Introduction

In a surprise announcement late Thursday night, the Sacred Relic Dragon Saga Rare Egg Machine will be debuting in North America starting on Friday, March 27 and is home to only Transforming cards.

As mentioned in my previous articles, GungHo will be pushing the Transform meta as these cards are stronger compared to previously available options due to the Skill Boost hurdle that is required. As such, many team compositions are drastically changing in order to accommodate these new and powerful cards.

Furthermore, we will now have a more diverse set of Transforming cards in this event as some are all-or-nothing (like Yugi ) or those that provide Skill Boosts/Effective Skill Boosts and then Transform into something powerful (like Fortress Dragon ). I want to stress that cards who help you Transform and then Transform themselves are particularly powerful because they no longer have “wasteful” Skill Boosts any more.

In regards to the Sacred Relic Dragon Saga series, this is a brand new GungHo-owned even which means it should return on a regular basis (like Dragonbound & Dragon Caller (DBDC)) which means there is no “rush” to roll these cards.

With that being said, this is a debut event which mean the first several rolls should be unique for the most part. Furthermore, these cards are also at the height of their power which tends to be the case for any first-time event as it would not make sense to release cards who are already outdated.

One other nice aspect to this Rare Egg Machine event is that because all cards can Transform, there is no Limit Break/Super Awakenings. Thus, these cards have a lower investment cost compared to most other monsters. Sadly, this also means duplicates are lackluster as none of these cards have a Weapon Assist nor can they be inherited.

Regardless, this article will summarize each card’s strengths and weaknesses to give you a better understanding of what is in store within this event.

Video commentary

–video coming soon–



Overview

Sacred Relic Dragon Saga Pros & Cons – March 27, 2020 Pros Cons All cards Transform Transforming cards tend to be stronger overall

Not all cards are all or nothing Some have reasonable awakenings in Base form

Low investment No Limit Break/Super Awakenings No Skill Up required

Debut event First several rolls should be new

GH event Should return on a regular basis

Duplicates are less valuable No Weapon Assists No card can be inherited

Small rolling pool Easier to acquire Duplicates

Monster Exchanging is costly

Sacred Relic Dragon Saga REM 7 Star base (2% each, 10% total) 6 Star base (7% each, 28% total) 5 Star base (15.5% each, 62% total)

Sacred Relic Dragon Saga REM Rankings – March 27, 2020 S A B C D

All 7-star cards are available for trade within the Monster Exchange

Order within each tier is random and not reflective of ranking.

Icons only show their Transformed evolution

Regardless of card’s ranking, you should almost always keep it if it is your very first time acquiring them.

Limit Breaking

Limit Breaking is the process of leveling a card beyond level 99. This will unlock more weighted stats along with the potential to receive Super Awakenings. These additional awakenings can add significant power, but only function in solo mode.

Any card that can qualify for Limit Breaking will have their level displayed in blue and feeding a Super Snow Globe will push them beyond the level 99 cap.

You can read more about Super Awakenings HERE.

Monster Exchange

The Monster Exchange System has mostly eliminated the need to roll in most events as players can simply trade in for a card of their choice. This is often done during lackluster events to avoid spending Stones on poor bottom rarity cards or to snipe a specific card if luck is not on your side.

Weapon Assists

Weapon Assists are a special evolution for select cards that will be used exclusively as inherits. This form retains the same base stats as the original form, but will also transfer over all awakenings on the Weapon Assist card and this occurs if the Awoken Assist is present.

My approach to Collab rolling

Rolling any Rare Egg Machine is a gamble and it becomes a matter of maximizing your rate of returns in an event.

This translates into rolling when the bottom rarity has high value as those will be the most common cards. Furthermore, I may utilize the Monster Exchange system to acquire the higher rarity cards if they will significantly advance my progress. As such, I tend to look most closely at the 5-star pool to determine if it is worth rolling in.

This is just my own personal approach and everyone has different goals/motivations so take this section with a grain of salt.

7 Star base

All 7-star base cards can be acquired via the Monster Exchange System with each trade costing five 7-star GFE or other 7-stars from this event

Base Grigory – S

Active: For 10 turns, Fire and Wood orbs are more likely to appear by 15%; Changes to [5967] for the duration of the dungeon (18 -> 18 turn cooldown)

Leader Skill: 6x ATK when matching Fire and Wood [1/36/1]

Awakenings:

Super Awakenings: –

Typing: Physical / Dragon

Available Killers:

Weighted Stats (Limit Break): 703 (-)

HP 4642 (-) / ATK 1150 (-) / RCV 25 (-)

Grigory (Transformed)

Active: For 1 turn, bypass void damage shield effects; Change all orbs to Fire, Wood, and Heal orbs (10 -> 10 turn cooldown)

Leader Skill: [Disable Poison & Mortal Poison orb effects] 2x all stats for Physical type; 10x ATK when matching Fire and Wood; 1000000 additional damage when attacking with 2 or more Fire or Wood combos [4/400/4]

Awakenings:

Super Awakenings: –

Typing: Physical / Dragon

Available Killers:

Weighted Stats (Limit Break): 1401 (-)

HP 9285 (-) / ATK 2253 (-) / RCV 65 (-)

Pros Cons Transforming grants 10 turns of Skyfalls

Yugi but for Physical 4/400/4 Immune to Poison Can asymmetrically pair Auto Follow Up Damage 2 Fire or Wood combos No combo requirement

but for Physical Powerful active Ignores Damage Void Tricolour board

Easy activation Just requires one Wood & Fire combo

Massive TPA potential

potential PAD Christmas Tree is a powerful inherit 99 turns Fire & Wood skyfalls

Restricted to Physical cards Relatively shallow pool Can roll subs from this event

Personal damage tied to TPA

May face issues with repeated Void spawns

Grigory is the first card within the Sacred Relic Dragon Sage Rare Egg Machine and is reasonably similar to Yugi in that both leaders share the same multipliers, immunity to Poison, and the ability to provide Follow Up Damage with certain matches.

As such, it should be no surprise that Grigory will be a powerful leader and his main hurdle will be finding enough viable Physical cards in order to Transform right away. Thankfully this event is home to numerous cards that help Transforming temas with Duval and Polowne providing a total of 10 Effective Skill Boosts. Despite Polowne not being Physical, this is still feasible due to the utility she provides and a lack of personal damage. Furthermore, it is possible to asymmetrically pair with him which would further lower the Skill Boost requirements.

In regards to play style, Grigory has a wonderfully easy activation as he only requires a single combo of Fire and Wood to fully activate his ATK multiplier. This should be relatively easy and possible from most given boards along with having beautiful synergy with his own massive TPA potential. While this is powerful, Grigory can further improve his prowess as he can deliver 1,000,000 Auto Follow Up Damage when matching Fire and Wood.

Grigory also owns a powerful active in both Base and Transformed states. His Base form is able to provide 10 turns of Fire and Wood Skyfalls which can help with activation for the next 10 turns while his Transformed state provides a tricolour board along with the ability to ignore Damage Void for a single turn. This Void Damage Void greatly helps his killing potential as Grigory’s damage is all tied to TPA and not VDP . As such, Grigory will trivialize which ever spawn he uses his active against due to the board changer (and almost guaranteed Auto Follow Up Damage) but also means he will require a solution for multiple Void spawns. As such, it would still be wise to have a strong VDP solution present.

As a whole, Grigory is a powerful leader who will become more viable moving forward as future Physical cards are released.

Base Deena – S

Active: For 10 turns, increase orb move time by 1 second; Changes to [5969] for the duration of the dungeon (18 -> 18 turn cooldown)

Leader Skill: 5x ATK when 7 or more combos [1/25/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Attacker

Available Killers:

Weighted Stats (Limit Break): 702 (-)

HP 2083 (-) / ATK 1955 (-) / RCV 308 (-)

Deena (Transformed)

Active: Create 3 Water orbs; Lock all orbs (1-> 1 turn cooldown)

Leader Skill: 2x HP for Attacker type; 7x ATK when 7 or more combos; 3x ATK and reduce damage taken by 25% when matching 2+ Water combos [4/441/1/43.75%]

Awakenings:

Super Awakenings: –

Typing: Dragon / Attacker

Available Killers:

Weighted Stats (Limit Break): 1401 (-)

HP 3773 (-) / ATK 3505 (-) / RCV 968 (-)

Pros Cons Outstanding personal damage 2 VDP 2 7c Devil Killer

Incredible active Perfect Spinner counter 1 turn board lock + 3 Water orbs

Valuable sub or leader Fasca pairing

Bunny costume 18 turns to Transform

Deena is the second card within the Sacred Relic Dragon Saga REM and is capable of becoming a powerful leader or sub after Transforming due to her outstanding active, awakenings, and leader skill.

Deena’s awakenings make her one of the best solutions possible for VDP as her offensive awakenings grant her 25x personal damage (2.5*2.5*2*2) which jumps to 75x against Devils. This is pretty magical overall and she even has an L for additional utility. Furthermore, her active skill is simply a thing of beauty as it is on a 1-turn cooldown that generates 3 Water orbs AND locks the board. This means she is the single best counter to Spinners while also potentially solving activation requirements for mono Water teams every turn. Just be aware that you may not always receive 3 Water orbs if you fail to clear most of the locked orbs.

With this in mind, she is a stellar sub on any mono Water team but can also function as a potent leader, especially if paired with Fasca as both share the Attacker restriction. While Deena does require 2 Water combos to activate, it should not be an issue due to the fact that she can make 3 every turn along with having a 7×6 board.

As a whole, I feel Deena is one of the strongest cards released due to the sheer utility and power she offers as both a leader and sub. As such, I feel she will have tremendous staying power moving forward as I feel it will be difficult to top her sub potential for any mono Water team.

Base Alynna – S

Active: For 6 turns, recover 40% of max HP; Changes to [5971] for the duration of the dungeon (12 -> 12 turn cooldown)

Leader Skill: 1.5x HP & ATK for Wood Att.; Increase orb movement time by 3 seconds; 11x ATK and reduce damage taken by 25% when matching 2+ Wood combos [2.25/272.25/1/43.75%]

Awakenings:

Super Awakenings: –

Typing: Dragon / Healer

Available Killers:

Weighted Stats (Limit Break): 1401 (-)

HP 3408 (-) / ATK 2765 (-) / RCV 1523 (-)

Alynna Transformed

Active: Remove all binds and awoken skill binds; Change the top row to Wood orbs; Lock all Wood orbs (4 -> 4 turn cooldown)

Leader Skill: 1.5x HP & ATK for Wood Att.; Increase orb movement time by 3 seconds; 11x ATK and reduce damage taken by 25% when matching 2+ Wood combos [2.25/272.25/1/43.75%]

Awakenings:

Super Awakenings: –

Typing: Dragon / Healer

Available Killers:

Weighted Stats (Limit Break): 1401 (-)

HP 3408 (-) / ATK 2765 (-) / RCV 1523 (-)

Pros Cons Strong Base form Same LS in Base form Same weighted stats in Base form Base form has useful awakenings

Natural Cloud Resist

Enhanced Heal orbs + high RCV

orbs + high RCV Strong active 4 turn CD

Reasonably strong LS LS requires two separate Wood combos

Damage Reduction tied to 2 Wood combos Harder time stalling



Alynna quite unique as her Base form shares the same Leader Skill and weighted stats as her Transformed state along with valuable awakening to help Transform. This provides an additional layer of safety but at the same time lowers some overall potential.

As a general statement, Transforming cards who have worse awakenings and a higher cooldown in their Base form tend to be stronger overall. Thus, Alynna’s additional perks and relatively short 12 turn cooldown holds her back compared to the other 7-star options as a leader due to her Leader Skill being on the weaker side.

This is because she requires 2 Wood combos to fully activate both her ATK multiplier and Damage Reduction. This hinders her stalling potential along with VDP as one now requires 12 Wood orbs. Furthermore, she features no 7×6 or Auto Follow Up Damage and makes her feel less powerful as a overall.

Thankfully, Alynna is is able to function as a powerful mono Wood solution as she will help you Transform due to her 3 Skill Boosts and much faster cooldown. Furthermore, Alynna’s new active provides a row of Wood and full Bind and Awoken Bind clear on a fast 4-turn cooldown. In addition to this, she has reasonably strong damage potential along with massive RCV along with 2 Enhanced Heal orbs .

One thing I want to mention about Alynna is that I feel she will be setting the pace for future strong subs as she has strong awakenings in her Base form, high value active once Transformed along with powerful awakenings. This somewhat puts to shame non-Transforming subs and I would not be surprised if we started to see more and more cards follow this template.

Base Dyer – S

Active: For 10 turns, increase combo count by 1; Changes to [5973] for the duration of the dungeon (18 -> 18 turn CD)

Leader Skill: 6x ATK when matching 4 or more colors [1/36/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / God

Available Killers:

Weighted Stats (Limit Break): 705 (-)

HP 2820 (-) / ATK 1610 (-) / RCV 303 (-)

Dyer Transformed

Active: For 1 turn, bypass void damage shield effects; For 1 turn, reduce damage taken by 50% (8 -> 8 turn CD)

Leader Skill: 2x all stats for God type; Increase orb movement time by 3 seconds; 10x ATK when matching 4 or more colors; 50000 additional damage when matching 4 or more colors [4/400/4]

Awakenings:

Super Awakenings: –

Typing: Dragon / God

Available Killers:

Weighted Stats (Limit Break): 1402 (-)

HP 5020 (-) / ATK 3110 (-) / RCV 833 (-)

Pros Cons Powerful Rainbow leader 2/20/2 alone Valentine’s Ideal pairing Akine pairing

Auto Follow Up Damage

Bonus orb movement time

Powerful base active Void Damage Void

Comically high personal damage with 10 combos 20x against all spawns

Restricted to Gods for multipliers

10 combos is inconsistent

No natural Damage Reduction outside active

Dyer is a wonderfully powerful Rainbow leader once Transformed as he along provides 2/20/2 multipliers along with Auto Follow Up Damage for matching 4 or more colours. This greatly reduces the stress when using full Rainbow board changers as you will now always be able to safely kill Resolve spawns. Furthermore, Dyer’s new active provides a Void Damage Void on a fast 8-turn cooldown. As such, he is able to solve the two largest hurdles for Rainbow teams while also offering solid multipliers.

With this in mind, players do not have to always pair with a friend’s Dyer as one can use their Akine (who shares God requirements) for a 3/600/3 team with Auto Follow Up Damage and solutions for Void spawns. Unfortunately, this does not solve the issue of tapping into Dyer’s high personal damage as he only receives 20x when hitting 10 or more combos which is difficult on 6×5.

With this in mind, it is possible to pair with Valentine’s Ideal but this means you would ideally be running Gods who have either Dragon or Balanced typing. This can cut down on potential subs but at the same time, possibly addressing the 10 combo issue as Valentine’s Ideal features +2 combos with a No Skyfall clause. Furthermore, this pairing also provides Damage Reduction to counter 100% Gravities.

Base Hermei – A

Active: Change all orbs to Light and Dark orbs; Changes to [5975] for the duration of the dungeon (12 -> 12 turn CD)

Leader Skill: 2x HP & ATK for Dark Att.; Increase orb movement time by 4 seconds; 8x ATK and increase combo by 1 when matching Light and Dark at once [4/256/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Devil

Available Killers:

Weighted Stats (Limit Break): 1404 (-)

HP 5235 (-) / ATK 3445 (-) / RCV 573 (-)

Hermei Transformed

Active: For 1 turn, 3x RCV; For 1 turn, 3x ATK for Dark Att.; Lock all Dark orbs (4 -> 4 turn CD)

Leader Skill: 2x HP & ATK for Dark Att.; Increase orb movement time by 4 seconds; 8x ATK and increase combo by 1 when matching Light and Dark at once [4/256/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Devil

Available Killers:

Weighted Stats (Limit Break): 1404 (-)

HP 5235 (-) / ATK 3445 (-) / RCV 573 (-)

Pros Cons Strong Base form Same LS in Base form Same weighted stats in Base form Base form has useful awakenings Provides 2 SB & SBR

Viable Yugi pairing

pairing Adds +1 combo with Light & Dark match

Powerful active Burst & RCV buff 4 turn cooldown

L & Tape Lower multipliers

No Damage Reduction

Low personal damage without 3×3 match

Opposite of a pretty girl

Hermei is the final 7-star card within the Sacred Relic Dragon Sage REM and follows a similar template as Alynna in that he has a more powerful Base form that helps with Transforming along with a reasonable Leader Skill.

With this in mind, it would be best to pair him with a Yugi friend as he is a Devil along with his Leader Skill only requiring one Light and Dark combo to activate. As such, this should be relatively easy to do and the +1 combo from Hermei is valuable for the notoriously lower combo Yugi. A given board tends to have 7-8 combos and matching a row of Dark bumps this down to 6-7 possible combos on average. Thus, the +1 combo will help trigger any subs who have the 7 Combo awakening.

In addition to this, Hermei’s active is quite powerful as it provides 3x RCV and 3x ATK for a single turn on a 4-turn cooldown. This dual nature helps ensure at least one component does not go to waste along with potentially solving your healing problems. This is because a Yugi pairing would result in 4x HP & 2x RCV which means you can potentially tank several turns in a row and then fully restore your health.

While all of this is powerful, one must remember that Hermei’s multipliers are on the “lower” end (especially for Transforming cards) and his own personal damage is fully tied to matching a 3×3 Box of Dark.

6 Star Base

Base Elsha – A

Active: Charge all allies’ skills by 3 turns; Changes to [5977] for the duration of the dungeon (14 -> 14 turn CD)

Leader Skill: 9x ATK and increase combo by 2 when matching 5 or more connected Water and Light orbs at once; 2x HP & ATK for Water Att. [4/324/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Healer

Available Killers:

Weighted Stats (Limit Break): 989 (-)

HP 3045 (-) / ATK 1408 (-) / RCV 1210 (-)

Elsha Transformed

Active: Change all orbs to Water and Light orbs; For 1 turn, increase orb move time by 2 seconds (10 -> 10 turn CD)

Leader Skill: 9x ATK and increase combo by 2 when matching 5 or more connected Water and Light orbs at once; 2x HP & ATK for Water Att. [4/324/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Healer / Attacker

Available Killers:

Weighted Stats (Limit Break): 1205 (-)

HP 3045 (-) / ATK 2488 (-) / RCV 1210 (-)

Pros Cons 6 Effective Skill Boosts Akin to Fortress Dragon Provides Haste

3 Team RCV High personal RCV

Bicolour board Active does not produce Hearts Requires Auto Follow Up

No SBR

Elsha is the first 6-star card within the Sacred Relic Dragon Saga REM and has a kit akin to Fortress Dragon . This is because both cards provide 6 Effective Skill Boosts and Transforms after use. This is valuable as it allows the newly Transformed card to feature stronger awakenings (Skill Boosts are “dead awakenings” after entering a dungeon). For Elsha, she is able to provide three Team RCV awakenings which can greatly improve your healing potential, especially on Attacker-oriented teams.

This has the most applications on Fasca teams as even the 4x RCV from her may not feel significant if every Attacker has abysmal RCV. In addition to this, Elsha’s new active will provide a bicolour board of Light and Water orbs which can be quickly solved into any desired pattern. Unfortunately, the exclusion of Hearts means players must carefully choose when to use this or rely on Auto Follow Up Damage.

Finally, players should be aware that neither form of Elsha provides SBR .

Base Reeta – B

Active: Unlock all orbs; Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs; Changes to [5979] for the duration of the dungeon (18 -> 18 turn CD)

Leader Skill: [No skyfall] 3x ATK when there are 6 or fewer orbs remaining; 3x ATK when matching 4 or more colors [1/81/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Balance / God

Available Killers:

Weighted Stats (Limit Break): 602 (-)

HP 2438 (-) / ATK 1310 (-) / RCV 288 (-)

Reeta Transformed

Active: For 3 turns, reduce damage taken by 35%; For 3 turns, 1.5x ATK for Balanced and God types (6 -> 6 turn CD)

Leader Skill: [No skyfall] 20x ATK when there are 6 or fewer orbs remaining; Reduce damage taken by 50% when matching 4 or more colors; 1 additional damage when matching 4 or more colors [1/400/1/75%]

Awakenings:

Super Awakenings: –

Typing: Dragon / Balance / God

Available Killers:

Weighted Stats (Limit Break): 1205 (-)

HP 4868 (-) / ATK 2510 (-) / RCV 648 (-)

Pros Cons 6 turn active Sped up via Skill Charge Provides 35% Damage Reduction for 3 turns 1.5x ATK boost Can have 100% up time

Full Jammer Resistance

Wood is sometimes awkward for Rainbow teams 18 turns to Transform On the longer side for what it does



Reeta has the potential to be an interesting sub on Rainbow teams as she is able to potentially provide a continuous loop of her active when utilizing Skill Charge . If able to proc this every turn, players can enjoy 100% up time on her active which provides 35% Damage Reduction and 1.5x ATK for God and Balance types.

While each component is relatively small, the fact that it can be looped is valuable along with possibly providing a somewhat awkward colour for Rainbow teams.

Furthermore, she does provide 100% protection against Jammers along with 2 seconds of orb movement time.

As a whole, Reeta is an interesting solution for Rainbow teams who want additional bulk and damage output.

Base Duval – A

Active: Delay enemies’ next attack by 3 turns; Changes to [5981] for the duration of the dungeon (14 -> 14 turn cooldown)

Leader Skill: 5x ATK for Physical and Dragon type; 4.5x ATK when matching 4 or more connected Fire orbs [1/506.25/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Attacker

Available Killers:

Weighted Stats (Limit Break): 993 (-)

HP 3086 (-) / ATK 3423 (-) / RCV 0 (-)

Duval Transformed

Active: Change the far left column to Fire orbs; For 1 turn, 2x ATK for Physical and Dragon types (6 -> 6 turn CD)

Leader Skill: 5x ATK for Physical and Dragon type; 4.5x ATK when matching 4 or more connected Fire orbs [1/506.25/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Attacker / Physical

Available Killers:

Weighted Stats (Limit Break): 1212 (-)

HP 5273 (-) / ATK 3423 (-) / RCV 0 (-)

Pros Cons 6 Effective Skill Boosts Provides 3 turn Delay

Full Blind immunity

4 TPA with high ATK

with high ATK Fast charging active with Burst + column

Has 1 SBR Reliant on TPA for damage

0 Base RCV

Duval is another card to provide 6 Effective Skill Boosts while also Transforming after using his 3 turn Delay. As mentioned above, these types of subs are quite powerful as they are able to provide the Skill Boosts required along with changing their kit post-Transform. Furthermore, Duval comes with a Skill Bind Resist which can further alleviate team building restrictions.

Building upon this, Duval also owns a Super Blind Resist along with high ATK and 4 TPA . While the Blind Resist is always helpful, the TPA can be limiting for most teams, but thankfully, Grigory provides a perfect home for Duval.

This is because Grigory favours TPA matches and Duval’s ability to help him Transform helps ensure he is a desirable sub. With that being said, Duval’s value does hinge on his ability to tap into TPA which has little merit on blob-style teams. With that being said, Duval may stil be a vital part on mono Fire Transforming teams moving forward.

Base Shivnia – A

Active: For 2 turns, reduce damage taken by 50%; Changes to [5983] for the duration of the dungeon (12 -> 12 turn CD)

Leader Skill: 2x HP for Devil type; 4x ATK when below 50% HP; 4x ATK when matching 6 or more connected Dark orbs; 1 additional damage when matching 6 or more Dark orbs [4/256/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Devil

Available Killers:

Weighted Stats (Limit Break): 983 (-)

HP 3700 (-) / ATK 2225 (-) / RCV 503 (-)

Shivnia Transformed

Active: Reduce HP by 50%; Change the top row and the bottom row to Dark orbs (6 -> 6 turn CD)

Leader Skill: 2x HP for Devil type; 4x ATK when below 50% HP; 4x ATK when matching 6 or more connected Dark orbs; 1 additional damage when matching 6 or more Dark orbs [4/256/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Devil / Attacker

Available Killers:

Weighted Stats (Limit Break): 1203 (-)

HP 3700 (-) / ATK 3325 (-) / RCV 503 (-)

Pros Cons 2 Skill Boosts in Base form 50% Damage Reduction for 2 turns with active

in Base form Same LS in both forms

High personal damage VDP 3 <50% Dragon & God Killers

Active generates 2 Dark Rows & -50% HP Synergy with her own awakenings

Auto Follow Up Damage with 6 matched Dark orbs Must be below 50% to function

Shivnia is the final 6-star card within the Sacred Relic Dragon Saga REM and has the ability to function as a powerful Damage solution or leader.

In their Base form, they are able to provide 2 Skill Boosts along with having a fast 12-turn cooldown. This can help alleviate some Transforming woes but their Base form shares the same Leader Skill and the same amount of HP.

Once Transformed, they gain access to numerous offensive awakenings including 8x personal damage with any match when below 50% HP. This can be further bolstered via VDP and her Dragon and God Killers. Furthermore, their Devil typing means they can be used as a Yugi sub but juggling your HP may or may not be difficult.

As a leader, Shivnia is able to provide 4/256/1 and Auto Follow Up Damage with 6 or more connected Dark orbs. This is easily achieved via their 6-turn active that reduces your HP by 50% and makes a row of Dark at the top and bottom of the board. These orbs can be left as is, saved, or rearranged into a 3×3 Box. With this in mind, I feel Shivnia may be a desirable card for some Farming builds assuming you can have enough time for 6 turns of charging up.

5 Star Base

Base Lampeid – S

Active: Delay enemies’ next attack by 2 turns; Changes to [5985] for the duration of the dungeon (12 -> 12 turn CD)

Leader Skill: 2x all stats for Dragon and Attacker type; 7x ATK when matching 6 or more connected Water orbs; 50000 additional damage when matching 6 or more Water orbs [4/196/4]

Awakenings:

Super Awakenings: –

Typing: Dragon / Attacker

Available Killers:

Weighted Stats (Limit Break): 904 (-)

HP 2868 (-) / ATK 2835 (-) / RCV 150 (-)

Lampeid Transformed

Active: For 3 turns, 3x ATK for Water Att.; Remove all awoken skill binds (10 -> 10 turn CD)

Leader Skill: 2x all stats for Dragon and Attacker type; 7x ATK when matching 6 or more connected Water orbs; 50000 additional damage when matching 6 or more Water orbs [4/196/4]

Awakenings:

Super Awakenings: –

Typing: Dragon / Attacker

Available Killers:

Weighted Stats (Limit Break): 1004 (-)

HP 3868 (-) / ATK 2835 (-) / RCV 150 (-)

Pros Cons 2 SB in Base form 2 turns Delay 4 Effective Skill Boosts

in Base form Powerful mono Water leader Auto Follow Up Damage Easy to activate Numerous asymmetrical pairings

Full Poison Immunity Restricted to Dragon & Attackers

Lower ATK multiplier Somewhat offset via

Low weighted stats

Lampeid is the first 5-star card within the Sacred Relic Dragon Sage Rare Egg Machine and is a surprisingly powerful leader. This is somewhat unusual from the bottom rarity of any event but Lampeid is able to lead a 2/14/2 team for Dragons and Attackers while also having 50,000 Auto Follow Up Damage when matching 6 or more connected Water orbs.

While the ATK multipliers are on the lower end, Lampeid is able to function as our best Auto Follow Up solution for Water teams and is worth pursuing as he has numerous viable pairings.

Generally speaking, it is best to try and pair Auto Follow Up with 7×6 leaders as you are then able to enjoy the two strongest mechanics and with this in mind, Minaka and Fasca are two fantastic pairings.

With Minaka you have a wider range of viable subs as you can use any Dragon or Attacker cards but is a weaker pair compared to the Transforming Fasca. With Fasca, you will be restricted to only Attacker types but this is still doable as your only activation requirements are to match 6 or more Water orbs and hit 8 combos. Both metrics should become much easier to achieve on a 7×6 board and my own Chidori x Fasca team can simply have Lampeid used instead of Chidori as Lampeid comes with 2 Skill Boosts in his Base form and has Super Poison Resist :

Chidori x Fasca – AA3

HP Badge Card SA – Inherit

(5591)

(4145)

(4897)

(5625)

(4015)

(5618) Latent



x4





In essence, you can roll a wonderfully powerful leader at the bottom rarity which is fantastic to say the least.

Base P’numas – C

Active: For 1 turn, 2.5x ATK for Attacker type; Changes to [5987] for the duration of the dungeon (3 -> 3 turn CD)

Leader Skill: 2x HP & ATK for Wood Att.; 2x ATK on the turn a skill is used; 4x ATK and reduce damage taken by 25% when 7 or more combos [4/256/1/43.75%]

Awakenings:

Super Awakenings: –

Typing: Dragon / Attacker

Available Killers:

Weighted Stats (Limit Break): 906 (-)

HP 2083 (-) / ATK 2658 (-) / RCV 498 (-)

P’numas Transformed

Active: For 1 turn, reduce damage taken by 50%; Changes to [5986] for the duration of the dungeon (3 -> 3 turn CD)

Leader Skill: 2x HP & ATK for Wood Att.; 2x ATK on the turn a skill is used; 4x ATK and reduce damage taken by 25% when 7 or more combos [4/256/1/43.75%]

Awakenings:

Super Awakenings: –

Typing: Dragon / Attacker

Available Killers:

Weighted Stats (Limit Break): 106 (-)

HP 3083 (-) / ATK 2658 (-) / RCV 498 (-)

Pros Cons Swaps between both forms with active 3 turns to change offensive awakenings

Cloud Resist

Three <50% awakenings Novel mechanic but impractical

P’numas is a truly interesting Transforming card as they will simply swap between their two forms with their 3-turn active. Doing so will grant +1,000 HP in their Transformed state but will also alter their offensive awakenings.

In P’numas’s Base form, players will have 3 >80% awakenings but their Transformed state will have 3 <50% instead. While this concept of swapping between two forms sounds cool, it is impractical overall as teams will want only one or the other for offensive awakenings.

Perhaps if you are wanting a triple <50% card P’numas may be valuable but at the same time, this is nothing new or novel and feels underwhelming when compared to the other cards in this event.

Base Lisheilla – B

Active: For 4 turns, reduce damage taken by 35%; Changes to [5989] for the duration of the dungeon (12 -> 12 turn CD)

Leader Skill: 4x ATK and reduce damage taken by 50% when matching 5 Heal orbs in a cross formation; 4x ATK and increase combo by 1 when matching Wood and Light at once [1/256/1/75%]

Awakenings:

Super Awakenings: –

Typing: Dragon / Balance

Available Killers:

Weighted Stats (Limit Break): 907 (-)

HP 3008 (-) / ATK 2263 (-) / RCV 460 (-)

Lisheilla Transformed

Active: Reduce awoken skill binds by 5 turns; Change all orbs to Wood, Light, and Heal orbs (6 -> 6 turn CD)

Leader Skill: 4x ATK and reduce damage taken by 50% when matching 5 Heal orbs in a cross formation; 4x ATK and increase combo by 1 when matching Wood and Light at once [1/256/1/75%]

Awakenings:

Super Awakenings: –

Typing: Dragon / Balance

Available Killers:

Weighted Stats (Limit Break): 1007 (-)

HP 4008 (-) / ATK 2263 (-) / RCV 460 (-)

Pros Cons 2 SB in Base form

in Base form Full Jammer Resist

4 Team RCV

Fast charging active 5 turn Bind & Awoken Bind clear Tricolour board w Hearts

Middling sub overall Light has many strong options



Lisheilla is able to provide 2 Skill Boosts in their Base form which can help alleviate Transforming requirements overall and once she is Transformed, players will enjoy a fast charging Bind & Awoken Bind clear with a tricolour board changer.

The main appeal for Lisheilla is her active as it is able to generate a board of Wood, Light, and Heart orbs along with 5 turns of Bind & Awoken Bind clearing. For the most part, this is universally helpful but at the same time, Lisheilla is not providing that much else overall.

This is because she features Super Jammer Resist which tends to be less valuable compared to Blind and Poison along with no offensive awakenings and low weighted stats.

As such, she will primarily be used for her active and while it is strong, may not be justification enough to run as a sub.

Base Polowne – S

Active: Charge all allies’ skills by 2 turns; Changes to [5991] for the duration of the dungeon (12 -> 12 turn CD)

Leader Skill: 1.5x Rank EXP [1/1/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Balance

Available Killers:

Weighted Stats (Limit Break): 906 (-)

HP 2940 (-) / ATK 2090 (-) / RCV 583 (-)

Polowne Transformed

Active: For 1 turn, bypass damage absorb shield and att. absorb shield effects (8 -> 8 turn CD)

Leader Skill: 1.5x Rank EXP [1/1/1]

Awakenings:

Super Awakenings: –

Typing: Dragon / Balance

Available Killers:

Weighted Stats (Limit Break): 1006 (-)

HP 3940 (-) / ATK 2090 (-) / RCV 583 (-)

Pros Cons 2 SB in Base form 2 turns Delay 4 Effective Skill Boosts

in Base form Utility galore 3 Team HP L FUA

8 turn Fujin active Also counters colour absorb What the fujin

active Grants 1.5x Rank experience Alternative to Ganesha

May set a bad precedent for Damage Absorb spawns

No offensive awakenings

Low weighted stats

Polowne is the final card in the Sacred Relic Dragon Saga Rare Egg Machine and is a wonderfully powerful card to own. This is because once Transformed, Polowne becomes a strong utility sub while also having an 8-turn Damage Absorb and Colour Absorb Void. This means Polowne is an 8 turn Fujin which is ridiculous to say the least.

The only reason why this is possible is because Polowne is a Transforming card which means her new active must be significantly stronger to compensate for the extra hassle of Transforming. As such, players will now have access to an incredibly fast charging Damage Absorb Void active which is now mandatory for playing through almost any dungeon.

In my previous article, I strongly advocate against Damage Absorb being in the game as it is the worst designed mechanic because the only way to overcome these spawns is to use a specific active. There is no other way around this as Damage Control is a thing of the past along with cards having massive personal damage multipliers.

As such, my main fear now moving forward is that now that all players have had access to a reasonably easy to acquire Damage Absorb Void card who has an 8-turn cooldown. Thus, GungHo may turn around and start populating future dungeons with more and more Damage Absorb spawns because we have a way to counter it.

I do not like this possible path but at the same time, cannot undervalue how important it may be to own Polowne, considering her bottom rarity status. For this reason alone, it is a good idea to do at least several rolls within this Egg Machine.

Do I plan to roll?

I do plan on rolling within the Sacred Relic Dragon Saga Rare Egg Machine as it is a debut event along with containing numerous powerful cards. This event also helps further solidify the Transforming meta as players can acquire both leaders and subs to populate their new teams that cannot be replicated otherwise.

As such, doing at least 10 rolls should be reasonable overall as that should not result in too many dupes while also helping ensure one acquires Lampeid and Polowne .

For my dream 7-star card, I would love to own Deena for both her bunny outfit and incredible offensive potential. Furthermore Deena is able to function as a powerful leader and stellar sub. With that being said, it is her sub potential that makes me most excited as subs tend to be powercrept at a slower rate overall and it will be hard to top Deena.

Elsha is my dream 6-star card as she is able to provide 6 Effective Skill Boosts along with having a powerful bicolour board afterwards along with three Team RCV . All together, Elsha will help with current and future Transforming teams along with her Base form’s active being Haste which can stack with other Haste or Delays. Despite the fact that I feel Duval is a stronger 6 Effective Skill Boost card in a vacuum, I have less places to fully take advantage of him at this point in time.

Finally, my 5-star dream roll will have to go to Polowne as her 8-turn Damage Absorb Void active is incredible as most other Fujin-style actives take 19 or so turns to charge up. Owning Polowne will help ensure I am adequately prepared for future content in case GungHo releases repeated spawns with the otherwise impassible Damage Absorb.

I chose Polowne over Lampeid because subs tend to have more staying power overall but at the same time, I will probably acquire both within my rolls anyway.

My Dream Rolls 7*

6*

5*



The above chart are the cards I would love to acquire from each rarity if I could choose one for my Mantastic account. This is my own personal opinion based on my Monster Box, goals and whether or not I have dupes.

Conclusion

The Sacred Relic Dragon Saga Rare Egg Machine is a brand new event to come to North America and will heavily push the Transforming meta due to high Effective Skill Boost cards and powerful new leaders and subs.

Due to the fact that all cards within this event can Transform, they all require minimal investment as none require Skill Ups, Limit Break, or Super Awakenings. Unfortunately, Transforming cards cannot be used as Inherits and no Weapon Assists are available for any monster within this event. As such, duplicates are less desirable as it will be hard to use more than 1 copy on a given team.

Let me know what you think about the Sacred Relic Dragon Saga REM in the comments below along with who you rolled.

Happy Puzzling!

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