Hello everyone! A few days ago, some new cards are revealed in the latest Kero Kero magazine. All of the revealed cards are amazing in their own sense but Tachikaze interested me the most.
In this set, Tachikaze will be getting an archetype called Ancient Dragon. In my opinion, these new units of the archetype fixes a lot of the problems that the clan was facing. Tachikaze also got their Break Ride and also a new amazing card, Battle Rex.
First of all, I would like to write on the Ancient Dragons. The Ancient Dragons are really amazing in terms of power both in the rear-guard and vanguard. They have access to easy 12k beaters, they even got units which gains +5k when they attack which is amazing. This makes stand trigger very effective for the clan, depending on your build of course. Their overall value for power is on the higher side compared to a lot of the Tachikaze cards.
Ancient Dragons also have abilities to call units when certain units are retired. These units are Baby Rex and Iguano Corg. These abilities can be used during the battle phase to provide more attacks, which can be easily done with what the archetype has now. However, you have to watch out for your damage zone because these cards uses counter blast.
Ancient Dragons also brought critical to the Tachikaze clan. Their main vanguard, Tyrano Legend, and the Break Ride, Spino Driver, gives their vanguard more criticals when a cost is paid which is something which Tachikaze didn't have and in my opinion, lacking. This is a very good thing and gave people a new reason to play the clan. Their Break Ride really works wonder with the older cards and with Dark Rex, you can get to Break Ride during your battle phase and continue with a second attack.
Last of all, it's Battle Rex. This card is a monster which is very unpredictable. It has the ability to gain +10k just by drive checking a grade 3 at Limit Break. Although it doesn't really work with the Ancient Dragons, it is great with the Break Ride and the older cards. Even without Limit Break, he can easily hit 21k. Tachikaze, the only clan with recyclable critical trigger makes this card even more dangerous.
I'm really interested in making a Tachikaze deck after seeing these new cards. That will however have to depend on my budget after getting the Jewel Knights. Also something out of topic, I will be completing three decks next month and will be posting the deck lists as well as make a video on it!
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CoCo 4 Lyf
Peace Out
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Tuesday, March 26, 2013
Monday, March 18, 2013
Card Review: Imperial Daughter
Hello everyone, and welcome to another of my card review. With the Extra Booster 1: Comic Style Volume 1 for the English version just around the corner, I thought of writing a review for this very unique card.
In my opinion, Imperial Daughter is an amazing card. However, it has some flaws. There are many ways to play using this card and I will be writing them in this post.
One of the unique factor for Imperial Daughter is that she is an 11k unit, which is very rare for Oracle Think Tank. This means that she doesn't have to worry about 20k columns. She also hits hard as she has a constant +10k/Critical +1 when you have no rear-guards. This ability helps you deal a little more damage early of the game.
The weakness for this card is her restraint and her ability requires an empty field. With an empty field, you would not have as many attacks compared to your opponent. This would be bad because you are constantly hit with 3 to 4 attacks per turn and you need to guard each of them, this would become worse with the next upcoming Aqua Force. Her power is also a problem to face against Cross Rides as they would have the defensive advantage.
Imperial Daughter is a great unit which can fit into any build the of the Oracle Think Tanks. She is mostly used to deal early damage and after that swapped out for units that help gain hand advantage for a more defensive late game. Imperial Daughter can be used in a Tsukuyomi deck to fill the soul too, and even help put the key units into the soul. Imperial Daughter can also put LuLu back into the soul for a second use when riding any other grade 3. For the Japanese version, she can also work with Fromage for early damage and have an 11k vanguard until limit break.
There are 2 main builds for Imperial Daughter as the main vanguard. One of them is to use her with Spike Brother units, as they can return to the deck after attacking. This would allow you to have more number of attacks in exchange for your number of hand. Another would be to just have 4 Imperial Daughter in the deck. This deck is defensive as you do not have to spend your hand to call rear-guards. They rely on early rush and defensive cards like Miss Mist and Vanilla. Because of the critical on Imperial Daugter, more draw triggers are used to maintain hand advantage. Cocoa are also used to increase the chances for triggers. There's also the choice to play Euryale to bind opponent's hand. For the Japanese version, there is also the option to use Kaguya to gain power, which would help against cross rides.
Those are the basic strategies for Imperial Daughter that I found. In my opinion, she can be fit into any decks for the early critical. Howeve, for the current environment for the English version, she is not too suited to be played on her own. The best option would be to play her with CoCo for early damage and late game hand advantage.
----------------
CoCo 4 Lyf
Peace Out
In my opinion, Imperial Daughter is an amazing card. However, it has some flaws. There are many ways to play using this card and I will be writing them in this post.
One of the unique factor for Imperial Daughter is that she is an 11k unit, which is very rare for Oracle Think Tank. This means that she doesn't have to worry about 20k columns. She also hits hard as she has a constant +10k/Critical +1 when you have no rear-guards. This ability helps you deal a little more damage early of the game.
The weakness for this card is her restraint and her ability requires an empty field. With an empty field, you would not have as many attacks compared to your opponent. This would be bad because you are constantly hit with 3 to 4 attacks per turn and you need to guard each of them, this would become worse with the next upcoming Aqua Force. Her power is also a problem to face against Cross Rides as they would have the defensive advantage.
Imperial Daughter is a great unit which can fit into any build the of the Oracle Think Tanks. She is mostly used to deal early damage and after that swapped out for units that help gain hand advantage for a more defensive late game. Imperial Daughter can be used in a Tsukuyomi deck to fill the soul too, and even help put the key units into the soul. Imperial Daughter can also put LuLu back into the soul for a second use when riding any other grade 3. For the Japanese version, she can also work with Fromage for early damage and have an 11k vanguard until limit break.
There are 2 main builds for Imperial Daughter as the main vanguard. One of them is to use her with Spike Brother units, as they can return to the deck after attacking. This would allow you to have more number of attacks in exchange for your number of hand. Another would be to just have 4 Imperial Daughter in the deck. This deck is defensive as you do not have to spend your hand to call rear-guards. They rely on early rush and defensive cards like Miss Mist and Vanilla. Because of the critical on Imperial Daugter, more draw triggers are used to maintain hand advantage. Cocoa are also used to increase the chances for triggers. There's also the choice to play Euryale to bind opponent's hand. For the Japanese version, there is also the option to use Kaguya to gain power, which would help against cross rides.
Those are the basic strategies for Imperial Daughter that I found. In my opinion, she can be fit into any decks for the early critical. Howeve, for the current environment for the English version, she is not too suited to be played on her own. The best option would be to play her with CoCo for early damage and late game hand advantage.
----------------
CoCo 4 Lyf
Peace Out
Saturday, March 16, 2013
Cardfight Pack Vol. 9! *Update*
Goshawk Liberator, Cadeau
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 [V]: [Counter Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, look at the top card of your deck, search for up to one <Gold Paladin> from among them, call it to an open rear-guard circle, and put the rest at the bottom of your deck.
Dimensional Robo, Daibrave
Activate [Soul]: [Put this unit into your drop zone] Choose up to one of your <Dimension Police> vanguard, it gets "Auto [V]: [Counter Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, draw a card." until end of the turn.
Dragon Undead, Malefic Dragon
Auto [V]: When this unit attacks a vanguard, if he battling opponent's power is 12000 or more, this unit gets power +10000 until end of the battle.
Auto [R]: When this unit attacks a vanguard, if you have a <Granblue> vanguard, this unit gets power +2000 until end of the battle.
Machining Armor Beetle
Auto: [Choose another of your <Megacolony> rear-guards, and put it into your soul] When this unit is placed on a vanguard or rear-guard circle, if you have a <Megacolony> vanguard, you may pay the cost. If you do, choose one of your opponent's rear-guards, it cannot stand during your opponent's next stand phase.
Friday, March 15, 2013
Update On Booster Draft Rules!
Hello everyone, it's been a while since I posted anything. Today I am writing on an update for the Booster Draft Ruling!
The one change for the ruling is that every unit will be treated to be in every clan. This means that abilities that card clan restrictive and also triggers will activate. This change is a big change in what you can do in a booster draft game and also is a very important change due to the quite new keyword "Lord".
Lord is an ability that restricts your unit from attacking if you have another unit that does not belong to the same clan as that card on your field. This means that it is very much impossible to build a working deck with these cards in a booster draft game. The change made it so that these cards can still attack even if you have cards from other clans in the field.
This change in rules also gives a great impact on Break Rides for booster draft games. From what we can see so far, Break Rides activate their ability when another card that has the same clan as them rides on them. The new rule would mean that any new card which rides on the break ride unit will activate the break ride ability regardless of the clan difference. This could make for some pretty interesting plays, even break ride over break rides which would mean multiple different abilities on each ride. One catch however is that you need to be lucky enough to get the cards, since there is a limit on the rarities for a box.
This change is definitely necessary for the upcoming new cards and also opens up to more possibilities in a draft game. I welcome this change and is interested to see the effect in the upcoming booster draft.
The one change for the ruling is that every unit will be treated to be in every clan. This means that abilities that card clan restrictive and also triggers will activate. This change is a big change in what you can do in a booster draft game and also is a very important change due to the quite new keyword "Lord".
Lord is an ability that restricts your unit from attacking if you have another unit that does not belong to the same clan as that card on your field. This means that it is very much impossible to build a working deck with these cards in a booster draft game. The change made it so that these cards can still attack even if you have cards from other clans in the field.
This change in rules also gives a great impact on Break Rides for booster draft games. From what we can see so far, Break Rides activate their ability when another card that has the same clan as them rides on them. The new rule would mean that any new card which rides on the break ride unit will activate the break ride ability regardless of the clan difference. This could make for some pretty interesting plays, even break ride over break rides which would mean multiple different abilities on each ride. One catch however is that you need to be lucky enough to get the cards, since there is a limit on the rarities for a box.
This change is definitely necessary for the upcoming new cards and also opens up to more possibilities in a draft game. I welcome this change and is interested to see the effect in the upcoming booster draft.
Sunday, March 3, 2013
Cardfight!! Vanguard Manga Chapter 10 Translated!!
Here it is. Was surprised with Promise Daughter's ability difference! Would have made Imperial Daughter a much better card.
Link: http://www.mediafire.com/?add3f36da5bbai7
Link: http://www.mediafire.com/?add3f36da5bbai7
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