
Seirei Gensouki
- PG-13 - Teens 13 or older TV
- TV
- 23 min per ep
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Second season of Oshiri Tantei.

Directly after the events of Made in Abyss Movie 3: Dawn of the Deep Soul, the third installment of Made in Abyss covers the adventure of Reg, Riko, and Nanachi in the Sixth Layer, The Capital of the Unreturned.

Forming a party with one’s mother in an online game seems not only unlikely but also uncomfortable to most teenage gamers. Unfortunately, Masato Oosuki finds himself in that exact scenario. After completing a seemingly meaningless survey, he is thrown into the world of a fantasy MMORPG—and his mother Mamako actually tagged along with him! On top of all of that, Mamako turns out to be an overpowered swordswoman, possessing the power of two-hit multi-target attacks! After minor tension between the two, they search for party members, meeting the merchant Porta and the sage Wise, starting their journey to clear the game. [Written by MAL Rewrite]

Gen Kudou, a koto maker, believes that his delinquent grandson Chika would never understand the profoundness of the traditional musical instrument. In an attempt to make up for his naivety and understand the words of his late grandfather, Chika tries to join the Tokise High School Koto Club. Even though the club is in dire need of members, new club president Takezou Kurata is unwilling to easily accept Chika’s application due to his bad reputation. Nonetheless, after seeing Chika’s seriousness and enthusiasm, Takezou allows the problem child to join, along with koto prodigy Satowa Houzuki and three of Chika’s energetic friends. Kono Oto Tomare! follows the merry band of musicians as they aspire to play at the national competition. [Written by MAL Rewrite]

In the year 2041, World War III has wiped out two-thirds of the human population, and in the newfound structure, the belief in any god or beyond-human entity is considered a preposterous notion. In order to prevent citizens from bearing possibly incriminating thoughts, the government has assembled a Special Weapon Enforcement division to capture and rehabilitate such believers. The Kirihara brothers, Naoya and Naoto—who were hidden away from society by their captors for years to conceal their psychic abilities—were promised freedom once the world was ready to face their existence. Now, wandering in the appalling new societal climate where psychics are not welcome, the brothers find themselves on the run from the Enforcement’s devoted operatives, Yuuya and Takuya Kuroki. [Written by MAL Rewrite]

Seventeen years ago, Takafumi’s uncle fell into a coma, but now he’s back like a man risen from his grave. Soon, Takafumi discovers two bizarre things: His uncle treasures video games above all else, and, while comatose, he was actually transported to another world as some heroic guardian! Now, not only does Takafumi have to room with an uncle who is literally magical, he also has to catch the guy up on two decades of history—smartphones, high-speed internet, modern anime tropes…and the traumatic outcome of the ’90s console war! (Source: Yen Press)

The franchise’s story centers on wizards who gather mazica in order to save the world. Junior high school student Kezuru wakes up after a strange dream featuring himself as a wizard, a creature called “mazin,” and a mysterious girl. The next day, his friend Kuracchi proudly shows off the newly launched Mazica Party card game. To Kezuru’s shock, all the characters drawn in the game’s cards are just like the ones in his dream. Meanwhile, Kezuru receives a notification for an event at the major international company Mazica. Intrigued, Kezuru goes to the Mazica Store as directed, only to meet the Mazica CEO himself, Jeff Johns. Johns says, “I have great expectations for you,” and hands Kezuru Mazica Gear. On his way back home, Kezuru is attacked by an airship-like creature. Just when he thinks, “this is it!” to himself, his Mazica Gear erupts and a magic book appears. When he scratches a card, he seals a contract with Barunya, a “mazin” creature that is an odd remixed fusion between an airship and a cat. The mysterious girl Anya says Kezuru and those of his ilk will be “the true wizards who save the world.” Amid all these mysterious revelations, Kezuru enrolls in the Mazica Academy and engages in Mazica Party card battles alongside his partner mazin. (Source: ANN)

On a planet far from Earth, there is a kingdom full of smiling faces. Princess Yuuki is 12 years old, and about to enter a sensitive age in a person’s life. Everyday, she cries, laughs, and sometimes, her heart throbs with excitement. All the while, she lives merrily in the royal palace. Filling her days are her loyal vassals: her tutor Reira, Izana who assists in political affairs, the leader of the chivalry Harold … and then there is her childhood friend and aide Joshua. “Yuuki! If you have spirit and guts, you can do anything!” “…No, not this again! Joshua, be nobler!” Stella is 17 years old and a capable, reserved soldier. However, she is always smiling … for smiling is essential to living. This is a story of two girls born on distant planets. (Source: ANN)