Greetings! I have returned with another overdue set overview. I have previous covered the first Rascal Does Not Dream of Bunny Girl set. The set has a lot of interesting tech and is a lot of fun to play. However, a discussion of the set would not be complete without looking at the Rascal Does Not Dream of a Dreaming Girl set. This set also has a lot of cool cards and I am excited to discuss it with you. So why don’t we get started?
SBY/W77-002 それぞれの選択 桜島 麻衣 Mai Sakurajima, Respective Choice | |
![]() Traits: 思春期 (Adolescence), 料理 (Cuisine) | |
[C] During your turn, this gains +1000 Power. [A] CX COMBO When this attacks, if “Those Who Want Happiness” is in your Climax Zone, and you have 2 or more other ::Adolescence:: Characters, put up to 3 cards from the top of your Library into your Waiting Room, choose a Level X or lower ::Adolescence:: Character in your Waiting Room, return it to hand, and this gains +1 Level for the turn. X equals the number of ::Adolescence:: Characters put in the Waiting Room via this effect. |
SBY/W77-021 幸せにしたい人 Those Who Want Happiness | |
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[C] All your Characters gain +1000 Power and +1 Soul. |
We start with a very interesting level 1 combo. The first set didn’t have amazing midgame combo options and this combo goes a long way to remedy that. The climax that is pairs with is great with a bunch of upsides, the plussing effect occurs on attack, and the combo mills cards from your deck. So you have a salvage effect which costs nothing, adds targets as it activates, and does not require a reverse to do so. It does come with the tradeoff of not have full control over what you can add to your hand and the plus 1 level effect is a bit of a mixed bag depending on the opponent. Overall though this combo is one of the better options for midgame combos out there especially for those who are playing Mai centric decks.
SBY/W77-003 クリスマスプレゼント 豊浜 のどか Nodoka Toyohama, Christmas Present | |
![]() Traits: 思春期 (Adolescence), オシャレ (Fashionable) | |
[A] When this is placed from hand to the Stage, look at up to 3 cards from top of your Library, choose up to 1 of them and put it in your hand, and put the rest in the Waiting Room. [A] CX COMBO [(1) Discard a card from hand to the Waiting Room] When “Mini Live!” is placed in your Climax Zone, if this is in the Front Row, you may pay cost. If so, choose 1 of your other Characters and this, and for the turn those Characters gain the following ability. “[A] This ability activates up to once per turn. When this card’s Damage is Cancelled, put the top card of your Library into the Waiting Room, and deal X Damage to your Opponent. X equals the Level of the card put in Waiting Room + 1.” (Damage Cancel can occur. Climax cards are considered to be Level 0 for this effect) |
SBY/W77-022 ミニライブ! Mini Live! | |
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[C] All your Characters gain +1000 Power and +1 Soul. |
This is the second of the “Choice” climax combos in the set and one of the more dynamic finishing options available to the set. The Nodoka card has a built in climax or second copy dig and mill which is always a plus with climax combo finisher. The actual combo itself is quite good. The cost to activate two cancel burns is really low especially considering the chance of the effect not triggering so pulling this off twice should be pretty easy to do. And these effects can be quite devastating if pulled off multiple times in a turn. Also the effects can stack on a character meaning that they can perform multiple cancel burns on the same turn. The detriments to this combo however is two fold. One is that you can’t control the damage meaning over and under swings can occur with the damage and you lose a bit of value if you were to use the combo with 3 of the Nodoka cards as the third can only target itself as the other two have already attacked. Overall though the benefits outweigh the risks with this combo.
SBY/W77-004 お兄ちゃんと一緒に 梓川 花楓 Kaede Azusagawa, With My Brother | |
![]() Traits: 思春期 (Adolescence), 動物 (Animal) | |
[A] [(1) Discard a Climax card from your hand to the Waiting Room] When this is placed from hand to the Stage, you may pay cost. If so, choose a Climax card in your Waiting Room and return it to your hand. [S] [Rest 2 of your ::Adolescence:: Characters] Choose 1 of your Characters, and that Character gains +2000 Power for the turn. |
I personally like the fact that you are seeing cards with this effect more consistently. While not an effect that you would need to use all of the time, the ability to swap climaxes is incredibly useful. At all phases of the game getting the correct climax for the appropriate combo is incredibly handy. I have had numerous experiences where I had the wrong climax in hand during games and in some cases it made the difference between winning or losing. This can especially use in climax gate or gold bar decks where you can trade those climaxes for the one you need. The 1 stock cost for the effect is nice as well as it can give you a much needed stock out. The second power pump while not as useful can still be helpful in events such as needing reverses for effects such as many of the sets climax combos.. This card seems like it was designed as a climax combo support to help ensure that the combos can be executed more consistently. And since climax combos are such a big part of the game, this card is certainly worth considering.
SBY/W77-025 時間と記憶 牧之原 翔子 Shoko Makinohara, Time and Memory | |
![]() Traits: 思春期 (Adolescence), 謎 (Mystery) | |
[C] If you have 4 or more ::Adolescence:: Characters, this gets -1 Level while in your hand. [C] All your other ::Adolescence:: Characters gain +1500 Power. [A] When this is placed from hand to the Stage, look at up to X cards from top of your Library, choose up to 1 of them and put it in your hand, and put the rest in the Waiting Room. X = # of your ::Adolescence:: Characters. |
Next, we have an interesting late game option. An advance summon which powers everything by 1500 and replaces itself in your hand is a nice combination. It can support other early play cards or standby targets and help setup your endgame combo. It should be noted that you can get any card so can play this to dig for a climax. The early play requirement is stupidly easy to pull practically guaranteeing that you can play this at level 2. This card can be viable endgame assist option especially if your endgame combos need to get reverses to activate or your playing decks which can play big characters at level 2. There is the Koga assist from set one which is also good and gives more power to a single character so it is a question of whether you want to focus on buffering one attack for a larger amount or all three for a smaller amount. It really just comes down to matter of preference and deck composition as to which one is better for you. Having more choices is a good thing though.
SBY/W77-031 いつものやりとり 双葉 理央 Rio Futaba, Usual Exchange | |
![]() Traits: 思春期 (Adolescence), 科学 (Science) | |
[A] When this is placed from hand to the Stage, look at up to 3 cards from top of your Library, choose up to 1 of them and put it in your hand, and put the rest in the Waiting Room. [A] When this attacks, choose 1 of your ::Adolescence:: Characters, and that Character gains +X Power for the turn. X = 500 times # of your ::Adolescence:: Characters. [A] [Discard 2 Character cards from your hand to the Waiting Room] When the Battle Opponent of this becomes Reversed, you may pay cost. If so, put that Battle Opponent in Clock. |
One of things that many players look for in a set are endgame options that don’t rely on a climax. The option of having a backup plan is always a good thing especially since getting climaxes to hand can be troublesome. Here we have a card which replaces itself on play, gives itself or another character power on attack and can clock kick on reverse for the cost of 2 cards from hand. Not a bad combination of effects. Add in the fact that there a few great late game assists and this can get over 13000 power. So there are some good things about this card. There are some issue as well. On defense it is considerable weaker and has a low chance of surviving on your opponents turn. Also, this is tough to play in multiples at once as it can kill your hand if you do so especially if you are likely to have a turn after the one you play this. As a compliment, this card works fine especially with it not taking extra stock resources but as a primary endgame option it doesn’t work. If you choose to play this, it is likely best at no more than 2 copies.
SBY/W77-050 おかしな出来事 桜島 麻衣 Mai Sakurajima, Strange Event | |
![]() Traits: 思春期 (Adolescence), 料理 (Cuisine | ) |
[A] RECOLLECTION At the beginning of your Climax Phase, if you have 3 or more cards in Memory, choose 1 of your Characters, and until the next end of your Opponent’s turn, that Character gains +500 Power. [S] BRAINSTORM [(1) Rest this] Flip over the top 4 cards of your Library and put them in the Waiting Room. For each Climax card revealed this way, search your Library for up to 1 ::Adolescence:: Character, reveal it, put it in your hand, and shuffle your Library. |
Mai finally gets a brainstorm and a brainstorm effect which is always worth running. Search brainstorms are always good and the fact that it only rests itself is also another bonus. Just on that alone, the card is worth playing. The second effect however is not that great. The power pump is insignificant even in the early game and the requirement of 3 or more cards is quite high for a level 0 card. This card is part of a new memory deck option centered around Mai where some cards get recollection buffs. Getting 3 or more cards in memory is usually not a problem for decks that build for memory compression but these type of costs are usually reserved for level 2 or 3 cards where you have time to get cards in memory before you play them. With this card you will have played it early for the brainstorm effect and likely not get the 2nd effect off until mid to late game. If the effect was better, it would be worth pushing for this. Nice brainstorm option but that is basically all you play this for.
SBY/W77-051 新たな一歩 梓川 花楓 Kaede Azusagawa, One New Step | |
![]() Traits: 思春期 (Adolescence), 動物 (Animal) | |
[A] When this is placed from hand to the Stage, you may choose a ::Adolescence:: Character in your Waiting Room and return it to your hand. [A] When this attacks, this gains +X Power for the turn. X = 500 times # of your other ::Adolescence:: Characters. [A] [Discard 2 cards from your hand to the Waiting Room] When this attacks, you may pay cost. If so, deal 1 Damage to your Opponent. (Damage Cancel can occur) |
Next up, we have a Kaede which is similar yet different to the Futuba that was discussed earlier. This one replaces itself from the waiting room, pumps its own attack power. The on attack burn is nice. Anytime a reverse is not required you are not forced to committing resources to ensure a reverse. This suffers from the same problems as discussed the Futaba but also is arguably a bit worse. The Futuba can pump either itself or other characters while this only buffs itself lessening the utility. The card replacement is only a character versus any card and if you just refreshed could be limited in targets. Anti-burn effects also shut down this card. This is certainly a viable option despite all of this. This is nice against decks with big level 3s that you won’t be reversing . Also, the Kaede decks needed a secondary finishing option and this definitely fills the role pretty well.
SBY/W77-052 大切な妹 梓川 花楓 Kaede Azusagawa, Important Sister | |
![]() Traits: 思春期 (Adolescence), 動物 (Animal) | |
[C] If this is on the Stage, this is also considered to have “Kaede Azusagawa” as the name. (translation note: “Kaede” is in hiragana) [A] [(1) Discard a ::Adolescence:: Character from hand to the Waiting Room] When this is played from hand to the Stage, you may pay cost. If so, look at up to 4 cards from the top of your Library, choose up to 1 card from among them, put it to your hand, and put the remaining cards in the Waiting Room. |
Next we have a nice utility option for any deck. The main reason to play this card is for it’s deck checking effect. They key thing to note here is that this card lets you have card from the top 4 so climaxes and events can be picked up from these cards. While not as good as a flat out search (the cards you need have to be in the top 4), it is still a nice option to mill through the deck and to potentially get an card that you need. I think this card is worth consideration for any deck.
SBY/W77-053 二人のサンタクロース 桜島 麻衣 Mai Sakurajima, Pair of Santa Claus | |
![]() Traits: 思春期 (Adolescence), 料理 (Cuisine) | |
[A] When this is placed from hand to the Stage, put the top 2 cards of your Library in your Waiting Room. If there were at least 1 Climax card among them, choose 1 of your Characters, and that Character gains +1500 Power for the turn. [A] [(1) Discard a card from your hand to the Waiting Room] When this is placed from hand to the stage, you may pay cost. If so, choose a ::Adolescence:: Character in your Waiting Room and return it to your hand, choose 1 of your other ::Adolescence:: Characters, and that Character gains +1000 Power for the turn. |
Next, we have a great level utility card. This card mills 2 cards on play with a chance to power pump by 1500 and can grab you a card from the waiting room and power pump with the second effect. The two effects work nicely with one another, the first gives you more salvage targets and the second lets you grab one of the cards you milled if you want to. The 1000 power pump is also really nice as it can help you win an attacking lane at any point of the game. Overall, a nice card that can fit into most decks.
SBY/W77-054 同棲生活 桜島 麻衣 Mai Sakurajima, Living Together | |
![]() Traits: 思春期 (Adolescence), 料理 (Cuisine) | |
[C] All of your Opponent’s Characters gain “[A] ENCORE [(2)]”. [A] CX COMBO When “Good Morning Kiss” is placed in your Climax Zone, if this is in the Front Row and you have another ::Adolescence:: Character, you may choose a Cost 0 or lower ::Adolescence:: Character in your Waiting Room and put it in any Slot on the Stage. |
SBY/W77-069 おはようのチュー Good Morning Kiss | |
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[C] All your Characters gain +1000 Power and +1 Soul. |
Here we have another new level 1 climax combo. This one while not as good as the Mai combo discussed earlier is still an nice options for adding characters to your stage. This combo does not require a reverse, in fact it activates on climax placement. The benefits of this card are not immediate obvious. Sure it doesn’t search or salvage but it gains you resources in an indirect way. There is a similar combo in the Railgun set and from experience this type of combo works surprisingly well. What this allows you to do is keep cards in hand for future turns. Two of these on the field are enough to make a significant difference on that turn. It is a great way to add attackers and add assists/brainstorms. You also are afforded the luxury of leaving higher level cards in your hand as well as you fill your midgame boards from the waiting room. The encore downside of the card is neglible and the card is a respectable 6000 power on offense and defense.There are drawbacks though as the combo doesn’t allow you to select endgame cards and relies on good targets in your waiting room. The limited selection is what hurts this combo and you have to plan/tailor your hand around this more than other combos. Not the prime combo choice for the set but as a budget option or option for Mai centered decks, it works fine.
SBY/W77-072 それぞれの選択 牧之原 翔子 Shoko Makinohara, Respective Choice | |
![]() Traits: 思春期 (Adolescence), 謎 (Mystery) | |
[A] When this attacks, if you have another ::Adolescence:: Character, this gains +1500 Power for the turn. [A] CX COMBO EXPERIENCE When the Battle Opponent of this becomes Reversed, if “First Love Memories” is in your Climax Zone, and the sum of the Levels of the cards in your Level Zone is 2 or higher, choose up to 1 Character in your Waiting Room, return it to hand, choose 1 of your Characters, and for the turn that Character gains +2000 Power. |
SBY/W77-099 初恋の思い出 First Love Memories | |
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[C] All your Characters gain +1000 Power and +1 Soul. |
The final midgame climax combo that will be discussed is a nice combo for the experience builds that lets you plus on reverse and steamroll your opponents midgame fields. One of these can get up to 11000 if power is given power buffs from two other copies, allowing you to kill most things at level 1 minus big standby 2/2 characters. The climax is also easier than some others to acquire meaning greater consistency in executing the combo. For downsides, on defense the Shoko will likely not survive, if you stop the first attack combo from succeeding then it can hinder the other attacks, and this card needs the recollection requirement in order to activate which limits the deck builds it can be used in. If you are running the experience deck then this is a great option. If not, then there are better options.
SBY/W77-081 デートの計画 古賀 朋絵 Tomoe Koga, Dating Plan | |
![]() Traits: 思春期 (Adolescence), スマホ (Smartphone) | |
[A] When this is placed from hand to the Stage, this gains +X Power for the turn. X = 500 times # of your ::Adolescence:: Characters. [A] [(1) Discard 2 ::Adolescence:: Characters from your hand to the Waiting Room] This ability activates up to once per turn. During the turn this is placed from hand to the Stage, when the Battle Opponent of this becomes Reversed, you may pay cost. If so, Stand this. |
Finally, we have our third complimentary finisher. Koga will attack at 12500 power of more making it the biggest base power of three finishers discussed. It also has the highest cost of the three with 1 stock and 2 cards from hand. This also doesn’t replace itself like the other two do. Besides this it has some of the other drawbacks as the other two mainly involving fielding this in multiples. This can however deal more damage than the other two and as a restand cost is actually quite cheap. This is again another solid endgame option which can be placed in most decks.
So there you have my set overview for the Dreaming Girl set. There are of course plenty of cards and combos from the set that I didn’t cover. Doing so would have likely tripled the length of this post and I wanted to focus on cards and combos that could improve pre-existing decks as there are plenty of good cards from set 1 as well. The new deck setups from set 2 are all nice options so don’t be afraid to try those out as well. The Mai memory deck and new Shoko multicard deck core are interesting as well. I know this is way overdue but it could also serve as a good preview if the set finds it’s way to English. So what do you think of the set? Please comment below with your thoughts. Until next time, this is railgunfan75 signing off. Stay safe, stay respectful, and stay geeky my friends!