The skies blacken, thunder booms in the distance, and screams echo from all corners of the continent. The battle for Attoractia is on! Welcome back to another preview article, my friends. This time we’re mostly looking at fire cards, but today’s theme is all about some of the star players in the fight for Attoractia’s fate; Lapis, Alisaris, and Alice. We’ve got a new shift card, some Alisaris support, and some offensive tech cards to look at today, so I hope you’re ready!
This is where the final boss music starts playing.
Ladies and gentleman, we have a title drop! Battle For Attoractia is essentially Duel of Truth, but at spell: chant speed. No doubt that is very disappointing for some, but considering Duel of Truth will rotate out of New Frontiers in September and the fact that this card has the ever useful remnant ability, it would be unwise to count this spell out just yet.
He kinda reminds me of that bad guy from Ronin Warriors.
Just like last week, we’ve got another twelve apostles card, although its someone we’ve seen before, and it was kind of obvious he was working for Lapis. Alisaris, is somewhat costly at a total cost of five, but he enters the field with 1000 ATK and DEF as well as swiftness, making him a fearsome force the second he enters the field (plus he can always be cheated onto the field with Shion!). Upon entry Alisaris will allow you to play a spell: chant or spell: chant-instant card in your removed area without paying its cost, as long as it has a total cost of three or less, which most fire spells do. This, obviously, falls in line well with an Alisaris deck, which focuses around removing many of your own cards from the game. It also works with the Battle For Attoractia spell, which can remove itself via the remnant ability.
So that’s what happens when you swallow icy-hot.
With Thunder rotating out in a couple of months, many players will be looking for replacement cards that can deal damage to the opponent. Here’s a fairly interesting one. Blood Boil can deal 600 damage to your opponent and stop them from gaining life for the turn, useful for aggressive decks and as a counter to decks that utilize the multitude of life gain cards we’ve seen in the Battle for Attoractia spoiler articles. That’s alright for the cost of two will, the fact it can be cast at instant speed certainly helps as well. However, it’s not much more damage than Thunder, and it’s double the cost. Well, Blood Boil offers a second option, greatly increasing the card’s versatility. You can buff up a resonator you control by 800 ATK and DEF for the turn, but the powered up resonator will be destroyed at the end of the turn as well. Obviously both abilities are geared towards gung ho offense decks, players will be thankful the spell can buff up their Flame Sprite when their opponent starts harassing them with a Lucifer, while also being able to stop the powerful life gain of light attribute cards from stealing the win out from under them as the opponent stalls out the game.
I think I saw this guy in a creepy pasta.
Man oh man are Alisaris players going to love this card. It’s a simple 400/400 card for two will, not very good consider most resonators that cost two will rest around 500 or 600 ATK. However, in the proper deck, you’ll never be playing this card from the hand. When this card is removed from play from the main deck you can put it into your field for free. Both Time Travelling Emissary and Keeper of the Future, Skuld remove cards from your main deck, since you’ll likely be playing Skuld often and using Time Travelling Emissary as much as you can there is a fairly good chance of removing a couple of this cards, bolstering your field with some expendable soldiers that can run basic offense, defense, or even incarnation fodder.
We’re captive on the carousel of time.
Here’s an interesting spell. Hand of Fate is a kind of reset button, plus a little extra. It will force each player to discard their hand and shuffle all cards back to their proper decks then draw a new hand of five cards. However, the text then goes on to make you remove the top five cards of your main deck from the game. Since this last part only affects your own main deck, it’s clear this card is meant to support Alisaris decks (as if the image wasn’t give away enough). It’s fairly costly at a total of four will, but it can help run interference on your opponent’s deck should they have assembled a strong hand, and a good card to play when you’ve run yourself out of cards. The removal of the top five cards of your main deck will help you advance your strategy as an Alisaris player (and giving you a fairly good chance of removing a Vell-Savarian Apparition or two.
I just can’t wait to be king.
Well look at that, Lapis has a card that isn’t darkness or a twelve apostle. Lapis’ beast of flame enters the field with 600 ATK and 400 DEF, which is pretty poor for four will. However the beast does have swiftness, which is nice compensation. Additionally, upon entry, Lapis’ Beast of Flame will deal 600 damage to target resonator, meaning it can provide removal for most lower costing resonators. Keep in mind that this damage is mandatory, so if your opponent has no resonators you’ll have to burn one of your own. If, by some chance, this card is the only resonator on the field, it will end up burning itself and dying.
When will my reflection show…
Yes, as many guessed, Alice makes an appearance in Battle for Attoractia as a shift card, and you’ll NEVER guess what the other side of the card is. Anyway, upon entry Alice of Light will grant you 600 life and give all other J/resonators an extra 200 defense. This extra 200 defense can be very useful to decks that swarm the field with many low DEF cards, like fairies and croco-sharks. An extra 200 defense can go a long way to keeping your hoard alive when facing area wide damage from Sanguine Arena and other cards like it. Her abilities are certainly not game winning, but they’re quite useful, and Alice herself isn’t too bad for her cost. 700 ATK and DEF is alright for a total cost three resonator. But of course this card also has a shift ability.
…Who I am inside?
Looks like Dark Alice isn’t as dead and gone as we thought. Alice of Shadow is a little weaker than Alice of Light, but her abilities are also a little stronger to compensate. When she enters the field or shifts, you’ll be able to destroy a resonator with total cost two or less, this is most useful when you’re the first turn player, allowing you to remove their second turn Lancelot or the like. Alice of Shadow will also pump up other J/resonators you control by [+200/0]. Like the other side of this card, this ability works best in swarm focused decks, but even with a couple other resonators on the field, the strength of this ability can be felt. Another thing that is important to note about this side of the card is that Alice of Shadow is a shadow resonator. Even if you don’t use the Alice of Light side, this card may find a useful spot in shadow resonator focused decks.
That’s all for today, but don’t forget to look for Battle For Attoractia packs! In stores July 1st! Check back on Friday at 3pm JST for the next article!
Written by Jordan E. Blanco