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.

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