Wednesday, 16 March 2016

Cards of the week! 21st Edition


New Card:

Dragonic Overlord, "The Legend"

More like Dragonic Overrated!
(Act) (1/Turn) (GB2) :[(CB)1 & Choose a grade 3 <Flame Dragon> from your hand, and discard it.]: Until end of turn, this units gets (power) + 15000 grade +1, drive check +1 and "(Auto) (VC) (1/Turn) :[Choose 3 cards from your hand, and discard it]: At the end of the battle that this unit attacked a rearguard, you may pay the cost. If you do, [Stand] this unit."

(Auto);[(CB)1 & (SB)1]: When this unit is placed on (VC), you may pay the cost. If you do, look at the top 5 cards of your deck, search for up to one <Flame Dragon> from among them, reveal it to your opponent and shuffle your deck.

I thought I'd never say this, but thank god for Dragonic Overlord. This week's reveals (on and before Friday) have been AWFUL. At least now I have something interesting to talk about

Right, the actual card. 

The Legend, like all Overlords can restand! (So exciting.) Only if it attacks a rearguard, and if you have a grade 3 to discard, but as a result it is the only card whose skill allows it to drive check six times, or even nine times if you are using the Dauntless BR Legend combo (which I will talk about shortly)

This card's skill is incredibly flashy, but I personally think that the Legend is of a mediocre level of strength. Sure it's a wash, you drive check six times and your opponent can lose a front row rearguard from it, but unless your drive checks are seriously lucky and your opponent isn't packing a P-Guard, it's restanding skill is completely inferior to The Ace.

The Dauntless Legend combo is incredibly Timmy, and you shouldn't run it. Ever. 

If you are running Dauntless, then you are not running Overlord, which makes The Ace less consistent, you'll have less Overlords to use some of Kagero's best skills on and you need to have ensure that you have 2 grade 3's in hand at the start of your Legend turn. That isn't very likely, and the disadvantages of running this combo are too many.

The on-ride search skill is good, but not overpowered like many are claiming.

Verdict: Decent.
Old Card:

Transcendence Divine Dragon, Nouvelle Vague L'Express

Vaguely interesting, and by that I mean
boring.
(Stride)

(Act) (VC) (1/TURN) :[(CB)1 & Choose a face down card named "Transcendence Divine Dragon, Nouvelle Vague L'Express" from your G-Zone and turn it face up]: Until end of turn, this unit gets "(Cont) (VC)]: During the battle that this unit attacks, your opponent cannot call grade 1 cards from hand to (GC)" and "(Cont) (VC)]: During your turn,  if the number of cards in your opponent's damage zone is 5 or more, all of your opponent's trigger effects are nullified."

So, this card has been on my "Backburner" for a small while now. So let's get talking about this.

Verdict: This card is mediocre.

There. Done. Saved you a few minutes of reading. Now I don't have to talk about Kagero anymore. Thank God...

Oh. You actually want to listen to me ramble on for several minutes. Ok then, whatever you say.

This is the "Finisher" of the Legend Deck, and I put finisher in massive air quotes. Let me explain.

This card has a Psuedo-Glory skill. It also nullifies triggers at 5 damage, when Glory has the most pressure.

So what extra pressure does trigger nullification add to the player versing this if they are incredibly likely to die anyway? Sure they could check a heal trigger, but that is very unlikely, and considering how popular crits and, and the check percentages of stride, they should have about a 50% chance of forcing you to take 2 damage anyway, meaning you have to heal trigger twice. Unless your opponent is cheating or the king of sack, that isn't happening often.

Also, why would you use this to finish the opponent when DOTA would be a more effective finisher?

Right. There. Happy now?

Verdict: This card is mediocre

Monday, 7 March 2016

Cards of the Week! 20th edition.

New card:

Omiscience Dragon, Hrimthurs

(Stride)

(Auto) (VC) :[(SB)1]: After the battle that this unit attacked a vanguard, you may pay the cost. If you do, choose one of your rearguards, and that unit gets (Power) + 4000 until end of turn. Then, you may have that unit gain (Power) +4000 until end of turn. If you do, at the of this turn, retire this unit. If the chosen unit's (Power) 20000 or more, draw a card.

Great Nature's RRR stride from the fighter's collection, and it is pretty interesting.

It's the first Great Nature card that can actually give 8K to a rearguard instead of 4k, but it's draw is not guaranteed,so you will need to give a 9k grade 2 another 4k to get it off. Whether he effect it's a better Phoeniciax in any matchup not named Link Joker.

If you want to activate it, you can do so using cards like Telescope Rabbit, Binoculus Tiger or Crayon Tiger, so it's not exactly impossible. It can also be triggered by using Bigbelly's On-stride skill.

Verdict: Pretty good



Old Card:

Ghostie King, Obadaia

(Stride)

(Auto)]: When this unit is placed on (VC), search for up to three cards from your deck, put them into the drop-zone and shuffle your deck. And if two or more cards with the Hollow ability were put into the drop-zone by this effect, choose a normal card with "Ghostie" in it's card name from your drop-zone and call it to (RC) in the same column as this unit.

Granblue's R keyword stride from G-BT06, this is the card Granblue needed to be consistent, and oh boy is it amazing!

On-stride add any three cards to your re-useable toolbox for free is ludicrously powerful, and gives every Granblue deck a way to consistently get the necessary cards to set up.

On top of that, if you need to call a rearguard behind the vanguard, you have the option to do that without needing any set up.

Verdict: Amazing.



Wednesday, 24 February 2016

Fighter's Collection 2016 part 1: A card that is clearly not generic.

With Fighter''s Collection 2016's poster art having being revealed about 3 weeks ago, I have been hyped about it to no end, and the Sub-Clan's that I think are going to get support. (It does look like the majority of the support will be generic, however.)

To drive the hype train ever further, today I'm going to talking theory going around that all the cards in FC2016 are generic, and the main piece of evidence I use to believe this not to be true.

So without further ado,

Towermaster2 presents:

Fighter's Collection 2016
 part 1: A card that is clearly not generic.

First example: Aqua Force's (Assumed) RRR Stride. 

This is a great card to start with, as it is incredibly likely (99.9% likely) to be a Blue Storm stride, which kind of puts a massive hole in the theory that all the strides in FC2016 are generic.

 "But it might be a Marine General of Heavenly Silk!" You might say. Here's why that isn't the case:


The other generic Aquaroid strides are the first pieces of evidence. All Marine Generals of Heavenly Silk thus far have all wielded swords, whilst the new stride clearly wields a gun.

"That's semantics! Just because all the other generic Aquaroid strides have swords doesn't mean this one isn't generic!" Very true, but there are other factors to this card that tell us that this card is not generic.

So let's focus on the weapon itself a bit more, or more specifically, the colour scheme: Green and Black. There are a few cards that have weapons with this colour scheme, which are:


Here are all the examples I can think of, and note that every single one is a member of the Blue Storm Sub-Clan. There may be a few more but I can't think of anymore.

However, two other cards with black weapons even combined with my last point is nowhere near strong enough of a trend to rule out the possibility of the card being generic.

So, do I have any strong evidence using only the revealed card's art and trends of Blue Storm to prove that this card has an element specific to the Blue Storm Sub-Clan?

In fact, I do. All Blue Storm Cards with four exceptions (All forms of Maelstroms bar Maelstrom Reverse and Sebastian) has one distinctive element to them: A Green, Teal or Turquoise Hexagon. In other words, out of the 42 Blue Storm cards currently in print, 38 of them have this insignia.



I have chosen these 4 examples as they clearly show this hexagon I'm talking about and they are all from different sets, I've put a ring around the hexagon to make it even more visible.

So, does this new card have this hexagon shape on the cards clothing?



Yes it does! In the same place as Gregorios (The left shoulder) no less!

So that concludes part 1 of this series. In part 2 I'll be talking about an art that has got many, many people speculating about exactly what it is!

Sunday, 21 February 2016

The Vanguard of your destruction! An analysis of Deletors post-G Comic 1


This is a follow up to my last analysis on Deletors, so if you haven't seen that, read it here.



"We are your salvation through destruction."

Deletors are a very interesting sub-clan. Not because they are particularly amazing, but that they always seem to just miss the mark of being amazing.

Close but no cigar, as the saying goes.

Before I start on talking about the cards themselves, let's first talk about Vanish Delete. It's the most pointless keyword in Vanguard's existence. It does absolutely nothing for the deck, we gain no advantage because of it other then a single card that I'll be getting to. That and often, you don't bind cards from your opponent's drop-zone simply because they have nothing to bind. Other times, you don't bind because it's quite frankly pointless. You'll never get off Delete-End, so why bother?

I'll only be talking about cards from Vanguard and Deletor in this analysis.

Alright then, let's get started.

Original Deletor, Egorg

(Stride)

(Act) (VC) (1/Turn(GB2) :[(CB)1 & Choose a rearguard with "Deletor" in it's card name, and retire it.]: Delete all your opponent;s vanguards, choose one of your opponent's rearguards in the back row, lock it and your opponent chooses a card from his or her drop-zone, and binds it face down. Then, if the amount of cards in your opponent's damage zone is four or more, and the amount of face down cards in your opponent's bind-zone is thirteen or more, you win the game.

Let's start of this discussion with the best card in the set for Deletors, hands down. Egorg is nothing short of amazing. The amount of work he puts in is just insane. It's a real shame we don't have a first stride we can delete because the tempo we lose by not deleting for a single turn is immense. It's pretty much a guaranteed loss. But if Deletors ever get a first turn delete stride, the true power of Egorg shall rear it's head.

My only problem with the card is the win con... It's near impossible if you don't specialise in it. Thirteen cards bound doesn't sound like much, but it's a lot considering we are completely reliant on the opponent's behaviour, and often our bind skills whiff. 4 Damage is quite easy to push your opponent to using Deletors though.


Docking Deletor, Greion

(Act) (VC) :[(CB)2 - Cards with "Deletor" in it's card name & choose one of your rearguards with "Deletor" in it's card name, and retire it.]: Delete all your opponent's vanguards, Your opponent chooses a card from his or her drop-zone, and binds themface down.

(Auto) When this unit is placed on (VC), your opponent chooses two cards from his or her drop-zone, and binds them face down.

Deletor's new grade 3 boss, and to be honest it's one of the cards Deletor's needed. A fairly costed card (considering it can be activated as soon as you ride to grade 3) that can do some significant damage, and doesn't care what the opponent is doing.

It's a shame that Deletors that can compliment him other then Greidholl are very expensive cost wise. . I wouldn't mind too much, but the only way we can stride then delete is using Keios, who is pretty damn expensive, and his discard has crippled me several times. I pray for a Grei-stride for Fighter's Collection 2016. Please Bushiroad!



Mixed Deletor, Keios.

(Auto) :[(CB)2-Cards with "Deletor" in it's card name, and choose two cards in your hand, and discard them.]; When this unit is placed on (VC), you may pay the cost. If you do, Delete all your opponent's vanguards, choose two of your opponent's rearguards, and lock them.

(Auto) (VC) ]: When this unit attacks a vanguard, this unit gets (power) +2000 until end of turn.

This card is the best backup for Greion right now, even though I hate him... so much. Why couldn't it be a retire and a discard? His locks can come in handy if your opponent has fielded, but it relis on your opponent calling cards before riding. 

That discard 2 is ridiculous. Losing 2 cards from hand in a deck that struggles to generate advantage (to the point that draw triggers are necessary.) is just silly, even if we get 2 locks in return.

We run him because we have to. Nothing else to say really.



Hailing Deletor, Alba

(Auto) When this unit is placed on (RC), if your opponent's vanguard is deleted, search your deck for up to one card named "Hailing Deletor, Elro", call it to (RC), and shuffle your deck. If you called a card, your opponent calls the top card of his or her deck to (RC).

(Auto) (RC)- In the right column]: When this unit attack, if you have a card named "Hailing Deletor, Elro" in your left column, this unit gets (power) +3000 until end of that battle.

Hailing Deletor, Elro.

(Auto) (RC) When your opponent's unit is called to (RC) by an effect from a card, (CC)1, your opponent chooses a card from his or her drop-zone, and binds it face down.

(Auto) (RC)- In the left Column]: When this unit attacks, if you have a card named "Hailing Deletor, Alba" in your left column, this unit gets (Power) +3000 until end of that battle.

I cannot talk about one of these cards without talking about the other. After all, they are designed to work together.

Alba becomes a 11k attacker when Elro is in the left column, and on call, if the opponent's vanguard is deleted it searches the deck for Elro, and forces the opponent to call the top card of their deck...

This skill essentially makes it so your opponent plusses instead of you losing advantage. This can be bad, especially if the opponent is using a deck with a lot of on call or call from deck skills. On the flip side, you opponent can call a trigger.

I don't think that's what holds these cards back, however. What holds these cards back is the fact that they require the other card on the field to hit an 11k base vanguard without a booster.

If that skill was something like "(Auto) (RC) ]: When this unit attacks, if your opponent's vanguard is deleted, this unit gets (Power) +3000 until end of turn." I'd imagine that these cards would be pretty decent, but the fact that they need the other card to even function really holds them back.

Swift Deletor, Geali.

(Auto) :[Choose one of your rearguards with "Deletor" in it's card name, and retire it.]: When this unit is placed on (VC) or (RC), if you have a vanguard with "Deletor" in it's card name, you may pay the cost. If you do, choose one of your opponent's front row rearguards, retire it, your opponent chooses a card from his or her drop-zone, and binds it face down, and until end of turn this unit gets (Power) +2000.

This card is terrible, there is very little more to say, except the fact that this card does nothing for the deck bar Vanish Delete a single card, which we've already established is near pointless.

Just don't ever play this card... please.







Clipping Deletor, Evo.


(Auto) :[(Cb)2}: When this unit is placed on (RC), if your opponent has a deleted vanguard, you may pay the cost. If you do, search your deck for up to one card with "Deletor" in it's card name not named "Clipping Deletor, Evo", call it to (RC), and shuffle your deck.

A card that gives you a searchable plus in Deletors, Am I dreaming? Oh. It costs two counterblasts. Nevermind then.

If this card was CB1, It would be amazing. It could search any Deletor, so I'd search Alba, and plus 2 for absolutely nothing. Except giving 1 random quality card's worth of advantage your opponent.

Then again, Maybe that's why this card is CB2. It really shouldn't cost that, especially since it requires you to have Deleted the opponent's vanguard, but with Alba and Elro existing, it makes some sense.


Ill-Fate Deletor, Drown

(Auto) (RC) :[Put this unit into your soul & choose a card from your hand, and discard it.]: At the end of the battle that this unit boosted (Boost) a vanguard with "Deletor" in it's card name, you may pay the cost. If you do, draw two cards and your opponent chooses a card from his or her drop-zone, and binds it face down.

Undoubtedly Deletor's best grade 1, Drown gives the deck much needed searching power, and it's available from turn one.

Little to say. It's clear why this card is so good.









Ferment Deletor, Gaen

(Auto) (RC) (SB1) When your opponent's vanguard is deleted, if you have a vanguard with "Grei" in it's card name, you may pay the cost. If you do, your opponent chooses a card from his or her drop-zone, binds it face down and until end of turn, this unit gets (Power) +3000

An interesting "replacement" for Gatario. I have to admit I completely forgot this card existed for a while. This card is definitely good for aggression, as it easily creates magic columns, both in the front row and the back row.

It's a pretty decent card, but because of how much Deletors lose advantage, I think Aieda is a better grade 1 as of right now.







Sprout Deletor, Luchi

(Auto)]: Forerunner

(Auto)]: When this unit is put into the drop zone as the cost for the ability of your vanguard with "Deletor" in it's card name, choose up to one of your opponent's rearguards in the back row, lock it and your opponent chooses a card from his or her drop-zone, and binds it face down.

The new starter has a lot of competition in Igor, a card that countercharges, filters and fills up the soul.

Is this card the new starter in Deletor? Not really, but that isn't to say that this starter is bad. It only works with the Grei deck, however.

It's lock can sometimes be really useful for disrupting your opponent, especially if they are playing a rearguard reliant deck, but otherwise Igor outperforms it, massively.

Biting Deletor, Geeva

(Auto) (RC) :[Put this unit on top of your deck]: At the end of the battle that this unit boosted, if your opponent has a deleted vanguard, you may pay the cost. If you do, shuffle your deck, (CC)1 & your opponent chooses a card in his or her drop-zone, and binds it face down.

Deletor's skill crit trigger. It doesn't take up any space in your main deck, but it can be an emergency source of countercharge as well as vanish delete if you really need to try and turbo Delete End. That is a desperate (and most likely futile) endeavourer, however.










Deck Profile.

Grade 0:

Starting Vanguard: Acquire Deletor, Igor

4 Biting Deletor, Geeva
2 Deletor Crits
6 Deletor Draws
4 Deletor Heals.

Grade 1:

4 Refusing Deletor, Evil
4 Ill-Fate Deletor, Drown
4 Destiny Dealer
3 Deriding Deletor, Aieda

Grade 2:

4 Juxtapose Deletor, Gaele
2 Bloating Deletor, Gio
4 Pursuing Deletor, Egotte

Grade 3:

4 Docking Deletor, Greion
4 Mixed Deletor, Keios

G-Zone

4 Original Deletor, Egorg
2 Nebula Dragon, Big Crunch Dragon
Genesis Dragon, Amnesty Messiah
1 Genesis Dragon, Judgement Messiah



Friday, 19 February 2016

Cards of the Week! 19th Edition!


New Card

Dark Dragon, Spectral Blaster "Diablo"

(ACT) (VC) :[(SB)1 & Choose a face down card in your G-Zone, and turn it face up & choose one of your rearguards, and retire it.]: Until end of turn, this unit gets "(Auto) (GB3) (VC) :[(CB)2 & Choose two of your rearguards, and retire them.]: At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, [Stand] this unit, and this unit gets drive check -2 until end of turn." And, if you have a heart with "Diablo" in it's card name, search your deck for up to one grade 1, call it to (RC) and shuffle your deck.

The RRR Shadow Paladin from GBT-06.  Another Diablo stride hits Shadows, because of course it does! This time it's the stride version of Spectral Duke, a Gold Paladin card.

The actual card in of itself? It's pretty good, to be honest. It's generic, so it can be used in any Shadow deck, but it works best with either Diablo heart, turning a -1 into a wash. With the other restanding vanguards of Girs Crisis, this card has an advantage engine that comes along with it. Some examples are the Black Chain grade 2 and grade 1, David and Charon, which can easily turn a wash into many plusses. Especially when combined with Vortimer

Verdict: A very solid G-unit.



Old Card

Blaster Dark "Diablo"

(Cont) (VC) (GB2)]: When you are paying the cost for (Stride), if a G-unit you (Stride) has "Blaster" in it's card name, the cards in your hand get grade +3.

(Auto) (VC) When you G-unit named "Dark Dragon, Phantom Blaster "Diablo" (Stride), choose one of your opponent's rearguards, and retire it.

The original "Diablo" clone. Many other cards have followed, but does this card still hold up? Not too well, though it has a few niche uses.

It's GB2 is pretty decent, pretty much guaranteeing that you can stride with any card in hand, but it requires that you have strode at least twice, which would be a problem if Shadow Paladins didn't have 3 different G-units that could flip on the first stride.

It's specific on-stride skill is pretty mediocre, sure it's free, but it only removes a single card from the opponent's field. It's rarely useful, even with PB"D", but very rarely it can instantly win games.

Verdict: It's pretty mediocre, overall.

Friday, 12 February 2016

Cards of the week! 18th edition!

I skipped the week before simply because nothing of interest was revealed, and last week XCOM 2 was released so I've been playing the hell out of that and so I haven't really had time to write a post.  Sorry about the delay :/

Cards of the week, 18th edition.

New card:

Mist Phantasm Pirate King, Nightrose

(Stride)

(Auto) (VC) (GB2) :[(CB)2 and choose a face down card named "Mist Phantasm Pirate King, Nightrose" in your G-Zone and turn it face up.]: When this unit attacks a vanguard, you may pay the cost. If you do, choose up to two cards in your dropzone, and call them to separate (RC) in the front and back row.

Granblue's RRR from the next booster set. It's overcosted, especially considering how much Granblue counterblasts. The cost is somewhat mitigated by Grenache, however.

This card has viable call targets such as Sea Strolling Banshee, Skeleton Cannoneer and Columbard, which perform roles from control to advantage to aggressive play.

I also believe that Nightrose will get a Heart Thump clone in GBT-06, which would really help improve this card.

The potential of this card is not only restricted to a pure Nightrose deck, however. It has a lot of potential in Seven Seas, mainly by comboing with the Nightmist.breakride.

Verdict: Decent. A bit cheaper or a bit more powerful would have been nice though.

Talking about Seven Seas...

Old card

Loved by the Seven Seas, Nightmist.

(ACT) (VC) :[(CB)1]: If you have a heart with "Seven Seas" in it's card name, choose up to two cards in your drop zone, call them to separate (RC), and at the end of your turn, retire the rearguards called with this effect.

Granblue has finally gotten a subclan... Three eras after almost everyone else. Luckily for them, being late is Granblue's thing, so I don't think they'll mind.

Oh, the stride? It's essentially Lord Nightmist in stride form. It's pretty good, Works extremely well with Granblue's generic support as well as the subclan's new cards, Plegeton, Nightcrow and Slash Shade.

Verdict: Good.





Sunday, 24 January 2016

Card's of the week! 16th & 17th Editions


New Card #1:
Rikudo Stealth Rogue, Atagolord.

Dishonourable? Honour is but a path to an
 early demise!
(Stride)


(Auto) (VC) (GB2) [:(CB1) & Choose a face down card named "Rikudo Stealth Rogue, Atagolord" from your G-Zone, and turn it face up]: When this unit attack's a vanguard, you may pay the cost. If you do, your opponent chooses a card from his or her hand, and binds it face up. Then if the amount of cards in your opponent's hand is three or less, this unit gets (critical) +1 until end of turn. The cards bound with this effect return to the opponent's hand at the end of the turn.

Nubatama's G-Persona from The RECKLESS RAMPAGE, This card's skill appears to be weak... But like a true ninja, this is deliberate deception.

This card is actually pretty powerful, and I'll tell you why.

Atagolord requires the opponent to have four or less cards in hand when he attacks to get his critical skill.

So, how hard is it to get your opponent to 4 cards in hand by the time Atagolord attacks? First lets start of by assuming a very likely scenario: Atagolord has strode over Shiranui. Assuming you can use both skills, that increases the maximum hand size to five cards. Next, let's assume that we're break-riding over Kujikiricongo, then striding into Atagolord. That further increases the maximum hand size to six. Lastly, let's assume thatyou break-ride Shiranui over Kujikiricongo, then stride into Atagolord, and are able to use both skills, that increases even futher to seven cards.

Note that none of these examples require any rearguards to work.

Admittedly, the latter situation is not the consistent combo in the world, so we can assume that seven cards is the upper limits of Atagolord's viability, as it is very hard to get higher then this number consistently.

This is around the size of the average hand at this stage in the game.

Any higher then this and Tsukumorikan becomes more viable.

So what does this prove? It proves that Atagolord is the main finisher for Nubatama, that Atagolord is relatively consistent and that it's "heavy condition" is not really a heavy condition at all.

Verdict: Very Powerful. Do not underestimate this card.

Old card #1

World's worst care bear.
Stealth Beast, Tamahagane.

(Auto) ]: When this unit is placed on (VC) or (RC), Choose up to one of your opponent's rearguards, and your opponent binds that card face up and at the end of that turn, your opponent puts the card bound by this effect into his or her hand.

Tamahagane is an card that was once useful mainly for binding rearguard during the early and mid game so that Kuroko can snipe, he is now a all-round useful card, mainly thanks to Nubatama's new keyword, afterimage.

This card now has one or two uses, depending on whether you run Kuroko or Kamojiqusha as your starter. It can either be used to snipe rearguards early game using Kuroko, or it can be used to activate afterimage. Both of these are viable and reasonable ways of using this effect in my opinion.

In the late game, Tamahagane is a great backup bind in case you are in a situation where you simply cannot bind, or you need to bind a new card, but otherwise he can be a bit of a deadweight.

Nonetheless, he is a vital card to Nubatama's strategy, no matter what style you play.

Verdict: Pretty good.


New card #2:

Devildam Chemist

It was me, Dio!
(Auto) (RC) :[(SB)1]: When this unit attacks a vanguard, you may pay the cost. If you do, increase this units (power) by this unit's current (power) until the end of the battle. At the end of that battle, put this unit to the bottom of your deck.

Highspeed, Brakki is a card that has always been a staple of Spike Brothers since it's inception.

This card is an interesting version of that card. Whilst it's base power is abysmal, it increases it's power by whatever power it was when it attacked. That includes triggers, effects and boosted power.

This allows it's power to increase exponentially with it's skill. For example, say you broke-rode Bloody Ogle over Bad End Dragger, and then Legioned. When this unit attacked, if you used it's skill, it would actually attack for 42k unboosted, and 56k if boosted by a 7K,

These are some really scary numbers, especially for a deck that can call out the same card several times a turn. 

It's just a card that you'll never want to ride. Ever.

Verdict: I really don't want to be on the receiving end of this...



Old card #2:

Great Villain, Dirty Picaro.

About as dirty as most pro Football
(Soccer if you're American) players.
(Stride)

(Auto) (VC) (GB3) :[(CB)1 & choose a face down card in your G-Zone, and turn it face up and choose a card from your hand, and put it into your soul]: When this unit attacks a vanguard, you may pay the cost. If you do, search your deck for up to one card from your deck for every face up card in your G-Zone. Call the cards that were searched to separate open (RC), and shuffle your deck.

Spike Brother's G-Rare from the RECKLESS RAMPAGE, Dirty Picaro is pretty much Dudley Emperor retrained as a G-Unit.

Spikes are known for their heavy consumption of resources, mainly counterblasts and rearguards. A card that can quickly trade one of them for others is pretty good, especially since you are not restricted in what you search.

Spikes have plenty of good targets to call. Axe Diver and Misery are some of the new ones, with Devildam, Reckless and Mason being some other useful cards.

It's GB3 condition might seem harsh at first, but Miracle Ace and Dudley Geronimo can both persona on the first turn, allowing you to use Picaro from the second stride onwards.

Verdict: Very useful. Gives the clan a quick way to replenish resources.