An update after a long while! I should start writing some actual blog posts too ;; Raw thanks to katsuragikamui from tumblr! Link: http:...
Someone asked me in YouTube for the decklist and so, here you guys have it. Grade 0 (17) Little Witch, Lulu (Starter) -1 Psychic Bird ...
Thursday, July 5, 2012
Card Review: White Hare in the Moon's Shadow, Pellinore
AUTO【V】Limit Break 4 (This ability is active when you have 4 or more damage): [Choose 2 of your 《Gold Paladin》 rear-guard, and put them at the bottom of your deck] When this unit attacks, you may pay the cost. If you do, choose up to 2 of your 《Gold Paladin》, they get Power +5000 until end of turn.
AUTO【V】: [Choose 1 《Gold Paladin》 from your hand, and discard it] When this unit is placed on a rear-guard circle from the deck, you may pay the cost. If you do, place this unit on your vanguard circle.
Pellinore is a very interesting card along with the other "rabbit" units for the Gold Paladins. The units for this group of cards seems to give Gold Paladins the ability to "stack" like Tsukuyomi but at a smaller scale. The main effects for the units is checking the top 3 cards of your deck and calling 1 of the cards to your field. This helps bring out Pellinore and may lead to an early grade 3 ride. This is especially helpful when you use Spring Breeze Messenger's ability when you have a grade 2, because when a unit is placed on the vanguard circle from another area, the vanguard stands even if the previous vanguard was in rest position. This makes it possible for another attack and twin drive!
Pellinore's Limit Break is also quite unique from what we saw from other Gold Paladin units. Most Gold Paladin grade 3 units are able to bring themselves up to a tremendous amount of power like Ezel, Garmore and Agravain but Pellinore's ability allows you to give the power to other units and also himself. The split in power can come in handy in various situation and is difficult to stop without a sufficient amount of guards.
A Pellinore deck would be focused on using cards which can call units from the deck which also helps in activating the "rabbit" units abilities. These leads to dealing early damage, making this deck a pretty aggressive deck. Being able to superior Ride can also increase the advantage you have over your opponent. Decks which needs time to build up or are low on defense would have quite the trouble dealing with a deck build around this guy.
Although there are good points on a Pellinore deck, there are also a few weaknesses. First of all is the lack of power for units. The units for this build have a pretty low base power. These units might have trouble going against 11k or more base power vanguards, getting 20k attacking units would be difficult too. However, this weakness can be easily covered by running a few higher power units and also efficiently using the Limit Break ability.
Another weakness is the costs for using the card's abilities. They come with a cost of mainly discarding your hand or removing units on the field. This can leave you defenseless and vulnerable to attacks with high power. This weakness is not as easy to overcome, you would need to manage your field and hand. I would recommend running some draw triggers which would give you some hand advantage.
Overall, I think Pellinore builds are fast attackers and builds end game pressure with the Limit Break. He will be a fun unit to use and adds more options for Gold Paladin users.