Battle For Attoractia ~ Preview Article 1 ~ Memories of Champions – Light

Welcome back friends! It’s been a dull couple of weeks without these spoiler articles to write, but we’re finally back! The last set of the Alice Cluster is drawing ever closer my friends, and we’ve got a whole bunch of exciting new cards to take a look at, including my favorite card in the game (to be revealed in a later article). The fight against Lapis for the fate of the world isn’t going so great, Most of the kings are dead, Pricia’s been acting weird (hehehe), and everything is cloudy and grey, pretty much harshing the whole positive vibe. But fear not, my friends. For when threatened, the world of Attoractia itself fights back! From the depths of the world come the memories of heroes thought dead!

Not exactly sure who that face in the ball is supposed to be.

So here’s our first ruler for the set. Not exactly what you might have been expecting, huh? In an unlikely twist, we’ve got a memoria, usually a magic stone, acting as a ruler. Though a memoria in name, it is technically given the race “Heroic Spirit” a new race for the game. Despite this exciting new name it really isn’t doing very much. It’s a flat ruler with no abilities beyond a judgment that costs four void. So enjoy calling a stone every turn until you can afford your judgment. With the wealth of will generating resonators and spells that can call extra stones getting to the point where you can pay a cost of four void shouldn’t be too difficult though.

Looks like she’s got wings in this picture. She probably could have used wings like that when Dark Alice was killing her…

When you use the memoria’s judgment you’ll flip it over to reveal…Faria! Specifically a memory of Faria from ten years ago, when she first received Excalibur. Even by J-ruler standards she’s fairly strong, with 1000 for both ATK and DEF.

Despite being a memory of a younger Faria, the card has an ability that allows you to treat it as if it had the name “Faria, the Ruler of God Sword”. This means that you can still grant her imperishable by resting Excalibur, the God’s Sword. However, your mileage may vary on this, as Faria, Chosen Girl has no god’s art, so the reduction she receives from Excalibur is meaningless.

However, this J-ruler’s got more than just this dual name ability. Upon entry, Faria will destroy a resonator as long as you control a Call to Action’s Memoria (A new magic stone featured below). Or if you control four Call to Action’s Memoria you will be able to destroy all resonators your opponent controls. The latter is obviously a powerful ability that can give you an amazing advantage, or even win your the game The trick is, of course, that you would have to have all four copies of the required memoria out, and even in a ten card magic stone deck, the likelihood of achieving this quickly is rather low. Even so, entering the field as a 1000 ATK 1000 DEF card that destroys a resonator for a total cost of four void is fairly good.

What’s more, this card can get even stronger. Every time you gain life, you’ll be able to put a +100/+100 counter on every J/resonator you control! Keep in mind that the increment of life doesn’t matter. As such, if you want to exploit this, you’ll want to use cheap life gaining spells and abilities that can be played at instant speed. This way you can buff up your field in the most cost effective manner and constantly keep your opponent on their toes with the threat of a sudden increase in power. Light Sprite is a very optimal choice in this regard, and as we will see there are other cards introduced in Battle for Attoractia that serve this purpose as well.

Is this even a stone?

Second for today is the previously mentioned Call to Action’s Memoria. As you might expect, it can produce light attribute will, but as a special magic stone, it comes packed with another ability. By paying one light will, one void, and resting the memoria, you can gain 100 life. Essentially this ability costs 3, as you’ll incapacitate three stones in the process of paying it’s cost. Three will for 100 life seems horrible, and it is, but really it’s a back-up measure for you to set of our new Faria card’s ability. In most cases you likely won’t want to be paying three just to set off the ability when it can be triggered much easier through other methods, but it’s a good back up to have on the off chance your other life generating cards are picked off, or if you happen to have the resources available just before your recover phase.

I get knocked down, but I get up again.

At last! The true heroes of Gloria! The average soldiers who continued to fight despite the insurmountable odds. Kind of relatable when compared to real life, no? Anyway, this resonator is all about defense. It’s got no ATK, but 1000 DEF, a good shield for most threats. The card will also grant you 700 life when it both enters and leaves the field (regardless of where it leaves the field for, so you can abuse the effect with Dreams of Juliet). 700 life is a fairly hefty sum, that can give you a little time to regain some board advantage, and of course setting off this ability with Faria on the field will give all your J/resonators a +100/+100 counter.

Doesn’t she look like she’d yodel?

This card’s name is probably the most on the nose when considering Faria’s ability. Life Profiteering Priest. This is an ideal card when using Faria. Every time a resonator enters your field, you’ll gain 200 life. With the right deck this can easily be used to generate a large life pool to work with, making your opponent’s job far more difficult. Plus, once you’ve got the new Faria J-ruler on the stage, simply by playing resonators as a normal process of the game, your entire army will grow stronger and stronger.

United we stand. / Divided we fall.
 
This card, and it’s companion also work on life gain, though a bit differently. Both Sacred Knight of the North, and Sacred Knight of the South will grant you 500 life when a J-ruler enters your field. Meaning you can gain easily gain 1000 life by using your judgment with any combination of these two cards. Additionally they’ll both gain a small power up when you use your judgment. Knight of the North will gain 200 ATK and Knight of the South will gain 200 DEF. Both of them are total cost 2 and have similar stats. North is a 500/600 and South is a 600/500. Those stats aren’t too bad for turn two resonators, but considering their effects are entirely dependent on you using your judgment, you might be better off considering some cards that can stand on their own. However if you can reliably use your judgment quickly, these cards can certainly provide some good support.

By your powers combined… / I am Captain Planet!
 
At last we’ve arrived at our last card for the day. Or should I say…cards? Behold, my friends! A brand new ability to be introduced in Battle for Attoractia, Shift! Shift cards are double sided, as such you’ll have to play with card sleeves when you participate in official tournaments. Shift cards can be hard cast from your hand as either side of the card by playing the cost printed on the side that you wish to play. Essentially this means you have two options for the price of one card, expanding your options and potentially making your deck more adaptable. Shift doesn’t just end there. On one side of a shift card you will see a shift keyword and a cost. If you play the card down on this side (usually the cheaper total cost side) and later decide you want to change it to the other side. You can do so by playing this shift ability. Once the card is flipped over it can’t flip back (since the shift cost isn’t printed on this side of the card), so shift wisely! If that was a little confusing, here’s the quick break down.

-Shift cards can be played with either side face up from the hand by paying that sides printed cost.
-A card on the field with a face up shift ability printed on it can be flipped (referred to as ‘Shift’ or ‘Shifting’) by paying that shift ability at any time you could play a Spell: Chant. ONLY the side with a printed shift cost can be flipped by paying this cost. (For example; The Lars side can be flipped, the Charlotte side cannot.)
-Shifting does not count as “entering the field” so a card that shifts can attack on the same turn.
-Shifting does not change a card’s orientation (a rested card that shifts will remain rested)
-When not on the field, the side with the shift ability printed on it is the side considered the “front” or “top” for instances that require you to reveal a card, name a card, or put a card into play, and so on (i.e. Shion’s ability upon entering the field as a J-ruler).

Phew! With that out of the way let’s check out the cards!

If you’re wondering why a Fire/Water shift card is in today’s article, well it’s because the card is non other than Lars and Charlotte, Faria’s siblings!

Lars is the cheaper of the two sides (and the one that can flip on the field) so let’s have a look at him first. Lars enters the field as a 600/600 for a total cost of two, which is quite good. He also takes no damage during your turn, meaning you are free to attack with impunity. A simple card that allows for easy aggression and at the very least can force your opponent to block it every turn with a strong card. But should you find Lar’s to be no good you can shift him for one water and two void.

Or you could simply hard cast Charlotte from the hand from the same cost. Charlotte has no ATK and DEF, but fear not! She comes into the field with +100/+100 counters on her. When she enters your field normally she’ll be granted five of them, but if she’s flipped into play via shift, she’ll get ten counters instead. Keep in mind that shifting does not count as “Putting a resonator into play” it counts as “shifting”. This means that shifting from Lars to Charlotte will grant the card ten counters, not fifteen.

Obviously shifting into this card and having it enter as a 1000/1000 is more preferable, especially since Charlotte’s final ability will let you remove four counters from her to draw a card. There’s a lot of versatility packed into this card, allowing for some easy aggression as well as hand support, a card like this is sure to challenge the player’s in game critical thinking.
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That’s all for today, but don’t forget to look for Battle For Attoractia packs! In stores July 1st!
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Written by Jordan E. Blanco

4th Set Booter Pack 「Battle for Attoractia 」


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