Saturday, May 31, 2014

Unit of The Week: Dragon Dancer, Agatha

[AUTO](RC):[Soul Blast (1)] When your opponent's rear-guard is put into the drop zone due to an effect from one of your cards, if you have a «Narukami» vanguard, you may pay the cost. If you do, choose another of your «Narukami», and that unit gets [Power]+3000 until end of turn.
Dragon Dancers are the beautiful ladies in the Kagero and Narukami clans. Dragon Dancer, Agatha dances in battle for the proud Narukami clan! She rewards her comrades by giving them 3,000 power when they use their unique skills to retire the opponent's units!

Agatha works best in Narukami decks that focus on retiring units. She works very well with Eradicator, Gauntlet Buster Dragon , Eradicator, Vowing Saber Dragon "Яeverse", & Thunder Break Dragon. She can easily give Eradicator, Vowing Saber Dragon "Яeverse" an additional 6,000 power per turn. A nice amount of power can be very useful when pushing for game. The extra power will increase the stages of power and make it more difficult for the opponent to guard.

The best thing about her skill is that it costs one soul blast. This is fantastic because Narukami units typically use counter blasts for their skills. Agatha has plenty of soul to work with in the late game. She also has a fantastic combo with Fiendish Sword Eradicator, Cho-Ou. Cho-Ou can retire a unit by putting an Eradicator into the soul, then Agatha can use the same Eradicator to pay for her skill.

In closing, Dragon Dancer, Agatha is a unique card. I really like how she fits in with the Narukami clan. She belongs in a deck that focuses on retiring units because that's where she has chemistry with the units around her. She is a very interesting card to use to push for high games to win the game.

Card Rating: 3 out of 5

Friday, May 30, 2014

My Cardfight!! Vanguard Ban List

It's time to lay the ban hammer! Bushiroad has not touched Cardfight!! Vanguard's ban list in a while and the game is rapidly becoming more unbalanced with each set. Nearly every booster set has at least one new broken boss unit. A wave of broken cards have hurt the game and putted a sour taste in players' mouths. Creating more broken cards will lead to players leaving the game. Bushriroad needs to take action by banning cards and creating a more balanced game.

My ban list consists of the most unhealthy cards in the game. My definition of broken is breaking the game's basic foundations such as guarding or simply being able to play. If a card is able to break the game's foundation, the something is clearly wrong. It has too much of an effect on gameplay.

Unrivaled Blade Rogue, Cyclomatooth

Broken is a huge understatement for Cyclomatooh. Preventing the opponent's vanguard to stand is extremely broken. It can be countered by riding a new vanguard. However, an opponent is in a very bad situation when he or she is unable a new vanguard. The opponent will lose Twin Drive and the two cards from the drive check. Countering the paralysis by riding and calling units is very bad because the player will lose hand advantage.

Super Dimensional Robo, Daikaiser

Cardfight!! Vanguard is having a defensive crisis. Defensive abilities outside of Lock have not improved to balance with the increase in high offense. Daikaiser's ability to negate perfect guards and remove guardians is not good for the game. It takes away the only consistent defensive card in the game.

Metalborg, Sin Buster 

Daikaiser's tag team partner Metalborg, Sin Buster is a very problematic card. He can easily run over defenses. If his power is 30,000 or greater, then the opponent cannot call grade 1 and greater units to the guardian circle. Do I even need to explain why this guy is broken? Sentinels are useless against Sin Buster. Sin Buster is extremely dangerous when breaking ride onto Daikaiser. Now he has the ability to remove grade 0 units from the guardian circle.

Star-vader Infinite Zero Dragon

Infinite Zero Dragon is arguably the most broken Link Joker and is the main reason why Link Joker is infamous. He enables triangular locks by locking one front row rear-guard and back row rear-guard. He is the centerpiece of Link Joker's broken trio Star-vader Chaos Breaker Dragon, Star-vader Nebula Lord Dragon, and Star-vader, "Omega" Glendios.

Transcendence Dragon, Nouvelle Vague

Transcendence Dragon, Nouvelle Vague is one of the worst designed cards in the Cardfight!! Vanguard's history. Nouvelle's ability to prevent an opponent's triggers from activating is broken. The skill completely breaks one of the standing foundations. It does not get better from there. Nouvelle also prevents opponents from guarding with grade 0 units. This skill is extremely bad because grade 0 shields are generally the best shields after perfect guards and the skill also greatly hinders quintet walls.

Saturday, May 24, 2014

Unit of The Week: Honorary Professor, Chatnoir

Congratulations on your graduation! Unlimited possibilities await in your future. 
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Great Nature» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and "[AUTO](VC):When your «Great Nature» rear-guards attacks a vanguard, choose one of your «Great Nature» rear-guards, until end of turn, that unit gets [Power]+4000, and at the end of that turn, draw a card, and retire that unit.".
[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)
Two days ago I realized Great Nature does not have a single unit featured on the blog. It's time to put Great Nature in the spotlight! Great Nature does not rely on brute strength for victory. Intelligence is the key to true strength! Their highly respected professor Chanoir is a testimony to Great Nature's battle tactics! Honorary Professor, Chatnoir is Great Nature's Break Ride unit.

Limit Breaks were made for the late game. They were made to be powerful comeback plays to gain advantage or win with the first activation. Honorary Professor, Chatnoir's Break Ride skill compliments the mechanic. Chatnoir's draw engine is a nice advantage to have in the final phrases of the game. Drawing an extra perfect guard or quintet wall can be the difference maker.

Chatnoir's Break Ride does not have any consequences. It has no cost and you can avoid retiring a unit. Target Stamp Sea Otter for the power boosts because Stamp Sea Otter cannot be retired by card effects. You will essentially dodge the retiring effect and gain cards and power. Stamp Sea Otter becomes a 14K booster, but that is not the best feature. The draw engine is simply amazing. Every attack by a rear-guard also stacks the amount of draws at the end phrase. Every time a rear-guard attacks adds a draw! You are drawing free cards without any cost.

Furthermore, Battler of the Twin Brush, Polaris loves this Break Ride. Polaris's Limit Break will stand a unit for an additional attack! The amount of draws is now three! Three free cards can be a huge advantage in the late game.

In closing, Honorary Professor, Chatnoir is a very impressive Break Ride unit for Great Nature. His skill greatly reflects Great Nature's tactics. Furthermore, his Break Ride is ideal for the late game. Limit Breaks are late game skills and drawing extra cards in the late game can be a huge advantage. Great Nature has a Break Ride they can be proud of.

Card Rating: 4 out of 5

Wednesday, May 21, 2014

The Top Five Spellcasters

Spellcasters are some of the most powerful monsters in Yu-Gi-Oh!. Spellcasters have been relevant in the game since the game began 15 years ago. The Dark Magician became the most popular Spellcaster for being Atem's and Yugi's favorite card. They're so powerful that they have the most members on the Forbidden and Limited list. Check out my top five Spellcasters!

5. High Priestess of Prophecy

High Priestess of Prophecy is the most splash-able Spellcaster boss. She can be easily summoned because of her special effect. Her second effect makes her very useful. She can destroy one card on the field per turn by banishing a Spellbook from the hand or graveyard. She can destroy an opponent's pesky traps in the back row or destroy troublesome monsters.

4. Dark Paladin

Dark Paladin is my favorite Dark Magician fusion monster! Dark Paladin is the perfect anti-dragon monster! He gains 500 attack points for every Dragon on the field and in the graveyard. He has the potential to win the duel in one attack. His destructive quick play effect is very useful. He can destroy a card during your or your opponent's turn.

3. Dark Magician of Illusions 

Dark Magician of Illusions is an amazing card. His attack is average for a boss monster. However, his effects make him a very good card. He can banish any monster once per turn and special summon a high level Spellcaster from the deck. He is able to remove powerful cards such as Stardust Dragon and Mecha Phantom Beast Dracossack.

2. World of Prophecy

World of Prophecy is the best boss in Prophecy decks. Her ability to nuke the field and gain 2 Spellbooks from the deck is fantastic. Nuking the opponent's field is a game changer. It is also a huge advantage to completely destroy an opponent's entire field with a single ability.

1. Number 11: Big Eye

Number 11: Big Eye is one of the most annoying Spellcasters in the game today. Big Eye is one the game's most powerful game changers. He steals your strongest monster and uses it against you. The captured monster can be a tribute, used as XYZ material, or used to attack you!

Friday, May 16, 2014

Unit of The Week: Revenger, Death Master Dragon

You thought you could run away? 
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose one of your «Shadow Paladin» rear-guards, and retire it] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+10000 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)
The Revengers have many strong leaders and Revenger, Death Master Dragon is no exception. Death Master Dragon is a proud member of the Revengers. His Limit Break will blast his enemies to pieces! He is one of the best generic bosses for Shadow Paladin players.

I really love this card! Revenger, Death Master Dragon is one the rare generic cards since the Break Ride Era. He can be used in any Shadow Paladin deck. Despite being a Revenger, his Limit Break requires any Shadow Paladin rear-guards. A deck built around him do not require any Revengers and have unlimited combinations!

Death Master Dragon's has a very nice Limit Break. He gains 10K power when attacking by retiring a Shadow Paladin. Death Master Dragon's best feature is that he does not drain a lot of resources. Most Shadow Paladin vanguards' skills require mass retirement across the board. Losing so many resources is not good for the long run. Death Master Dragon's Limit Break only requires one Shadow Paladin to be retired.

Furthermore, Death Master Dragon has a good supporting cast. Illusionary Revenger Mordred Phantom's Break Ride skill gives Death Master Dragon very high numbers. He can attack with 31K power without a booster and his power is 39K when boosted by Black Sage Charon. More importantly, the Break Ride superior calls a unit that can be used as a sacrifice.

In addition to having high numbers, Death Master Dragon has reliable options to fuel his Limit Break's cost. Revenger, Dark Bond Trumpeter and Dark Cloak Revenger, Tartu are also key cards to play with Death Master. Dark Bond Trumpeter and Tartuo cheaply and easily superior call a unit from the deck for Death Master Dragon to use as a sacrifice for his Limit Break.

In closing, Revenger, Death Master Dragon is a fantastic card. He has a lot of potential to be great boss. His Limit Break gives a lot of pressure in the late game. I really want to build a strong deck around him. I hope Bushiroad releases Revenger, Death Master Dragon in a timely manner unlike most promo cards.

Card Rating: 3.5 out of 5

Friday, May 9, 2014

Unit of The Week: Cleanup Celestial, Ramiel "Яeverse"

This is the last oracle...... Punishment upon all creation!  
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose two of your rear-guards with "Celestial" in its card name, and lock them] Choose up to three units in your front row with "Celestial" in its card name, those units get [Power]+5000 until end of turn, and if you have a face up card named "Cleanup Celestial, Ramiel "Яeverse" in your damage zone, choose one card from your opponent's damage zone, put it into his or her drop zone, and your opponent chooses one of his or her rear-guards, and puts it into his or her damage zone.
(The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)
[CONT](VC):If you have a card named "Prophecy Celestial, Ramiel" 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)
Prophecy Celestial, Ramiel is one of Angel Feather's proud leaders. However, she was captured by Link Joker and reversed in a deadly being with unnatural power from the Void. Her name is now Cleanup Celestial, Ramiel "Яeverse".  She will now help Link Joker and the Void cleanup both worlds for the Яeverse  inside everyone's hearts to be set free!

Cleanup Celestial, Ramiel "Яeverse" has an impressive Limit Break. The entire front row gains 5000 power when locking two rear-guards. The 5000 power makes up for the locked units. Having two Wild Shot Celestial, Raguels in the front row is a very threatening front-line. The front row has the potential to have 52000 power without any boosters. A third rear-guard in the back row is not necessary for this formation. The card can be saved in the hand for guarding.

Furthermore, she retires an opponent's unit every turn by placing a card in the damage zone to the drop zone and a rear guard to the damage zone without using any counter blasts as long as there is a copy of her in the damage zone. This is ability cannot be ignored. The opponent choices which unit to place in the damage zone, but it is still frustrating to lose a unit during the mid to late game. The opponent is losing a key piece in his or her formation. However, this ability is not perfect. One problem with this skill is if the opponent's damage zone only has face down cards thus this will help the opponent gain an active counter blast. The second potential problem is not having a copy of Cleanup Celestial, Ramiel "Яeverse" in the damage zone. Nursing Celestial, Narelle and Candle Celestial, Sariel will help by placing a copy in the damage zone. However, it must in your hand to when you use Narelle's or Sariel's skills.

However, I don't feel like she is a true Angel Feather. Her clan's skills are unable to feed off of Cleanup Celestial, Ramiel "Яeverse"'s Limit Break. The Limit Break does not benefit or trigger their skills. Ramiel "Яeverse" simply powers up the front row and calls it a day. I just dislike it when a boss's skill does not create combos with the troops. The grade 3 leader is leading the rear-guards and its skill should have multiple combos with the rear-guards.

I love Cleanup Celestial, Ramiel "Яeverse"'s artwork. She looks very amazing and beautiful. Her Limit Break is very good and it does its job by powering up the troops or in this case nurses. However, I just don't feel like she is a true Angel Feather unit. Her Limit Break lacks the synergy that other grade 3 units have with the lower grade units. Overall she is a great card to build a deck around.

Card Rating: 2.5 out of 5

Wednesday, May 7, 2014

Card Discussion: 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 one of my favorite monsters from the original Yu-Gi-Oh! anime series. I wanted Konami to print her since she was shown in the anime. Thankfully, Konami finally printed her in Dragons of Legend! Dark Magician Girl looks totally awesome and hot as a knight riding her friend dragon. Her introduction was epic!

Dark Magician Girl the Dragon Knight is one of the best support cards for the Dark Magician. Her effect reads "You can send one card from your hand to the Graveyard, then target one face-up card on the field; destroy that target". She  candestroy any face-up card on the field. The only downside is losing a card, but it can be worth it when dealing with strong monsters. She can quickly destroy threatening cards such as Legendary Six Samurai - Shi En and Number 11: Big Eye.

She is very easy to summon as there are many different combinations to summon her to the field. She can be special summon from the Extra Deck as quickly as the opening turn. The Eye of Timaeus is the key card to run in Dark Magician decks. It conserves resources and simply makes it easy to summon any Dark Magician fusion monster. Dark Magician of Illusions Magical Exemplar, and Magical Dimension can special summon the Dark Magician to the field from your hand or deck, then you will activate The Eye of Timaeus to unleash Dark Magician Girl the Dragon Knight!

Dragon decks can utilize her as well. Dragon's Mirror can summon Dark Magician Girl the Dragon Knight! You will either need the Dark Magician Girl on the field or in the graveyard and a Dragon on the field or in the graveyard.

In Conclusion, Dark Magician Girl the Dragon Knight is a staple card for Dark Magician decks. She's just too good to leave out. Her ability to protect the field cannot be ignored. Dark Magician Girl the Dragon Knight is by far the best Dark Magician monster in the game today!

Card Rating: 4 out of 5