Saturday, June 28, 2014

My Disappointing Return To Locals

I was very excited to return to locals. It's been nearly a year since I last stepped inside of the store and I was ready for a hardcore card fight. I have not had time to hang out there since graduating from college. My locals mainly have Magic the Gathering players. There are a few Cardfight!! Vanguard players.

However, the trip was a huge letdown. None of the Cardfight!! Vanguard players were there. I asked one of the regulars if the guys still come to the store and he said they rarely come to the store these days. Nobody ever played Yu-Gi-Oh! at the shop.

I feel really disappointed that there is not a locals for Cardfight!! Vanguard and Yu-Gi-Oh! in my town. Both games sell very well in stores. However, players are not playing the game here. The only local in town does not support leagues and tournaments for both games. Dueling Network and the Cardfight Arena are the only places for me to play. I don't mind playing the games online. However, I prefer to play people in person because it is exciting. I can talk about the game and learn from others.

I did buy five packs today. At first I bought three packs and did not pull a RR or RRR. I was having a RR and RRR losing streak in my last 17 packs purchased this year. I bought to more packs and I pulled a very nice Liberator of the Flute, Escrad. Wingal Liberator and Dreaming Jewel Knight, Tiffany were also nice pulls. Looks like I'm going to be building a Liberator deck very soon.

All in all, I'm going to continue to play and collect Cardfight!! Vanguard and Yu-Gi-Oh!. The games are apart of my life. I guess I will never be a part of a Cardfight!! Club. At least I pulled a few nice cards today and the holo drought has finally ended!

Friday, June 27, 2014

Unit of The Week: Crimson Lion Cub, Kyrph

It is daybreak. The true battle is about to begin. 
[AUTO]:When another «Gold Paladin» rides this unit, you may call this card to (RC).
[ACT](RC):[Choose a unit named "Crimson Lion Cub, Kyrph", and a unit named "Knight of Elegant Skills, Gareth" from your (RC), and put them into your soul] If you have a unit named "Knight of Superior Skills, Beaumains" on your (VC), search your deck for up to one card named "Incandescent Lion, Blond Ezel", ride it, and shuffle your deck.
Crimson Lion Cub, Kyrph is one of the very first cards I pulled from a Cardfight!! Vanguard booster pack. He serves as a starting vanguard for Blond Ezel's decks. He may look small. He can't pack much of a punch. However, his early game skill can change game's winning image!

Crimson Lion Cub, Kyrph only has one purpose on the battlefield and that is to superior ride Incandescent Lion, Blond Ezel! His skill only requires Elegant Skills, Gareth in the rear-guard circle and Knight of Superior Skills, Beaumains as the vanguard. This is very easy to accomplish when running four copies of each required card. Riding to grade 3 on the second turn is a nice advantage. It gives the player early access to Twin Drive.

In addition to the superior ride, Kyrph's skill quickly builds the soul. This gives enough fuel to Salvation Lion, Grand Ezel Scissors to activate his skill in three consecutive turns. This is also perfect for Listener of Truth, Dindrane and Silver Fang Witch as it adds draw power. Their skills require soul blasts to draw a card.

Furthermore, Kyrph's skill is very useful when a player does not have a grade 3 in his or her hand. This is a much better option than using stereotypical grade 3 searchers. They are very inconsistent and are not fit for most decks out side of Shadow Paladins. Kyrph on the other hand directly searches and rides a specific grade 3.

However, Crimson Lion Cub, Kryph does not give a player additional resources. You lose two units on the field to get an early Twin Drive which is two cards to the hand. It is very decent, but not great or game changing. There is no advantaged gained or lost from the play.

All in all, Crimson Lion Cub, Kyrph is a fine starter for Ezel decks. He is best used to superior ride  Incandescent Lion, Blond Ezel when a player does not have a grade 3 in his or her hand. He also builds up the soul for the almighty Salvation Lion, Grand Ezel Scissors. However, his days may be numbered with Scarlet Lion Cub, Caria's upcoming release.

Card Rating: 3 out of 5

Thursday, June 26, 2014

Card Dicussion: Elemental HERO Absolute Zero

1 "HERO" monster + 1 WATER monster Must be Fusion Summoned and cannot be Special Summoned by other ways. This card gains 500 ATK for each face-up WATER monster on the field, except "Elemental HERO Absolute Zero". When this card leaves the field: Destroy all monsters your opponent controls.

Elemental HERO Absolute Zero is my favorite Elemental HERO card. He looks totally awesome and he has the same name as Zero's strongest hyper mode in MegaMan X Command Mission. Elemental HERO Absolute Zero has only been printed twice, once in Generation Force: Special Edition and Yu-Gi-Oh! GX Volume 4. Zero is a powerful monster with a respectable 2500 ATK.

No Elemental HERO deck is complete without its hero Zero! He is truly worthy of being in every Elemental HERO deck. He is also one of the easiest HERO monsters to fusion summon because he does not need specific named monsters. He only requires a HERO monster and a water monster. There are plenty of water monsters in Elemental HEROs. Elemental HERO Bubbleman, Elemental HERO Ocean, and Elemental HERO Ice Edge are Zero's main water monsters for his fusion. A player can also use Super Polymerization to use an opponent's water monster. This a very good strategy against Mermails to use their resources as your own.

Zero's first effect is very lack luster and inconsistent. He gains 500 attack points for every face-up water monster on the field. Don't expect to take advantage of it too often. There are not too many good water monsters in HERO decks besides Zero. It works best with Elemental HERO Ocean because Ocean is one of the few water monsters that you may want on the field alongside Zero.

I love Zero because of his second effect. He destroys every monster your opponent controls when he leaves this field. There is not an easy way to avoid this power effect. Banishing, destroying with an effect, and destroying him in battle will trigger the effect. It gives a player a lot of control over the field because an opponent will need a strong monster to destroy Zero and the opponent doesn't want to lose his or her monsters. Book of Moon is one of the few cards who can counter Zero by forcing him to be face-down and being unable to activate his effect.

In closing, Elemental HERO Absolute Zero is one the greatest fusion monsters ever. His ability to nuke the field makes him a very powerful monster. Elemental HERO Absolute Zero is a fan favorite. Konami should consider reprinting him very soon. When you need a hero just call Elemental HERO Absolute Zero!

Card Rating: 4.5 out of 5

Friday, June 20, 2014

Unit of The Week: Amber Dragon, Eclipse

Banish all light. Eternal Eclipse! 
[CONT](VC):If you have a card named "Amber Dragon, Dusk" in your soul, this unit gets [Power]+1000. 
[ACT](VC):[Counter Blast (2)] This unit gets "[AUTO](VC):When this unit's attack hits a vanguard, choose up to 2 of your opponent's rear-guards, and retire them." until end of turn.
Not every dragon on Cray has recognition like Dragonic Overlord the End, Phantom Blaster Dragon, and Seeker, Sing Saver Dragon. Amber Dragon, Eclipse is one of the forgotten dragons in the Kagero clan. He did have one moment in the spotlight when Kai used him to wreck Kourin's Blizzard Formation.

Amber Dragon, Eclipse's skill wrecks opposing fields. He can retire two of the opponent's rear-guards if his attack is successful. Also use Heatnail Salamander to boost Eclipse to retire three rear-guards and Bellicosity Dragon can turn a card in the damage zone face up to fuel Eclipse's skill. He is very good against decks that relay on field presence such as King of Knights Alfred, Blizzard Formation, and Jewel Knight, Salome.

Furthermore, Break Rides help give Eclipse a nice boost for more power and attacks to increase the probability of activating his skill. Dragonic Overlord (Break Ride) is the perfect Break Ride unit for Eclipse. Eclipse can retire up to three rear-guards with Dragonic Overlord's Break Ride by attacking a rear-guard and using his skill. It is much cheaper than Dauntless Drive Dragon because Dragonic Overlord's skill requires one discard while Dauntless Drive Dragon's skill requires three discards. Dauntless Drive Dragon has the potential to give Eclipse the ability to retire four rear-guards. However, it demands a lot of resources and it will not be worth it if Eclipse's attacks fail.

However, the Amber Dragons have not seen a lot of play. This is because Eclipse's skill is inconsistent and underwhelming. It is a hit skill and Eclispe does not attack at high numbers without break riding. He is lacking high boosting boosters to give him an edge. Opponents can block the attack to avoid triggering Eclipse's skill.

In closing, Amber Dragon Eclipse is a balanced card for its time. He can do some major damage when paired with a power Break Ride like Dragonic Overlord. His supporting cast is decent. However, he is not without flaws. He needs a little bit more support. He can be a better card if he had a good booster to boost high numbers. It would be interesting to see him get a Cross Ride or Legion. They can give him a huge boost.

Card Rating: 2 out of 5

Saturday, June 14, 2014

Unit of The Week: Dragon Dancer, Arabella

The flickering flames shall become power for the flame dragons. 
[AUTO]:[Counter Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, choose your vanguard, and that unit gets [Power]+5000 until end of turn.
Dragon Dancer Arabella is the promo card in Divine Dragon Progression. Dragon Dancers support Cray's most powerful dragons. Arabella lends her power to her vanguard leader in his march towards victory. Kagero's flame dragons are more than happy to accept the power boost. 

Dragon Dancer, Arabella's skill gives 5,000 power to a flame dragon vanguard for one counter blast. She fits in most Kagero decks. A lot of decks can use her services. Be sure to place her in a deck that does not use a lot of counter blasts.

Furthermore, her skill is very interesting because it focuses on race. There are very few cards in the game with skills based on the race. Her skill only gives 5,000 power to Flame Dragons. Not all of Kagero's units are Flame Dragons so Arabella can only work in decks with Flame Dragons as the vanguard.

However, Arabella's skill is for only one turn. You must make the most out of it. Dragonic Overlord the End is her best target because he has the ability to stand back up in battle and he can attack again with at least 18K power. She will be a lame duck after her skill his used. She would not bring anything else to the table.

In closing, Dragon Dancer, Arabella is a decent card. She would have been a better card if her skill was not limited to the turn when she is placed on the rear-guard circle. It would give her the ability to power up the vanguard every turn and most importantly, make her a very useful for the long-run.

Card Rating: 2 out of 5

Tuesday, June 10, 2014

Structure Deck Review: Cyber Dragon Revolution

Cyber Dragon Revolution features the epic return of Cyber Dragon and introduces a XYZ monster Cyber Nova Dragon! The structure deck also introduces new and powerful support cards for Cyber Dragon. The structure deck includes two ultra rare cards and super rare cards, and they are Cyber Nova Dragon, Cyber Twin Dragon, Cyber Dragon Drei, and Cyber Dragon Core! I wish the two Cyber Dragons were also foil cards because that would have been epic.

The Game Plan

Cyber Nova Dragon is the deck's main attraction. It can easily be special summoned with Cyber Dragon Drei's awesome effect. Cyber Nova Dragon is also an attacking machine. It can double its attack points during either players' when by banishing a Cyber Dragon. If this card is destroyed, then you can special summon any machine fusion monster from your Extra Deck. Cyber End Dragon or Cyber Twin Dragon will replace Cyber Nova Dragon. Limiter Removal plays a great role in this situation.  Cyber Twin Dragon can attack twice with 5,600 ATK or Cyber End Dragon can attack with a devastating 8K ATK.


Furthermore, the structure deck is loaded with great reprints. Cyber Twin Dragon is a fantastic reprint! I was not playing Yu-Gi-Oh! when Cyber Twin Dragon was printed. Mystical Space Typhoon is always a great reprint because it is one of the game's best staple spell cards. Limiter Removal is the perfect reprint in a structure deck for machine monsters. It sets up one turn kills with many combos centered around the Cyber Dragons. Cyber Dinosaur and Cyber Eltanin are wildcards and both can be very good when played at their fullest potential.

However, my only problem with the structure deck is reprinting a Super Polymerization instead of a regular Polymerization. Super Polymerization is not very good in the deck and is only useful in mirror matches. You want to use Super Polymerization to use your opponent's monsters as resources. Polymerization would have been a better choice because it does not require a discard and the monsters to be on the field.

New Cyber Dragons!

Let's discuss the new cards. Cyber Dragon Drei is a great card when there are Cyber Dragon monsters on the field because it quickly special summons a Cyber Nova Dragon from the Extra Deck. However, the best new card is Cyber Dragon Core because it can set up great plays. Use Machine Duplication on Cyber Dragon Core to special summon two Cyber Dragons from the deck. This is possible because Cyber Dragon Core's ATK is less than 500 and Cyber Dragon Core's name is Cyber Dragon on the field. Finally, Machine Duplication will special summon two monsters with the same name.

The Final Word

In conclusion, Cyber Dragon Revolution is the beginning of a revolution! Konami does a great job in resurrecting the metallic Cyber Dragon. The structure deck revives Cyber Dragon and makes the deck more competitive. It is worth every penny with the powerful Cyber Nova Dragon, new support, and the great reprints! The structure deck has the basic tools to build a good Cyber Dragon or machine deck.

Rating: 5 out of 5

Saturday, June 7, 2014

Unit of The Week: Solitary Knight, Gancelot

White wings of noble pride. A solitary knight is one who dances through the battlefield. 
[ACT](VC):[Counter Blast (2)] If you have a card named "Blaster Blade" in your soul, this unit gets [Power]+5000/[Critical]+1 until end of turn.
[ACT](Hand):[Reveal this card to your opponent, and put it on top of your deck] Search your deck for up to one card named "Blaster Blade", reveal it to your opponent, put it into your hand, and shuffle your deck.
This week I am going to take a look at the past at a classic Royal Paladin. Solitary Knight, Gancelot is one of the first Royal Paladin vanguards and Blaster Blade's support cards. He is also Aichi's very first grade 3 in the anime. I find it odd that he is a common Trial Deck: Blaster Blade and a double rare in
Descent of the King of Knights. He should have been a rare in the trial deck because he is the trial deck's boss.

Gancelot did not stay in the spotlight as a vanguard for a longtime. However, he was once one of the most dangerous vanguards for a few months. His first skill is pretty good and he needs Blaster Blade in the soul to activate it. You can use Dream Painter to put Blaster Blade in the soul if he was not there when you rode Gancelot. He quickly stacks at least one critical and 5,000 power. It's a nice skill to push for game during the late or mid game depending upon your opponent's resources. Ironically, Aichi tries to abuse Gancelot's skill in the anime and failed every time.

Gancelot is also a very useful card to run in Blaster decks. His second skill activates in the hand and easily searches for a Blaster Blade in the deck. This is extremely useful to set up plays for Majesty Lord Blaster and Exculpate the Blaster. However, running him is very risk because a player might be forced to ride him if the player does not have optional grade 3's available. 9K vanguards are very weak in today's game and guarding would be far more difficult with Gancelot as the vanguard.

In closing, Solitary Knight Grancelot was a disappointment due to his lack of power. He would have been a better card if he had 10K power instead of a mediocre 9K power. He was still a fun card to play alongside Blaster Blade. However, he did receive justice when Bushiroad upgraded him to Solitary Liberator, Gancelot. Gancelot became a fantastic Break Ride unit for Gold Paladins!

Card Rating: 2 out of 5

Thursday, June 5, 2014

News: Trial Deck 16: Divine Judgment of the Bluish Flames & Trial Deck 17: Will of the Locked Dragon

The rumors are true! Aichi is playing Link Joker in Cardfight!! Vanguard Legion Mate! The Star-vaders are unleashing their next wave of attacks on Cray! Trial Deck 17: Will of the Locked Dragon features Aichi's Legion duo Star-vader, Garnet Star Dragon and Companion Star Star-vader, Photon! Link Joker will seek the mate and lock down the opposition!

Trial Deck 16: Divine Judgment of the Bluish Flames features Olivier Gaillard's Gold Paladins! The trial deck's legion duo are Bluish Flame Liberator, Percival and Liberator of Oath, Aglovale! Liberators will have new support and the ability to seek the mate!

Divine Judgement of the Bluish Flames and Will of the Locked Dragon will be release on July 11, 2014 in Japan!

Wednesday, June 4, 2014

Card Discussion: Dark Magician of Chaos

When this card is Normal or Special Summoned: You can target 1 Spell Card in your Graveyard; add that target to your hand. Banish any monster destroyed by battle with this card. If this face-up card would leave the field, banish it instead.
Dark Magician of Chaos was once one of the most feared monsters in Yu-Gi-Oh! He was one of the top headliners in the Chaos Era. Players took advantage of his powerful ability to add a Monster Reborn or Heavy Storm from the graveyard to the hand. He was banned and has not returned to game since. I think he should return to the game because he is no longer the game changer he once was during his prime.

Dark Magician of Chaos is no longer a threat with Monster Reborn and Heavy Storm banned. He has a good case to return to the game. He does not have generic targets for most decks. In fact, he does not fit in with today's top decks. Dark Magician of Chaos does not work in Fire Fist, Mermail, Madolche, etc. He does not give many decks an advantage.

However, there is the argument about Dark Magician of Chaos giving Prophecy and Spellbook decks a huge boost. However, Dark Magician of Chaos does not give a huge boost to Prophecy and Spellbook decks. He can return Spellbook of Fate to the hand from the graveyard, and that he is only good target besides drawing a Spellbook of Secrets to use to get a Spellbook of Fate from the deck.

Furthermore, World of Prophecy is a far superior card than Dark Magician of Chaos and World of Prophecy is legal at three copies per deck. World of Prophecy destroys the entire field excluding herself and she draws two Spellbook spell cards from the graveyard. Two cards are always better than one!

Finally, his ability to banished monsters destroyed by battle is simply amazing. He prevents monsters with graveyard effects from activating. This can cripple decks who rely on graveyard effects such as Dark World. However, he will also be banished once he is destroyed by battle and destroying a monster with 2800 ATK is not difficult in today's game.

In conclusion, Dark Magician of Chaos is not the threat he once was in the game. It is safe to limit Dark Magician of Chaos to one per deck because he is passed his prime. He does not fit in with most decks. Spellbooks, Prophecy, and Chaos are the only decks who can use him to a limited degree.

Card Rating: 5 out of 5