Tuesday, December 29, 2015

Structure Deck Review: Saga of Blue-Eyes White Dragon


Saga of Blue-Eyes White Dragon features Seto Kaiba's signature card Blue-Eyes White Dragon! Konami released it in 2013. Saga of Blue-Eyes White Dragon includes 2 ultra rare cards, 2 super rare cards, and a total of 41 cards. It is one of the most expensive structure decks to purchase online. I was lucky to find a new box at Target for $9.99. The price was too good to pass up the offer.

Blue-Eyes White Dragon has the highest attack points among Normal Monsters with 3,000 attack points. Only four copies of the Blue-Eyes White Dragon existed in the original anime and Seto Kaiba owns three copies in his deck. Kaiba dominates his opponents with his favorite monster. Yugi's grandfather Mr. Moto owns the fourth copy and plays it in his deck. Maximillion Pegasus plays a Blue-Eyes Toon White Dragon in his Toon deck.

New Cards

Saga of Blue-Eyes White Dragon includes three new cards to take the legendary dragon to the next level. Konami's highlight in the deck is Azure-Eyes Silver Dragon. Its first ability prevents all dragon type monsters that your control from being targeted or destroyed by card effects until the end of the turn that it was summoned. The second skill special summons one normal dragon from your graveyard during your standby phase. Azure-Eyes Silver Dragon is only available in Saga of Blue Eyes White Dragon.

Maiden with Eyes of Blue is the best card from this structure deck. She starts the engine of special summoning the Blue-Eyes White Dragon to the field. She special summons a Blue-Eyes White Dragon from your deck, hand or graveyard when your opponent attacks her or when she is targeted by a card. Your opponent will not want to attack her to face the consequences. She is also a tuner monster. You can use her as Synchro material to special summon Azure-Eyes Silver Dragon!

Rider of the Storm Winds is a handy card. He provides protect for your Blue-Eyes White Dragon on the field. You attach him from your hand to a dragon on your field. If your legendary dragon would be destroyed, then this card will be destroyed instead. Blue-Eyes White Dragon or Azure-eyes Silver Dragon will survive potential destruction from cards such as Dark Hole.

Reprints

Unfortunately, this structure deck lacks good reprints. I will not play the majority of the reprints in any of my decks. However, there is only one very good reprint and that reprint is the Blue-Eyes White Dragon. The deck requires this card because it is the theme's most important card. You could not properly play this deck without it. This is actually my first ultra rare version of Blue-Eyes White Dragon since I returned to the game a few years ago.

Strategy

The deck's strategy is simplistic for a structure deck. New players can easily learn the deck's goal with plenty of practice. The goal is to spam the field with Blue-Eyes White Dragons. Your supporting cast can recycle your Blue-Eyes White Dragon from the Graveyard. The main two cards focus on special your Blue-Eyes White Dragon to the field. Your will overwhelm your opponent by having the strongest monster the field.

The Final Word

Overall, Saga of Blue-Eyes White Dragon is the perfect tribute to Blue-Eyes White Dragon. I love Blue-Eyes White Dragon's support in the deck. Each card compliments the Blue-Eyes White Dragon's greatest strength in its high attack points. Sage of Blues White Dragon's only flaw is its lack of good reprints. Only the Blue-Eyes White Dragon is a useful reprint in the structure deck. Most reprints in the structure deck will not see any play in a competitive deck. I still recommend buying a copy of Saga of Blue-Eyes White Dragon if you have not already bought one. Blue-Eyes White Dragon's reprint and new support are worth it!

Structure Deck Rating: 4 out of 5

Saturday, December 26, 2015

Unit of The Week: Holy Mage, Pwyll

All within expectations. Be it whether it hits or misses. 
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card from among them, call it to (RC), and shuffle your deck.
A few weeks ago I pulled Holy Mage, Pwyll from a booster pack at my locals. I was happy to pull him because I am building a Gold Paladin deck. Holy Mage, Pwyll is a first-class mage from the United Sanctuary. Pwyll is a grade 2 unit with 9,000 power. He wields a large staff that contains powerful magic. He is another card from the G-series with a stronger skill than a classic card with a similar ability.

Holy Mage, Pwyll's skill is Generation Break 1. The skill allows you to look at the top three cards on your deck and superior one card from among them. Choose the best card among the three cards. You can add a new booster to the field or call an attacker to assault the opposing vanguard. You can either complete your formation or retire a resting unit to replace it with the new unit. This situation also gives you the opportunity to have a fourth attack in the turn. Unfortunately, you also run the risk of getting a useless card for the late-game.

Furthermore, Holy Mage, Pwyll's Generation Break can superior call White Hare in the Moon's Shadow, Pellinore to the field, and Pellinore will place himself on the vanguard circle. You can have two attacks from a vanguard in a single turn if you first attacked with your original vanguard and then used Pwyll's Generation Break. Pellinore can also activate his limit break if you meet the proper conditions. Your formation will get a large boost in power for your next attacks. Pellinore's power can become too overwhelming for your opponent's to block the attack.

Finally, Holy Mage, Pwyll is a stronger version of Player of the Holy Bow, Viviane. His attack is not required to hit to activate his skill. The skill costs one less counter blast to activate in battle. However, Viviane does have a few benefits in certain decks. Her skill is not limited to Generation Break. Her ability has the potential to superior call White Hare in the Moon's Shadow, Pellinore a turn sooner than Pwyll's Generation Break.

Overall, Holy Mage, Pwyll is a fine-tuned mage with a nice Generation Break 1 skill. Pwyll has a lot of potential in many Gold Paladin decks that focuses on Striding early and often in games. His Generation Break skill demonstrates Gold Paladin's signature strategy of randomly calling units from the deck. Pwyll is a better choice than Viviane especially if you are playing a deck with Generation Break. He solidifies your formation. Holy Mage, Pwyll will use his magical abilities to take you to the next generation of vanguard!

Card Rating: 3 out of 5

Wednesday, December 23, 2015

DBZ Analysis: Blue Tag Team Mastery

(At the start of your opponent's first turn, search your Life Deck for an Ally and place it into play at 3 power stages above 0.)
While you control 1 Ally, it cannot be discarded by critical damage effects.
POWER: Use at the end of combat, Choose an Ally in your Banished Zone and Rejuvenate it.
Blue Tag Team Mastery is the first Mastery with skills that focus on our Allies! Allies are awesome friends to have on the battlefield with our Main Personalities. Their abilities on the field can swing in game in your favor. Their abilities can attack, block attacks, or perform other tasks on the field such as removing certain cards or drawing cards from your deck. They can also take redirect damage from your Main Personality to them. Blue has the most support for Allies at the game's current state. The other styles have a few cards to help get Allies on the field. Blue is currently the best style for Ally decks.

The Ginyu Force!

Captain Ginyu is the first character with skills that focus on allies. He is currently the king of all Ally decks. Frieza's Special Forces work in perfect harmony to dominate their opponents. Guldo blocks attacks and is a great Ally to play during your first turn. Burter increases your attack's damage. Jiece attacks with an energy attack that deals five life cards of damage. Recoome punches your opponent.

Ginyu's skills give allies access to their abilities in combat regardless of his power stage. Captain Ginyu is able to get two Allies on the field during the first turn. Blue Tag Team Mastery gives Ginyu quick access to his strongest ally during your opponent's first turn and his Main Personality's power places an Ally on the field at four stages above zero. The goal is to reach level four for Ginyu's allies to be able to make actions in combat regardless of Ginyu's power stage. Ginyu has a mediocre power level at level four, but your Allies will do all the work. They will hit hard and hit often in combat.

Non-Ginyu Force members are very good in Captain Ginyu's decks as well. Frieza Mastermind is an amazing card to play alongside Captain Ginyu. Banishing Life Card damage can be an advantage. Blue Tag Team mastery will rejuvenate an Ally from your Banished Zone to your deck. Captain Ginyu's skill will place your Ally in play. Zarbon quickly raises your anger to advance Ginyu to his next level.

Tag Team Goku

Heroes have Goku for their ally based main personality in Dragon Ball Z Evolution. He has a wide-range of Allies to play in his deck. His powers revolve around searching and playing Allies. His best Main Personality to play in an Ally deck is his level three card from Dragon Ball Z Evolution's starter deck. Goku Calm nicely plays with Blue Tag Mastery's ability to rejuvenate. Goku can searched for the Ally that was rejuvenated on the previous turn.

Goku's exclusive Allies such as Chi Chi and Vegeta make Goku a fordable opponent. His deck has a strong defense and offensive from his Allies' powers. Having these two qualities help Goku last long in games to him a chance at winning the game. Bulma is the MVP of the deck. She prevents opponents from playing Time is a Warrior's tool. Krillin is also a great Ally to put in your deck if you are not playing drills. The combination of Bulma, Chi Chi, Krillin and Vegeta counters your opponent's strategy.

Tenshinhan adds draw power to the deck. His attack is unstoppable with Goku Calm's skill. You are guaranteed to draw an extra card in combat. The extra card can give you an additional attack or block in combat. Yamcha is just as good or even better than Tenshinhan with Goku Calm. His attack will do seven Life Cards of damage and send a card back to your opponent's deck.

Everyone else

Ally decks with the remaining Main Personalities got a much needed boost with Blue Tag Team Mastery. Their decks lacked any protection from opposing players' critical effects. The Blue Tag Team gives protection to allies to prevent them from being discarded from critical damage effects. However, these decks are not nearly as good as Captain Ginyu and Goku. Allies cannot make actions in combat at time during combat. You must wait until your Main Personality's power stage is low enough for your Allies to take control of combat.

The Final Word

Blue Tag Team Mastery has the potential to one of the most played Mastery cards throughout DBZ CCG's lifespan. Captain Ginyu and Goku are the best Main Personalities for Blue Tag Team Mastery. Their skills give multiple advantages for having Allies on the field. Hopefully Panini America will continue to develop new Main Personalities with skills for Allies. I want to build a Blue Goku deck just for fun because I want deck to be based on the Z Fighters.

Card Rating: 5 out of 5

Saturday, December 19, 2015

Unit of The Week: Psychic of Storm, Rigil

Yes, everything returns to whence they came from. 
[ACT](VC): Legion20000 "Psychic of Dust, Izaya" (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 attacks a vanguard, if this unit is Legion, and the number of cards in your soul is ten or more, you may pay the cost. If you do, choose two of your opponent's rear-guards, and retire them. Then, if the number of cards in your soul is fifteen or more, choose one of your opponent's rear-guards, and retire it.
[ACT](VC)[1/Turn]:[Soul Blast (1)-card with the same name as a unit on your (VC)] Soul Charge (5).
I will never grow tired of talking about Legion. It was the best days in Cardfight!! Vanguard since the first booster sets. Dark Irregulars have a trio of psychic units with amazing abilities. Psychic of Storm, Rigil shares his Legion Mate Psychic of Dust, Izaya with Psychic of Ash, Hadar. They gather cards to the soul to lock their Legion skill's fullest potential. Some may say they are the best one two punch in the Dark Irregulars clan.

Psychic of Storm, Rigil's Legion skill retires one opposing rear-guard and can retire an additional rear-guard if you have fifteen cards or more in your soul. The skill is great to activate in the end game to crush your opponent's hopes of winning. I prefer retiring units in the front row to limit my opponent's offensive capabilities and to prevent interceptors from blocking attacks. You must be careful when trying to reach fifteen cards or more into your soul. You do not want to lose by emptying your deck.

Rigil's second skill rapidly builds your soul. You soul blast one card with the same name as one of your vanguards and soul charge 5 cards! There is always a good chance of having a required card in your soul. This second is almost automatic every turn. This ability has a lot of chemistry with Psychic of Dust, Izaya. Izaya and Doreen the Thruster gains 3K power when a card is placed in the soul. Both units gain 15K power from the skill. Izaya becomes a 24K attacker and Doreen the Thruster becomes a 21K booster in the back row.

Finally, Rigil has a great group of cards for his supporting cast. These role players give Rigil a huge advantage in games. Flag Breaker is the best Perfect Guard to play in a Psychic deck. He gives Rigil more opportunities to use his Legion skill. Decadent Succubus is a nice rear-guard to on the field. Her skill soul charges one card every time you call a Dark Irregular to a rear-guard circle.

Overall, Psychic of Storm, Rigil is a very good Legion for Dark Irregulars. The Legion skill is great in the late game. You limit your opponent's defenses by removing interceptors. His ability to retire opposing rear-guards destroys your opponent's offense in his or her front row. I want to build a Psychic deck. There are so many useful cards to use in a Psychic deck. I will probably use succubus units as they are my favorite race in Dark Irregulars. Rigil and Hadar have plenty of support to be fearsome duo.

Card Rating: 4 out of 5

Wednesday, December 16, 2015

News: Dragon Ball Z Perfection


Panini America just officially announced the next booster set for Dragon Ball Z Trading Card Game. This booster set's name is Perfection. We are at the Cell Games. The Z Fighters must defeat the wicked Cell or he will destroy the world! The perfect warrior,  Cell makes his debut in Dragon Ball Z Trading Card Game by Panini America. He evolves to his next form when he advances a level! Reach level 4 to feel the power of Super Perfect Cell! Android 16 also joins the battle!

No heroes were announced for today. I am predicting Super Saiyan 2 Gohan will be the top hero in this set. Gohan is the main protagonist in the Cell Games. It would make sense for him to get a new set of Main Personality cards.  He did not receive an upgrade in Dragon Ball Z Evolution. Gohan is primed to make a huge leap in this set.

Dragon Ball Z Perfection hits stores on February 26, 2016! Hit Hard! Hit Often!

Saturday, December 12, 2015

Unit of The Week: Forthright Seeker, Egbert

They continue earnestly on their search. On the path that lends to true freedom. 
[ACT](VC):Legion20000 "Full Bloom Seeker, Cerdic" (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)
[ACT](VC):[Counter Blast (2)-card with "Seeker" in its card name] If this unit is Legion, and the number of other units you have with "Seeker" in its card name is four or more, this unit gets [Power]+5000/[Critical]+1 until end of turn.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.
Forthright Seeker, Egbert is an overlooked Seeker from the Legion era. Egbert was one of the first Legion Seekers available in the game. He seeks justice and peace in the name of the United Sanctuary. His unit helped Cray defeat the Star-vaders in the war. Egbert defeated nearly a thousand Star-vaders with his blade. He is a RRR in Japan and a RR in the English edition.

Forthright Seeker, Egbert's skill gives one 5K power and one critical damage to him if you have four units with Seeker in their names. His skill is useful when your opponent does not have a perfect guard and must guard with many cards from his or her hand. His attack pressures your opponent in the mid-game. It can catch your opponent by surprise if he or she has a very bad hand. However, you will rarely deal the extra damage. An opponent can easily counter this skill by guarding with a perfect guard. His power bonuses would be for nothing in most games.

Egbert's Legion skill is not strong enough on its own to dominate games. He needs more support around him to make an impact in games. Blaster Blade Seeker is the killer rear-guard in the deck. He clears Egbert's path to deal double damage to the opposition! Egbert's mate Full Bloom Seeker, Cerdic is a nice 12K attacker to place in your front row. His extra offensive ability breaks through your opponent's defenses. Play Holy Knight Guardian to counter charge your damage to have more opportunities to activate Egbert's skill.

Finally, Seekers have much better options for grade three cards. Light Source Seeker, Alfred Exiv and Seeker Thing Saver Dragon are all great cards with amazing skills. Their skills give an advantage to the player and their support builds from the momentum. The player gains extra attacks and build a strong formation. I would rather have a card that can attack twice per turn like Seeker Thing Saver Dragon then a card that builds a little power for a single attack like Egbert.

Overall, Forthright Seeker, Egbert is a mediocre Seeker that needs a lot of good pieces to be a playable card. His skill just is not good enough to make a big difference in most games. He is in the lower tier of Legions. I can understand a player playing Forthright Seeker, Egbert in a budget deck or just for fun in a non-competitive deck.  I am playing Egbert in my Seeker deck just for fun, but I will buy a better vanguard if I want to play a competitive deck. Save your dollar and spend your cash on a real boss like Seeker, Thing Saver Dragon.

Card Rating: 1.5 out of 5

Tuesday, December 8, 2015

Starter Deck Review: Dragon Ball Z Evolution


Dragon Ball Z Evolution is the second starter deck in Panini America's Dragon Ball Z Trading Card Game. The expansion set features the Android Saga. Androids 17, 18, 19, and 20 are the new villain Main Personalities. Each starter deck has 70 cards. 10 cards include the Main Personality set, Mastery, four foil cards, and one random high-tech Main Personality or Mastery. The deck includes the remaining sixty cards. I bought my starter deck on Amazon. Check out my opening to see which cards that I got from the starter deck.

New Characters and Upgrades

Panini America continues Score's tradition of upgrading the main protagonists' power levels and introducing new villains in the next expansion that has a starter deck. Android 17 and Android 18 are the new villains for the starter decks. Vegeta is finally a hero as a Super Saiyan. I think Vegeta's transition from a villain to hero is premature. He is clearly a rogue character in the series until after the Cell Games.

Each style has a new mastery. All styles have two Mastery cards to choose from. Players now have options to choose which Mastery is best for their Main Personality and deck. Saiyan received the major improvement that it so desperately needed from the first set. Saiyan decks can now with by MPPV! The best Mastery is the new Blue Tag Team Mastery. It works great with Goku and Captain Ginyu!

Randomized Structure Decks

Starter Decks now contain a random structure deck instead of a randomized starter deck. Did Panini America read my article on how fix starter decks? This is just what I wanted except for the structure decks being random in each box. My Future Trunks deck only included Saiyan cards and free-style cards such as Confrontation. The deck is legal for tournament play without being required to change cards to legalize the deck. I do not have to buy new cards just to play. New players can grab a starter deck and starting learning the game's basics. They will decide which character and style best fit their strategy.

Main Personalities and Mastery Cards are in booster packs


Main Personalities and Mastery cards from the starter decks can also be found in booster packs. You are no longer required to buy starter decks to get the Main Personalities from the starter decks. This is great for experienced players who already have cards from the previous sets and buying a booster box is the best option. It can be great for collectors as well. I got a foiled level 4 Future Trunks from a random booster pack at Walmart and a foiled Red Ruthless Mastery in a pack from locals.

The Final Word

Overall, Dragon Ball Z Evolution is a huge improvement from last year's starter decks. The game is getting closer to reaching its former glory. I mostly have praise for Panini America's efforts to improve this year's starter decks. It was as if they read my article to make structure decks. It fixes almost everything that was wrong with the original starter decks. Evolution's starter decks are legal decks out of the box. Each Mastery and some previous characters have major improvements from last year's introduction set. The next step is to add the anger sword and z-scouter from the retro starter decks in Panini America's DBZ starter decks.

Overall Score: 4 out of 5

Saturday, December 5, 2015

Unit of The Week: Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace"

Now, the flames of the apocalypse are revived. 
[Stride] (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC):[Counter Blast (2) & Choose a face down card named "Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace"" from your G zone, and turn it face-up] If the number of face up cards in your G zone is two or more, until end of turn, this unit gets drive-1, and "[AUTO](VC)[1/Turn]:[Choose a card from your hand, discard it, choose a card with "Overlord" in its card name from your hand, and discard it] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, [Stand] this unit, and this unit gets [Power]+5000 until end of turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn)".
Dragonic Overlord has a new evolution. Stride Generation has taken Kagero's signature dragon to a new level of power. Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace" is the ultimate G-unit for Dragonic Overlord. Dragonic Overlord has an endless supply of support. I can make several decks with any combination of Dragonic Overlord's cards. Sometimes I think he should be Cardfight!! Vanguard's mascot instead of Blaster Blade.

Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace" has a skill that is similar to Dragonic Overlord the End and the original Dragonic Overlord. The Ace stands itself after its first attack by losing a drive and discarding a random card and a card with Overlord in its name. The Ace also gains 5K power from the skill. However, you lose access to both triple drives. Instead you have two regular twin drives as if you were attacking with a grade vanguard.

Furthermore, losing triple drive for is not a huge lost. The first attack's triggers can be applied to The Ace. Five trigger checks are plenty of drive checks to get triggers to boost your formation. Burning Horn Dragon is a great card to have on the field. Apply your triggers' effects from the second attack to Burning Horn Dragon to build its attack's power.

Finally, you can play the original Dragonic Overlord with its G-unit counterpart. Dragonic Overlord, the End is the best card to play with The Ace. It is another card with the ability stand after its first attack if it hits an opposing vanguard. You can have multiple turns with your vanguard attack twice per combat. Not many players can survive multiple turns of vanguards attacking twice per combat. I am sure I can handle the pressure.

Overall, Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace" is the perfect G-unit in a deck for Dragonic Overlord's evolutions. Its ability to stand after an attack is classic Dragonic Overlord at its finest moment. This card is one of the most balanced G-units. It is not overpowered with triple drive. Instead it is limited to twin drive. Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace" vanquishes its foes in a sea of eternal flames!

Card Rating: 4 out of 5

Wednesday, December 2, 2015

Are Limit Break Enablers Beneficial In The G Era?


Limit Break Enablers were introduced in the Legion era. Their sole purpose is to allow Limit Break to be online regardless of its player's damage. They helped players keep on par with Legion. Units with Legion are able to active their skills earlier in games because they do not have any restrictions on their damage. Limit Break decks had a chance to win games with the opportunity to use their skills earlier in games. However, the game has changed in just a few minutes. We are in a new era with G-Units and Stride Generation. G-Units are dominating vanguard with a force and players are striding as much as possible in almost every game.

Stride Generation

Stride has greatly changed the game. Most decks' strategies are to Stride as much as possible and win games with their grade three vanguard's skills. A player is not going to activate Limit Break early in most games. Their G-unit will be doing most of the work, and the player will have at least four damage near the game's conclusion. Stride provides more advantages than Limit Break. The triple drive gives you access to more cards and a higher chance of checking triggers. G-units typically have stronger skills than most Limit Break units.

A Limit Break enabler's ability will not be put to use during the turn that you play your G-unit. The player will be at four or five damage when the time arrives to use Limit Break. An enabler will only serve as a 7K booster on the field. Its effect will not give you an offensive advantage on the turn that you stride your G-unit. You can gain momentum with cards that can activate their skills.

Limited Deck Space

Limit Break enablers are robbing space from more valuable cards in decks. You are required to play four copies if you are only focusing on Limit Break skills. Every deck needs 4 perfect guards. Your grade one lineup's space is greatly reduced by playing two full sets of required cards for consistency. I will not be playing an enabler in any deck with Limit Break and Stride. My grade one lineup will include more cards to assist all of my units.

Vulnerable 

Unfortunately, Limit Break enablers are very vulnerable in particular games. Opponents can easily counter Limit Break decks with enablers. They cannot resist opponent's skills. They can be retried or locked. Thus, they will not be on the field to activate their skills or they would be locked into submission. Kagero, Link Joker, Narukami, and decks with killers like Blaster Blade will cause problems early in a game.

Final Thoughts

I like Bushiroad giving support to Limit Break cards. Limit Break enablers were a good idea during the Legion era to help Limit Break decks stay on par with Legion. However, they simply are not effective in the Stride Generation. Players are playing their G-units during the mid-game and a Limit Break enabler's skill will be useless during this turn. I could activate Limit Break with an enabler on the field, but I would rather play my G-units at this stage in a game. I also want a rear-guard on the field that can use it effects alongside my G-unit. I will have at least four damage by the time I let my grade 3 vanguard take over the game. My Limit Break is online and ready to push for the win!

Saturday, November 28, 2015

Unit of The Week: Star-vader, Venom Dancer

Drip and corrode! Dancing Venom! 
[ACT](VC):Legion20000 "Star-vader, Sword Viper" (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 (1)] At the end of the battle that this unit attacked a vanguard, if this unit is Legion, you may pay the cost. If you do, for each of your opponent's locked cards, choose up to one of your rear-guards, and [Stand] it.
[ACT](VC):[Counter Blast (1)-card with "Star-vader" in its card name] If you have another unit in your middle column, choose one of your opponent's rear-guards in the back row, and lock it. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn)
Star-vaders are Link Joker's elite squad. Star-vader, Venom Dancer is one of the last commanders to battle Cray's forces. Its powerful venom aids its comrades to stand back up in the heat of battle. Venom Dancer led Link Jokers' final squadron of soldiers in a last ditched effort against Cray. Raul Serra played Star-vader, Venom Dancer as his ace card against Olivier Gaillard. However, Serra and Venom Dancer were defeated in a blaze of glory by Gaillard and the Liberators.

Star-vader, Venom Dancer is one of the rare Link Joker units with an offensive skill paired with its defensive ability. Its skill stands a rear-guard for each of your opponent's locked cards. Attack your opponent with your two rear-guards in the front row to stand them back up after Venom Dancer attacks a vanguard. Lock four opposing rear-guards to fully stand both rear-guards' columns for two maximum attacks. If you cannot stand four units, then stand your strongest units on the field.

Venom Dancer's second skill locks an opponent's rear-guard in the back row. This skill basically sets up Venom Dancer's Legion skill. You are also limiting your opponent's ability to boost their front row units. Always lock your opponent's rear-guard that is behind his or her vanguard. Call Companion Star Star-vader, Photon to the field after you use Venom Dancer's second skill. Photon's skill will lock an additional card for free!

Finally, there are many Link Joker units that can lock opposing cards at a low cost or without a cost. This will save your counter blasts for Venom Dancer and other cards in the deck. Star-vader, Sword Viper locks an opponent's rear-guard when your Legion attack successfully hits a vanguard. Star-vader, Robin Knight is the perfect starter for Link Joker's Legion decks. He locks a rear-guard in the back row and front row. An entire column is shut downed and you are guaranteed to stand two rear-guards with Venom Dancer's skill.

Overall, Star-vader, Venom Dancer is an awesome Link Joker unit. I like its ability to stand units for additional attacks. The remaining Star-vaders are defensive units that will continue to attack opponents until they are finally defeated. This dancing Star-vader has a lot of good support to maximize its potential. Photon and Sword Viper are great cards to add in Venom Dancer's deck. I can't wait to build my Star-vader deck around Star-vader, Venom Dancer!

Card Rating: 4.5 out of 5

Wednesday, November 25, 2015

Card Discussion: Master Hyperion

[Fairy/Effect] ATK/2700 DEF/2100
You can Special Summon this card (from your hand) by banishing 1 "The Agent" monster from your hand, field, or Graveyard. Once per turn: You can banish 1 LIGHT Fairy-Type monster from your Graveyard, then target 1 card on the field; destroy that target. While "The Sanctuary in the Sky" is on the field, you can activate this effect up to twice per turn.
Master Hyperion is the leader of The Agents and the main card in Agent decks. They are a powerful group of fairies and they reside in the Sanctuary in the Sky. He is surrounded in a blaze of glory. No weak mortal can survive the onslaught from this almighty fairy. He was first released in Lost Sanctuary Structure Deck and later reprinted as a gold rare in Gold Series: Haunted Mine. I bought my one and only copy of Master Hyperion from the structure deck.

His first effect special summons him to the field. You can easily special summon Master Hyperion by banishing one The Agent monster from your hand, field, or Graveyard. The best option is to always banish an Agent monster from your graveyard to save your resources in your hand and on the field. Play The Agent of Mystery - Earth to use her skill to search Master Hyperion. She can also be banished to special summon him on the same turn.

Master Hyperion gets the job done by destroying your opponent's field. Banishing one light Fairy-Type monster from your graveyard will target and destroy one card on the field. Destroy your opponent's strongest monsters and most effective support cards on the field to limit his or her strategy. You can double the destruction by having one copy of The Sanctuary in the Sky on the field. You can destroy up to four cards if you have two Master Hyperions in play and six cards if you have three Master Hyperions on the field.

Finally, The Agent of Miracles - Jupiter can increase Master Hyperion's attack points by 800. His attack will become 3,500 until the end of your turn. Also use Jupiter's skill to special summon banished fairy-type monsters. Bring back The Agent of Mystery - Earth from the banished zone to draw another Master Hyperion from your deck. Master Hyperion can be summoned afterwards to complete your formation.

Overall, Master Hyperion is a fantastic card and has aged well in today's game. He is one of the best ultra rare cards from a structure deck. His effects make him a great card. He can easily be special summoned to the field and he has the ability to destroy your opponent's best cards on the field. Maximize his potential by playing  The Sanctuary in the Sky. Destroy or save the universe with Master Hyperion and The Agents!

Card Rating 4 out of 5

Saturday, November 21, 2015

Unit of The Week: Mond Blaukluger

The moon is an ever-changing presence. There will come a day when it will shine the brightest. 
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Nova Grappler» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and "[AUTO](VC):[Counter Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, [Stand] all of your «Nova Grappler» rear-guards.".
[AUTO](VC):When this unit is boosted by a «Nova Grappler», 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)
Mond Blaukluger is the successor to the original Blaukluger. It is a powerful machine that is unstoppable with the right pilot. However, it is useless if the pilot is inexperienced. Mond Blaukluger is the archetype's signature Break Ride unit. Kamui plays a Blaukluger deck in season one. He played the deck to reach the semi-finals in the national championship. I would like to see Kamui play with the most recent support for Blau.

Mond Blaukluger's Break Ride skill stands your resting Nova Grappler rear-guards. You can stand all your Nova Grappler rear-guards for two columns at maximum power. Attack with your rear-guards first. Then attack with your vanguard for you can stand up all of your rear-guards. This gives you five or six attacks in a single turn! You can repeat this combo by break riding Mond Blaukluger on to itself. Play Mars Blaukluger in a Blau deck. It has the potential to give you a seventh attack if your vanguard's second attack hits the vanguard. Mars Blaukluger will stand back up for one final attack.

The Break Ride skill works best with Stern Blaukluger. You can attack your opponent in any order unlike its Cross Ride and I will get into that card a bit later. All your attacks can be directed at your opponent's vanguard. That is a total of six attacks at your opponent's vanguard. He or she cannot block every attack coming his or her way. Take advantage of your position and push for a swift victory.

Break riding Galaxy Blaukluger on top of Mond Blaukluger can be a bit tricky. Do not attack your opponent's vanguard first or you must pay Galaxy Blaukluger's cost to stand it up after the first attack towards a vanguard. This Break Ride only works if you focus your first attacks at your opponent's rear-guards. Your rear-guards must attack your opponent's rear-guards. Then attack with Galaxy Blaukluger to trigger its Limit Break and Break Ride abilities. All of your units will be standing and ready for another wave of attacks.

The second skill gives 2K power to Mond Blaukluger when it is boosted. The extra power looks nice on the card's text. However, the power increase is not sufficient enough to force opponents to use extra cards to card. Mond Blaukluger's maximum power with his skill is 20K with a 8K booster. Your opponent just needs to block with an 15K shield if they are playing a 11K vanguard. There is not anything else to say here.

Overall, Mond Blaukluger is a good Break Rider unit and has good power plays. This card can be played in Blaukluger and generic decks. It sets up your combos. It stands your rear-guards for extra attacks. You can have six attacks if your vanguard has the ability to stand it self back up. I prefer playing Mond Blaukluger in a pure Blau deck. It's time for Mond Blaukluger's Break Ride to stand up my rear-guards! Mond Blaukluger

Card Rating: 4.5 out of 5

Wednesday, November 18, 2015

Yu-Gi-Oh! Review: Yugi's Legendary Decks


The King of Games is the greatest duelist in history. Atem and Yugi dueled in many epic duels that fans will remember for a lifetime. The original Yugi animated series is by far my favorite series in the franchise. Yugi's Legendary Decks features 3 of Atem's and Yugi's decks from the original animated series. Konami also included promo cards that Yugi played in various duels. The decks are Yugi's Exodia deck, Battle City deck, and Gadget deck. The Gadget deck is a combination of Yugi's Gadget deck and Atem's deck from their final duel.

New Cards!

This special set has three new promo cards and the errata version of Dark Magician of Chaos. It is only fitting for Yugi's ace monster the Dark Magician to get support. Dark Renewal is a great card for every deck with dark Spellcasters and Dark Magicians. You counter your opponent's summon by tributing their monster and your Spellcaster to special summon Dark Magician from your deck or graveyard. Black Illusion is a decent trap card to play to protect your Dark Magicians from harm. I honestly do not remember when Yugi played Electromagnetic Turtle. It is a great defensive card to force your opponent to skip their battle phase!

I wanted this special set for the errata version of Dark Magician of Chaos. His new effect makes him more balanced than his previous version. The new effect is still useful for every deck with powerful spell cards. You can easily fit him in any Spellcaster decks. Spellbooks will get an instant boost when he becomes legal in the TCG. He is currently unlimited in the OCG. Hopefully he will at least be limited in the TCG. Make it happen Konami!

Ultra Rare Reprints!

There are many reprints of Yugi's best cards as ultra rare cards. Exodia, Dark Magician, Dark Magician Girl, Magician of Black Chaos, and Mirror Force are just four of the many ultra rare cards. Arkana's red Dark Magician receives its first release in English. Fans have been demanding for the Arkana's evil Spellcaster to be released for years. He looks great in ultra rare foil!

Dark Magician Tool Box

Yugi's Legendary Decks is the perfect set to buy if you want to build a Dark Magician deck. It has most of the cards that you need for the main deck. You have a full set of Dark Magicians and two copies of Dark Magician Girl. Skilled Dark Magician, Dark Magician of Chaos, Dark Renewal, Dark Paladin, and Black Illusions are perfect cards to add in your deck. You will only a need a few more cards from different sets to have a complete Dark Magician deck.

Cards That Should Have Been Ultra Rares

The only bad thing about the decks is not every card is an ultra rare. Most players want really nice cards. I was originally drawn to this special set to get ultra versions of every card. Every card should have been an ultra rare for the set to be worth $29.99. The vast majority of cards are commons. Dark Paladin and Blaster Luster Soldier Envoy of the Beginning look odd as common cards. It really hurts the decks' overall value.

Overlooked Cards

Konami missed out on the opportunity to reprint Dark Magician's support cards from the first Dragons of Legend. They made the mistake of short printing the entire set and these cards are the most expensive cards in a Dark Magician deck. Atem played these cards during Waking the Dragons arc. I would have liked to get my hands on Amulet Dragon, Dark Magician Girl the Dragon Knight, and the Eye of Timaeus. All three cards desperately need reprints. They are three of Atem's most popular monsters from the entire animated series.

The Final Word

Overall, I am very pleased with Yugi's Legendary Decks. Yugi's Legendary Decks is a nice collector's item. I picked up my copy at Walmart last Thursday. It pays its respects to the original series. Players can relive their favorite duels with Yugi's signature cards. The promo cards are top notch quality! This is a great buy if you are interesting in building a Dark Magician deck. Competitive plays may want to skip this set and get ready for the next booster set. We can duel like the King of Games with Yugi's Legendary Decks!

Legendary Decks Rating: 4 out of 5

Saturday, November 14, 2015

Unit of The Week: Blue Storm Dragon, Maelstrom the Break Ride

Maelstrom, the blue dragon among the blue dragons. 
[AUTO] Limit Break 4:[Counter Blast (1)] When an «Aqua Force» rides this unit, you may pay the cost. If you do, choose one of your vanguards, until end of turn, that unit gets [Power]+10000, and "[AUTO](VC)Wave-4th time or more (This ability is active during the specified battles of each turn):When this unit attacks a vanguard, draw a card, choose one of your opponent's rear-guards, retire it, and until end of that battle, your opponent cannot call grade 0 cards from hand to (GC).".
[AUTO](VC)Wave-3rd time or more (This ability is active during the specified battles of each turn):When this unit's attack hits a vanguard, search your deck for up to one card with "Maelstrom" in its card name, reveal it to your opponent, put it into your hand, and shuffle your deck.
Aqua Force has a lot of hype for its coming clan booster set Commander of the Incessant Waves. A signature unit in Aqua Force has been revived again! Blue Storm Dragon, Maelstrom is the third classic card to be transformed into a Break Ride! Maelstrom also has the new text Wave. It has the same rulings as previous updated cards. You can only have four copies of a card with the same name. You can have two copies of the original and two copies of the new card. However, you cannot have four copies of the original card and four copies of the new card in your deck.

Blue Storm Dragon, Maelstrom's Break Ride skill is completely broken with Blue Storm Supreme Dragon, Glory Maelstrom. The original Maelstrom prevents your opponent from guarding with grade 0 cards and Glory Maelstrom prevents your opponent from guarding with grade 1 and 2 cards. You opponent is nearly unable to block your vanguard's attack. It is unlikely for him or her to have enough grade 2 cards in hand to successfully block the attack. Victory is nearly guaranteed if you are able to get a critical trigger.

Blue Storm Karma Dragon, Maelstrom "Яeverse" is very disruptive with Maelstrom's Break Ride skill. Your opponent can use perfect guards to block its attack, but there are consequences for blocking the attack. Blue Storm Karma Dragon, Maelstrom "Яeverse" will retire another rear-guard and you can draw a card. Don't forget  Blue Storm Dragon, Maelstrom's skill also retires a rear-guard. That's two cards and two retired units from both the Break Ride skill and Limit Break!

Finally, you need to play cards with the ability to attack multiple times per turn. An experienced Aqua Force player knows method to get to Wave four with no problem. Getting four Waves in a turn is simple in every Aqua Force deck. You need to play Tidal Assault and Magnum Assault to gain extra attacks per turn. I prefer playing Magnum Assault because he gains power when he stands back up.

Overall, Blue Storm Dragon, Maelstrom is now the best Break Ride in Cardfight!! Vanguard. This card gives players many advantages. Its skill with Blue Storm Supreme Dragon, Glory Maelstrom is strong enough to be considered a game condition. It makes your vanguard's attack nearly unstoppable and you draw a card to gain an upper hand in resources. Defending is much easier when you draw extra cards to build a large hand. Blue Storm Karma Dragon, Maelstrom "Яeverse" becomes more disruptive than ever before. Ride the wave to victory with Blue Storm Dragon, Maelstrom.

Card Rating: 5 out of 5

Monday, November 9, 2015

News: Dark Magician of Chaos Reprint Is Coming To The TCG!

During the End Phase, if this card was Normal or Special Summoned this turn: You can target 1 Spell Card in your Graveyard; add it to your hand. You can only use this effect of "Dark Magician of Chaos" once per turn. If this card destroys an opponent's monster by battle, after damage calculation: Banish that opponent's monster. If this face-up card would leave the field, banish it instead.
I have great news today related to Dark Magician and Spellbook players! Dark Magician of Chaos's new version will be released in the new Yugi's Legendary Decks. Dark Magician Chaos is now unlimited in the OCG. However, Konami has not given any notice on Dark Magician of Chaos's status in the TCG. Hopefully he will be free soon after his release. Many players like me are excited to play this legendary card. Dark Magician of Chaos was one of the most powerful cards in Yu-Gi-Oh! during its first run in the game.

Yugi's Legendary Decks will be released this Friday on November 13, 2015! It's time to duel with Atem's and Yugi's classic decks from the animated series.

Saturday, November 7, 2015

Unit of The Week: Interdimensional Dragon, Faterider Dragon

Feel it. That is the future you have chosen. 
[Stride] (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn]:Choose one of your rear-guards, put it on the bottom of your deck, search your deck for up to one card that is a grade greater than that unit, call it to (RC), shuffle your deck, choose one of your units for each face up card in your G zone, and they get [Power]+3000 until end of turn. (If an [ACT] has no cost, the cost is paid when declaring that you are playing it)
Gear Chronicle manipulates time to create their future. They control their destiny. No force of evil can stop Gear Chronicle from bringing peace to Cray and show the world how to safely use Stride. Interdimensional Dragon, Faterider Dragon has the ability to change fate. Its engines are able to analyze the future. The time-engine is so powerful that it has been restricted to only be used as a weapon. Interdimensional Dragon, Faterider Dragon's signature technique is turning the wheels of fate to change time and space.

Interdimensional Dragon, Faterider Dragon has an interesting skill. It sends one of your rear-guards to the bottom of your deck and you can superior call a unit with a greater grade than the previous unit. You can choose one unit for each face up card in your G zone and they gain 3K power during your turn. Retire a grade zero unit and you can superior one of your stronger units to the field. Your grade zero can be replaced with a grade one booster.

Furthermore, you can give the power bonus to Faterider Dragon or your rear-guards. Give the power to your rear-guard if you know your has a perfect guard to block your vanguard's attack. Your triple drive has a good chance of getting a trigger and you can give the bonuses to your powered-up rear-guard. Additional critical damage will add more pressure to your attacks. There is also the option if you have two cards face up in the G Zone to give power to Faterider Dragon and its booster for a strong vanguard column.

Several Gear Chronicle units have synergy with Interdimensional Dragon, Faterider Dragon. Use Faterider Dragon's skill to superior call Glimmer Breath Dragon if Chronojet Dragon is your vanguard's heart. Glimmer Breath Dragon uses its skill to use an opposing rear-guard to the bottom of the deck and it gains 2000 power. Give the power bonus to Twinmaser Dragon. It is Gear Chronicle's 12K attack and the power bonus will increase its power to 15K before getting a boost. Superior call Steam Scara, Gigi to use her ability to draw a card!

Overall, Interdimensional Dragon, Faterider Dragon is a really good G-unit in combo oriented decks. It has a lot of chemistry with many Gear Chronicle units. There are a few combos that can give you a good advantage for your turn. I recommend playing at least one copy in your Extra Deck. It never hurts to have a superior caller ready at any give notice. Turn the wheels of fate with Interdimensional Dragon, Faterider Dragon

Card Rating: 4.5 out of 5

Wednesday, November 4, 2015

Structure Deck Review: Warrior's Strike


Warrior's Strike is a structure deck from the Yu-Gi-Oh!! 5D's era. It was released on October 27, 2009 in North America. This structure deck is loaded with many Warrior monsters. Warrior's Strike is the first structure deck to include Gemini Monsters. It focuses on using Gemini Monsters' special abilities to gain an advantage by using their skills in exchange of forfeiting your ability to normal summon for the turn. It includes one ultra rare card and two super rare cards. Phoenix Gearfried is the cover card and ultra card.

Gearfried

Phoenix Gearfried is a Warrior and Gemini type monster. He has the ability to special summon a Gemini monster and negate an opponent's Spell or Trap card. However, his effects are way too slow. Phoenix Gearfried is considered a normal monster until your second turn. You must wait a turn to make his effects active in substitution for a normal summon. Joey Wheeler played Gearfried cards in his deck. Maybe we will see Joey play this card in a future duel.

Super Rare Warriors

Evocator Chevalier is also a Warrior and Gemini monster. Its effect sends one equip spell card that you control to the graveyard to destroy an opponent's card on the field. It is made to work with Divine Sword - Phoenix Blade for you can send it to the graveyard and get it back during your next Main Phase to repeat the combo. Featherizer is an interesting card. When it is destroyed by battle, you may send one Gemini monster from your deck to the graveyard and draw one card. It adds draw power to the deck to help find your best cards.

Phoenix Blade 

A legendary warrior such as Phoenix Gearfried must also have a powerful weapon. Divine Sword - Phoenix Blade is the key card in the entire deck. I am very surprised that this card is not a super rare. It regenerates itself for you can use it to pay for Phoenix Gearfried's and Evocator Chevalier's effects. This power blade also gives 300 attack power to your monster. The additional power may help your monster overcome a naturally stronger monster.

The Final Word

Overall, Warrior's Strike is one of the most disappointing structure decks in Yu-Gi-Oh!'s history. Nothing from this structure deck has aged well. None of the new cards from the deck have been used in competitive tournaments. Gemini monsters are too slow to play because their effects' requirements prevent you from moving ahead in a game with your normal summons. They lack the game breaking skills to command over games.  Most Gemini Monsters are just too slow to be effective. Casual players may want to take a look at it if they like Warrior monsters.

Structure Deck Rating: 2 out of 5

Saturday, October 31, 2015

Unit of The Week: Sunrise Ray Knight, Gurguit

The sun will soon give light to all darkness. 
[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):[Counter Blast (1) & Soul Blast (1)] At the beginning of the guard step of the battle that this unit is attacked, you may pay the cost. If you do, look at four cards from the top of your deck, search for up to one card from among them, call it to (GC) at [Rest], and shuffle your deck.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at four cards from the top of your deck, search for up to one card from among them, call it to (RC), shuffle your deck, and that unit gets [Power]+2000 until end of turn.
Sunrise Ray Knight, Gurguit is the new leading vanguard for Gold Paladins. He wears shiny gold armor and wields a large sword. It is the main Gold Paladin vanguard in Cardfight!! Vanguard G. Taiyou plays Sunrise Ray Knight, Gurguit in his Gold Paladin deck in the anime. His power is one of the top five in the Gold Paladins. He is leading the Gold Paladins' charge against Shadow Paladins' rebel leader Claret Sword Dragon.

Sunrise Ray Knight, Gurguit's Generation Break is a rare defense skill in Cardfight!! Vanguard. It is about time that Bushiroad give us a quality defensive skill outside of Link Joker. His skill places a card from your deck to the guardian circle when he is attacked. It is a last ditched effort to defend your vanguard when you are unable to block attacks. The skill enables you to use perfect guards against cards like Cosmic Regalia, CEO Yggdrasil, Blue Storm Supreme Dragon, Glory Maelstrom, and Chronojet Dragon. You are summoning them to the guardian circle from the deck instead of your hand. However, this skill only works with a standard perfect guard from the original series. Halo Shield Mark, Halo Liberator Mark, and Light Formation Liberator, Erdre are the only perfect guards that work alongside Sunrise Ray Knight, Gurguit

Gurguit's Stride skill is fairly cheap. He superior calls a Gold Paladin from the top four cards of your deck after your Stride a G-Unit on top of him, and your new unit gains 2K power. You have a fair shoot to get a good unit onto the field. It also enables to you have a fourth attack that turn. Retire a resting rear-guard and superior call a new Gold Paladin at the empty rear-guard circle. Stride Golden Dragon, Scourge Point Dragon on top of Gurguit for your new rear-guard to gain 5K power in addition to Gurguit's skill giving a 2K power boost for a total of 7K power!

All in all, Sunrise Ray Knight, Gurguit is a unique unit with one of the best defensive skills in the game. Players finally have an effective answer against cards that prevent us from playing perfect guards. It is ironic to see a card from the G series with a skill that only works with retro perfect guards. I would like to see Bushiroad develop more cards with Generation Break that work with retro cards. Gurguit's Stride skill adds some much needed offense to his arsenal! Offense sells tickets while defense wins championships!

Card Rating: 4 out of 5

Wednesday, October 28, 2015

Card Discussion: Spellbook of Secrets

Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.
Spellcasters reached a new level of power in Return of The Duelist with the introduction of Spellbooks. This archetype of Spell cards enhanced every Spellcaster deck. Spellcasters became much faster and had great field protection against most threats. Spellbook of Secrets is the key card in the entire archetype. It gives you instant access to all your Spellbooks! Spellbook of Secrets has only been printed once as an Ultra Rare and Ultimate Rare in Return of The Duelist.

Spellbook of Secrets searches for any Spellbook card from your deck to help overcome your opponent's current field. You can search for Spellbook of Power to boost your Spellcaster to defeat a strong monster in battle! I will grab a Spellbook of Wisdom if my opponent has face down cards on the field. Then I would be prepared to protect my Spellcaster from any Spell Cards or Traps waiting for my monster. I will draw a Spellbook of Fate to banish my opponent's strongest card on the field.

Furthermore, there are two effective methods to draw or reuse Spellbook of Secrets' effects from the graveyard. Spellbook of the Master copies an effect from a Spellbook spell card in the graveyard. It can copy Spellbook of Secrets' effect to search for a Spellbook card from the deck. I basically have six searchers in my deck. I have access to six cards to help turn the tide in any duel. The new version of Dark Magician of Chaos can draw Spellbook of Secrets from your grave during your end phrase!

Finally, Spellbook of Secrets has a good combo with Temperance of Prophecy. Activate Spellbook of Secrets to draw a Spellbook of Wisdom from your deck. Second, normal summon Temperance of Prophecy. Third, activate Temperance of Prophecy's effect to special summon a strong Spellcaster to the field. Use Spellbook of Wisdom to protect Temperance of Prophecy or your newly summoned Spellcaster from any Spell cards or Trap cards that your opponent may activate to counter you.

Overall, Spellbook of Secrets is the heart and soul of Spellbook decks. It greatly speeds up your deck and you can set up your field quickly with the right combos. It gives players the consistency that they need to play Spellbook decks to their fullest potential. They work great with Dark Magician, Spell Counters, and Prophecy. Open the Spellbook of Secrets to gain access to your deck's most powerful cards for the win!

Card Rating: 5 out of 5

Saturday, October 24, 2015

Unit of The Week: Supremacy Black Dragon, Aurageyser Dragon

To the battlefield. As if advancing on an empty plain 
[Stride] (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC):[Counter Blast (1) & Soul Blast (1) &; Choose a card named "Supremacy Black Dragon, Aurageyser Dragon" from your G zone, and turn it face up &; Choose two of your rear-guards, and retire them] When this unit attacks a vanguard, you may pay the cost. If you do, reveal two cards from the top of your deck. This unit gets [Power]+5000 for each grade 1 or less card revealed with this effect until end of turn. Put the cards revealed with this effect into your hand.
The Shadow Paladins are in an intense mutiny! The clan's leadership is in questioned. Blaster Dark took the lead after Phantom Blaster Dragon's departure, and a new enemy named Claret Sword Dragon is challenging Blaster Dark for the clan's leadership position. The two swordsmen collide in an amazing battle to determine Shadow Paladin's future. Blaster Dark can summon an old ally to help grab him victory, but his enemy can summon a fearsome dragon as well. Claret Sword Dragon uses his stride abilities to summon the vile Supremacy Black Dragon, Aurageyser Dragon!

Supremacy Black Dragon, Aurageyser Dragon's Stride skill retires two rear-guards for you draw two cards and your vanguard gains 5K power for each grade 1 or lower card drawn from this effect. Triggers on top of the 5K bonus from the skill will build his power to greater heights! You must also reveal the drawn cards. Some people may complain about revealing the drawn cards, but I do not see a problem with this requirement. It is only fair for your opponent to know you honestly drew a grade one or zero card for the power bonus.

Furthermore, Promising Knight, David is the key card for Aurageyser Dragon. His Generation Break skill makes his sacrifice count as two rear-guards instead of just himself. You will actually gain a card in your hand! Try running more draw power cards to draw the cards that you need to win. Thinning your deck also increases your chances of checking a trigger when you vanguard attacks! Scornful Knight, Gyva and Skull Witch, Nemain are two great choices to play in your deck for extra draw power!

Finally, Supremacy Black Dragon, Aurageyser Dragon is the key card in your G Zone to play Supremacy Black Dragon, Aurageyser Doomed. You need the original G-Unit to pay for the new version's skill. Aurageyser Doomed also gains a critical if you have three or more copies of Aurageyser Dragon face up in your G Zone! I recommend playing a full set of both cards. Consistency is the Shadow Paladins' key to win games!

Overall, Supremacy Black Dragon, Aurageyser Dragon can be a great card to play or fearsome foe. Every Shadow Paladin deck gets an instant boost in power with Aurageyser Dragon. Your ability to draw extra cards can be great if it is properly played. The original's price has jumped in recent weeks since Supremacy Black Dragon, Aurageyser Doomed's released in the English version. It can pricey to get your hands on a complete set. I was lucky to get mine copy from a random booster pack!

Card Rating: 4 out of 5

Wednesday, October 21, 2015

The Prince of Saiyans

Vegeta is a proud Saiyan prince, and one of the most popular characters in Dragon Ball Z. Guys and girls love the prince of all Saiyans. I do not agree with Panini America making Vegeta a Hero so soon into the game. He is a rogue character during the Android and Cell Sagas. He was not fighting to save the world from killer androids. He wanted to destroy them and have a rematch against his rival Goku. He did not protect Bulma and his son present Trunks from danger. He only cared about his selfish goals to gain power and dominance over others.

Vegeta Calculating
The first time each combat one of your card effects requires you to discard 1 card from your hand, you may reveal that card instead.
Power: Use when you perform a Styled attack. You may choose for that attack to deal its life card damage as stages of damage instead.
Vegeta is stage damage beatdown Main Personality, and calculating perfectly describes his strategy. He focuses on draining opponent's power stages to give them massive damage from physical attacks. Once per combat, you can convert your Style attack's life card damage as stages of damage instead. Your opponent would take life card damage if his or hers Main Personality is low on power stages. Changing life card damage to stages of damage can make a huge difference. Your attack can deal both life card damage and stages of damage against weaker Main Personalities.

Vegeta On The Move
Whenever you perform a Styled attack, you may choose for that attack to deal its life card damage as stages of damage instead.
POWER: Physical attack
DAMAGE: 4 life cards.
Vegeta's skill is a constant version of his level one's powers. You always have the option to change life card damage to stages of damage with any attack. His power level also has a massive boost from 113,000 to 775,000. Your opponent's scouter is going to explode!

Vegeta Super Saiyan
The first time each combat a card effect requires you to discard 1 card from your hand, you may reveal that card instead.
Whenever you perform a Styled attack, you may choose for that attack to deal its life card damage as stages of damage instead or vice versa.
Super Saiyan Vegeta is the grandmaster of Vegeta's Hero set. This is where I want to be when playing as Vegeta. He can change stages of damage to life card damage. You can still change life card damage to stages of damage, but personally I will stick with life card damage for a swift victory. Saiyan Clothesline is a very strong card to pair with Vegeta Super Saiyan. It has the potential to do a lot of damage with its ability to double damage if Vegeta has a higher power level than your opponent's Main Personality.

Vegeta Elite
The First Styled physical attack you perform each combat cannot be stopped.
The first Style energy attack you perform each combat gains "HIT": Search your discard pile for a physical attack card and place it into your hand.
Vegeta Elite is not nearly as good as Vegeta Super Saiyan, but its skills are still good. Your first physical attack cannot be stopped. This skill alone can win games if your opponent is low on power stages and have very few cards remaining in his or her deck. The second part of the skill simply supports part one. Grab a physical attack card and use it for your next attack. It is a nice gain for a final attack.

The Final Word

Vegeta is one of the more interesting Main Personalities in the game thus far. His strategy is surprisingly calumniating instead of being ruthless as he is known for being towards enemies. You can play him in any styles. His skills perform best in Orange, Red, and Saiyan decks. He is fantastic against decks with many energy attack cards. He limits your opponent's ability to play energy attacks. He grains their power stages to prevent him or her from playing many energy attacks.

Saturday, October 17, 2015

Unit of The Week: Sacred Flame Ultimate Regalia, Demeter

Stars, culture, a tiny life. Let us protect them, that the fire may not disappear 
[Stride] (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC):[Counter Blast (1)] When this unit attacks a vanguard, if you have a heart card with "Regalia" in its card name, you may pay the cost. If you do, for each of your heart cards, Soul Charge (3), choose a card from your damage zone, and turn it face up.
Regalia were first introduced in the Break Ride era and later received more support in Legion. Regalia's strategy revolves around the Soul. Sacred Flame Ultimate Regalia, Demeter is the supreme goddess in Regalia's network. She uses her wisdom to guide her allies in the right path. Her Soul Charging ability does just that for we can use our grade 3 Regalia's skills to their full potential!

Sacred Flame Ultimate Regalia, Demeter's skill Soul Charges three cards for each of your heart cards with Regalia in their names. You can Soul Charge six cards if your vanguard is in Legion! The skill sets up your vanguard's skills for your final push to win. Cosmic Regalia, CEO Yggdrasil's skill soul blasts six cards. She gains a critical and your opponent cannot guard with grade one and higher cards from his or her hand. It is a great skill to use late in a game especially when your opponent does not have many cards. Demeter's Stride skill refills the Soul if you do not have enough cards to use Yggdrasil's skill multiple times.

I cannot forget Regalia decks with Limit Break! Demeter's skill is just as effective with Limit Break decks. Her Soul Charging combined with other cards such as Apple Witch, Cider also Soul Charging sets up your Cross Break Ride! Regalia of Wisdom, Angelica's Break Ride skill only needs three cards in the Soul to activate the skill. Drawing two cards from a skill helps defending your Regalia vanguard. Omniscience Regalia, Minerva seals the deal with her consecutive attacks!

Overall, Sacred Flame Ultimate Regalia, Demeter is a fantastic card in every extra deck for Regalia decks. She is fairly easy to get in the Fighters Collection 2015. There are other options to quickly build the Soul, but Demeter gets the job done when all else fails. She gives plenty of cards to you to put into your Soul. Soul Blast your way to victory with Regalia's devastating skills!

Card Rating: 4 out of 5

Wednesday, October 14, 2015

Goku & Vegeta Tag Team!

There is no I in team! Goku tag teams with Vegeta and friends to save the universes from the forces of evil! Goku is the second Hero to be revealed for the upcoming starter decks. He is stronger than ever with the help of his allies! I'm a huge fan of ally decks. I want to play my favorite characters in a dream team. All my DBZ decks have always focused around Allies. Goku is the leading the charge!

Goku Relaxed 
Power: Physical Attack.
You may return an Ally you control to its owner's hand. Damage: 2 life cards.
HIT: At the end of combat, you may search your Life Deck for an Ally and place it on top of your Life Deck.
Goku's skill has chemistry with Vegeta Unrelenting! You place Vegeta back into your hand to summon him to block an attack. A good offensive skill is also a good defensive skill! The HIT skill gives you an advantage for the next combat. It will be ready to play during your next turn!

Goku Motivated
Your attacks deal +2 life cards of damage.
Power: Use when entering combat. Choose an Ally in play. Players cannot use effects that would cause that Ally to leave play this turn.
Your best Ally on the field has resistance. Chi-Chi is a fantastic Ally with this skill. You can keep her on the field to block physical attacks until you reach level three! She provides a free block every turn.

Goku Calm
Power: Energy attack.
You may search your Life Deck or discard pile for an Ally and play it. That Ally can make actions regardless of your MP's power stage this combat.
DAMAGE: 6 life cards.
HIT: If your next attack this combat is performed by an Ally, it cannot be stopped.
The HIT conditions are great with many allies. Take a look at Tien His skill allows you to draw a card after his attack hits. Your opponent will not be able to stop Tien from hitting him or her. The extra draw can give you an extra attack in combat. Drawing Vegeta would be great as well for a defensive advantage in combat!

Yamcha is also a great card to play alongside Goku Calm! His skill deals three life cards of damage and it shuffles a Setup, Drill, or Ally into your opponent's deck. Remove your opponent's most annoying cards from the field.

Goku Dashing

Power: Search your Life Deck, discard pile, Banished Zone for an Ally and place it into play at its highest power stage. Choose one of your Allies in play. For the remainder of combat, that Ally may make actions regardless of your MP's power  stage and attacks performed by that Ally deal +4 life cards of damage.

Goku Dashing recruits one of his allies and powers them to up to their maximum power level. The Ally can also make actions regardless of Goku's power stage! I would choose an offensive Ally like Vegeta, Tien, or Yamcha to have an extra attack in combat.

Vegeta Unrelenting
(If your MP is Goku, once per combat you may place this card into play from your hand at 2 power stages above 0 to stop a physical or energy attack)
Power: Energy attack costing 1 stage.
DAMAGE: AT life cards.
I expected Vegeta to be a rogue character instead of a Hero in this set. Vegeta does not become a Hero until the end of the Buu Saga. However, Panini America sees the story in a different light. Vegeta is the perfect defensive card for a deck with Goku as the Main Personality. Vegeta Unrelenting is a great defensive card and has a decent energy attack. It gives you the option to play it from your hand during your opponent's turns in combat to block almost any attack.

The Final Word

A Main Personality that focuses on Allies appears to be the trend for each format. We had Captain Ginyu as the Ally deck in the first format and he dominated the game since the first booster set. Heroes finally have a Main Personality that supports Allies. Goku is a more balance character than Captain Ginyu. Captain Ginyu enabled multiple Allies to make actions in combat regardless of his power stage. Goku's skills do not give him an overwhelming advantage in combat. His skills only allow one Ally in play to make actions for you in combat. I am looking forward to building a Goku Ally deck.

Saturday, October 10, 2015

Unit of The Week: Chronodragon Nextage

Let's go...... to greater heights. 
[Stride] (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):[Counter Blast (1) & Choose a face down card named "Chronodragon Nextage" from your G zone, turn it face up, choose three cards from your hand, and discard them] At the end of the battle that this unit attacked a vanguard, if you have a heart card with "Chronojet Dragon" in its card name, you may pay the cost. If you do, put this unit into your G zone face up, choose one of your vanguards, and [Stand] it.
I was expecting a Cross Ride for Chronojet Dragon, but instead Chronojet Dragon evolved into a G-unit, Chronodragon Nextage! I did not see this coming. I'm still hoping Chronojet Dragon will get a Cross Ride in the next arc. Chrono has a new card to play with his avatar. His power has reached new heights! He will use his new abilities to lead Cray into a brighter future.

Chronodragon Nextage's skill activates after it attacks a vanguard and superior rides Chronojet Dragon from your soul. Your G-unit and newly standing Chronojet Dragon will have a chance to attack your opponent's vanguard. This gives you five drive checks in a single turn. This many drive checks thins your decks and give you a greater chance to check a trigger. Playing this combo in two consecutive turns will give you ten drive checks! You are bound to get a few triggers to boost your power and give extra damage!

Furthermore, Chronojet Dragon's Generation Break gives 5K to Chronojet Dragon and prevents your opponent from guarding his vanguard with perfect guards. This is a huge advantage in the late game when both players are low on cards in their hands. Your opponent may not have enough cards in his or her hands to block your attack. Do not boost Chronodragon Nextage's attack. His 26K power is more than enough power to pose a serious threat to your opponent. Save your booster for Chronojet Dragon's attack for it can be able to hit your opponent without needing to rely on checking a trigger.

Finally, Chronodragon Nextage is very consistent. You just need to ride Chronojet Dragon in every game. Steam Breath Dragon is one of the best support cards. It searches for Chronojet Dragon and adds it to your hand. I cannot overlook Heart Thump Worker! He goes into your soul when your vanguard attacks. His skill gives 5K power to Chronojet Dragon and you can draw a card! The power boost combined with Chronojet Dragon's Generation break makes his power 20K before getting a boost!

Overall, Chronodragon Nextage is one of the best G-units in Cardfight!! Vanguard. It is the perfect G-unit to take full advantage of its and Chronojet Dragon's skill. It is a huge boost for Gear Chronicle decks with Chronojet Dragon. G-unit evolutions appear to be Cardfight!! Vanguard's version of Cross Rides. It is an interesting step in a new direction. Chronojet will continue to become better as Bushiroad makes more support for the archetype. Chronodragon Nextage will decide its own future in one glorious attack!

Card Rating: 5 out of 5

Wednesday, October 7, 2015

The Saiyan of Time Future Trunks

Panini American revealed the first Main Personality from the upcoming release Dragon Ball Z Evolution. My favorite character Future Trunks has four new levels with new skills! I am so excited to see what my favorite DBZ character has to offer me. The true hero of time is ready to battle against the killer androids. He is just one of the many characters from the starter deck. His power level has not significantly jumped since his first set. His level four got a pretty good boost, and that's about it.

Trunks Returned
Power: Physical Attack. If this attack is stopped, your opponent skips his next action this combat. Damage AT+1 Stage
I'm glad to see Future Trunks has an offensive power. None of his previous Main Personality cards had attacks. This power is a physical attack with a cool bonus if it is blocked. You essentially have two consecutive attacks if your opponent blocks this skill's attack. You are slowly tearing your opponent's defense apart.

Trunks Swordmaster
(Use only if you have not performed an attack from your hand this combat) Power: Physical attack. Damage 8 Stages
His level two skill is great and it is your first attack in combat. It does eight power stages of damage. Opponents want to block this attack especially if they focus on energy attacks. You're basically forcing your opponent's to block. You will do major damage to your opponent if he or she is unable to block your attack. He or she won't be able to perform energy attacks, and they can take a lot of life cards of damage.

Trunks Defiant
Power: Place a card from your hand on the top or bottom of your Life Deck to choose an attack card from your discard pile and place it into your hand. Your Opponent skips his next action this combat.
Trunks Defiant's skill helps your grab an offensive card if you don't have one in your hand. You can use the attack immediately as your opponent skips his or her next action in combat. You're not spending a lot of resources to get an extra attack in combat. Grab Trunks Sword Slash from your discard pile to banish six more cards from your opponent's graveyard! I would save this skill for my last action in combat when my opponent is unable to defend against my final attack.

Trunks Overpowering
Your Attacks Deal +5 stages of damage.
I don't need to say much about Trunks Overpowering. His only intention is to increase your attacks' damage in the late game. The game is nearly over and Future Trunks is pushing for your victory! All your attacks do five stages of damage.

The Final Word

We have two different styles to play with Future Trunks. His second set is much more aggressive than his mid-range set from Dragon Ball Z 2014. Each level puts a lot of pressure on your opponent. His skills intend on breaking your opponent's defenses and will do major damage once your opponent cannot defend himself from your assault. The new set hits hard and hits often. I can mix the two sets, but they don't clash well together. It is unfortunate that none of these main personality cards consistently play well with Trunks Sword Stance, but Trunks Defiant has a great combo with Trunks Sword Slash. I don't know if I will make the change from set one's Future Trunks to set four's offensive Future Trunks. I doubt I will make the switch because I prefer playing mid-range decks.

Saturday, October 3, 2015

Unit of The Week: Fast Chase Golden Knight, Campbell

Rainbows, are the furrows for the golden chariot.  
[Stride] (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC):When this unit's attack hits a vanguard, look at five cards from the top of your deck, search for up to one card from among them, call it to (RC), shuffle your deck, and that unit gets [Power]+2000 until end of turn.
Gold Paladin is second clan that I played when I first started playing Cardfight!! Vanguard. I never finished making the deck. Now I am going finally going to try to complete the deck with one of its G-units, Fast Chase Golden Knight, Campbell! Campbell was originally released as promo, and later released as a rare card in Sovereign Star Dragon. He has the ability to superior call an ally to give you the edge in every card fight.

Its skill activates when its attack hits a vanguard, and you can superior call one of the top five cards from your deck. Being able to look at your deck's top five cards is very helpful. It increases your odds of calling a good card to the field. You can superior call it for a fourth attack for the turn. White Hare in the Moon's Shadow, Pellinore is a great card to play with Campbell. You can place Pellinore in the vanguard circle if you superior call him to a rear-guard circle. This will give you access to five trigger checks instead of the usual three from a G-unit.

However, you will never know what the top five cards of you deck are. Golden Paladins are always taking a gamble. Sometimes you will win and there will be times when you will strike out of luck. There is always the possibility that none of the top five cards is the answer that you are looking for. Anything can happen in this game. You may only get five triggers if you are extremely unlucky. Nobody wants to waste a trigger in any situation.

Overall, Fast Chase Golden Knight, Campbell gives players quick access to Stride for Gold Paladin decks. It's not the best G-unit on the market, but it is a reliable card. Campbell's combo play with Moon's Shadow, Pellinore has a lot of potential of being game changing. You have the potential to use Pellinore's skill multiple times in a single match. Gold Paladins are ready to stride into the next generation with Fast Chase Golden Knight, Campbell.

Card Rating 3.5 out of 5