Mystics & Spectres REM Review Review and Analysis – May 2021

Introduction

The Mystics & Spectres returns to North America but only includes buffs for 2 cards along with no new monsters being added. As such, the vast majority of cards have remained stagnant and while nothing can ever be “nerfed” in PAD, not receiving buffs means cards will fall behind as newer things are released.

With that being said, there is still tremendous value within the actual Mystics & Spectres cards but we will be plagued by the worst REM set up which lumps all of these event cards into the regular REM. This results in a 5 Magic Stone price tag, no GFE, and no collateral benefits along with painful rolling rates for the top rarity cards who are the true prizes for this event.

Taking all of this into consideration, there is still value to be had rolling within this event but if you have done so in the past, there may be little reason to continue chucking Magic Stones here in the hopes of acquiring a 7-star card due to the terribly designed REM.

Video commentary

—video coming Monday—

Overview

Mystics & Spectres REM Pros & Cons – May 2021
Pros
Cons
  • All 7-star cards are outstanding leaders
    • Capable of clearing all content
  • All cards feature Weapon Assists
  • All Mystics & Spectre cards have value
  • Not an exclusive REM
    • Rolling pool has regular REM
      • No GFE
      • Countless unevolved Pantheons
      • 50% cards are Mystics & Spectres
  • Cannot Monster Exchange for top rarity
    • Have to roll
  • Essentially no buffs overall
    • Makes cards fall behind in Powercreep
Mystics & Spectres REM
7 Star base
(4% total)
6 Star base
(18% total)
  
5 Star base
(28% total)
  
Mystics & Spectres – May 2021
S
A
B    
C
D

Order within each tier is random and not reflective of ranking

The rolling pool does not add up to 100% because Pantheons are also included

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. In total, they comprise 40% of the rolling pool.

Mystics & Spectres REM Bottom Rarity (5*) REM Rankings – May 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

Seina – S

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
    • Relatively mindless
    • One of the Best leaders in the game
  • 2 turn active
    • Generates 3 Fire, Water, & Hearts
    • Procs LS conditions every turn if no Locked orbs
  • Significant personal damage
    • 45 45 45
    • High ATK
  • Fantastic Weighted Stats
  • 25 turns to Transform
  • Bind-vulnerable pre-Transform
  • All Damage Reduction tied to Fire + Water
    • Relatively easy & solved via active
    • Vulnerable to Locked Orbs
  • No Auto Follow Up Attack
    • Less relevant for newer dungeons
  • Heavily disadvantaged vs A,WoC2 Sun Quan

Seina returns without any buffs but still remains one of the best leaders in the entire game. This is attributed to their outstanding multipliers and System-able active which ensures activation. With 2.25x HP and 75% Damage Reduction, few hits will actually threaten players outside of Gilles <50% execute. Furthermore, with +4 combos with dual leaders, combo shields become somewhat trivial along with being mindless as Seina can produce 3 Fire, Water, and Heart orbs every turn. Furthermore, their own personal damage is immense due to triple 7 Combo 45 and double VDP in conjunction with their large ATK stat.

While all of this is quite magical, Seina’s largest weakness is a lack of Auto Follow Up and complete dependency on matching Fire and Water orbs. Being forced to make a column of Hearts should usually not be an issue due to Seina producing 3 every turn but failing to match Fire and Water spells almost certain death.

This is because the majority of their Effective HP is tied to matching Fire + Water and while Seina can produce 3 of each every turn, Locked orbs or excessive Fire/Water/Heart orbs present can prevent orb generation. With this in mind, players should always use Seina as your final orb changer in case the others overwrite your orbs. Just remember, Seina will make 3 Fire, then 3 Water, and finally 3 Hearts so do not flood your board with too many of any one element.

As a whole, Seina is an incredible card and is my most consistent and reliable leader for end game content for Mantastic. It is just s shame players have to gamble on rolling or purchasing the 7-star bundle as there is no Monster Exchange System available.

Weapon

Pros
Cons
  • Skill Boost Skill Boost
  • Dragon Killer Dragon Killer
  • Unique combination
    • Only one in the game
  • ATK, RCV, & Movement Time buff
  • Opportunity cost of not using 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 if only owning a single copy.


Ryumei – S

Ryumei Transformed

Pros
Cons
  • 4 SB Skill Boost & 1 SBR Skill Lock Resist in Base form
  • Huge LS multipliers
    • Damage Reduction procs off any L
    • Fantastic bulk
    • Massive ATK multiplier
  • Powerful 3 turn active Post-Transform
    • Spawn 3 Fire, Light, & Hearts
    • No Skyfall
    • +3 combos
    • +1.5x movement time
    • Can self System with 3 Ryumei
    • 9x RCV
      • Can always heal back to full HP
  • Able to use Double L Weapons
    • +2.25x ATK
  • Huge personal damage
    • 45 45 45 45
      • 36x vs all spawns
    • Huge ATK
  • 25 turn Transform
    • Greatly offset by Base form 4 SB
  • Bind-vulnerable pre-Transform
  • Restricted to God & Dragon types
  • Void Damage can be an issue
    • Offset by Void Damage Void actives
  • No Auto Follow Up Attack
    • Less relevant for newer dungeons

Ryumei has received significant buffs across their entire kit as they now offer 4 Skill Boosts Skill Boost in their Base form along with SBR Skill Lock Resist which greatly eases their 25 turn Transformation requirement.

Once Transformed, Ryumei becomes one of the best leaders in the game due to their ease of activation and Effective Health along with ability to always heal back up to full HP. Presently speaking, having access to a reliable source of Damage Reduction is key in challenging content as surviving dangerous mechanics is the top priority. As such, 2.56x HP and 75% Damage Reduction should save you from essentially any non-outrageous execute when matching any L. This any L clause practically guarantees activation which in turn keeps you alive.

Building upon this, Ryumei’s active skill is magically overturned as it Unlocks the board, produces 3 Fire, Light, and Heart orbs, 1.5x Movement Time, +3 combos, and No Skyfalls on a blisteringly fast 3-turn cooldown. This means it can be System-ed if you have a sub Ryumei but even having 2/3 up time is pretty magical and will facilitate easier and faster clear.

While all of this is promising, Ryumei can only use Dragon and God type subs which can be worked around but their main hurdle will be overcoming Void spawns. This is because Ryumei does not naturally come with VDP and it may be awkward to incorporate a sub who can deal sufficient damage. As such, reliance on cards who can provide Void Damage Void such as Dyer and Fagan Rai will be somewhat mandatory and their lack of Skill Boost can make team building more challenging.

With that being said, if you can work around the Void Damage Void aspect, Ryumei is one of the best leaders in the game.

Weapon

Pros
Cons
  • Skill Boost Skill Boost
  • Devil Killer Devil killer
  • Unique combination
    • Only one in NA
  • Strong active
    • Full Bind & Awoken Bind clear
    • Full Unable to Match clear
  • Opportunity cost of not using Base form

Like Seina, Ryumei’s Weapon Assist provides a unique combination of a single Skill Boost Skill Boost and Killer awakening along with a valuable active but has the opportunity cost of not using their Transforming evolution is too great.

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 and sub. With that being said, if your goal is WoC2, no Dupes are allowed and this active is powerful but I would only consider this if you have an extra copy.


Mikage – S

Mikage Transformed

Pros
Cons
  • 3 SB Skill Boost in Base form
  • Outrageously high Effective Health post-Transform
    • 93.75% Damage Reduction
      • 16x Effective HP
  • Bonus movement time
  • Bonus combos
  • Auto Follow Up
  • Large ATK multipliers
  • Huge personal damage
    • 45 45 45 45 Healer Killer physical killer 37
    • Huge ATK
  • Easy to activate ATK multiplier
    • 400x with any 2 colours
  • Unique active
    • Orb generation + Spinner
  • 25 turn Transform
  • Stalling pre-Transform requires 6 Dark orbs
  • No SBR Skill Lock Resist in either form
  • 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

On paper, Mikage has arguably the most outrageous Leader Skill due to the plethora of beneficial aspect. With dual leaders, he is able to provide +10 seconds movement time, +4 combos, Auto Follow Up, 400x ATK with any 2 colours (does not 3 Dark combos for ATK), and an outrageous 93.75% Damage Reduction. This is somewhat outrageous but he is kept in check by having to make 3 Dark combos to trigger his Damage Reduction.

This is his largest weakness as Mikage is essentially the definition of Feast or Famine as they are nigh immortal with 3 Dark combos and porcelain fragile without. This prevents him from being as mindless as other top-tier leaders as failing to match 3 Dark combos almost guarantees death due to 1x Effective HP.

To overcome this, players will often rely on Chris or other low cooldown orb generators, Nergigante for 100% uptime on 15% Dark Skyfall, and Mikage’s own active. Mikage is able to generate a row of Dark and creates a Spinner for 3 turns on a 6 turn cooldown. This means players can always have at least 1 Spinner available which is a reliable source of Dark orbs due to Mikages excessive movement time.

On the other hand, utilizing 7×6 and swapping in someone like Araragi can also ease orb hungriness when utilizing Nergigante  for Skyfalls.

Moving beyond his leader skill, Mikage boasts arguably the highest personal damage of nearly any card due to his immense ATK stat, and 8 offensive awakenings. These ensure he can sweep a given spawn with relative ease and damage is seldom a concern on Mikage teams.

All in all, Mikage is one of the best leaders in the game due to his 16x Effective HP when matching 3 Dark combos which makes him somewhat immortal if you have a reliable steam of Dark orbs.

Weapon

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
  • Does not remove Awoken Binds

Following the trend of the other 7-star Weapons, Mikage’s carries a high opportunity cost of not using their Transforming evolution as it is one of the best leaders in the game.

On the other hand, if you do have duplicates, this Weapon will have merits in WoC1 where Machine spawns are commonly seen. Just be mindful that this active does not clear Awoken Binds.


6 Star base

Crow Guardian Mystic, Kukan – B

Pros
Cons
  • Super Jammer Resist
  • Valuable active
    • 75% Damage Reduction for 1 turn
    • 75% DEF Break
  • What’s Kukan Good Lookin’
  • 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
  • Valuable active
    • 75% Damage Reduction for 1 turn
    • 75% DEF Break
  • Solid Leader Skill
    • Accessible Damage Reduction
    • Easy to activate
  • No Effective HP without Fire + Wood match
  • Does not outpace other leaders
  • Susano is the king of Wood Damage Reduction
    • Hard to justify using Kukan over Susano

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.

For most content, Damage Reduction/Shielding is not truly needed but once you start playing through World of Carnage/Shura 2, Damage Reduction will become more important. This is because this dungeon features numerous unavoidable large hits that cannot be survived any other way.

As such, the 75% Damage Reduction can be a way to survive executions and the DEF Break helps overcome the 2 Billion DEF Dragon Seed if needed.

Despite all of the benefits Kukan can bring to the table, Susano is the king of Damage Reduction and it will be challenging to justify using Kukan over him due to the similar overlap in terms of roles they can fulfill.

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
  • Does not compete with Susano
    • Useful inherit for Susano
  • 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.

Due to the fact that Susano is the strongest option for mono Wood Shielding cards, this Weapon Assist will most likely be their best form to pursue.


Wild Demon Mercenary, Ouki – A

Pros
Cons
  • 1 turn cooldown
    • Easy to inherit over
    • Unlocks board
  • Super Poison Resist
  • High personal damage
    • 45 Healer Killer Healer Killer
  • Sub attribute only card
    • Deals full damage
    • Attacks after all primary attributes
  • Evolved form has God Killers
    • More applications
  • Evolved from has 2 colours
  • 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.

One last thing to consider is their sub-attribute only aspect which means their full damage is dealt after everyone else’s primary attack. This may have some merits for Colour Absorbs if used on a Rainbow team.

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 for LS
    • 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.

Another aspect I want to drive home is their active skill Unlocks the Board which can be invaluable for teams who must match specific colours for Damage Reduction. Building upon this, a 1 turn cooldown offers the ultimate flexibility as you can load up on a higher impact active then counter Locked orbs afterwards.

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
  • RCV & Movement Time buff
  • Unlock + tri board changer
  • Lower impact overall
    • May be hard to incorporate
  • Numerous competing options with Bind Immunity
    • Madoo
    • Chinese Celestials
    • Cottons

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, bulk, and more Passive Damage or even the Chinese Celestials who also provide a Skill Boost Skill Boost.

For myself, I have never found a time when I felt like this was my first choice for a Bind Immune Weapon due to the numerous other options available.


Ghostly Goldfish-Girl, Usui – A

Pros
Cons
  • Super Blind Resist
  • Valuable active
    • 5 turn Bind & Awoken Bind clear
    • 5 turn Unable to Match clear
    • 5 turn CD
  • High VDP damage vs Physicals
  • 4 Skill Boosts Skill Boost
  • Lacks damage unless VDP
  • Evolved form’s Dragon Killers Dragon Killer have more value
  • Evolved from has 1 more SB

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 current end game content as you will need to have both of these aspects, some times multiple times within the same dungeon.

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

On the other hand, using her as a Friend’s leader can have some interesting applications due to only having a sub attribute and abusing the Damage Absorb Latent. The idea is she can deal the final hit on a given team and with this Latent, can ignore the Damage Absorb which may be sufficient for sweeping a given floor.

Graceful Ghost Goldfish, Usui

Pros
Cons
  • Super Jammer Resist
  • Valuable active
    • 5 turn Bind & Awoken Bind clear
    • 5 turn Unable to Match clear
    • 5 turn CD
  • 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
  • Poorly distributed stats
    • Too much RCV, too little HP
      • Water teams tend to lack HP
  • Not Bind Immune
    • Better to pursue SB+ SA
  • 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 and her 5 turn cooldown ensures it is always ready in time.

While Usui is able to function as a fantastic Cleric, her stats are too heavily distributed into RCV while lacking HP and ATK. The lack of ATK is okay as her personal damage was never the best but having low HP is problematic, especially when the majority of Water cards are RCV-heavy, HP-light. Furthermore, players will have to use a Bind Immune Weapon as her best Super Awakening is SB+ .

On the other hand, her Weapon Assist has tremendous value and may be worth pursuing instead if you already have other Water Cleric options.

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
      • Aids Ryumei teams
    • Self ATK debuff
      • Overwrites any ATK debuff
  • Only strong vs Machines
  • Outpaced by Pixel Napoleon for raw damage

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 tremendous applications in WoC1 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 card, 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. In addition to this, their active skill can overwrite any ATK debuff while also generating up to 5 Light orbs which is meaningful for Ryumei teams if you lack a duplicate.

Finally, the 3 turn cooldown enables her to easily inherit an active of your choice such as a board changer for floor 3 in WoC1 to overcome the full board of Dark orbs.

Weapon Assist

Pros
Cons
  • 2 L
    • +2.25x personal damage
    • Significant for Ryumei teams
  • 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 and while this is a significant boost to damage, it does not provide any true utility nor counter to mechanics.

With that being said, Ryumei can greatly abuse this Weapon as they will be matching L’s already and enabling your hardest hitting card to deal even more damage can greatly ease certain spawns.


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
  • LS provides huge Auto Follow Up
    • Needs Fire + Light combo
  • Primarily used for the active
  • Leadership potential is still mediocre
    • Lacks Damage Reduction
    • Lacks HP in this form

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 which has been buffed to a 12 turn cooldown.

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.

On the other hand, both forms have received a buff to their Leader Skill to include a massive 4 million Auto Follow Up when matching Fire and Light. This can be used to overcome low HP spawns with Absorbs but this will still be a mediocre leader skill overall.

Eternal Firebird, Machigan

Pros
Cons
  • Active creates 15-15 board
    • Valuable for Rankings
    • Always makes 10 combos
  • Respectable VDP  damage
  • LS provides huge Auto Follow Up
    • Needs Fire + Light combo
  • Primarily used for the active
  • Leadership potential is still mediocre
    • Lacks Damage Reduction
    • Lacks HP in this form

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.

On the other hand, both forms have received a buff to their Leader Skill to include a massive 4 million Auto Follow Up when matching Fire and Light. This can be used to overcome low HP spawns with Absorbs but this will still be a mediocre leader skill overall.


Weapon Assist

Pros
Cons
  • Creates 15-15 board
    • Always 10 combos
  • 60% Jammer Resist Jammer Resist
  • Team HP & RCV
  • 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 along with Team HP & RCV . Together this adds some bulk and may aid in achieving full protection against Jammers while 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 as this cannot be System-ed due to the lack of Haste and longer cooldown.

Indigo Shadow Shark, Kunashi

Pros
Cons
  • Creates 2 columns of Water orbs
  • 3x ATK buff
  • Shark boy
  • 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 8 cards to have this
  • 3 Orb Enhances blue + orb
  • 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 eight 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 for mono Water teams should it accidentally charge up.

With this in mind, I feel this Weapon has the most value on Water teams as SBR can be an issue, especially if you are running cards such as Lamp , Blue Odin 3391, or 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 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 – B

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 if no System
    • System needs 4 Racoons

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 which can greatly aid any Farming build. With that being said, the true value of this ability is actually having 4 total copies and if this is not the case, their Weapon Assist will have more merits overall as it does provide useful 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 as much damage overall
  • Weapon Assist has more universal value if no System
    • System needs 4 Racoons

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 somewhat 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 if you cannot form their System.

Weapon Assist

Pros
Cons
  • Tape Resist
  • L
  • Active provides 2 turns Haste
    • Can provide Effective Skill Boosts or recharge used actives
  • 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 in most dungeons. As such, if both components will provide meaningful value, this will be a beneficial 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. On the other hand, this active is a brilliant solution for Farming teams as it generates orbs and the 2 turns of Haste helps charge up other active skills.

Do I plan to roll? & Dream rolls

I do not plan on rolling within the Mystics & Spectres event on Fantastic after dumping 500 Stones a vain attempt to roll Seina. For Mantastic, I may do a few as I was quite lucky to roll a Seina early on but at the same time, I already have all of the 5 and 6-star cards for both accounts.

For Mantastic, I would love to roll Mikage as I feel I have a box to support his usage despite no Chris or Sakura . On the other hand, Fantastic would love to acquire Seina for coop adventures with myself. For 6-star cards I already have every card on both accounts so I chose the ones I have the least copies. Finally, both accounts can benefit from more Racoons to facilitate the System or utilizing their Weapon.

My Dream Rolls Mantastic
7*
6*
5*
My Dream Rolls Fantastic
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 is painfully top heavy with no opportunity to utilize the Monster Exchange. As a whole, I feel that REMs designed like this are bad for the overall longevity as PAD lacks a pity system or any way to at least give a top rarity card with enough rolls as RNG can be unkind.

With that being said, there is value in every Mystics & Spectres card so if you have not rolled in the past, there is still value to be had and you may even get lucky with a 7-star card.

With that being said, let me know what you think about the Mystics & Spectres in the comments below along with your dream rolls.

Happy Puzzling!

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16 thoughts on “Mystics & Spectres REM Review Review and Analysis – May 2021”

  1. Ended up with two Mikage last time – garbage on the free roll this time, Seina on the $1.99 roll. Quitting while I’m ahead I think.

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  2. I’m conflicted on this one. Rolled in the past, but never got any of the big 3 here. Have the stones to spare, but with Demon Slayer and the hopes of Marvel on the horizon it’s a tough sell. Any one of the big 3 would be fantastic for me, but it would be rolling exclusively for that 4% chance of success. Just happy I have some time to think on this one.

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  3. What are the other optimal Mikage subs? I don’t have Chris/Sakura but was thinking of using Valentine’s Ponno to fill that slot. Then I have Araragi for bind/unmatch orb clear, Polowne for att/dmg absorb. Who would be a good sub for damage void?

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    1. Well you can always VDP to overcome voids

      If you have nergigante, you could 7×6 swap in araragi and with a mikage sub and friend, you have the spinner up time and bigger board + skyfalls

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  4. So… Today’s story: 30 rolls (free, $2 and 140 stones taken away from the Demon Slayer stash) and all I had to show for it was Kukan, a Sam3 dupe (and it was the worst one, Tokugawa), and Ouki/Shiranaki dupes. Friend bought me the $30 bundle as a present and it resulted in Ryumei #4 (Now I have both the system and the equip), and he was like “Good freaking night this game hates you”…

    …and then Seina finally came home on the very next roll. Which will leave me with ~300 stones left to go all-in on Demon Slayer chasing Tanjiro and Nezuko.

    Thoughts on this run:

    Demon Slayer is the main reason IMO not to go heavy on rolling in this run, now that it’s confirmed to come to NA. Yes, power creep has weakened the Demon Slayer collab, but it’s still more than strong enough to blow your stash on, and Nezuko is still the must-have card from there.

    Speculation is that the second and third JP runs of this event were combined, explaining why our second run is three weeks.

    For now, Seina remains the strongest leader in NA. Come World of Carnage 3, and she turns into the worst of the three Mystics 7-stars. Seina teams have huge difficulty dealing with a certain Water spawn in WoC/Shura 3, and most of the Seina teams in JP that are capable of clearing it rely on Magneto, and we pretty much have a 0% chance of getting the Marvel collab (because FUCK DISNEY).

    Ryumei, anime protag (If this event was an anime, that is), has his utterly ridiculous buffs to celebrate his illustrator’s most recent birthday. It isn’t so much the SB + Devil Killer combination that makes it good, but the phenomenal AS. Come WoC3, he will have an easier time with that dungeon than Seina, though “easier” isn’t saying much since WoC3 is YamaP telling the entire player base to “git gud” (yes, the dungeon is THAT hard).

    Mikage is, again, “good luck using the best of the three Mystics 7-stars without Chris or Dark Sakura” (along with leaving both me and that friend of mine with buyer’s remorse for NOT buying his orb skin bundle). Color me interested in seeing how you plan to address that issue.

    While Shiranaki is outclassed by Pixel Napoleon as a dedicated Machine Killer, she is still one of the better Ryumei sub options for (Alt) WoC, and I prefer her over Napoleon for her AS which counters the Tamadra floor (and using Lightning’s Crystal as the assist on her for the precious delay active on the first floor and the Four Noblemen bullshit).

    Kukan should be ranked higher IMO – sure, Wood has better options, but come WoC 3, Seina teams (those few that can endure the carnage in that dungeon, that is) will be running his evo over Shiva/GH Lakshmi/other shielding options by virtue of his Attribute combination.

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    1. I’m probably too bad at this game to use Ryumei. I have him as both leaders, but I cannot make an L and another 6 combos to reach full damage with him. My team manages to transform right away, but on a 7sec timer, I just don’t know how to reach 7 combos while also making an L.

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    2. One aspect for DS is that it is new which and acquiring new cards is often better compared to dupes as it may fill some holes in your box

      As for WoC3, it looks quite obnoxious but who knows, maybe we will get new tools to tackle it

      For spider lady, I agree she is better overall and the pixel nap’s main appeal would be killing f1 without transforming to buy extra “stalling” on lucifer or if you always struggle for dmg

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  5. Just thought I would share since I wonder if anyone has had the same luck I just had with any machine. I just used all 100 of my free stones from today to roll on this event and got 20 gold eggs. Not a single diamond. what are the odds of that!

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