Mystics & Spectres REM Review and Analysis – January 2021

Introduction

The Mystics and Spectres REM is a brand new series that will have many similarities to the Sin Dragons & Key Heroes event we had a couple of months ago.

This is because both events feature GungHo-owned cards that will be available within the Rare Egg Machine. This means that non-event cards will appear but at the same time, this is worth the risk as the new cards featured are quite strong.

On the downside, there will be no Monster Exchange available for the three top rarity cards who all have to be rolled or purchased via an IAP bundle. As such, if you are wanting any of the higher rarity cards, you will have to commit to numerous rolls.

Regardless of this, this article will outline the pros and cons for each card to give players a better understanding of what to expect in the new Mystics & Spectres Rare Egg Machine.

Video commentary

—video coming Monday—

Overview

Mystics & Spectres REM Pros & Cons – January 2021
Pros
Cons
  • All cards have Weapon Assists
  • Value across all rarities
  • Powerful top rarity cards
    • All capable of clearing end game content
  • Debut event
    • Featured cards are at their strongest right now
  • GungHo owned
    • Will return on a regular basis
  • Not a separate machine
    • Not guaranteed to roll these cards
  • No Monster Exchange
    • Have to roll
    • Challenging to roll top rarity cards
Mystics & Spectres REM
7 Star base
  
6 Star base
   
5 Star base
   
Mystics & Spectres REM Rankings – January 2021
S   
A    
B   
C
D

Order within each tier is random and not reflective of ranking

Icons show Base form

Regardless of card’s ranking, you should always keep it if it is your very first time acquiring them

Bottom rarity quick summary

The bottom rarity should be the main motivation to roll in an event and the following chart shows all the 5-star Rankings. Just be mindful that these cards constitute 85.5% of the rolling pool.

Mystics & Spectres REM Rankings – January 2021
S
A
B   
C
D

Limit Breaking

Limit Breaking is the process of leveling a card beyond level 99. This will unlock more weighted stats along with the potential to receive Super Awakenings. These additional awakenings can add significant power, but only function in solo mode or in 3-player coop.

Any card that can qualify for Limit Breaking will have their level displayed in blue and feeding a Super Snow Globe will push them beyond the level 99 cap.

You can read more about Super Awakenings HERE.

Monster Exchange

The Monster Exchange System has mostly eliminated the need to roll in most events as players can simply trade in for a card of their choice. This is often done during lackluster events to avoid spending Stones on poor bottom rarity cards or to snipe a specific card if luck is not on your side.

Due to the rate of new cards being released, care should be taken when considering a trade as you want to ensure you gain long term value.

Weapon Assists

Weapon Assists are a special evolution for select cards that will be used exclusively as inherits. This form retains the same base stats as the original form, but will also transfer over all awakenings on the Weapon Assist card and this occurs if the Awoken Assist  is present.

My approach to Collab/Seasonal rolling

Rolling any Rare Egg Machine is a gamble and it becomes a matter of maximizing your rate of returns in an event.

This translates into rolling when the bottom rarity has high value as those will be the most common cards. Furthermore, I may utilize the Monster Exchange system to acquire the higher rarity cards if they will significantly advance my progress. As such, I tend to look most closely at the bottom rarity pool to determine if it is worth rolling in.

This is just my own personal approach and everyone has different goals/motivations so take this section with a grain of salt. If you wish to read about this more in greater detail, check out my other article HERE.

Reincarnated Evolution

A Reincarnated Evolution (Revo) grants  up to 8 Latent slots and is often times a stronger overall card. Sadly, pursuing these forms will lock the monster in this state as they cannot be reversed. As such, only commit to a Revo if you 100% know you will get significant value from them right away.

7 Star base

Flame Wheel Mystic, Seina – S

Avenging Exorcist, Seina (Transformed)

Pros
Cons
  • 3 SB Skill Boost & 1 SBR Skill Lock Resist in Base form
  • Base form has respectable multipliers
    • Can stall
  • Amazing LS post-Transform
    • Can use any Fire or Water sub
    • Huge multipliers
    • 75% Damage Reduction
      • Just needs Water + Fire
    • Bonus combos
  • 2 turn active
    • Generates 3 Fire, Water, & Hearts
    • Procs LS conditions
  • Sizable personal damage
  • Fantastic Weighted Stats
  • 25 turns to Transform
  • All Damage Reduction tied to Fire + Water
    • Relatively easy & solved via active
  • No Auto Follow Up Attack
    • Less relevant for newer dungeons

Seina is the first 7-star card to appear within the Mystics & Spectres event and shares a similar Transformation template with the other cards of the same rarity. They all share the same 3 Skill Boosts Skill Boost and SBR Skill Lock Resist along with a Leader Skill that can stall for a reasonable amount of time on the earlier floors. This is important as all these cards have a 25 turn Transformation cooldown.

As a whole, Transforming teams tend to be stronger due to the “penalty” of needing X Skill Boosts to truly function and these cards with viable Leader Skills help ease this issue.

With that being said, Siena is a tremendously powerful card and will be the main chase card for the majority of players due to their amazingly easy to use and powerful Leader Skill that only requires a Fire and Water match to succeed. Doing so will proc their outstanding 441x ATK multiplier, +4 combos, and 75% Damage Reduction on top of their 2.25x HP and RCV. This translates into an absurdly high amount of Effective Health that is the same as Dark Loki but features a significantly higher ATK value (441x vs 196x).

This combination of immense durability combined with an incredible ATK multiplier helps ensure durable spawns fall while also being semi immortal. Furthermore, the inclusion of a 75% Damage Reduction shield will help protect them against future dungeons as this kind of Effective Health is superior compared to flat HP when gravities are involved. As such, dungeons that features numerous Gravities will be less dangerous overall.

As a whole, it is difficult to find faults with Siena as their bulk, ease of activation, high Effective Health, and easy access to damage makes them one of the best leaders in the game right now.

Weapon Assist

Pros
Cons
  • Skill Boost Skill Boost
  • Dragon Killer Dragon Killer
  • Unique combination
  • Way too high opportunity cost to not use Base form

Seina’s Weapon Assist is able to provide a single Skill Boost Skill Boost and Dragon Killer Dragon Killer which makes them the only card in NA to do so. While this is unique, the opportunity cost to make this evolution is far too steep and players will be much better off using their incredibly strong Base form.


Crimson Dragon Mystic, Ryumei – S

Selfless Exorcist, Ryumei (Transformed)

Pros
Cons
  • 3 SB Skill Boost & 1 SBR Skill Lock Resist in Base form
  • Base form has respectable multipliers
    • Can stall
  • Powerful 3 turn active Post-Transform
    • Spawn 3 Fire, Light, & Hearts
    • No Skyfall
    • +3 combos
    • Powerful as a self System
  • Massive LS multipliers
    • High Effective Health
      • HP & Damage Reduction
    • Easy to stall with
  • Viable Santa Tama pairing
    • Provides Damage Reduction & RCV
    • Tama provides Auto Follow Up & bonus combos
  • 25 turn Transform
  • Must match Fire or Light L
  • Restricted to God & Dragons
  • Self System requires dupes
    • Have to roll lots
  • VDP may be more awkward
  • No Auto Follow Up

Ryumei shares the same template as the other 7-stars in this event but once Transformed, has the capacity to function as a stellar leaders who can self System due to their powerful 3-turn active.

This active skill provides 3 Fire, Light, and Heart orbs along with +3 combos and No Skyfalls for a single turn. This will almost always ensure activation of a Fire or Light L which provides Damage Reduction and massive ATK. As a result, players will enjoy the ability to stall with relative ease due to the massive RCV component and easy Damage Reduction.

The main catch is that players would ideally own 2 Ryumeis in order to create this active skill System in which one is used every turn for easier activation and greater consistency.

On the other hand, if players lack Ryumei or dupes of them, pairing with Santa Tama can be meaningful as Ryumei’s Damage Reduction provides a different kind of bulk to the Tama’s pure HP along with the 3x RCV multiplier ensuring players can always return to full health.

As a whole, I feel Ryumei functions in a similar fashion to Ferule in that both teams perform best when they can create their own System for their 3 turn active skills.

Weapon Assist

Pros
Cons
  • Skill Boost Skill Boost
  • Devil Killer Devil killer
  • Unique combination
  • Modest active
  • Competes with Transforming form
    • More value compared to Weapon

Like Seina, Ryumei’s Weapon Assist provides a unique combination of a single Skill Boost Skill Boost and Killer awakening but has the high opportunity cost of not using their Transforming evolution.

Furthermore, due to the fact that dupes are preferred for a self-System, there should be even less motivation to pursue this Weapon Assist as you will be forfeiting a tremendously powerful leader.


Head of the Ministry of Mystics, Mikage – S

Duplicitous Mystic, Mikage (Transformed)

Pros
Cons
  • 3 SB Skill Boost in Base form
  • Base form has respectable multipliers
    • Can stall albeit with some risk
  • Outrageously high Effective Health post-Transform
    • 93.75% Damage Reduction
  • Bonus movement time
  • Bonus combos
  • Auto Follow Up
  • Large ATK multipliers
  • High personal damage
    • Huge ATK
    • Four 7 combos 45
    • 3 Killers
  • Easy to activate ATK multiplier
    • 400x with any 2 colours
  • 25 turn Transform
  • Stalling pre-Transform requires 6 Dark orbs
  • No SBR Skill Lock Resist
  • Requires 3 Dark combos for Damage Reduction post-Transform
    • Partially offset by actives
    • Reliant on a low CD sub who makes Dark
  • Definition of Feast or Famine

Mikage is the final 7-star within the Mystics & Spectres event and boasts outrageously high Damage Reduction post-Transform when matching 3 Dark combos.

This is a tall order to achieve as 9 Dark orbs are required to succeed but the 93.75% Damage Reduction is truly amazing as it will ensure virtually nothing can kill you on that turn.

Of course, finding 9 Dark orbs will be difficult every single turn but Mikage’s own base active can help with that. Furthermore, he only requires 2 different colours matched for 400x ATK as it is not tied to Dark combo count.

This can provide some safety as you can obliterate an opposing spawn and enter the following floor without Damage Reduction provided you know there is no subsequent preemptive.

But going back to Mikage’s active skill, it is able to generate a row of Dark (6 orbs) along with spawning a Spinner for 3 turns. This Spinner can overwrite any other existing Spinner but can be a way to generate additional Dark orbs to more consistent activation. I also want to remind players that each Mikage provides +5 seconds of orb movement time which makes it much easier to play the Spinner game.

While this Spinner approach can have full uptime with dual leaders, having a low cooldown orb generator such as Sakura , Transforming Chris , Ina , or Eva Unit-01 may be meaningful.

As a whole, Mikage has tremendous potential but will be less brainless compared to Seina as 1x HP will die to basically anything and 3 Dark combos may not always be possible without careful planning.

Weapon Assist

Pros
Cons
  • Skill Boost Skill Boost
  • Machine Killer Machine Killer
  • Valuable active
    • 2 turn Delay
    • Full Bind clear
    • Clears all Unable to Match Orb
  • Opportunity cost of not using Transforming evolution

Mikage’s Weapon Assist is able to provide a single Skill Boost Skill Boost and Machine Killer Machine Killer awakening along with a valuable active skill.

This active provides a 2 turn Delay which boosts the Effective Skill Boosts to 3 along with a full Bind and Unable to Match Orb Effect clear. All of these are meaningful but the main issue is competing against their tremendously powerful Base form.

As such, I would not pursue this Weapon Assist unless no value/merit can be obtained from using Mikage as a leader.


6 Star base

Crow Guardian Mystic, Kukan – A

Pros
Cons
  • Super Jammer Resist
  • Stronger with Evo form

Kuukan is the first 6-star card within the Mystics and Spectres event and while their Base form does have some merits, it will most likely be overshadowed by their Evolved form.

Gatekeeper Mystic, Kukan

Pros
Cons
  • Super Blind Resist
  • High damage vs Devils
  • 5 Skill Boosts Skill Boost
  • Useful active
  • Solid Leader Skill
    • Accessible Damage Reduction
    • Easy to activate
  • No Effective HP without Fire + Wood match
  • Does not outpace other leaders

Kukan’s Evolved form features a nearly identical kit to their Base form but gains access to better Killers and Super Blind Resist . If using as a sub, I would prefer this form unless the dungeon is exceptionally Attacker-heavy.

After playing through the new World of Carnage/Shura 2, I have come to value high Damage Reduction active skills as there are numerous unavoidable large hits that cannot be survived any other way.

As such, the  75% Damage Reduction offered here can be a way to survive executions and the DEF Break helps overcome the 2 Billion DEF spawn.

With that being said, I am still a bit unsure as to where we could effectively use Kukan as mono Wood is not in the best place and their own leadership potential is modest but does not outpace other options. While that is true in the grand scheme of things, I feel they would still be able to clear a modest amount of content.

Weapon Assist

Pros
Cons
  • Healer Killer Healer Killer
  • 4 Enhanced Wood orbs Enhanced Wood Orb
  • High value shield + 100% DEF Break
    • Can be used to stall
  • Mono Wood lacks an ideal place to use it
  • Healer Killer is niche

Kukan’s Weapon Assist is able to provide a Healer Killer Healer Killer and 4 Enhanced Wood Orbs Enhanced Wood Orb which will add a noticeable amount of Passive Damage to your Wood cards. Furthermore, the active skill is well tuned for current content as the 2 turns of 75% Damage Reduction should always save you along with the 100% DEF Break trivializing certain spawns.

While all of these are strong points, the awakenings provided may not provide enough value considering mono Wood is not in a good place along with the Healer Killer being situational.


Wild Demon Mercenary, Ouki – A

Pros
Cons
  • 1 turn cooldown
    • Easy to inherit over
    • Unlocks board
  • Super Poison Resist
  • High personal damage
    • 7c 45 + 10c
    • 2 Healer Killers Healer Killer
  • Evolved form has God Killers
    • More applications
  • Healer Killer is niche

Both of Ouki’s forms feature a glorious 1 turn cooldown which can be used to Unlock the Board at a moment’s notice or carry a useful inherit that needs to be ready on a regular basis. This grants them wonderful options and their awakenings provide value as well. This means they can carry any Delay and provide a significant number of Effective Skill Boosts.

Super Poison Resist is always desirable along with high personal damage due to 7 Combo 45 and 10 Combo along with 2 Healer Killer Healer Killer awakenings. While the Healer Killers are more situational, 10x against any spawn is meaningful.

As a leader, Base Ouki features an easy to use Leader Skill that provides bonus movement time and only needs 3 colours to activate. This can be paired with their Evolved form to grant Auto Follow Up Attack.

Courageous Wild Demon, Ouki

Pros
Cons
  • 1 turn cooldown
    • Easy to inherit over
    • Unlocks board
  • Super Jammer Resist
  • High personal damage
    • 7c 45 + 10c
    • 2 God Killers God Killer
  • Must hit 10c to be viable
  • Must use an active skill every turn
    • Solved by own active
    • Low impact overall

Evolved Ouki shares the same active skill as their Base form along with a similar array of awakenings but gains access to God Killers God Killer instead. This is a noticeable upgrade as all the final spawns in AA4 are Gods whereas Healers are not commonly found in end game content.

As such, I feel that their Evolved form will be stronger as a sub in most cases.

For their leader skill, they share the same 3 colour requirement but also needs an active skill every turn. Thankfully this can be achieved via their own active and they feature higher ATK multipliers but this will reduce the number of unique actives you can bring into a dungeon.

Weapon Assist

Pros
Cons
  • Full Bind Immunity
  • 40% Blind Resist Blind Resist
  • 2 Enhanced Fire Orbs Enhnaced Fire Orb
  • Lower impact overall

Ouki’s Weapon Assist is able to provide a healthy number of useful awakenings which can aid mono Fire teams. While these are helpful, I do not feel it outpaces other options such as Madoo’s Hat which also provides Bind Immunity and more Passive Damage.

While 40% Blind Resist Blind Resist can be helpful, it has less applications for Gileon teams who can kind of ignore Blinds due to their 3 turn board changer which produces 3 different shaped orbs you can see through the Blind.


Ghostly Goldfish-Girl, Usui – A

Pros
Cons
  • Super Blind Resist
  • Valuable active
    • Strong for AA4
  • High VDP damage vs Physicals
  • 4 Skill Boosts Skill Boost
  • Lacks damage unless VDP
  • Evolved form’s Dragon Killers Dragon Killer have more value

Both Usui share the same valuable active skill that is able to provide 5 turns of clearing both Unable to Match Orbs and Bind/Awoken Binds in addition to a 3 turn Water Skyfall buff.

This type of active skill has high value in AA4 where both these mechanics are commonly found and she will have merits on Norza due to her 4 Skill Boosts Skill Boost.

With that being said, I feel that her Evolved form will have more value due to an extra Skill Boost and Dragon Killers Dragon Killer.

Graceful Ghost Goldfish, Usui

Pros
Cons
  • Super Jammer Resist
  • Valuable active
    • Strong for AA4
  • High VDP damage vs Dragons
  • 5 Skill Boosts Skill Boost
  • Needs 6 Water for Damage Reduction
    • Riskier
  • No personal damage without VDP or Dragon spawn
    • Low ATK
  • Competes with Weapon Assist

Usui’s Evolved form is an upgrade overall due to the inclusion of one more Skill Boost Skill Boost along with Dragon Killers Dragon Killer instead of Physical. This additional damage will be meaningful against all the final spawns in AA4 along with her active being needed for numerous spawns.

As a whole, I feel that Usui’s strongest point will be in AA4 as her Killers and active skill shine brightest there.

On the other hand, her Weapon Assist has tremendous value and may be worth pursuing instead.

Weapon Assist

Pros
Cons
  • 3 Team HP
  • 40% Poison Resist Poison resist
  • Valuable active
    • Full Bind & Awoken Bind clear
    • Full Unable to Match orb clear
    • 99 turn Water Skyfall buff
  • Some overlap with Amakozumi
    • Both have 3 Team HP
  • Less ideal for non-mono Water

Usui’s Weapon Assist is tremendously powerful and will be a boon to any mono Water team. This is because it can fully clear all Binds, Awoken Binds, and Unable to Match Orb effects along with a 99 turn Water Skyfall buff.

This can help ensure a steady flow of Water orbs along with fully countering 3 dangerous mechanics. Furthermore the 40% Poison Resist Poison resist can aid in team building.

With that being said, this Weapon will have less value for non-Water teams along with the Farmable Amakozumi also providing 3 Team HP awakenings and having a longer cooldown if you don’t care for the active.


Demonic Spider-Lady, Shiranaki – A

Pros
Cons
  • Super Poison Resist
  • Triple Balance Killer Balance killer
  • No main attribute
    • Sub Light deals 100% damage
  • 3 turn base CD
    • Spawns 5 Light orbs
    • Self ATK debuff
  • Narrow usage
  • Only effective vs Balance
  • Evolved form is stronger

Shiranaki’s Base form features potent personal damage against Balance type spawns but those are quite rare and I feel her Evolved form offers more value due to a more favourable Killer.

Alluring Demon Spider, Shiranaki

Pros
Cons
  • Super Blind Resist
  • Triple Machine Killer Machine Killer
  • 3 turn base CD
    • Spawns 5 Light orbs
    • Self ATK debuff
  • Only strong vs Machines
  • Outpaced by Pixel Napoleon

Shiranaki’s Evolved form trades her 3 Balance Killers for 3 Machine Machine Killer Killers which grants her 27x personal damage against these spawns.

This has applications in Shura Realm where all the tankiest spawns are Machines so having someone who can deal exceptionally high damage is meaningful. While 27x is impressive, it pales in comparison to Pixel Napoleon whose sub attribute can often Damage Cap as well.

While Pixel Napoleon is an exceptional unit, there are other damage solutions available and it comes down to what is best for your team and what other cards you have at your disposal.

On the other hand, Skiranaki is able to provide significantly more utility compared to other Damage Solutions due to the Super Blind Resist , L , and Cloud or Tape Resist.

Weapon Assist

Pros
Cons
  • 2 L
    • +2.25x personal damage
  • Creates 2 L’s of Light
  • Does not provide any counter to mechanics
  • Not many places to use

Shiranaki’s Weapon Assist is able to provide 2 L awakenings which translates into 2.25x ATK for the owning card when an L is formed.

This can be a way to layer in additional damage like Zaerog Core’s Weapon but matching an L is harder and less synergistic cards available.

Perhaps if inherited on Aljae may be meaningful as she will be matching L’s already which will grant her 54x ATK with 7 combos and an L.

With that being said, there are not too many places to use this Weapon efficiently along with it not providing any Resists or counters to mechanics.


5 Star base

Flaming Bird-Man, Machigan – B

Pros
Cons
  • Bird-Man
  • Active creates 15-15 board
    • Valuable for Rankings
    • Always makes 10 combos
  • Modest God or Dragon Killing potential
  • Primarily used for the active

The Flaming Bird-Man is the first 5-star card to be released with the Mystics & Spectres event and comes with the highly coveted 15-15 board changer.

The main idea with this active is to enable perfect 10 combo boards on 6×5 that can be easily solved in a timely fashion. As such, this has tremendous value in Ranking Dungeons where speed and combo count are highly prized.

Of course, this is a somewhat niche/situational active skill but is invaluable to have. Just be aware that the value goes down with the more 15-15 board changers you already own.

Eternal Firebird, Machigan

Pros
Cons
  • Active creates 15-15 board
    • Valuable for Rankings
    • Always makes 10 combos
  • Respectable VDP  damage
  • Makes 2 different colours
    • Less mono boards to combo with

Machigan’s evolved form changes his awakenings to be more VDP oriented but retains the same 15-15 board changer. As mentioned above, this active skill will be his main appeal and which form you do pursue will come down to what you think you need more: Killers or VDP damage.


Weapon Assist

Pros
Cons
  • Creates 15-15 board
    • Always 10 combos
  • 60% Jammer Resist Jammer Resist
  • Active also provides 3x ATK & movement time
  • 15-15 board has extra animation
    • Slower

Machigan’s Weapon Assist is able to provide 60% Jammer Resist Jammer Resist which can help aid in achieving full protection against this mechanic will also providing the same 15-15 board changer.

Sadly, this board changer comes with extra effects which in turn raises the animation time and subsequently lowers the value for Ranking dungeons.

With that being said, if players actually need the 3x ATK buff to secure a kill or if time is not an issue, this active skill will be more valuable as it only has +1 turn on the cooldown.

With this in mind, I would still be most inclined to retain the Bird-Man in his Base of Evolved form unless you already have copious amounts of other 15-15 board changers available.


Shadowed Shark-Boy, Kunashi – B

Pros
Cons
  • Creates 2 columns of Water orbs
  • 3x ATK buff
  • Low base ATK
    • Hinders damage potential
  • Weapon Assist has more value

Kunashi’s Base form is able to produce 2 columns of Water orbs along with 3x ATK for a single turn. This is a reasonable active skill as you will always have the same orbs generated each time but I truly believe their Weapon Assist will have significantly more value overall.

Indigo Shadow Shark, Kunashi

Pros
Cons
  • Creates 2 columns of Water orbs
  • 3x ATK buff
  • Weapon Assist has more value

Kunashi’s evolved form shares the same active skill but does not provide enough value as a sub and will have more value as a Weapon Assist.

Weapon Assist

Pros
Cons
  • 2 SBR Skill Lock Resist
    • Greatly aids some Transforming teams
    • 1 of 6 cards to have this
  • 3 Orb Enhances blue + orb
  • Helpful on Norza teams
  • Active provides multiple benefits
    • Orb Unlock
    • Change 2 columns to Water
    • 3x ATK & TE buff
  • Less value for other colours
  • SBR is not always needed

Kunashi’s Weapon Assist is their strongest form as it is one of six Weapon Assists to provide 2 SBR Skill Lock Resist. Generally speaking, SBR is not an issue for most teams but many Transforming cards lack this awakening when you enter a dungeon which can be devastating in AA4 where a preemptive Skill Bind occurs on Floor 1.

As such, being able to layer in 40% more Skill Bind Resistance is meaningful. Furthermore, this Weapon will also provide 3 Enhanced Water orbs blue + orb along with a useful active should it accidentally charge up.

With this in mind, I feel this Weapon has the most value on Norza teams as SBR can be an issue, especially if you are running cards such as Lamp  or Blue Odin 3391 along with Tsukuyomi who all lack SBR.


Straw Snake Spectre, Nakoja – B

Pros
Cons
  • High personal damage multipliers
    • 10c + 7c 45
  • Comically low ATK
    • Grossly lowers damage potential
  • Weapon Assist is stronger

Nakoja features both 10 combo and a 7 combo 45 awakening which grants them 10x personal damage against any spawn. Sadly, their painfully low ATK stat will prevent them from being widely used which in turn lowers their value.

With this in mind, it is best to pursue their Weapon Assist as it will have more overall value.

Hexing Straw Snake, Nakoja

Pros
Cons
  • 4 SB Skill Boost
  • Easy to use leader skill
  • Comically low ATK
  • Weapon Assist has more value

Nakoja’s Evolved form has the capacity to be an easy to use leader for brand new players as you only need Wood cards and a single L of any kind.

Of course, the early game in PAD has been almost entirely removed due to the fact that players can roll in a Godfest and have a full team of +297, evolved cards which in turn can stomp through the vast majority of content.

As such, I would strongly recommend you look into their Weapon Assist instead.

Weapon Assist

Pros
Cons
  • Cloud Resist
  • 3 Team RCV
  • 75% Damage Reduction for 2 turns
    • 2 Effective SB
  • Similar to Amatsu’s Lute

Nakoja’s Weapon Assist is able to provide a 5 elemental board changer along with a 75% Damage Reduction shield for 2 turns. While the board changer can be helpful for Rainbow teams, the Damage Reduction is meaningful as it can provide 2 turns of safer stalling which in turn can be seen as 2 Effective Skill Boosts.

At this point in time, Transforming cards tend to be the strongest but those that take more than 20 turns will often have to stall. As such, this Weapon can be efficiently used for this purpose and has more applications in the new World of Carnage 2 dungeon where there are numerous unavoidable large hits.

In addition to this shielding aspect, the Cloud Resist is meaningful along with the three Team RCV which can provide a noticeable boost in healing potential. Perhaps one downside to this Weapon is that is has quite a large overlap with Amatsu’s Lute which provides more upfront value when entering a dungeon.


Ancient Raccoon Spectre, Furaku – C

Pros
Cons
  • 4 SB Skill Boost
  • 7 turn active with Haste
    • Can loop/system
    • Creates column of Dark & Hearts
  • Racoon
  • Weapon Assist has more universal value

Furaku’s Base form is able to provide 4 Skill Boosts Skill Boost along with an active skill that can produce a column of Heart and Dark orbs along with a single turn of Haste on a 7 turn cooldown.

This means it can be System-ed with 4 of these actives to provide a steady flow of orbs. With that being said, it would have probably been more helpful if it granted two columns of Dark orbs to deal more damage on a regular basis.

Perhaps this may have some use but I feel their Weapon Assist will have more merits as it will confer beneficial awakenings.

Melodic Ancient Raccoon, Furaku

Pros
Cons
  • Higher personal damage compared to Base form
  • 7 turn active with Haste
    • Can loop/system
    • Creates column of Dark & Hearts
  • Terribly low ATK
    • Will not contribute much damage overall

Furaku’s Evolved form has more personal damage compared to their Base form but this is somewhat moot as he has abysmally low ATK which almost invalidates their offensive potential.

While they do share the same active skill, this form has one less Skill Boost along with their Weapon Assist having more universal value.

Weapon Assist

Pros
Cons
  • Tape Resist
  • L
  • Active provides 2 turns Haste
  • Active generates 10 Dark & 10 Hearts
  • Less often used awakenings

Furaka’s Weapon Assist is able to provide Tape Resist and a single L awakening which can potentially free up some team building options as it does provide 2 situationally helpful awakenings.

I say situational as an L only truly has merits if your team has none to begin with along with Tape Resist being a lower priority. As such, if both components will provide meaningful value, this will be a valuable Weapon Assist to utilize.

Furthermore, the 2 turns of Haste provided can aid in Transforming if inherited on a lower cooldown card but at the same time, the 15 turn cooldown is on the longer side.

Do I plan to roll? & Dream rolls

I do plan on rolling within the Mystics & Spectres event as acquiring any of the new cards will be a boon to my Monster Box. As a general statement, acquiring something new is meaningful as it will help fill in holes within your Monster Box as no two cards are identical. Furthermore, the inclusion of Weapon Assists on every single card greatly improves their overall value and helps provide meaningful usage for the 5-star cards.

In regards to my dream rolls, I would love to have Seina despite having Gileon . While there is some sub overlap between the two, I feel that Seina will be more future proof compared to Gileon due to their ability to VDP much more efficiently along with the majority of their bulk coming from Damage Reduction.

Damage Reduction is superior to flat HP as it provides better protection against Gravities and I feel GungHo will be doing more Gravity + Hit combos moving forward.

For my dream 6-star card, having the Goldfish-Girl, Usui would provide my Water teams with a powerful solution for Binds, Awoken Binds, and Unable to Match orb Effects. Furthermore, they are able to provide a Super Resist along with high Skill Boosts Skill Boost to aid in Transforming.

Finally, the Shark-Boy, Kunashi has a potent Weapon Assist for mono Water teams and will give my Tsukuyomi x Norza team more options for SBR Skill Lock Resist coverage. With that being said, I feel that I will acquire all of the bottom rarity cards and if I am going to get dupes, I would love multiple Bird Man for the 15-15 boards.

My Dream Rolls
7*
6*
5*

The above chart are the cards I would love to acquire from each rarity if I could choose one for my Mantastic account. This is my own personal opinion based on my Monster Box, goals and whether or not I have dupes.

Conclusion

The Mystics & Spectres event features wonderfully strong cards across all rarities who all feature Weapon Assists . This greatly eases the frustration of rolling dupes as each 5 or 6-star has 3 distinct forms who all bring something slightly different to your Monster Box.

Furthermore, due to the potency of the top rarity along with the value at the 6-star tier, rolling in this event will be beneficial as there are multiple prizes scattered across all rarities. As such, I do plan on rolling reasonably heavily in order to help bolster my Monster Box.

With that being said, let me know what you think about the Mystics & Spectres event and how much you plan on rolling in the comments below.

Happy Puzzling! (and New Year!)

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39 thoughts on “Mystics & Spectres REM Review and Analysis – January 2021”

    1. Competing vs PCGF, you have a similar pantheon spread but trade GFE vs Mystics/Spectres as the other portion.

      I would favour this due to the relatively limited availability by comparison

      Like

  1. Great article as always! They’re extremely helpful for me!

    On a different note some of the icons are not linking properly for me:
    -Tape Resist is going to 80% hp awakening
    -Cloud Resist is going to Skill-Boost+
    -SBR is going to Multiplayer Boost
    -Poison Resist (20%) is not opening in a new tab

    Like

  2. Thanks as always; been recently playing with CScarlet and realizing how excellent Rajang’s equip is for things like easy farming of TA2 and scaling her damage as a hitter.

    Shinraki’s equip would function similarly for Santa Tama or Ryumei teams? Or just inherit straight on Shinraki as sub or even PNapoleon to loopy stupid that sub attribute on that team as the big machine killer?

    Like

    1. Perhaps if those teams needed additional damage output the double L can be meaningful

      Similar idea to how we use Zaerog Core for double TPA to bolster things like Astalos or Raijin

      Like

  3. Hi Mantastic!

    I got really lucky this time around and rolled Seina, Mikage, my first Ronia, Kunashi, and 2x Machigan in my first 9 rolls. Are there any low rarity cards worth chasing or is now a good time to quit while I’m ahead and wait for future events? Also, what are the good pairings for Seina in NA? The only ones I can think of are Seina, Beach Planar for autofua (hard to find friends leading with her), and B&J (seems a lot worse than a second Seina).

    And Happy New Year!

    Like

    1. Those are basically the two.

      378,556,473 if you need a constant up BPlanar (slot 1), equip still being sorted out as not sure if she is going to be sub or not for my own Seina… on one hand it is nice having so many sub options, on the other… haha, guess will see how it plays and figure it out.

      Like

    2. I feel double Seina will be best for Shura/World of Carnage as you don’t need Auto Follow Up as much

      And you are right, BJ is a much worse pairing and Planar has merits but I feel it would be better for AA4 where Resolves are more common

      Like

  4. I don’t get why one of Ouki’s cons is her competing with SR Amaterasu.
    Both cards are different from each other and Ouki doesn’t have anything that remotely suggests her as a healing solution.

    Like

  5. Man, got Ryumei from my bundle roll, Seiren from my first machine roll, and Mikage with my second roll, what kind of crazy luck is that. I also got a +10 and +5 dragon in my gfe rolls. Nice way to start out the new year 🙂

    Happy new year Mantastic, thanks for all the great content over 2020! Looking forward to 2021!

    Like

  6. I somehow managed to roll two Mikage – does she have any value as a sub for herself, or is the dupe best used in weapon form?

    Like

    1. Well they have a 2 turn CD so a dupe sub won’t provide much unless you are asymmetrically pairing

      If you feel the Weapon will be meaningful, you can probably pursue as it can be reversed if a better asymmetrical pairing comes out

      Like

  7. Hey Mantastic, I was watching your health update video and I wanted to wish you well. Please don’t try to push yourself writing these massive reviews if they cause you any harm.

    Like

  8. Happy new year and congrats on rolling Seina. I am saving most of my rolls for the week she has a slightly higher chance of rolling out

    Like

  9. Happy New Year Mantastic!!

    So after several pulls, I was able to get Seina and I was glad to get her as well as getting some other good Monsters from this event such as Usui, (Well 3 of them at least Lol).

    The problem is that I’ve already gotten both Summer Planar and Summer Barbara & Julie which both have good leader skills in my opinion and I’m considering on replacing Suou’s Devil Lanterns as Summer Planar’s assist partner and turn one of my Usui into an assist because of her good awoken skills and I already have Summer Planar carrying Super Jammer Resistance (Which means there is no point of having Summer Planar carrying Suou anymore) while Reincarnated Freyr has Egg of Greed as his assist partner.

    What do I do Because I’ve already have some good Monsters in my Fire/Water Team With Summer Planar as the Leader and Summer Barbara and Julie as the Helper and I’ve recently made a Fire/Water/Dark Team with Super Haku as the Helper While having Lord Drakkon as the Leader or I can replace him with Seina.

    Like

    1. Well Siena is infinitely stronger compared to BJ or Planar

      You can always pair your Siena with a Planar to gain auto follow up. As for team building, you have to customize to the dungeon at hand and be mindful of when you need to Transform

      Like

  10. Is Mikage better or worse than Euchs? I want Mikage because he seems fun to use, but I doubt I’ll roll him. I tried and rolled 3 Seinas and 2 of the Ryoks.

    Anyone play Mikage? Am I missing out?

    Like

    1. Sorry for late reply but I dont own Mikage so harder to say but I love my Euchs for SR1, esp since I have it on my alt

      He is more feast and famine from what I see and needs more careful attention

      Like

  11. Any use for second Mikage? I don’ see myself using one as sub on team, and also don’t really expect to need to self coop (though this is the more likely use for it). Second as card seems more useful.

    Like

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