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Sunday, February 24, 2013

EB06: Dazzling Diva *UPDATE*

PRISM-P Love Idol

Auto [V] Limit Break 4 (This ability is active if you have four or more damage): When this unit attacks a vanguard, choose up to three cards with "PRISM" in their card names from your hand, you may call them onto separate open rear-guard circles, if you called three cards, this unit gets power +10000/critical +1 until end of the battle.

Activate [V]: [Counter Blast (1) - Cards with "PRISM" in their card names] Choose one of your rear-guards with "PRISM" in it's card name, and return it to your hand.

Continuous [V/R]: Lord (If you have a unit that does not belong to the same clan as this unit, this unit cannot attack.

PRISM-I Veil

Auto [V] Limit Break 4 (This ability is active if you have four or more damage): When a <Bermuda > rides on this unit, draw a card, choose up to two of your <Bermuda > rear-guards, return them to your hand, and choose up to one of your vanguards, it gets power +10000 until end of the turn.

Continuous [V]: During your turn, if you have four or more <Bermuda > rear-guards, this unit gets power +2000.

Continuous [V/R]: Lord (If you have a unit that does not belong to the same clan as this unit, this unit cannot attack.

Eternal Idol, Pacifica

Auto [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (3)] When this unit attacks a vanguard, you may pay the cost. If you do, choose up to two of your <Bermuda > rear-guards, return them to your hand, choose up to one <Bermuda > from your deck, and call it to a rear-guard circle, and shuffle your deck.

Continuous [V]: If you have a card named "Top Idol, Pacifica" in your soul, this unit gets power +2000.

Continuous [V/R]: Lord (If you have a unit that does not belong to the same clan as this unit, this unit cannot attack.

PRISM-R Etoile

Auto [V/R] When this unit is boosted by a <Bermuda >, this unit gets power +2000 until end of the battle.







PRISM-S Liguria









PRISM-R Lumiere

Auto [R]: When this unit attacks, if you have a vanguard with "PRISM" in it's card name, this unit gets power +3000 until end of the battle.





PRISM-S Scotia

Auto [V/R]: [Counter Blast (1) - Bermuda ] When this unit attacks, if you have a <Bermuda > vanguard, you may pay the cost. If you do, this unit gets power +4000 until end of the battle.

PRISM-P Celt

Auto: [Soul Blast (1)] When this unit is returned from a rear-guard circle to your hand, you may pay the cost. If you do, choose one of your <Bermuda >, that unit gets power +4000 until end of the turn.





PRISM-P Layte


Auto [R]: [Soul Blast (1)] When this unit boosts a unit named "PRISM-P Love Idol", you may pay the cost. If you do, the boosted unit gets power +5000 until end of the battle.




PRISM-R Mercure

Auto [R]: When this unit attacks, if you have a vanguard with "PRISM" in it's card name, this unit gets power +3000 until end of the battle.

PRISM-S Coro

Auto: Pioneer (When another unit from the same clan rides this unit, you may call this unit to a rear-guard circle)

Auto [R] When your <Bermuda > is returned to your hand, you may return this unit to your hand.



Costume Transforming, Alec

Auto: Pioneer (When another unit from the same clan rides this unit, you may call this unit to a rear-guard circle)

Auto [R]: [Put this unit into soul] During the battle when this unit boosts a <Bermuda > with Limit Break 4, if the attack hits a vanguard, you may pay the cost. If you do, draw a card.

Thursday, February 21, 2013

Set 10 And Set 5 Impact On Gameplay

Hello everyone, welcome to another of my blog post! Today I wish to write about how set 10 and set 5 changed the gameplay for Cardfight!! Vanguard. These sets contained many powerful units, especially the Break Rides and Cross-Rides. Each time, when powerful units are introduced, gameplay will change according to the current decks.

I will start off from set 10. Set 10 is the beginning set for Break Ride. So far, these units have very powerful abilities that suit their clan and moves the game into a faster pace. Many people say that this set is a power creep, I would be lying to say that this is not true. However, I believe that most of the clans can still play well even without Break Rides, or even limit break.

Break Rides moved the game to defending earlier. This would mean more planning and decisions to make with the cards you get from the draws. Rushing earlier is also more dominant for the set as you want the opponent to have more damage for a better finishing rush and also force them to use up their hand early in the game. This play style became beneficial to non-Limit Break units, this is because they can use their abilities without the damage and gain advantage earlier during the game. This is especially true for cards like Amon, Stern Blaukruger and Giraffa, Dimension Police's Laurel is also a unit which will work well.

Next we have set 5 for the English part of the game. The two main cards for this set would be The End and Majesty. When this set came out in the Japanese version, it caused a huge change and was a big power creep. Due to the defensive value of a 13k vanguard, a lot of clans without consistent field building and caused a lot of people to disagree with the mechanic. However, as time passed, clans got more support and are now more prone to playing against these units. Many of the units are introduced in the English game earlier as the sets released are not in the same order as the Japanese games. This caused the X-rides to have less of an impact to the English game. Nonetheless, the The End and Majesty are still very powerful units and would still make a big impact on the game.

Due to the introduction of these powerful units, people would need to start on making 18k columns and also changing up their strategy to playing smartly. This involves deciding on letting which units to hit so to not lose out on advantage. Waiting to build better field is also important so that you have an ideal field to play against the X-rides. Taking out rear-guards which can hit 20+k is also important so you don't have to waste too many shields on the rears, it also decreases their defenses. Stands could also turn the tables as they lets you attack more and forces your opponent to use more shields.

All in all, the impact these two sets brought to the game is pretty big. For a game that is still new and evolving, the release of more powerful cards are unavoidable. These units might be powerful but not unbeatable. Also, from what can be seen, Bushiroad is still releasing support cards for old card pools so that builds for older cards can still compete against the new cards.

----------------
CoCo 4 Lyf
Peace Out

Thursday, February 14, 2013

Overall Opinion On Set 10!

Hello everyone, I wish everyone a Happy Valentines Day! With set 10 just around the corner and, I believe all the cards revealed, I am writing this post to state my opinion on the set.

This set is an amazing set! This set has Royal Paladins after a long while not getting cards from sets, Spike Brothers getting amazing cards and also the beginning of a new clan, Genesis!

Let's start small, the Nova Grapplers! The two main focus for this clan in this set would be Ethics Buster and Riot Horn. Ehtics Buster is the Break Ride for the clan with the ability that allows you to stand your whole front row. This ability is amazing with lots of many other cards in the clan, especially Stern Blaukruger. Riot Horn is also a great addition to the clan as it stands when a Beast Deity on the same column stands. This works great with stand builds and ability that stands your cards which are present in most builds except Raizers.

Next we have the Spike Brothers! The main focus for this set would be the Bad End, Thermidor and Marilyn reprint! Bad End is an amazing card that gives Spike Brothers a huge boost in power! Bad End is also only a RR so he won't be too expensive. Thermidor gives the boosted unit extra power and returns it to the deck which is extremely helpful when you need the extra empty space! Spike Brothers is also getting a reprint for their perfect guard, Marilyn with a new beautiful alternate art! It's just too bad that they did not get a new set of triggers which would have really helped increase the trigger options.

Now to the clans which got more cards. First up is Genesis! Genesis is a new clan used my Misaki in the anime for the new season! The clan focuses on getting soul during the early game and using them later on the game for powerful abilities! Himiko and Artemis abilities are draw power but Iwanagahime is telling us that they are more than just that. I am really interested to see what abilities Bushiroad will give them in the next set!

After that, we have Royal Paladins with the focus being Jewel Knights! Ashley is their Break Ride which provides critical pressure and works great with a lot of Royal Paladin cards, especially Soul Saver Dragon. Salome is the main card for the archetype and with a decent amount of Jewel Knights in the deck, Salome is able to easily fill up your field with the desired units. Salome also has an amazing Limit Break that gives her +2k power and extra critical when you have the correct field. Royals also gets Flash Jewel Knight, Iseult which is a new perfect guard for the clan. I am looking forward to seeing more Jewel Knights in future sets!

The next paladin clan, Gold Paladins also got cards to further improve on Liberators in their trial deck! Although, most of their important cards are in the trial deck and so the cards in the set was not too interesting, most of them are copies of other Gold Paladins with Liberator names. They got a key grade 3, Alfred which has great consistency in getting a field of liberators for his Limit Break! Golds also got a Liberator Mark perfect guard.

Last but not least, Narukami! Narukami's Eradicators are actually pretty interesting compared to Liberators. They are not too much copies of their previous units which gave them more personality. They got two main vanguards in this set, Gauntlet Buster and Descendant. In my opinion, both are just as strong as the other. Both of them has the ability to gain extra criticals and goes very well with the Break Ride in the trial deck. Narukami also got a new perfect guard for Eradicators.

Other than clan focuses, there are also some pretty interesting copies of cards. The set has copies of Vasuki, which gains 10k on a rear-guard when you ride a grade 3. Dignified Gold Dragon copies for clans are also in the set. These cards are better than the usual 12k attackers because they have the Limit Break ability that allows them to gain 5k power on the vanguard circle. Other than that, there are a few new copies of cards that with Limit Break requirements, like Clowdine and Rushgal. Rushgal copies are pretty good for non-counterblast decks and makes for a good 9k booster. The most interesting copy of the set would be Pringal copies, which provides some draw power.

This set really is amazing for the clans in it. The support are great and even the copies are pretty decent. I hope we will be able to see something similar for the upcoming EB6 and set 11.

 ----------------
CoCo 4 Lyf
Peace Out

Sunday, February 10, 2013

Jewel Knights and Royal Paladins From Set 10 Review!

Hello everyone! It's been a while since I wrote a review post and this time it's about the new Royal Paladins!

As most of you should know, Royal Paladins will be getting a new deck build, the Jewel Knights! In my opinion, these cards are amazing and their play style suits the clan very well. I was very happy to see these cards because Blaster Blade Spirit was more of a Gold Paladin card than Royal.

The two main cards of the Jewel Knights are Salome and Ashlei. These two cards have abilities that increases your vanguard's critical which is one of the mechanic I like from Royal Paladin. Aside from that, Salome can easily refill your field with any Jewel Knight from your deck. If you want Salome to hit 21k, you can use Akane to bring out Toypugal or Rushgal to boost Salome.

Ashlei's ability is also great, using her with Soul Saver would provide you a powerful field and a vanguard with the extra critical. It is also possible to make a very powerful vanguard by riding Gancelot and using Gancelot's counterblast. Another focus for the Jewel Knights is the new starter, Tiffany. Tiffany is a good unit in a Jewel Knight deck for the late game push.

Two more cards that interests me is Pringal and Goruneman. Pringal is an amazing card especially for Ashlei. Pringal allows you to draw a card when he boosts a card with limit break 4 and the attack hits the vanguard. The ability is great for more defense and field building. Goruneman is also an interesting unit that every clan will be getting a copy of. Comparing Goruneman with Palamedes, Goruneman is more for the big late game power. This works very well with Pendragon, Ashlei and Soul Saver. Palamedes on the other hand, provides a consistent power column. Other than that, Palamedes also works on the vanguard circle.

There are still more unrevaled cards for Royal Paladins, mostly commons. For now, the revealed cards looks amazing and I really like them, especially with the new perfect guard.

Edit: Looks like the other cards were just triggers for Jewel Knights.

 ----------------
CoCo 4 Lyf
Peace Out

Saturday, February 9, 2013

Cardfight!! Vanguard Manga Chapter 9 Translated!

I only managed to get one chapter done. Will try to get the next chapter up next Friday. Yes, I am trying to keep the uploads on Fridays.

This chapter is interesting because we get to see Miwa play in the manga :D

Download link: http://www.mediafire.com/?a1ab21qlgviuj78

Edit: Forgot to add this when I posted. Thank you Kamui Katsuragi from Tumblr for providing the raw! ^^b

BT10: Triumphant Return of the King of Knights *Updates*

Battle Priestess, Kukurihime

Activate [R]: [Put this unit into soul] Choose up to one of your <Genesis>, it gets power +3000 until end of the turn.







Prophecy Queen, Himiko

Auto Limit Break 4 (This ability is active if you have 4 or more damage): When another <Genesis> rides this unit, choose up to two of your <Genesis> rear-guards, they get power +5000, choose one of your vanguard, until end of the turn, it gets power +10000 and "Auto [V]: [Soul Blast (3)] When this unit attacks a vanguard, you may pay the cost. If you do, draw a card."

Auto [V]: When this unit attacks a vanguard, soul charge (1), this unit gets power +1000 until end of the turn.

Continuous [V/R]: Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Gold Paladin

Round Table Liberator, Alfred

Continuous [V] Limit Break 4 (This ability is active if you have 4 or more damage): During your turn, for each of your rear-guards with "Liberator" in their card names, this unit gets power +2000.

Activate [V] [Counter Blast (2) - Cards with "Liberator" in their card names] Look at the card on top card of your deck, choose up to one <Gold Paladin> from among them, call it to an open rear-guard circle, and put the remaining cards to the bottom of your deck.

Continuous [V/R]: Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Moongal

Auto [R]: When you place a Grade 3 <Gold Paladin> on the vanguard circle, this unit gets power +10000 until end of turn.






Side Flute Liberator, Exerado

Auto [V/R]: [Counter Blast(1) - Cards with "Liberator" in their card names] When this unit's attack hits a vanguard, if you have a <Gold Paladin&gt; vanguard, you may pay the cost. If you do, look at the card on top of your deck, search for up to one <Gold Paladin&gt;, call it to an open rear-guard circle, and put the remaining cards at the bottom of your deck.



Knight of Far Bow, Sapphire

Auto: When this unit is placed on a rear-guard circle from the deck, if you have a <Gold Paladin> vanguard, choose up to one card on your damage zone, turn it face up, and soul charge(1).






Knight of Break Fist, Segfriedes

Auto [V/R]: [Counter Blast(1) - Gold Paladin] When thus unit attacks, if you have a <Gold Paladin> vanguard, you may pay the cost. If you do, this unit gets power +4000 until end of the battle.

Guiding Falconry

Auto [R]: [Counter Blast(1)] When this unit boosts a unit with "Limit Break 4", you may pay the cost. If you do, the boosted unit gets power +3000.






Curve Blade Liberator, Yoseph

Auto: [Soul Blast(1)] When this unit is placed on a rear-guard circle from the deck, if you have a vanguard with "Liberator" in it's card name, you may pay the cost. If you do, draw a card.

Liberator, Flaremane Stallion

Auto [R]: [Soul Blast(1)] When this unit boosts a unit named "Round Table Liberator, Alfred", you may pay the cost. If you do, the boosted unit gets power +5000 until the end of the battle.





Halo Liberator, Mark

Continuous: Sentinel (You can only have up to 4 cards with "Sentinel" in a deck)

Auto: [Choose one <Gold Paladin&gt from your hand, and discard it] When this unit is placed on the guardian circle, you may pay the cost. If you do, choose one of your <Gold Paladin> that is being attacked, and that unit cannot be hit until end of that battle.

Wingal Liberator

Auto: Pioneer (When another unit from the same clan rides this unit, you may call this unit to a rear-guard circle)

Auto [R]: [Put this unit into your soul] During the battle when this unit boosts a vanguard with "Liberator" in it's card name, if the attack hits a vanguard, you may pay the cost. If you do, choose a card named "Blaster Blade Liberator" from your soul and call it to an open rear-guard circle.

Holy Squire, Eneed

Auto: Pioneer (When another unit from the same clan rides this unit, you may call this unit to a rear-guard circle)

Auto [R]: [Put this unit into your soul] During the battle when this unit boosts a <Gold Paladin> with "Limit Break 4", if the attack hits a vanguard, you may pay the cost. If you do, draw a card.

Hope Liberator, Epona (Critical)

Flogal Liberator (Stand)





Narukami

Eradicator, Dragonic Descendant

Auto [V] Limit Break 4 (This ability is active if you have 4 or more damage): [Counter Blast(1) & Choose three cards with "Eradicator" in their name from your hand, and discard it] During the battle when this unit attacks, and if that attack does not hit, you may pay the cost. If you do, stand this unit, until end of turn, this unit gets Critical +1 and this ability cannot be used again.

Activate [V]: [Counter Blast(2) - Cards with "Eradicator" in their name] Until end of turn, this unit gets power +5000.

Continuous [V/R]: Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Eradicator, Gauntlet Buster Dragon

Auto [V] Limit Break 4 (This ability is active if you have 4 or more damage): When your card's effect puts any opponent's rear-guards to their drop zone, until end of turn, this unit gets power +3000 and Critical +1.

Activate [V]: [Counter Blast(2) - Cards with "Eradicator" in their name] Your opponent chooses one of their rear-guards, and retire it.

Continuous [V/R]: Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Martial Arts General, Dime

Auto [V]: At the start of your main phase, Soul Charge(1), until end of turn, this unit gets power +2000.

Activate [V]: [Soul Blast(8) & Counter Blast(5)] For each of your <Narukami> rear-guards, choose one opponent's rear-guard, and retire them.



Demonic Dragon Berserker, Shandira

Auto [R]: When you place a grade 3 <Narukami> on the vanguard circle, this unit gets power +10000 until end of turn.






Supreme Army Eradicator, Zetan

Auto [V/R]: When this unit's attack hits a vanguard, and you have a vanguard with "Eradicator" in it's name, choose one card on your damage zone, turn it face up, and Soul Charge(1).





Demonic Dragon Mage, Majira

Auto: When you place this unit on a rear-guard circle, choose one of your <Narukami>, it gets power +2000 until end of the turn.

Blood Axe Dragoon

Auto [V/R]: [Counter Blast(1) - <Narukami>] When this unit attacks, if you have a <Narukami> vanguard, you may pay the cost. If you do, this unit gets power +4000.

Eradicator, Saucer Cannon Wyvern

Auto: [Counter Blast(1)] When this unit is placed on a vanguard or rear-guard circle, if you have a <Narukami&gt vanguard, you may pay the cost. If you do, choose one opponent rear-guard on the front row, retire it, and your opponent draws one card.




Twin Gun Eradicator, Hakushon

Auto [R]: When your card's effect puts any opponent's rear-guards to their drop zone, if you have a vanguard with "Eradicator" in it's card name, this unit gets power +3000 until end of the turn.

Sword Dance Eradicator, Hisen

Auto [R]: [Soul Blast(1)] When this unit boosts a unit named "Eradicator, Dragonic Descendant", you may pay the cost. If you do, the boosted unit gets power +5000 until end of battle.





Thunder Fist Eradicator, Doui

Auto [R]: [Soul Blast(1)] When this unit boosts a unit named "Eradicator, Gauntlet Buster Dragon", you may pay the cost. If you do, the boosted unit gets power +5000 until end of battle.

Deliver Flame Eradicator, Custoll

Auto: [Choose a card from your hand, and discard it] When this unit is placed on a rear-guard circle, and you have a <Narukami> vanguard, if your opponent has 2 or less rear-guards, you may pay the cost. If you do, draw a card.





Eradicator Wyvern Guard, Guld

Continuous: Sentinel (You can only have up to 4 cards with "Sentinel" in a deck)

Auto: [Choose one <Narukami&gt from your hand, and discard it] When this unit is placed on the guardian circle, you may pay the cost. If you do, choose one of your <Narukami> that is being attacked, and that unit cannot be hit until end of that battle.

Eradicator, Strike Dagger Dragon

Auto: Pioneer (When another unit with the same clan rides this unit, you may call this unit to a rear-guard circle)

Activate [R]: [Put this unit into soul & Choose a unit named "Sword Dance Eradicator, Hisen" from your rear-guard circles, and put it into soul] If you have a unit named "Supreme Army Eradicator, Zetan" on your vanguard circle, search your deck for a card named "Eradicator, Dragonic Descendant", ride it, and shuffle your deck.

Bend Down Dragon Eradictor, Rinchuu

Auto: Pioneer (When another unit with the same clan rides this unit, you may call this unit to a rear-guard circle)

Auto [R]: [Counter Blast(1) & Put this unit into your soul] During the battle when this unit boost a unit with "Eradicator" in their card name, if the attack hits a vanguard, you may pay the cost. If you do, choose one opponent's grade 1 or less rear-guard, and retire it.

Genesis

Battle Deity of Moonlit Night, Artemis

Auto [V] Limit Break 4 (This ability is active if you have 4 or more damage): [Soul Blast(3)] When this unit attacks a vanguard, you may pay the cost. If you do, draw two cards and choose a card from your hand, put it into your soul, and this unit gets power +5000 until end of the battle.

Continuous [V]: If you have a card named "Twilight Hunter, Artemis" in your soul, this unit gets power +1000.

Eternal Goddess, Iwanagahime

Activate [V] Limit Break 4 (This ability is active if you have 4 or more damage): [Soul Blast (6)] Retire all your opponent's rear-guard on the front row.

Activate [V]: [Soul Blast (3)] This unit gets power +5000 until end of the turn.

Continuous [V/R]: Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Witch of the Wolf, Safran


Auto [V] Limit Break 4 (This ability is active if you have 4 or more damage): When this unit attacks a vanguard, this unit gets power +5000 until end of the battle.

Auto [R]: When this unit attacks a vanguard, if you have a <Genesis> vanguard, this unit gets power +2000 until end of the battle.


Twigliht Hunter, Artemis

Continuous [V]: If a card named "Bow of Heaven and Earth, Artemis" in your soul, this unit gets power +1000.

Auto [V]: When this unit's attack hits a vanguard, soul charge(2), and if you have "Bow of Heaven and Earth, Artemis" in your soul, soul charge(2).



Witch of the Broom, Caravee

Auto [V/R]: [Counter Blast(2)] When this unit's attack hits, if you have a <Genesis> vanguard, you may pay the cost. If you do, draw a card.

Battle Priestess, Sahohime

Auto [V/R]: [Counter Blast(1)] When this unit's attack hits a vanguard, if you have a <Genesis> vanguard, you may pay the cost. If you do, soul charge(3).




Clever Jake

Auto [V/R]: [Counter Blast(1) - <Genesis>] When this unit attacks, if you have a <Genesis> vanguard, you may pay the cost. If you do, this unit gets power +4000.

Bow of Heaven and Earth, Artemis

Continuous [V]: If a card named "Star Shooting Bow, Artemis" in your soul, this unit gets power +1000.

Auto: When a grade 2 <Genesis> other than "Twilight Hunter, Artemis" rides this unit, if you have "Glittering Star, Artemis" in your soul, look at up to 7 cards from the top of your deck, search for up to one card named "Twilight Hunter, Artemis" from among them, ride it, and shuffle your deck.

Battle Priestess, Tatsutahime

Auto [V/R]: [Counter Blast(2)] During the battle when this unit boosts a <Genesis>, if the attack hits a vanguard, you may pay the cost. If you do, soul charge(3).






Goddess of Volunteering, Kushinada

Continuous: Sentinel (You can only have up to 4 cards with "Sentinel" in a deck)

Auto: [Choose one <Genesis&gt from your hand, and discard it] When this unit is placed on the guardian circle, you may pay the cost. If you do, choose one of your <Genesis> that is being attacked, and that unit cannot be hit until end of that battle.

Witch of the Cat, Kumin

Auto: When this unit is placed on a vanguard or rear-guard circle, if you have a <Genesis> vanguard, you may soul charge(1).

Star Shooting Bow, Artemis

Auto: When a unit named "Bow of Heaven and Earth, Artemis" rides this unit, look at up to 7 cards from the top of your deck, search for a "Twilight Hunter, Artemis" or "Battle Deity of Moonlit Night, Artemis" from among them, add it to your hand, and shuffle your deck.

Auto: When another<Genesis> other than "Bow of Heaven and Earth, Artemis" rides this unit, you may call this unit to a rear-guard circle.

Battle Priestess, Tamayorihime

Auto: Pioneer (When another unit from the same clan rides this unit, you may call this unit to a rear-guard circle)

Auto [R]: [Counter Blast(2)] During the battle when this unit boosts a <Genesis>, if the attack hits a vanguard, you may pay the cost. If you do, soul charge (3). 


Battle Priestess, Mihikarihime (8k Vanilla)

Battle Priestess, Izunahime (10k Vanilla)










Spike Brothers

Bad End Dragger

Auto Limit Break 4 (This ability is active if you have 4 or more damage): When another <Spike Brothers> rides this unit, choose one of your vanguard, until end of turn, it gets power +10000, and "Auto [V]: When your <Spike Brothers> rear-guard attacks, it gets power +10000 until end of battle, and at the end of the battle, place that unit at the bottom of your deck.".

Auto [V]: When this unit is boosted by a <Spike Brothers>, this unit gets power +2000 until end of battle.

Continuous [V/R]: Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Rabbit Haus

Auto [V] Limit Break 4 (This ability is active if you have 4 or more damage): When this unit attacks a vanguard, this unit gets power +5000 until end of the battle.

Auto [R]: When this unit attacks a vanguard, if you have a <Spike Brothers> vanguard, this unit gets power +2000 until end of the battle.

Greatful Catapult

Auto [V] Limit Break 4 (This ability is active if you have 4 or more damage): [Counter Blast(2) & Choose a card in your hand named "Greatful Catapult", and discard it] When this unit attacks a vanguard, you may pay the cost. If you do, choose up to two of your <Spike Brothers> from your deck, call them to open rear-guard circle, and shuffle your deck.

Continuous [V/R]: Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Dudley Mason

Auto [V/R]: [Counter Blast(1) & Choose a <Spike Brothers> from your hand, and put it into soul] When this unit's attack hits a vanguard, if you have a <Spike Brothers> vanguard, you may pay the cost. If you do, choose up to one <Spike Brothers> from your deck, call it to an open rear-guard circle, and shuffle your deck.



Dudley Phantom

Auto [R]: During the battle when this unit boosts a <Spike Brothers>, the boosted unit gets power +4000, and at the end of the battle, put this unit at the bottom of your deck.





Charging Bill Collector

Auto [V/R]: When this unit attacks, if you have a <Spike Brothers> vanguard or rear-guard with "Limit Break 4", this unit gets power +3000 until end of the battle.

Cheer Girl, Marilyn (Alt Art)

Continuous: Sentinel (You may only have up to four cards with "Sentinel" in a deck)

Auto: [Choose a <Spike Brothers> from your hand, and discard it] When this unit is placed on the guardian circle, you may pay the cost. If you do, choose one of your <Spike Brothers> that is being attacked, and that unit cannot be hit until end of that battle.



Royal Paladin

Leading Jewel Knight, Salome

Auto [V] Limit Break 4 (This ability is active if you have 4 or more damage): When this unit attacks, if you have four or more rear-guards with "Jewel Knight" in their card names, this unit gets power +2000 and critical +1 until end of the battle.

Activate [V]: [Counter Blast(2) - Cards with "Jewel Knight" in their card names] search your deck for up to one card with "Jewel Knight" in it's card name, call it to a rear-guard circle, and shuffle your deck.


Pure Heart Jewel Knight, Ashlei

Auto Limit Break 4 (This ability is active if you have 4 or more damage): When a <Royal Paladin> rides this unit, choose one of your vanguard, for that turn, it gets power +10000 and critical +1.

Auto [V]: When this unit attacks a vanguard, this unit gets power +3000 until end of the battle.

Continuous [V/R]: Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Dignified Silver Dragon

Auto [V] Limit Break 4 (This ability is active if you have 4 or more damage): When this unit attacks a vanguard, this unit gets power +5000 until end of the battle.

Auto [R]: When this unit attacks a vanguard, if you have a <Royal Paladin> vanguard, this unit gets power +2000 until end of the battle.


Knight of Explosive Hammer, Goruneman

Auto [R]: When you place a Grade 3 <Royal Paladin> on the vanguard circle, this unit gets power +10000 until end of turn.





Fellowship Jewel Knight, Tracey

Auto [R]: When this unit attacks, if you have three or more other rear-guards with "Jewel Knight" in their card names, this unit gets power +3000 until end of the battle.






Dogmatized Jewel Knight, Civil

Auto: [Counter Blast (2)]When this unit is placed on a vanguard or rear-guard circle, if you have a <Royal Paladin> vanguard, you may pay the cost. If you do, search your deck for up to one grade 1 or less with "Jewel Knight" in it's card name, call it to a rear-guard circle, and shuffle your deck.




Delicate Knigth, Clowdine

Auto [V/R]: When this unit attacks, if you have a vanguard or rear-guard with "Limit Break 4", this unit gets power +3000 until end of the battle.

Stinging Jewel Knight, Sherry

Auto [R]: When this unit attacks, if you have three or more other rear-guards with "Jewel Knight" in their card names, this unit gets power +3000 until end of the battle.




Jewel Knight, Prizme

Auto: [Choose one card from your hand, and discard it] When this unit is placed on a rear-guard circle, if you have 3 or more other rear-guards with "Jewel Knight" in their card names, you may pay the cost. If you do, draw a card.





Rushgal

Auto [R]: [Counter Blast(1)] When this unit boosts a <Royal Paladin> with "Limit Break 4", you may pay the cost. If you do, the boosted unit gets power +3000 until end of the battle.

Dreaming Jewel Knight, Tiffany

Auto: Pioneer (When another unit from the same clan rides this unit, you may call this unit to a rear-guard circle)

Activate [R]: [Put this unit into your soul] Choose up to two units with "Jewel Knight" in their card names, they get power +3000 until end of the turn.


Nova Grappler

Beast Deity, Ethics Buster

Auto Limit Break 4 (This ability is active if you have 4 or more damage): When another <Nova Grappler> rides this unit, choose one of your vanguard, until end of the turn, that unit gets power +10000 and "Auto [V]: When this unit attacks a vanguard, stand all your <Nova Grappler> in the front row."

Auto [V]: When this is boosted by a <Nova Grappler>, this unit gets power +2000 until end of the battle.

Continuous [V/R]: Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Armored Heavy Gunner

Auto [V] Limit Break 4 (This ability is active if you have 4 or more damage): Whent this unit attacks a vanguard, this unit gets power +5000 until end of the battle.

Auto [R]: When this unit attacks a vanguard, if you have a <Nova Grappler> vanguard, this unit gets power +2000 until end of the battle.



Beast Deity, Hatred Chaos

Auto [R]: When this unit attacks, if you have a vanguard with "Beast Deity" in it's card name, this unit gets power +3000 until end of the battle.





Beast Deity, Hell Arty Destroyer

Auto [V/R]: [Choose a card from your hand, and retire it] When this unit's attack hits a vanguard, if you have a vanguard with "Beast Deity" in it's card name, you may pay the cost. If you do, draw a card.

Beast Deity, Riot Horn

Auto: Pioneer (When another unit from the same clan rides this unit, you may call this unit to a rear-guard circle)

Auto [R]: When another rear-guard on the same column as this unit with "Beast Deity" in it's card name stands, stand this unit.