Tuesday, 11 April 2017

FC2017: G-Guardian Review

Today I am going to review all G-Guardians and their respective heals from Fighters Collection 2017 and then rank my five favourite and 5 least favourite.

Since we have 49 cards to talk about, let's get started!

United Sanctuary
Royal Paladin:


Maskgal
G-FC04-025-RRR (Sample)
Holy Beast, Divine Maskgal
Holy Beast, Divine Maskgal:

(G-Guardian)

(Auto) (GB1) :[Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), if you have a unit in your front row, you may pay the cost. If you do, this unit gets (Shield) +10000 until end of battle.

Maskgal:
(Auto) :[Choose a grade 1 or less card from your hand, and discard it]: When this unit is discarded for a cost to call "Holy Beast, Divine Maskgal" from your G-Zone, you may pay the cost.  If you do, draw a card.

This G-Guardian... It's pretty mediocre. 25k shield for Discard 1 GB1 Flip a GG is a hefty cost, and isn't that great. It's only slightly more consistent than Andragius and as consistent as Laserguard Dragon. It will still be run, but only because most royal paladin decks do not have better G-guardians.
And the heal does nothing for the deck, even though it is adorable.

Oracle Think Tank:
G-FC04-050-RR (Sample)
Lozenge Magus Fine
G-FC04-026-RRR (Sample)
Singularity Protector,
Lozenge Magus Apex
Singularity Protector, Lozenge Magus Apex:

(G-Guardian)

(Auto) (GB1) :[(CB)1 & Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, look at 2 cards from the top of your deck, put a card into your hand and put a card on the bottom of your deck.

Lozenge Magus Fine:

(Auto) :[Choose a grade 1 or less card from your hand, and discard it]: When this unit is discarded for a cost to call "Singularity Protector, Lozenge Magus Apex" from your G-Zone, you may pay the cost.  If you do, draw a card.

It's... Niche. Very niche. Only time you'd use it is if you cannot reach oracle next turn and you have to guard or something along those lines. I can only see this being a one of G-guardian at best, especially since Amaterasu is so much better in most situations. It's certainly not one of the worse G-Guardians in the set though.

But why would you ever run Lozenge Magus Fine over the original Lozenge Magus? Lozenge Magus Fine doesn't even do anything useful unlike Lozenge Magus

Angel Feather:

Black Medicine, Eleleth
Black Medic, Eleleth
Black Seraph, Eleleth
Black Seraph, Eleleth
Black Seraph, Eleleth:

(G-Guardian)

(Auto) (GB1) :[(SB) 1 &Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do this unit gets (shield) +5000 for every face up card in your damage-zone until end of battle.

Black Medic, Eleleth:

(Auto) :[(SB)1]: When this unit is discarded for a cost to call "Black Seraph, Eleleth" from your G-Zone, if you have 1 or less face-up cards in your damage zone you may pay the cost.  If you do, (CC)1.

I'm honestly not sure what to think of this G-Guardian. Especially since the heal and G-Guardian actively contradict each other. I mean if you have a lot of face-up cards in your damage-zone, you're going to have a pretty damn large shield. It's a decent G-Guardian I suppose, but the heal is just confusing, especially since Angel Feather have no problems with counterblast at all.

Shadow Paladin:

G-FC04-052-RR (Sample)
Witch of Heresy, Ierald
G-FC04-028-RRR (Sample)
Witch Queen of Iniquity
Ierald

Witch Queen of Iniquity, Ierald:

(G-Guardian)

(Auto) (GB1) :[Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC),  you may pay the cost. If you do, choose up to 2 of your grade 1 or less rearguards, and move then to (GC). If you moved two units, draw a card.

Witch of Heresy, Ierald:

(Auto) :[Choose a grade 1 or less card from your hand, and discard it]: When this unit is discarded for a cost to call "Witch Queen of Iniquity, Ierald" from your G-Zone, you may pay the cost.  If you do, draw a card.

So what we have here is Ludvik 2.0 which can use up to two rearguards to guard and will be a -1 instead of a -2 to guard... This card is terrible. It isn't even useful as it is pointless to use to enable ritual as if you haven't enabled ritual by this point, you're kind of screwed.

The heal can be used to put a card from hand to GC without losing advantage I suppose... But you could also use that grade 1 to guard... So what's the point in a clan that also has a lot of tutoring for grade 1 cards?

Gold Paladin:


G-FC04-053-RR (Sample)
Elixir Liberator
G-FC04-029-RRR (Sample)
Healing True Liberator,
  Ellise
Healing True Liberator, Ellise


(Auto) (GB1) :[(CB)1 & Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, look at 2 cards from the top of your deck, call a card to (GC) from among them, until end of turn that unit gets "(Cont) (GC)]: When an attack did not hit, you may move this card to (RC)" and put a card on the bottom of your deck.

Elixir Liberator

(Auto) :[(SB)1]: When this unit is discarded for a cost to call "Healing True Liberator, Ellise" from your G-Zone, if you have 1 or less face-up cards in your damage zone you may pay the cost.  If you do, (CC)1.

I like this card. Calling to GC has been gold paladin's thing since GBT-03, and I'm glad that Gold Paladins have got a card other then the original Gurguit that can superior call without needing any rearguards. The only real issue is that you only get to choose from 2 cards, which limits your options. With all the good targets for superior calls in gold paladin though, I doubt that will be much of an issue.

The heal is both what I expected and very welcome in Gold Paladins, even if soul is somewhat of a tight resource in the clan.

Genesis:

G-FC04-054-RR (Sample)
Witch of Big Pots, Laurier
G-FC04-030-RRR (Sample)
Witch Queen of Big
Achievement, Laurier
Witch Queen of Big Achievement, Laurier:

(G-Guardian)

(Auto) (GB1) :[Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC),  you may pay the cost. If you do, choose 2 or more normal units from your soul or drop-zone, up to a total of three cards, return them to your deck, this unit gets (Shield) +5000 for every card returned this way and shuffle your deck.

Witch of Big Bowls, Laurier:

(Auto)]: When this unit is discarded for a cost to call "Witch Queen of Big Achievement, Laurier" from your G-Zone, you may put this card into your soul

In a clan that is so prone to deck-out, more ways to return cards are always welcome, especially if you gain something such as shield while your at it. Sure Dreaming Dragon is able to return a lot more cards, but another way to return cards to the deck is extremely useful. Especially with great normal units such as Gelgia in this clan.

The heal helps fill up your soul I suppose. Not much of an issue when Genesis can remove it easily and then dreaming dragon it back into the deck.

Dragon Empire
Kagero:

G-FC04-055-RR (Sample)
Positive Dracokid
G-FC04-031-RRR (Sample)
Supreme Heavenly
Emperor Dragon, Advance
Guard Dragon
Surpreme Heavenly Emperor Dragon, Advance Guard Dragon:

(G-Guardian)

(Auto) (GB1) :[(SB)1 & Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do choose one of your opponent's grade 1 or less rearguards at [rest], and retire it.

Positive Dracokid

(Auto) :[(SB)1]: When this unit is discarded for a cost to call "Supreme Heavenly Emperor Dragon, Advance Guard Dragon" from your G-Zone, if you have 1 or less face-up cards in your damage zone you may pay the cost.  If you do, (CC)1.

The only way I can reasonably look at this is that it is a much more niche Denial Griffin. Sure retiring back-row cards can be useful, but during your opponent's turn retiring front-row cards are usually more important.

The G-Guardian would be decent if it could target any grade one, but then it has the other stipulation of only being able to retire rest rearguards. In other words, it's an inferior G-Guardian version of Bellog.

The heal can help the clan though, I suppose. Is it worth running the G-Guardian for though?

Nubatama:

G-FC04-056-RR (Sample)
Lucky Smile,
Zashikihime
G-FC04-032-RRR (Sample)
Jinx Stealth Fiend
Zashikihime
Jinx Stealth Fiend, Zashikhime:

(G-Guardian)

(Auto) (GB1) :[Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do,  your opponent chooses a card in his or her hand, and may discard it. If a card was not discarded, this unit gets (Shield) +20000 until end of battle.

Lucky Smile, Zashikihime:

(Auto) :[Choose a grade 1 or less card from your hand, and discard it]: When this unit is discarded for a cost to call "Jinx Stealth Field, Zashikihime" from your G-Zone, you may pay the cost.  If you do, draw a card.

I can use two words to describe my thoughts on these two cards: Absolutely useless.

Seriously, the G-Guardian does nothing. The opponent will Always choose the outcome that benefits them most.

I mean sure but Nubatama's a clan about forcing the opponent to make choices where all the outcomes are bad for them, right? And you'd be right, but this G-Guardian does not aid in that goal at all.

For example, say I guarded a 34k column with this card, then used it's skill (assuming I am able to). My opponent will just discard a card, forcing me to call more cards to GC to guard that attack, which I would have to do because I had already commited.

Likewise the opposite situation is true. If I guarded a 24k RG, my opponent would just not discard and the ability would be wasted.

In other words there is no situation where the user wins with this card.

Oh and the heal is useless. Shame as well as it's art is quite adorable.

Tachikaze:

Artillery Dragon, Flintankylo
Artillery Dragon,
Flintankylo
Barrage Gigantic Cannon, Boorish Primer
Barrage Gigantic Cannon,
Boorish Primer
Barrage Gigantic Cannon, Boorish Primer.

(G-Guardian)

(Auto) (GB1) :[Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, this unit gets (Shield) +5000 for every one of your open (RC) until end of battle.

Artillery Dragon, Flintankylo.

(Auto) :[Choose a grade 1 or less card from your hand, and discard it]: When this unit is discarded for a cost to call "Barrage Gigantic Cannon, Boorish Primer" from your G-Zone, you may pay the cost.  If you do, draw a card.

The G-Guardian is pretty decent. 5k shield for every one of your open rearguard circle is decent, though most of the time I can see this card being 30k shield as Tachikaze very often call cards back to (RC) after retiring them, so that lowers the quality a bit. At least it gains shield for every open rearguard circle and not for every 2. That would be a nightmare.

And the Heal... I don't even know what that does for the clan?

Murakumo:

G-FC04-058-RR (Sample)
Stealth Rogue of Secret
 Affair, Hagino
G-FC04-034-RRR (Sample)
Ambush Demon Stealth
 Rogue, Shirahagino
Ambush Demon Stealth Rogue, Shirahagino

(G-Guardian)

(Auto) (GB1) :[(CB)1 & Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, choose one of your vanguards, and until end of turn it gets "(Auto) (VC)]: When your Grade 3 or less unit gets retired from (GC), you may put that card on the bottom of your deck" and this unit gets (Shield) +10000 until end of that battle.
Stealth Rogue of Secret Affair, Hagino

(Auto)]: When this unit is discarded for a cost to call "Ambush Demon Stealth Rogue, Shirahagino" from your G-Zone, choose a normal unit from your drop-zone, and you may put it on the bottom of your deck

This is... A pretty unique G-Guardian. Not sure how useful it is going to be though. A guaranteed  25k shield is useful, but the second skill I'm not sure. There are some advantages such as returning P-guards and triggers to the deck, as well as intercepts which you can use next turn, but again I'm not sure how often you'd use that effectively.

The heal is the same. It can help, I'm just not really sure by how much.

Narukami:

G-FC04-059-RR (Sample)
Meditate Dracokid
G-FC04-035-RRR (Sample)
Sky Guardian Supreme
Dragon, Impede Dragon
Sky Guardian Supreme Dragon, Impede Dragon.

(G-Guardian)

(Auto) (GB1) :[Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC),  you may pay the cost. If you do, your opponent chooses one of his or her rearguards, retires it and binds it face up. If the number of rearguards your opponent has more than you is two or more, your opponent chooses a rearguard, and retires it.

Medidate Dracokid

(Auto) :[(SB)1]: When this unit is discarded for a cost to call "Supreme Heavenly Emperor Dragon, Advance Guard Dragon" from your G-Zone, if you have 1 or less face-up cards in your damage zone you may pay the cost.  If you do, (CC)1.

This G-guardian might as well be called "The Meme Machine" as the amount of hilarious combos this card enables is just silly... Sweep Command PG of death, (Read more about that here) Giving Vanquisher at least 6k power and being able to trigger Chain-bolt Dragoon easily. On top of this it is a pretty good G-guardian and aids vanquisher significantly by binding for Thunderstrike.

The heal also gives a countercharge heavy deck a way to countercharge. It is pretty great as the G-guardian doesn't need to counterblast and Narukami don't use their soul.

Star Gate
Nova Grappler:


G-FC04-060-RR (Sample)
Extreme Battler, Ganseal
G-FC04-036-RRR (Sample)
Meteokaiser, Gandread
Meteokaiser, Gandread

(G-Guardian)

(Auto) (GB1) :[Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC),  you may pay the cost. If you do, choose one of your vanguards, and until end of turn that unit gets "(Auto) (VC)]: At the end of the battle that this unit was attacked, if the attack did not hit CC1"

Extreme Battler, Ganseal

(Auto) :[(SB)1]: When this unit is discarded for a cost to call "Meteokaiser, Gandread" from your G-Zone, if you have 1 or less face-up cards in your damage zone you may pay the cost.  If you do, (CC)1.

Ok then... Countercharge is very welcome in Nova Grappler. and this card and the heal can provide that in spades, but I'm not sure about having no shield gain.Nova Grappler aren't known for being the most defensive of clans, so having extra shield when it counts certainly doesn't hurt.

Dimension Police:


G-FC04-061-RR (Sample)
Saving Dolphin
G-FC04-037-RRR (Sample)
Oceanic Transformation,
Atlantis Dolphin
Oceanic Transformation, Atlantis Dolphin

(G-Guardian)                  

(Auto) (GB1) :[Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC) during the battle that your opponent's vanguard attacked,  you may pay the cost. If you do, this unit gets (Shield) +5000 for each of your rearguards until end of that battle. If this unit's (Shield) is 30000 or greater, (CC)1 (SC)1

Saving Dolphin

(Auto) :[(SB)1]: When this unit is discarded for a cost to call "Oceanic Transformation, Atlantis Dolphin" from your G-Zone, if you have 1 or less face-up cards in your damage zone you may pay the cost.  If you do, (CC)1.

Are Dimension Police a counterblast heavy clan? I never felt they were, but if they are this G-Guardian helps with that... though you need 3 rearguards to get the CC. I feel like this card is simply a worse version of the Aqua Force one, as both clans need their rearguards to function effectively most of the time and no only is Aqua Force better at protecting their own rearguards on the opponent's turn, they now have a G-Guardian that helps with that too while providing the exact same shield this card gets.

Saving Dolphin is only the second best dolphin trigger in the game, but more counter charge is appreciated I suppose.

Link Joker:


G-FC04-062-RR (Sample)
Demise Lit by Light,
Carina
G-FC04-038-RRR (Sample)
Demise Lit by Darkness,
Lacus Carina
Demise Lit by Darkness, Lacus Carina

(G-Guardian)

(Auto) (GB1) :[(CB)1 & Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, choose up to 3 of your units, lock them and for every unit locked this way, your opponent chooses a card in his or her backrow, and locks it.

Demise Lit by Light, Carina

(Auto) :[(SB)1]: When this unit is discarded for a cost to call "Demise Lit by Darkess, Lacus Carina" from your G-Zone, if you have 1 or less face-up cards in your damage zone you may pay the cost.  If you do, (CC)1.

I'm not even sure I can put into words how much I love this G-Guardian. As a Deletor player I have been craving more defense in the clan and this card delivers in spades.
Locking back-row rearguards, especially on your opponent's turn can be extremely nasty, especially if they can clear units before your turn.

Not only that, people seem to forget that locking your own rearguards can have benefits also, not including the obvious use of Amnesty. It means you can use Destiny Guardian somewhat viably, as well as protect your rearguards from attacks such as multi-attacks from Narukami.

The heal though... It's good, but soul is a tight resource in Messiah and CBD and Deletor's don't want to run this at all because e-special costs.. Glendios has little need for CC so I suppose the heal will be useful in other clans?

Dark-Zone
Spike Brother:

Reserver Linus
Reserver, Linus
Obstruction King, Terrible Linus
Obstruction King, Terrible
Linus
Obstruction King, Terrible Linus

(G-Guardian)

(Auto) (GB1) :Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, choose one of your rearguards, and you may put it into your soul. Until end of battle, this unit gets (Shield) + 10000 for every two open (RC)

Reserver, Linus

(Auto)]: When this unit is discarded for a cost to call "Obstruction King, Terrible Linus" from your G-Zone, you may put this card into your soul.

This G-Guardian is a lot better then what people give it credit for. It can easily be a 35k shield all by itself, and at the same time you can choose to put \a rearguard into soul to SC2 and maybe get 10k extra shield.. This can be amazingly useful on the Miracle Ace turn, where the two extra soul could be the difference between winning and losing the game.

The heal helps with setting up the soul, which already makes it good in spikes.

Dark Irregular:


G-FC04-064-RR (Sample)
Specialist, Vincent
G-FC04-040-RRR (Sample)
Medicine of
Discontinuation
Vincent
Medicine of Discontinuation, Vincent

(G-Guardian)

(Auto) (GB1) :Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, (SC)1 and this unit gets (Shield) +5000 for every 5 cards in your soul until end of battle.

Specialist, Vincent

(Auto)]: When this unit is discarded for a cost to call "Medicine of Discontinuation, Vincnet" from your G-Zone, you may put this card into your soul.

What is it with this set and niche G-Guardians? Vincent is a sort of fusion of Dark Irregular's other two G-Guardians, Mahlat and Saint-Germain. Unfortunately the card is only useful at 13 cards in the soul before calling it, and that's if you run the heal alongside it. That is not to say the G-Guardian is bad, just that it is outclassed mostly before 13 cards in soul. It also removes less cards from the deck, so deckout is less of an issue.

Heal is alright in the deck, I suppose?

Pale Moon:


G-FC04-065-RR (Sample)
Psycho Magician,
Coulthard
G-FC04-041-RRR (Sample)
Kinesis Megatrick,
Coulthard
Kinesis Megatrick, Coulthard

(G-Guardian)

(Auto(GB1) :Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), if the number of different grades in your soul is 4 or more, you may pay the cost. If you do, this unit gets (Shield) +15000 until end of battle.

Psycho Magician, Coulthard

(Auto)]: When this unit is discarded for a cost to call "Kinesis Megatrick, Coulthard" from your G-Zone, you may put this card into your soul.

Ok then... So you require at least 3 cards of different grades with none of those being a grade 0 to even use this G-Guardian, but the skill is mediocre for the cost and condition anyway.

At least the heal helps it... a little. I suppose?

Gear Chronicle:


G-FC04-066-RR (Sample)
Time-Carving Maiden,
Uluru
G-FC04-042-RRR (Sample)
Far Away Time Maiden.
Uluru
Far Away Time Maiden, Uluru

(G-Guardian)

(Auto) (GB1) :[(CB)1 & Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, this unit gets (Shield) +5000 for every faceup G-Unit until end of battle.
Time-Carving Maiden, Uluru

(Auto)]: When this unit is discarded for a cost to call "Far Away Time Maiden, Uluru" from your G-Zone, choose a normal unit from your drop-zone, and you may put it on the bottom of your deck

It's not the most interesting G-Guardian in the world, but it's pretty damn good. A 30k shield after striding Phoenix is pretty nice, and it will only get bigger after that.

The heal... Can return cards you need such as ticktock? Honestly not sure of the point of that skill most of the time in this clan except that it is in theme.

Magallanica
Granblue:


G-FC04-067-RR (Sample)
Bernard the Ghostie
G-FC04-043-RRR (Sample)
Diabloist of Invitation,
Negronola
Diabloist of Invitation, Negronola

(G-Guardian)

(Auto) (GB1) :[(SB) 1 & Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do choose two cards of different grades from your drop-zone, and you may call them to (GC)

Bernard the Ghostie

(Auto) :[Choose a grade 1 or less card from your hand, and discard it]: When this unit is discarded for a cost to call "Diabloist of Invitation, Negronola" from your G-Zone, you may pay the cost.  If you do, draw a card.

A pretty good and fair G-Guardian If I had to say myself. Being a 30k shield is nice, and not having to lose advantage to guard for 30k is good also. The main issue with this card is that soul-blasting eats up soul for Goache, but that's not much of a problem.

Bernard the Ghostie is honestly the best use of the skill, as it can be used to fix your drop-zone without having to lose advantage, The fact that you can immediately use Bernard to guard anyway is another bonus.

Bermuda Triangle:


G-FC04-068-RR (Sample)
Happy Rune, Sandy
G-FC04-044-RRR (Sample)
Best Sparkle, Sandy
Best Sparkle, Sandy

(G-Guardian)

(Auto(GB1) :Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, this unit gets (Shield) +5000 for every two cards in your hand until end of that battle. Then you may (CB)1. If you do, this unit gets (Shield) +5000 until end of that battle.

Happy Rune. Sandy

(Auto) :[Choose a grade 1 or less card from your hand, and discard it]: When this unit is discarded for a cost to call "Best Sparkle, Sandy" from your G-Zone, you may pay the cost.  If you do, draw a card.

Honestly +5k for every two cards in hand sounds a lot like an OTT skill, but it fits with Bermuda Triangle so whatever. The G-Guardian skill is pretty decent, and being a 30k shield with only 5 cards in hand before paying the cost is not that difficult.

The heal though is... Pointless.

Aqua Force:


G-FC04-069-RR (Sample)
Officer Cadet, Ioanes
G-FC04-045-RRR (Sample)
Marine General of Sky
And Water, Ioanes
Marine General of Sky and Water, Ioanes

(G-Guardian)

(Auto) (GB1) :[(CB)1 & Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, choose up to 5 of your rearguards, and until end of turn they get "(Cont) (RC)]: Resist" and "(Cont) (RC)]: This unit cannot be hit" and for every card chosen by this effect, until end of battle this unit gets (Shield) +5000

Officer Cadet, Ioanes

(Auto) :[Choose a grade 1 or less card from your hand, and discard it]: When this unit is discarded for a cost to call "Marine General of Sky and Water, Ioanes" from your G-Zone, you may pay the cost.  If you do, draw a card.

So a G-Guardian that gives every one of your rearguards on the field dizmel's and gets huge while it's at it... Honestly this is a pretty good G-Guardian. In combination with Skyros it essentially protects your front row from everything except cards like Denial Griffin. The main problem with this card is that it requires a field in the first place, which we don't always have, but then this card would be useless anyway so whatever.

It's a 1 of G-Guardian, but a very good one of at that.

The heal's only use if to dig for more combo pieces if you absolutely need it, but otherwise it's pretty pointless.

Zoo
Megacolony:


G-FC04-070-RR (Sample)
Gastronomic Battler
Relish Girl
G-FC04-046-RRR (Sample)
Seven Stars Mutant Deity,
Relish Lady
Seven Stars Mutant Deity, Relish Lady

(G-Guardian)

Auto) (GB1) :[Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC) during the battle that your opponent's vanguard attacked,  you may pay the cost. If you do, your opponent chooses two rearguards, and may rest them. If two units were not [Rest] by this effect, draw 1 (CC)1 (SC)1

Gastronomical Battler, Relish Girl

(Auto) :[Choose a grade 1 or less card from your hand, and discard it]: When this unit is discarded for a cost to call "Seven Stars Mutant Deity, Relish Lady" from your G-Zone, you may pay the cost.  If you do, draw a card.

So uh... Why is this vanguard restricted? No seriously. WHY? This could have been a decent G-Guardian if it did not have that stipulation, but that extra condition makes the card useless as it does not gain shield. Draw 1 SC1 CC1 is not the worst, nor is rest two rearguards but it's useless when it can't protect against the vanguard effectively.

The heal does nothing. To be tied to a G-Guardian that does about as much is not good either. Why did the heal not go into soul either? At least then you could get a Darkface effect cost from this useless G-Guardian.

Great Nature:


G-FC04-071-RR (Sample)
Refugee, Spangled
G-FC04-047-RRR (Sample)
Boxed Daughter, Spangled
Boxed Daughter, Spangled

(G-Guardian)

(Auto) (GB1) :[(CB)1 & Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, choose any number of your grade 3 or less guardians and until end of battle those units get "(Cont) (GC) When this unit is retired from (GC), draw a card"

Refugee, Spangled

(Auto) :[(SB)1]: When this unit is discarded for a cost to call "Boxed Daughter, Spangled" from your G-Zone, if you have 1 or less face-up cards in your damage zone you may pay the cost.  If you do, (CC)1.

This is... An interesting G-Guardian. It's very useful against a deck such as Daikaiser where you would throw a lot of shield and be able to draw the amount of cards you guarded with back, but because of the situations where this card is useful are few and far between. It's very niche. +10 points for unique design though.

The heal is welcomed into such a counterblast heavy clan.

Neo Nectar:


G-FC04-072-RR (Sample)
Cherry and Blossom
G-FC04-048-RRR (Sample)
Flower Princess of Cherries
Coschellina
Flower Princess of Cherries, Coschellina

(G-Guardian)

(Auto) (GB1) :[(CB)1 & Choose a face down G-Guardian from your G-Zone, and turn it face up]: When this unit is placed on (GC), you may pay the cost. If you do, until end of battle this unit gets (Shield) +5000, choose up to one card from your hand, and call it to (RC), and if the number of units with the same name as your called unit is two or more, until end of battle this unit gets (Shield) +10000


Cherry and Blossom

(Auto)]: When this unit is discarded for a cost to call "Flower Princess of Cherries, Coschellina" from your G-Zone, choose a normal unit from your drop-zone, and you may put it on the bottom of your deck

After thinking about this G-Guardian for a little bit... It's not the best... It Requires that you have a card with the same name as a unit on (RC) or Thuria or else it will simply be CB1 GB1 and Flip for a 20k shield, which is mediocre. So this card requires that you have a field.

On the bright side though, the card can be used to combo with other cards to increase the power of rearguards and vanguards ever further, which is nice.

Cherry and Blossom are useful though, considering Neo Nectar needs cards of the name to be in the deck so they can even call something.


Cray Elemental:


G-FC04-075-RR (Sample)
Air Element, Luctorm
Air Element, Luctorm

(G-Guardian)

(Auto) :[Choose a card from your hand, and discard it]: When this unit is placed on (GC), you may pay the cost. If you do, draw a card

(Cont)]: This card is also of all clans and nations

So uh... It's just Agleam with a different name. Agleam is a good generic G-Guardian. I really have nothing else to say about this except that having this skill more widely available is a good thing.


Top 5 Best G-Guardians from FC2017:
  1. Far Away Time Maiden, Uluru (Gear Chronicle)
  2. Demise lit by Darkness, Lacus Carina (Link Joker)
  3. Supreme Sky Dragon, Impede Dragon (Narukami)
  4. Obstruction King, Terrible Linus (Spike Brothers)
  5. Marine General of Sky and Water, Ioanes (Aqua Force)
Top 5 Worst G-Guardians from FC2017:
  1. Seven Stars Mutant Deity, Relish Lady (Megacolony)
  2. Witch Queen of Iniquity, Ierald (Shadow Paladin)
  3. Jinx Stealth Rogue, Zashikihime (Nubatama)
  4. Kinesis Megatrick, Coulthard (Pale Moon)
  5. Holy Beast, Divine Maskgal (Royal Paladin)
And that's all the G-Guardians listed from FC2017. I will be doing one of these for when all the Strides come out also so look forward to that!

Friday, 17 February 2017

Messiah plays dice:The mathematics of deck building (Part 1)

There is a belief in the Cardfight! Vanguard community that Vanguard as a trading card game is competitively non-viable as "luck" is a very prevalent mechanic, which can very easily swing games, and while it is certainly true that Vanguard has many elements which involve chance, that does not mean that it is impossible for Vanguard as a trading card game to be competitive, and today I am going to give you the knowledge to be able to manipulate chance so you can win more games of Vanguard! No, I am not talking about stacking or other forms of cheating. I am talking about:

The mathematics of deck building!

Mathematics is a skill that is rarely, if ever used for deckbuilding. However it is a very important skill that can give you the edge in a cardfight, since your deck is the main thing you can edit to improve your play.

Mulligan is a mechanic whose power is very understated in vanguard, as it gives you a way to directly manipulate your hand once without losing any advantage or having to use any abilities.

The chances of having a specific card in your starting hand after your first draw:


# Cards in deck Mull 0 Mull 1 Mull 2 Mull 3 Mull 4 Mull 5
1 12.24% 14.20% 16.94% 17.85% 19.56% 21.20%
2 23.21% 26.53% 29.81% 32.80% 35.60% 38.23%
3 33.02% 37.48% 41.56% 35.29% 48.71% 51.85%
4 41.75% 46.93% 51.55% 55.67% 59.36% 61.68%

Using this handy table, you can decide how many copies of a card you want in your deck for how often you want that card in your hand when you are starting the game.
For example, I know that if I want Flash Ripple Odysseus (The Rippul Gansta) in my hand when playing Ripple, since the maximum I can run is 2 I know that I have a 32.8% chance of getting him at the start of the game.

I hope this information helps you make your play better!

If you want to learn more about deck building, more specifically the likeliness of being double crit by a stride at 3 damage, I would recommend watching this video by my good friend TimmyPowerGamer!

That is all for today. The next part of Messiah Plays Dice will be on how much more consistent ride chains are!

Thursday, 9 February 2017

Interesting Rulings #2 How to Troll Link Joker, Ninja Style.

Lock. Arguably one of the most annoying mechanics in the game. We've all dealt with it, some of us since BT-12 when it was introduced. But what if you could get around lock? No I am not talking about unlock, which is pretty much useless against everything apart from one single clan... That being Link Joker.

No, I am talking about a mechanic which is useful against every single deck in the game which happens to have a way to troll lock:

Afterimage!


So you can just keep your rearguards empty? So what? Aqua Force can block lock with Skyros and Granblue, Palemoon and Spike Brothers can keep their board clear between turns. Not only that Afterimage is restricted to having six or less cards in hand to use!

Ah yes, but afterimage has a second, more interesting use against lock: Clearing freshly unlocked rearguards before the opponent has a chance to lock them again.

But how?

You see, it has everything to do with how the End Phase works... So let's learn at how exactly the end phase works.

6.8.1. The phase in which several actions are resolved at the end of a turn. This phase is done in the following order: 

6.8.1.1.The turn player performs the following simultaneously. 
6.8.1.1.1. Return all locked cards on that player's field to a normal state by turning the cards face up. 6.8.1.1.2. Return all deleted units to a normal state by turning the cards face up. 
6.8.1.1.3. Put all G units on the vanguard circle to the G zone in a face up state.

This means that Locked cards and deleted unit return to a normal at the same time G-Units return to the G-Zone face up.

6.8.1.2. Each automatic ability with the timing “when a card is unlocked”, “when a card is put to face up”, and “when put to G zone” triggers and are put to stand by. Then, resolve a check timing.

Any ability that is triggered by cards returning to G-Zone or returning to a normal state trigger and resolve.

 6.8.1.3. Each automatic ability with the timing “At the beginning of end phase” and “at the end of turn” that have not become stand by in this end phase becomes stand by. 
6.8.1.4. Resolve a checking timing. After completing all the actions in the check timing, all effects with “until end of this turn” will cease to exist. 

Any ability says "At the end of turn" and "At the beginning of end phase" trigger and resolve. All effects with "Until end of this turn" are removed.

Honestly the end phase is really simple. But there is two things we need to know: Afterimage and when bound cards return to the opponent's hand in Nubatama.

Afterimage is this: "When your opponent's puts a bound card into hand, if you have six or less cards in hand, you may return this card to your hand"

After checking over every single card in Nubatama, I can assure you that every single bind as of writing works the same way. Let's use a popular Nubatama card from BT-13 as an example:

For Nubatama, he is a bear necessity!
Stealth Beast, Tamahagane

(Auto)]: When this unit is placed on (RC) or (VC), if you have a <Nubatama> vanguard, choose one of your opponent's rearguards, bind it face up, and at the end of your turn, your opponent puts the card bound by this effect into his or her hand.

So the bind happens at the end of turn. Now we know the timing of the bind, it is time to show you how to troll Link Joker, ninja style!

It is quite simple: At the end of your turn, have a bound card in your opponent's bind-zone, have a rearguard with the afterimage skill locked and have 6 or less cards in hand.

The locked card unlocks. Then any skills relating to that unlock (For example, Chaos Breaker Dragon's LB4 or Palladium) trigger. After that, the bound card returns to your opponent's hand. Then you can return the rearguard with afterimage before the opponent's turn begins, clearing that rearguard circle.

This ability is perfect for clearing your front row so that Link Joker can only lock it once, and can reduce the effectiveness of Chaos Universe significantly. As Chaos Breakers LB4 can trigger before you are able to return the card with Afterimage to your hand, it can still retire the unit and draw a card.

It is also worth noting that you can only do this if the card actually unlocks, so "omega locks" from Glendios or "Tagliatelle" are an issue.

Happy trolling!

-DrSheep

Tuesday, 31 January 2017

Aqua Force GBT-09 review



I AM BACK! To celebrate my "glorious" return, I will be going through every single Aqua Force card from GBT-09 bar the reprints.. So without further ado let's get started.



The only person who is going to be wailing
is your opponent!
Storm of Lament, Wailing Thavas

(Auto) (GB3)]: When this unit attacks a vanguard, for each battle that a rearguard attacked during this turn, your opponent chooses one of his or her rearguards, and retires it.

(Auto) (GB2) Wave-3rd time or more  :{(CB)1]: When this unit attacks, you may pay the cost. If you do, this unit gets power +5000 for each battle that a rearguard attacked during this turn, and until end of battle, your opponent cannot call grade 1 cards to hand from (GC)

The GR of GBT-09, and undeniably the best card in the set, Wailing Thavas is a godsend to the Aqua Force clan. It has so many good points I don't even know where to start.

Firstly, it is an almost straight upgrade of One Steeped in Sin, Scharhrot in that it can do everything Scharhrot under certain conditions. It can retire just as well as scharharot as long as you can get the appropriate wave to retire all the opponent's field and if none of your opponent's rearguards have resist. It also doesn't destroy your own board.

It is also a better "Glory" as it can power up further then Scharhrot while still blocking all the same cards. As well as this it does not have to attack last as it still has rearguards that could attack after it.

Wailing Thavas is also 3rd wave or more. Wave 3rd or more is significantly better then Wave 4th or more as no "enablers" (A term for rearguards that enable extra attacks) are needed to activate it.

As well as these points, Wailing Thavas is viable and incredibly powerful in every variant of Aqua Force. It is:
A secondary finisher in Thavas
A tertiary finisher in Blue Wave
A primary finisher in Maelstrom because Wailing Thavas + Despina is cancer
A primary finisher stride in Ripple as it often more reliable to go into then Lambros

All I can say is watch out for the storm of lament, it will make you wail if you are not careful!


This is pretty aptly named... in that it is
a disaster.
Blue Storm Helican Dragon, Disaster Maelstrom

(Auto) (VC) :[Choose a face down "Blue Storm Helical Dragon, Disaster Maelstrom" from your G-Zone, and turn it face up]: When this unit attacks a vanguard, if you have a heart with "Maelstrom" in it's card name, you may pay the cost. If you do, search your deck for up to one card with "Maelstrom" in it's card name, reveal it, add it to your hand, shuffle your deck and if you have a card with "Maelstrom" in it's card name in your soul, choose up to three units in your front row, and those units get (power) +5000 until end of turn.

So in the same set we went from arguably the best stride in Aqua Force's arsenal to ... A slightly better Madew. That's what it is. The +5k power to the front row will almost never be used, as it is very unlikely that you would have broke-rode by the time you would have strode this, and there are better options for Maelstrom to go into second stride *Cough Wailing Thavas Cough*

As well as this, it is the ONLY Maelstrom support in the set... Where they reprinted Glory Maelstrom... Just why? They could have at least given the fleet admiral a card or two surely?

I'd only ever run 2 of this, and that would be if I had absolutely no other option to stride into, otherwise this card is kind of useless.


Blue Storm called. They want their badge
back... You Genovious rip-off.
Blue Wave Marine General, Artiom

(Auto) {VC]]:When your rearguard with "Blue Wave" attacks, that unit gets (power) +3000 until end of battle.

(Act) (VC) (1/turn) :[(SB)1-card with "Blue Wave" in it's card name]: Look at seven cards from the top of your deck, search for up to one grade 3 card with "Blue Wave" in it's card name from among them, place it on your (VC) as a heart, and shuffle your deck. If you placed one or more cards, put all your heart cards other then the cards placed due to this effect into your drop-zone.

This card isn't the worst thing in the world, but it isn't the best either. The +3k to any blue wave rearguard is sort of pointless, but it can sometimes make some good columns.

Really though the only thing that stops this card from being unusable trash is the roulette to fix your grade 3. Riding Tetra weakens the deck significantly, so having a way to fix the ride without losing a grade 3 by riding is somewhat important in the deck.

Eh. One of at most.


Huh, a G-guardian of a quintet wall...
That's pretty cool... *Bad-um-tiss!*
Blue Storm Deterrence Dragon, Ice Barrier Dragon

(Auto) Wave-1st or 4th time or more]: When this unit is placed on (GC), until the end of turn this unit gets (shield) +10000

I heard a lot of moaning when this card was revealed, and I am not sure as to why. It does it's job pretty well. Sure it's nowhere near as good as plotmaker but it still isn't terrible.

Wave 1st OR 4th time or more is what saves this card from being terrible, as it is a guaranteed first attack 25k. With Flotia being a 20k shield for the first and second wave we do have a GG gap during the third attack, but I am willing to put up with that weakness for near guaranteed 20k shields.

Overall I'd say it's alright. I run 2 and find it rather comfortable.


Not gonna lie, that art is pretty rad...
Shame it's attached to this skill.
Battle Siren, Janka

(Auto) (RC) (GB1) :[(SB)1]: When this unit attacks a vanguard, if you have a vanguard with "Thavas" in it's card name, you may pay the cost. If you do, for each of your other units with the wave ability, this unit gets (Power) +4000 until end of that battle.

Can I ask? What retard at Bushiroad said "You know what, we should make a more restrictive version of that common from GBT-02, High Tide Sniper, and then make it a RR." Because this card has almost no purpose. Which is a shame because it's art is really, REALLY nice.

To make this card better then High Tide Sniper you would need 3 other wave units, making it so that you would need 4 wave rearguards in total.  That is not a small ask. Sure a lot of good strides such as Wailing and Commander Thavas have wave, but having 2 other rearguards as well as your vanguard to have wave is very restrictive, especially since the three main grade 2s run in Thavas do not have wave. As well as that, Wave rearguards aren't that good.

"But you can use Christos" Yeah, you can. But you know what? You would still need 2 other units with wave to beat out high tide, as high tide + christos' 2k boost means that it hits for 21k on it's own.

And this isn't even considering that High Tide isn't really run anymore because people prefer to have more multiattackers for grade 2s...



Pictured: One of my many colonel
sharpshooters.
Marine General of Twin Bullets, Cretas

(Auto) (RC) (GB2) Wave-3rd time only :[(CB)1]: When your vanguard attacks, you may pay the cost. If you do, [Stand] This unit, and if the unit that attacked has the wave ability, this unit gets (power) +2000 until end of turn.

(Auto) :[(CB)1 & (SB)1]: When this unit is placed on (VC), you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one card with the wave ability, reveal it, put it into your hand and shuffle your deck.

The R Keywork G3 from every set has finally come to Aqua Force, and it is alright.

Second skill is standard, but certainly not terrible. First skill is ok, but still not amazing, as it is rearguard only and only triggers when your vanguard attacks during the 3rd wave...




♫ They want you, they want you
They want you as a new recruit 

Blue Wave Marine General, Iason

(Auto) (VC)]: When your G-unit with "Blue Wave" in it's original card name (Stride) during your turn, choose up to one card from your hand with "Blue Wave" in it's card name, call it to (RC), choose a rearguard with "Blue Wave" in it's card name, and until end of turn it gets "(Auto) (RC)]: At the end of the battle that this unit attacked a vanguard, choose this and unit and one of your other rearguards in the same column as this unit, and exchange their positions"


So it allows a card to essentially become a storm rider for a turn. It has a bit of synergy with Artiom, but otherwise this card's skill is almost useless. A pretty mediocre card overall.










That kelpie is adorable! It is
as harmful as it looks...
Kelpie Rider, Nikitas

(Auto) (RC) Wave-1st or 2nd time.]: When this unit attacks a grade 3 or greater vanguards, this unit gets (Power) +2000 until end of turn

(Auto) (RC) (GB1) :[(CB)1]: At the end of the battle that this unit attacked, you may pay the cost. If you do, choose another of your rearguards with the wave ability, and exchange positions with this unit.


Sigh... What is it with this set and cards that have good arts but bad skills? This card is an inferior version of a card that was originally printed in GBT-02, but as a promo, then reprinted in the Aqua Force clan booster, Couple Dagger Sailor.

This card is vanilla until grade 3, when it becomes twin strike brave shooter. After you stride it then becomes a more restricted version of couple dagger sailor. Why would you play this card? Couple dagger isn't even run in Aqua Force, as it is outclassed by Tidal Assault.

The most frustrating part about this card? If ONE thing was different it would be an almost superior version of couple dagger sailor for wave, and that is switching which skill has GB1.

Just a note of how close this card was to actually being decent, but apparently we can't have decent normal wave units in this set.


Kelpie Rider, Vallas

(Cont)]: Sentinel

(Auto) :[(CB)1 & (SB)1]: When this unit is placed on (GC) from hand, you may pay the cost. If you do, call five cards from the top of your deck (GC). If two or more units with the wave ability are called due to this effect, this unit gets (Shield) +5000. If three or more units with the wave ability get called by this effect, (CC)1

(Auto) (RC) (GB1) Wave-1st time only]: When this unit attacks or boosts, this unit gets (Power) +2000 until end of that battle.

How do you even make a sentinel this bad? Even the terrible Wyvern Defender Guld isn't as bad as that, and that's not counting the fact that it is a PG. This card is a quintet wall, costs CB1 and SB1, is luck dependant to make it a SB1 and has a near useless second skill.

That is all. Burn this card, I will gladly appreciate it.


Because it's a big stupid jellyfish!
Stagglefin Dragon

(Auto( (VC/RC) (GB1)]: When this unit attacks, this unit gets (power) +4000 until the end of that battle.

(Auto) (RC) Wave-4th time only  :[(CB)1]: When this unit attacks hits a vanguard, you may pay the cost. If you do, [stand] this unit.

As a rule of thumb, a card is bad when the first thing you think when you read it's skill is "What the fuck is that?"

Unfortunately for this card. That's an understatement.

Literally what is this card for? Filler to say you have X different cards in a set, that's what!

Don't use this card. It is bad. That is all.




Blue Wave Marine General, Damia


(Auto) (RC) :[(SB1]: When your grade 3 or greater vanguard with "Blue Wave" in it's card name attacks, you may pay the cost. If you do, choose your vanguard and your other rearguard, and those units get (power) +2000 until end of turn.

I am not sure what to think of that card to be honest. It is pretty average. Useable, but average.

It can activate whenever your grade 3 vanguard with Blue Wave attacks, but the boost is inconsequential unless you boost tidal, Foivos a 9k grade 2 that has no booster.

It does have to replace either Tidal or Adelaide however, so there is a bit of an opportunity cost.




Blue Wave Marine General, Lucianos
Oh Look... Another Blue Wave that looks
like a Ripple...

(Act) (RC) (1/Turn) :[(CB)1-Card with "Blue Wave" in it's card name]: If you have a grade 3 or greater vanguard with "Blue Wave" in it's card name, until end of turn, this unit gets (power) +2000 and "(Auto) (RC)]: Wave-2nd time only]: At the end of the battle that this unit attacks a vanguard, [stand] this unit

Seriously what is it with this set and Blue Waves that look like they were originally Ripple cards? Is it to just taunt those who play Ripple, such as myself? If so, that's just mean Bushiroad!

Oh. The card. Right. Good skill apart from one thing. Wave 2nd time only Because there is ABSOLUTELY no cards in Blue Wave that want to attack second... Except Anger Boil's stride skill and Tetra Drive... So whoops. The card is instantly terrible. And it is a shame as well. Could have been an amazing Blue Storm card.






Kelpie Rider, Paul

(Auto) (RC) (GB1) Wave-3rd time or more :[(SB)1]: When this unit attacks or boosts, you may pay the cost. If you do, choose up to two of your units, and until end of turn they get (power) +2000

This is like the third unit with this near useless skill in this set, it is like they didn't want to give Aqua Force any rearguard support at all, and just made carbon copies and changed some terms. Lazy and uninteresting if you ask me.

Everything I have said for the other cards with similar effects applies to this card. It is pretty useless.








Blue Wave Soldier, Cimon 

(Auto) :[(CB)1 & (SB)1]: When this unit is placed on (RC), if you have two or more cards with "Blue Wave" in it's original card name on your (VC), you may pay the cost. If you do, choose one of your units. That unit and this unit get (power) +4000 until end of turn.

This card is trash. CB1 SB1 for not even a +5k shield increase in normal magic columns if the power is split is terrible. It would not even be good if it was not pretty much restricted to stride. But is it. And it cannot be Thavas or Lambros either. It HAS to be Tetra-Boil or Artiom. So yeah this card is bad and should feel bad.










Blue Wave Dragon, Submerge Dragon
Add caption

(Cont) (RC]: If you have two or more cards with "Blue Wave" in their original card name on your (VC), this unit can attack from the back row.

Ok so this is Aqua Force's second backrow attacking rearguard... and it is completely inferior to Battle Siren Stacia.

For one, unlike Stacia it cannot hit 9k rearguards, which is a huge deal as that means Stacia can actually attack the opponent's advantage as no rearguards in the metagame are 10k base.

Secondly right now the phrasing of this card is pretty much just a even more restricted generation break one. And even if Blue Wave get a legion, Stacia is likely to still be better because of G-Guardians.




Battle Siren Cressida

(Auto) (RC) Wave-4th time or more :[(Sb)1]: At the beginning of the guard step of the battle that your vanguard was attacked, you may pay the cost. If you do, move this unit to (GC) nd unit unit gets (Shield) +5000 until end of that battle.


That's it. I give up. What the actual fuck is this card? This card is yet again an inferior version of a card we already have, however this card is so bad that there is no reason to run it over the other card ever.

Of course the other card I am talking about is Battle Siren Cloris. Who isn't reliant on decks attacking more then three times a turn, can be used any attack, can superior PG if you so wish and isn't GB locked either... So why would you ever run this card ever?



Harpoon Dracokid

(Auto)]: Forerunner

(Auto) (RC) Wave-4th time only.]: When this unit attacks a vanguard, for each of your other units with the wave ability, this unit gets (Power) +4000 until end of battle, and at the end of that battle, put this unit into your soul


I feel bad for taking this away from Magia. Seriously. Replace Wave with Magia and make it so that it and remove the 4th time or more condition for a soulblast and you have yourself a decent palemoon starter.

Instead, Aqua Force got what is another inferior version of a card from GBT-02, Officer Cadet, Cyril

But yeah this card is terrible. No reason to run it ever. And with that I am FINALLY done with the inferior clone fillers!

Blue Wave Recruit,Yiotis


Ok. What is it with Blue Wave and looking
like Ripple rip-offs? At least this one is
good.
(Auto)]: Forerunner

(Auto) (RC) (GB1) :[(CB)1 & put this unit into your soul]: When your vanguard with "Blue Wave" attacks, you may pay the cost. If you do, choose one of your rearguards, [stand] it and it gets (power) +2000 until end of turn.

This card... Is actually pretty good. It is almost completely superior version of Officer Cadet, Andrey for Blue Wave.

So how is this card better? Firstly it triggers in the battle phase. This is good for several reasons, Firstly it allows you to restand your rearguards one extra time regardless of skills, as it does not conflict with Tidal or Foivos. As well as this, you can use it last, allowing you to attack a rearguard once and the vanguard three times with a single rearguard on either a Lambros turn or a Tetra Boil over Anger Boil turn.

The fact that it also triggers in the battle phase means you can use it as a booster (Or attacker if you are using Commander Thavas) before you put it into soul, allowing you to lose a rearguard to gain an extra attack,

As well as that, Denial Griffin cannot just shoot down the rearguard you gave a skill to end your fun like it can do with Andrey.

Overall this card is pretty damn good, and I am surprised Blue Wave players do not use it more.


I'm not sure that outfit is safe to cook in...
Flambe Sailor

Vanilla Heal

Ok... Why am I reviewing a Vanilla heal trigger? Surely the usefulness of this card is just a different art right? Yes, you're absolutely right. However I want to rant on about how this card is a missed opportunity.

How is it a missed opportunity? Simple: Why isn't this a Blue Wave or Ripple heal?

Ok. I can understand it not being a Ripple heal, because that would be pretty ridiculous, but why not Blue Wave? They now need the especial CB and having a Blue Wave heal would help that immensely. But they didn't get it and instead we got another generic heal. Yay.




Dolphin, Dolphin swimming in the ocean
causing a commotion, because it is so
awesome!
Dolphin Soldier of Leaping Wind Waves.

(Auto) (RC) (GB1) Wave-1st or 2nd time :[(SB)1]: When this unit attacks, if you have a vanguard with "Thavas" in it's card name, you may pay the cost. If you do, until end of battle this unit gets (Power) +7000. and at the end of that battle, draw a card and put this unit on the bottom of your deck.

Dolphins are amazing and adorable creatures. Having seen and swam with them in real life, they are so majestic.

This card is no different. It is an 11k beater that returns to the deck and draws you a card for SB1, but your vanguard has to be Thavas... In other words it is pretty good, considering that it takes no space in the deck, stands have synergy with most strides in Thavas except Christos and it can be turned into a 16k beater with Commander Thavas, which to be honest is just funny that a trigger is hitting someone for a trigger's shield value.

Overall I really like this card.

And that is all the cards in the set. Overall I think the new Aqua Force support was pretty poor, bar the G-Guardian which was alright and the other cards that was good.

Thank you for reading my complaint article to the end!

Monday, 26 December 2016

Vanish Delete! Deletors post GBT-08


This is my third article on Deletors. If you haven't read my two other articles on Deletors, you can read them here and here.

"We transcend your very understanding."


When It was revealed that Deletors were to be supported in GBT-08, I was very excited. I hoped a strong amount of support, preferably with a new stride... But alas it was not to be. Deletors got 2 normal units, neither of which fix most of the decks problems.

I say most because they actually addressed one of my biggest issues with the deck, that being the fact that Vanish Delete was completely useless bar a near impossible win condition.

That was, until this card was revealed:

Punishment Deletor, Gieron.

(Cont) (RC)}: This unit gets (Power) +1000 for every face down card in your opponent's bind-zone.

(Auto) (RC)]: At the end of the battle that your vanguard with "Deletor" in it's card named attacked a Vanguard, your opponent chooses a card from his or her drop-zone, and binds it face down. (Vanish Delete)


The first skill increases it's power by the amount of cards in the bind-zone, which makes this card get stronger both offensively and defensively. Gieron has a strong synergy with Delete, as the power it gains allows it to force more hand from the opponent, as well as being able to bind those cards without a cost.

The catch? It's a 7k. I'm not going to lie, I was very weary about this when I first tested him, but after my tests I've come to the conclusion that he is the best G2 in Deletors, even despite the 7k.
I hope more cards that benefit from Vanish Delete are printed for Deletors in the future, especially if they are good like this card.

The second card of the deck is the same story: I thought it was bad at first, tried it and found out it was pretty good:

Overeat Deletor, Onagil.

(Auto)]: When this unit is placed on (RC), you may play "All fighters draw a card, chooses a card from his or her hand and discards it.

(Act) (RC) :[Put this card into soul]: If you have a vanguard with "Deletor" in it's card name, your opponent chooses a face down card from his or her drop-zone, and binds it face down (Vanish Delete)

When this card was released, there was many criticisms. One my personal complaints what why the Vanish Delete wasn't on-retire, which admittedly would have certainly made the card better.

Regardless, the card is still quite good, both for fixing your hand and providing you cards to vanish Delete.

As well as that, it can be an emergency bind if you are extremely close to getting Egorg's win condition.

And that's all the cards in the set. However, between Comic Booster one and GBT-08, A new mechanic was introduced:

G-GUARDIAN!

So let's talk about the two link Joker G-Guardians, and how they help Deletors:

Death Star-Vader, Demon Maxwell.

(Auto) :[Choose one of your back-row rearguards, and lock it.]: When this unit is placed on (GC), you may pay the cost. If you do, this unit gets (Shield) +5000 until the end of that batlle.

I'm not gonna lie, this doesn't help Deletors that much. I run it because 20k Shield is sometimes necessary to surviving, and sometimes I want to protect a rearguard in the backrow, so I lock it. 

Locking backrow rearguards isn't the best in Deletors either, who want to force as much shield as possible, and every unit is valuable as a booster, so using this can have its drawbacks.





Genesis Beast, Destiny Guardian

(Auto)]: When this unit is placed on (GC), choose up to 2 locked cards, and unlock them. If two units were unlocked with this effect, this unit gets (Power) +10000 until the end of that battle.

I only run this to deal with other Link Joker decks, in what is essentially a "Win more" move. Apart from that, It's a 15k shield.

So no, it's not that good in Deletor.








Decklist:

G-Zone:
4 Original Deletor, Egorg
4 Nebula Dragon, Big Crunch Dragon
2 Genesis  Dragon, Amnesty Messiah
2 Death Star-Vader, Demon Maxwell
2 Genesis Beast, Destiny Guardian
1 Dark Element, Dyzmel
1 Light Element, Agleam.

Grade 3:
4 Docking Deletor, Greion
2 Waving Deletor, Greidhol

Grade 2
4 Bloating Deletor, Gio
4 Punishment Deletor, Gieron
3 Juxtapose Deletor, Gaele

Grade 1

4 Instill Deletor, Ender
4 Illfate Deletor, Drown
3 Overeat Deletor, Onagil
3 Looting Deletor, Gunec

Grade 0
Starting VG: Aquire Deletor, Igor
4 Biting Deletor, Geeva
4 Deletor Criticals
4 Cramping Deletor, Edy
4 Deletor Heals

Friday, 19 August 2016

THE GENIUS STRATEGY, Megacolony review!

Technical Boosters so far have been very interesting to pay attention to. They always support more niche clans with interesting support, and there's a lot to cover, so let's get started with:
Megacolony!

Bushiroad, I have a question: Why do you hate Megacolony? They're the clan who has received the worst support in this set by far. And this card is a microcosm for why:

Merciless Mutant Deity, Darkface.

(Act) (Vc) :[(CB)1 And choose a face down card named "Merciless Mutant Deity, Darkface" from your G-Zone and turn it face up]: Choose one of your opponent's units for every face up card named "Merciless Mutant Deity, Darkface" and until the end of your opponent's turn those units get "(Cont) (RC) This unit cannot intercept and cannot be chosen for the cost or effect of one of your cards" and for each rearguard chosen with this effect, this unit gets (Power) +5000 until end of turn.

CB1 Flip anything to turn a paralysis into either a lock or a retire  isn't the best to be honest, even if it does make sure that the opponent can't get rid of the cards using skills such as Gluttony Dogma or Diablo. CB1 for something that is only useful when combined with something else is pretty bad to be honest. It's worth noting that for the clans you'd mainly use this against, Tachikaze and Shadow Paladin it only is effective when they actually have a field, which isn't always the case.

So it's only useful in niche situations, it requires copies of itself to be useful and it burns counterblast, which are extremely precious in Dark Face, the only card you'd consider running more than 2 copies in. It's overcosted and performs very little for any deck overall, Sums up a lot of Megacolony's support in GTB-02, actually.


Lawless Mutant Deity, Obtirandus

(Act) (VC) (GB2) :[(CB)2 & Choose a card from your hand, and discard it] Your opponent cannot call cards to (RC) until the end of your opponent's next turn.

G-Units in Technical Boosters tend to be cards that are needed for niche situations. This card definitely fits that description.

Overall this card punishes a significant amount of decks and can turns paralysis into locks... The only issue is it's stupidly high cost. I can understand why Tsukumorakan was CB2 person, I really can. Reducing your opponent's hand size to 4 is very powerful, as well as being able to reduce it even further to 3 which pretty much makes it impossible to guard every single attack. It was also noteworthy that Nubatama has the ability to countercharge 1 every single turn using Kamoquisha.

 Megacolony definitely does not have Countercharge abilities as good as Nubatama, that's for sure, as they are constantly forced to -1 to do so bar their P-Guard.

Overall the card's good, but Megacolony (Especially Darkface) needs a much better capacity to countercharge, as well as a generic finisher that isn't on-hit before this card can become the powerhouse staller that it is capable of being.


G-TCB02-014Mutant Deity Fortress, Gricefort

(Auto) :[(CB)1];  When this unit is placed on (GC) for the battle that your vanguard was attacked, you may pay the cost. It you do, rest all of your opponent's backrow rearguards, and this unit gets (Shield) +5000 for every two of your opponent's units at rest until the end of that battle.

This is one of the few quality cards Megacolony received in the technical booster. It's well costed, powerful and flexible. It can become a 30k with ease, and it can reduce the power rearguard attacks easily.

I find no faults with this card. It's exactly what it should have been, a great way to control the opponent's board while gaining shield.

There are ways to play around it, yes but for the most part you are succeeding at forcing your opponent to either attack in a less than efficient pattern or by resting the opponent's rearguards and doing the same.

I rather like it.


Sky-Slicing Rending General, Superior Mantis

(Auto) Dark Device :[(CB)1]: When this unit is placed on (VC) or (RC), you may pay the cost, if you do, choose one of your opponent's rearguards in the same column, and that unit cannot (stand) during your opponent's next stand phase.

(Auto) (GB1) Dark Device: When this unit is placed on (RC), choose one of your opponent's rearguards, and that unit cannot (stand) during the opponent's next stand phase.

This card is pretty bad, simply because you don't want to call grade 3's to rearguard circle.

If it was a grade 2 however, this card would be alright. Nothing spectacular, just alright.




G-TCB02-032Punish Stag

(Auto) (GB1) (Dark Device)]: When this unit is placed on (RC), if you have a vanguard with "Darkface" in it's card name, this unit gets (power) +2000 until end of turn, choose one of your opponent's rearguards, and until the end of your opponent's next turn, that unit gets "(Auto) (RC) At the end of your turn, if this unit is at (Rest), your opponent draws a card" and that unit doesn't stand during your opponent's next stand phase.

This card's pretty good. A Giga paralysing Machining Papilio with 9k base power is cool with me, even if it is slower.

Even so, the nature of the card means that the effect only happens for a turn, and that there is no way really to get around it.




Six Horns Mutant, Honeycomb Queen.

(Cont)]: Sentinel

(Auto) :[Choose a card from your hand, and discard it]: When this unit is placed on (GC), you may pay the cost. If you do, choose up to one of your vanguards that is being attacked, and that unit cannot be hit until the end of that battle.

(Auto) (RC) (GB1) Dark Device :[(SB)1]: When your unit's attack hit's a vanguard, you may pay the cost. If you do, return this card to your hand.

This card is alright, I guess. The biggest problem with this card is opportunity cost, as G-Megacolony needs all the countercharging it needs, so not running the G-PG is simply not an option.

Nothing else to say really.


Vulcan Lafertei

(Auto) (RC) (GB1) Dark Device :[Put this unit into soul]: At the beginning of your main phase, you may pay the cost, If you do, (CC)1

(Cont) (RC)]: If you have a vanguard with "Giraffa" in it's card name, this unit cannot be chosen by the effects of your opponent's cards, and your opponent's units in the same column as this unit cannot intercept.

Probably the best rare in the set for Megacolony, Vulcan Lafertei's conditional skill is pretty amazing. It both allows paralysis to be put in the front row and the unit cannot be removed if you have a Giraffa vanguard.

Unfortunately, I believe that the Auto Skill should have been CC2 instead of CC1, as this unit is extremely valuable to keep on the board, so you are either forced to remove it from the board so you can do your thing, or keep it on the board to make Paralysis more efficient. If it was CC2 it would have been much more effective as a countercharger, and would have allowed Megacolony to stall much more efficiently.


Makeup Widow

(Auto) (RC) (GB)1 Dark Device :[Put this unit into your soul]: At the end of each turn, you may pay the cost. If you do, (CC)1, Choose your opponent's grade 1 or less rearguard, and that unit doesn't stand during your opponent's next stand phase.

This card is alright I suppose. It's main issue is that it is a -1 to countercharge yet again.

Why does Megacolony have to -1 to cc1 when decks like Great Nature can do it while plussing and while CBD has a countercharger that is a -1 to CC2.

It makes no sense, really.




Childhood Command, Rosenberg.

(Auto)]: Forerunner

(Act) (RC) (GB)1 Dark Device :[Put this unit into your soul]: Choose one of your opponent's rearguards, and until end of the opponent's turn that unit gets "(Cont) (RC) This unit cannot intercept and cannot be chosen for the cost or effect of one of your cards."

(Act) (RC) :[(Rest) this unit]: Choose one of your opponent's units, and (Rest) it.

Let's take an already mediocre ability from our RRR stride, and give it to a rearguard for a -1! Such a great idea!

No, this card is awful. Use Crimebug instead. At least you get something out of that -1!

And that pretty much sums up Megacolony support in GTB-02.