Too few energy cards leave you vulnerable during crucial moments, while too many slow down your game plan
There are a lot of HUD elements on the screen, and the standard board is relatively dull and boring
Development when level 4 Madolche remains in play Example) Hand: Milfy, Jerry Place: Majo Milfy summon effect, Jerry ss from hand Jerry effect, Release yourself and Hot ss from Deck Hot Effect, Remove GY's Jerry and Hot ss from Deck Invoss effect with Milfy and Hott Remove Hott's material Messen ss effect from Deck Activate Ticket Search from Deck Tiara ss effect with Majo and Messen Remove Messen's material and return GY's Hot and Messen to Deck Activate Ticket effect and Messen ss effect Chateau Search from Deck When the opponent doesn't attack, Majo often remains, but if you just deploy normally, this level 4 Madolche will float
Just remember that countermagic alone won't win you the game
In terms of Gameplay, these cards all have a new ability called Boost
It seems there are patterns where the way it shines feels off or the processing is different