Continuing on from the last post, this time we have Kagero. Kagero has been a dominating clan since the beginning of vanguard and still is. Right now they have a huge arsenal of cards that can retire opposing rear-guards for very cheap costs and also a good bunch of skills to re-stand their vanguard.
The most threatening card they have right now would be the only usable grade 4 right now, Transcendence Dragon, Dragonic Nouvelle Vague. Nouvelle's most devastating skill is it's Limit Break that retires all of your opponent's rear-guards. This skill easily cripples any advantage your opponent has against you, and having 13k base power means your opponent would have to build 18k lanes to fight this card. Aside from that, with Nouvelle as your vanguard, any of your opponent's trigger that appears during your turn does not work. This means they are unable to rely on triggers for further defense when you attack. It also doesn't help that you are not able to use grade 0 to guard Nouvelle's attacks.
Nouvelle's power becomes even more devastating with a re-standing break ride. To help search those out, you have cards like Nouvelleroman Dragon, Eternal Bringer Griffin and of course, the grade 3 searching starter, Red Pulse Dracokid. With those, you don't have to worry about missing your grade 3s.
Then we have Dragonic Overlord the End. Despite being a card made two seasons ago, The End is still a very powerful card, more so because of the existence of the Dragonic Overlord break ride. Though the original Dragonic Overlord is also useful in producing massive power lane that can demolish the opponent's rear-guards at the same time.
One of the reasons why The End is such a strong card is because it's ability works even if you hit a rear-guard and it's not even a limit break! With Bahr boosting, The End can easily hit for 19k which would take out more from your opponent's hand if they decide to defend their 9k rear-guards. Since the skill is not a Limit Break skill, you can apply pressure on your opponent the moment you have two damage. Your opponent could either throw out their hand to stop you from re-standing or take a risk and hope you don't have another The End in your hand.
In a clan with lots of options to retire your opponent's field, it will not be easy for the opponent to keep an advantage over The End. I recommend Dragonic Burnout as it does not take any counter blast for it's skill.
Those are some of the most dangerous cards in my opinion. Though, I believe each card has their own strength and weaknesses and there are ways to play against them. It might not be easy but with a good amount of games against these cards, you could work out a way to defeat them! I managed to get a CoCo deck match head to head against these cards, maybe except Glendios.
-----------------
CoCo 4 Lyf
Peace Out
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Thursday, April 24, 2014
Monday, April 14, 2014
Current Vanguard Threats (Up to BT15) Part 1
Hello everyone! Today I'm back for another blog post! I plan to write on some of the most dangerous cards and clans available in the current game. Maybe some on the upcoming cards too.
First and foremost, the most dangerous clan right now in my opinion would be Dimension Police. With their Break Ride Super Dimensional Robo, Daikaiser having the possibility to break through perfect guards, along with three or more critical, the game could end just there and then. With cards like Warrior of Destiny, Dai and Dimensional Robo, Kaiser Grader, you can almost always secure your ride to Daikaiser. Dimensional Robo, Daiheart is another good card to secure your ride.
Aside from Daikaiser, another dangerous card in the clan would be Commander Laurel. Laurel allows you to stand your vanguard by resting four of your rear-guards, if it's attack hits. This includes when your vanguard's attack hits a rear-guard. Being able to setup a field for the card early in the game would easily win you the game.
The next dangerous clan would be Link Joker. With the ability to Lock opposing units, Link Joker was able to become one of most popular clan. Locking opposing rear-guards restricts them from being able to attack and so helps to decrease the cards you need to spend guarding the attacks. The two most popular units are Star-vader, Chaos Breaker Dragon and Star-vader, "Ω" Glendios.
With Chaos Breaker, you are able to seal off any opposing rear-guards from attacking for almost forever. This is thanks to it's own ability along with other cards like their extremely powerful starter, Star-vader, Dust Tail Unicorn, and also Prison Gate Star-vader, Palladium. Those cards serve to keep your opponent's rear-guards Locked and also fills up your soul which is crucial for Chaos Breaker's Limit Break. After Locking opposing rear-guards, when they are to be freed from the seal at the end of your opponent's turn, Chaos Breaker's Limit Break kicks in which not only takes out the rear-guards but also allows you to draw a card.
Glendios, the first card to have a condition that allows you to win the game without dealing six damage. It also has a Limit Break that makes it so your opponent would not be able to unlock their cards at the end of their turn. With Break Ride and Dust Tail Unicorn, you can possibly keep your opponent's rear-guards locked for the entire game. Other than that, Glendios also gives a huge power boost to any Reverse rear-guards. This means as you need to use less cards to guard attacks, your opponent would need more. With great support cards like Taboo Star-vader, Rubidium, it is easy to secure the victory with a Glendios deck.
Of course, there are the chances facing off against decks with unlockers. Even then, Link Joker has the ability to fight it out in normal games. Also the fact that not a lot of clans has access to unlocking makes the clan still a very good one to use.
I will continue writing for the next post! Up next is Kagero!
-----------------
CoCo 4 Lyf
Peace Out
First and foremost, the most dangerous clan right now in my opinion would be Dimension Police. With their Break Ride Super Dimensional Robo, Daikaiser having the possibility to break through perfect guards, along with three or more critical, the game could end just there and then. With cards like Warrior of Destiny, Dai and Dimensional Robo, Kaiser Grader, you can almost always secure your ride to Daikaiser. Dimensional Robo, Daiheart is another good card to secure your ride.
Aside from Daikaiser, another dangerous card in the clan would be Commander Laurel. Laurel allows you to stand your vanguard by resting four of your rear-guards, if it's attack hits. This includes when your vanguard's attack hits a rear-guard. Being able to setup a field for the card early in the game would easily win you the game.
The next dangerous clan would be Link Joker. With the ability to Lock opposing units, Link Joker was able to become one of most popular clan. Locking opposing rear-guards restricts them from being able to attack and so helps to decrease the cards you need to spend guarding the attacks. The two most popular units are Star-vader, Chaos Breaker Dragon and Star-vader, "Ω" Glendios.
With Chaos Breaker, you are able to seal off any opposing rear-guards from attacking for almost forever. This is thanks to it's own ability along with other cards like their extremely powerful starter, Star-vader, Dust Tail Unicorn, and also Prison Gate Star-vader, Palladium. Those cards serve to keep your opponent's rear-guards Locked and also fills up your soul which is crucial for Chaos Breaker's Limit Break. After Locking opposing rear-guards, when they are to be freed from the seal at the end of your opponent's turn, Chaos Breaker's Limit Break kicks in which not only takes out the rear-guards but also allows you to draw a card.
Glendios, the first card to have a condition that allows you to win the game without dealing six damage. It also has a Limit Break that makes it so your opponent would not be able to unlock their cards at the end of their turn. With Break Ride and Dust Tail Unicorn, you can possibly keep your opponent's rear-guards locked for the entire game. Other than that, Glendios also gives a huge power boost to any Reverse rear-guards. This means as you need to use less cards to guard attacks, your opponent would need more. With great support cards like Taboo Star-vader, Rubidium, it is easy to secure the victory with a Glendios deck.
Of course, there are the chances facing off against decks with unlockers. Even then, Link Joker has the ability to fight it out in normal games. Also the fact that not a lot of clans has access to unlocking makes the clan still a very good one to use.
I will continue writing for the next post! Up next is Kagero!
-----------------
CoCo 4 Lyf
Peace Out
Thursday, April 10, 2014
Card Review: Stellar Magus
It's been a while since I wrote any actual blog posts of my own so here it is! Today I will be writing on a very powerful card that can be useful in any Oracle Think Tank decks. As the title suggests or the image to the right, it's Stellar Magus!!
In my opinion, Stellar Magus is the most powerful card in Oracle Think Tank right now. She has the ability to get one card into your hand for just one counterblast. The best part about this card is that she does not have to hit in order to be able to use the skill!
You might ask that you would need to declare the correct card to be able to add it into your hand. That is not a problem with the arsenal of cards that are able to help her with having a peek at the top of your deck in Oracle Think Tank. After having a peek at the top of the deck, if it is not a trigger, you could add it to possibly get a trigger on the next card. If your vanguard attacked before Stellar Magus, Crescent Magus could be used to ensure you know what's on top of your deck.
Another good point for this card is the ability to turn any face down damage face up if you did not declare the right card. This helps with cards that uses specific types of cards in the damage for their skill like Battle Sister, Parfait. This means she can fit into any Oracle Think Tank decks and also enables you to play non-specific cards, giving you lots of choices in what you can do in a deck.
In my opinion, Stellar Magus is too amazing of a card to not use in any Oracle Think Tank deck. Her ability can be used at any time in both vanguard and rear-guard circles, and does not require any specific types of counterblast. With a Crescent Magus boosting a rear-guard or a CEO Amaterasu vanguard, you basically get one card each turn for one counterblast.
The only deck that I think she wouldn't fit in would be Goddess of the Full Moon, Tsukuyomi. Tsukuyomi's ability is an ACT and eats up counterblasts, that decreases the usability for this card. Tsukuyomi also takes up a good amount of deck space with the ride chain and so it would be better to use the extra space for other cards that suits better with the deck. Although, there are ways to use this card along with Tsukuyomi. Tsukuyomi allows you to stack your deck and Stellar Magus requires you to know the top card of your deck. If you are one card away from your stacked trigger, Stellar Magus would prove to be useful in such situations.
I highly recommend every Oracle Think Tank players to use Stellar Magus in their deck, of course paired with at least Crescent Magus. You would not be able to efficiently use this card without knowing what's on top of your deck after all. This is one of the cards I wish had an SP version. Unfortunately that privilege was given to Battle Sister, Cocotte. Either way, I wish everyone have fun playing the card!
-----------------
CoCo 4 Lyf
Peace Out
In my opinion, Stellar Magus is the most powerful card in Oracle Think Tank right now. She has the ability to get one card into your hand for just one counterblast. The best part about this card is that she does not have to hit in order to be able to use the skill!
You might ask that you would need to declare the correct card to be able to add it into your hand. That is not a problem with the arsenal of cards that are able to help her with having a peek at the top of your deck in Oracle Think Tank. After having a peek at the top of the deck, if it is not a trigger, you could add it to possibly get a trigger on the next card. If your vanguard attacked before Stellar Magus, Crescent Magus could be used to ensure you know what's on top of your deck.
Another good point for this card is the ability to turn any face down damage face up if you did not declare the right card. This helps with cards that uses specific types of cards in the damage for their skill like Battle Sister, Parfait. This means she can fit into any Oracle Think Tank decks and also enables you to play non-specific cards, giving you lots of choices in what you can do in a deck.
In my opinion, Stellar Magus is too amazing of a card to not use in any Oracle Think Tank deck. Her ability can be used at any time in both vanguard and rear-guard circles, and does not require any specific types of counterblast. With a Crescent Magus boosting a rear-guard or a CEO Amaterasu vanguard, you basically get one card each turn for one counterblast.
The only deck that I think she wouldn't fit in would be Goddess of the Full Moon, Tsukuyomi. Tsukuyomi's ability is an ACT and eats up counterblasts, that decreases the usability for this card. Tsukuyomi also takes up a good amount of deck space with the ride chain and so it would be better to use the extra space for other cards that suits better with the deck. Although, there are ways to use this card along with Tsukuyomi. Tsukuyomi allows you to stack your deck and Stellar Magus requires you to know the top card of your deck. If you are one card away from your stacked trigger, Stellar Magus would prove to be useful in such situations.
I highly recommend every Oracle Think Tank players to use Stellar Magus in their deck, of course paired with at least Crescent Magus. You would not be able to efficiently use this card without knowing what's on top of your deck after all. This is one of the cards I wish had an SP version. Unfortunately that privilege was given to Battle Sister, Cocotte. Either way, I wish everyone have fun playing the card!
-----------------
CoCo 4 Lyf
Peace Out
Tuesday, April 8, 2014
FC02: Fighter's Collection 2014 *UPDATE*
Dimension Police
Ultimate Dimensional Robo, Great Daikaiser
究極次元ロボ グレートダイカイザー
AUTO [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2) - card with "Dimensional Robo" in its card name] When this unit attacks, you may pay the cost. If you do, this unit gets +1 drive check until end of that battle. This ability cannot be used for the rest of that turn. (This ability applies even if the cost is not paid)
CONT [V]: If you have a card named "Super Dimensional Robo, Daikaiser" in your soul, this unit gets [POWER] +2000.
Super Dimensional Robo, Shadow Kaiser
超次元ロボ シャドウカイザー
AUTO [V] Limit Break 4 (This ability is active if you have four or more damage): When this unit attacks a vanguard, this unit gets [POWER] +5000 until end of that battle.
ACT [R]: [Counter Blast (1) & Put this unit into your soul] If you have a unit named "Super Dimensional Robo, Daikaiser" in your vanguard circle, search your deck for up to one card named "Ultimate Dimensional Robo, Great Daikaiser", ride it as [STAND], and shuffle your deck.
Super Dimensional Robo, Daiyard
超次元ロボ ダイヤード
ACT [V] Limit Break 4 (This ability is active if you have four or more damage): [Choose one of your rear-guards with "Dimensional Robo" in its card name, and put it into your soul] Search your deck for up to one grade 3 card with "Dimensional Robo" in its card name, ride it, shuffle your deck, and that unit gets [POWER] +4000 until end of that turn.
AUTO [V]: At the beginning of your attack step, if this unit's [POWER] is 15000 or greater, this unit gets [CRITICAL] +1 until end of that battle.
Royal Paladin
Sprout Jewel Knight, Camille
芽生えの宝石騎士 カミーユ
AUTO [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] At the beginning of your main phase, if the number of rear-guards you have is three or less, you may pay the cost. If you do, search your deck for up to one card with "Jewel Knight" in its card name, call it to a rear-guard circle, and shuffle your deck.
AUTO [V]: When this unit attacks a vanguard, this unit gets [POWER] +2000 until end of that battle.
Oracle Think Tank
Floral Magus
フローラル・メイガス
ACT [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] Declare one card name, and reveal the top card of your deck. If that is the card you declared, put it into your hand, and this unit gets [POWER] +5000 until end of turn.
CONT [V]: During your turn, if the number of cards in your hand is four or more, this unit gets [POWER] +2000.
Shadow Paladin
Halberd Revenger, Peredur
斧槍の撃退者 ペレドゥール
AUTO [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1) & Choose two of your rear-guards with "Revenger" in their card names, and retire them] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [POWER] +10000/[CRITICAL] +1 until end of that battle.
AUTO: [Counter Blast (1) - card with "Revenger" in its card name] When this unit is placed on a vanguard circle, you may pay the cost. If you do, search your deck for up to one grade 1 or less card, call it to a rear-guard circle in the same column as this unit, and shuffle your deck.
Gold Paladin
Twin Blade Liberator, Margaux
双剣の解放者 マルゴー
ACT [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2) - card with "Liberator" in its card name & Choose one of your rear-guards with "Liberator" in its card name, and put it at the bottom of your deck] Look at two cards from the top of your deck, choose up to two cards from among them, call them to separate open rear-guard circles, and those units get [POWER] +5000 until end of that turn.
AUTO [V]: When this unit attacks a vanguard, this unit gets [POWER] +2000 until end of that battle.
Angel Feather
ACT [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1) & Choose one card from your hand, and put it into your damage zone] Choose a face up card from your damage zone, put it into your hand, this unit gets [POWER] +5000 until end of that turn, and if you have a face up card named "Spiral Celestial, Hellm" in your damage zone, this unit gets [CRITICAL] +1 until end of that turn. This ability cannot be used for the rest of that turn.
ACT [V]: [Counter Blast (1)] This unit gets [POWER] +2000 until end of that turn.
Genesis
ACT [V] Limit Break 4 (This ability is active if you have four or more damage): [Soul Blast (6)] Look at three cards from the top of your deck, put them at the top of your deck in any order, draw 1 card, and soul charge (1).
AUTO [V]: When this unit is place on a vanguard circle, choose one of your rear-guards, search your deck for up to three cards with the same name as that unit, put them into your soul, and shuffle your deck.
Kagero
AUTO Limit Break 4 (This ability is active if you have four or more damage): When a <Kagero> rides this unit, choose one of your vanguards, that unit gets [POWER] +10000 until end of turn, choose up to two of your opponent's rear-guards, retire them, your opponent look at four cards from the top of their deck, search for up to two grade 2 cards from among them, call them to separate rear-guard circles, and shuffle their deck.
AUTO [V]: When this unit attacks, if the number of rear-guards you have is more than your opponent, this unit gets [POWER] +2000 until end of that battle.
Tachikaze
ACT [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1) & Choose one of your rear-guards with "Ancient Dragon" in its card name, and retire it] Choose up to two of your rear-guards with "Ancient Dragon" in their card names, those units get [POWER] +5000 until end of that turn. This ability cannot be used for the rest of that turn.
AUTO [V]: [Choose one of your rear-guards, and retire it] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [POWER] +5000 until end of that battle.
Nubatama
ACT [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1) & Choose two cards from your hand, and discard them] This unit gets [POWER] +10000 until end of that turn, if your opponent has four or more cards in their hand, choose two cards at random from your opponent's hand, and bind them face down, at the end of that turn, your opponent returns the bound cards to their hand. This ability cannot be used for the rest of that turn.
AUTO [V]: When this unit attacks, if the number of cards in your hand is more than your opponent, this unit gets [POWER] +2000 until end of that battle.
Murakumo
AUTO [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] When your unit is placed on a guardian circle from hand, you may pay the cost. If you do, search your deck for up to one card with the same name as that unit, call it to the guardian circle as [REST], and shuffle your deck.
ACT [V]: [Counter Blast (1)] Choose one of your grade 2 or greater rear-guards, search your deck for up to one card with the same name as that unit, call it to a rear-guard circle, and shuffle your deck, at the end of that turn, put the called unit at the bottom of your deck.
Narukami
ACT [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2) & Choose three cards with "Eradicator" in their card names from your hand, and discard them] Retire all rear-guards of all fighters, if this ability retired three or more units, this unit gets [CRITICAL] +2 until end of that turn.
AUTO [V]: During your main phase, when an opponent's rear-guard is put into their drop zone, this unit gets [POWER] +3000 until end of that turn.
Nova Grappler
AUTO [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2) - card with "Blau" in its card name] When this unit attacks a vanguard, you may pay the cost. If you do, [STAND] all of your front row rear-guards with "Blau" in their card names.
AUTO [V]: During your battle phase, when your unit becomes [STAND], that unit gets [POWER] +2000 until end of that turn.
Link Joker
CONT [V] Limit Break 4 (This ability is active if you have four or more damage): All of your units with "Я" in their card names get "[BOOST]", "[INTERCEPT]" and "AUTO: When this unit is placed on a guardian circle or intercepts, this unit gets [SHIELD] +5000 until end of that battle.".
CONT [V]: All of your units with "Я" in their card names are also treated as <Link Joker>.
Dark Irregulars
AUTO [V] Limit Break 4 (This ability is active if you have four or more damage): When this unit attacks, if the number of cards in your soul is 10 or more, this unit gets [POWER] +10000, and your opponent cannot call grade 1 or greater units from their hand to the guardian circle.
ACT [V]: [Soul Blast (1) - grade 0 card] Soul charge (2). This ability cannot be used for the rest of that turn.
Spike Brothers
Demon Lord, Dudley Lucifer
魔王 ダッドリー・ルシファー
AUTO [V] Limit Break 4 (This ability is active if you have four or more damage): [Choose one of your rear-guards, and put it into your soul] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, choose up to one card from your hand, and call it to a rear-guard circle, if that unit has "Dudley" in its card name, that unit gets [POWER] +10000 until end of that turn.
ACT [V]: [Counter Blast (1)] This unit gets [POWER] +2000 until end of that turn.
Pale Moon
ACT [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2)] For each of your unit with "Beast Tamer" in their card names, choose up to one card from your soul, and call them to separate rear-guard circles. This ability cannot be used for the rest of that turn.
AUTO: When this unit is placed on a vanguard circle, search your deck for one card, put it into your soul, and shuffle your deck.
Granblue
ACT [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1) & Choose one of your rear-guards, and retire it] Choose one card from your drop zone, call it to a rear-guard circle, and that unit gets [POWER] +5000 until end of that turn. This ability cannot be used for the rest of that turn.
ACT [Drop Zone]: [Counter Blast (2) & Soul Blast (2)] If you have a grade 3 vanguard, ride this card as [STAND].
Bermuda Triangle
AUTO [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] At the beginning of your main phase, you may pay the cost. If you do, choose one of your unit with "Duo" in its card name, return it to your hand, and choose one of your rear-guard with the same card name as that unit, return it to your hand.
AUTO [V]: When your unit is returned to hand from a rear-guard circle, this unit gets [POWER] +3000 until end of that turn.
Aqua Force
AUTO Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] When an <Aqua Force> rides this unit, you may pay the cost. If you do, choose one of your vanguards, that unit gets [POWER] +10000 and "AUTO [V]: When this unit attacks a vanguard, if it is the fourth or greater battle, draw two cards, choose one of your opponent's rear-guard, and retire it" until end of that turn.
AUTO [V]: When this unit attacks a vanguard, this unit gets [POWER] +2000 until end of that battle.
Megacolony
AUTO [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2)] At the end of the battle that this unit attacked a vanguard, if the attack did not hit during that battle, you may pay the cost. If you do, choose one of your opponent's vanguard, and that unit cannot [STAND] during your opponent's next stand phase.
AUTO: [Counter Blast (1) - card with "Machining" in its card name] When this unit is placed on a vanguard circle, you may pay the cost. If you do, choose a card with "Machining" in its card name from your soul, and call it to a rear-guard circle as [REST].
Great Nature
ACT [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2)] Choose one of your rear-guards, that unit gets [POWER] +4000 until end of turn, at the end of that turn, draw a card, and retire that unit.
AUTO [V]: During your end phase, when your rear-guard is put into your drop zone, choose a card in your damage zone, and turn it face up.
Neo Nectar
AUTO [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] When your card's abilities places a card with "Musketeer" in its card name on a rear-guard circle, you may pay the cost. If you do, this unit gets [CRITICAL] +1 until end of that turn.
ACT [V]: [Soul Blast (1) & Choose one of your rear-guards with "Musketeer" in its card name, and retire it] Look at five cards from the top of your deck, search for up to one card with "Musketeer" in its card name from among them, call it to a rear-guard circle, and shuffle your deck.
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