In the last episode, some new cards for Angel Feathers was introduced in the anime for Cardfight!! Vanguard. They came to be known as the Crimson series. Later on, these cards were showed as card of the day in the official Japanese website. Today, I'll be writing on what I think about this new series for the Angel Feathers clan.
The first time I saw this card, I had my doubts on it's ability to improve on the Angel Feathers. The only appeal I could see is the possibility to pull off a superior ride. However, after watching other people play using it, this card showed a great amount of power and potential.
This card's Limit Break can bring a Calamity boosted by Pegasus to attack on 25k, and also easily bring out a Kiriel and Charger. Even with just Pegasus boosters, it has a high consistency to bring out 21k columns. The options you have for this ability can be increased using the Doctroids which also enables you to recycle triggers. Doctroids also further increase Pegasus' powers and also brings your damage up so that you have the chance to heal. The Doctroids can later be swapped for better units in the damage. Metatron herself also gets an increase in power when attacking the enemy vanguard, along with the grade 2 and grade 1 crimsons which can be easily placed into the damage zone, this card can hit for a very high amount of power.
The crimson series is a great addition to the Angel Feathers clan. With this card, I can see a possible Dindrane clone for Angel Feathers, which abilities activate when called from the damage zone. That will give Angel Feathers the speed it needs to match up with the other clans.
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Wednesday, October 17, 2012
Wednesday, October 10, 2012
Upcoming English Booster Set 4: Eclipse of Illusionary Shadows (Part3) - Cards for Royal Paladin!
The last part for set 4 would be on Royal Paladins. Finally, after Barcgal getting banned they will get a new starting Vanguard which can be moved when a Royal Paladin rides over it. I am referring to Bleugal. This set also comes with a card, with gold all over it, Fang of Light, Garmore.
This Garmore build is pretty decent with the ability to call units from your deck, thins the deck and also, increases the consistency in field making.The consistency can be further increased with Akane which uses damage to call for units instead of the need to discard your hand. It's easy to get 3 Snogal onto the field, this can bring the vanguard grade 3 garmore to attack at 21k power. If you have grade 3 Palamedes at both sides, every one of your attacks will be on 21k.
The Royal Garmore build is pretty simple and straightforward. The main strategy is to get 3 Snogal onto the field as boosting units. Each Snogal increases Garmore's power by 1000 during your turn. If you have the soul for it, you can also ride Soul Saver to get more power. With the build's consistency to bring out a decent field, you don't have to worry too much about draw triggers and go full offensive with triggers, however, it is good to have some to use it for Garmore's skill.
Overall, the royal garmore build is pretty linear in gameplay. It depends on overwhelming the opponent with hitting high attack power on every column. However, it can also be easily overwhelmed, being only a 10k vanguard.
This Garmore build is pretty decent with the ability to call units from your deck, thins the deck and also, increases the consistency in field making.The consistency can be further increased with Akane which uses damage to call for units instead of the need to discard your hand. It's easy to get 3 Snogal onto the field, this can bring the vanguard grade 3 garmore to attack at 21k power. If you have grade 3 Palamedes at both sides, every one of your attacks will be on 21k.
The Royal Garmore build is pretty simple and straightforward. The main strategy is to get 3 Snogal onto the field as boosting units. Each Snogal increases Garmore's power by 1000 during your turn. If you have the soul for it, you can also ride Soul Saver to get more power. With the build's consistency to bring out a decent field, you don't have to worry too much about draw triggers and go full offensive with triggers, however, it is good to have some to use it for Garmore's skill.
Overall, the royal garmore build is pretty linear in gameplay. It depends on overwhelming the opponent with hitting high attack power on every column. However, it can also be easily overwhelmed, being only a 10k vanguard.
Thursday, October 4, 2012
Upcoming English Booster Set 4: Eclipse of Illusionary Shadows (Part2) - The New Ride Chains
After a busy week, I finally got myself some time off to make a new post. In this post, I will write about the upcoming ride chains in this booster set. I really like this ride chain because if you get the grade 1, you are secured with a grade 2 ride. The grade 1 also allows you to swap out a grade 3 in your hand to search for the required grade 3 ride for the chain. This also thins your deck and decreases the amount of non-shield card in your deck and at the same time, increases the possibility for you to get a trigger on checks. These ride chains are also pretty powerful, with the best in my opinion, the Blau series.
First off, I'll start off with the Ambers series. The Ambers series are one of the more difficult cards to master in this game. The most used strategy for this build from what I have seen is to play it with Heatnail Salamander to apply pressure to the opponent, forcing them to guard, or lose a unit. The downside to Eclipse is that the ability is an ACT ability. This means you would need to pay the cost before attacking, or hitting. This eats up your damage but, you might not get to retire anything. Kagero also doesn't have a decent 10k booster, making this card even more difficult to use. Some of the good points for this card though, is that you have grade 2 12k attackers and Eclipse can be an 11k Vanguard.
Secondly, we have the megacolony Giraffa. The Giraffa chain is quite decent and you have a possibility to win even with just it's grade 2 due to it's ability to keep cards at rest. Together with Violent Vesper, this unit can be quite a tough opponent, especially when they have a pretty consistent 10k booster. Unlike Eclipse, Giraffa's ability is an AUTO on hit. This means that you only pay when you hit the opponent, which means, a consistent pressure. Although it can only retire grade 1 or less units, they deal more than enough damage to cripple your opponent's offense and defensive powers.
Next, we have the Enigman chain. This chain is pretty decent. If you get the chain, the grade 2 let's you draw a card if it has at least 14k power when attacking, the grade 3 gains a critical if it has at least 15k power when attacking. With Cosmobeak and Cosmo Roar this build is pretty consistent with getting the extra power. Commander Laurel is also a good card to play with this card as it allows you to stand your Vanguard, and if you get a trigger, the vanguard would have gained a critical due to +5000 from trigger.
Lastly, the Stern chain. Although not too easy to pull off, this unit has the ability to stand itself and the unit behind it when it hits a Vanguard, at the cost of counter blast 2 and 2 cards from your hand. This card can apply a consistent pressure on the opponent and can give you the win even if you seem to be on the losing end. With critical triggers, this card is a very dangerous opponent. It is able to stand more than once per turn if you have enough damage and cards in your hand to pay with. This card also have a consistency in making 20k columns and also with the upcoming trial, 21k columns with Death Metal Droid.
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