Saturday, April 26, 2014

Unit of The Week: Blaster Blade Burst

Continue to grow, and change the world you know. Flash, Burst Blade! 
[CONT](VC):Your units cannot boost this unit.
[AUTO](VC):[Counter Blast (2)-«Royal Paladin»] When this unit attacks a vanguard, you may pay the cost. If you do, increase this unit's [Power] by the sum of the original [Power] all of your «Royal Paladin» rear-guards in the front row until end of that battle.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+3000 until end of that battle.
Blaster Blade is one of my favorite cards. I've always been drawn to knights since I was a little kid. Blaster Blade Burst is one of my most desired cards. He is one of Blaster Blade's powerful transformations. I want to build a Blaster deck built around him.

Let's take a look at what his skill-set brings to the table. First and foremost his skills are not Limit Break. Blaster Blade Burst has the luxury of activating his skills during any point of the game. He can either bring pressure in the early game or late game. His power has the potential to reach 33K when having two 10K units in the front row. This is very threatening in the early game especially with the Royal Paladins having access to twelve critical triggers.

Blaster Blade Burst has a very nice supporting cast. Wingal Brave can search for him in the deck. He has a fine grade 1 10K attacker in Knight of Friendship, Kay and a 12K attacker in Knight of Loyalty, Bedivere. Seeker of Bravery, Ars is the new unflipper for Royal Paladins! Ars gives Blaster Blade Burst the potential to activate his ultimate skill more than two times.

Blaster Blade's dynamic transformations Blaster Blade Burst and Exculpate the Blaster work very well together. Blaster Blade Burst can quickly replace Exculpate the Blaster on the following turn. Boost Exculpate the Blaster with Wingal Brave to activate Wingal Brave's skill to search for Blaster Blade Burst to replace Exculpate the Blaster. Exculpate the Blaster is most likely be able to hit at least one unit so triggering his skill is not difficult.

However, Blaster Blade Burst is not without weakness. He cannot be boosted just like King of Knights, Alfred. His second skill makes up for missing boost by being able to hit Cross Ride units. He becomes a 13K attacker when attacking an opponent's vanguard.

I really want Blaster Blade Burst to be released in English very soon. He is one of the sweetest Blaster units. He is a great alternative to Majesty Lord Blaster for Blaster Blade's fans. Making a deck based on him is very simple with the large amount of support for Blasters and Royal Paladins.

Card Rating: 3.5 out of 5

Thursday, April 24, 2014

Trial Deck Review: Purgatory Revenger


I have always wanted to build a Shadow Paladin deck since they were introduced in the anime, but the clan didn't have a lot of cards that appealed to me at the time. The clan did not receive a lot of support in season two. Shadow Paladins quickly fell off the radar. They are making a thunderous comeback in season three! Purgatory Revenger put Shadow Paladins on the competitive stage. The trial deck introduces the Revengers.

The Deck's Featured Cards

The three main cards I wanted from the trial deck are Blaster Dark Revenger, Nullity Revenger, Masquerade, and Illusionary Revenger, Mordred Phantom. Blaster Dark Revenger's foil looks really good. He has the best foil that I have seen from a trial deck. The a disappointing fact about the trial deck is Nullity Revenger, Masquerade being a common. He is the third most sought out card in the deck after Blaster Dark Revenger and Illusionary Revenger, Mordred Phantom. Bushiroad should have made him a rare instead of Venomous Breath Dragon.

The Game Plan

The trial deck's strategy is based on Blaster Dark Revenger and Mordred Phantom and they are a fantastic duo. The pair have always worked in perfect harmony since their days as Blaster Dark and Phantom Blaster Dragon. Mordred Phantom's Break Ride skill allows you to superior call Blaster Dark Revenger from the deck and uses his skill to retire an opponent's units in the front row.

However, the trial deck's only strategy is simply Mordred Phantom's Break Ride skill and is vanilla outside it. Unlike previous decks there is not a strategy based on the clan's theme. Shadow Paladins are known for retiring units for power or skills. I'm very surprised there isn't a card in the deck that has a skill to gain power by retiring units.

Lacking A Boss

The trial deck's main problem is not having a good Revenger boss besides Illusionary Revenger, Mordred Phantom. Venomous Breath Dragon is not a Revenger so Blaster Dark and Masquerade are unable to use their powerful skills with Venomous Breath Dragon as the vanguard. Labyright Revenger, Arawn is the only option to break ride on top of Mordred Phantom and that's not very good. Arawn's skill is very mediocre for a vanguard. However, you need to break ride him to use Blaster Dark Revenger's and Masquerade's skills.

The Final Word

I really like what Purgatory Revenger brings to the table. The Shadow Paladins finally have a consistent and competitive deck. It provides the building blocks for a strong deck. I can continue to build upon it with Revenger units from booster packs. The trial deck lacks typical Shadow Paladin units, but this is not a major problem because Revenger, Raging Form Dragon is in the following set Binding Force of the Black Rings.

Rating: 4 out of 5

Tuesday, April 22, 2014

My Favorite Cards From Dragons of Legend


Dragons of Legend is one of my favorite booster sets in a very long time. I haven't looked forward to a booster set since Return of the Duelist. Dragons of Legend has so many cards that I dreamed of playing one day. I'm mainly interested in Dark Magician's new support cards. My Spellcaster deck will be updated with the new Dark Magician support!

The Eye of Timaeus
(This card is also always treated as "Legendary Dragon Timaeus".)
Target 1 "Dark Magician" monster you control; Fusion Summon 1 Fusion Monster from your Extra Deck that lists that monster on the field as a Fusion Material Monster, using it as the Fusion Material. You can only activate 1 "The Eye of Timaeus" per turn.
The Eye of Timaeus is the support card that the Dark Magician archetype has been lacking for years. It makes Dark Paladin much easier to summon. Dark Paladin is one of the most powerful fusion monsters in the game.

Dark Magician Girl the Dragon Knight
"Dark Magician Girl" + 1 Dragon-Type monster
Must be Fusion Summoned with the above Fusion Material Monsters or with "The Eye of Timaeus", and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can send 1 card from your hand to the Graveyard, then target 1 face-up card on the field; destroy that target.
Dark Magician Girl the Dragon Knight is the most popular card in the entire set and with good reason. She is easily the best Dark Magician card in the game today. Her skill can protect herself from dangerous spells and traps. She can also destroy my opponent's powerful bosses.

Amulet Dragon
"Dark Magician" + 1 Dragon-Type monster
Must be Fusion Summoned with the above Fusion Material Monsters or with "The Eye of Timaeus", and cannot be Special Summoned by other ways. If this card is Special Summoned: Target any number of Spell Cards in any Graveyard(s); banish those targets, and if you do, this card gains 100 ATK for each card banished by this effect. If this card is destroyed: You can target 1 Spellcaster-Type monster in your Graveyard; Special Summon that target.
Amulet Dragon's artwork is very impressive and looks ten times better than the drawing from the anime. Amulet Dragon is the perfect Anti-Spellbooks card. It is very ironic that a fusion monster containing the Dark Magician counters Spellbooks.

Ra's Disciple
When this card is Summoned: You can Special Summon up to 2 "Ra's Disciple" from your hand or Deck. Cannot be Tributed, except for the Tribute Summon of "Obelisk the Tormentor", "Slifer the Sky Dragon" or "The Winged Dragon of Ra". You cannot Special Summon monsters, except with "Ra's Disciple".
The God cards have been lacking a lot of good support for years. They finally have a support card just for them. Ra's Disciple will be a staple in God card decks.

Legendary Knight Timaeus
Cannot be Normal Summoned/Set. Must be Special Summoned with "Legend of Heart", and cannot be Special Summoned by other ways. When this card is Special Summoned: You can target 1 face-up Spell/Trap Card on the field; banish that target. When this card is targeted for an attack: You can target 1 Spell Card in your Graveyard; Set that target.
The legendary swordsman is finally a real card! He looks cold-blooded! The Legendary Knight Timaeus has two wicked effects. He removes your opponent's back row and the second skill is a plus one by setting a spell card from the card.

Friday, April 18, 2014

Unit of The Week: Player of the Holy Bow, Viviane

Music echoes through the battlefield. It is the sound of courage. 
[AUTO](VC/RC):[Counter Blast (1)] When this unit's attack hits a vanguard, if this unit is boosted by a «Gold Paladin», you may pay the cost, and if you do, look at the top card of your deck, search for up to one «Gold Paladin» from among them, call it to an open (RC), and put the rest on the bottom of your deck.
Player of the Holy Bow, Viviane is one of my favorite Gold Paladin cards. Her artwork is very hot and wicked! I traded a Ice Prison Necromancer, Cocytus for my one and only copy of Player of the Holy Bow, Viviane. She's so beautiful and powerful that I had to get my hands on her! She is currently in my budget Gold Paladin deck.

Player of the Holy Bow, Viviane is one of the best Gold Paladin units. Her skill stays true to Gold Paladin's tactic of randomly superior calling the top card of the deck. When her attack hits a vanguard, you can superior call the top card of your deck for the cost of a single counter blast. However, her skill's requirements also include her being boosted by a Gold Paladin unit. She needs minor commitment on the field.

Furthermore, Vivian works great with Listener of Truth, Dindrane and White Hare in the Moon's Shadow, Pellinore. Dindrane will give you an extra draw with a small cost of a single soul blast. Pellinore is not very consistent, but it is exciting to gain the early advantage by placing him in the vanguard circle. The early pressure can force your opponent into a dark corner.

However, her skill is very inconsistent. This is the Gold Paladins' main flaw. The clan and its units are wildly inconsistent, but they can be a force to be wrecking with if they can get the right cards. You are blindly superior calling the top card of the deck. If the card is Pellinore, then that is great! However, if the card is a trigger, then that's not very good. You don't want to superior call triggers in most situations.

In closing, Player of the Holy Bow, Vivian is a fantastic card with many cool and exciting combos. I hope Viviane will return with a new archetype or as an awesome grade 3 version. I would love to see her as a grade 3 unit because Gold Paladins need a female grade 3 unit and she would totally rock as the leading vanguard.

Card Rating: 3.5 out of 5

Saturday, April 12, 2014

Unit of The Week: Blue Storm Supreme Dragon, Glory Maelstrom

 
This is the final judgement. Terminal Maelstrom!
[AUTO](VC) Limit Break 5 (This ability is active if you have five or more damage):[Counter Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, until end of that battle, this unit gets [Power]+5000, and your opponent cannot call grade 1 or greater units to (GC) from his or her hand.
[CONT](VC):If you have a card named "Blue Storm Dragon, Maelstrom" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Last week we took a look at the Aqua Force's commander Blue Storm Dragon, Maelstrom. Maelstorm is back this week for another review. Blue Storm Supreme Dragon, Glory Maelstrom is Maelstrom's true form. This legendary creature's true form makes it one of the most powerful creatures on Cray. It's a terrible dragon and you do not want to cross its path.

Blue Storm Supreme Dragon, Glory Maelstorm is one of the most broken cards in the game. His Ultimate Break breaks the game's rules. Glory Maelstorm sends fear into grade 1 and grade 2 units. An opponent cannot block attacks with grade 1 and grade 2 units. Perfect guards are useless than Glory Maelstorm. An opponent's only options are trigger units. That is a very tall stand to order. Having every guarding option available is a key component in Cardfight!! Vanguard. Losing one let alone two options is very crippling.

 Furthermore, Glory Maelstorm is a pain in the late game. Trigger units have higher shield power than most cards. However, Glory Maelstorm forces intense pressure in the late game. Glory Maelstorm is able to generate a lot of power. Deck Sweeper's boost combined with Glory Maelstorm's skill will give the dragon 28,000 power. An opponent is forced to over guard at this point in the match and will lose a lot of hand advantage. Most deck's vanguards have either 11K or 13K power. An opponent must guard with at least three cards from his or her hand. Don't forget that there are only sixteen triggers in a deck. You will not be able to draw all of them. Your options can be drained fairly quickly. Glory Maelstorm needs to be defeated quickly after it's Ultimate Break's first activation before it drains an opponent's defenses. The Ultimate Break's cost is very cheap and can be used multiple times. It would be extremely difficult to defend against multiple attacks with the Ultimate Break online.

Finally, while the skill is very broken, it is not without a flaw. An Ultimate Break requires five damage to activate it. Playing with five damage is very risky because your back is against the wall. One more damage and it is a game over. If a player can defend his or her with five damage, then he or she can eventually wear out the opponent.

In closing, Blue Storm Supreme Dragon, Glory Maelstorm is a powerful card and a major upgrade from its previous form. Glory Maelstorm's Ultimate Break literally breaks the game. It is too powerful because it greatly restricts an opponent's ability to guard while it is also able to swing powerful attacks. The skill can quickly drain an opponent's hand and options. You do not want to fight against Glory Maelstorm's Ultimate Break more than twice.

Card Rating: 4 out of 5

Monday, April 7, 2014

News: Fighter's Collection 2014 Update


Fighter's Collection 2014 is one of the most anticipated booster sets in a very long time. It will include new boss units for every clan! Some of the most famous cards such as Majesty Lord Blaster and Dragonic Overlord the End will be reprinted as SP cards! The set contains 30 new cards in RRR and 7 reprints in SP. Fighter's Collection 2014 is set to be released in Japan on May 2, 2014 and in America later this year!

Sprout Jewel Knight, Camille

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] At the beginning of your main phase, if the number of rear-guards you have is three or less, you may pay the cost. If you do, search your deck for up to one card with "Jewel Knight" in its card name, call it to (RC), and shuffle your deck.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.










Edicting Star-vader, Halcium

[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage): All your units with "Я" in its card name get "[Boost]", "[Intercept]" and "[AUTO]: When this unit is placed on (GC) or intercepts, this unit gets [Shield]+5000."
[CONT](VC): All of your rear-guards with "Я" in its card name are also «Link Joker».













Bunny Queen Beast Tamer

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] Choose up to one card from your soul for each unit you have with "Beast Tamer" in its card name, and call them to separate (RC). This ability cannot be used for the rest of that turn.
[AUTO]:When this unit is placed on (VC), search your deck for one card, put it into your soul, and shuffle your deck.









Shura Stealth Dragon, Yozakuracongo

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose two cards from your hand, and discard them] This unit gets [Power]+10000 until end of turn, if the number of cards in your opponent's hand is four or greater, choose two cards from your opponent's hand at random, and bind them face down, and at the end of that turn, your opponent puts all those cards that were bound with this effect into his or her hand. This ability cannot be used for the rest of that turn.
[AUTO](VC):When this unit attacks, if the number of cards in your hand is greater than your opponent's, this unit gets [Power]+2000 until end of that battle.





Merkur Blaukluger

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)-card with "Blau" in its card name] When this unit attacks a vanguard, you may pay the cost. If you do, [Stand] all of your rear-guards with "Blau" on its card name in the front row.
[AUTO](VC): During your battle phase, when your unit becomes [Stand], this unit gets [Power]+2000 until end of turn.











Machining Warsickle

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] At the end of the battle this unit attacked a vanguard, if the attack did not hit, you may pay the cost. If you do, choose your opponent's vanguard, that unit cannot [Stand] during your opponent's next stand phase.
[AUTO]:[Counter Blast (1)-card with "Machining" in its card name] When this unit is placed on (VC), you may pay the cost. If you do, choose one card with "Machining" in its card name from your soul, call it to (RC) as [Rest].








Ancient Dragon, Volcatops

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your rear-guards with "Ancient Dragon" in its card name, and retire it] Choose up to two of your rear-guards with "Ancient Dragon" in its card name, and those units get [Power]+5000 until end of turn. This ability cannot be used for the rest of that turn.
[AUTO](VC):[Choose one of your rear-guards, and retire it] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+5000 until end of that battle.







Super Dimensional Robo, Daiyard

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose one of your rear-guards with "Dimensional Robo" in its card name and put it into your soul] Search your deck for a grade 3 card with "Dimensional Robo" in its card name, ride it, and shuffle your deck, and that unit gets [Power]+4000 until end of turn.
[AUTO](VC): At the beginning of your attack step, if this unit’s [Power] is 15000 or greater, this unit gets [Critical]+1 until end of that battle.








Super Dimensional Robo, Shadow Kaiser

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, this unit gets [Power]+5000 until end of that battle.
[ACT](RC):[Counter Blast (1) & Put this unit into your soul] If you have a unit named "Super Dimensional Robo, Daikaiser" in your (VC), search your deck for up to one card named "Ultimate Dimensional Robo, Great Daikaiser", ride it as [Stand], and shuffle your deck.









Holly Musketeer, Elvira

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When your "Musketeer" is placed on (RC) due to an effect from one of your cards, you may pay the cost. If you do, this unit gets [Critical]+1 until the end of turn.
[ACT](VC):[Soul Blast (1) & Choose one of your rear-guards with "Musketeer" in its card name, and retire it] Look at up to five cards from the top of your deck, search for up to one card with "Musketeer" in its card name from among them, call it to (RC), and shuffle your deck.









Eradicator, Twin Thunder Dragon

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose three cards with "Eradicator" in its card name from your hand, and discard them] Retire all of each fighter's rear-guards, and if you retired three or more units with this effect, this unit gets [Critical]+2 until end of turn.
[AUTO](VC):During your main phase, when an opponent's rear-guard is put into the drop zone, this unit gets [Power]+3000 until end of turn.








Echo of Nemesis

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks, if the number of cards in your soul is ten or greater, until end of that battle, this unit gets [Power]+10000, and your opponent cannot call grade 1 or greater units to (GC) from his or her hand.
[ACT](VC):[Soul Blast (1)-grade 0 card] Soul Charge (2). This ability cannot be used for the rest of that turn.











Drift Ice Swordsman, Nightsnow

Card Effect(s) [ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your rear-guard, and retire it] Choose one card from your drop zone, call it to (RC), and that unit gets [Power]+5000 until end of turn. This ability cannot be used for the rest of that turn.
[ACT](Drop zone): [Counter Blast (2) & [Soul Blast (2)] If you have a grade 3 or greater vanguard, ride this card as [Stand].










Hellfire Seal Dragon, Weathercloth

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Kagerō» rides this unit, choose your vanguard, that unit gets [Power]+10000 until end of turn, and choose up to two of your opponent's rear-guards, retire them, and your opponent looks at four cards from the top of his or her deck, searches for up to two grade 2 cards, calls them to separate (RC), and shuffles his or her deck.
[AUTO](VC):When this unit attacks, if the number of rear-guards you have is more than your opponent's, this unit gets [Power]+2000 until end of that battle.






Sage's Egg, Minette

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] Choose one of your rear-guards, that unit gets [Power]+4000 until end of turn, and at the end of that turn, draw a card, and retire that unit.
[AUTO](VC):During your end phase, when your rear-guard is put into the drop zone, choose a card from your damage zone, and turn it face up.











Halberd Revenger, Peredur

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose two of your rear-guards with "Revenger" in its card name, and retire them] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+10000/[Critical]+1 until end of that battle.
[AUTO]:[Counter Blast (1)-card with "Revenger" in its card name] When this is placed on (VC), you may pay the cost. If you do, search your deck for up to one grade 1 or less card, call it to (RC) in the same column as this unit, and shuffle your deck.






Goddess of Four Seasons, Persephone 

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (6)] Look at three cards from the top of your deck, put them on top of your deck in any order, draw a card, and Soul Charge (1).
[AUTO]:When this unit is placed on (VC), choose one of your rear-guards, search your deck for up to three cards with the same name as that unit, put them into your soul, and shuffle your deck.











Spiral Celestial, Hellm 

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose a card from your hand, and put it into your damage zone] Choose a face up card from your damage zone, put it into your hand, and this unit gets [Power]+5000 until end of turn, and if you have a face up card named "Spiral Celestial, Hellm" in your damage zone, this unit gets [Critical]+1 until end of turn. This ability cannot be used for the rest of that turn.
[ACT](VC):[Counter Blast (1)] This unit gets [Power]+2000 until end of turn.







Twin Blade Liberator, Margaux 

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)-card with "Liberator" in its card name & Choose one of your rear-guards with "Liberator" in its card name, and put it on the bottom of your deck] Look at two cards from the top of your deck, search for up to two cards, call them to separate open (RC), and those units get [Power]+5000 until end of turn, and put the rest on the bottom of your deck in any order.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.








Floral Magus 

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] Declare a card name, and reveal the top card of your deck. If the revealed card is the card you declared, put it into your hand, and this unit gets [Power]+5000 until the end of turn.
[CONT](VC):During your turn, if the number of cards in your hand is four or greater, this unit gets [Power]+2000.








Duo Delicious Girl, Chao 

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] At the beginning of your main phase, you may pay the cost. If you do, choose one of your unit with "Duo" in its card name, return it to your hand, and choose one of your rear-guard with the same card name as that unit, return it to your hand.
[AUTO](VC): When another unit you have is returned to hand from (RC), this unit gets [Power]+3000 until the end of turn.









Blue Storm Marine General, Demitrius 

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When an «Aqua Force» rides this unit, you may pay the cost. If you do, it gets [Power]+10000, and "[AUTO](VC): When this unit attacks a vanguard, if its the fourth battle or greater that turn, draw two cards, choose one of your opponent's rear-guards, and retire it" until end of turn.
[AUTO](VC): When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.








Demonic Lord, Dudley Lucifer 

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose one of your rear-guards, and put it into your soul] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, choose up to one card from your hand, and call it to (RC), and if that unit is a unit with "Dudley" in its card name, that unit gets [Power]+10000 until the end of turn.
[ACT](VC):[Counter Blast (1)] This unit gets [Power]+2000 until the end of turn.

Saturday, April 5, 2014

Unit of The Week: Blue Storm Dragon, Maelstrom

This is, the last storm! 
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, if it is the fourth battle of that turn or more, until end of that battle, this unit gets [Power]+5000 and "[AUTO](VC):[Counter Blast (1)] When this unit's attack hits, you may pay the cost. If you do, draw a card, choose one opponent's rear-guards, and retire it.".
[CONT](VC/RC):If you have a non-«Aqua Force» vanguard or rear-guard, this unit gets [Power]-2000.
Feel the hurricane's deadly power! It will overtake you. Blue Storm Dragon, Maelstorm will help the Soryu people regain their former glory! Maelstorm is Leon Soryu's avatar in season 2. Maelstorm serves as the commander of the Aqua Force army.

Blue Storm Dragon, Maelstrom has the best +5000 Limit Break in the game. This is solely due to its draw engine and ability to retire any of your opponent's rear-guards. This is very useful against strong rear-guards and vanguards who heavily rely on rear-guards. Extra draws are always an advantage in any card game especially Cardfight!! Vanguard. Drawing additional cards in the late game can strengthen a defense. Plus the skill is cheap and optional. However, it is so cheap that the option to decline can be overlooked.

Furthermore, the Limit Break's requirements are not difficult to acquire as it appears. Aqua Force is very similar to Nova Grapplers. Both clans' theme is to stand units in battle to have multiple attacks per turn. However, both clans achieve this with different methods. Nova Grapplers often rely on the vanguard and Twin Drive to activate effects to stand back up while Aqua Force's rear-guards have the skills to stand back up.

Finally, Maelstorm's comrades have the skills to reach four or more attacks before Maelstorm attacks the opponent's vanguard. Tidal Assault and Storm Rider, Basil are two excellent units to help trigger Maelstorm's skill. Tidal Assault is capable of attacking twice per turn. Storm Rider, Basil switches places with the unit behind him.

In closing, Blue Storm Dragon, Maelstrom is a good base unit. I think his Limit Break is very underrated. Draw power alongside the ability to retire an opponent's unit is a good advantage. He has a strong winning image in his true form Blue Storm Supreme Dragon, Glory Maelstorm. Be sure to come back next week for Blue Storm Supreme Dragon, Glory Maelstrom's review!

Card Rating: 4 out of 5

Tuesday, April 1, 2014

The History of 12K Attackers


Decks and units are becoming stronger in every booster set. Grade 2 units have reached the next level. They are the 12K attackers. If you have not heard about 12K attackers, then you need to stop living on a rock. 12K attackers have become staples in most of today's decks. They are some of the best rear guard units in game. They outclass the classic 10K attackers. Many players have elected to retire their 10K attackers to their binders while adding 12K attackers to their decks. I will only focus on grade 2 units with 12K attacking power.

The first wave of 12K attackers was released in Booster Set 4: Eclipse of Illusionary Shadows. They were made for specific decks and boss monsters. These units are Ironcutter BeetleLava Arm Dragon, and Enigroid Comrade. They gain 2,000 power when attacking. However, they also lose 5,000 power if they do not have the correct vanguard. This is a huge disadvantage because these attackers are built for Ride Chain decks. They could become 7K rear guards and vanguards if they are paired with the wrong vanguard including themselves. They are essentially 12K attackers because they are only efficient in very particular decks.

Extra Booster 1: Comic Style Vol. 1 introduced two new types of 12K attackers, Jumping Jill and Machining Mantis. Machining Mantis gains 3,000 power when having a particular archetype in the soul during the turn it is called to the rear guard circle or vanguard circle. Unfortunately, Machining Mantis is very mediocre because his power boost is for only one turn. Jumping Jill gains 3,000 power when she is superior called from the Soul to rear guard. Jumping Jill is a much better 12K attacker than Machining Mantis. Pale Moon's tactics revolve around the Soul.

Booster Set 5: Awakening of Twin Blades introduced 12K attackers who gain 3,000 power when having a specific archetype as the vanguard. Burning Horn Dragon and Knight of Loyalty, Bedivere are the first in a line of heavily played 12K attackers. This is the most popular 12K attackers because they are very efficient. Nearly every archetype has this type of 12K attacker. Fortunately, they do not suffer from the same ill effects of not having a particular archetype or cards as the vanguard. I believe Bushiroad's design team recognized the first 12K attackers' fatal flaw and removed the negative effect.

In closing, grade 2 12K attackers come in all shapes and sizes. Some are more effective than others due to having much better consistency. Booster Set 5: Awakening of Twin Blades presented the first wave of the future of grade 2 12K attackers. They are key pieces to most decks' offensive strategy. You now know the history of 12K attackers. Get your game on and put your 12 attackers on the battlefield!