Hello, readers. Thanks for choosing to read this review. Through this review, I wish to present before you the capabilities of "Imperial daughter" which many people argue to be a useless card and so forth. I am confident that after reading this review, their judgement may be altered- and they will realise OTT's ultimate power. If you donot like this, do tell me what is wrong with it. So without further ado, the review begins:
Skills of the card
[CONT](VC/RC): Restraint (This unit cannot attack.)
[ACT](VC/RC):[Counter Blast (1) & Choose another of your «Oracle Think Tank» rear-guards, and put it into your soul] This unit loses "Restraint" until end of turn.
[CONT](VC)uring your turn, if you do not have any rear-guards, this unit gets [Power]+10000/[Critical]+1 and loses "Restraint".
Quoting wikipedia XD "The lone imperial princess of the holy land "United Sanctuary". She considers the people of her nation first, and is willing to sacrifice herself. Posessing a mind of a genius without peer, she recieved an invitation from Amaterasu herself, and now currently works at Oracle Think Tank."
HERE COMES THE MAIN PART: SOME USEFUL TIPS
I have no intention of beating about the bush- bragging about her skills and summarising them et al so I will jump directly to the strategies that should be adopted. Basically, imperial daughter is such a card which gains +10000 power +1 critical when there are no rearguards on field. So she can be connsidered a COMPLETELY USELESS VANGUARD by many as the opponent can simply use perfect guards or large guarding units and waste the user's turn. HOWEVER, THIS IS EXACTLY WHAT WE WANT XD!! The main reason for using Imperial duaghter is to (1)deal a huge early-game damage or (2)reduce the opponent's guards, thereby putting the opponent in a late-game disadvantage.
Imperial daughter CANNOT BE THE MAIN VANGUARD FOR 3 OR MORE TURNS UNDER ANY CIRCUMSTANCES. This is because, by the 5th turn, the opponent would be ready with a substantial attack and defence which will be difficult to break through or guard (Though her 11000 power is useful).
PUTTING HER INTO ACTION
Imperial daughter's best thing is, she can easily "lose restraint". By cb1 and putting 1 unit to soul, she loses restraint so, you can use skills of other units like "luck bird", "dark cat" and "battle sister cocoa". Ideally, she should be the first grade 3 vanguard for the first few turns that will deplete the opponent's hand as I said earlier. Below are the images of the cards that I said.:
So use their skills and put them to soul. But the question is: why waste 1 rearguard?? What is the use of gaining 1 soul?? Read on to find the answers... XD
GAMEPLAY : IN THE BEGINNING....AND AT THE END
THE IDEAL STARTER FOR IMPERIAL DAUGHTER SHOULD BE LULU
WHY LULU?? WHY NOT KAGUYA??? kaguya can be easily put into soul so shouldnt she be easier instead of the permanent lulu?? read on..
TURN 1: Grade 1s: Any grade 1 can be used as vanguard- gemini/darkcat/circle magus preferable for the attack. (Remember not to call any units for boosting unless absolutely necessary). The other grade 1s have been stated above.
TURN 2: Grade 2:These are the cards that should be in grade 2 (alternatives not generally recommended except silent tom) In turn 2, wiseman performs well as a vanguard.
If you are lucky enough can be called into rearguard but be sure to remove him by intercepting.
Here is a grade 2 which should be preserved as far as possible till final turn but if you must, ride it on turn 2
Grade 3s recommended by me are (obviously imperial daughter XD) except her: . I recommend 4 imperials and 4 coccos because of a magnificent combo but if you wanna play safe from the beginning and use boosted attacks right from the beginning, use this baby
Turn 3: Ride imperial daughter, call lulu to rearguard circle, draw a card... and cb1 put ulu to soul again. If at this point, you have additional damage, call a effective grade 1 as the ones stated earlier(except luckbird and obviously not chocolat) and put it to soul as well, so, we are at 2 soul.
Turn 4: The turn I call " IMPERIAL COCCO TRIPLE DRAW": RIDE COCCO, call lulu again, cocco cb+lulu sb= draw 3 cards XD. NOw begin your assault force.by this turn, you should have got the exact cards you need so you should have a full field. Attack with the army of promise daughters and ... final turn.
An interesting combo can be used at this turn if you want( I call it the triple birdie advantage) If you have extra soul, you may use this to make it 2, and then use luck bird's soul blast to empty soul and draw a card. BEWARE THOUGH THIS COMBO EMPTIES DECK AND REDUCES GUARDS AS WELL SO...
Replace luck birds and lulu as rear guards with geminis.
AFter all these, you should have atleast 12 cards in hand XD and.. tadaa, you got enough to guard against those pesky "DOTES" and "Dragonic descendents"
(more combos are coming after release of EB07 "MYTHICAL MAGUS"
I personally recommend 4 heal 6 draw, 6 crit. Stands are a strict no-no in imperial deck. Gaining a critical when your opponent doesnt guard against imperial's attack is a real bang on.
-A MASSIVE HAND
-REDUCTION OF OPPONENT'S HAND OR MASSIVE EARLY GAME DAMAGE FOR OPPONENT
-11000 POWER DEALS WITH THE NEW CARDS QUITE WELL
-(reseved till EB07 COMES OUT)
-cannot be used for a long time
-need restraint release when the user is forced to attack early
-Obviously perfect guards
So far, only 1 type of artwork is know. It represents a maiden in armour which represents her strength. This card has been released in english in EB01.
This cannot be rated like most cards. The rating varies. AT EARLY GAME i will give her 9 out of 10 . At late game, she gets 7.
I TOTALLY FORGOT THIS( THIS IS MAY FAVVOURITE PART )
SPLASHABILITY: IF YOU ARE LOOKING FOR AN EARLY STRIKE, HERE ARE 2 AMAZING STRIKERS XD
THEY REMOVE THEMSELVES CAUSING IMPERIAL TO LOSE RESTRAINT.