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3.80 star(s) 14 Votes
Jun 30, 2020
17
1
I didn't have that much trouble with Cammy with my Water-deck. Traps still work even though you can't play spells and now that I have the bug fixed, Cammy is quite beatable even if she gets Big Bunny down. It's true that playing without Magic for the first round is a real pain tho; but decent creatures (Pirates can get down Water Warrior for a turn 2 Poseidon even without magic cards; though it's not consistent unless you get to churn through your deck) combined with good spell removal (I had Tsunami at the point) was big. I did play vs. Big Bunny autoloss Cammy tho which made me drop way more games than I probably should've. She is certainly the hardest opponent for the point in the game you are at though, and just plain having low HP makes her way harder early on (the 6000/1000 mod is probably THE worst vs. her). Spell blocking is just insanely strong, and the amount of direct damage her deck can do when she stacks those various breast weaknesses is pretty ridiculous (especially the 3 roll Big Bunny). And all of her bunnies do a lot of direct damage.

Has anybody managed to make Trap Master work yet? The card looks fun but I haven't really been able to cobble together a deck around it; I tried it in a Freeze deck with Mirror Force and Blizzard but the deck just didn't feel that powerful and I needed more different traps anyways. That's actually an archetype that would incidentally likely be great vs. Cammy too (honestly, she's the main reason to run Magical Frozen and Tsunami; get rid of either Puff Puff, Fever Time, or Casino as appropriate early and then knock the ball out of the park later - Mirror Force is obviously great vs. her once you get it too).
 
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rienrien

Member
Jan 28, 2019
265
179


Next update is in beta test, it will add the bar and a mini game. Also a lot of work on the UI, and the possibility to directly selected the girl you want to see and the scene.
The post specifically calls it a gallery room
 
Jun 30, 2020
17
1
So I was working on a Hunter/Wind-deck; some of the Hunter-cards didn't really impress me so I kinda switched it around. Even the Land Hunter that does damage to all creatures equal to the number of Hunters in grave basically kills everything aside from stuff like Aegis, yes, but it's not very good at closing the game out. I noticed that it's really easy to Triangle Summon off Shots but sadly the best you can get is Wing, which is a terrible creature to cheat out. I landed on Ifrit as a finisher; it's easy to get out with Hayate, Gale, Wing, etc. and Shots amplify its strength by 200 for every 20 points of damage you do to it. I'm thinking I need some Toughness boosting; probably the swap spell (it's also an easy way to deal with Aegis here since I can shoot my own creatures low easily enough).

I'm quite liking Wing; some enemy decks let you play it turn 0 (Gemini for instance lets you do this consistently, and Cammy occasionally too) and it stops them in their tracks. So, something worth testing:
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Currently looking for ways to increase the consistency a bit; it really needs a Hunter to get the spells going as wll as the spells to make the Hunters do stuff (hence the Bookmakers, which are conveniently Wind too though the deck doesn't actually have much in terms of Wind-synergies left).

One problem I have, I can't quite figure out what Hunt does. I know it lets me cheat out of a Hunter type creature to hunt a specific enemy creature by discarding two cards, but that's about the extent of what I've been able to figure out.
 
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Yokohama1501

Member
Jan 15, 2019
210
129
Here's a fire deck I used for my playthrough and some pointers:
-Main gimmick is damaging your own monsters to increase their Atk
-Can snowball easily with the right cards
-Recommend using the weapon on the player
-The deck uses a lot of spells, the 3 card limit can be a hindrance
-A lot of cards here are very rare and sometimes available only later on
Any optimization from skilled deck builders are appreciated, as I don't have that skill
Unknown.png
 

Daemielle

Newbie
Sep 8, 2020
89
26
Damn these mods are just what I was looking for. I was thinking some of the scenes were lacking in dialogue and I like how they give more minor characters some love.
 

Dice13K

Newbie
Aug 10, 2019
47
59
Two things:
1) This is the deck I've been using. You only brick if your starting hand is nothing but your 6 star monsters. Unlikely, but possible... if that happens, just reset.
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I gotta say, the attempt to keep you power level down makes deck building miserable. A lot of big monsters just straight up suuuuuuuuuuck.
With that said, I gave up trying to build rogue or hunter decks because the 0/10 MTL translation just doesn't happen if there's too much text on a card.
In the first set, that level 4 SR swordsman is one of the best cards in the game. Shame he is fire attribute and not light but still... 1100 attack and 2000 health is unmatched and is good at any point in a match.


2) I don't understand what I'm supposed to do exactly... I got to the point where I'm atop the B rank and I was told that there are 4 barrier stones linking to 4 barriers. I go investigate the relevant places but... nothing. I dunno what to do. I did a second lap of the game (using the deck I just posted) and I got back to the same spot and I'm looking around once more... and nothing. Send help plz.
 

Traedor

Newbie
Feb 14, 2018
42
40
2) I don't understand what I'm supposed to do exactly... I got to the point where I'm atop the B rank and I was told that there are 4 barrier stones linking to 4 barriers. I go investigate the relevant places but... nothing. I dunno what to do. I did a second lap of the game (using the deck I just posted) and I got back to the same spot and I'm looking around once more... and nothing. Send help plz.
The fight against Succubus Elulu is the last duel of part 1. All the stuff with the barrier stones is going to be in part 2.
 

1 Bad Gloop

Newbie
Feb 9, 2021
25
29
I didn't have that much trouble with Cammy with my Water-deck. Traps still work even though you can't play spells and now that I have the bug fixed, Cammy is quite beatable even if she gets Big Bunny down. It's true that playing without Magic for the first round is a real pain tho; but decent creatures (Pirates can get down Water Warrior for a turn 2 Poseidon even without magic cards; though it's not consistent unless you get to churn through your deck) combined with good spell removal (I had Tsunami at the point) was big. I did play vs. Big Bunny autoloss Cammy tho which made me drop way more games than I probably should've. She is certainly the hardest opponent for the point in the game you are at though, and just plain having low HP makes her way harder early on (the 6000/1000 mod is probably THE worst vs. her). Spell blocking is just insanely strong, and the amount of direct damage her deck can do when she stacks those various breast weaknesses is pretty ridiculous (especially the 3 roll Big Bunny). And all of her bunnies do a lot of direct damage.

Has anybody managed to make Trap Master work yet? The card looks fun but I haven't really been able to cobble together a deck around it; I tried it in a Freeze deck with Mirror Force and Blizzard but the deck just didn't feel that powerful and I needed more different traps anyways. That's actually an archetype that would incidentally likely be great vs. Cammy too (honestly, she's the main reason to run Magical Frozen and Tsunami; get rid of either Puff Puff, Fever Time, or Casino as appropriate early and then knock the ball out of the park later - Mirror Force is obviously great vs. her once you get it too).
Yeah with 6000LP/1000Atk turned on Big Bunny pretty much ends the duel. Even if you survive somehow you're likely to have so little LP left that you won't be able to put down LP requiring cards like Ocean Voyage. Being left with very little LP is often the case if you accept pre-match handicaps in other fights though if you want the extra challenge or the extra dialogue, so I know there are ways to recover if you survive. The first way that comes to mind to survive a BB summon on 6000/1000 is to set up Apprehension in advance (the card depicting a shackle on the wrist) since that should stop BB in her tracks, but if that doesn't work I'm sure there some other interesting ways that could be looked at as well.

I haven't tried Trap Master yet and still need to try out Magical Frozen and Tsunami, but there are also a couple cards that i can't figure out how to use. I mentioned that I couldn't get the Hero's Sword generated by the Boy Hero to work but I also couldn't get the Grudge trap card to proc. I have no idea how to use Wing effectively either since its special summon requires no Wind cards in your graveyard but also requires 7 or more card effects to activate in 1 turn, which a wind deck would be great at doing.

So any news on a translation?
There's a lot of text to translate. I'm by no means an expert on how anyone working on the current translation is going about it, but it seems that it's possible to get most of the translation done by editing the text for each card and event by hand if anyone really wanted to dedicate the time and effort to do so. Other than that you can either run an auto translator or use the in-progress translation that was posted around page 40.

So I was working on a Hunter/Wind-deck; some of the Hunter-cards didn't really impress me so I kinda switched it around. Even the Land Hunter that does damage to all creatures equal to the number of Hunters in grave basically kills everything aside from stuff like Aegis, yes, but it's not very good at closing the game out. I noticed that it's really easy to Triangle Summon off Shots but sadly the best you can get is Wing, which is a terrible creature to cheat out. I landed on Ifrit as a finisher; it's easy to get out with Hayate, Gale, Wing, etc. and Shots amplify its strength by 200 for every 20 points of damage you do to it. I'm thinking I need some Toughness boosting; probably the swap spell (it's also an easy way to deal with Aegis here since I can shoot my own creatures low easily enough).

I'm quite liking Wing; some enemy decks let you play it turn 0 (Gemini for instance lets you do this consistently, and Cammy occasionally too) and it stops them in their tracks. So, something worth testing:
You don't have permission to view the spoiler content. Log in or register now.

Currently looking for ways to increase the consistency a bit; it really needs a Hunter to get the spells going as wll as the spells to make the Hunters do stuff (hence the Bookmakers, which are conveniently Wind too though the deck doesn't actually have much in terms of Wind-synergies left).

One problem I have, I can't quite figure out what Hunt does. I know it lets me cheat out of a Hunter type creature to hunt a specific enemy creature by discarding two cards, but that's about the extent of what I've been able to figure out.
While I haven't been able to make it feel as strong as my Pirate Deck, I was able to make a Wind/Hunter Deck that I feel is decently strong and fun to play.
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Hayate and Wind Summoner let you get multiple monsters on the field in a single turn (if you're lucky you can even get a turn 1 full monster line via Wind Call -> Hayate -> Spirit Bird Rider) while Propeller Machine and Rune of Acceleration draw you extra cards. PM and RoA also proc Spirit Bird Rider and Hayate whenever they activate so you can get a great deal of Spirit Bird shots off while Hayate buffs your lineup. If you have a nicely set up board then using Tornado after playing even just a Shot or two will nuke just about any monster for thousands of damage since so many wind cards can chain off each other. Apprehension can negate most high level monster summons and Numbing Blowdart will cancel attacks and paralyze the attacker so that they can't counterattack, which if I recall correctly works against Musashi as well (which is one of the toughest opponents to face with this deck). Spirit Bird User's active ability also acts very similarly to Tornado so with a good board set up you can buff one of your hunters and have them deal a couple thousand damage in a single hit.

I mentioned Wing earlier in this post but I wanted to ask what you're referring to when you say that some opponents let you play it turn 0? It may be a mistranslation but for me Wing states that I would have to activate 7 or more cards in 1 turn. Do cards activated by the opponent count towards that number?

The specifics of Hunt are that you first target an opponent's monster and discard 2 cards. You then summon a random Hunter monster from your deck and any monsters you currently have on the field as well as the hunter you summon are inflicted with Unattackable, which confusingly enough means that your monsters can't attack for a turn, not that the opponent cannot attack your monsters. In return, so long as Hunt is face-up on the field your hunters deal double damage to monsters that have the same elemental type as the one you initially targeted. Hunt then destroys itself at the end of your 3rd turn.
Here's a fire deck I used for my playthrough and some pointers:
-Main gimmick is damaging your own monsters to increase their Atk
-Can snowball easily with the right cards
-Recommend using the weapon on the player
-The deck uses a lot of spells, the 3 card limit can be a hindrance
-A lot of cards here are very rare and sometimes available only later on
Any optimization from skilled deck builders are appreciated, as I don't have that skill
View attachment 3592024
I'll definitely let you know if/when I get to making a fire deck! This seems like a good start to work with though (y)

Two things:
1) This is the deck I've been using. You only brick if your starting hand is nothing but your 6 star monsters. Unlikely, but possible... if that happens, just reset.
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I gotta say, the attempt to keep you power level down makes deck building miserable. A lot of big monsters just straight up suuuuuuuuuuck.
With that said, I gave up trying to build rogue or hunter decks because the 0/10 MTL translation just doesn't happen if there's too much text on a card.
In the first set, that level 4 SR swordsman is one of the best cards in the game. Shame he is fire attribute and not light but still... 1100 attack and 2000 health is unmatched and is good at any point in a match.


2) I don't understand what I'm supposed to do exactly... I got to the point where I'm atop the B rank and I was told that there are 4 barrier stones linking to 4 barriers. I go investigate the relevant places but... nothing. I dunno what to do. I did a second lap of the game (using the deck I just posted) and I got back to the same spot and I'm looking around once more... and nothing. Send help plz.
I'm surprised you're not using the Key Master to open those chests faster and without magic cards. The whole 3 card slots for magic and traps can definitely be tough to work with but you can also use that against some opponents to prevent them for playing more cards, with Musashi being a good example of that.

The highest level monsters are definitely hit or miss though. Often times it feels like you need to work extra hard to get just the right set up for them only for their usefulness to be outclassed by lower tier cards. There are some notable exceptions of course but at the end of the day they are still exceptions rather than the standard.
 
Jun 30, 2020
17
1
I mentioned Wing earlier in this post but I wanted to ask what you're referring to when you say that some opponents let you play it turn 0? It may be a mistranslation but for me Wing states that I would have to activate 7 or more cards in 1 turn. Do cards activated by the opponent count towards that number?
Wing cares about effects I think. Hayate and Bird make it happen quicker as do Gemini's gems. It also seems to care about any effects and it seems to block magic for both the turn you summon it. The text would translate something like:
"The effect of this card name can only be activated once per turn.
[1]. If there are no non-wind-attribute cards in your graveyard and this card is in your hand, it can be activated when card effects are activated 7 or more times this turn. Special summon this card from your hand, and give both players the ability to "unable to use magic cards (for turn)"."

So basically, keep grave empty and find a turn with 7+ activations. What actually counts as card activation tho I'm not 100% sure; playing a magic card doesn't I think, but Wing's own effect does.
 

Vurs008

New Member
Apr 29, 2021
7
1
Next update is in beta test, it will add the bar and a mini game. Also a lot of work on the UI, and the possibility to directly selected the girl you want to see and the scene.
The update is now available, it seems
 

Huan Slp

Member
Jan 15, 2018
163
400
There's a lot of text to translate. I'm by no means an expert on how anyone working on the current translation is going about it, but it seems that it's possible to get most of the translation done by editing the text for each card and event by hand if anyone really wanted to dedicate the time and effort to do so. Other than that you can either run an auto translator or use the in-progress translation that was posted around page 40.
I know, trust me I'm well aware of how much shit there is to translate in a game like this, I'm not particularly impatient for it to come out nor would I want to press the kind people who have taken up the task of doing so. Was just wondering where the progress is at since it's been a while since the last update. I already use an auto translator mixed with the currently most up to date translation.
 
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majinmoe

New Member
May 7, 2018
1
0
Does anyone have a full save? I don't mean to save beg but I lost all my progress recently and I can't restore it. I don't feel like playing the game over.

Again I'm sorry for this.

EDIT: Nevermind I was able to find it.
 
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brokenLkey

New Member
Apr 23, 2018
5
0
There's another update coming in the next 24 hours w/ some minor additions and important bug fixes, may want to wait for that before uploading the new version.

Hey all. Is there any way to move saves from one version of the game to another?
Transferring the contents of the Save folder in the game's directory does that just fine.
 
Jun 30, 2020
17
1
Wondering about this card:
1714796381847.png

It says "If there's a Dragon-type monster of level 5+ in play..." Does this game have Dragon-type monsters? I haven't found any. I'm mostly thinking of a way for a Wind-deck to destroy magic/trap cards without putting non-Wind cards into the graveyard (for Wing-purposes). High-end monster of non-Wind type is fine since those shouldn't be getting killed easily either and I've probably done most of my Winging by then.

Wind Lancer can return them to hand which occasionally helps, but it'd be nice to be able to destroy them (I noticed that the final fight and Sylvia are both very hard with a Wind-deck simply because I can't interact with their non-creature permanents easily; Water-deck makes it so much easier - meanwhile with Wind I find myself killing Aegis with 9000+ damage Whirlwinds but as it keeps reviving, that is not often enough).

Current iteration of the deck feels otherwise quite strong (though gets clogged with 5+ star monster draws occasionally):
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3.80 star(s) 14 Votes