Question Time with Mantastic – July 2021

Introduction

The general gist of Question Time posts are for players to ask various PAD-related questions that do not have a simple/Google-able answer or related article on my website. I do play other games and have often found myself having specific/unique questions about it but have no where to go and can imagine this may hold true for some of my readers. With that being said, there will be some restrictions on the types of questions I will be answering. If planning on commenting on a regular basis, it is advantageous to create a WordPress account to both receive notifications as well as giving me a point of reference as to who I am responding to.

Do’s and Don’t

download For the most part, almost any question will be answered, even some non-invasive Off-Topic ones; however, it is best to ask questions that require explanation/why/my personal opinion. The following examples are Fantastic types of questions to ask:
  • Of these options, what is the best Yusuke team I can make for Arena 3?
  • What direction do you think GungHo will take with the 4x HP leads?
  • Can Heart Cross teams be revived and if so, how?
x The following types of questions will not be answered by me either because it has a simple Google-able answer or shows a lack of effort on the reader’s part:
  • Anything that Google/Padx can answer
  • A link to your entire Monster Box and saying “make me a team”

Conclusion

I hope my readers use this opportunity to ask questions that will hopefully improve their overall game play and progression. Happy Puzzling!
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Relic Dragon Saga Overview

Hi all, and welcome to the first post on the new site. 

Some things to note before we start. In my collab/event “overviews”, I try to avoid discussing any cards which have little to no value in any content. In other words, if I have not seen it used in a ranking, a farming setup (for a dungeon I deem worth farming), or the current end game (Alt. Shura 1, Alt. Shura 2), it likely will not be discussed at all, or only briefly mentioned. I also extensively research/play what the top ranking JP players are using for their current end game (Shura 3), so with two to three months of foresight into their current meta, I hope I can help you avoid potential pitfalls and better futureproof your box against upcoming NA content. 

This is the third run of Sacred Relic Dragon Saga, and sadly, quite a few of these cards received the short end of the stick. Sacred Relic also hosts one of the largest letdowns in terms of a newly released card. 

Before discussing the buffs, it’s worth mentioning that all the Sacred Relic cards were given the Marvel treatment, in that they now have 8 Latent Skill Slots for transform cards. Being able to take 6 Skill Delay Resist Latents while still having two latent slots leftover is a small, but not insignificant, buff. That Extra HP++ or Killer latent could save your life in a pinch, or could put you over the needed 600k Effective HP threshold for Alt. Shura 2.

Outside of the occasional use for Dyer as a leader pairing for Akine, this event consists mostly of cards which are more useful as subs. This REM features two top-tier subs for top-tier leads. With that bit of pretext out of the way, let’s dive head first into this very shallow pool, starting with the cards I feel you should be looking to chase.

The two main cards you should consider picking up from this event are Elven Emissary, Alynna and Journeyman Adventurer, Dyer

Elven Emissary, Alynna is the most valuable chase card from this event. Normally, I would offer up some alternatives to the cards at hand.  However, because of this card’s enormous utility coverage, no other cards can match the value she offers as a sub for Drillspear Jade Conqueror, Nautilus

Since JP first saw its release into the game in April, Nautilus has dominated the Shura 3 and Alt. Shura 2 meta and is one of the fastest Alt. Shura 1 leaders in NA. In fact, its endgame prowess has only recently been challenged by Hibiscus Dignified Star Spirit, Rosalyn. With Nautilus’ massive 10 million auto-FUA and huge 24x attack multiplier, there isn’t much else that can compare. 

So why is Alynna an unparalleled sub for Nautilus? Nautilus transforms twice, leaving players with a six-turn period between the initial transform at the start of the dungeon and the second transform which grants its full multipliers. To make matters worse, Nautilus has no RCV multipliers to speak of in either form. How does Alynna remedy this? Alynna has a very short 12-turn transform and, as a result, she will transform immediately assuming you are also transforming Nautilus turn 1. When she transforms, she gives you 8 turns of a 40% HP Auto recovery. This means that for those six turns before the second Nautilus transformation, you will have an auto recovery buff to assist in staying alive. Her three Skill boosts and inherent (pre-transform) cloud resist awakening is vital in Alt. Shura 2 and generally useful in other content. 

Barring her use as a sub for Nautilus, she should be compared to her other cleric contemporaries. While there are many other potential Green Cleric options, these are the best options in most cases: 

Card NameElven Emissary, AlynnaPropitious Goddess of Promises, TualaSuper Reincarnated CeresWitch of the Wood Chain, Chakeol
Cooldown of the skill4 turns7 turns6 turns9 turns
Clears BindFully ClearsDoes not clear7 turns5 turns
Clears Awoken BindFully ClearsFully Clears7 turns5 turns
Clears Unmatchable Orb StatusFully ClearsFully Clears7 turns5 turns
Secondary EffectsTop row changed to wood. Wood Orbs locked. 2x attack for Wood/Light for 1 turn. Recover 30% HP on use.Delays enemies next move 2 turns.

In a side-by-side comparison, it should quickly become apparent why Alynna is preferred to her counterparts. Not only is her cooldown post-transform the lowest by 2 turns, but she is the only one that fully clears all three statuses. While this may not have been notable a while ago, it is now; these days, most end game dungeons will drown you in combinations of all three. Having the ability to fully clear them as fast as possible will always be greatly beneficial. It also doesn’t hurt to mention that being able to create a row of green orbs and lock them provides great utility as well, especially as a counter to spinners. 

Now for the final cherry on this delicious sundae: her post-transform awakenings. While they may seem lackluster at a glance, I can assure you that they provide more value than may appear at face value. 

Once again stepping back into Nautilus territory, he has no RCV multiplier in any of his forms. This means players must find a suitable RCV solution. How does Alynna help with this? Those two Heart Orb Enhances prove invaluable when attempting to heal, combined with the many Heart orbs that Nautilus will create in his final form. Additionally, the pre/post transform cloud resist is always helpful. 

Her damage awakenings are lacking compared to that of Tuala and Chakeol, but in almost all cases, it is worth the trade-off. Most Nautilus teams will consist of many high damage cards, including Selica, Academy Valeria, and Nautilus himself. This means that Alynna’s lower damage output hurts far less than it would on most other teams. However, that doesn’t mean that 2 7c and a VDP isn’t a respectable amount of damage for a cleric. 

A small note on her assist Muy before we continue on to the next card; it has a great deal of utility, boasting a Physical Killer, 3 Green OEs, and 2 Team RCV. These awakenings, along with a potent full cleric active and 50% shield, make Muy unparalleled among equips.

Sadly, most of what it offers is either unnecessary for the current end game, or is done better by another equip. The OE is much easier to obtain via Aljae’s equip, Ghum, as it offers the 5 required OEs to have a 100% chance of green OE skyfall, rather than the 3 that Muy offers. The Physical killer is unnecessary, as no green team tends to struggle with any Physical spawns. Machine Killers, Devil Killer, and Dragon Killers tend to be far more effective (For Shura 1,2, and 3 respectively). The Team RCV is also less useful, as most teams have a relatively high RCV multiplier or Heart OE, to make up for their lack of one. Team HP tends to be far more needed to make HP thresholds for Shura 2 and 3. The active skill is also quite strong. However, it’s unlikely most teams will have the time to let it charge, as 14 turns is too long to wait for an inherited cleric active. 

Next the second noteworthy card from this event, Journeyman Adventurer, Dyer. This card’s desirability is measured solely by its niche use of providing a VDP option for Light teams that desperately need it. 

First, something to get out of the way: as it stands right now for North America, we only have 1 truly viable light lead which is Crimson Dragon Mystic, Ryumei. Soon we should be getting Academy Kio, but until then, it’s only Ryumei. Japan has had the Marvel collab and as many of you know, Captain Marvel dominates the light meta there. 

All that said, no matter which of these 3 leads you use, you will always have the same overarching issue thrown into your face–the best Light cards tend to lack VDP. Let’s look at a quick list of some of the best Light subs/leads and see which of them have VDP. 

As you should be able to quickly see, the list of viable subs that can take VDP is somewhat limited, especially in NA. This is made even harder in Shura 3, where you need All Attributes on your team. Stretching to get enough VDP while also covering 5 colors is nearly impossible. The compromise? Dyer

His short 18-turn cool down transformation should be easy enough to achieve, assuming you are using Ryumei (25 turns) or Captain Marvel (23 turns), who both take longer than that to Transform. It’s worth noting that he himself contributes 0 Skill Boosts to the team, which may cause team building issues. 

As opposed to Alynna, who we compared to several cards, Dyer is quite cut and dry, as he only has 1 card for competition. Let’s quickly look at them side-by-side to see the pros and cons: 

NameJourneyman Adventurer, DyerJudging Kouryu Emperor, Fagan – Rai
Active skill cooldown5 Turns10 Turns
Number of turns the VDP remains active1 Turn4 Turns
Secondary effects50% Shield for 1 turn.1.5x Attack for Dragon cards for 4 turns.

These numbers all require some consideration for the team/dungeon at hand. Thinking of it in the context of true cooldowns, Fagan – Rai actually only has a 6 turn cooldown after his VDP runs out, though Fagan takes far longer to get to his active skill the first time. Furthermore, not all teams are going to care about the attack spike for Dragons, as you likely won’t want to use this as your primary attack spike. The shield Dyer offers is universally helpful, as it essentially means you get 1 extra turn of safety after you do the VDP for the next floor’s preemptive attacks. 

Which dungeons/teams are they actually useful for? First and foremost, if your team uses Dragons, you may prefer Fagan–this especially applies to Ryumei. If you are running a dungeon that requires several consecutive turns of VDP, then Fagan may be your best choice (this applies to most dungeons Pre-Shura 3). As for dungeons, Shura 3 really only has 1 floor that requires VDP, and only for 1-2 turns at most, you can chip the floor down until you get to the point where you feel you can kill reliably. On the other hand, most prior dungeons (Alt. Shura 1/Alt. Shura 2) have several consecutive floors of required VDP. 

Another important thing to consider is that post-transform Dyer has the Guard Break awakening. This may not seem like much, but is absolutely essential for breaking defense without the Limit Break Latent in Shura 3. 

Overall, where is Dyer going to be used? Shura 3 Ryumei teams are a guarantee. Captain Marvel and Academy Kio are more of a toss up. As it stands, Japan can safely get a Dyer-less Light team through Shura 3, due to their server’s inclusion of Doppo Orochi to cover the Dark sub-attribute, Wolverine, and Mickey & Friends [Celebration]

Sadly, we currently possess none of these options (and in 2 of 3 cases likely never will). Getting Marvel would mean we have access to both Captain Marvel and Wolverine, but we still won’t have Doppo Orochi or Mickey. As a result, I can really only speculate on what Dyer’s true value will be outside of Ryumei. If you are considering Ryumei as your potential future Shura 3 clearing lead, then this trade has tons of value, as odds are that Dyer will almost certainly be used for Ryumei. If you plan to wait for Marvel or Academy Kio, then trade with caution as there is no telling if you will be using Dyer at all. 

Another quick mention on Dyer’s two equips before we continue to the next card.

Arwill (7112) is useful to be sure. Unbindable and a team RCV/HP awakening is strong, that’s for damn sure. A 12-turn CD, 75% shield, and a VDP with a spike, what’s not to love? Sadly, this card’s level of utility is very limited. That’s not to say it doesn’t see use, as it has a great deal of utility on Shura 2 and 3 Ryumei teams. Ryumei (and most other transform leads) is bindable pre-transform. However, Amakozumi, The Chinese Series Equips and Tamadra Gift Box tend to be the preferred unbindable equips. 

His second equip, Arwill (7116), is one of only 2 equips with Guard Break, and is the only one that doesn’t give you a stat drop in its awakenings. With that said, for Shura 3, Guard Break isn’t really needed outside of having it on 1-2 cards as a soft requiement. Also, while this may sound harsh, the active skill is pretty garbage and you likely won’t want it overcharging on your subs. 

Great, so that’s both the highest value trade/roll targets out of the way. Time to talk about a card that breaks my heart in more ways than one: Orc Musion, Firo.

Why does it break my heart? The answer is two-fold. Firstly, I had high hopes for this card. At first glance, its leader skill looks strong. It’s got a low 14-turn transform active with 2 SB and 3 turns of haste when it transforms, giving it effectively 5 skill boosts. Its awakenings are very unique, as 4 crosses and full poison immunity seems like it should be strong by default.You may think, Firo is the Fire/Dark Seina with a giant auto-FUA instead of + combos. Seems great, right? It has all the makings of a great lead with a unique set of awakenings. However, in practice, it has turned out to be lackluster at best. 

So what happened to make it so bad, if it has all this going for it? Simply put, Flame Wheel Mystic, Seina has something going for her that Firo does not. Seina is a 2-color required lead that is self-sufficient in making her own colors with her active. Firo’s active, while good, does not provide a system. In fact, no card in the game can reliably make Dark and Fire orbs every turn. Compounded with that issue, her active gives you an auto-recover which, unlike an RCV buffing card, does not remove RCV Debuffs. For most end game dungeons, you will still want a dedicated RCV buffer on your team. Furthermore, 2.3x HP with a small shield makes ASR2 very difficult compared to leads with a moderate-to-high HP multiplier and a large shield. 

The second reason this card makes me sad is that, without Marvel, this card may very well be your best choice for a Fire/Dark card to use on your Red focused Shura 3 teams. This highlights how badly NA needs Marvel to come, and how badly we will all need to roll it. This card sees very little use in JP, outside of an occasional lead swap pair with Magneto or Dark Phoenix to abuse crosses on 7×6. Even then, it is lackluster outside of Shura 2 at best, and impossible to use in Shura 3.

The best news I can give you for this card is that if you IAP, this card is the orb skin so you can just buy it without rolling. 

Now, to give brief thoughts on the rest of the cards worth discussing in the event.

Conykin Martial Artist, Deena has potential as a general purpose sub on your blue teams, but shines best on Royal Oak teams. She has a board lock active on a 1 turn cooldown, which is only matched by Magical Machinist, Menoa. While this active is useful in dungeons with many spinner floors, spinner spam stops being a real issue after Alt. Arena 4. 

The other issue that plagues Deena is that Shizumaru Hisame exists. We should shortly be getting Shizumaru, who is superior to Deena  in all aspects but board locking. Shizumaru has a 3-turn haste and 2 SB in base form which is essential to transforming Royal Oak the second time as fast as possible. He has a 2x RCV spike on his active skill and generates 3 water and heal orbs on a 2-turn cool down. Deena offers very little in the way of utility that Shizumaru can’t outside the board lock, making her use far more niche than her counterpart. One last small thing to consider about Deena vs Shizumaru is that while we don’t know that Samurai Showdown will ever return, it stands to reason that Relic Dragons, and by extension, Deena, will be back soon enough with more buffs. 

Dragonkin Merchant, Polowne, once stood undefeated as your go-to Fire (and in some cases Dark) Void Damage Absorb and Void Attribute Absorb card. She still holds that throne, but only for Alt. Shura 1. Starting from Shura 2 onwards, the need for a dedicated Void Damage/Attribute Absorb card is greatly diminished. Instead, most people opt to use an equip with a similar skill on top of a card with an active skill they don’t regularly use (Shiva or some other Red card with an Inosuke equip in most Red teams case). Polowne has essentially been replaced by cards that do more damage as opposed to her utility. In Alt. Shura 1 and most earlier dungeons, her cooldown is low to the point where you will never have to stall for her active to come up and the 4 effective skill boosts she offers you are valuable. 

Here are a couple of quick honorable mentions before I wrap this up. First goes to Fiendish Assassin, Shivnia, for being one of the best TA2 farming leads in the game. She makes sub 50% and dark row farming very easy. Even outside of Training Arena 2, she makes a great farming lead for collabs and events as well. Assuming the dungeon has only small or no preemptives, she is likely a very viable lead. 

Second honorable mention and last card we will discuss is Trinitas. While I think this equip is amazing, I also think it doesn’t really have a home right now. Most contemporary dark leads do not lack RCV, and the ones who do tend to get it from an RCV multiplier, like Old Castle Watchcat, Bastet. The spike on the active is a bit too long for most dungeons this would be required in. Furthermore, RCV tends to have less use than HP for most teams, as hitting health thresholds is more important than recovering after a hit. 

This ends my overview of this event. Most of the other cards in this event just don’t warrant any discussion on my part, as conceited as that may sound. They are just not worth considering for most teams, or are just directly outclassed by another card. 

Hope you enjoyed reading this as much as I enjoyed writing it. Hope you will stick around for my future reviews. Until next time, stay safe everyone 🙂

State of the Game – June 2021

Introduction

I have been playing Puzzle and Dragons for over 2,700 days and in this time I have seen monsters rise and fall, a constantly shifting meta, along with Farmables being a top tier leader. Furthermore, I have witnessed the constantly evolving mechanics of current end game dungeons along with the cards released to counter them.

As a whole, PAD is by far my longest played game and would technically qualify as my longest relationship, but like any relationship, it requires work, dedication, and patience to truly succeed.

Obviously I love Puzzle and Dragons but at the same time, I can be critical about the short comings of this game along with how I feel the meta is shifting and whether or not it is for the better.

With that being said, there has never been a better time to play PAD due to the exceptionally generous hand outs by GungHo that include copious amounts of Magic Stones and special Godfest rolls which is further diminishing the concept of early game PAD.

With all of this in mind, I would like to examine the current state of the game through this article by highlighting what works and areas that need improvement.

On a side note, my previous State of the Game article highlights other important aspects with many of my views holding true to this day.

Video commentary

Marathon, not a Sprint

Continue reading State of the Game – June 2021

Upcoming Events in June – WoC3, New Evos, Sacred Relic & More

Introduction

My wrists (and back + neck) are constantly flaring up which makes it difficult to produce content. With that being said, here is a recap of the upcoming NA news for June 2021 from GHNA and myself. I have included screenshots of the notable news points in case watching videos is not ideal.

Mantastic summary

Continue reading Upcoming Events in June – WoC3, New Evos, Sacred Relic & More

Street Fighter Collab REM Review Review and Analysis – May 2021

Introduction

The Street Fighter Collab returns to North America for a second rerun which includes new evolutions, buffs, and 3 additional cards to be rolled. Due to the 6-Magic Stone price tag, the Monster Exchange Rate are lower compared to other event as players only require five 6-star GFE as Trade Fodder.

On the other hand, the Collab as a whole is reasonably underwhelming along with the bottom rarity not providing much value outside of Buttons and a potential Pixel Blanka System.

As such, this is an easy event to potentially skip from a rolling point of view as there are no truly amazing cards and if something is appealing, Monster Exchanging may be your best course of action.

Video commentary

—video coming Monday—

Overview

Street Fighter Collab REM Pros & Cons – May 2021
Pros
Cons
  • 6 Stones per roll
  • More affordable Monster Exchange rates
    • Requires five 6* GFE Fodder
    • More motivation to not roll
  • Every card has multiple Evolution options
  • No truly outstanding card
  • Many cards feel outdated
  • Relatively little value at bottom rarity
Street Fighter Collab REM
6 Star base
(22.7% total)
   
  
5 Star base
(77.3% total)

Street Fighter Collab Rankings – May 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

Continue reading Street Fighter Collab REM Review Review and Analysis – May 2021

Question Time with Mantastic – June 2021

Introduction

The general gist of Question Time posts are for players to ask various PAD-related questions that do not have a simple/Google-able answer or related article on my website. I do play other games and have often found myself having specific/unique questions about it but have no where to go and can imagine this may hold true for some of my readers. With that being said, there will be some restrictions on the types of questions I will be answering. If planning on commenting on a regular basis, it is advantageous to create a WordPress account to both receive notifications as well as giving me a point of reference as to who I am responding to.

Do’s and Don’t

download For the most part, almost any question will be answered, even some non-invasive Off-Topic ones; however, it is best to ask questions that require explanation/why/my personal opinion. The following examples are Fantastic types of questions to ask:
  • Of these options, what is the best Yusuke team I can make for Arena 3?
  • What direction do you think GungHo will take with the 4x HP leads?
  • Can Heart Cross teams be revived and if so, how?
x The following types of questions will not be answered by me either because it has a simple Google-able answer or shows a lack of effort on the reader’s part:
  • Anything that Google/Padx can answer
  • A link to your entire Monster Box and saying “make me a team”

Conclusion

I hope my readers use this opportunity to ask questions that will hopefully improve their overall game play and progression. Happy Puzzling!
Mantastic Icon Mantastic Social Media Mantastic Icon
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Royal Oak & Nautilus Debut Super Godfest Review

Introduction

Sunday marks the debut of two new 7-star Godfest Exclusives who are both outstanding leaders that help push Powercreep to the next level. Unfortunately, they are debuting within a reasonably average Godfest as it only features 33% chance for any GFE which is as low as it can go. On the other hand, all five Samurai 3 cards ( ) will be featured in their Weapon Assist form which helps bring the “good” rolling pool up to 40.5%.

As such, the value of this Super Godfest will be higher for those who lack Samurai 3 cards but will be more underwhelming for those who have already rolled them all.

With that being said, this article will examine both new Godfest Exclusives in greater detail.

Video commentary


New Godfest Exclusives

Both Royal Oak and Nautilus are special 7-star GFE who have a 2 step Transformation that does not cycle back around like Jiraiya. As a whole, this is a better design as it enables Royal Oak and Nautilus to have Skill Boosts Skill Boost in their Base form (something a cyclic Transforming card cannot) along with no true worries about juggling a certain active skill for a specific floor. As such, it is best to try and reach the Final form as fast as possible but both have a 6 turn cooldown after they Transform for the first time. This means that without Haste, it will take a least 6 turns to Transform into their final and strongest form. Continue reading Royal Oak & Nautilus Debut Super Godfest Review

10th REMDra Fever – No Water Strategies

Introduction

The REMDra Fever “Ranking” Dungeon returns to North America and gives players a chance to grind for a (cosmetic) Crown by accumulating 999,999 points over any number of runs. While this is exciting, it will take numerous clears to achieve but there are ways to bolster your score to save time, stamina, and mental sanity. Generally speaking, no Water orbs will take less effort overall as it is much easier to achieve a higher combo count due to only 5 possible orb types appearing. Furthermore, the inclusion TPA TPA (200 pts) and Recover Bind Bind Clear awakening (1,000 pts) will help hasten this process.

As with all REMDra Fever events, the dungeon is quite lucrative to run over and over again as it only costs 25 stamina and offers valuable drops. Furthermore, any number of players can achieve a Crown and is not only given to the first X number of players to hit the score cap of 999,999.

This article will explain the rules for REMDra Fever and how to maximize your score potential and how to farm it as efficiently as possible once you are satisfied with your score.

10th REMDra Fever Event: 5/24 (Mon), 0:00 – 5/30 (Sun), 23:59 (UTC-8)

Video commentary

–video coming soon–

REMDra scoring system

REMDra Fever Ranking Tournaments have a significantly different scoring system compared to normal Ranking Dungeons and we must alter our play style accordingly. Continue reading 10th REMDra Fever – No Water Strategies

Demon Slayer REM Review Review and Analysis – May 2021

Introduction

The highly anticipated Demon Slayer Collab finally comes to North America along with several small Leader Skill buffs. As a whole, this event has become more “dated” due to the significant delay between the JP and our release. While cards can never receive direct nerfs, they can become weaker relatively speaking as newer cards are often stronger compared to older ones.

As such, many cards have lost some of their edge but at the same time, there is still a tremendous amount of value to be found within the 7 and 8-star rarities. Sadly, this event also features one of the worst designed REM-set ups as players cannot Monster Exchange for the 7-star cards which means they have to be rolled. This will be a similar experience to the Monogatari Collab where players could frivolously roll in the vain hope of acquiring Nadeko and we will have a similar experience here.

With this in mind, having a significant Magic Stone hoard will be needed to dig deep into this REM and with no Pity System in place, repeated sadness can/will occur.

On the bright side, GungHo will be gifting all players one free 8-star roll at a future, unknown date.

Video commentary

—video coming Monday—

Overview

Demon Slayer Collab REM Pros & Cons – May 2021
Pros
Cons
  • New event
    • Features many hard to replicate cards
  • Weapon Assists for all 7 & 8-stars
  • Unique and powerful cards at 7 & 8-star rarity
  • Free 8-star roll from GH
    • Will be gifted at a later date
      • I do not know when
  • Bottom rarity is mostly lackluster
    • 70% of the rolling pool
    • Only 1 has Weapon
  • Cannot Monster Exchange for 7-stars
    • Have to roll
    • Odds are not in your favour
  • 7-8 month old event in JP
    • Cards have lost some of their edge
  • No Skill Up Dungeon
    • Gotta Py everything
Demon Slayer Collab REM
8 Star base
(6% total)
7 Star base
(24% total)
6 Star base
(70% total)
Demon Slayer Collab – May 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

Continue reading Demon Slayer REM Review Review and Analysis – May 2021

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

Continue reading Mystics & Spectres REM Review Review and Analysis – May 2021

Puzzling those Dragons