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Thursday, April 25, 2013

Daigo Special Set *UPDATE*

Sanctuary Guard Dragon

Continuous [V] Limit Break 4 (This ability is active if you have four or more damage): During your turn, for each of your <Royal Paladin> grade 1 or less rear-guards, this unit gets power +3000.

Auto: [Choose a <Royal Paladin> from your hand, and discard it] 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 <Royal Paladin>, call it to a rear-guard circle, and shuffle your deck.

Continuous [V/R]: Lord (This unit cannot attack if you have a unit that does not belong in the same clan as this unit)

Knight of Ensign, Constance

Auto [V/R]: [Counter Blast(2)] When this unit's attack hits a vanguard, 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 <Royal Paladin>, call it to a rear-guard circle, and shuffle your deck.

Pathetic Jewel Knight, Olwen

Auto [V/R]: When this unit attacks, if you have more rear-guards that your opponent, this unit gets power +3000 until end of the battle.





Randgal

Auto: When this unit is placed on a rear-guard circle from the deck, this unit gets power +3000 until end of the turn.





Rainbow Calling Bard

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

Regret Jewel Knight, Urien

Activate [V/R]: [Counter Blast (1)] This unit gets power +1000 until end of the turn.

First Legend, Ambrosius

Auto: Forerunner (When a 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 a card from your hand, and discard it] If you have a <Royal Paladin> vanguard, draw a card.

Monday, April 22, 2013

Critical Triggers: Why Are They So Popular??

Hello guys! It's been a while since I wrote anything myself but today is about critical triggers! I have been leaving this trigger out because I don't really see what to write about it. This trigger has been the main trigger used by many builds and the reason to use it is easily understandable.

First of all, critical trigger is a very offensive trigger that can help you win games with less amount of attacks as they gives your units an extra critical, dealing more damage to your opponent.This trigger is much favoured due to the fact that it's easy to use and makes for a faster game. Another reason that people use this trigger is because that in most official tournaments, there is a time limit of 20 minutes per game so you would want to win as soon as possible, or just deal more damage.

Based on how the English and Japanese versions of the games are going, Limit Breaks are now a very big thing and is used by a lot of players. Because of this, there may be times when deciding to give your opponent their fourth damage could mean the end for you. Because of this, units that can gain criticals are very powerful. Being able to gain critical means that you can finish the game when the opponent is at 3 damage if you check a critical. This means that the opponent would be stuck at 3 damage, unable to access Limit Break.

Another reason that people use critical is because of standing skills, either if it's the vanguard standing, or rear-guards. Cards that have skills that stands your vanguard or rear-guard works better with critical. For the standing vanguard, you would want the extra critical on it so that you can deal more damage while doing more drive checks. If you have a card which can stand your own rear-guards, it won't be too wise to play stands as well because you can already stand your units without them.. unless if you're trying to attack five times per turn.

Critical trigger is also less reliant on field building. Unlike stand triggers, critical triggers can be fully utilized without the need of rear-guards. This means that critical triggers helps from early game to late game. With the excessive amount of retiring Kagero and Narukami can do lately, playing with stands is also not too ideal as they can wipe your field clean easily. Aside from all those, critical triggers can also turn the tables when you are at the verge of losing. Even with only your vanguard standing, a double trigger with even one critical can give you the win, depending on the situation.

The above is the reasons why I think that critical triggers are so much preferred than stands. I would suggest everyone to have even if just one critical trigger, in your deck. Although in saying so, I would really like to see if Bushiroad will make effort to encourage people to use stand triggers.

Thursday, April 18, 2013

BT11: Seal Dragon Unleashed *UPDATE*

Kagero

Dautless Drive Dragon (Skill Updated)

Auto Limit Break 4 (This ability is active if you have four or more damage): When a <Kagero> rides on this unit, choose one of your vanguard,  it gets power +10000 and "Auto [V]: [Choose three cards from your hand, and discard them] At the end of the battle that this unit attacked, and this unit did not stand during this turn, you may pay the cost. If you do, stand this unit." until end of the turn. 

Auto [V]: When this unit attacks, if you have more rear-guards than your opponent, this unit gets power +2000 until end of the battle.

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

Hades Flame Seal Dragon, Blockade Inferno

Activate [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2) - Cards with "Seal Dragon" in their card names] Retire all of your opponent's grade 2 units, and this unit gets power +10000 until end of the turn.

Continuous [V]: If you have "Seal Dragon, Blockade" 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.

Seal Dragon, Spike Hell Dragon

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

Demonic Dragon Berserker, Gandaruba

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 the battle.

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


Seal Dragon, Koduroi

Auto: [Counter Blast (1) - Cards with "Seal Dragon" in their card names] When this unit is placed on a vanguard or rear-guard circle, if you have a <Kagero> vanguard, you may pay the cost. If you do, choose one of your opponent's rear-guards, and retire it. Then your opponent look at up to 4 cards from the top of their deck, from among them, they choose up to one grade 2 unit, call it to a rear-guard circle, and they shuffle their deck.

Seal Dragon, Shakado

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




Demonic Dragon Berserker, Kubanda

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





Demonic Dragon Berserker, Shagara

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




Seal Dragon, Linocross

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

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

Seal Dragon, Flannel

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

Seal Dragon, Shanbre

Auto [R]: [Soul Blast (1)] When this unit boosts a unit with "Blockade" in it's card name, you may pay the cost. If you do, the boosted unit gets power +6000 until end of the battle.




Seal Dragon, Calze

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



Seal Dragon, Terricross

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

Activate [R]: [Counter Blast (1) - Cards with "Seal Dragon" in their card names & Put this unit into your soul] If you have a <Kagero> vanguard, choose one of your opponent's rear-guard, and retire it. Then your opponent looks at the top four cards of their deck, from among them, they choose up to one grade 2 unit, call it to a rear-guard circle, and they shuffle their deck.

Aqua Force

Blue Soaring Dragon, Transcore Dragon

Auto Limit Break 4 (This ability is active if you have four or more damage): When a <Aqua Force> rides on this unit, choose one of your vanguard, it gets power +10000 and "Auto [V]: When this unit attacks a vanguard, your opponent chooses one card from their hand, they may discard it. If they don't, this unit gets critical +1, and they cannot call units from their hand to the guardian circle until end of the battle." until end of the turn.

Auto [V]: When this unit attacks a vanguard, this unit gets power +2000 until end of the battle.

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

Roaring Ripple, Genovious

Auto [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2) & Choose a card named "Roaring Ripple, Genivous" from your hand, and discard it] At the end of the battle that this unit attacked a vanguard, if you have three <Aqua Force> as rest in your front row, you may pay the cost. If you do, stand all your <Aqua Force> rear-guards.

Continuous [V]: If you have a card named "Rising Ripple, Baorus" in your soul, this unit gets power +1000.

Giant Soldier of Optics Cannon Tower

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 the battle.

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

Rising Ripple, Baorus

Continuous [V]: If you have a card named "Silent Ripple, Sotileo" in your soul, this unit gets power +1000.

Auto [V]: When this unit's attack hits a vanguard, if you have a card named "Silent Ripple, Sotileo" in your soul, choose one of your <Aqua Force> rear-guards, stand it and that unit gets power +3000 until end of the turn.

Twin Strike Brave Shooter

Auto [R]: When this unit attacks, if you have an <Aqua Force> vanguard, and the number of units as rest is 2 or less, this unit gets power +3000 until end of the battle.

Giant Soldier of Optics Musket

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





Silent Ripple, Sotileo

Continuous [V]: If you have a card named "Beginning Ripple, Alex" in your soul, this unit get power +1000.

Auto: When you ride an <Aqua Force> grade 2 on this unit other than a card named "Rising Ripple, Baorus", look at up to 7 cards from the top of your deck, search for up to one card named "Rising Ripple, Baorus", ride it, and shuffle your deck.

Shortstop Brave Shooter

Auto [R]: When this unit attacks, if you have an <Aqua Force> vanguard, and the number of units as rest is 2 or less, this unit gets power +3000 until end of the battle.

Battle Siren, Euphenia

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




Emerald Shield, Pashcal (Alt Art)

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

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

Beginning Ripple, Alex

Auto: When a card named "Silent Ripple, Sotileo" rides this unit, look at up to 7 cards from the top of your deck. From among them, search for up to one card named "Rising Ripple, Baorus" or "Roaring Ripple, Genovious", and add it to your hand.

Auto: When an <Aqua Force> other than a card named "Silent Ripple, Sotileo" rides this unit, you may call this card to a rear-guard circle.

Champion Brave Shooter

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 this unit boosts, if you have a <Aqua Force> vanguard, and two or less rear-guards on rest, the boosted unit gets power +3000 until end of the battle.

Mass Production Sailor

Continuous: You may have up to 16 "Mass Production Sailor" in a deck.

Continuous [R]: During your turn, for each of your "Mass Production Sailor" in the vanguard or rear-guard circle, this unit gets power +1000.


Narukami


Eradicator, Sieve Command Dragon

Auto [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2) & Soul Blast (2)] During your turn, when a card is placed onto your opponent's rear-guard circle to their drop zone due to your card's effect, you may pay the cost. If you do, draw a card, choose one of your opponent's rear-guard in the front row, retire it, and this unit gets power +5000 until end of the turn.

Auto: [Choose one of your rear-guards with "Eradicator" in it's card name, and put it into your soul] When this unit is placed on a vanguard circle, you may pay the cost. If you do, choose one of your opponent's rear-guard in the front row, and retire it.

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

Demonic Blade Eradicator, Raiou

Auto: [Choose one of your rear-guards with "Eradicator" in their card name, and put it into your soul] When this unit is placed on a vanguard or rear-guard circle, if you have a vanguard with "Eradicator" in it's card name, you may pay the cost. If you do, choose one of your opponent's rear-guard in the front row, and retire it.

Armor Break Dragon

Activate [V] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (3) & Choose three cards from your hand, and discard them] Retire all fighter's front row rear-guards, and this unit gets power +10000/critical +2.

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

Devil Blade Eradicator, Chouou

Auto: [Choose one of your rear-guards with "Eradicator" in their card name, and put it into your soul] When this unit is placed on a vanguard or rear-guard circle, if you have a vanguard with "Eradicator" in it's card name, you may pay the cost. If you do, choose one of your opponent's rear-guard in the front row, and retire it.






Iron Blood Eradicator, Shuki

Auto [R]: During your turn, when your opponent's rear-guard is placed onto their drop zone from a rear-guard circle due to your card's effect, if you have a vanguard with "Eradicator" in it's card name, this unit gets power +3000 until end of the turn.

Eradicator, First Thunder Dracokid

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 your turn, when your opponent's rear-guard is placed onto their drop zone from a rear-guard circle due to your card's effect, if you have a grade 3 vanguard with "Eradicator" in it's name, you may pay the cost. If you do, look at up to ten cards from the top of your deck, from among them, choose a card named "Eradicator, Sieve Command Dragon", ride it, and shuffle your deck.

Tachikaze

Ancient Dragon, Tyrano Legend

Auto [V] Limit Break 4 (This ability is active if you have four or more damage): [Choose three of your rear-guards with "Ancient Dragon" 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 the battle.

Activate [V]: [Counter Blast (2) - Cards with "Ancient Dragon" in their card names] This unit gets power +5000 until end of the turn.

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

Ancient Dragon, Spino Driver

Auto Limit Break 4 (This ability is active if you have four or more damage): [Choose two of your <Tachikaze> rear-guards, and retire them] When your <Tachikaze> rides this unit, you may pay the cost. If you do, draw two cards, choose one of your vanguards, that unit gets power +10000/critical +1 until end of the turn.

Auto [V]: When this unit attacks, if you have more rear-guards that your opponent, this unit gets power +2000 until end of the battle.

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

Hungry Dragon, Battle Rex

Auto [V] Limit Break 4 (This ability is active if you have four or more damage): When this unit's drive check reveals a grade 3 <Tachikaze>, choose one of your rear-guards, retire it, and this unit gets power +10000 until end of the battle.

Auto [V]: When this unit is boosted by a <Tachikaze>, this unit gets power +3000 until end of the battle.

Ancient Dragon, Stego Buster

Auto [V/R]: [Counter Blast (1)] When this unit attacks, you may pay the cost. If you do, this unit gets power +3000 until end of the battle.

Ancient Dragon, Dinocloud

Auto [V/R]: [Choose one of your rear-guards with "Ancient Dragon" in it's card name, 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 the battle.




Ancient Dragon, Beam Ankylo

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

Ancient Dragon, Cleofall

Launcher Mamoth

Auto [V/R]: When this unit's attack hits a vanguard, if you have a <Tachikaze> vanguard, choose one card on your damage zone, and turn it face up.

Ancient Dragon, Iguano Corg

Auto: [Counter Blast (1)] When this units is placed onto the drop zone from a rear-guard circle, if you have a vanguard with "Ancient Dragon" in it's card name, you may pay the cost. If you do, call this card to a rear-guard circle.




Ancient Dragon, Gattling Arrow

Auto [V/R]: [Choose one of your rear-guards with "Ancient Dragon" in it's card name, 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 the battle.




Ancient Dragon, Tri-Plasma

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

Ancient Dragon, Palace Wall

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

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

Ancient Dragon, Baby Rex

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

Auto: [Counter Blast (1)] When this unit is placed onto the drop zone from a rear-guard circle, if you have a vanguard with "Ancient Dragon" in it's card name, you may pay the cost. If you do, Search your deck for up to one card named "Ancient Dragon, Tyrano Legend", call it to a rear-guard circle, and shuffle your deck.

Angel Feather

Prophecy Celestial, Remiel

Auto Limit Break 4 (This ability is active if you have four or more damage): When your <Angel Feather> rides this unit, choose one card from your damage zone, put it into your hand, and put the top card on your deck to your damage zone, then choose one of your vanguards, that unit gets power +10000 until end of the turn.

Auto [V]: When this unit attacks a vanguard, this unit gets power +2000 until end of the battle.

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

Reverse Aura Phoenix

Auto [V]: [Choose a card on your damage zone, and place it at the bottom of your deck] At the start of your main phase, you may pay the cost. If you do, put the top card of your deck to your damage zone. If the placed card is an <Angel Feather>, this unit gets power +3000 until end of the turn, if not, rest this unit.




Booting Celestial, Sandalphon

Auto [V/R]: [Counter Blast (1)] When this unit attacks, you may pay the cost. If you do, this unit gets power +3000 until end of the battle.


Wild Shot Celestial, Laguel

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

Essence Celestial, Beca







Doctoroid Argus

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

Adamantine Celestial, Aniel

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

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

Marking Celestial, Arabaki

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

First Aid Celestial, Penuel

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] If you have an <Angel Feather> vanguard, choose one face up card on your damage zone with "Celestial" in it's card name, call it to a rear-guard circle, and put the card from the top of your deck to your damage zone, face down.