Mediell's mechanic is fairly simple. The animal motif calls out a little to the Great Nature mechanic in V series - doing effects depending on the card you checked at the top of your deck from your ability. You pay the cost of [Counter Blast (2)] and reveal the top card of your deck.
Instead of your card going to the drop zone however, Mediell does one of two things:
Normal unit: Add the card to your hand, choose a card from your drop, call it to (RC) and that unit gains Critical +1.
Trigger unit: [Counter Charge (1)], choose a card from your drop, call it to (RC) and return the revealed card at its original spot.
A very straightforward mechanic, she wants her crucial cards in the drop zone as soon as available to ensure she gets pressure as fast as turn 3.
How do her support cards look?
Bread and butter for Mediell, Alise is the main offensive force in a Mediell deck. Her first skill gives her a [CONT] 5000 power when attacking a grade 3 or greater unit, allowing her to hit over the 13000 base power Vanguards.
Her second skill grants her the ability to restand at the cost of [Soul Blast (1)] if she was called out by a G3 or higher Mediell's skill from the drop zone, after the vanguard attacks.
If the top card checked was a normal unit, this means Alise gets to restand with 2 Criticals, making her a tough nut to crack and pressure to guard.
To ensure we keep up the pressure even if it is not a normal unit, we maximise getting Criticals on her, so we play 8 Criticals in the deck.
Definitely get her in the hand in your mulligan so you can prepare for dumping her early in the drop when you discard for your ride line :)
The other support card I want to draw your attention to is this.
Phyllis' first ability allows you to give your Mediell Vanguard +5000 Power and to reduce the cost of her skill to [Counter Blast (1)] at the cost of [Soul Blast (2)].
Phyllis' second ability also gives herself +5000 Power, so do remember to put her on the field before you use Mediell's skill, even if you are not going to use Phyllis' first ability! This allows her to hit 13000 power for a boost, which is a magic number when boosting for any 10000/15000 attackers.
Other notable cards include:
Slow Kiss ―♡→ , Nonna - Refills soul, allows Phyllis' skill to keep going off.
Large Flower that Dyes the Night, Palmyra - can substitute Nonna for Soul, but 9000 leaves a lot to be desired.
Detour Together, Elvi - protection from card effects for all your non-Elvi cards, while getting [Counter Charge (1)] on hit against Vanguard? Sign me up!
SweetxSweet - A little bit of a personal choice, but I enjoy playing this order to ensure that I get the correct field down. Allows me to search for Alise or Phyllis, and the [Counter Blast] is paid for through Elvi or Phyllis reducing the Vanguard cost!
Michu is another addition to the Glitter series from DBT05. Her unique mechanic revolves around her Set Order, "All Set!" and the Cannonball keyword.
Her first ability allows you to [Counter Blast (1)] if you have an "All Set!" in the Order Zone. You may then draw a card, and then choose a card from your hand to call onto a RG circle or discard it.
Her second ability, the Cannonball skill, allows you to [Soul Blast (2)] to retire one of your opponent's rear guards, as well as gaining +5000 Power when you attack with her into a Vanguard.
Michu's deck allows her to consistently gain Soul, so her resources are considerably free.
Let's take a look at her supports.
One copy of "All Set!" and you're... um... all set?
Sorry, that was bad.
All Set can be searched for in the ride line, so you'll get this on your first G0 to G1 ride.
It allows you to rest it, [Soul Charge (1)] and put a Cannonball Order in your Order Zone.
The only Cannonball order we have now is Flower Cannonball, unfortunately.
Its effect is definitely nothing to scoff at though.
Flower Cannonball's cost is [Counter Blast (1)], however with it being put into the Order Zone you don't have to pay for the cost, so do take note!
When Flower Cannonball is put into the order zone, you draw one card. It also has an [ACT] ability that allows you to put Flower Cannonball into the drop zone, and alter your Michu's Cannonball ability to [Soul Blast (2)] and choose 3 of your units to gain +10000 Power until the end of the turn!
Very useful ability, especially when used with the next support card in this list.
Nokuno has such an... interesting effect (I am personally biased).
Her first effect allows you to call her to the backrow RG circle from the drop zone at the cost of [Soul Blast (1)] when an Order card is placed into the Order Zone, if you do not already have a Nokuno on the field.
Her Glitter effect (get ready for a long ride of text) triggers when the Vanguard is Michu.
After your Vanguard has attacked and your opponent's Vanguard is G3 or higher, you may [Counter Blast (1)] and discard a card. If you do, stand this unit, and swap its position with your Vanguard (without swapping your Soul's positions). At the end of the turn, swap their positions back.
This synergizes really well with the Flower Cannonball order as you can give her the +10000 Power so that she can swing for 18000 with one drive check.
Extra drive, extra attack... We all love these mechanics.
Haseritt wants allies. Lots of allies. In fact, she gives up to 5 of her allies +2000 power at the cost of [Counter Blast (1)]. After they've attacked this turn, they return to the deck if they're a normal unit, and you draw one card. Furthermore, if you've chosen 3 or more rearguards for the power boost, she gives herself +10000 Power.
Haseritt converts all of your attackers into draws which become shields or more fuel for next turn. Have a card that you want cycled back for another draw? Haseritt's got your back.
Cards like Any Colour Bubbles, Sherin (who gives a 4th attacker to Haseritt decks) or Cat's Cradle Form, Sylphya (the optimal 4th attacker most of the time) are powerful cards that work wonders in the whole engine. However, as with the format of my write-ups, I'd like to bring your attention to 2 of what I feel are most important in the deck. These are the cards that will leave you laughing HA↑HA↓HA↑HA↓ all the way to the bank.
Clanfelie is a nice addition to the Haseritt deck. By putting a g2 or less card from hand into the soul when you call her, she allows you to scry the top 7 cards of your deck and choose from either a G3 with power 12000 and below, a G2 power 9000 and below or a G1 6000 and below and call it to RG circle, then shuffle your deck. If nothing was called, you get to draw 1 card.
The most straightforward ability from this card is the ability to scry out an optimal field. Considering that you're mostly sending your optimal attackers back into the deck, she ensures the chances of you hitting those optimal attackers are at least higher.
Another usage could be to call out a Sentinel and to ensure the Sentinel gets returned to your hand, we take a quick look at the next card...
...and there we go.
After having called out a Sentinel from Clanfelie's effect, Yuika allows you to bounce it back to your hand to guard with it next turn.
Yuika's first effect gives her +5000 Power if another of your units was called in the same column as her, if the opponent's vanguard is g3 or higher. Her second effect grants her the ability to return a card that she boosted back into your own hand.
But doesn't it contradict Haseritt who returns them to the deck?
According to Bushiroad themselves, a Haseritt-empowered rearguard would simply fulfil all possible conditions that it can fulfil, which means it will
be bounced by Yuika at the cost of [Soul Blast (1)]
Haseritt's effect will kick in, where you will draw a card, then put the card back at the bottom of the deck. Since the card is no longer on the field, you can no longer put it back on the bottom of the deck, however you still get the 1 card draw.
Very useful abilities when used together, great synergy!
One of the more underrated decks within the past week (from what I've seen personally), Kyouka's deck revolves around the Magazine Order mechanic. Her first ability [Soul Blast (1)] allows you declare a grade from 1 to 3, then scry top 5 cards of the deck to choose one card that is the same as the declared grade and call it to (RC), or choose one Magazine Order, and put it into your hand, then shuffle your deck. Couple of her synergistic cards allow you to put a card at the top of your deck from your drop, so no worrying about missing what you want.
Her second ability grants all of her front row rearguards +5000 Power if you've played a Magazine Order, which is very strong for her core attacking units. Optimally, Kyouka can pull off a 5 attack turn, all with significant attacks.
Kyouka's power lies not only in her own gimmick, but mostly in the Magazine Order, Lyrical Shooting StarS and her rearguard allies!
Arche brings the Kyouka deck to the next level. Her first ability grants her +5000 Power if any Magazine Order was played this turn.
What's making her so oppressive in the Kyouka deck is her second ability. After a G3 or higher Kyouka has attacked, Arche can restand herself for the cost of [Counter Blast (1) and Soul Blast (1)]. With Kyouka's CONT skill and Arche's own CONT skill, she attacks for a standard 20k with no boost. With 2 Arches in the front row, you can essentially have 5 attacks!
The amount of pressure this one card brings draws your opponent's attacks to her (at least, from what we've tested) and she is definitely one of the core pieces of the Kyouka deck engine for sure. Simple and to the point.
The ONLY Magazine Order now. You'd think this has the same inconsistency issues as Eva when it first released, but this is a lot easier to achieve than you think. There are many cards that recycle or search this order (Kyouka's own rideline, Early Adapter Lovisa and Not Good With the Heat, York) and thus minimizes the chance of it bricking.
So what does the order do?
By playing it (NO COST), activate the effects according to the number of all of your units.
2 or more G1 units: Draw 2, discard 1 from hand.
2 or more G2 units: +10000 Power to one unit
2 or more G3 units: [Counter Charge (1)]
It synergizes perfectly with Arche, by giving it +10000 and having it attack twice, the value of this order's power is doubled! [Counter Charge (1)] also allows Kyouka to refresh her resources for more Arche restands.
Oh Luticia. The wonders of NEET-ing turned her into witchcraft and magic tricks.
But I digress.
Restanding VG mechanic, we all love it. Luticia's ability first grants her +5000 Power every time you play a normal order. So no, you don't get extra +5000 Power on your opponent's turn when you play her blitz order.
Luticia's second ability grants her all the following abilities based on the number of [Cursed Play] orders in her soul, at the cost of [Counter Blast (1)]. 2 or more, she gets +5000 Power. 4 or more, discard a card from hand, Stand her, and she gets Drive -1.
23000 Power without Persona Riding if you've played an order, swinging twice with 3 checks in total? That's really good. We all like restanding vanguards (looking at you, Youthberk).
What are the gears in a Luticia deck?
Naustria is Luticia's main RG attacker. Naustria, when entering the RG circle, triggers her first effect. If you have a vanguard with Luticia in its name, you may look at the top 3 cards of your deck, choose one of them and put it in the soul, and put the rest on the bottom of your deck in any order. You will most likely use this effect to slip a Cursed Play order in.
Naustria's second effect grants her +5000 Power when you're attacking with two or three Cursed Play orders in the soul, or +15000 if you have 4 or more Cursed Play orders in the soul.
As you can see, both Luticia and Naustria really prioritize on getting 4 Cursed Play orders in the soul as soon as you can to really kick their effects to the next level.
So, what are the Cursed Play orders?
The core mechanic of Luticia decks. You need 4 of each to ensure that you can consistently get the 4 Cursed Play in soul conditions for both Luticia and Naustria.
Anathema Bitter Twinkle (ABT) can be played if you have a Luticia vanguard. After playing this Blitz Order, you put ABT into your soul, choose one of your units and give it +15000 power, and if you have 4 or more Cursed Plays in the soul you may draw a card. Drawing while on your opponent's turn? Thats potentially free guard power!
Cursed Sugar Sprinkle (CSS) is a normal order. When played, you put the order into your soul, [Soul Charge (1)]. You may call up to one card that has a grade lesser than or equal to your vanguard onto a rearguard circle and give it +5000 power. Useful for all those blind soul charges, but even better if you miss a Cursed Play effect with Naustria so you can use Naustria to put a rearguard you'd like into your soul, and call it out with this order.