Hello everyone! Today I am going to write another card review! I will be writing on a card that is not released yet as it is a promo card for pre-ordering the Vanguard Movie tickets, I believe. This card is Seeker of Bravery, Ars.
Seeker of Bravery, Ars is a very unique card and would prove to be very useful in many different decks in the future. This is because vanguard cards is currently moving towards less clan restrictions and Ars is just one of the cards to prove so.
Ars has a very generic ability which is already in many different clans. His ability is that you can turn one of your damage face up when his attack hits a vanguard. The only difference he has to the other cards similar to him released so far is that Ars does not require you to have a specific vanguard. Having no vanguard restriction, Ars can fit into any decks that uses a lot of counter blasts, provided that there are no cards with lord in the deck.
One good example of an upcoming card to be released on the next set that would function very well with this unit is Emerald Blaze. Emerald Blaze has a high counter blast cost of 3 for his Legion ability. With Ars, you make it quite much more possible to use Emerald Blaze's ability twice or more per game. Not only that, Ars also opens up more option for your deck as you can spare some extra counter blast for other units. Furthermore, Emerald's Legion ability can call Ars to the field from your deck!
Ars also plays in important role in his own clan. Royal Paladin is a very counter blast heavy clan, mostly to call units from the deck. They can even retire opposing rear-guards with Blaster Blade. Ars is the only unit to allow the clan to unflip the used damage so you can do much more.
All that is good but, Ars is a very rare card and would be difficult to obtain. My only wish is that he would be easy to find in the English games. Getting a few playsets of him would be good as he would be useful in clans that does not have an unflipper yet.
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CoCo 4 Lyf
Peace Out
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Friday, May 2, 2014
Thursday, April 24, 2014
Current Vanguard Threats (Up to BT15) Part 2
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.
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CoCo 4 Lyf
Peace Out
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.
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CoCo 4 Lyf
Peace Out
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!
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CoCo 4 Lyf
Peace Out
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!
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CoCo 4 Lyf
Peace Out
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