Friday, October 17, 2014

Unit of The Week: Revenger, Desperate Dragon

Now is the time. ......Activate, Code of Ragnarok! 
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)-card with "Revenger" in its card name] When this unit attacks a vanguard, if the number of rear-guards you have is more than your opponent's, you may pay the cost. If you do, this unit gets [Power]+5000/[Critical]+1 until end of that battle.
[AUTO](VC):[Choose one of your «Shadow Paladin» rear-guards, and retire it] At the beginning of your main phase, you may pay the cost. If you do, your opponent chooses one of his or her rear-guards, and retires it.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Desperate times call for desperate measures. A powerful dragon lurks in the shadows on Cray as it waits for its opportunity to prove its worth. Revenger, Desperate Dragon has come from the shadows to aid his fellow Shadow Paladins in the war against Link Joker. Blaster Dark gladly accepts assistance and commands Revenger, Desperate Dragon to lead an unit into battle to stop Link Joker's invasion.

Revenger, Desperate Dragon is one of the most overlooked Revengers. Revenging Form Dragon and Dragruler Phantom are more popular choices among players. Revenger, Desperate Dragon's Limit Break appears to be just as desperate as its name because it only boosts the vanguard's power. Its Limit Break gives 5K power and an additional critical to the dragon when the player has more rear guards than his or her opponent.

Furthermore, the power boost and additional critical will only give a slight advantage to the player. An opponent will always use a Perfect Guard to negate the attack to avoid risking two or more damage. However, an opponent will not always have a Sentinel in  hand to block the attack so it has the potential to quickly defeat an opponent in a bad position. The additional pressure from the Limit Break can force a player to either use a considerable amount of cards in his or her hand to block the attack or take the risk by allowing the attack to hit his or her vanguard.

Finally, the second skill can simply be looked at as a Limit Breaker enabler, and the skill is a simple one for one. The player retires one of his or her units and the opponent will choose one of his or her units to retire as well. Cards that allow the opponent to pick the unit to retire are not very good. A smart opponent will retire the least effective card on their field to retain the formation's best units. This skill is only useful to help set up Limit Break when both players an equal amount of rear guards, then Revenger, Desperate Dragon's player replaces the recently retired unit. Revenger, Dark Bond Trumpeter and Dark Cloak Revenger, Tartu  can be used to help rebuild the formation to set up Limit Break.

Overall, Revenger, Desperate Dragon is the second weakest unit among the Revenger grade 3 units. Revenger, Desperate Dragon is mostly a vanilla unit that only powers up every turn with Limit Break online. It's nothing more than a desperate attempt to gain a quick edge for victory. In some situations, its skill can actually overwhelm an opponent who is unable to guard the vanguard. If you're in a tight spot and looking for a desperate way to win a match, then unleash Revenger, Desperate Dragon.

Tuesday, October 14, 2014

News: Hero's Strike Structure Deck TCG Release Date

The TCG's players have been waiting for Hero's Strike to be released in English and the wait is finally over! Konami has announced that Hero's Strike will be released in the TCG on January 30th, 2015! HERO monsters are one of the most popular and fun archetypes in Yu-Gi-Oh! Jaden won many duels using his heroic HERO monsters to save the world from evil forces. Hero's Strike features many reprints of our favorite HERO monsters, and introduces new HERO Fusion monsters! Contrast HERO Chaos is the featured Ultra Rare card.

Hero's Strike Includes

40 Common Cards
1 Ultra Rare Card
4 Super Rare Cards
1 Dueling Guide
1 Rulebook
1 Game Mat

Get read to get your game on January 30th, 2015 with Hero's Strike!


Starter Deck Review: Saiyan Saga

The Saiyan Saga starter decks were the first starter decks in Dragon Ball Z Collectible Card Game by Score. There is a Hero deck and a Villain deck based on the saga's most important characters. Starter Decks include 60 cards, 4 Personality cards including one high tech Personality card, a playmat, Scouter, and Warrior Sword. Gohan, Goku, Krillin, and Piccolo are the Hero Personalities, and Nappa, Raditz, and Vegeta are the Villain Personalities. This was the beginning of one of the most popular trading card games.

Random Main Personality

Starter decks include one random Main Personality, and this became a trend in the game. There are many cons with this setup. The cons are very oblivious which are getting the same character multiple times, never getting specific characters, and spending a lot of money searching for a character. Score obliviously randomized starter decks to entice players to buy multiple starter decks and even starter deck box sets to get every Main Personality. A lot of kids and their parents spent a lot of money buying the same starter deck in hopes of getting the desired Main Personality

I would prefer for starter decks to be labeled with specific characters instead of being a game of chance. As a kid I was very frustrated with always getting the same characters from starter deck. I got Raditz in my latest Saiyan Stage starter deck, and it took me 14 years to finally get Raditz's main personality set instead of Nappa who I always got from the Saiyan Sage Villain starter deck.

Why are there Hero Allies in a Villain starter deck? 

One would expect to allies from the same alliance as the starter deck's Main Personality to be included in the starter deck. However, that was not the case as shown in the video above. I got three Hero Personalities in a Villain starter deck and this makes the deck unplayable because its an illegal deck. The Saiyan Saga set did not have many options for Allies. Nappa, Raditz, Saibamen, and Vegeta were the only villains and the three Saiyans' level one and level two cards are only available in the starter decks. Adding one or two copies of a level one Saibaman would be the most logical choice, but Score failed to think before they acted.

Vanilla Game Plan

The deck's strategy is crippled by the randomness and having illegal cards in a Villain deck. My deck's strategy would have some idea if I bought a Hero starter deck. The Villain deck requires both players to agree to make minor rule changes just to practice with the Hero allies.

The best option is to use the deck to learn basics. It's the only positive highlight from the starter deck. It's as vanilla as a starter deck from any trading card game can become.  A new player will eventually become accustom to the game's rules and start to play at a faster pace. The basics will help a player get an idea on how he or she wants to create a legitimate deck.

The Final Word

In conclusion, the Saiyan Saga starter deck created basic the foundation for future starter decks. Random Main Personalities and accessories were staples in Score's era and they continue to be staples in Panini America's era. However, Saiyan Saga starter deck as a whole is very unimpressive. Card games do not start with perfection, but the horrific errors are inexcusable. There are definitely problems with this starter deck. Why add Hero Allies in a Villain starter deck? This is totally illogical because Villains cannot have Hero Allies. The starter deck is now unplayable because it is an illegal deck. Starter decks are for players to be able to play right away with a basic deck. Players should not be forced to buy booster packs to fix an illegal deck.

I do not recommend players to buy this starter deck if they are interested in playing the game. This deck is only a collector's item. Don't waste your money on this deck unless you really want it in your DBZ CCG collection.

Score: 0 out of 5

Saturday, October 11, 2014

News: G-Assist

Bushiroad has created a groundbreaking and new rule for Cardfight!! Vanguard. The terrible days of being grade locked are finally over. The new rule is G-Assist, and it is to help players overcome being grade locked.

G-Assist happens after the draw phrase.


  • Your vanguard must be Grade 2 or lower.
  • Your hand must have no cards 1 grade higher than your vanguard.
  • Your G-Zone must have 2 or more cards in it.

How to perform G-Assist

  1. Show your hand to your opponent.
  2.  Look at the top 5 cards of your deck.
  3. Choose up to 1 card whose Grade is exactly 1 higher than your vanguard, show it to your opponent, and add it to your hand. Any other cards are shuffled into the deck.
  4. If you added a card to your hand in step 3, then remove 2 cards in your hand and 2 cards in the G-Zone from the game (this is not bind). If you did not add a card to your hand, then shuffle the deck and continue to the Ride Phase.
G-Assist also opens the possibilities to change grade ratios in decks. Some decks can become faster and stronger with more possible options. Players will not be punished for playing decks with crazy and wild ratios.

G-Assist will take Cardfight!! Vanguard to the next level. Players will no longer have to fear being grade locked at tournaments. They can now overcome the situation and find a grade 3 unit to ride the vanguard! Bushiroad received a lot of criticism from players for not having a rule to assist with being grade locked. It's great to see Bushiroad listen to the criticism and fixed the an annoying problem.

Unit of The Week: Cracking Beast Tamer

[ACT](VC): Legion 20000 "Barking Sky Tiger" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[AUTO](VC):[Counter Blast (2)] When this unit performs Legion, you may pay the cost. If you do, Soul Charge (2), choose up to three cards from your soul, and call them to separate (RC).
[AUTO](VC):When your unit is placed on (RC) from your soul, this unit gets [Power]+3000 until end of turn.

Let's give a round of applause to Pale Moon's newest performer, Cracking Beast Tamer! With one crack of her whip, Beasts will submit to their mistress. Cracking Beast Tamer is just as powerful as her beauty. She is Pale Moon's first and currently only Legion unit. Her abilities use the Soul to gain advantage and power.

Cracking Beat Tamer's Legion skill continues Pale Moon's theme to superior call its members from the Soul. When she performers Legion, Counter Blast two cards in the Damage Zone and you may superior call up to three units from the Soul. The Legion skill is in perfect sync with the second skill that gives 3K power for every unit superior called from the soul to Cracking Beast Tamer. Every turn Cracking Beast Tamer should be able to attack with very high numbers in combination with her Legion ability and supportive rear guards' skills. This ability is also very useful against clans and decks that retire opponent's units because it gives the player a fresh supply of rear guards.

She is one the type of Legion that requires to perform Legion every turn to use her effect. Recycling the deck is always good for putting Triggers back into the deck. However, she can only ride in a match twice based on the Legion skill costing two Counter Blasts unless the player drive checks or damage checks a heal trigger. She needs to be in a cost effective deck. It is best to surround her with rear guards with skills that do not cost any Counter Blasts.

Finally, many rear guards have amazing chemistry with the Legion skill. Fire Juggler, Jumping Glenn, and Silver Thorn Beast Tamer, Maricica are many units that have good combo plays with the Legion skill. These units utilize to the Soul to their advantage for power and superior calling units. Skyhigh Walker is a good option for the Cracking Beast Tamer as it fuels her Legion skill.

Overall, I am very pleased in Pale Moon's one and only Legion unit at the moment. Cracking Beast Tamer's strategy to reuse Legion every turn to be able to use her skills keeps her power in check to be balanced. Most importantly both of her skills work very with many new and old Pale Moon units. However. if the player is unable to perform Legion, then he or she is stuck with a nearly vanilla vanguard. Get ready to watch the next performer, Cracking Beast Tamer!

Wednesday, October 8, 2014

Card Discussion: Magical Exemplar

Each time a Spell Card is activated, place 2 Spell Counters on this card when that Spell Card resolves. Once per turn: You can remove any number of Spell Counters from this card; Special Summon 1 Spellcaster-Type monster from your hand or Graveyard whose Level is equal to the number of Spell Counters you removed.
Spellcasters are some of the most powerful monsters in Yu-Gi-Oh!, and Magical Exemplar is no exemption. She is a level four Spellcaster and effect monster with 1790 ATK and 1400 DEF. Her effect allows the play to remove any number of Spell Counters from her to special summon one Spellcaster from the player's hand or Graveyard whose level is equal to the number of Spell Counters removed. The effect can be activated multiple times per turn.

Spell Counters

Magical Exemplar was originally made to support Spell Counter decks. Her ability is able to take full advantage of many cards in the hand, Graveyard, and on the field. Play this card alongside Magical Citadel of Endymion to conserve Magical Exemplar's Spell Counters. Magical Citadel of Endymion's effect will basically give the player additional Spell Counters to use for Magical Exemplar's effect to swarm the field and set up XYZ and Synchro plays. Furthermore, Spellbooks can play a major in rapidly gaining Spell Counters. This will only set up plays much faster.


Spellbooks can quickly increase Magical Exemplar's amount of Spell Counters. Combos with Spellbook of Secrets and Spellbook of the Master can give eight or more Spell Counts to Magical Exemplar in a single turn! These combos will enable the player to special summon a powerful monster or a group of monsters for XYZ and Synchro plays.

Magical Exemplar can easily set up the field to Synchro summon Shooting Quasar Dragon. The combo requires her to have eight Spell Counters to be able to special summon a level seven Spellcaster and one level one tuner. In this example Magical Exemplar's effect will special High Priestess of Prophecy and Effect Veiler. Effect Veiler, High Priestess of Prophecy, and Magical Exemplar will be used to Synchro summon the legendary Shooting Quasar Dragon!

Finally, Spellbook of Wisdom and Spellbook of Fate can protect Magical Exemplar. Protecting her is very crucial to use her combo plays. She can be protected from spell and trap cards. The Spellbook of Fate can banish any potential card that may destroy Magical Exemplar.

Overall, Magical Exemplar is a very good and sometimes overlooked Spellcaster. Her effect can create devastating and game changing plays to give major advantage to her owner. Her combo plays can summon powerful monsters Stardust Dragon and Quasar Dragon in a single turn! A first turn Quasar Dragon can easily lead to an OTK! Consider playing Magical Exemplar the next time you build a Spellcaster deck.

Saturday, October 4, 2014

News: Cardfight!! Vanguard G and Stride Mechanic

Bushiroad has announced Cardfight Vanguard's fifth season, Cardfight!! Vanguard G. A new era has begun! Cardfight!! Vanguard G features a new cast of characters! It will serve as a fresh start for new players and will continue the original story for veteran players.

Cardfight!! Vanguard G takes place three years after Cardfight!! Vanguard Legion Mate. The new cast members are Kiba Shion, Shindou Chrono, and Anjou Tokoha!Shindou Kurono will be playing the new clan Gear Chronicle! Katsuragi Kamui, Tokura Misaki, and Ibuki Kouji will return as supporting characters. Kamui works part-time at Card Capital and Misaki is now the store's owner.

Cardfight!! Vanguard G will also feature the Stride mechanic. Each new protagonist will have an exclusive Stride unit. Stride units are in the extra deck. They can be ridden during the ride phrase by discarding a total of 3 or more grade from the hand while the current vanguard is grade 3. The Stride unit will become the vanguard until the end of turn. The Stride retains its name and the base unit that it stridden over.

The new trial decks will have major changes. Each trial deck will feature four RRR cards, two perfect guards, and two copies of the cover card. The set order will be reseting as VG-G-TD and VG-G-BT. The first two trial decks are VG-G-TD01: Awakening of the Interdimensional Dragon and VG-G-TD02: Divine Swordsman of the Shiny Star. BT01 will support  Royal Paladin, Gear Chronicle, Kagerou, Nova Grappler and Oracle Think Tank.

Cardfight!! Vanguard G will be very refreshing. The new cast looks very promising. Cardfight!! Vanguard G will premiere on October 26th, 2014!