The Breakdown – EN Weiss Schwarz – Disgaea

If you haven’t read the Introduction to the Breakdown, click here to check it out.  It provides the context for the full series and lets you know how to read these articles.  If you’ve read it already, then continue on!

This article is rated Experience Levels 3-6.  This article series is intended to cover a wide range of topics about particular sets, and will help players of all kinds when it comes to knowing their set or the set of an opponent.

Welcome to the Breakdown.  thenightsshadow here, and as we do each time on the Breakdown, we look at several questions about a series, then get on down to breaking down what makes the series tick and how one should approach playing it.

The set we’re going to cover in this article is Disgaea, and the theme for this article is going to be “Properly Minusing an Opponent”, so even for those that don’t play Disgaea they can still get something out of this article.

As a reminder, here are the general questions we ask ourselves for each set.

1) Competitively, why should I play this set over other sets?
2) What is the ideal set up from Level 0 to Level 3?
3) How does our play look like versus an opponent?
4) Where are our good and bad matchups?

Once we answer these questions,  there will be questions about those questions, but we’ll cover those afterwards.

With that out of the way, let’s answer question 1.

1) Competitively, why should I play this set over other sets?

In most cases, the reasons we should play a set is what sets it apart from other sets.  This, unfortunately, happens to be one of the rare exceptions with this style of thinking: Disgaea’s unique attribute is putting opposing Climaxes back into the opponent’s deck, then utilizing powerful abilities when they have no Climaxes in their Waiting Room.  The problem is two-fold, though.  By putting Climaxes back into their deck, it lets them cancel more often, or at the very least force your attacks to be weaker than they would normally.  At its worst you might even keep your opponent at Level 0 and 1 for a long time, letting them build more resources with which to defeat you.  In the long run, this is not a worthwhile ability to build a deck around, unfortunately stripping a lot of cards from Disgaea’s core.

Now, that’s not to say it’s not useful in its own way.  For instance, by keeping your opponent at Level 0, you can do whatever setup you need to do while preventing your opponent from stopping you, and there are quite a few combos that are so powerful that they’re worth looking at even in combination with this negative.  Here’s the thing though: it’s going to be unreliable.  Let’s say you want to keep your opponent at Level 0, and you succeed in putting all of their climaxes back.  Unfortunately, 8 climaxes in 30 cards still doesn’t mean they’re automatically cancelling a 2-damage swing.  Here’s a different take: if you want your opponent to have a higher chance to get their hand clogged with Climaxes by drawing them, what happens when you attack three times and they all get cancelled?  Forcing a gameplan around the opponent’s Climaxes is a disaster waiting to happen if you’re aiming to win.

So what then?  Well, there’s still something available to Disgaea that makes it stand out and isn’t the main feature of the set: Winged Slayer.  This card is so absurdly powerful that skilled players who play against Disgaea already know to prepare for this one Event, because if they’re not ready for it it’s going to cripple their field and/or cards in hand recuperating from it.  Granted, forcing yourself to Level Up is a huge downside, so it’s important to build a core around this card without taking away the potency of the strong cards in Disgaea.

2) What is the ideal set up from Level 0 to Level 3?

Disgaea plays similarly to its games: it plays straight and parodies vaunted game systems by exaggerating specific areas, like damage, or comedy.  Adapting this to Weiss, we have to jettison heavily for our strategies, and abandoning the idea of a traditional gameplan.

At Level 0, we want to take an aggressive mulligan to find a few cards.  Regardless of the build, getting Winged Slayer into our hand is a must, just to force the issue, as is any Brainstorm to help us reach refresh sooner.  If we’re playing Assassin Prinnies, we’re looking to accumulate a bigger hand size than our opponent, taking out any defenses on offense and forcing trades early.  If we’re playing Overlords, then setting up our damage and limiting our opponent’s damage early is key.  Regardless, unlike many other decks, we want powerful Level 0s that work well enough at Level 1.

Level 1 is our big play.  Managing our damage and compression is a key feature here, and our goal is to start our second turn at Level 1 at 1/5 or 1/6 with a limited deck left (or refreshed completely) for the ideal Winged Slayer turn.  Assassin Prinnies can wreck any field and Overlords force opponent to choose between their resources and the board.  When we’re ready to Level up to Level 2, it’s time to crack that Winged Slayer and decimate an opponent’s board.

Level 2 is where we get creative.  With our opponent’s board decimated, they need to catch up and replenish their hand and board, and during the mean time, we can pile on the damage, especially if we Winged Slayer them before their refresh.  We can toe the line between accuracy and damage with our attacks, while obtaining the stock we need to survive multiple turns at Level 3.  A successful Winged Slayer will also mean they won’t be able to easily replace their backrow, meaning that their overall power will be weaker, setting up for your Level 3.

Once it’s Level 3, we have to take stock of where we are.  While in Disgaea there aren’t a lot of finishing cards, what we do have we can use to our benefit.  We can afford to take it a bit more slowly due to our resources, since we can burst heal as needed to stay out of danger while we slowly chip away at our opponent until we can finally finish them off.  As long as you’ve taken every opportunity you had to reduce your opponent’s hand size, then a well placed Level 3 with overwhelming power will get you to lose the last of their hand and your heals will outlast their final push.

3) How does our play look like versus an opponent?

I’ve described what the ideal scenarios are in a close game at each level, but not every game will be like that.  Disgaea, like its game, is very positional and cares about where it is at all times in the game.  Being behind or being ahead in damage, or being behind or being ahead in hand size, changes what plays are possible and what should be made.  As such, a good Disgaea player will always know to keep their options open and flexible.  The best way to do this is to approach the game with a Counter Playstyle and a Variable Deck.

A Counter Playstyle is one that aims to cause as much headache for an opponent as possible.  Utilizing cards and prioritizing abilities in such a way that unbalance the opponent or gameplan is the ideal for Counter Playstyles, as they revel in breaking an opponent away from their usual game plan.  While on occasion things may not turn out properly for a player, a Counter player makes it their job to either worsen the effect of a missed game plan, or increase the chance of it happening in the first place.

Due to this, falling back on a Variable Deck is a legitimate strategy should the Counter fail.  Variable Decks are stable in their own right, and while aren’t outstanding in any one area, can be relied on just in case.  Keeping key abilities redundant is a vital part of a successful Variable Deck.

4) Where are our good and bad matchups?

Our first bad matchup involves decks able to outpace us in tempo.  Disrupting the opponent’s tempo won’t matter if they have a quick recovery, and if an opponent’s playstyle or deck is equipped to take advantage of this, then Disgaea doesn’t have much recourse.  As an example, a deck like SAO can survive a few turns without its backrow, and utilizing 《Zekken》 Yuuki to accumulate handsize quickly means that the SAO player won’t take more than 1 turn to recover, effectively blunting your entire assault.

Our second bad matchup is a full anti-meta Kantai Deck that blocks healing, retrieval, and damage.  Blocking Disgaea before Disgaea can start disrupting means that we start one step behind at every turn.

Our first good matchup is against standard players that play standard decks who only play against other standard players.  Disgaea is so far left field that players have to study and know what the set and deck is capable of, or they will be caught off guard when Disgaea manipulates areas they weren’t ready to defend.

Our second good matchup involves board-presence heavy decks that utilize resources to control the board.  As an example, an Overlord deck running 8 Return Triggers really punishes persistent power effects, or costed characters that provide a supportive effect.  Disgaea has no set Climax lineup, thus they can adapt to the meta as needed.

===

Let’s now get into the next wave of questions.  These are questions we ask that involve card and style choices.

1) I’ve been recommended to focus on damage and hand size, utilizing Absolute Loyalty, Fenrich and Laharl & Mao to punish players.  Can you explain why you don’t seem to endorse this style of play?

This is a multi-layered question, so let’s take this one at a time.  First, let me explain exactly what makes playing this group attractive, why I don’t particularly like it, and the ramifications.

Absolute Loyalty, Fenrich takes up just one Climax slot, so it leaves room for whatever Climax or Climax Combo you want.  Anyways, if you cancel Fenrich’s attack with his plus 2-soul Climax, you get to retrieve a Character.  Laharl & Mao can too, but only on Reverse and if on play you chose to put a Climax of your opponent’s back into their deck.  I won’t get into the numbers here, but what this usually means over the course of a game is you need to adjust your damage down to accommodate for this, or you’re just going to cancel a little less than one more time than normal.  Both of these Characters employ retrieval effects, and are usually the ones looked to when addressing how to increase Hand Size in a costless manner.

However, don’t be locked into thinking that this is necessary for hand size.  Running Climax Triggers that add cards to your hand is a passive way of doing so, as is Bond.  It isn’t necessary to run both of these if you are hand strapped, and unless you’re making a combo deck of sorts, then stick with Laharl & Mao (and ignore Fenrich altogether).  Here’s why:

Let’s compare Laharl & Mao to another similar engine: Premonition of a Beginning, Kasumi Toyama.  Both cards are 1/0, 5000 power, and are able to retrieve a Character if they reverse their opponent in battle.  What differs is the methods.  Laharl & Mao come equipped, and only need 1 Climax in the opponent’s Waiting Room to send back.  Since you can time this, you can send it back when it would make as little of an impact to your damage as possible.  Since it’s not reliant on a Climax, you don’t have to have one in order to pull this off, making this a true plus.  Kasumi, however, has advantages of her own.  She doesn’t make damage swinging harder later on and her Climax gives her an extra 1k power, making it just that little bit harder for an opponent to use a Counter of some sort to neutralize the on-reverse ability.  Both have their applications, but at their core, they’re very similar, and very playable.

Absolute Loyalty, Fenrich on the other hand, isn’t.  He’s reliant on a Climax Card like Kasumi, sure, but that’s not what makes him bad.  There is no way to guarantee the mode that you want.  Fenrich either lets you deal damage or retrieve a Character.  However, when you really need to retrieve a Character and they take the damage, then while something still happened it’s not the outcome you wanted.  If you need them to take the damage and your attack cancelled, you do get to retrieve a Character, but it’s not the outcome you wanted.  To utilize Fenrich properly means to build the deck around him, and there are more worthy cards at other Levels worth building around, especially because they don’t require almost the entirety of the remainder of the deck to work with the card in question.  Fenrich is decent, sure, but you have better things to do.  There are other pieces of information that I consider necessary to taking full advantage of Fenrich’s abilities, some of which are too advanced for new players, such as compression packets, damage leading, and sacrificial damage.  It’s why I won’t recommend him in an article such as the Breakdown.

2) How do you build a deck out of this set?  There’s a lot of cards that don’t seem to mix with each other, and even solid cards like Trespasser from Celestia, Artina don’t have any specific support to help it be more than just a 1/1 7k Encore character.  It doesn’t make sense to me!

A common theme you’ll notice in the Breakdown is a personalized approach to every single set.  Trying to build Disgaea the same way you would build Sword Art Online, for instance, is a recipe for disaster just waiting to happen.  Disgaea is very unique in what its card pool contains, and you can’t really equate its own tools to any other set.

With that said, that doesn’t mean you can’t personalize the deckbuilds to suit you.  As an example, for the past three weeks I’ve been working on this Breakdown, gathering information and trying to make sense of the data I had and the cards in the set (which is also why it’s late).  Before the Breakdown I wasn’t really sure about what I wanted to play, or even how I would go about accomplishing it, especially since I thought the exact same thing you did.  However, once the set had been put through its paces, the results showcased exactly what the Breakdown detailed above, and playing with and against the set confirmed it.

As an aside, usually, delays happen because I can’t get hold of a reputable player who mains the set in time that I can talk to and have review the article itself so that it’s not just my input or my simulations, but also people who regularly play and main the set.  This time, it was all in the testing.  Playing a couple games, matching data points, playing more games.  Disgaea’s test results loved to pull the article in different directions, and it really took a long time to narrow a couple of key points.  What I found personally interesting during this time was that that there were three of us interested in playing Disgaea for varying reasons, so we used the playset of one of us to build and play the decks we thought of.  We found out that none of us could play each other’s build, but our own build worked wonderfully when we played it.

With all of that said, to answer your question, start with Winged Slayer and build a base from there.  Winged Slayer is best done when I’m at 1/4 or 1/5 at the start of my turn at Level 1.  What cards can help me achieve that number better?  Branch out from there.

3) How exactly do you interfere with an opponent?

Before I answer this, I want to point out that I will only be covering legal aspects of the game.  So nothing like punching an opponent, shuffling their deck in such a manner that you can see their cards or you’re damaging them, or anything illegal.

A common one is suggestion.  I’ll give you a few examples.  At the start of my opponent’s turn, I put my hand over to the side.  When they declare, start of attack phase, I’ll ask for power, and then when done, I’ll add my cards back into my hand as if I’m interested in the combat.

Another one is just straight minusing, and not just in resource count.  If Helplessly Useless Archer hits a key support, like “Sitting” Mikan or “Angelic Angel” Nico Yazawa, it can really punish an opponent for up to multiple turns past the initial point of contact.  This is why Winged Slayer is such a powerful card.

A final one to think on is using a solid card that an opponent has never seen before.  The longer the set is out, the less this happens, but there are key cards in sets that are overlooked and when utilized can surprise opponents not ready to deal with it.

===

Bonus Feature!

Here’s the decklist I would play if I were take Disgaea to a BCS Shop Challenge or a BCS Regionals.  Here’s a link to the decklist on WSDecks as well so you can do your own testing or build your own off of it.

Warning: All decks I post fit the way I play and where I play, and may not be the same for your playstyle and locale.

Level 0: (18)
3x “Younger Sister Aura” Sicily
1x Sexy Demon Wish, Hanako
1x Angel Trainee Flonne
3x “Power of Sardines” Valvatorez
3x Werewolf Butler, Fenrich
3x Vyers, the Dark Adonis Mid-Boss
3x Aspiring Final Boss, Desco
1x “Ding-Dong-Ditches” Axel

Level 1: (12)
2x Mystery Angel, Sicily
4x Package from Celestia, Sicily
3x Winged Slayer
3x Back Together

Level 2: (6)
4x “Overlord” Sicily
2x “Dark Adonis” Mid-Boss

Level 3: (6)
2x Supreme Overlord Baal
4x Supreme Overlord Laharl

Climax: (8)
4x And trust this!
4x Birth of a New Overlord

===

Let’s explain how this deck works, and what you can do to tailor it to your specific playstyle.

Level 0

This is an offshoot of the standard Overlord deck as this deck primarily a combo deck with multiple combos and pieces, so you want to find the pieces, and fast.  Due to not having a great way to search, you’ll need to use your Mulligan to aggressively find the cards you’re looking for, primarily Package from Celestia, Sicily.  The inflated Level 0 count will help when you mulligan away Level 0s.  Past that, let Werewolf Butler, Fenrich and either “Power of Sardines” Valvatorez or “Younger Sister Aura” Sicily be the main driving force to defeating and clearing your opponent’s Level 0s.  Remember, you want to be Level 1 first at almost all costs so if you have to give them enough stock to encore by all means do so.

Regular Overlord decks aren’t as reliant on the Sicily combo at Level 1, so they can mulligan as they please.  They have secondary Level 1s that they can utilize, though it pales in comparison to the Level 1s the Assassin Prinnies put out.  Assassin Prinny decks want to hit Level 1 second to assassinate all of the initial Level 1s the opponents play in most cases, so playing slow with a bunch of aggressive Level 0s and clear as many of their cards as you can.  Hold Helplessly Useless Archer in your hand if you’re running it, regardless of which deck you play, if the matchup has 3500 backrow cards.

Level 1

You’ve gotten to Level 1 first.  Play what Sicilys you’ve got, and attempt to change.  Running 8 Return triggers lets us remove stragglers, and opponents will be generally forced to pay 3 stock to Encore what is a relatively useless Level 0 in order to prevent the Change.  As such, you can start with a lead in some area of the game.  Continue to disrupt and defeat their field as needed past this initial turn, as you want to push this advantage you’ve obtained for as long as you can.  Back Together can really help with obtaining the key cards needed for the combo, or just help setup future plays.  When you’re close to Leveling up, at 1/5 or 1/6, Winged Slayer their field to put them even farther behind.

If they have a 3500 power Support on the board, then feel free to snipe it with Helplessly Useless Archer right after Winged Slayer.  Your main goal is to cripple them early at Level 1, and then right as you move into Level 2.  Assassin Prinnies can hit as high as 12500 with Sharp Criticism, Etna, Reborn Krichevskoy, and Cute Little Demon, Etna, though you don’t usually need all of that to defeat opposing characters.  Regular Overlord decks have access to Genius Magic Knight or Ordinary Cleric as their main burst power granters.  Regardless of the methods, if your opponent can’t stabilize throughout Level 1 they need to play catch up later, which plays into your advantages.

Level 2

If you haven’t refreshed yet, utilize “Dark Adonis” Mid-Boss to refresh yourself.  If you have already, then do your best to keep “Overlord” Sicily alive as long as possible (and replenish the field if they get removed), though do not Encore her if you’re forced to Front Attack her into a naturally stronger Character, or if you’re defending and there is not a Character that she can reverse available.  You’re just aiming to grab stock for Level 3 now; the more stock the better.  Ignore any Climaxes that head into stock, we can rectify the issue later.  If you want a bit of insurance in ensuring Supreme Overlord Baal, you can just ram in a few characters, or make the choice hard for them by keeping Sicily around.

Assassin Prinnies will likewise let up on the offense to focus on gathering stock.  They won’t have much of a field, but Level 3 is the key anyways.

Level 3

This is the time to finish off an opponent in either damage or resources.  Supreme Overlord Baal works great as an annoying finisher.  Barring sacrifice Backups, there is no way for an opponent to prevent a Vyers, the Dark Adonis Mid-Boss Front Attack from killing itself and shuffling itself back to the deck.  Utilizing Mid-Boss’ ability, we can leave the field completely empty for the third attack, and Baal at 20,000 power can step over every conceivable threat for the guaranteed Clock Kick.  Barring heavy soul shenanigans allowing for a Side Attack from an opponent, they’ll be forced to avoid the lane or Front Attack into it, guaranteeing either damage or defense.  But if we really need to heal, we have Burst Heal in the form of Supreme Overlord Laharl.  One big mistake players make is not running the Bond, because 4 copies of Heals can become up to 7 even if you don’t start with the Bond in hand.  You can even start your first turn at 3/4, and clock to draw.  All you need to do is play Supreme Overlord Laharl, heal, then send him to memory to grab another copy and Angel Trainee Flonne.  Play the Laharl, Heal, then play over it with Flonne, and Bond to the Laharl.  Play over Flonne, heal, then send it to memory to grab Laharl and Flonne.  Rinse and repeat.  Since the stock we’ve gained is largely as a result of all the disruption we’ve been putting on our opponent, this is the time to cash it all in to survive at Level 3.   We can outlast or just go for the throat; it all depends on where we are and where our opponent is in resources and compression.

More or less the same endgame in Assassin Prinnies, though you do have access to a secondary heal in “Aloof Majin” Etna, and don’t have to rely on Supreme Overlord Baal to wipe an opponent’s field because they have Pringer X.  Again, utilize your stock wisely early game so you can spend it here in a flurry of healing and surviving.

===

Thank you for reading my thoughts about Disgaea.  Might be blasphemy, but I never particularly enjoyed the games that much, but I certainly enjoyed this set.

If you have any questions, hit up the comments and I’ll be glad to respond.

~thenightsshadow, dizzy with reports

————————————————————————————-

Errata: (Last Updated: July 4)

Type of Errata: Error in Flavor Text

Current Printed Wording:
───Listen up, God!! It is the demons who must punish the humansfor their sins! Your turn ends here!!

Correct Wording:
───Listen up, God!! It is the demons who must punish the humans for their sins! Your turn ends here!!

Type of Errata: Error in Ability Text

Current Printed Wording:
【CONT】 If the number of cards in your opponent’s hand is four or less, this card gets +1000 power.
【AUTO】 When this card’s battle opponent becomes 【REVERSE】, you may put that character into your opponent’s stock.

Correct Wording:
【CONT】 If the number of cards in your hand is four or less, this card gets +1000 power.
【AUTO】 When this card’s battle opponent becomes 【REVERSE】, you may put that character into your opponent’s stock.

Type of Errata: Error in Ability Text

Current Printed Wording:
【CONT】 This card gets +1500 power for each marker underneath this card.
【CONT】 Great Performance (When your opponent attacks, if this card is in the middle position of your center stage and not 【REVERSE】, your opponent frontal attacks this card instead)
【ACT】 [Put one of your other 《Prinny》 characters from the stage underneath this card as a marker] This card gets +1 soul until end of turn.

Correct Wording:
【CONT】 This card gets +1500 power for each marker underneath this card.
【CONT】 Great Performance (When your opponent attacks, if this card is in the middle position of your center stage and not 【REVERSE】, your opponent frontal attacks this card instead)
【ACT】 [Put one of your other 《Prinny》 characters from the stage face down underneath this card as a marker] This card gets +1 soul until end of turn.

Type of Errata: Error in Ability Text

Current Printed Wording:
【CONT】 All of your other characters get 《Love》.
【AUTO】 Bond/”Supreme Overlord Laharl” [(1)] (When this card is played and placed on stage, you may pay the cost. If you do, choose a card named “Supreme Overlord Laharl” in your waiting room, and return it to your hand.)

Correct Wording:
【CONT】 All other characters get 《Love》.
【AUTO】 Bond/”Supreme Overlord Laharl” [(1)] (When this card is played and placed on stage, you may pay the cost. If you do, choose a card named “Supreme Overlord Laharl” in your waiting room, and return it to your hand.)

Type of Errata: Error in Ability Text

Current Printed Wording:
【CONT】 If there is a marker underneath this card, this card gets +1 level, +4000 power and +1 soul.
【AUTO】 [Put a card named “Siblings’ Conversation” face down underneath this card as a marker] When this card’s battle opponent becomes 【REVERSE】, if there are no markers underneath this card, you may pay the cost. If you do, this card cannot 【STAND】 during your next stand phase.

Correct Wording:
【CONT】 If there is a marker underneath this card, this card gets +1 level, +4000 power and +1 soul.
【AUTO】 [Put a card named “Siblings’ Conversation” from your waiting room face down underneath this card as a marker] When this card’s battle opponent becomes 【REVERSE】, if there are no markers underneath this card, you may pay the cost. If you do, this card cannot 【STAND】 during your next stand phase.

Type of Errata: Error in Ability Text

Current Printed Wording:
【CONT】 This card gets +1000 power for each of your other characters.
【AUTO】 Encore [Put the top card of your deck into your clock] (When this card is put into your waiting room from the stage, you may pay the cost. If you do, return this card to its previous stage position as 【REST】)

Correct Wording:
【CONT】 This card gets +1000 power for each other character. 【AUTO】 Encore [Put the top card of your deck into your clock] (When this card is put into your waiting room from the stage, you may pay the cost. If you do, return this card to its previous stage position as 【REST】)

Type of Errata: Error in Ability Text

Current Printed Wording:
【AUTO】 When this card is placed on the stage from your hand, if the number of cards in your deck is five or less, return all cards in your waiting room to your deck. If you do, shuffle your deck, and deal one damage to your opponent. (This damage may be canceled)
【AUTO】 When this card becomes 【REVERSE】 in battle, you may return this card to your deck. If you do, shuffle your deck.

Correct Wording:
【AUTO】 When this card is placed on the stage from your hand, if the number of cards in your deck is five or less, return all cards in your waiting room to your deck. If you do, shuffle your deck, and you may deal one damage to your opponent. (This damage may be canceled)
【AUTO】 When this card becomes 【REVERSE】 in battle, you may return this card to your deck. If you do, shuffle your deck.

Type of Errata: Error in Ability Text

Current Printed Wording:
【AUTO】 [(2)] When this card is placed on the stage from your hand, you may pay the cost. If you do, choose a 《Prinny》 character in your waiting room, and return it to your hand.
【AUTO】 [(2)] When this card is placed on the stage from your hand, you may pay the cost. If you do, choose a 《Blood》 character in your waiting room, and return it to your hand.

Correct Wording:
【AUTO】 [(2)] When this card is placed on the stage from your hand, you may pay the cost. If you do, choose a 《Prinny》 character in your waiting room, and return it to your hand.
【AUTO】 [(2)] When this card is put into your waiting room from the stage, you may pay the cost. If you do, choose a 《Blood》 character in your waiting room, and return it to your hand.

Type of Errata: Error in Color

Current Printed Color:
Red

Correct Color:
Green

Type of Errata: Error in Ability Text

Current Printed Wording:
Brainstorm Reveal three cards from the top of your deck, and put them into your waiting room. For each climax revealed, choose a level 2 or lower character in your waiting room, and put it on any position of your stage.

Correct Wording:
Brainstorm Reveal three cards from the top of your deck, and put them into your waiting room. If there is a climax among those cards, choose a level 2 or lower character in your waiting room, and put it on any position of your stage.

Type of Errata: Error in Ability Text

Current Printed Wording:
【CONT】 Assist All of your characters in front of this card get “【AUTO】 Encore [Put a character from your hand into your waiting room]”.
【ACT】 [Put a 《Demon》 character from your hand into your waiting room] Choose one of your characters, and that character gets +1000 power until end of turn.

Correct Wording:
【CONT】 Assist All of your characters in front of this card get “【AUTO】 Encore [Put a character from your hand into your waiting room]”.
【ACT】 [Put a 《Demon》 character into your waiting room] Choose one of your characters, and that character gets +1000 power until end of turn.

Type of Errata: Error in Ability Text

Current Printed Wording:
【AUTO】 When this card becomes 【REVERSE】 in battle, put this card on the bottom of your deck.
【ACT】 [【REST】 two of your 《Demon》 characters] Choose one of your characters, and that character gets +2000 power.

Correct Wording:
【AUTO】 When this card becomes 【REVERSE】 in battle, put this card on the bottom of your deck. 【ACT】 [【REST】 two of your 《Demon》 characters] Choose one of your characters, and that character gets +2000 power until end of turn.

Type of Errata: Error in Ability Text

Current Printed Wording:
【CONT】 During you opponent’s turn, all of your other 《Demon》 characters get +1000 power.
【AUTO】 When this card is placed on the stage from your hand, if your opponent does not have any climax in the waiting room, draw a card, choose a card in your hand, and put it into your waiting room.

Correct Wording:
【CONT】 During your opponent’s turn, all of your other 《Demon》 characters get +1000 power.
【AUTO】 When this card is placed on the stage from your hand, if your opponent does not have any climax in the waiting room, draw a card, choose a card in your hand, and put it into your waiting room.

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