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XXI: World

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XXI: World

M.O.B.Q. Rating:   A+

LIBERATION:

For the rest of the stage, any Tarot Cards that are pulled by liberating units effects all of your deployed units!

EFFECT:
 

Your entire unit is completely immune to magical attacks of any kind for the rest of the battle!!!

TIPS & TACTICS:

This is probably a game-breaking Tarot Card, and may be the best card of them all! First off, just check out that card effect. Immune to all magical attacks! That means any Wizard & Valkyrie type attacks, but also the Witch’s Stun Cloud attacks too!  The reason why this card is broken is when you use it against bosses. once you get entrenched into this game, and start to run into some fairly challenging stages, all of the bosses are Back Row spell casters.  With this card, however, you turn them into a toothless punching bag!  Couple this card with a Fool card for good measure, and an Emperor card if you need it, and every boss fight will be laughably easy. It really is that simple!  my personal favorite feature of this card, however, is the liberation effect. Now, everyone gets in on the party!  What I love to do is ‘force’ one of these cards on the very first town/temple that I liberate on a stage. This way, not only do I have a World card all ready and waiting for the boss, but every unit will get super buff along the way!  Add up cumulative Hermits, Chariots, Judgments, etc., to all of your units, they all become super beings after a few stages!!  I cannot stress enough about this card! having this makes your rebellion run like buttah!  Always keep one in your back pocket!

Question Info

The night before a battle, you drink a parting toast with your comrades. How full is your glass?

ANSWERS:
Phantom
Thunder Flare
Iainuki
Ice Cloud

A

Filled to the brim

1

5

1

2

B

About half full

2

2

4

4

C

Barely any

5

1

2

2