Saturday, December 9, 2017

Unit of The Week: Zeroth Dragon of Death Garden, Zoa

[Ultimate Stride] (Released when the number of face up cards in your G zone is three or more! When it would return to your G zone, exclude your G zone!)-Stride Step-[Choose a card with the same card name as your vanguard, and discard it] Stride this card on your (VC) from face down.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, draw a card, choose a card from your hand, call it to (RC), until end of turn, it gets "[CONT](RC):This unit cannot be chosen by card effects, and its [Power] will always be 99999." and "[AUTO](RC):When this unit deals damage to your opponent's vanguard, your opponent loses the game.".
Zeroth Dragon of Death Garden, Zoa is the Zeroth Dragon for the Zoo Nation. Great Nature, Megacolony, and Neo Nectar can play Zeroth Dragon of Death Garden, Zoa. It is the first Zeroth Dragon with an instant win condition. Evil Governor, Darkface Gredora plays Zoa in her deck. She plays Zoa in her final turn to defeat Arata.

Zeroth Dragon of Death Garden, Zoa's skill allows the player to draw a card and call a unit to the field. The new unit's power becomes 99,999 and if the unit deals damage to the opponent's vanguard, then you win the game. It is almost impossible to block 99,999 power without a perfect guard.  Only a few decks have a good chance to block the attack. The extra draw is also a small, but nice advantage. I always want to draw more cards!

Furthermore, stand triggers look very attractive in a deck with Zoa. Opponents may negate the first attack with a perfect guard, but a stand will quickly burn their confidence. You will have an opportunity to stand your rear-guard of 99,999 power. Two attacks from this rear-guard are nearly impossible to block in the same turn. Victory is almost guaranteed.

However, perfect guards can stop the overpowered rear-guard and Zeroth Dragon of Death Garden, Zoa in their tracks. Zoa's skill does not limit a player's ability to guard. A perfect guard is the best solution to stop the rear-guard from winning the game, and a Generation Guard may be able to handle Zoa's ultimate attack. A wise opponent would save as many perfect guards as possible for the climax turn of the fight to stop Zeroth Dragon of Death Garden, Zoa's march towards victory.

Overall, Zeroth Dragon of Death Garden, Zoa is a terrifying card to encounter. Her skill ramps up pressure in a fight like I have never seen before. Her instant win condition intensifies games. Strand triggers can strip hope away from players and crush them in despair. The overpowered rear-guard will have a second opportunity to attack with a stand trigger. Players are forced to play differently against decks of the Zoo Nation. They must conserve their hands to have a chance of surviving the garden of death. Instantly defeat your opponent in a garden of despair with Zeroth Dragon of Death Garden, Zoa!

Card Rating: 5 out of 5

Monday, December 4, 2017

Megaman returns in Mega Man 11!


Fans have been calling for a new game in the Mega Man franchise for years. The wait is finally over. Our wish has finally come true for Mega Man's 30th anniversary. Capcom announced Mega Man 11 for the Nintendo Switch, PS4, and Xbox One. The game features modern graphics with Mega Man in side-scrolling 3D action. The game looks sharp, colorful, and full of animation. They have not revealed the game's story. I am sure many fans will create theories on the possible plot. Mega Man 11 is set to be released in late 2018!

Saturday, December 2, 2017

Unit of The Week: Zeroth Dragon of Inferno, Drachma


[Ultimate Stride] (Released when the number of face up cards in your G zone is three or more! When it would return to your G zone, exclude your G zone!)-Stride Step-[Choose a card with the same card name as your vanguard, and discard it] Stride this card on your (VC) from face down.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, retire all of your opponent's units, bind them face up, your opponent chooses three cards from his or her hand, discards two cards from among them, and rides a card from among them on (VC) as [Stand]. (The vanguard is retired as well, he or she rides a card from the soul if there are no cards in the hand. He or she loses the game if it is not possible to do anything)
The Zeroth Dragons are weapons of mass destruction. They were created by the Dragon Deity of Destruction, Gyze and are used by the six apostles. Every Zeroth Dragons represents one nation and every nation has a dragon. Zeroth Dragon of Inferno, Drachma represents the Dragon Empire. Only the Dragon Empire can play this card. Kagero, Murakumo, Narukami, Nubatama, and Tachikaze have access to Zeroth Dragon of Inferno, Drachma.

Zeroth Dragon of Inferno, Drachma's skill retires the opponent's entire field and this includes the vanguard. Then, the opponent selects three cards in his or her hand. Two cards are to be discarded to the drop zone and the third card becomes the new vanguard. Your opponent loses three cards from his or her hand and up to five rear-guards. Your opponent's defenses took a major hit. Two interceptors and two cards from the hand are lost. Furthermore, your opponent may be forced to ride a grade two or one unit. He or she will not have access to Generation Guardians.

The best method to avoid a vanguard of grade two or less is to only use enablers or grade two units to pay the cost to stride. Hold on to your grade three cards if you believe your opponent will play Drachma. You can also use cards to search for grade three units and ensure your survival. A grade three vanguard has access to Generation Guardians. Generation Guardians can generate a strong shield to block Drachma's fiery attack.

Finally, Kagero and Narukami benefit the most from Drachma's skill of retiring the opponent's field. Both clans control the field by retiring units. They have units with skills to take advantage of your opponent having an empty field. Kagero's units with Blaze are the perfect fit with Drachma. Dragon Knight, Shakur, and Dragon Knight, Mbudi can use their skills to overpower the opposition.

Overall, Zeroth Dragon of Inferno, Drachma burns opponents to ashes. Its ability to clear an opponent's field is extremely powerful because it includes the vanguard.  Play it when an opponent does not have many cards in his or her hand. You can force your opponent to ride a grade two unit and your opponent will be unable to use Generation Guardians. Burn your opponent's vanguard with the power of a deity with Zeroth Dragon of Inferno, Drachma!

Card Rating: 5 out of 5

Saturday, November 25, 2017

Unit of The Week: Death Star-vader, Chaos Breaker Deluge

In this world, no ark of salvation will appear. 
[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn] Generation Break 3:[Soul Blast (1) & Choose a face down card from your G zone, and turn it face up & Choose a card from your hand, and discard it] If you have a heart card with "Chaos" in its card name, your opponent chooses two cards from his or her hand, and puts them on separate (RC) as locked cards. Then, if the number of cards in your opponent's damage zone is four or less, you choose one of your opponent's locked cards, and your opponent puts that card into his or her damage zone face down.
We are less than one week away from Rondeau of Chaos & Salvation's release. I am excited to complete my Chaos Breaker deck. One of the most anticipated G-Units from the booster set is Death Star-vader, Chaos Breaker Deluge. This is Chaos Breaker's newest G-Unit. He wields the powerful ability of Generation Break 3. He looks very sinister.

Death Star-vader, Chaos Breaker Deluge's Generation Break 3 is broken into two parts. The first part forces your opponent to lock two cards from his or her hand. Your opponent loses two cards to use for defense. Both cards are inaccessible until the end of your opponent's next turn.  This skill cannot be avoided. Your opponent will always have cards in his or her hand during your main phase. He or she performed drive checks before your turn.

Next, the second part of Death Star-vader, Chaos Breaker Deluge's skill selects an opponent's locked card and places it into the damage zone face down. The ability serves three purposes. First, you instantly damage your opponent. This adds pressure in guarding your attacks. Secondly, you remove a good rear-guard from the field. The rear-guard would unlock at the end of your opponent's next turn and be a potential threat if you could not lock it again. Third, your opponent loses a counter blast to pay for a skill's cost.

Finally, many powerful Star-vaders elevate Chaos Breaker. Disorder Star-vader, Iron locks a card when he is called to the field. His ability further limits your opponent's offensive options. Your defense should be nearly perfect if your opponent cannot unlock his or her cards. Turmoil Star-vader, Zinc needs to be in every deck for Chaos Breaker. She regains your resources. She counter charges two cards and soul charges two cards.

As shown above, Death Star-vader, Chaos Breaker Deluge makes Chaos Breaker one of the best decks in the modern age of vanguard. He shuts down your opponents' defenses and deals damage to your opponent with an ability before the battle phase. The damaged card is placed face down for your opponent to be unable to use it for a counter blast. These powerful benefits perfectly fit Chaos Breaker's personally. He drowns your opponent into despair and locks them into submission.

Card Rating: 5 out of 5

Friday, November 24, 2017

The Apostles Part 1 - Chaos Breaker


Star-vader, Chaos Breaker Dragon is a villain from Cardfight!! Vanguard Link Joker and he has returned to the G series! He led Link Joker's special army, the Star-vaders. The entire clan was originally created by the Void and destroyed numerous planets before some members of the clan became heroic Messiahs. Chaos Breaker is responsible for corrupting many warriors on Cray and reversing them into servants for Link Joker. He is the only surviving general from Link Joker after the invasion. He is now one of the six apostles for Dragon Deity of Destruction, Gyze.

The Invasion

Chaos Breaker led Link Joker's invasion of Cray in season three. He earned the nickname the clown for using cruel tactics on his enemies. He would provide hope to his enemies, and drown them in deep despair. He defeated the Jewel Knights and forced Pure Heart Jewel Knight, Ashlei to submit to Link Joker. Chaos Breaker reversed Cray's mightiest warriors into weapons for Link Joker.

Link Joker was on the verge of victory until Aichi, Blaster Blade, and Alfred turned the tide of the war. Aichi defeated the Void's agent and Alfred destroyed Omega. Chaos Breaker and his army were forced back to Cray. Chaos Breaker survived the war and would not return for many years. He lurked in space and kept an eye on Cray.

The Void's Avatar.


Link Joker was revealed to be the Void's avatar in season three. The agent said Link Joker is the Void's avatar and has destroyed many planets on its path towards Cray. The Void is humored to be created by Gyze. If this is true, then the other apostles are unaware of Chaos Breaker's significance. Chaos Breaker is the only apostle to set foot on Earth. Him and many Star-vaders attacked the Earth in season three. However, they were forced back to Cray after Aichi defeated the Agent.

What was Chaos Breaker's Original Mission?

Blue Wave Marshal, Valeos revealed the origins of Fides. The legendary holy sword sealed Gyze and the original Aqua Force. It is the only weapon able to harm Gyze. The Star-vaders finally arrived on Earth in the final episodes of season three. Chaos Breaker made his entrance known to the world as he stood above the building to watch the final card fights. His original mission may have been to destroy Fides and release the Zeroth Dragons. He could have carried out the mission if he was able to remain on Earth.

Relationship with Kai



Star-vader, Chaos Breaker Dragon was Kai's avatar during the Link Joker arc before he switched decks at the end of the season. They were a dynamic duo. Chaos Breaker and Kai defeated Aichi's Liberators in a major battle. Kai returned to his roots and played Dragonic Overlord in his final games for the season. Here is a fun fact. Kai is undefeated with his Chaos Breaker deck.

A possible confrontation has been teased since last season in Cardfight!! Vanguard G Next. Kai expressed his desire to capture Chaos Breaker. He shows great anger when he hears Chaos Breaker diffrode with Noa. He has a personal agenda to handle unfinished business. I want their history to mention in their confrontation. Kai must win this fight or I will riot!

Diffride

Evil God Bishop, Gastille encountered the Star-vaders' leader in the Relics. Gastille initiated Chaos Breaker in Gyze's apostles. Chaos Breaker learned a new method to return to Earth from Gastille. He performed an illegal diffride with Noa Hoshizaki. Noa is his current host. Noa is a young boy and member of New Nippon. Chaos Breaker sees Noa as a Barbie doll and dresses his host as a girl. His treatment of Noa reveals his dark nature. He enjoys triggering negative emotions in his enemies.

Possible Betrayal

I am questioning Chaos Breaker's true intentions in the current war. Chaos Breaker wants to see which group will be victorious. He appears to be withholding information with his fellow apostles. He is the only apostle to physically appear on Earth. He invades Earth in episode 160 of Cardfight!! Vanguard's three season. The other apostles appear to be unaware of his history. They said they were not able to travel to Earth before Chrono triggered their arrivals.

The Final Word

Chaos Breaker is one of the best villains in the series. He is ruthless and will break his opponent's hope for a better world. I want to learn more about his history before the series started. We learned histories of Blaster Blade and Blaster Dark. Chaos Breaker is in the same category of being a legendary character for being a major threat to Cray. His origins could connect many missing pieces to Cardfight!! Vanguard's story. He most likely has a sinister scheme for this current season. I am looking forward to seeing his scheme in Cardfight!! Vanguard G Z!

Saturday, November 18, 2017

Unit of The Week: Intimidating Mutant, Darkface

Flourish not, kill not. A good saying. 
[AUTO](VC) Generation Break 2 (Active if you have two or more face up G units in total on your (VC) or G zone):[Soul Blast (2)] When your opponent's unit is placed on (RC), you may pay the cost. If you do, [Rest] that unit.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose two of your opponent's rear-guards, [Rest] them, until end of your opponent's next turn, they get "[AUTO](RC):At the end of your turn, if this unit is at [Rest], your opponent may draw a card.", and those units cannot [Stand] during your opponent's next stand phase.
Intimidating Mutant, Darkface is the strongest warrior in Megacolony. His design is inspired by Hercules beetle. He has the strength of a demigod and the body of an insect. He proudly serves Evil Governor, Darkface Gredora and is one of the six Apostles. He becomes very excited with Gredora and his work for Gyze. 

Generation Break two The skill can be used multiple times per turn. Opponents can try to overcome the limitations by calling new units, but Darkface can paralyze those units as well! The skill is very effective against decks such as Aqua Force and Nova Grappler. Those clans cannot afford to retire units and call new units to the field because they lack support to draw extra cards for a good hand.

Intimidating Mutant, Darkface's stride skill paralyzes two of your opponent's units. Always paralyze your opponent's units in the front row to limit attacks. Then, you may draw a card if these units are resting at the end of your opponent's next turn. You have the potential to draw two additional cards. Your hand will have a healthy size to use for defense or striding a G-Unit.

However, both skills have the same weakness. Particular decks can counter these restrictions by standing units in the main phase and battle phase. Favorite Champ, Victor easily counters Darkface's strategy by using his skill to stand rear-guards. Furthermore, stand triggers have made a resurgence in the game. Resting units are able to stand after a stand trigger is checked. These units can attack or remaining standing to avoid Darkface's second skill with the ability to draw cards.

Overall, Intimidating Mutant, Darkface focuses on defense over offense. His skills attempt to limit an opponent's opportunities on offense. He is either trying to outlast an opponent or delay his defeat. The perfect defense can outlast any opponent, but Darkface has a fatal flaw. Powerful units and stand triggers can stand rear-guards. Darkface will miss out on the opportunity to draw cards from his Generation Break. Paralyze your opponents and crush them with Intimidating Mutant, Darkface's amazing strength!

Card Rating: 3 out of 5

Saturday, November 11, 2017

Unit of The Week: Master Swordsman of First Light, Gurguit Helios

The shine of first light will banishes all despair of darkness. 
[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn] Unite (Active if you have called two or more units to (RC) or (GC) during this turn):[Choose a face down card from your G zone with the same card name as this unit, and turn it face up] This unit gets drive +1.
[CONT](VC) Generation Break 3:This unit gets [Power]+5000 for each of your rear-guards, and for the battle that this unit attacked, your opponent cannot call grade 1 or greater cards from hand to (GC).
Gurguit is one of my favorite units. I earned three top three spots at tournaments from my local card shop. I earned third placed at the first two tournaments and I management to improve to two place at our last tournament. I am staying by this card's side because I am at my best with the Gold Paladins! Master Swordsman of First Light, Gurguit Helios is an upcoming card from Ultimate Stride!

Master Swordsman of First Light, Gurguit Helios's first skill is activates when unite is active. Gurguit Helios gains an additional drive check. Four drive checks make any vanguard very dangerous. Opponents must consider their opponent's probability of overcoming their shield. The extra card can be very useful. Gold Paladins superior call their allies to the field. You are not calling many units from your hand. Your hand's size will be a healthy throughout games.

Secondly, Master Swordsman of First Light, Gurguit Helios's next skill gives him 5,000 power for each rear-guard and opponents cannot call grade one or greater cards from hand to guardian circle. Master Swordsman of First Light, Gurguit Helios is a huge boss if Generation Break 3 is active. Now opponents cannot negate the attack with a perfect guard. They must spend a lot of resources to block the attack. It is very easy to have a full of Gold Paladins. Gurguit Helios's power will be 51,000 before receiving a boost from a rear-guard. He can easily attack for over 60,000 power.

Finally, Gurguit's Generation Break three skill makes Gurguit Helios fall into the discussion of being too powerful. His large amount of power and guard restriction are too overwhelming. In addition, Gurguit has four drive checks with potential to break any effort of guarding the attack. Opponents may struggling defending against such a powerful attack. Only a handful of decks can withstand an attack with a power above 50,000.

Overall, Master Swordsman of First Light, Gurguit Helios is currently the best G-Unit for decks with Gurguit as the vanguard. He falls in the category of broken cards. He is too powerful for most decks to handle. He generates a lot of advantage with an additional drive check. He is one of the most difficult cards to defend against because of his second skill's guard restriction. My Gold Paladins continue to shine as one of the best clans under Master Swordsman of First Light, Gurguit Helios.

Card Rating: 5 out of 5