Thursday, March 28, 2013

Bushiroad Speaks! Fighter's Collection and DAIGO Deck!

So, I personally had been getting a bit worried that Cardfight releases were going to start slowing down. When the latest Bouncing Boobs EB came out, they did not announce a new set, and I was frightened. Thankfully, Bushiroad dropped its silence and finally told us whats coming next, and the answer is: Something totally different!

On the 25th of May and the 1st of June (Read, a week apart), Cardfight will receive two new things: Fighter's Collection 1 and the DAIGO Special Set!

What on Earth are those things, you ask?

The easiest to explain is the DAIGO Special Set. Essentially, it is a trial deck. It has 17 Cards in various multiples, 7 of them being brand new, 10 being reprints. The unique thing about this deck is that it contains only cards used by DAIGO, the legendary cardfighter who used White Dragon Knight, Pendragon in the second season of the anime. The second awesome thing is that, unlike regular trial decks, which only have RR and R cards, this deck will contain a RRR, 2 R, and 2 Promo Cards, so it will be very popular for any Royal Paladin Players! It's feature card resembles Pendragon a lot, but it is something new, and most people are voting that it is NOT a crossride. It is most likely a Break Ride that combos well with Pendragon. This is set to release on the 1st of June.

Now for the harder part:

For those of you who played bad games (read: Yugioh) in the past, you might want to combine Hidden Arsenal with Legendary Collection. That's a good estimation of what this new set is. This set combines some old favorites with some new cards (which they have not revealed yet), but the kicker is that every card we've seen so far has been of RRR or SP rarity.

"Well, maybe only the good cards are RRR/SP!" You shout at me, to which I reply: NOPE! Here is the currently revealed list of Fighter's Collection 1.

Royal Paladin
G3 - King of Knights, Alfred - SP
G2 - Blaster Blade - SP
G2 - Fellowship Jewel Knight, Tracie - RRR
G2 - Knight of Silence, Gallatin - RRR
G1 - Little Sage, Marron - RRR
Shadow Paladin
G3 - Phantom Blaster Dragon - SP
G2 - Blaster Dark - SP
G1 - Black Sage, Charon - RRR
Gold Paladin
G3 - Incandescent Lion, Blonde Ezel - SP
G2 - Liberator of Silence, Gallatin - RRR
G2 - Knight of Elegant Skills, Gareth - RRR
G1 - Little Liberator, Marron - RRR
Nova Grappler
G3 - Asura Kaiser - SP
Oracle Think Tank
G3 - CEO, Amaterasu - SP
Narukami
G3 - Dragonic Kaiser Vermillion -SP
G2 - Eradicator, Thunder Boom Dragon - RRR
G1 - Eradicator, Demolition Dragon - RRR
G1 - Red River Dragoon - RRR
Genesis
G2 - Battle Maiden, Izunahime - RRR
G2 - Battle Maiden, Sahohime - RRR
G1 - Battle Maiden Mihikarihime - RRR
Kagero
G3 - Dragonic Overlord - SP
G2 - Berserk Dragon - RRR
G2 - Bellicosity Dragon - RRR
Aqua Force
G3 - Marine General of Wave-Like Spirals, Benedict - RRR
G1 - Tear Knight, Theo - RRR
Bermuda Triangle
G3 - Velvet Voice, Reindeer - RRR

Is this good or bad? We don't know. It will make these cards easier to get ahold of, and maybe even promote some alternate arts, but it will also devalue these cards, especially their SP variants. Do note, this is not the entire list, only what has been thus far revealed.

There is one thing we can all agree on, though: Decks are about to get VERY SHINY!

See Ya Soon, Folks!

Monday, March 25, 2013

Local Qualifier on the Horizon!

So today I figured I'd drop by and do something I've yet to do on this blog: A personal posting. I've done plenty of card reveals, but that's no fun all by itself. As some people might be aware, the regional qualifiers in the US are coming closer to their conclusion, and my hometown is no exception. I live in Louisiana, you hounding paparazzi, so come get me! Regardless, with my home shop entering regional qualifiers, I've begun to think about what decks will see the most play or have seen the most play lately. Nobody I've seen has really covered this issue, so these are all my personal opinion, bolstered as much as possible by the facts and current sets out.

Counting Out the Top Ten Decks!

Here is my pick for the top ten decks I expect to see at regionals, ranked in order of how I expect them to do, and named by their boss Vanguard. Let's go!

Honorable Mention - Perfect Raizer


Let's be real, Perfect Raizer is a serious contender. The only reason he gets the Honorable Mention Slot is because his set is released the DAY BEFORE my regionals will happen. That means unless you've pre-ordered the entire deck's new cards (admittedly, that's only 12 cards), or got everything you needed at a pre-release, you'll likely not see this guy. Any tournaments happening that first weekend in April may see more of him, but not my store. Still, as a person who has about 90% of this build complete, it could definitely put some decks like MLB and Blonde Ezel in for a serious hurting.








#10 - Cosmo Healer, Ergodiel 


Do not underestimate this card. It may not be new to many of us, but it never got weak. The ability to heal your own damage in a best-of-one setting is outrageously good. Add to the fact that it is a ride-chain, so you get the +1 search effects, and it is a cheap ability means Ergodiels may make a strong showing. You may also see them pair with a Mobile Hospital Build, but its less likely. I only put this deck at #10 because it is old, and people tend to choose new or exciting decks when they enter tournaments. Also, Angel Feathers is hard to play correctly, trust me. I misplay all the time with my Shamsiel Build. Many will shy away from this defensive style in favor of a more offensive deck that is simpler to play.






#9 - Blade Wing Reijy


Two words: Passive Criticals.

With the advent of new cards like Hysteric Shirley and Dark Soul Conductor, Reijy builds have skyrocketed in popularity. The ability to acquire 15 soul on turn 3 DOES exist, and if you miss it, a good DI player can attain it turn four with little problem (if you don't believe me, wait till I Spotlight this deck, and I'll show you how). Three damage is an excellent counter to most Limit Break Decks, and this build can almost perfectly shut down the Dangerous Dudley Emperor Deck. Its problem? Consistency. The deck can soulcharge an outrageous number of triggers, and without them this deck can't win. With no way yet to guarantee triggers don't end up in my soul, I can see a lot of more experienced players choosing a different deck to play when the wrong soulcharge can cost you regionals.




#8 - Goddess of the Full Moon, Tsukuyomi


Which brings us to the popular "Drawing Cards" build. Less aggressive than CoCo, and far more expensive, this deck will show up in the hands of seasoned OTT players. A ride chain can guarantee an 11K vanguard, and the ability to memorize your deck is super fantastic to do. But like Angel Feathers, this takes a special kind of player, and they are hard to find. Knowing what comes next will help you, but like CoCo, early rush decks will plow this into the ground unless it gets very lucky in the opening hand/opening two turns.










#7 - Top Idol, Pacifica



Like I said, some players want consistency. Bermuda Triangle Provides that. Bermudas do very well worldwide, and their fans will make sure they show up at regionals. They are hard to play against because a lot of their abilities just happen, and force you to guard attacks you usually wouldn't need to just to prevent massive card-advantage. Like most draw-heavy decks, however, the clan is pretty weak offensively, and can be beaten by a good early-rush deck.










#6 - Phantom Blaster Overlord


The first crossride, Phantom Blaster Overlord! That 13K power will be a considerable draw for players already steeped in Shadow Paladins, and the Break Ride-esque power is no joke. Add the near guaranteed ride chain, and you have a deadly combination. The only weakness in this deck comes from it's hefty cost. CB3 means that you only get the ability once, unless you heal. A single saved perfect guard will ruin your chance for victory, and its hard to do it twice. I forsee that PBO will just not have the staying power to go toe to toe with these decks that pull off their "Final Turn" attack multiple times.









#5 - Incandescent Lion, Blonde Ezel


There is a reason why Gold Paladin PGs are so expensive. Blonde Ezel was the original tournament buster, and I expect we'll see this deck surface like gnats during regionals. The only downside is that people have learned to combat such a deck, perfect guarding ezel's Limit Break and goading the opponent into superior calling the triggers which would have helped him. Blonde Ezel will also find itself hard-pressed to stand around with only 10K power, since almost every deck can hit consistent rows of 20 against it. It will fall regionally just like it did on the world stage.









#4 - Spectral Duke Dragon


The true might of Gold Paladin stands right here. Spectral Duke won worlds, and because of it, he will flood regionals with his glory. People will be re-building that famous deck card for card, and will attempt to take their local tournaments using his might. His flaw, however, is that he is a weaker version of THE END, and I can see that deck crushing him outright. Also, retiring three cards gets very hefty, so most people know to let him hit the first time, hoping he exhausts everything he has before perfect guarding him, then pushing for game. Lucky triggers may save the deck, but he is a bit outmatched here.








#3 - Majesty Lord Blaster


Most people are surprised to not see this build as #2, because most people forget about my number 2, which is why it got as high as it did. Majesty attains number 3 for good reason. Passive Criticals, 12K base power, and outrageous support and superior calling. Its downside, however, lies in its "Final Turn" move. Placing both blasters in soul wastes a lot of resources, and usually an entire attack column. This weakens the offensive, and will make the deck fall to its relative peers. Do it once to attain the power, and then don't do it again unless you intend to win.









#2 - Demonic Lord, Dudley Emperor



Meet the upset deck, Dudley Emperor! Most people plum forget about Spike Brothers, but they are powerfully good. When played by a seasoned vet, these guys are downright dangerous. The only true way to beat them is to: deny them limit break and deal three damage in one turn, rush faster than they can (which, in my opinion, can't be done), or wall them out until they burn up their hand. That's the only way I know to beat them. If you face a seasoned Spike Brothers Veteran without a concrete plan, you will lose. They rush faster than any clan in the current Meta, and hit HARD. A potential five attacks at greater than 15K off a single limit break is deadly, and makes big hands get small quick. I expect these clans will do very good, provided they know not to play Skydiver.





#1 - Dragonic Overlord THE END


Yea, we all saw this coming, right? DOtE is the strongest deck in the meta, and rightly so. The ability to perform a second drive check is what makes it so powerful. When fighting this deck, be extremely careful of what you place on the front row. DOTE often attacks a rearguard to trigger its ability, hoping to get triggers that will allow it to attack the Vanguard with a few criticals attached. I expect that many DOtE decks will win out at regionals, so be prepared!










That's it! My top ten to see at regional qualifiers. I'll be playing this weekend at Rocket's Hideout Cards and Games, and I will definitely be looking for these decks as I watch between rounds. I'll make sure you guys get updated to see if any of my predictions come true! What is your top ten for the actual regionals?

Sunday, March 24, 2013

EVEN MORE First Peeks from Booster Set 11, plus, new Cards in this week's Cardfight!! Vanguard Episode!

So I seemed to have posted a bit too hastily yesterday, because sometime overnight we had a bunch of new cards revealed from Booster Set 11: Seal Dragons Unleashed! We'll be focusing in on two clans today: Narukami and Tachikaze. Two of them had cards leaked!

Eradicator's Got a New Bag of Tricks!

Eradicators got a brand new Vanguard (which was previously thought to be a new Aqua Force Card) and it gives them a huge advantage. Take a good look at him:


Eradicator, Sieve Command Dragon
Grade 3 <<Narukami>>
11,000 Power

(VG) LB4 AUTO [CB2 and SB2] During your turn, whenever an opponent's RG is sent to the drop zone by any of your cards' effects, you may pay the cost. If you do, Draw one Card, Retire an Opponent's Front Row RG, and this unit gains +5000 Power until the end of the turn.
(VG) AUTO [Choose one of your RG with Eradicator in its name, and move it to the soul] When this unit is placed on VG, you may pay the cost. If you do, retire one of your opponent's front row RGs.
(VG/RG) CONT Lord (If you possess a non-Narukami unit, this card can't attack.)


Okay. Toss out just about every other deck type, because Sieve Command just did what every eradicator build aims to do, ALL ON HIS OWN. Just for riding him, you can pop a card into soul and retire a RG, which then triggers his own ability. So CB2 and SB2, and you get to draw a card, kill their last front row RG, and gain some power. Also, thanks to that handy soulcharge you just did, you can do this ability two turns in a row, thanks to:


Devil Blade Eradicator, Chouou
Grade 2 <<Narukami>>
9,000 Power

(VG/RG) AUTO [Put one Eradicator RG into your soul] When this unit is placed on VG or RG, you may pay the cost. If you do, and you have an Eradicator VG, choose one of your opponent's front row RG, and retire it.









Ride Sieve command, cleave their field. Then call this guy next turn, cleave it again. Your opponent can't stop you from doing this, which means their attack power will be at an all time low. Note that is also while you draw two extra cards. So you lost two RGs and spent a majority of your counterblasts, but you drew two bonus cards, eradicated four of their RG and a good bit of their hand, while reducing their attack power. Your hand ends up fat, theirs ends up puny. Enjoy your victory, especially if this guy is on the backrow:


Iron Blood Eradicator, Shuki
Grade 1 <<Narukami>>
7,000 Power

(RG) AUTO During your turn, when an opponent's RG is sent to the drop zone by one your card effects, if you have an eradicator VG, this unit gains +3000 Power until the end of the turn.









What was that Narukami? You'll be killing two units each time you do that? So this guy will turn into a 13K booster? And he can boost any unit on your field? Yea. Welcome to Narukamitown. Population: BROKEN. Oh, and in case that wasn't enough, here's your new starter:


Eradicator, First Thunder Dracokid
Grade 0 <<Narukami>>
5,000 Power

(VG) AUTO Pioneer (When another <<Narukami>> rides this unit, move it to RG).
(RG) AUTO [Put this unit into soul.] When one of your opponent's RG are sent to the drop zone by your card effect, and you have a Grade 3 VG with Eradicator in its name, you may pay the cost. If you do, search the TOP TEN cards of your card for "Eradicator, Sieve Command Dragon," ride it, and shuffle your deck.





Do Narukami have a card that can kill a RG after it hits the VG? Cuz if so, this entire clan just broke. Enjoy your guaranteed breakride, at the very least. Searching a full 1/5 of your deck for a single card you should be running four of? And you do this after turn 3, so you only have may 35 cards left to hunt through? Oh yeah. Just so we're all clear, Vanguard ruling states: Anytime a card is superior called to the field, unless the card says otherwise, it is superior called/ridden in STANDING position. Find a way to pull this off mid-battle, and you get a whole second drive check. Woot.

Now that I've allowed you to follow that broken chain of thought, here is the other grade 3 narukami we see in this set. He's not nearly as awesome, but still a great FINAL TURN card.


Armor Break Dragon
Grade 3 <<Narukami>>
11,000 Power

(VG) LB4 ACT [CB3, and Discard 3 Cards from your hand] Retire all of your opponent's front row RG, and this unit gains +10,000 Power and +2 Critical.
(VG/RG) CONT Lord (If there are any non-Narukami units on the field, this unit can't attack).







Uh WHAT!? A hefty cost for sure. Discarding 3 and CB3 is hard to do. But note what it doesn't say: Eradicator. This card can be used in OLD NARUKAMI builds for the endgame pressure they desperately need. Plus, thats TWO CRITICALS. This makes Armor Break Dragon the second card in the history of the game who can achieve a Critical of 3 before drive checks without using an ability multiple times. But this is definitely a risky move you should only use if you know its the end of the game.

Tachikaze Time!

Tachikaze, rocking those Ancient Dino I pointed out in the post below, finally showed us a real leader or two for their group. Here we go! 


Ravenous Dragon, Battle Rex
Grade 3 <<Tachikaze>>
10,000 Power

(VG) LB4 AUTO When this unit's Drive Check Reveals a Grade 3, you may retire one of your <<Tachiakze>> RG. If you do, this unit gains +10,000 Power.
(VG) AUTO When this unit is boosted by a <<Tachikaze>>, it gains +3,000 Power.







Meet this guy, because he is pretty awesome. Just for being boosted, he is a 13. No complaints here. Now, when he drive checks a Grade 3, you retire a Tachikaze (preferrably one you can revive) and he gains 10,000 Power. How much do you think that'll screw up an opponent's plan to guard? A no-pass suddenly becomes possible, and a two trigger scenario you will suddenly hit. Add to the fact that if you use the Ancient Dragon grade 1, that calls itself back to the field, and then reveal a stand trigger, you'll have an entire row ready to go, all because you drove check a Grade 3. Sounds like a winning combo to me.

But that's not supposed to be the new lead VG. This is:


Ancient Dragon, Tyrano Legend
Grade 3 <<Tachikaze>>
11,000 Power

(VG) LB4 AUTO [Retire three "Ancient Dragon" RG] When this unit attacks a VG, you may the cost. If you do, this unit gains +10,000 Power and +1 Critical.
(VG) ACT [CB2 - Ancient Dragon] This unit gains +5,000 Power until the end of the turn.
(VG/RG) CONT Lord (If you have any non-Tachikaze units on the field, this unit can't attack).





While his second ability feels like a waste of resources, his limit break is very useable. It has no inherent cost other than retiring your RG. If you retire revivable RG, this is no skin off your back. If you really want to, you can retire two of the grade 1 7K, and revive them both into one column, creating a weak but still surprising column of 14K to attack with, plus any triggers you might get. Indeed, this 7K revivable in my last post might end up as the most important card in this new set, thanks to the idea that it can die and get revived anywhere on the board.

And there ya have it. Tachikaze are getting more competitive, and Narukami are just as Broken as Aqua Force now. Enjoy your games!

Saturday, March 23, 2013

Super Fantastic Four Part Post About Booster Set 11: Seal Dragons Unleashed!

That's right folks! This post will be divided into four awesome sections, because we have SO MANY cards released today from Booster Set 11. Take below for the following four clans:

Kagero
Tachikaze
Aqua Force
Angel Feathers

PART I: Kagero and the Seal Dragons

Alrighty! We've been teased with Seal Dragon Blockade's Crossride for weeks now, and here is the full text of the card!

Burning Hell Seal Dragon, Blockade Inferno
Grade 3 <<Kagero>>
11,000 Power

(VG) LB4 ACT [CB2 Seal Dragons] Retire all of your opponent's Grade 2 Units. This unit gains +10,000 power until the end of the turn.
(VG) CONT If "Seal Dragon Blockade" is in the soul, +2,000 Power.
(VG/RG) CONT Lord (If you have any Non-Kagero on field, this unit can't attack.)






Wow! Talk about a late game finish! CB2 to wipe out all their interceptors and superior interceptors, then swing for game. This card definitely has potential, and is worthy of the Kagero name. Let's see what else the Seal Dragons have goin on!


Seal Dragon Corduroy
Grade 2 <<Kagero>>
9,000 Power

(VG/RG) AUTO [CB1 Seal Dragon] When this unit is placed on VG or RG, you may pay the cost. If you do, retire one of your opponent's RGs. Then they look at the top 4 cards of their deck, chooses one Grade 2 from among them, and calls it to RG, and shuffles their deck.









As a set-up for Hell Blockade, this works beautifully. You can play it and potentially minus two from your opponent's field (The one you kill plus the one they may play this card on top of). Definitely aim to remove grade 1's, as your opponent will be less likely to put a grade 2 on the back row, thus netting you the maximum advantage. Also, it puts a grade two in the back that Hell Blockade can just wipe out with its own CB effect.

Now take a look at a card we all know very well, the Perfect Guard for Seal Dragons!


Seal Dragon, Linocross
Grade 1 <<Kagero>>
6,000 Power

...It's a Perfect Guard. You know what this says.











The Seal Dragons also gain these cards we already know very well:

G3 Seal Dragon, Spike Hell Dragon [10K Base, +2K when boosted]
G2 Seal Dragon Shakako [8K Base, +3K if you VG has "Seal Dragon"]
G2 Seal Dragon Hunger Hell Dragon [Vanilla 10K]
G1 Seal Dragon Chambray [Super Booster for "Blockade" Cards.]

There are still a ton of empty spaces, so expect the Seal Dragons to gain a ton of new effects targeted G2 units. Combine them will well known cards like Kimnara and Heat Nail Salamander to effectively target the entire enemy field.

Part II: Tachikaze and the Ancient Dragons!

Doesn't it feel good to get more Tachikaze Support! As a long time tachikaze fan, I think this is awesome! Let's take a peek, shall we?

Ancient Dragon, Spino Driver
Grade 3 <<Tachikaze>>
11,000 Power

(VG) LB4 AUTO [Retire 2 <<Tachikaze>> RG] When a <<Tachikaze>> rides this unit, you may pay the cost. If you do, Draw 2 Cards, and your VG gains +10,000 Power and Crit +1.
(VG) AUTO When this unit attacks, if you have more RG than your opponent, this unit gains +2,000
(VG/RG) CONT Lord (If you have any Non-Tachikaze units, this card can't attack).





GOOD BREAK RIDE! Thank you Bushiroad! Tachikaze gets a break ride with no CB/SB cost, and it gives us the critical! If you choose the correct RGs to retire (Like Skyptero), then you can quickly recover them and replay them back on the field. This will also trigger the cards that work off of retires (Like Black Flame Dino, and the Savage Units). I am pleased with this Break Ride.


Ancient Dragon, Iguana Corg
Grade 1 <<Tachikaze>>
7,000 Power

(RG) AUTO [CB1] When this unit is sent to the Drop Zone from RG, you may pay the cost. If you have an "Ancient Dino" VG, place this unit on RG.









This unit has the potential for some shenans! Since it gets called directly back to RG, you can potentially retire two for an effect, then recall them both for an additional attack. It also works mid-battle, so you can use it to boost, kill it by effect, then call behind a previously unboosted unit! Makes your opponent's math get all screwy. At +1000 from Skyptero, its a good card.




Ancient Dragon, Dinocloud
Grade 2 <<Tachikaze>>
9,000 Power

(VG/RG) AUTO When this unit attacks, you may pay the cost. Retire 1 "Ancient Dino". If you do, this unit gains +5000 Power until the end of the battle.







Finally! A direct "Kill something get power!" Card! Combined with the Iguana Corg right above, you can kill that card off to gain the +5, then recall it behind a new unit mid battle and get a second boost out of it. This is ESPECIALLY awesome if you run stands and managed to stand the unit in front of it for a whole second attack. The lack of [CB 1 Ancient Dino] wording, means these cards are excellent to mix with other Tachikaze cards. DO IT!






They have a ton more cards to release for Tachi-bros, but they've also shown this groovy Perfect Guard, "Ancient Dragon, Palace Wall":








As well as these well known card types:

G3 "Ancient Dragon, Stegobuster" (10K Base, When this unit attacks, CB1 + 3K)
G2 "Ancient Dragon, Beam Ankylo" (9K Base, When this unit attacks, +3K if you have an Ancient Dino VG)
G2 "Ancient Dragon, Criollofall" (10K Vanilla)
G2 "Launcher Mammoth" (9K UNFLIPPER! YAAAY!)

Sadly that's it so far, but even just a Break Ride gives me some hope for this clan. When will we see some Granblue, eh Bushiroad?

Part III: Angel Feathers and Celestials

Angel feathers is doing things a little differently. In addition to just the Subtype of card "Celestials," we also get some non-Celestials. Hopefully we can keep using our decks from back in the day! Let's find out!


Reverse Aura Phoenix
Grade 3 <<Angel Feather>>
10,000 Power

(VG) AUTO At the start of your main phase, choose a card in your Damage Zone, and place it on the bottom of your deck. Then place the top card of your deck into your Damage Zone. If the card sent to the Damage Zone was an <<Angel Feather>> this unit gains +3000 Power. If not, [Rest] this unit.







I'm very iffy on this card. It does two things well: Unflips Damage and Recycles Cards. Notew that it doesn't specify face up or face down. So all those cards you counterblast or flip over for Metatron or Requiel can go to the bottom of the deck (and AF shuffles frequently, so this isn't a problem). Same can be said of any Trigger Units. So it does those things well. Its drawback doesn't exist. Unless this card starts getting splashed into Rogue Decks and Resting Itself, it will always be an Angel Feather Card. Sadly, this card isn't offensive. So it gets a B- from me. Useful, but not more useful than what we already have.


First Aid Celestial, Penuel
Grade 0 <<Angel Feather>>
5,000 Power

(VG) Pioneer (When another <<Angel Feather>> rides this unit, move it to RG).
(VG) ACT [Put This Unit Into Soul] If you have an <<Angel Feather>> VG, superior call one FACE UP card in your damage zone with "Celestial" in its card name to RG, then place the top card of your deck into your damage zone face down.






A healthy starting Vanguard. A Kiriel type ability, but far more restrictive than we have seen from our starting VGs. I'd prefer to use Pure Keeper, personally, as it allows you to unflip counterblasts as you use them. So if you need it, use it, but I think that you can use other cards as your starting VG without messing up the "Celestial" style of this deck.

Other than those two, however, we've only seen the pretty generic copies of cards that already exist.

G3 "Boosting Celestial, Sandalphon" (10K Base, When this unit attacks, CB1 + 3K)
G2 "Wildshot Celestial, Raquel" (9K Base, When this unit attacks, +3K if you have a Celestial VG)
G2 "Incense Celestial, Becca" (10K Vanilla)

Part IV: Aqua Force's New Ride Chain!

Aqua Force is the ONLY CLAN thus far to not be showing any specific Sub-Clan type shenanigans (except Genesis, but they just came out, so I'm not counting them). They did, however, get a new Ride Chain!

"Beginning Ripple, Alex" - Your standard 4K Base, search Top 7 Cards for the rest of the Chain.
"Silent Ripple, Sotileo" - 7K Base (8K if chain is correct). Just like with Genesis, when you MISS the ride chain, you search the top 7 cards of your deck, and superior ride the grade 2 if you find it.



Rising Ripple, Baorus
Grade 2 <<Aqua Force>>
9,000 Power

(VG) CONT If "Silent Ripple, Sotileo" is in the soul, +1,000 Power.
(VG) AUTO When this unit's attack hits a VG, if "Silent Ripple, Sotileo" is in the soul, choose one of your <<Aqua Force>> (RG) and [Stand] it. That unit gains +3000 Power until the end of the turn.







Free Stands! Woo! The best part is that you stand after the drive check, so if you put that crit on a RG, or manage to stand the front row, you can stand its booster too!

And finally, Grade 3 Time! By the way, its broken.



Roaring Ripple, Genovious
Grade 3 <<Aqua Force>>
10,000 Power

(VG) AUTO LB4 (CB2 and Persona Blast) At the end of a battle where this unit attacked a VG, if the number of <<Aqua Force>> at [Rest] on your front row is 3, you may pay the cost. If you do, stand ALL your <<Aqua Force>> RG.
(VG) AUTO If "Rising Ripple, Baorus" is in the Soul, Power +1,000.






Yep. Broken. CB and Persona Blast, and all I have to do is ATTACK LAST. I don't even have to hit you. I just have to attack you. Then I stand every single one of my Rearguards, and we start the party all over again. If this set includes a way to stand my VG...then Aqua Force has a near infinite loop.


And that's it guys! Remember, this is only a tiny fraction of the booster set, which has over 100 cards in it. So be ready for lots more new cards, and remember: Aqua Force is broken. You can't beat it. End of story.