Can you hear the wind, friends? Feel it lift your wings as you soar into the sky? No? Oh right, you guys don’t have wings. Well not to worry, my friends, you might not be able to fly, but after today’s article you’ll sure feel like you can. Today we’ll see the incarnation of a younger Arla, when he first took the throne of Armalla. He’s brought with him some new angels, but also some wingmen, specifically those who don’t live on the floating city. There’s some real strength in today’s cards, I hope you’re ready!
Yeup it’s this one again.
That face sure is getting familiar.
Believe it or not I’m walkin’ on air.
Man, Arla sure does know how to strike a pose. In every card he’s on, he always looks cool. Our future ruler of Armalla enters the field with 1000 ATK and DEF, fairly good for the generic judgment cost of four void. However, you may notice he doesn’t have flying. This memory of Arla comes from a time when he lived on the mainland of Attoractia, in the city of wingmen. As with all the J-rulers in this set, Arla has an ability that grants him the name of his Seven Kings of the Lands counterpart. This means that your Artemis will get four counters on it instead of two, an incredibly helpful boon that will make sure you can remove pesky weak resonators, addition: resonators, and flying J/resonators. As is the theme of all the J-rulers in Battle for Attoractia, Arla has a powerful enter ability that grows stronger with the right memoria in play. When Arla enters the field, if you control a First Flight’s Memoria (featured below!) you can put the top card of your magic stone deck into your magic stone area, recover all magic stones you control, and draw a card. While this doesn’t directly assert dominance over the board, it essentially makes your Judgment more than free, it’s a plus two! You lose no resources, since all your stones will be recovered, and you gain an extra stone and card in your hand! This can be great for swarm strategies like fairies, or decks that utilize heavy hitters with high costs (Celestial Wing Seraph, anyone?). If you happen to have four First Flight’s Memorias when Arla enters the field as a J-ruler, you’ll be able to draw three cards from your main deck instead of one. Not exactly much of an incentive to get all four memoria onto your field, but the one memoria version of the ability is quite powerful already. As such, once you have one of the required memoria in your magic stone area, there’s really no reason not to use Judgment and get Arla onto the field to boost your stones so you can play a total cost five resonator.
Arla’s value doesn’t just stop there. As long as he’s on the field, every time a resonator you control attacks, you can recover a magic stone you control. This is absolutely insane with decks that use mainly low cost resonators, like fairy decks. You can generate a lot of extra will to swarm the field quickly with this ability. You’ll want to keep an eye on your hand though. Playing down many cards quickly can run you out of a hand, and if you find your field suddenly wiped, you could be in trouble.
It’s a bird! It’s a plane! No it’s a magic stone!
Hey, what do you know? Another memoria that’s not too bad. First Flight’s Memoria will generate wind will, as you might expect. It can also generate a will of any attribute, but it will cost a wind will and the resting of this stone to do so. Obviously you don’t want to rely on this to solely generate will of non-wind attributes, but it is a good contingency plan for when your first couple of stones aren’t giving you the will you need.
Willing to bet there’s a wingman named Aristotle.
Wow. For the home of a bunch of exiled second class citizens, the home of the wingmen looks pretty sweet. Though I guess outside of Armalla, they aren’t second class citizens, so that’s pretty cool. Addition: Field cards have always been kind of hit or miss with usefulness. Typically their boosts are not particularly large, and their slow speed and costs discourage their usage in the decks of many players. This one just might change your mind though. Home of the Wingmen will let you draw a card when you play the first resonator with flying of the turn. This can be amazing for both Fairies and Angels, as both have many flying resonators and not many ways of drawing cards. As long as you can consistently play a flying resonator every turn, you can easily get an extra draw per turn, an invaluable resource. This card can also be rested to boost a flying resonator by +300/+300. Unfortunately this ability only affects on resonator, making it less effective as an offensive support than Heavenly Garden of Armalla, but the extra draw may sway some to use this card. Then again, it is entirely possible to run a few copies of both these cards. Gauge what works best for your deck.
Monkey resonator confirmed?
A 500 ATK and DEF resonator with flying for a total cost two is fairly good. However this card is so much more than just that. Earthbound Wingman will let you recover a magic stone every time it attacks. Couple this with Arla’s ability, and perhaps a second copy of this card, and you can generate an incredible amount of will, allowing you to easily swarm the field with fairies or drop a couple big high cost baddies. This card and Arla may also work well in a counter focused deck. You can spend your will on playing resonators, then recover your stones with Earthbound Wingman and Arla’s effects in tandem, meaning you’ll have the resources needed to play counter spells on your opponent’s turn.
Sounds like a nasty pillow fight.
As with The Moonlit Savior, Battle for Attoractia brings some interesting new chant-standby cards. Wing Trap is most certainly one of them. You’ll need to control a wind magic stone and a flying resonator to play this card, which shouldn’t be too difficult for the right decks (heck even TMS Pricia can gain flying, and Machina have flying resonators and often incorporate wind stones). Once the condition is met you can flip this card to destroy a non-flying resonator. Whether hard cast from the hand, or put into a chant-standby area, this card will cost two will, which is a fair cost for an instant speed destruction spell (Not to mention that triggered automatic objects like chant-standby cards can even help you steal priority). However since this card can only destroy non-flying cards, you may want to have a sideboard swapout for this card handy, or you may find this to be a useless dud when you’re up against other fairy or angel decks.
Her hat looks kind of familiar…
Hey look! We’ve finally got an Angel resonator! And boy is it a good one. Raphael enters the field with only 400 ATK and 800 DEF for a total cost three. That’s not too good, although she does have flying which helps make up for it. Her effect, however, totally warrants her usage in many decks that run light will. Raphael has two continuous abilities. The first will prevent your opponent from playing cards from their chant-standby area during your turn. This will protect you from both spell: chant-standby cards as well as resonators with stealth. Your opponent could always play them during their own turn, but constricting it to their own turn will help you take action on your own turn with impunity. However the second ability, just might be even better. The second continuous ability will prevent your opponent from using the activated abilities of J/rulers and regalia during your turn. That means no automatic abilities being countered by Kaguya on your turn (upon entry auto abilities are the most common after all), no activated abilities being cancelled by Lapis, and no cards being searched or bounced by Refrain during your turn. If you can get Raphael out early and keep it safe, your opponent is going to have a much tougher time asserting their strategy on the field. Guardian Angel, Raphael is a phenomenal card and a great asset to the small library of angel cards. Hopefully it will see some creative play soon.
That’s all for today, but don’t forget to look for Battle For Attoractia packs! In stores July 1st! Check back on Tuesday at 3pm JST for the next article!
Written by Jordan E. Blanco