An above average backrow attacker. You wouldn’t run more than one, but in the matchups where it matters, it can really pull its weight. Sets like iM@S and Little Busters will not appreciate having their backrow murdered. It’s pretty dead outside of those specific matchups, though, and it does mostly nothing to help against a set-up Log Horizon.


TF/S32-040C CH
Green / Level: 0 / Cost: 0 / Trigger: None
Power: 3500 / Soul: 1 / <Modification> <Insect>
[AUTO] When this card is placed from your Hand to the Stage, send 1 cad from the top of your Deck to the Waiting Room. If that card is a Climax, put this card in Stock.

I might be dreadfully biased, but this is one of my favourite cards to throw down at Level 0. If I mill a climax, I push myself closer to Level 1 while still gaining stock, and if I don’t, I have a conditionless 3.5k. Wonderful stuff.


TF/S32-041 C CH
Green / Level: 1 / Cost: 0 / Trigger: None
Power: 2500 / Soul: 1 / <Modification> <Insect>
[AUTO] When you use this card’s “Backup“, choose one of your battling <Modification> Characters, and during this turn, it gets Power +1000.
[ACT] [Counter] Backup 1000 Level 1 [Discard this card from your Hand to the Waiting Room]

This card is excellent if you’re running a Green Level 1, acceptable if you’re running a Red Level 1, and mediocre if you’re running a Yellow Level 1. It’s a fine lategame card. As a counter, it is stellar. In Terraformars, it has a role, but it is not an automatic play, like it is in Haruhi, Railgun or SAO.


TF/S32-051 RR CH
Red / Level: 1 / Cost: 0 / Trigger: None
Power: 3500 / Soul: 1 / <Modification> <Sports>
[CONT] All of your other <Modification> Characters get Power +500.
[ACT] [(1)] Brainstorm Flip over 4 cards from the top of your Deck, and send them to the Waiting Room. For each Climax revealed this way choose up to 1 of your opponent’s Front Row Characters with Cost 0 or less, and send it to the Waiting Room.

Pretty good already if you just look at the support effect and the name. If you got into a strange scuffle against SAO, this card might bail you out against an oversize marker Asuna, and it’s a perfectly acceptable spammable brainstorm. I can see this being a very solid card in the deck, but it probably won’t be the star player very often.


TF/S32-052 RR CH
Red / Level: 3 / Cost: 2 / Trigger: Soul
Power: 10000 / Soul: 2 / <Modification> <Insect>
[AUTO] When this card is placed on the Stage from your Hand or by the effect of “Offered Support”, you may send 1 card from the top of your Clock to the Waiting Room.
[AUTO] [(1)] When this card attacks, if “M.O. Operation” is in the Climax Zone, you may pay cost. If you do, deal 1 damage to your opponent, and choose up to 1 Character in your Waiting Room, and add it to your Hand. (Damage Cancel can occur).
[AUTO] When this card becomes Reversed in battle, if you have 1 or less other <Modification> Character, send 1 card from the top of your Deck to Clock.


TF/S32-072 U EV
Red / Level: 2 / Cost: 2 / Trigger: None
You may choose 1 card with “Akari” in its name in your Hand, and send it to the Waiting Room. If you do, choose 1 “”Annex 1 Crew Member” Akari Hizamaru” in your Waiting Room, and place it in any slot on the Stage.


TF/S32-063 C CH
Red / Level: 0 / Cost: 0 / Trigger: None
Power: 500 / Soul: 1 / <Modification> <Insect>
[AUTO] [(1)] When this card is placed from your Hand to the Stage, you may pay cost. If you do, choose 1 “Offered Support” in your Waiting Room, and add it to your Hand.
[AUTO] When this card attacks, choose 1 of your <Modification> Characters, and during this turn, it gets Level +1, Power +1000.

Whew, four cards. Akari is a healer with a gate climax combo that both pings AND salvages. Not only that, but he can be pulled out at Level 2 with an event. Even better, the event is bondable, and the bond even provides a power buff on attack. What could go wrong? Well… a lot, actually.

While Akari himself is an exceptional card that combos with a great climax, I’m not very impressed with the advance summon. It’s true that previous iterations of this have been quite solid – 3/2 Himeno is one of the best cards in DC and 3/2 Yu & Izanagi is a truly powerful card in Persona, for example. However, both of these cards cantrip. That is to say, both of those cards replace themselves, effectively making it a 2-cost +0 to advance summon them. Akari does not. Either you pay an additional 1 to bond the event, or you go -1 due to not cantripping off the 3/2. Even worse, Akari does not really defend himself or get oversize, forcing you to play either a level or global support to keep him alive (or else employ the use of counters, going one-for-one). This is not the sort of thing I want in my advance summon. Akari himself is a great card, and an easy 3 to 4-of. The 2/2 event and bond? Not so much.


TF/S32-053 R CH
Red / Level: 0 / Cost: 0 / Trigger: None
Power: 1500 / Soul: 1 / <Modification> <Insect>
[AUTO] When this card is placed from your Hand to the Stage, you may choose 1 of your opponent’s Standing Characters, and Rest it.
[AUTO] When this card becomes Reversed, if this card’s battle opponent is Level 0 or lower, you may Reverse that Character.

The bomb effect is staple and is easy red fixing. The tapdown ability is cute and works well in a themed Akari deck, though you should probably already have the supports that do that for you. I’m not sure this deserves an R rarity, but whatever, it’s fine. Run however many you can afford to without losing out on other utilities.


TF/S32-054 R CH
Red / Level: 1 / Cost: 0 / Trigger: None
Power: 4000 / Soul: 1 / <Modification> <Insect>
[CONT] If you have no other Character with “Akari” in its name, this card does not Stand during your Stand Phase.
[AUTO] When this card is Reversed, if the Level of this card’s battle opponent is 1 or lower, you may Reverse that Character.


TF/S32-059 U CH
Red / Level: 0 / Cost: 0 / Trigger: None
Power: 500 / Soul: 1 / <Modification> <Insect>
[AUTO] [Send this card to the Waiting Room] When your other Character with “Michelle” in its name is Front Attacked, you may pay cost. If you do, choose 1 of your battling Characters, and during this turn, it gets Power +1000.
[AUTO] Bond/””Miracle Child” Michelle” [(1)]

What can I say? Bondable Level 1 bombs are my jam, and they should be yours as well. A fantastic archetypal card that blows up a lot of things, and is definitely worth consideration in any deck running red. The bond is also a field counter for the Michelle name, which is kind of hilarious when you read the Michelle’s apparent drawback. If you somehow reach a scenario where a 4.5k is swinging at your Michelle, and you don’t have another Akari on the field, it’s arguably a better idea not to counter, simply because Michelle won’t stand up on your turn. Still, gravy is gravy, so I’m not really complaining.


TF/S32-056 R CH
Red / Level: 1 / Cost: 1 / Trigger: None
Power: 5500 / Soul: 1 / <Modification> <Insect>
[AUTO] When your other <Modification> Character attacks, during this turn, this card gets Power +1000.
[AUTO] When your opponent’s Standing Character becomes Rested, during this turn, this card gets Power +1500.

An incredibly stalwart Level 1 which is an utter pain to fight through. If it attacks last, it’s an impressive 7.5k, which is above par. After two characters are tapped, it goes to 8.5k, and any numbers beyond that are pretty much unassailable. Sadly, there is the whole thing where Level 1 bombs and side attacks exist, so this card isn’t quite as good as it may seem. I also think that its two abilities kind of conflict. If you only have one of these, you can attack with it last and have it be rather sizeable, but your opponent can just swing at it first on their turn to make it significantly weaker. If you have a whole bunch of them, then your opponent will be bluehost forced to deal with at least one super-big Akari, but you won’t have a great deal of power behind each swing on your turn. This second bit can be ignored if you have the tap support, which puts all your Akaris to a ridiculous 9.5k base. That being said, you can always do what Haruka and Yukiko players used to, and side your opponents. I think the best function this has is strongly deterring any tap effects, such as from brainstorms or power buffers. Otherwise, I think you’re better off going for the 1/1 Marcos, which sits at absurd numbers no matter how many opponent characters have tapped. This card does have the potential to reach higher numbers on offence, though.


TF/S32-057 R CH
Red / Level: 2 / Cost: 1 / Trigger: Soul
Power: 4500 / Soul: 1 / <Modification> <Insect>
[CONT] Assist All of your Characters in front of this card get Power +X. X is equal to that Character’s Level x 500.
[AUTO] At the end of your turn, choose 1 of your opponent’s Characters, and until the end of your opponent’s next turn, it gets the ability: “[CONT] This card cannot be moved to another slot.”

A wonderfully flavourful card, and an extremely strong one too. Level assist is a powerful mechanic in any deck where Level 3s come down at Level 2, and this deck definitely does that. The second ability is not always super-relevant, but there are some amazing things you can do with it. You can side slightly-bigger things with cards like the above 1/1 Akari, setting your opponent up for an unfavourable trade, or else a side attack in return. You can strand own-turn-only repeatable burn like Misakuro or Momoko in front of an empty slot. You can strand two-soul characters in front of open spaces to give yourself better chances to cancel. You can fieldwipe and stop your opponent from moving backrow forward. The sky’s the limit with this card’s excellent second effect, and while it isn’t gamebreaking or meta-changing, it is definitely an irritating ability. Sadly, it doesn’t do very much to fieldswappers or runners that activate on your turn, but hey, you tried.


TF/S32-060 U CH
Red / Level: 1 / Cost: 0 / Trigger: None
Power: 4000 / Soul: 1 / <Modification> <Insect>
[CONT] For each of your opponent’s Rested Characters, this card gets Power +500.
[AUTO] Encore [Send 1 card from the top of your Deck to Clock]

This card seems quite mediocre for what it is. It has the ability to go up to 6.5k if your opponent’s whole field is rested, which is very possible to do with the bomb and 0/0 support Akari. You’ll generally be swinging with this first, because it shrinks as soon as something is reversed. However, 6.5k or 7.5k is only ‘ok’, especially when you’re maybe 5.5k on defence. While this card is absolutely playable, especially in conjunction with the 1/1 Akari above, the numbers are just a little small. Even though its theoretical ceiling is higher than Elizabeth or the Onodera and Sinon cards released as of late, leaving any amount of control to your opponent just isn’t good. This also has a pretty bad interaction with opposing bombs.


TF/S32-061 U CH
Red / Level: 2 / Cost: 1 / Trigger: Soul
Power: 1500 / Soul: 1 / <Modification> <Insect>
[AUTO] [(1)] When you use this card’s “Backup“, you may pay cost. If you do, choose 1 “”Before the Battle” Michelle” in your Waiting Room, and add it to your Hand.
[ACT] [Counter] Backup 2500 Level 2 [(1) Discard this card from your Hand to the Waiting Room]

This card is an important lesson on how innovation does not necessarily mean something is super broken. This card is a counter that brings itself back. Cool, right? Sure, I guess? Cool doesn’t mean it’s particularly strong. What this actually does is give all of your characters ‘[AUTO] [(2)] When this card is Front Attacked, you may pay cost. If you do, this card gains 2500 power’. Does that really scream ‘broken’ to you? That being said, this ability is quite decent. Simply threatening to continuously counter your whole field is quite strong, because we’ve all had those times where we’ve had to pick which card to save. Paying an extra 2 to save another card is on par with normal plusses, if you ask me. Decent card, but hardly one to go nuts over.


TF/S32-068 C CH
Red / Level: 1 / Cost: 0 / Trigger: None
Power: 6500 / Soul: 1 / <Modification> <Animal>
[AUTO] When this card is placed from your Hand to the Stage, your opponent may reveal his or her Hand. If there is a Climax among those cards, Rest this card.

This card is an interesting one, to be sure. It’s heavily overspec, and for good reason. The drawback is potentially enormous, especially if you draw it lategame and had no other desirable attackers. However, if you play this as a 1-of and don’t immediately fill your backrow every game, you could quite easily get some value from this. If your opponent chooses to rest it, you can leave it in the backrow and get some good intel. If your opponent chooses not to rest it, congratulations, you played an extremely overspec card.

A Magical Johj Appears A Conflict of Species
TF/S32-071 U EV
Red / Level: 2 / Cost: 1 / Trigger: None
Choose up to 2 Characters in your Waiting Room, add them to your Hand, and choose 1 card in your Hand, and send it to the Waiting Room.

I feel this will be a pretty indispensible handfixer for any deck that chooses not to run the 1/0 Eva combo. Not much else to say.


TF/S32-077 RR CH
Blue / Level: 3 / Cost: 2 / Trigger: Soul
Power: 1000 / Soul: 2 / <Modification> <Insect>
[CONT] This card cannot Side Attack.
[AUTO] [(1)] When this card is placed from your Hand to the Stage or from the effect of “Drugs” to the Stage, you may pay cost. If you do, during this turn, this card gets the following ability. “[AUTO] When this card’s battle opponent becomes Reversed, you may send 1 card from the top of your Clock to the Waiting Room.”
[AUTO] This ability activates up to 1 time per turn. When you use [ACT], during this turn, all of your Characters get Power +2000.


TF/S32-097 U EV
You may choose 1 Character in your Hand with “Michelle” in its name, and send it to the Waiting Room. If you do, choose 1 “”Annex I Crew Member” Michelle” in your Waiting Room, and place it in any slot on the Stage.


TF/S32-078 R CH
Blue / Level: 0 / Cost: 0 / Trigger: None
Power: 500 / Soul: 1 / <Modification> <Insect>
[AUTO] [(1)] When this card is placed from your Hand to the Stage, you may pay cost. If you do, choose 1 “DRUGS” in your Waiting Room, and add it to your Hand.
[ACT] Brainstorm [(1)] Flip over 4 cards from the top of your Deck, and send them to the Waiting Room. For each Climax revealed this way, search your Deck for up to 1 <Modification> Character, reveal it to your opponent, add it to your Hand, then choose 1 card in your Hand, and send it to the Waiting Room, then Shuffle your Deck.

I do have to wonder which person at Bushiroad has it in for Michelle. Not only are her cards all half-assed, but almost every good card in her colours goes to Akari. Sexist pigs. Well, let’s ignore the Level 3 and the 2/2 event and focus on the brainstorm. While we already have a solid spammable brainstorm in Red, this is a great option for those of us who want a splashable handfix and/or discard outlet at Level 0. It’s an out if you desperately need to get the Level 3 Josephs in the bin, and also comes with all the other perks of a non-tapping brainstorm. Perfectly serviceable, and worth a spot in most any deck.


TF/S32-080 R CH
Blue / Level: 0 / Cost: 0 / Trigger: None
Power: 3500 / Soul: 1 / <Modification> <Insect>
[AUTO] When this card is placed from your Hand to the Stage, send 2 cards from the top of your Deck to the Waiting Room. If there is a Climax among those cards, Rest this card.
[AUTO] Encore [Discard 1 Character from your Hand to the Waiting Room]
[AUTO] [Pay 1500 Life Points] When your opponent activates a Spell/Trap Card or monster effect that would destroy a monster(s) on the field (except during the Damage Step), you may pay cost. If you do, negate the activation and destroy that card.

Good 3.5k. The mill effect is generally a plus rather than a minus, but it always pays to have a backup Level 0. Most of the time, this won’t hit a climax and you’ll have a great Level 0 to attack with, but there are those odd occasions where you just whiff other Level 0s. It’s a dangerous card to play with, but it has utility all the way into the lategame.


TF/S32-081 R CH
Blue / Level: 1 / Cost: 0 / Trigger: None
Power: 4500 / Soul: 1 / <Modification> <Insect>
[CONT] For each of your other <Modification> Characters, this card gets Power +500.

Generic and efficient power option. Power options are fine, but they are almost never the straight up reason to play a colour. Akari is no different. While he is an excellent card, he does not stand out as a reason to play blue, especially when we’ve seen cards like 1/1 Marcos and 1/1 Akari, which are simply much bigger and much better in the long run. If you have no reason to play a blue Level 1 (hint: there aren’t really many), then give this card a miss.


TF/S32-082 R CH
Blue / Level: 2 / Cost: 1 / Trigger: Soul
Power: 5000 / Soul: 1 / <Modification> <Insect>
[CONT] During your opponent’s turn, all of your other characters get Power +X. X is equal to the Level of that Character x 500.
[ACT] [(2) Rest this card] Return all of the cards in your Waiting Room to your Deck. Shuffle your Deck.

While this card is (in my opinion) inferior to the Akari level support in almost every way, the second ability warrants discussion. There aren’t many sources of forced reshuffle that don’t require playing from hand. The other one that comes to mind is DC’s Aoi, which is quite strong due to being a 1/0 that also provides your characters with hand encore. Here, we have a relatively mediocre support with a utility option that may save your bacon, but is just as likely to sit unused. 3-cost total is quite a bit, especially when it’s stock you need to use prior to attacking. Shiina-type reshuffle counters aren’t quite comparable to this, especially since those counters often save a card against a careless opponent. Mediocre and niche, and not worth giving up the Akari level support for.


TF/S32-083 U CH
Blue / Level: 0 / Cost: 0 / Trigger: None
Power: 500 / Sou: 1 / <Modification> <Insect>
[AUTO] When this card is placed from your Hand to the Stage, choose 1 of your other <Modification> Characters, and during this turn, it gets Power +1000.
[AUTO] [(1) Rest 2 of your Standing <Modification> Characters] When this card is placed from your Hand to the Stage, you may pay cost. If you do, draw 1 card.

The sleeper card of the set. The first ability is fine, and a 1k buff is very welcome to any colour’s characters. The second ability, however, is truly strong. When combined with the brainstorm up above, you can choose when you pay 1 for your plus, and when to just hold onto your value. Play these. They won’t let you down.


TF/S32-087 U CH
Blue / Level: 2 / Cost: 1 / Trigger: Soul
Power: 7000 / Soul: 1 / <Modification> <Insect>
[AUTO] [(1) Discard 1 card from your Hand to the Waiting Room] When this card attacks, if “The Second” is in the Climax Zone, you may pay cost. If you do, Rest all of your opponent’s Standing Characters, and choose 1 of your opponent’s Level 3 or lower Characters. That Character does not Stand during your opponent’s next Stand Phase. Then, choose up to 2 of your other <Modification> Characters, and during this turn, they get the following ability. “[CONT] This card does not receive a Soul penalty when Side Attacking.”
[AUTO] When your opponent’s Standing Character becomes Rested, during this turn, this card gets Power +1500.

Here is a card worth playing blue for. As well as being extremely flavourful, it generally forces your opponent to run out different characters to what they wanted to keep out. I also has pretty good synergy with the tap support as a generic 2/1, so you can honestly just regard him as a vanilla with a climax combo. The effects themselves are all quite good, but do keep in mind that you’ll probably be overswinging and going quite neg from this combo. It’s still quite a solid combo, and one that will create irritating problems for your opponent. I haven’t even mentioned the fact you get to swing unmolested with a +2 soul. You can even customise it so you can side, if that’s your style.


TF/S32-088 C CH
Blue / Level: 0 / Cost: 0 / Trigger: None
Power: 1500 / Soul: 1 / <Modification> <Insect>
[CONT] All of your other <Modification> Characters get Power +500.
[ACT] [Rest this card] Choose 1 of your opponent’s Standing Characters, and Rest it.

A very solid support that slots right into an Akari-based deck. The best possible support for the 1/1, and definitely a consideration in any deck that wants a global support. Its only competition for that role at Level 0 is the Komachi event bond, which isn’t really much competition at all.


TF/S32-093 C CH
Blue / Level: 1 / Cost: 1 / Trigger: Soul
Power: 3000 / Soul: 1 / <Modification> <Insect>
[AUTO] At the beginning of your opponent’s Attack Phase, choose 1 of your <Modification> Characters, and during this turn, it gets Power +1500.
[AUTO] [(2)] At the beginning of your opponent’s Draw Phase, you may pay cost. If you do, choose 1 of your opponent’s Standing Level 2 or lower Characters, and Rest it.

This card has a lot of potential, and combos very well with the level support Akari. It would be good in the Akari deck if it were not for the 0/0 tapdown support, which is probably just better overall. Still, you shouldn’t underestimate this common. Not only do you get a free counter every single turn, but you have the ability to tap down one of your opponent’s characters for a (fairly hefty) price. This can include tapping down a brainstorm or a beater for value. I don’t think this will be a key card in any competitive builds, but it warrants mention as being a pretty interesting common.


Terraformars is a reflection of Bushiroad’s set development trend. More and more Level 1 plussing combos are being printed, with clock encores and super-fat unbombables as the next Level 1 focus. They aren’t trying to push any particular mechanic hard, leading most sets to be quite vanilla and fairly solid on base abilities alone. Terraformars does not stand out as a set, but it is extremely playable and is very solid in terms of gameplan and resource management. The themed decks it pushes also have plenty of potential, but ultimately, it will be the orthodox gameplan that makes the best TF deck.

As it stands, I don’t believe this deck has the powerful gimmicks to push it to S Tier status, and even calling it A+ Tier is somewhat questionable. I do believe it has what it takes to win against most any matchup, but it doesn’t have the tools to easily rival stronger decks that boast antiheals or antidamage counters. Still, it is versatile, has good engines and can definitely put up a fight. My testing list would be something like this:

3x
2x
2x
3x
3x
1x
2x

4x
4x
2x
1x
1x

2x
1x

4x
4x
3x

4x
4x

About lycheepunnet

the victim in an abusive relationship with cardboard
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