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We Are Waruda! - A Tomato and Mimyuu Character Guide
By Tekkahedron
Show the big kids who's boss with this character guide for Tomato and Mimyuu.
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Introduction

Tomato and Mimyuu are a two unit team that combine their unique strengths in order to control the deck as well as the battlefield. Mimyuu plays as an evasive controller; collecting stars, staying out of trouble, and preparing the deck for her teammate. Once KO'd, she is replaced by Tomato, an offensive character with a strong battle card hyper. Mimyuu prepares the deck with Evil Spy Work - Execution gifts that cause damage to players that draw them. Tomato draws these gifts as Waruda Machine, Blast Off! to increase her stats in battle. If set up correctly, this duo can be extremely powerful in both deck control and combat.



Play Tomato & Mimyuu if:
  • You enjoy setting up then reaping the payoff.
  • You like to control the flow of the game.
  • You hate revival rolls and missing turns.


Pros:
  • Mimyuu loses fewer stars for being KO'd.
  • Tomato is good on offense, even without her hyper.
  • Both units can be deceptively strong in combat thanks to Waruda Machine.
  • Evil Spy Work encourages opponents to keep a full hand, which powers up Waruda Machine.
  • Can draw more hyper cards than almost any other character.
  • Tomato can punish players that KO Mimyuu.


Cons:
  • Very challenging character that requires a lot of unique mechanics to master.
  • Extremely timing reliant, both short and long term.
  • Both units are hyper reliant.
  • Both units have very low HP.
  • Tomato is easy to KO without Waruda Machine and does not give reduced stars on KO.
  • Low HP and instant revive can lead to multiple KOs, feeding bully characters.
  • Can be difficult to switch characters safely.
  • Getting stuck as the wrong unit at the wrong time can mess up plays.
  • Cards that are good for one unit may not be for the other.
  • Evil Spy Work - Execution does not penalize players that it KOs.
  • If opponents draw too many Evil Spy Work, Tomato cannot sweep.

Unit Cards


HP: 3 | ATK: -1 | DEF: 0 | EVD: +1 | REC: 1

Revive as Tomato and act on revival. Lose 1/4 stars and give 1 Win when KO'd in battle.

Each game has you start off as Mimyuu. Mimyuu is quite frail, only having a point of DEF on Chicken, but her extremely low REC allows her revive instantly and get right back in the game after being KO'd. She even has the ability to act immediately, rather than have her turn skipped by reviving. Whenever Mimyuu is KO'd, she revives as Tomato. This can be both a blessing and a curse. If she is KO'd while an offensive opponent is around, she will revive and move in front of them, putting Tomato at risk of being KO'd again the next turn. Otherwise, it is a great way to get back to star collecting faster.




HP: 3 | ATK: +1 | DEF: 0 | EVD: 0 | REC: 3

Revive as Mimyuu and act on revival.
Draw Evil Spy Work - Execution cards as Waruda Machine, Blast Off!

Tomato acts as a pocket-sized attacker. If the 7gull meme is any indication, a character can do a lot of damage with +1 ATK. However, her low health makes it difficult for Tomato to fight in battles where she doesn't finish off her opponent. If KO'd, Tomato will lose stars and have to roll to revive like most other characters. Even so, her recovery is a very manageable 3, allowing her to revive in a turn or two most of the time. When Tomato revives, she does so as Mimyuu, starting the cycle anew.

The key to playing this duo is timing which character you are controlling and playing around their strengths. Mimyuu is for setting up the deck and protecting your stars while Tomato is for going on the offensive and turning Evil Spy Work - Execution into Waruda Machine, Blast Off!

Hyper Cards
This duo has quite a few hyper cards to go over with some complicated interactions. We will start with Mimyuu's hyper: Evil Spy Work - Preparation. While playing as Mimyuu, you will draw blank hyper cards as this card. The card will not change if Mimyuu transforms into Tomato, meaning Tomato can play it, despite being unable get this card herself normally.



Evil Spy Work - Preparation
Type: Event
Level Requirement: 2
Cost: 20 stars

Place four "Evil Spy Work - Execution" cards at random positions in the Center Deck.



Evil Spy Work - Execution
Type: Gift
Level Requirement: 1
Cost: 0 stars

This card cannot be played.
When holding this card, take 3 damage at the end of your turn, and remove this card from the game.

Evil Spy Work - Preparation allows Mimyuu to set up the deck for her partner Tomato as well as cause problems for her opponents. When played, several nefarious gift cards are added to the deck for players to draw. It is important to note that the deck is not shuffled when this happens.

Evil Spy Work - Execution causes the player who draws it to take a large chunk of damage at the end of their turn. Mimyuu is not immune to the effects of her own Evil Spy Work - Execution. Drawing this card as Mimyuu will KO you at the end of the turn unless you are overhealed. This isn't always a bad thing, as you will revive as Tomato the next turn with full HP without losing stars. Depending on the circumstances, you could discard this at the end of the turn or allow yourself to be KOed by it.

Evil Spy Work - Execution can be played around by keeping your hand at your character's maximum hand size. If drawing it puts the player over their maximum hand size, they can simply discard Evil Spy Work - Execution at the end of their turn before the damage is dealt. While this may seem to invalidate Mimyuu as a character, it encourages opponents to not play cards and sets them up for Tomato's hyper. It can however cause opponents to KO themselves outside of combat in order to dodge the penalties of a battle KO.

Tomato does not have to worry about this card outside of very niche circumstances, as she will convert it into Waruda Machine, Blast Off! as soon as she draws it. One time this can happen is if Mimyuu is KOed while holding Evil Spy Work - Execution before the end of her turn. When Tomato revives, she will have one turn to get rid of it or she will be KO'd.



Waruda Machine, Blast Off!
Type: Battle
Level Requirement: 3
Cost: 10 stars

During this battle, gain Attack and Defense but lose Evasion equal to the number of cards in your opponent's hand.

This hyper has a similar effect to Blue Crow the Second, except it uses your opponents cards rather than your own. Due to Evil Spy Work - Execution, your opponents will likely be hanging on to their cards in order to discard any unwanted gifts that come their way. In addition, Tomato has the potential to draw lots of these if you were able to play a few Evil Spy Work - Preparation before transforming, making her a potent threat despite her small stature. It even encourages opponents to empty their hands, making them vulnerable to Evil Spy Work - Execution.

Using this card is pretty straightforward. Just slap it down in battles where it gives you a good chance of KOing an opponent or in battles where you cannot afford to lose. Keep in mind that this card reduces EVD, so playing it at 1 HP had better result in a KO on your opponent or you will most certainly be the one going down.


So, to summarize the hyper interactions:
  • Mimyuu draws blank hyper cards as Evil Spy Work - Preparation
  • Tomato draws blank hyper cards as Waruda Machine, Blast Off!
  • Evil Spy Work - Preparation adds four Evil Spy Work - Execution to the deck.
  • Tomato transforms Evil Spy Work - Execution into Waruda Machine, Blast Off! when she draws it.
  • Hyper cards already in your hand do not change when one unit transforms into the other.

Stages of the Game
Level 1
Starting the game as Mimyuu, it is your job to gather as many stars and draw as many cards as you can in order to get to level 2. Avoid fights, as Mimyuu is not very sturdy and has a hard time dealing damage. If you do end up being KOed this early, Tomato will be able to take out weakened opponents and encounter spaces, possibly gaining you enough wins to skate on by to level 3. Otherwise make drawing cards your priority. It is extremely important that you start accumulating ESW - Preparation for later in the game.

Level 2
ESW - Preparation is now online, but do not play it just yet. The prime time to start adding ESW - Execution to the deck is when about a third to a quarter of it is left and you have multiple copies. This way, there will be a higher concentrations of ESW - Execution to dissuade opponents from drawing cards and to draw as Waruda Machine. For now, continue on the same path as before.

Level 3-5
This is around the time when when the deck starts to get thin. After playing a few copies of ESW Execution, switch to Tomato and start grabbing as many Waruda Machine as you can. If your hand is already full of them, make sure to use them against your opponents or you will lose them. Once the deck reshuffles, it will be much harder for you to get set up again, so make sure you make the most of your time.

If you managed to get a big KO, hang on to Waruda Machine for defensive purposes and focus on finishing your normas. If you are low in stars at this point in the game but have already exhausted your supply of ESW - Preparation and Waruda Machine, you are in big trouble. Without Tomato and some good battle cards you will have a hard time coming back. The deck doesn't usually get to that perfect point a second time unless Charity is active or Aru is in the game.

The Boss
Neither Mimyuu nor Tomato wants anything to do with any boss, as landing on a boss space will almost certainly result in a KO due to their poor defenses and low HP. However, this can be used to your advantage, as it is a quick and easy way to switch characters while not giving an immediate advantage to an opponent. You will still lose stars however, especially if Tomato is the one KOed. Waruda Machine cannot help you in boss encounters, as it can only be played against players. Stay away from boss panels unless the boss is extremely low or you are looking to get KOed to switch characters.

Deckbuilding Overview
Ranking
I use letter ranks to rate cards. Cards are sorted by type, then alphabetically within each tier. This is by no means an absolute measure of how powerful each card is. Feel free to use any cards you want to fit your strategy, although I advise against bringing F cards. When it comes down to it, play what you think will be the most fun for you.

S: Necessary. Godlike synergy or required for the character to function. (Note: Not every character has one of these.)
A: Powerful. A high priority card that will usually be in your deck.
B: Very Good. Not necessary, but should always be considered.
C: Average. Nice cards to have, but might be outclassed. Also includes situational cards.
D: Poor. Helps your opponents more than it helps you.
F: Awful. You are actively hurting yourself by bringing these cards.

Overview
S
(None)
A
Nice Present
Treasure Thief
B
Rainbow-Colored Circle
Rbits
Passionate Research
Dash!
Nice Jingle
Saki's Cookie
Here and There
Scary Solicitation
Metallic Monocoque
C
Accel Hyper
I'm on Fire!
Shield
Shield Counter
Tactical Retreat
Ambush
Backdoor Trade
Mimic
Path Blockers
Stiff Crystal
Cloud of Seagulls
Dinner
Forced Revival
Holy Night
Mix Phenomenon
Play of the Gods
Sealed Guardian
Serene Hush
Star-Blasting Light
We Are Waruda
Lost Child
Lucky Charm
Poppo the Snatcher
Windy Enchantment
Bad Pudding
Dangerous Pudding
Encore
Exchange
Flamethrower
For the Future of the Toy Store
Go Away
Mimyuu's Hammer
Piggy Bank
Sealed Memories
D
Big Magnum
Dark Side of Business
Desperate Modification
Extension
Final Battle
Portable Pudding
Quick Restoration
Reverse Attribute Field
Serious Battle
Completion Award
Extend
Flip Out
Lonely Chariot
Long-Distance Shot
President's Privilege
Pudding
Sweet Destroyer
Accelerating Sky
Indiscriminate Fire Support
Oh My Friend
Party Time
Super All-Out Mode
Unpaid Work
Bloodlust
Price of Power
Unlucky Charm
Heat 300%
Invasion
I Wanna See You
Piyopiyo Procession
Poppoformation
Present Thief
Sky Restaurant Pures
Tragedy in the Dead of Night
F
Sink or Swim
Gentleman's Battle
Gift Exchange
Little War
Scrambled Eve
Assault
Brutal Prank
Wanted

Cards of Note
Card Draw


It is extremely important for Mimyuu to draw cards in order to stack the deck for Tomato. Nice Present is the most universal option that can help any deck you would build for these characters.

Passionate Research is a bit risky, but can lead to huge payoffs once you stack the deck. Once the deck is prepared properly, it is not uncommon to pull two or more ESW - Execution, easily filling your hand with Waruda Machine battle cards. Be wary of this card however, as opponents can outplay you with it as well. By playing Passionate Research with a full hand of cards, opponents can remove any ESW - Execution they find by discarding them, making it harder for you to draw Waruda Machine.

Scary Solicitation is a situational addition specifically for the event that the deck gets reshuffled. This card can take a large number of cards out of the deck and punish opponents while doing it.


Treasure Thief


Tomato & Mimyuu are great at abusing this card thanks to their quick revive passive and Tomato's offensive stats. Treasure Thief is usually used to steal a card from an opponent that you have just KO'd or that attacked you. While Tomato is certainly capable of doing that thanks to her offensive stats and Waruda Machine, they can also use it when Mimyuu gets KO'd. Usually when a character is KO'd, they will have to wait at least one turn before moving, allowing the opponent to move on. Mimyuu revives into Tomato without rolling and can act immediately, allowing her to steal a card from the player who KO'd Mimyuu. Tomato can do this as well, but is subject to a revive roll than can cause her to miss her chance.

Ambush can also be used this way, but isn't nearly as effective as Treasure Thief due to Mimyuu's poor combat stats.


Discard


Tomato & Mimyuu have an awkward relationship with discard effects. Small ones like Bad Pudding can be fine and even beneficial for the standard payoff deck. Larger effects like Flamethrower, Present Thief, or Scrambled Eve can prove disastrous for this strategy, destroying all your hard work in an instant. However, playing a bunch of discard effects is a viable strategy in it's own right. ESW - Execution can be safely discarded while the player's hand is above capacity. Emptying a player's hand limits their options, forcing them to go unarmed or risk taking a 3 damage hit from one of your ESW - Execution.


Battle Cards


Battle cards for Tomato & Mimyuu can be a bit tricky, as cards that help Mimyuu might not be good for Tomato and vice versa. Defensive battle cards like Rbits help Mimyuu stay alive, but can mess up plays you would make when used against Tomato's Waruda Machine. Offensive battle cards like I'm on Fire are great for Tomato, but are lackluster on Mimyuu. These cards can also be used to great effect against both of them due to their poor natural defenses. Rainbow-Colored Circle is probably the most neutral battle card they can run, but it is also risky due the volatility of the evasion mechanic in general. It all creates a strange situation where you need to bring cards that will help you win, but not so many that you end up countering yourself.

One thing's for certain though: healing battle cards like Portable Pudding and Quick Restoration are terrible on both characters due to their low HP and defenses.


Counter Cards


As mentioned above, mass discard effects are disastrous for the setup strategy. Serious Battle and Reverse Attribute Field are also dangerous for this playstyle due to negating Waruda Machine.



The discard strategy is weak to Star Blasting Light and We Are Waruda due to the high number of traps it runs. Pretty much everything else is on the table for deckbuilding however.



Regardless of which strategy you are playing, Tomato & Mimyuu should avoid bringing cards that can cause them to transform at a bad time. This includes damaging effects like Cloud of Seagulls, but also the battle initiating cards Assault and Gentleman's Battle. T&M have little control over when Assault will be triggered, potentially causing it to offer you to an enemy on a silver platter. Gentleman's Battle is a card that is very good against T&M due to their low HP. Many characters have a good chance of OHKOing Tomato or Mimyuu if they don't have Waruda Machine to defend themselves with. Meanwhile, Tomato is really the only one who can take advantage of this card without relying on a powerful battle card.



Sink or Swim and Wanted both take advantage of Tomato's & Mimyuu's frailness while not benefiting them enough to make the cards worth running in your deck. Sink or Swim can be used against a low HP Tomato to take a large number of stars. Wanted negates the reduced rewards that Mimyuu gives when KO'd, making her worth 2 wins and frail Tomato worth 4.

Sample Decks
Nuts & Bolts


This is where I start when building my deck for Tomato & Mimyuu. Nice Present and Treasure Thief are in pretty much every deck I build for these characters, although the numbers are negotiable depending on what other cards I am looking to bring. Passionate Research and Scary Solicitation are great for setup builds as mentioned above, so we bring those too.


Bonnie & Clyde


This is generally what my setup deck looks like. In addition to the core cards, I have added Windy Enchantment for extra mobility and Here and There to escape baddies. I don't run any battle cards, as most players will run Rbits and we can just steal it from them with Treasure Thief. For the Future of the Toy Store can help recuperate stars after playing multiple ESW - Preparation.


Smoke & Mirrors


This is an example of a deck that uses the discard strategy. Flamethrower is the core card for this deck, wiping out an opponent's hand is key to forcing them to draw ESW - Execution. Notably, it is missing Treasure Thief and Scary Solicitation due to the high number of traps. Passionate Research is also absent, as an opponent pulling too many ESW - Execution is wasteful and does not penalize them nearly as much if it KO's them directly or they discard it.

Who to Watch Out For
KO Hypers


An important part of playing Tomato & Mimyuu effectively is managing which unit you are controlling at different stages of the game. Getting KO'd out of the blue by someone's hyper card will make that more difficult. Direct damage cards like Marc's x16 Big Rocket, cards that initiate fights like Seagull's Jonanthan Rush, and hypers that just KO you outright like Mio's Magical Inferno can all be used to this end. These hypers can force you to switch you into a less favorable character, either Mimyuu to prevent drawing Waruda Machine, or Tomato to be KO'd in battle for higher rewards. In addition, some characters like Marc are encouraged to target you due to the bonuses they get for a successful KO. Both Tomato and Mimyuu have very low HP, allowing her to farm them for wins with x16 Big Rocket.


Offense Characters


Tomato & Mimyuu's passive that lets them act immediately after reviving is a double edged sword. While in many cases it will allow you to get back to drawing cards and collecting stars faster, offensive characters can take advantage of this ability to KO you repeatedly. Any character with Positive ATK has a good chance of chaining KOs against this pair. Save movement cards like Dash! and Here and There for these situations. If you don't have them, try to escape into a warp panel. Better yet, just don't get close to them at all unless you are aiming to take them out with Waruda Machine.


Nico


Congratulations. You have been countered.

Nico existing in the game means that you will have to be much more careful about when you use ESW - Preparation. Nico has a passive ability that blocks the effects of gift cards, which instead increase her star collection. Since ESW - Preparation adds four gift cards to the deck, playing it will not only insentivise her to draw them out of the deck, but also reward her with star advantage for doing so while reducing the effectiveness of your setup. Lastly, don't assume she will be easy pickings for Waruda Machine after she has played Miracle Walker. There are a good number of hyper cards she can play to turn the tables on you, so you may have to invest more than one copy to take her out. Keep an eye on what hyper cards she has played and make a move when it its safe.

Co-op


Tomato and Mimyuu are best played in co-op as a low REC supportive unit or as a build-around-me dealer. Avenger is also viable, but a bit cheesy. Important changes to note are Tomato's 4 REC, ESW - Execution heals for 2 HP instead of dealing damage, and Waruda Machine now bases it's boost off of the total number of cards your team is holding.



Attacker
Mimyuu can really get in the way here due to her low ATK stat. There are far better attackers you could be playing.

Defender
While the defense boost is nice, 3 HP doesn't let you pass out many shields, especially while taking damage.

Support
Tomato & Mimyuu's low REC really comes in handy in the supporter role. Their low downtime combined with Mimyuu's new healing hyper are great at keeping teammates on their feet.

Avenger
Avenger seems like a strange choice, as most of the best avengers have huge HP pools to counterattack with. While T&M lack that HP, they can take advantage of the avenger's other abilities for more consistent damage.

Dealer
This role is a bit trickier because it relies on your team not messing up your setup. The idea to to play similarly to the setup strategy for single player, but to pass Waruda Machine to your teammates instead of keeping them for yourself. Make sure to explain your intentions to your teammates however, as it is important for them to stop drawing cards once you have primed the deck. Drawing too many healing hammers is a big waste of both your hyper and your ally's draw. Make sure to verbally slap anyone who plays Passionate Research at this point.

Conclusion
Thanks for reading!

Let me know if you have any suggestions or if you felt this guide was missing something.

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1 Comments
=| Jun 16, 2021 @ 4:17am 
is their any alternatives to present theif?cus i dont have the dlc