Saturday, August 23, 2014

Unit of The Week: Blue Wave Dragon, Tetra-drive Dragon

1, 2, 3, 4! Now... have you prepared yourself? 
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):At the end of the battle that this unit attacked a vanguard, if it is the second battle of that turn, until end of turn, this unit gets "[AUTO](VC):[Counter Blast (2) & Choose two «Aqua Force» from your hand, and discard them] At the end of the battle that your rear-guard attacked a vanguard, if it is the fourth battle of that turn, you may pay the cost. If you do, [Stand] this unit.". 
[ACT](VC):[Counter Blast (1)] This unit gets [Power]+2000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Powerful dragons are preparing for war at the bottom depths of the sea. Maelstrom has recruited new leaders to lead the Aqua navy in the intense war on Cray. Link Joker has deployed the Star-vaders on a relentless assault! Times like this calls for brave new dragons to protect Cray's peaceful citizens. Blue Wave Dragon, Tetra-drive Dragon is ready to lead the Aqua Force against Link Joker and the Void!

Blue Wave Dragon, Tetra-drive Dragon's Limit Break is powerful and well-balanced. Limit Break is very easy to achieve with the proper support. Tetra-drive Dragon's best support does not require counterblasts. Storm Rider, Eugen, Storm Rider, Basil and Storm Rider, Diamantes can fulfill the attack order requirements. Tetra-drive Dragon will be able to use its Limit Break at least twice per game. However, the Limit Break has a high demand for front-row presence. It can be difficult to retain units when facing Eradicators and Kagero. Eradicators' and Kagero's control strategies forces the Aqua Force player to commit his or her hand to the field to activate Limit Break.

Furthermore, Tetra-drive Dragon works in perfect sync with both Aqua Force Break Rides. Blue Flight Dragon, Trans-core Dragon's Break Ride skill can force an opponent to discard two cards to prevent Tetra-drive Dragon's attack from being unstoppable and gaining an additional critical. Blue Storm Marine General, Demetrius's Break Ride skill allows the play to draw two cards and retire an opponent's rear-guard. The draw power makes up for the discarding two cards to stand Tetra-drive Dragon for the fourth battle.

Finally, Tetra-drive Dragon's second skill costs two counter-blasts and gives 2,000 power to Tetra-drive Dragon. The skill allows Tetra-drive Dragon to attack without a booster. However, this skill must be used with caution. If a player wants to reuse Tetra-drive Dragon's skill, then it is best to save the last counter-blast for when Tetra-drive Dragon needs the extra power.

Overall, Blue Wave Dragon, Tetra-drive Dragon fits in well with Aqua Force's stand strategy. Tetra-drive Dragon also has a well-balanced Limit Break. The cost is very high with discarding two cards and using two counter-blasts. Basically the skill trades defense for a high powered offense. Its counter-blast friendly support gives Tetra-drive Dragon two opportunities to attack twice per turn. Blue Wave Dragon, Tetra-drive Dragon is a vanguard that you don't want to attack you twice!

Friday, August 22, 2014

News: Delete The Vanguard!

Bushiroad revealed the new mechanic Delete! Delete is a special mechanic exclusive to Kouji Ibuki's Link Joker units known as the Deleters. Prepare to be deleted!

Daunting Deleter, Wokshyz
[ACT](VC): [Counter Blast (3)-card with "Deletor" in its card name & Choose one of your rear-guards, and put it into your soul] Delete all of your opponent's vanguard, and this unit gets [Power]+10000 until end of turn. (The deleted unit is turned face down, its power is 0 and loses its text. It turns face up at the end of the owner's turn.) 
[AUTO](VC): At the beginning of your opponent's ride phase, if your opponent has a deleted vanguard, your opponent may choose a card from his or her hand, and discard it. If your opponent does not, your opponent cannot normal ride during that ride phase. .  
How Delete works.

Delete flips a unit face down. Its power becomes zero and the unit also loses its text. The unit will remain face down until the end of the owner's turn

Delete Rulings

  1. A deleted card lose its text. This includes text such as Restraint and Lord.
  2. Deleted units do not lose their clan, grade, name, and nation. Cards like Nullity Revenger, Masquerade can activate their skills. 
  3. Deleted units can attack. They can only gain power from boosters and trigger effects.
  4. Deleted units retain Twin Drive.
  5. If your Vanguard is in Legion, then both units are face down. Both units have zero power and they lose their texts.
  6. You may ride an unit on top of a deleted unit. However, you are unable to gain Break Ride abilities because the deleted unit does not have text.
  7. Both players may look at a face down card. However, only touch an opponent's card with his or her permission. It's proper card fight etiquette! 

Delete provides a different game plan than Lock. Delete provides a major offensive advantage to Link Joker. It forces an opponent to play a perfect guard to block a vanguard's attacks. Quintet Walls are unable to consistently protect a vanguard without zero power. Furthermore, the opponent is unable to ride unless he or she discards a card during the ride phase. However, Delete comes at a high price. Daunting Deleter, Wokshyz's skill costs 3 counter-blasts and putting a rear-guard into the Soul.

The nice feature about Delete is that it allows the opponent to fight back. The opponent cannot effectively fight back. However, it is not a complete shutdown skill like the infamous Lock. Players can boost deleted units and they have the option of riding a new vanguard. Players will be pleased with the ability to fight back instead of doing very little each turn under Lock. This also removes Bushiroad's need to make cards to counter deleting like they did with the vanguards that can unlock units.

Overall, the Deleters propose an interesting offensive threat with their Delete skill. It provides Link Joker with an offensive strategy that the Star-vaders lacked. Their play style will be much different from the Star-vaders. Players will enjoy higher powered offensive game instead of a slow-paced game against the Star-vaders. Players can will be able to begin the new era of Link Joker in the upcoming trial deck and movie booster set. Deleters will definitely attract new Link Joker players.

Tuesday, August 19, 2014

News: Neon Messiah Reveals New Alfred and Movie Booster!


Light Origin Seeker, Alfred XIV
A new trailer for the upcoming Cardfight!! Vanguard movie Neon Messiah reveals a new Alfred,Light Origin Seeker, Alfred XIV! His mate is his comrade and friend Blaster Blade Seeker! Aichi seeks the mate to pair the two Royal Paladins in Legion! This also makes Aichi the series's Royal Paladin player again. It is great to see Aichi returning to his rightful clan!






Trailer and Major Spoilers! 


New footage also reveals Neon Messiah takes place after Legion Mate! Many spoilers led to this conclusion. First, the trailer shows Gaillard competing in the movie's tournament. Aichi does not appear to be affected by Link Joker's seed. The most obvious spoiler previously mentioned is Aichi playing the new Alfred!

Team Q4 Reunites!

Team Q4 finally reunites on the big screen! Aichi, Kai, Kamui and Misaki are finally together as four once again. They will most likely be the favorites to win the movie's tournament based on their fabulous track record.

Movie Booster and Trial Deck!

Movie Booster Neon Messiah features Royal Paladin, Gold Paladin, Kagero, and Link Joker! The boost box contains 50 cards (6 RRR, 8 RR, 10 R, 26 C) + 7 SP + 6 LR. The Trial Deck Malefic Deletor features Ibuki Kouji's Link Joker deck! Movie Booster Neon Messiah and Trial Deck Malefic Deletor will be released on September 24th, 2014!

Saturday, August 16, 2014

Unit of The Week: Alfred Early


To preserve the smiles of his people, the young King leads knights to battle.

[AUTO]:When this unit is placed on (VC), choose up to one card named "Blaster Blade" from your soul, and call it to (RC).

Alfred is the King of the United Sanctuary. He is a just king who cares for his people and will fight for them in dark times. He led the United Sanctuary through the civil war and Cray's citizens during the Star-vader invasion. Now see the King as he once was! I ride Alfred Early!

The young king's ability superior calls Blaster Blade from the soul. Alfred Early is best used in Majesty Lord Blaster decks. Alfred Early can be used as a backup if a player rides Blaster Blade and fails to draw another copy. However, this is method is very slow as it forces the player to wait an additional turn to ride Majesty Lord Blaster and hope his opponent does not use a skill to retire Blaster Blade.

Furthermore, Alfred Early's skill enables Blaster Blade to use his skill for a second time. This a nice combo for Majesty Lord Blaster because the deck does not heavily rely on its counter-blasts. It also removes an opponent's rear-guard from the field. The combo is much more cost effective than Blaster Blade's combo with King of Knights, Alfred.

Overall, Alfred Early is a decent support card for Blaster Blade. The extra opportunity to retire an opponent's unit is very nice. It is much cheaper than King of Knights, Alfred's combo with Blaster Blade. More importantly Alfred Early is a worthy backup grade 3 in a Majesty Lord Blaster deck. His ability to superior call Blaster Blade enables Majesty Lord Blaster to use his ability on the following turn.

Thursday, August 14, 2014

MegaMan Trading Card Game


MegaMan Trading Card Game was a short-lived card game in 2005 developed by Decipher. It is based on the MegaMan NT Warrior anime series. MegaMan NT Warrior was a hit series airing on the WB Network now known as the CW Network. Lan Hikari and his NetNavi MegaMan protected the cyber-network  against cyber-terrorist organizations; World Three, Gospel (Grave), and Nebula!

Jack In and Power Up!

The game's concept is the same as the anime and video games. You are the NetOp battling with your NetNavi against an opposing NetOp and his or her NetNavi. The battle system is similar to Dragon Ball Z Collectible Card Game. Players battle each other by using Battle Chips and your deck is also your life. The person who empties his or her opponent's deck is the winner.

Power Up, N1 Grand Prix, and Grave Warning are the game's only sets. Each set contained two starter
decks and a booster box. The starter deck NetNavis were MegaMan.EXE, TorchMan.EXE (FireMan.EXE), Bass.EXE, ProtoMan.EXE, SharkMan.EXE, and PharaohMan.EXE. More NetNavi cards can be found in booster packs. The NetNavis from the booster packs include Roll.EXE, GutsMan.EXE, ElecMan.EXE, SkullMan.EXE, ShadowMan.EXE, etc.

Decipher also gave away many promos cards. They are very expensive and hard to find. Ebay is the best site for finding the rare promo cards. My personal favorite is the MegaMan X promo card from MegaMan X Command Mission. MegaMan X is the only non-Battle Network character to be featured in the game. He does not have any cards of his own. His decks are built with generic support cards.

The Game's Deletion

MegaMan Trading Card Game only lasted for three sets. The game lacked support and a strong tournament support. No stores in my area sold the cards so I had purchased the cards online. I have never played a single game. I've never met anyone who had cards to play with.

It is unfortunate that season 3 MegaMan NT Warrior Axess did not get the opportunity to be apart of the game. LaserMan.EXE, SearchMan.EXE, and ShadeMan.EXE would have been awesome NetNavis in the game. Dark Chips could have added a new twist to the game. Dark Chips would have been support cards for Darkloids like LaserMan.EXE and ShadeMan.EXE.

Legacy

MegaMan Trading Card Game is an awesome card game for die hard MegaMan fans like myself. You can purchase start decks and booster boxes at fairly cheap prices online. However, I will remember MegaMan Trading Card Game as a game that had potential and failed to take full advantage of its potential. The game appears to be enjoyable and playable despite its mishaps. However, MegaMan Trading Card Game is a lost and forgotten game to many card gamers in the card game community. This is no surprised because of the major lack of support.

Tuesday, August 12, 2014

The Top Ten Final Turns

Final Turn are two words nobody wants to hear when they are unable to defend themselves in a card fight. The words signal the end. Cardfight!! Vanguard created the term and fans embraced it. We dream about creating a fantastic play to win the game in a dramatic fashion. We have witnessed many dominating plays and unbelievable finishes in the anime.  Here are my top ten final turns in Cardfight!! Vanguard!

1. Perdition Dragon, Vortex Dragonewt & Perdition dragon, Whirlwind Dragon Legion


I admit I'm a prisoner of the moment. Kai's new Kagero Legion is an unstoppable crimson flame! Kai's feelings are best displayed through the mighty Kagero clan. His intense flames were too much for Gaillard.

2. Ultimate Dimensional Robo Comeback!


Ren backed Kenji into a corner. He appeared to be in complete control of the match until Kenji unleashed the robotic beast! Kenji superior rode Ultimate Dimensional Robo, Great Daiyusha. Great Daiyusha finished Ren off with an unstoppable attack. Ren didn't know what hit him!

3. Blaster Blade Liberator Slays Dragonic Overlord the Яe-birth


Aichi and Kai fought in the greatest card fight in season 3. It came down to their avatars Blaster Blade and Dragonic Overlord. It was Blaster Blade who grabbed victory for Aichi!

4. Aichi and Alfred Save The World From Link Joker and the Void!


Aichi was the only man alive to defeat Link Joker! Aichi and Alfred led the counter attack against the Star-vaders. Alfred liberated the lock and freed his comrades from Link Joker! With his comrades back on the battlefield, Alfred vanquished Star-vader Omega Glendios!

5. Ren Defeats Kai


Kai was able to save Aichi from the darkness. However, he was unable to save Ren. Even the mighty Dragonic Overlord the End could not defeat Phantom Blaster Overlord. Ren and his Shadow Paladins defeated the once believed to be unbeatable Kai.

6. Blaster Blade and Kai Show Aichi The Light!



Aichi was in a cloud of darkness as his addiction to Psyqualia was out of control. He was the biggest blue hair bully at Cardfight Capital. Kai was determined to save Aichi from the Psyqualia and called upon the Royal Paladins to help him. Blaster Blade and Kai reminded Aichi of how strong he is without Psyqualia.

7. Misaki Takes Asaka To School!


Asaka's and Misaki's rivalry is one of the most intense rivalries in Cardfight!! Vanguard. We are guaranteed an awesome match between these two fierce rivals. Asaka was overconfident after defeating Misaki in their match and believed Misaki was the same fighter from their last match. She was wrong and Misaki defeated Asaka in a cold-blooded final turn!

8. Grade 3s Save The Day!



Aichi was playing under special rules giving rear-guards drive checks. This led to total domination. Aichi crushed the opposition with multiple Twin Drives. Morikawa was right! Grade 3s rule and grade 2s drool!

9. Eradicator, Tempest Bolt Dragon Retires The Opposition! 


Naoki was in the battle of his life against the Reverse. He was falling deep into the darkness until his friend Shingo cheered for him! Naoki broke free and Tempest Bold Dragon eradicated the field! Tempest Bold Dragon and Naoki freed Maki Nagashiro and Maiden of Venus Trap Muse from Link Joker.

10. Majesty Lord Blaster's First and Only Appearance



Majesty Lord Blaster's appearance in the anime is epic. Blaster Dark put aside his fuel with Blaster Blade and lent his sword to his rival. Thus, Blaster Blade transformed into Majesty Lord Blaster. Together Aichi and Majesty Lord Blaster defeated Ren.

Saturday, August 9, 2014

Unit of The Week: Pure Heart Jewel Knight, Ashlei

Become a cornerstone of the future! Pure Foundation! 
[AUTO] Limit Break 4 (This ability is active if you have four or more damage): When a «Royal Paladin» rides this unit, choose your vanguard, and that unit gets [Power]+10000/[Critical]+1 until end of turn.
[AUTO](VC): When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Pure Heart Jewel Knight, Ashlei is one of the most powerful warriors on Cray. She leads to the Jewel Knight unit under the Royal Paladins. Her blade rivals the true vanguard Majesty Lord Blaster! Despite being stated as a power warrior in her lord, Asheli is very unimpressive. This is very odd considering her blade rivals Majesty Lord Blaster's blade.

Pure Heart Jewel Knight, Ashlei is one of the weakest Break Rides and this is surprising for Royal Paladins because their support is usually powerful. The additional 10K power and critical are not going to give a player much advantage. The opponent will play a Perfect Guard to waste the Break Ride play.

Furthermore, Her Break Ride skill is not related to the Royal Paladin's theme. A Royal Paladin player expects units to superior call comrades from the deck or gain power by having allies on the field. Ashlei fails to do both abilities. Not even the majority of Jewel Knights benefits from their leader's skill.

However, Ashlei is not completely worthless. She serves as the base unit for Broken Heart Jewel Knight Ashlei Reverse. Fearless Jewel Knight, Julia is the only Jewel Knight who can benefit from the Break Ride skill. The extra critical will give Julia the ability to superior call at least two units to rear-guard circles.

In conclusion, Pure Heart Jewel Knight, Ashlei is the most disappointing Break Ride in the game. Her skill design is very bad for a leader. Her clan does not benefit from her generic Break Ride skill. To make matters worse most of the Jewel Knights do not gain advantage from their leader. Leaders normally have skills to give benefits to their comrades. Ashlei will only be remembered as the worst Break Ride.