Wednesday, August 21, 2013

Something Old, Something New, Something Borrowed, Something GRANBLUE!

So, I've been putting off this post for a while, because Vanguard is teasing out all these updates one card at a time! So I've been waiting for enough to appear that's worthy of my post. And I think now is a good time to do so! Now, in addition to being a fabulous rhyme, the title is significant! Bask in my sarcastic glory!

Okay, let's start with SOMETHING OLD!
Continuing the Line of Manga-based Extra Boosters, a new EB has been announced exclusively for <<KAGERO>>.  It will consist of many new cards for Kagero, as well as some manga cards previous unreleased, like "Dragonic Transcendence, Nouvelle Vague"


Titled "Divine Dragon Progression," the EB will come out later this year for Japan, and it's slogan is "The time is now, ride to a new grade." Will a Grade 4 Kagero really be a thing? We're still on the fence. But it would be awesome if it was.

EB-09 Releases Novermber 22nd in Japan.




Wait, EB-09? That's right, before we see a Kagero EB, Bushiroad is also continuing its trend of updating <<Nova Grappler>> through EB's!


Title "Champions of the Galaxy" EB-08 will feature Guaranteed Crossrides for Stern Blaukluger and Asura Kaiser. It will also feature some of their manga-only support as well.

EB-08 will release in the same month in Japan, on November 15th.




NOW SOMETHING NEW!

Ever heard of a MEGA TRIAL DECK? Well you have now! Since America wasn't going to get the "DAIGO SPECIAL SET" Bushiroad has determined that we would instead receive the first ever Mega Trial Deck.


Titled "Rise to Royalty" the deck offers pretty much the same cards as the Daigo Special Set. The real bump for us is that this Mega Deck will also include Card Sleeves, a Deck Box, and a Storage Box. It is an excellent beginner's set for Vanguard, or a boost to old players.

And of course MTD-01 releases before Christmas, November 29th, in the US.



To go along with all your Daigo, more new things includes the new trial deck for <<Genesis>>! A NEW clan fits nicely in this part of the rhyme.


Titled "Successor of the Sacred Regalia" TD-13 includes 5 new cards (in 14 copies) for <<Genesis>> including a new Break Ride. It will also include (as part of those 5) 2 cards that are being reprinted in set 14 (I'm betting the 2 R). The Break Ride will be the RRR, so the 2 R will likely be something good and worth reprinting.




Now we aren't done! We finally got the effect of the crossbreakride for Nova Grappler, Ethics Buster EXTREME!


Strongest Beast Deity, Ethics Buster EXTREME
<<Nova Grappler>>
Grade 3 | 11,000 Power

[AUTO] (VG) (LB4) When this unit drive checks a Grade or Greater <<Nova Grappler>> with "Beast Deity" in its name, choose one of your <<Nove Grappler>> RG and [Stand] it.
[CONT] (VG) If "Beast Deity, Ethics Buster" is in the soul, power +2,000
[CONT] (VG/RG) Lord







Great. Now your entire deck is nothing but Stand Triggers. Shift to a "Crit, Draw, Heal" model and ride this guy as soon as you hit limit break. Ethics Buster will BreakRide and then you can use his ability to guarantee your whole field stands. Or you'll check double triggers. Regardless, a win-win right? At least Bushiroad had the foresight to make some of your cards NOT be Beast Deity.

How about SOMETHING BORROWED?

By Borrowed I mean, Reversed. A number of new reverse cards and break rides have been revealed for BT-13 "Catastrophic Outbreak" let's see how they work, yea?

We'll begin with the first ones shown in the Anime, <<Dimension Police>>. Their new units are all about Zeal support. Since they are now "Dark Heroes" like Zeal, these units focus on subtracting the power of your opponent's VG, then hitting them for all they are worth!


Original Saver, Zero
<<Dimension Police>>
Grade 3 | 11,000 Power

[AUTO] (LB4) When a <<Dimension Police>> rides this unit, choose one of your Vanguards, and it gains +10,000 power until the end of the turn. Then choose your opponent's VG, and it loses -5,000 power until the end of the turn.
[AUTO] (VG) When this unit attacks, if it is boosted by a <<Dimension Police>> it gains +2,000 power until the end of that battle.
[CONT] (VG/RG) Lord






A standard Zeal Breakride. Except with the next card I'll show you, Zeal is no longer necessary, which is a shame, because I wanted him to get a Crossride. Ride the VG, you gain a bunch and they lose a bunch. Hit them with a full field and watch their hand shrink. A straightforward idea that favors stand triggers. But its even worse when you realize you might be riding...


Dark Dimensional Robo, "REVERSE" Daiyusha
<<Dimension Police>>
Grade 3 | 11,000 Power

[ACT] (VG) (LB4) [CB1 and choose two of your units with "Dimensional Robo" in their name, and LOCK them] Choose your opponent's VG. It loses 10,000 power until the end of the turn.
(A unit that is Locked is turned face down and cannot do anything. Turn it face up at the end of it's owner's turn.)
[CONT] (VG) If "Super Dimensional Robo, Daiyusha" is in the soul, Power +2,000.
[CONT] (VG/RG) Lord





Now, this card is a bit frightening, considering it combos with Dimensional Robos. There is a D-robo that allows you to gain a Bonus Critical if you minus a few cards from hand. Now combine it with this ability. Your opponent is going to burn so much hand that you won't care about minusing yourself (which a few draw triggers would even erase) and potentially kill him all at once. This card alone would be 21,000 with Two crits versus a measly 0-3,000. Good luck opponent. Did I also mention that this makes Daiyusha the only card in the history of the game to have TWO CROSSRIDES? Run like 8 grade 3 and just do a bunch of combos of this card. The opponent won't know WTF is going on.

Man. Evil DP is almost as scary as regular DP. But what about....


Honorary Professor, Chatnoir
<<Great Nature>>
Grade 3 | 11,000 Power

[AUTO] (LB4) When a <<Great Nature>> rides this unit, choose your VG and it gains +10,000 power until the end of the turn and this skill: "[AUTO] When one of your <<Great Nature>> RG attacks a VG, choose one of your <<Great Nature>> RG, and give it +4,000 power and at the start of the end phase of that turn, draw 1 card and retire the selected unit." Until the end of the turn.
[AUTO] When this unit attacks a VG, it gains +2,000 power until the end of the battle.
[CONT] (VG/RG) Lord




I'm just gonna let that ability sink in for a moment...feel it? Good. Now add Stand Triggers. Feeling happy yet? Pile everything onto one unit, then smash the enemy. Woot! Now your VG row and your regular row will be huge. Combo with Leopalds or Binoculus Tigers..and the bonuses multiply in value.

Speaking of Leo-Pald...


School Punisher, Leo-Pald "REVERSE"
<<Great Nature>>
Grade 3 | 11,000 Power

[ACT] (VG) (LB4) [Choose one of your <<Great Nature>> RG, and Lock it] Choose up to two of your RG and they gain +4,000 Power and the following skills: "[AUTO] At the end of this turn, retire this unit." and "[AUTO] During your end phase, when this unit is put into the Drop Zone from RG, place it on an open RG." until the end of the turn.
[CONT] (VG) If "School Hunter, Leo-Pald" is in the soul, Power +2,000
[CONT] (VG/RG) Lord



Holy crapsicles. Every turn, you merely lock a unit, and two of your guys will get 4,000 Power. For free. No CB cost means you can do it every turn, and when they die they will simply come right back to life. This also counters Megacolony, but those poor bastards haven't seen any new cards in a couple sets now.  Suffice to say, this card is good enough without a crossride. The crossride or break-ride merely increases his effectiveness.

But now, the moment I've been waiting for, SOMETHING GRANBLUE!




Sea Strolling Banshee
<<Granblue>>
Grade 1 | 6,000 Power

[AUTO] [Soulblast 1] When this unit is called to RG from the Drop Zone, you may pay the cost. If you do, draw a card.









A very basic effect, but it means a few things. 1: Bushiroad is trying to fix the old cards instead of just make new ones. This card maybe combo well with the new cards coming out in order to fix the hand control problem Granblue has been having since the dawn of the game. Like perhaps the Breakride?


Lord of the Seven Seas, Nightmist
<<Granblue>>
Grade 3 | 11,000 Power

[AUTO] (LB4) When a <<Granblue>> rides this card, choose one of your VG, and it gains +10,000 power until the end of the turn. Then choose two <<Granblue>> in your Drop Zone, call them to separate RG, and they each gain +5,000 power until the end of the turn, and at the end of the turn, retire those units.
[CONT] (VG) During your turn, if the number of RG oyu have is 4 or more, this unit gains +2,000 Power
[CONT] Lord





Finally. A cost-free revival. This unit allows to bring back tow units and buff them up on the BR. I foresee Breakriding on the Breakride as a viable GB strategy. The biggest downside here is in two areas: 1, the units leave at the end of the turn. 2, we'll need a more consistent way of calling units, as Breakriding is hard to do repeatedly. Right now I'd recommend running this Nightmist with the Undead Dragon. It'll gain a further +3 when it attacks, making it an 18,000 all by itself. Then since it dies at the end of the turn anyway, this skill combos perfectly with it. You could call two to the front row, and they'd be able to hit Crossrides unboosted. This card gets an A!

But we all knew they'd get REVERSED....


Ice Prison Dark Lord, Cocytus "REVERSE"
<<Granblue>>
Grade 3 | 11,000 Power

[ACT] (VG) (LB4) [Send the top three cards of your deck to the Drop Zone, and choose one of your <<Granblue>> RG and Lock it] Choose one <<Granblue>> in your Drop Zone, call it to RG, and that unit gains +3,000 Power until the end of the turn.
[CONT] (VG) If "Ice Prison Necromancer, Cocytus" is in the soul, +2,000 Power.
[CONT] (VG/RG) Lord






I personally...hope we get another Grade 3 to ride. I don't like Cocytus because he is a mill card. Yes, it can set you up for great plays, and again, we have a cost-free superior call, which allows units with the CB to shine. A CB2 Hit/Draw Granblue would be very welcome in this current format, but like always, Crossrides and Breakrides rarely get along well, so this card won't do us much good if we intend to play a lot of Nightmist. It works fine in its own build, where the cost for its ability may allow us to tutor the cards into the grave. A great toolbox, but it also risks milling triggers, just like Ruin Shade always did. I'd prefer much more if it were a selective drop, or even a pitch/draw mechanic, or something. This just feels underwhelming, even though it will let you hit magic numbers. I'd just much rather run 4x Nightmist BR, 2x Undead Skull, and 2x Nightstorm. That seems a better line-up than this Cocytus Crossride, to me.

But still, new Granblue is new!

And whew, that was a longer post than I realized. I waited way too long to do it, So I hope you enjoyed it. I will definitely be riding some of these cards in my future! Peace!

Saturday, July 27, 2013

Tiny Post! More Mystical Magus!

If you haven't had enough of the Mystical Magus cards, you're in luck! The rest of the Magus Extra Booster was revealed in a magazine recently, revealing a list of reprints as well as a few new cards, mostly Battle Sister Cards!


Battle Sister, Lemonade
<<Oracle Think Tank>>
Grade 1 | 5,000 Power

[AUTO] [Soulblast 2] When this unit is placed on VG or RG, you may pay the cost. If you do, choose two cards in your damage zone, and flip them face up.










A very simple card, yet one fulfilling a lot of purpose. First, its Luck Bird type mechanic that is designed to work with the counterblast heavy Battle Sister style. Second, it is now one of three mechanics that could possibly see reprints in several clans to increase the consistency of unflipping damage. Clans like Tachikaze or Narukami, who have little use for their soul, could greatly benefit from a card like this. Woohoo!



Battle Sister, Caramel
<<Oracle Think Tank>>
Grade 2 | 8,000 Power

[AUTO] [CB1] When this unit is placed on VG or RG, you may pay the cost. If you do, place the top card of your deck into the damage zone, and at the start of the end phase of this turn, place one card from your damage into your deck, and shuffle your deck.








Fake Damage. OTT has been missing one for a while now, but with their lack of Limit Breaks, nobody really missed them. Now they have LB, and now they have a fake damage card. This will be especially important in deck like Monaka, with their need to draw the copies for their Persona Blast.



Oracle Agent, Roys
<<Oracle Think Tank>>
Grade 2 | 9,000 Power

[AUTO] (VG/RG) [CB1] When this units attack hits a VG, you may pay the cost. If you do, look at up to the top five cards of your deck, search for up to 1 Grade 3 <<Oracle Think Tank>> among them, reveal it to your opponent, and add it to your hand. Then shuffle the remaining cards into the deck.








Again, seeming to benefit Monaka or Coco, the accumulation of Grade 3's will increase the number of on-call effects you can pull off, as well as thinning the deck so you hit those juicy triggers. Yum. The ability to shuffle is also nice, just in case Monaka's effect puts some awesome cards on the bottom of the deck on accident.


Battle Sister, Parfait
<<Oracle Think Tank>>
Grade 3 | 11,000 Power

[CONT] (VG) (LB4) During your turn, when the number of cards in your hand is four or greater, this unit gains +3,000 Power and the skill "[AUTO](VG) When this unit's attack hits a VG, draw a card."
[ACT] (VG) [CB2 Battle Sisters] If the number of cards in your hand is three or less, draw a card.
[CONT] (VG/RG) Lord






A wonderful new Battle Sister, Parfait rings back to that Amaterasu feel with her power derived off having a big hand, and the ability to increase your hand size if you need it. It also supports the 12-Crit build of Battle Sisters, as this draw power is pretty nice, basically giving you a free Draw Trigger on-hit. Combined with the Battle Sister who unflips two damage, you could be getting tons of cards to help you recover after a difficult defense, but the 11K power guarantees you'll have some ease of guarding, too. Overall a strong B+ card.

And that is it! Combined with the Magus line-up, those are all the NEW cards in the extra booster set. We'll see a few reprints, and all the battle sister triggers will return (along with a reprinted Psychic Bird and Luck Bird) and will aid in the production of these decks. So good hunting, my Scrying Battle Babies!











Wednesday, July 24, 2013

Drawing, Discarding, and Binding, OH MY!

As per usual, shortly after the leaking of Daikaiser through Ideal808, more cards started flowing. I'm proudly here today to introduce to you several cards for three of our all-time favorite clans! From Trial Deck 12: Brave Dimensional Kaiser, I give you Dimension Police! From Extra Booster: Mystical Magus, I give you Oracle Think Tank! And from Booster Set 13: Catastrophic Outbreak, I give you NUBATAMA! It isn't Granblue, like I hoped, but these cards are all shaping up to be pretty good!

Let's start with D-Police, since we previously showed you Daikaiser, the new Break Ride. It combos excellently with all of these new "Dimensional Robo" cards:


Dimensional Robo, Kaizard
<<Dimension Police>>
Grade 2 | 9,000 Power


[AUTO] When a <<Dimension Police>> rides this unit, choose your VG and it gains +5000 Power until the end of the turn.










A very simple ability, yet a powerful one. When combined with Daiyusha, it grants the extra critical automatically due to his ability. When combined with Daikaiser, it turns an 11K into a 16K, forcing your opponent to guard huge numbers against attacks for two turns in a row, sure to deplete his hand by the time you BREAK RIDE! Run four of this guy. He will be well worth the ride.


Dimensional Robo, Daidriller
<<Dimension Police>>
Grade 2 | 8,000 Power

[AUTO] (CB1) When this unit is place on VG or RG, you may pay the cost. If you do, choose another one of your "Dimensional Robo" units, and it gains +4,000 Power until the end of the turn.










Please excuse the quality of the scan. Copying the Grade 1 Dailander, Daidriller will allow you to pick up big numbers for reasonably small counterblasts. Definitely a good choice, but watch carefully, because there a large number of very good Grade 2 units. It may be best to stick with the grade 1 for this ability.

In the trial deck, we also saw a Dimensional Robo clone of "Knight of Friendship, Kay" (A Grade 1 who attacks for 10K when you have a D-Robo on the VG). Dimensional Robo, Daitiger will be a must run in this deck, where you often deplete your field and need quick replacements. We also the 10K Vanilla Grade 2, "Dimensional Robo, Daifighter"

Now, from set 13: Catastrophic Outbreak, come three new D-Robos!
Dimensional Robo, Daimagnum
<<Dimension Police>>
Grade 0 | 5,000 Power

[AUTO] Forerunner
[ACT] (RG) [Put this unit into soul] Choose one of your <<Dimension Police>> VG, and it gains +4,000 Power until the end of the turn.









I personally like Goyusha, but for those who dislike his -4 superior break-cross-ride ability, there is a new starter on the horizon. Daimagnum gives you the option to simply shove him into the soul for a quick +4K, activating Daiyusha and giving your VG a good push. Then drop a bigger booster directly behind him and go to town.


Dimensional Robo, Daishield
<<Dimension Police>>
Grade 1 | 6,000 Power


I'm personally not one for switching PG into the archetype unless they use an Especial Counterblast. But this guy looks awesome, even though I totally wanted it to be Daidefender, not Daishield.










Dimensional Robo, Daicanon
<<Dimension Police>>
Grade 1 | 6,000 Power

[ACT] (RG) [Put this unit into your soul, and choose one "Dimensional Robo" RG and put it into soul] Choose one your vanguards with "Daiyusha" in its name. That unit gains +1 Critical until the end of the turn.









It's here, people! The first unit to ever give a Critical to another unit. From here on, it is madness! Working synergistically with both Daiyusha and Great Daiyusha, this turns either of those cards into Crit +2 machines. Combined with a card like Daimariner or Daibattle, who can soulblast themselves for more power, or with Daikaiser for the PG Buster Ability, Daiyusha can be swinging in (by himself, no booster) for a Whopping 3 Criticals and 23,000 Power. This is BEFORE trigger checks. So a potential 5 damage can be dealt on turn 4, ending the game. Welcome back, D-Robos.

Moving from one absolutely broken ability to another, I give you the pretty, geometrical, deadly, MAGUS LADIES!


Hexagonal Magus
<<Oracle Think Tank>>
Grade 3 | 11,000 Power

[AUTO] (LB4) When an <<Oracle Think Tank>> rides this unit, check up to the top 3 cards of your deck, and place one into your hand. Then return the remaining two cards to the top of the deck in any order you wish. Then choose one of your Vanguards, and it gains +10,000 Power until the end of the turn.
[CONT] (VG) During your turn, if you have 4 or more cards in your hand, this unit gains +2,000 Power.
[CONT] (VG/RG) Lord





There it is kids, Oracle Think Tank's BREAK RIDE! Bearing some of the shortest names for an archetype, your Magus cards are all about scrying the top deck and selectively drawing cards, as we see here. Also note, with this ability to have the chance to check two triggers, and then place them in order how you wish them to work. No more of that pesky "If only my heal had gone off second!" or "Man, I wish I hadn't drawn into that crit trigger!" You can set them down so they always work correctly! Hooray! Also, this card sets up a lot of other stuff. In addition, the Amaterasu ability shows back up, albeit weaker. Its also far more clear, as the ability is now a CONT instead of an AUTO, so that whole "Drive check effect activation" scenario doesn't matter. If you have four cards, she's 13K on your turn.



Pentagonal Magus
<<Oracle Think Tank>>
Grade 3 | 11,000 Power

[AUTO] (VG) (LB4) When this unit attacks, declare the name of an <<Oracle Think Tank>> unit, then reveal the top card of your deck. If you declared the correct unit, this unit gains +5000 Power and +1 Critical. Then return the revealed card to the top of the deck.
[ACT] (VG) [CB2 <<Oracle Think Tank>> with "Magus" in their name] This unit gains +5,000 Power until the end of the turn.
[CONT] (VG/RG) Lord






And theeere's the combo. With Hexagonal you'll know the top card of your deck, and then Pentagonal can declare it. If its a Crit Trigger, you'll get to reveal it, gain +5/Crit off Hexagonal's Ability, then Drive Check it, and gain +5/Crit again off the Trigger Check. The only downside is that Hexagonal's ability happens BEFORE the Guard Step, so they'll know if you have the extra crit or not, and can still guard your for 2 Triggers without any surprises.


Crescent Magus
<<Oracle Think Tank>>
Grade 1 | 6,000 Power

[AUTO] (RG) When this unit boosts an <<Oracle Think Tank>> you may declare the name of an <<Oracle Think Tank>> unit, and reveal the top card of your deck, then place it back on top of your deck. If you called it correctly, the boosted unit gains +3,000 Power until the end of that battle.








And we keep C-C-C-Comboing! Thats right! A FREE ability, and since it triggers at the same time as Pent Magus, you can boost Pent Magus, use her skill to check the top card, and then Pent's ability to declare that card and gain +5 and a Crit. Also note, this baby works when boosting RG units, so you can slap spare Hex or Pent magi in front of her to hit 20K rows with consistency.


Stellar Magus
<<Oracle Think Tank>>
Grade 2 | 9,000 Power

[AUTO] (VG/RG) [CB1] When this unit attacks a VG, you may pay the cost. If you do, declare the name of an <<Oracle Think Tank>> unit, and reveal the top card of your deck. If you declared it correctly, put that card into your hand. If you did not declare it correctly, unflip one of your damage and return the unit to the top of the deck.







And rounding out the combo is Stellar Magus. She essentially checks for free, since if you declare it wrong, it goes back and you unflip a damage. However, feel free to declare cards that you really want, like Pentagonal Magus if you are in need of a Break Ride, or Tetra Magus for some Kanzen Guarding! Or Silent Tom, because who doesn't want a Silent Tom in hand? You'll get the card, and you still have plenty of ways to check your topdeck before it matters.

Maguses also got a new PG (Tetra Magus) and new Bedivere/Kay Clones (Cuore Magus/Rebis Magus). But don't worry, because we didn't forget about Battle Sisters!


Battle Sister, Monaka
<<Oracle Think Tank>>
Grade 3 | 11,000 Power

[ACT] (VG) (LB4) [CB1 and discard one "Battle Sister Monaka" from your hand] Look at 5 cards from the top of your deck, search for up to 2 of them and add them to your hand, then place the rest on the bottom of your deck in any order. 
[ACT] [CB2 cards with "Battle Sister" in their name] This unit gains +5,000 Power until the end of the turn.
[CONT] Lord






Now, this card is rather interesting. It can combo well with other "Battle Sisters" by tutoring for cards you need, but this card also has a home in Tsukuyomi Decks. The ability to make your stack bigger is very powerful, and since it is a persona blast ACT, you can find copies of Monaka in that 5 card search, pick one, and do it again and again. This will allow you to potentially send 9 cards to the bottom of your deck, and put 4 in hand. If combine that with Tsukuyomi, potentially netting all the cards you need to fix the ride chain (Inaba and Tsukuyomi parts) then you can potentially create a very powerful card stack, as you'll now have a minimum of 21 cards stacked in your deck, maximum 24. That's half your deck, that you can have memorized. Combine them with those new Maguses (who don't require you to have a Magus VG or even to declare a Magus card) and you can use your stack for all kinds of ridiculous fun.  I'm on board for a Monaka/Tsukuyomi train! I would DEFINITELY ride that!

Now that we've looked through OTT, let's stare down the barrel of an altogether new beast, the Clan that was never meant to be Clan, NUBATAMA!


Stealth Beast Kuroko
<<Nubatama>>
Grade 0 | 5,000 Power

[AUTO] Forerunner
[AUTO] (RG) [Soulblast 1] When an attack hits a VG during the battle in which this unit boosted a <<Nubatama>>, you may pay the cost. If you do, choose up to two units in your opponent's bind zone, and send them to the drop zone.








One of the first Forerunner RG that is designed to STAY ON FIELD. Nice. This ability can be used over and over, and will combo well with the cards in this clan, which, as you can see, are going to also utilize BIND.


Storm Stealth Rogue, Fuuki
<<Nubatama>>
Grade 1 | 7,000 Power

[ACT] (RG) [CB1 and Put this unit into soul] If there are more than 3 cards in your opponent's hand, you may pay the cost. If you do, select one card at random from your opponent's hand and send it to the bind zone FACE DOWN. During the end phase of this turn, the opponent will put that card back into their hand. 








I capitalized the "Face Down" part of this clan, because the cards specify. It changes the mind games if you can see what card you bind, and some of the cards in this do specify face-up. So its important to take note. Also note that this card gives you soul fodder and Bind-fodder for Kuroko's skill.


Stealth Beast, Tamahagane
<<Nubatama>>
Grade 2 | 9,000 Power

[AUTO] When this unit is placed on VG or RG, choose one of your opponent's grade 1 RG, send it to the bind zone FACE UP, and at the end phase of this turn, the opponent will put that card back into their hand.








Besides being a fucktastically awesome BEAR NINJA, this guy gives a lot of interrupt for opponents. Cards that need more or less RG can be aided with this skill, as well as cards like Reijy or Gancelot's Break Ride can be disrupted by removing a RG so it can't be selected during the ride phase when their abilities trigger. It also sets you up to potentially snipe a backrow (albeit indirectly) by using Kuroko's skill to send it to the drop zone.


Ashura Stealth Dragon, Kujikiri Kongou
<<Nubatama>>
Grade 3 | 11,000 Power

[AUTO] (LB4) When a <<Nubatama>> rides this unit, choose one of your VG, and that unit gains +10,000 Power until the end of the turn. Then, your opponent chooses one card in his/her hand and discards it. Then you choose one card at random from your opponent's hand and send it to the bind zone. During the end phase of this turn, the card sent to the bind zone is placed in the opponent's hand.
[AUTO] (VG) When this unit attacks, if the number of cards in the opponent's hand is less than 3, this unit gains +2,000 Power.
[CONT] (VG/RG) Lord



Okay, so some potential power here. A late game hand destruction is pretty brutal, since it can leave you with a minimum of 2 cards in hand, and your PG might be sent to the bind zone by the random binding. At least there is no crit here, so you can play against it pretty normally. The problem is the set-up for Kuroko, who will likely be behind the VG and pushing in to kill those cards in the bind zone before you can recover them.


Ashura Stealth Dragon, Kabuki Kongou
<<Nubatama>>
Grade 3 | 11,000 Power

[AUTO] (VG) (LB4) [CB1] When this unit attacks, you may pay the cost. If you do, bind all of your opponent's RG, and if the number of units bound by this effect is 3 or more, this unit gains +10,000 Power. At the start of the end phase, return all cards bound by this effect to the opponent's hand.
[ACT] [CB1] This unit gains +2,000 Power until the end of the turn.
[CONT] Lord





A pretty mighty card, all things considered. An ability like Lawkeeper with added power is nice. If it works for Kagero it can work for Nubatama as well. The bonus here is that with the ability to  bind from hand, you'll almost guarantee a hit, so give Kuroko the spot behind this vanguard, and swing with 26,000. Then kill all the cards in the bind zone that you can, so your opponent has to keep replacing from hand.


....Whew~! That was a LOT of cards. But we're all done with the previews from this month's KeroKero Ace! Nubatama, D-Robos, Oracle Think Tank...all pretty awesome cards. I'd definitely ride that Monaka/Tsukuyomi combo! Until next time, see ya!


Monday, July 15, 2013

Boss Cards, Ahoy!

A little late on the info, but here's a quick peek for my viewers at boss cards for Pale Moon and Dark Irregulars. I'll also be (against my will) detailing Link Jokers' revealed ride chain, also from BT-12. But I love spreading NEW information, so I've also included Dimension Police's new Break Ride!



Silver Thorn Dragon Queen, Luquier "REVERSE"
<<Pale Moon>>
Grade 3 | 11,000 Power

[ACT] (VG) (LB4) [CB1 and LOCK one of your <<Pale Moon>> RG] Choose a <<Pale Moon>> in your soul and call it to RG. This unit gains +5000 Power until the end of the turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT] (VG) If "Silver Thorn Dragon Tamer, Luquier" is in the soul, this unit gains +2000 Power.
[CONT] (VG/RG) Lord





Personally, I felt kind of underwhelmed for a Crossride Unit. Sure the 13K is something Pale Moon has needed for a long time. 10K VG has just been killing them defensively. But, this ability is particularly damaging to Pale Moon's own playstyle. Locking a RG space prevents what Pale Moon can bounce around, and +5000 still only gets their rows to 22,000 most of the time. If the effect was +6,000, it would be a lot more playable in today's meta of Crossrides, because right now it's only useful if you call out a 10K RG in front of Dark Metal Bicorn.

Sorry Bushiroad, but you missed the goal by 1,000 on this one.



Demon Marquis, Amon "REVERSE"
<<Dark Irregular>>
Grade 3 | 11,000 Power
[ACT] (VG) (LB4) [LOCK one of your <<Dark Irregular>> RG] Until the end of the turn, this unit gains +1,000 Power for each <<Dark Irregular>> in the soul, and if the number of <<Dark Irregular>> in soul is 6 or more, this unit gains +1 Critical. This ability cannot be used for the rest of the turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT] (VG) If "Demon World Marquis, Amon" is in the soul, this unit gains +2000 Power.
[CONT] (VG/RG) Lord




This is far more playable. Locking a RG is super acceptable in Dark Irregulars, and with the Amon ability installed, you can easily just lock your own RG. A 13K Amon with a Critcal every turn? This I can imagine supporting some great plays in DI. Good job, Bushi!

Unfortunately, now we need to talk about <<Link Joker>>. Featured on a previous episode of Cardfight!!Vanguard, Link Joker revealed its Ride Chain, "Schwarzchild Dragon."


Micro-Hole Dracokid
<<Link Joker>>
Grade 0 | 4,000 Power

[AUTO] When a unit named "Gravity Ball Dragon" rides this unit, you may look at the top 7 cards of your deck, and choose either "Gravity Collapse Dragon" or "Schwarzchild Dragon" from among them, reveal it to your opponent, and add it to your hand. Shuffle the remaining cards into your deck.
[AUTO] Forerunner (When a <<Link Joker>> other than "Gravity Ball Dragon" rides this unit, you may move it to RG)








Gravity Ball Dragon
<<Link Joker>>
Grade 1 | 7,000 Power

[CONT] (VG) If "Micro-Hole Dracokid" is in the soul, this unit gains +1,000 Power.
[AUTO] When a Grade 2 <<Link Joker>> NOT named "Gravity Collapse Dragon" rides this unit, you may search the top 7 cards of your deck for a card named "Gravity Collapse Dragon," reveal it your opponent, and ride it. Then shuffle the remaining cards back into your deck.









Gravity Collapse Dragon
<<Link Joker>>
Grade 2 | 9,000 Power

[CONT] (VG) If "Gravity Ball Dragon" is in the soul, this unit gains +1,000 Power.
[AUTO] When this unit rides "Gravity Ball Dragon," if "Micro-Hole Dracokid" is in the soul, choose up to one of your opponent's RG, and LOCK it.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)







Schwarzchild Dragon
<<Link Joker>>
Grade 3 | 10,000 Power

[ACT] (VG) (LB4) [CB3 and choose a card named "Schwarzchild Dragon" from your hand, and discard it] Choose up to three of your opponent's RG, LOCK them, and this unit gains +10,000 Power and +1 Critical.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[AUTO] (VG) [CB1] When this unit is placed on VG, you may pay the cost. If you do, look at up to 5 cards from the top of your deck, search for a card named "Schwarzchild Dragon" from among them, reveal it to your opponent, and add it to your hand. Shuffle the remaining cards into the deck.
[CONT] (VG) If you have a unit named "Gravity Collapse Dragon" in soul, this unit gains +1,000 Power.

This ride chain isn't nearly as broken, but its still pretty bad. A near guaranteed ride chain thanks to the new Ride Chain mechanic we've seen lately will guarantee you are at 11K power, and the extra search for a copy to persona blast is pretty helpful. Thankfully the skill requires a CB3 to keep it pretty low in use, although this is the kind of ability I'd rather see as on-hit than as an ACT. Still, its a fun card, but I hate Link Joker. I can easily see several turns of use of out this card, especially if LJ gets a damage unflipper.

And now, the moment you've all been waiting for! Now, usually I've very wary of fake cards, like what happened with Luquier REVERSE. Sometimes convincing fakes get through, and nobody catches them. I am also wary of this card, as it sounds almost too good to be ture, but it was Spoiled by Ideal808 earlier today, and I at least trust an official card-selling website. It is also possible that they might've been given a sneak peek in order to promote card sales.

So, without further ado, the new Dimension Police BREAK RIDE! Rise, SUPER DIMENSIONAL ROBO, DAIKAISER!


Super Dimensional Robo, Daikaiser
<<Dimension Police>>
Grade 3 | 11,000 Power

[AUTO] (LB4) [CB1] When a Grade 3 <<Dimension Police>> rides this unit, you may pay the cost. If you do, choose your vanguard, and that unit gains +10,000 Power and +1 Critical. It also gains the skill "[AUTO] (VG) When this unit drive checks a Grade 3 <<Dimension Police>>, choose one of your opponent's guardians, retire it, and any skill with "Cannot be Hit" from the retired unit is negated" until the end of the turn.
[AUTO] (VG)When this unit is boosted by a <<Dimension Police>> unit, this unit gains +2,000 Power until the end of that battle.
[CONT] (VG/RG) Lord




Now, this is a VERY iffy skill. The 10K and Plus Crit were pretty much guaranteed to us. It IS Dimension Police. The "Perfect Guard Buster," as it is being nicknamed, is just an added plus. But it requires the checking of a Grade 3 to effectively work, which is rare. This is good news, however, because players cwho still want to run the Great Daiyusha Crossride can freely play 4 Daikaiser, 3 Daiyusha, and 3 Great Daiyusha, giving them 10 Grade 3, which will help secure the crossride and help this ability succeed. More often than not not, however, an opponent will NOT PG this attack, trying to guard from hand. This ability doesn't ONLY stop PG, however. It still removes cards from the Guard Circle, so a 20K shield instantly becomes only 10K shield. More often than not, THAT is what this ability will trigger. Also, get your Commander Laurels out of storage, because if you manage to hit with an ability like this, STAND THAT VANGUARD, and do it again!

Tuesday, June 25, 2013

STAR VADER! SILVER THORN! Assseeeemble!

Sorry for the delay. This post would've appeared last night, but a power outage destroyed my internet! I come to you today supporting two very obvious Archetypes (as seen in my title): Star Vader [Link Joker] and Silver Thorn [Pale Moon].

I'll start with the clan that I'm more interested in: Pale Moon. It seems Silver Thorn is combining two primary effects: Superior Soulcharging from the Deck and TEMPORARY Superior Calling from the Soul. The only downside is that nearly every card MUST be a "Silver Thorn" for the effects to work, so these cards WILL NOT support previous Pale Moon builds very well. Let's see why, with the clan's new starter!



Silver Thorn Assistant, Ionera
<<Pale Moon>>
Grade 0 | 5,000 Power

AUTO (VG) Forerunner (When a <<Pale Moon>> rides this card, move it to RG.)
AUTO (RG) When an attack hits during the battle that this unit boosted a "Silver Thorn" card, look at the top two cards of your deck, choose up to one "Silver Thorn" card among them, and place it into the soul. Then place the rest of them on the bottom of the deck in any order.






Welcome to the new Pale Moon! This effect is good for multiple reasons. 1) It's free. 2) It's repeatable (card never moves to the soul). 3) Deck Thinning. 4) Deck Stacking. 5) The attack CAN hit a RG and still trigger. The potential to put very special cards into soul keep getting bigger, and if you can pull it off for a regular 5 turns match, you easily stack several cards in your deck (up to 10 if you never choose to SC, 5 if you SC every time). With a deck like pale moon, you DO hit those bottom 10 cards over time, so its potentially a Tsukuyomi situation.

Also, your starter isn't the only one to do this. Look!


Silver Thorn Assistant, Irina
<<Pale Moon>>
Grade 1 | 7,000 Power

AUTO When this unit is placed on VG or RG, if you have a VG with "Silver Thorn" in its name, you may check the top two cards of your deck, choose up to 1 "Silver Thorn" unit among them and put it into soul. Then place the rest on the bottom of the deck in any order.









Played early game, these units allow you to stack the soul. Which is good, because you'll need them for these two ladies...



Silver Thorn Beast Tamer, Ana
<<Pale Moon>>
Grade 1 | 7,000 Power


AUTO (RG) [CB1] When an attack hits a VG during the battle this unit boosted a <<Pale Moon>>, you may pay the cost. If you do, choose 1 "Silver Thorn" in your soul, call it to RG. Return that unit to the soul at the end of your turn.









Silver Thorn Beast Tamer, Marichika
<<Pale Moon>>
Grade 2 | 9,000 Power


AUTO (RG) [CB1] When this unit's attack hits a VG, if you have  a <<Pale Moon>> VG, you may pay the cost. If you do, choose 1 "Silver Thorn" in your soul, call it to RG. Return that unit to the soul at the end of your turn.








At first I thought "Alice and Bunny Clones, only weaker." Which is pretty true. Except for two key differences. 1st, they don't vanish. They keep the field just as big as it was, which is good. Alice and Bunny had to swap in, which caused some awkwardness in field size. Second is that the card you call will return to the soul. This is both blessing and curse. You can't summon a defensive unit, or the all important booster to hang around. But you can summon big heavy hitters (your Bedivere Clones) that your opponent will want to destroy. When they pop away, your opponent won't get to kill them, AND they will go back into the soul to fuel a new ability. Also, none of these say Open RG, so you can set up a weak field, and then sacrifice it for a better field, albeit one that will empty at the end of the turn.

Speaking of your Bedivere and Kay clones:


Silver Thorn Breathing Dragon
<<Pale Moon>>
Grade 1 | 7,000 Power















Silver Thorn Rising Dragon
<<Pale Moon>>
Grade 2 | 9,000 Power






Perfect clones of Knight of Loyalty Bedivere and Knight of Friendship, Kay. They both gain 3,000 Power when attacking if your VG has "Silver Thorn" in its name (which means they work in older, traditional Silver Thorn Builds). This build also has a new 10K unit with "Silver Thorn" in its name, as well a full set of "Silver Thorn" triggers, to make those Archetype numbers swell.

Oh, you also get a shiny new Perfect Guard:


Silver Thorn Hypnos, Lydia
<<Pale Moon>>
Grade 1 | 6,000 Power


Like <<Dark Irregular>>, <<Pale Moon>> completely changed their Perfect Guard, making them the only two clans to do this. They are special, possibly because they turned evil. Yay Evil!









Unfortunately, the effect revealed for Silver Thorn Dragon Tamer, Luquier-R was a complete sham. It was a fake card, which seemed very balanced. Personally, I'm glad it was fake, because it was a worse card than Silver Thorn herself, but that does mean there is no boss card for Silver Thorns yet. Await more info!

And now onto the main attraction, in the center ring, LINK JOKER!

Only three cards to show you today (and two to mention), helping to outline Link Joker's brokenness. Bushiroad has been keeping these guys close to the vest, but here we go!


Demonic Claw Star Vader, Lanthanum
<<Link Joker>>
Grade 1 | 7,000


AUTO (RG) When your opponent's RG is Locked by one of your cards' effects, this unit gains +2,000 Power until the end of the turn.










This is a super easy boosting requirement. If you lock a minimum of 1 unit per turn, this unit boosts for 9,000. In a big push with some of your Link Joker skills, this unit can boost for a maximum of 17,000, although with current effects you can only Lock 4 units in one turn, so 15,000. Final Turn?


One Who Shoots Gravitational Singularities
<<Link Joker>>
Grade 2 | 8,000 Power

AUTO (RG) When this unit's attack hits a VG, if you have a <<Link Joker>> VG, and your opponent has a locked card, you choose one of his RG and Lock it.
(A locked card is flipped face down and can't do anything. Locked cards flip face up at the end of their owner's turn.)








More locking. For free. This time as a RG. Just imagine if you ride Mobius Breath and have two of these flanking it. On turn 2. Lock three cards? I'm just getting mad at the brokenness now.

Look at their boss, and imagine him break riding Infinite Zero. Cuz its dumb.


Star Vader, Nebula Lord Dragon
<<Link Joker>>
Grade 3 | 11,000 Power

CONT (VG) (LB4) During your turn, every <<Link Joker>> in your front row gain +3,000 Power for each Locked card your opponent has.
ACT (VG) [CB2] Choose one of your opponent's RG on the back row, and Lock it.
(Locked units are flipped face down and can't do anything. Lock units unflip at the end of their owner's turn.)
CONT (VG/RG) Lord





So for 2 CB at LB4, This unit can: Give all front row +3000, and give the backrow grade 1 booster (seen above) a +2000. If he break rides over Infinite Zero, all your front row will gain +9,000 instead, and if you use Dust Tail Unicorn, thats +12,000 to the entire front row.....go die in a fire Link Joker.

Tuesday, June 18, 2013

LINK JOKER HAS ARRIVED! Plus some other Spoilers As-Seen-On-TV

So there hasn't been too much action on the Vanguard front since the release of "House of Amon" and Dungaree Unlimited, but the TV show has given us a few gems to look at, revealing some of the absolutely broken cards in our near future. It has also forced Bushiroad to finally officially name the clan "Link Joker," and to reveal the mysterious "Lock" skill.

AUHTOR'S NOTE: I find it hilarious that they introduced Lock the episode AFTER a card with lock had already been played (by this I mean Vowing Saber Reverse). But you'll understand soon enough.

First and Foremost, you hungry bastards! I give you LINK JOKER!


Star Vader, Infinite Zero Dragon
<<Link Joker>>
Grade 3 | 11,000 Power

AUTO (LB4) (VG) When a <<Link Joker>> rides this unit, choose one of your opponent's rearguard in the front row, and one of their rearguards in the back row, and Lock them. Then choose one of your Vanguards, it gains 10,000 Power until the end of this turn.
(Locked units are turned face down and cannot do anything. Turn them face up at the end of their owner's turn.)
AUTO (VG) When this unit attacks a VG, it gains +2000 Power until the end of that battle.
CONT (VG/RG) Lord




Okay! So a couple things worth noting. 1. Link Joker is of Star Gate, as they are invaders from the outer cosmos. This puts them in concert with clans like Nova Grapplers and Dimension Police. 2. Lock is OP. A Card that is locked fully takes up its zone, but cannot do anything. It does not stand, can't attack, can't intercept, and cannot be retired for a fresh unit. It blocks the circle and keeps it blocked. This not only keeps the opponent from having field presence, it can downright destroy many builds like Majesty Lord, who needs key RG to function. This is like MegaColony on steroids.

Now, like most trial decks of this season, the boss 1-of card is a Break Ride. This break ride is one of the very few ways to lock cards. Most of Link Joker's revealed set-up is pretty vanilla (8Ks, 10Ks, CB2 draws, etc.), so I'm going to focus on what sets them apart, and what can lock you. I'll go over their list of clones further down.



Star Vader, Mobius Breath Dragon
<<Link Joker>>
Grade 2 | 9,000 Power

AUTO (VG) When this unit's attack hits a VG, choose 1 of your opponent's RG, and Lock it.
(Locked units are turned face down and cannot do anything. Turn them face up at the end of their owner's turn.)









So here is the interesting card, Mobius Breath. Its ability ONLY exists on the VG Circle, which means early game guarding is going to become a thing, destabilizing the normal "Gain LB, then expend hand". Some decks may counter this by playing no RG until the opponent reaches grade 3, but in some decks they can't afford to do that, (like Spike Brothers, Gold Paladin, or Aqua Force) because early rush is key in their attacks. I'm eager to see this unit hit the field, but I am getting way tired of Lock having no cost whatsoever, and we are only two cards in...

However, those are the ONLY two cards in the Starter deck that can Lock an opponent, and both are given as 1-off in the deck. So your opponent will need to expend mucho denero to gain the power they need to make this consistent. Also in Trial Deck 11: Star Vader Invasion, are clones of these popular cards:

Grade 1 8K Vanilla (Hollow Twin Blades, Binary Star)
Grade 2 10K Vanilla (Soaring Star Vader, Krypton)
-- I find it interesting that their Grade 1 Vanilla is not of the Star Vader name, meaning new archetypes will be planned in the future that also use him.

Royal Paladin's "Kay" Clone (Demonic Bullet Star Vader, Neon)
Royal Paladin's "Bedivere" Clone (Unrivaled Star Vader, Radon)
-- Both contain the "If your vanguard has ___ in its name, when this unit attacks, +3K" effect. This makes Neon a 10K when it swings, and Radon a 12K when it swings. Good cards in general for any clan to have.

Grade 1 CB1 +1000 Power (Pursuit Star Vader, Fermium)
Grade 3 CB1 +3000 Power (___ Star Vader, Francium) [Name not 100% Confirmed]
Grade 3 with LB +5000 on VG, and +2000 on RG (Twilight Baron)

And that is almost the entire deck. The whole trigger line up (Crit, Stand, Heal, Draw) are simply Vanilla triggers with 5K power. The starter has not been revealed, but the fandom speculates a basic 6K starter, or a "CB1 search top 5 for Grade 3" starter.

In addition to their Trial Deck, Link Joker received a second LB Grade 3 as a prooomoooo. His lock actually costs something, but how would you like to lock their super boosters every turn? Hm?



Star Vader, Dark Band Dragon
<<Link Joker>>
Grade 3 | 10,000 Power

ACT (LB4) (VG) [CB1 card with "Star Vader" in its name] Choose one of your opponent's RG in the back row, and Lock it.
(Locked units are turned face down and cannot do anything. Turn them face up at the end of their owner's turn.)
AUTO (VG) When this unit attacks, if you have more RG than your opponent, this unit gains +3000 until the end of that battle.








But Link Joker isn't done! BT12 is all about Link Joker's domination of other clans, so here is the only confirmed card for Set 12: Their REAL starter.




Star Vader, Dust Tail Unicorn
<<Link Joker>>
Grade 0 | 5,000 Power


AUTO Forerunner (When a Link Joker rides this unit, call it to RG)
ACT (RG) [CB1 & Put this unit into Soul] If you have a <<Link Joker>> VG and your opponent has 1 or more Locked units on the field, you may pay the cost. If you do, choose one of your opponent's RG and Lock it.
(Locked units are turned face down and cannot do anything. Turn them face up at the end of their owner's turn.)





See? Real Starter. Simply by locking a unit with your break-ride, you can lock a bonus unit. That means in one turn you can lock 3 units your opponent controls. They will have a terrible following turn, possibly buying you the time to win.

But enough about Link Joker. Time to talk about other fun cards! Like Shadow Paladins! If you choose to make Shadow Paladins more defensive, you now have a card that can Kagero at your opponent's RGs simply by having them attack you. Check HER out.


Witch of the Cursed Charms, Eden
<<Shadow Paladin>>
Grade 3 | 10,000 Power

AUTO (LB4) (VG) [CB2, and retire 2 <<Shadow Paladin>> RG] At the BEGINNING of the battle step in which this unit is attacked, you may pay the cost. If you do, choose one of your opponent's RG that is not attack or boosting, and retire it.
AUTO (VG) When this unit attacks a VG, it gains +3000 Power until the end of that battle.







See? DEFENSE! The whole idea behind this card is that you opponent MUST choose who attacks first very carefully. If they play stands, and lead with a RG, you'll snipe their super booster from behind the VG. If  they lead with the VG, you can simply destroy one of their attacking RG and reduce their number of attacks. You'll already be in the battle phase, so they can't play anything new to hurt you. This card takes some considerable foresight to play though. You have to know what you plan to do far enough in advance that you can play RG on your turn, fully anticipating who your opponent will attack with first, and who needs to be sniped to keep you alive. Also, since you can retire any of your RG, you could retire some front rows, and funnel all attacks at your VG, if you so choose to. It'll remove those pesky "my 9K will attack your 9K" kind of attacks.

But not just Shadow Pallys got some new cards lately. Meet Dark Irregular's new boo, and a Grade 1 too! Both of these are NOT "House of Amon" cards, and can be played in any DI deck.



Master of Fifth Element
<<Dark Irregular>>
Grade 3 | 10,000 Power

CONT (LB4) (VG) DURING YOUR TURN, if the number of <<Dark Irregular>> in soul is ten or more, all of your <<Dark Irregular>> get Power +3000.
AUTO (VG) [CB1] When this units attack hits a VG, you may pay the cost. If you do, Soulcharge 3.









This card would be spectacular to ride on top of Dantalion, to give your entire field exponential power, and to create a Final Turn! scenario. The best part is that Fifth Element's limit break requires no cost. Once you get your soul, your whole field is boosted, guaranteeing minimum rows of 18K, and topping out at 26K. Crossrides? No problem! Don't forget, Fifth Element boosts himself too, so all is good. He also functions as a super Emblem Master, which fits the art style. But that's not all folks! Continuing to make your DI decks more consistent, is this beautiful fella, Dimension Creeper!


Dimension Creeper
<<Dark Irregular>>
Grade 1 | 7,000 Power

[UNCONFIRMED EFFECT] ACT [Soul] [Send this card to the drop zone] When this card is in soul, you may pay the cost, if you do, Soulcharge 2.






This effect is not 100% confirmed, but that is how the card work in the TV series, and it has never lied to us yet. That makes this card good for a number of reasons. It can combo off of many DI soulcharging efforts (Greedy Hand, Vermillion GateKeeper, Hysteric Shirley, Alluring Succubus, Yellow Bolt, etc.). It can combo off itself! It can deck thin and place triggers closer to the top, and it makes builds more consistent. This is just ONE SCENARIO he would be good in:

Blade Wing Reijy Deck. You are at 12 Soul. Need 15. You use Greedy Hand's skill. He goes into Soul, 13. He picks this guy out of the deck, 14. Then you immediately soulblast him (Back to 13), and soulcharge 2 (15). Now Reijy is primed for battle. You can also save him in soul during a deck like Reijy or Fifth Element, using him like a surprise attack. The opponent will think you are a couple cards short of your effect, and then BAM! out of nowhere, this guy activates your skills, and your opponent has to think on their feet to guard you. Psychological warfare is good.

But enough about DI, even though I love you. Gold Paladin did show us two new cards, one of which is BROKEN! The TV showed us exactly how and why, but even IT didn't go as far into this card as possible. Making his THIRD card game appearance (and second appearance as Gold Paladin Alone), I give you, Garmore.

Wolf Fang Liberator, Garmore
<<Gold Paladin>>
Grade 3 | 11,000 Power


ACT (LB4) (VG) [CB3 cards with Liberator in their names] Look at the top card of your deck, choose up to 1 <<Gold Paladin>> among them, and call it to an OPEN RG. Place the rest on the bottom of your deck. If a unit was called by this effect, and you have any remaining OPEN RG, you may use this effect again without paying the cost.
AUTO (VG) [Place one of your RG with "Liberator" in its name on the bottom of your deck] When this unit attacks a VG, you may pay the cost, if you do, this unit gains +4,000 Power until the end of that battle.
CONT (VG/RG) Lord


Okay. So Kagero Counter? Check. Better than Blonde Ezel? Check. Really, the only way this card gets more broken is if it would've had a "+Power to those RG" effect, or if Bunnies get reprinted as Gold Paladins (which they will eventually). Just imagine now, you superior call a Lop Ear, get to superior call for free, and then superior call more units. The potential for shenanigans is ridiculous. Also deck-stacking. With enough effort, you could pull a Tsukuyomi type effect.

Now, the next card I'm going to display, has gotten some hate over the years. He was even banned as a starter. But now he's back, gold, and shiny. And he has bunny powers.


Barcgal Liberator
<<Gold Paladin>>
Grade 1 | 7,000 Power

AUTO (RG) When this unit boosts "Blaster Blade Liberator" and the attack successfully hits a VG, look at the top three cards of your deck, choose up to 1 "Liberator" among them, and call it to RG in REST. Place the rest on the bottom of your deck in any order.









Now, this card has no cost, but a lot of constraints, so I don't see it getting played too much either. It MUST boost Blaster Blade, gets no bonus to do so, and they have to hit VG with a combined total power of only 16,000. Thats not even scratching Crossrides, and a 10K foils the plan. Add that the card needs to get called in Rest, and this cards usefulness is pretty much gone. Too many caveats, Bushiroad. Thanks for ruining Barcgal......again.

Now, last but not least, REVERSE CARDS! One of Link Joker's goals this season in the anime, is to take over other clans and make them work for Link Joker. They do this by "Reversing" a clan's VG. These cards are very powerful, usually appear in the form of a crossride, and involve locking your own units to do effects.  So far we have the names (but not effects) of two:

Demon Marquis, Amon "Reverse"
Silver Thorn Dragon Queen, Luquier "Reverse"

And the full card of one. Here he is!


Eradicator, Vowing Saber Dragon "Reverse"
<<Narukami>>
Grade 3 | 11,000 Power


ACT (LB4) (VG) [CB2 and Choose two of your RG and Lock them] Your opponent chooses two of their RG and retires them. This unit gains +10,000 Power until the end of the turn.
CONT (VG) If "Eradicator, Vowing Sword Dragon" is in the soul, this unit gets +2000 Power.
CONT (VG/RG) Lord






That's right! CROSS BREAK RIDE!!!! This card is scary, because if you break ride correctly, Vowing Sword is going to eliminate one of the RG your opponent has. Then this car (by paying 2 and locking 2) can force you to retire two more. This means three RG have gone by the wayside, and Vowing Saber-R is now at +20,000 Power. This is a problem, since as a Crossride, that is 33,000. He can take your without a booster, and he probably locked it to use his own skill. Locking him DOESN'T HURT HIM, because locked cards unflip at the end of their owner's turn. So there are no negative effects when you draw a card. His field just returns to normal. Good luck!


And that is mostly it. In all the confusion, Aqua Force received a Promo Damage-Unflipper, which can be broken if combined with Last Card, Revonn, and thats bout everything. See you when they finally tell us what those other Reversed Cards do! Byeeee!