Saturday, January 31, 2015

Unit of The Week: Seeker, Sacred Wingal

No matter how far apart we may be, I will be right beside you. 
[ACT](VC): Legion20000 "Blaster Blade Seeker" (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):When this unit Legion, search your deck for up to one grade 2 or greater card with "Seeker" in its card name, call it to (RC), and shuffle your deck.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.
Wingal has finally grown up into a fine young dog as Seeker, Sacred Wingal. He started as Blaster Blade's special booster to boost his attack at 18K power. He grew from a grade 1, to a grade 0, and finally to a grade 3 Legion Leader. The invading Star-vaders are now dealing with a big dog in his yard. Blaster Blade's best friend is no longer just a supporting unit. He is a now a leader in the Royal Paladin's Seeker division.

Seeker, Sacred Wingal's Legion skill only activates when  you perform Legion so it is a one shot deal. If you want to use the skill again, then you must ride a new Wingal to perform another Legion. This limitation should not be seen as a weakness because you can return Triggers to deck along with any key cards. The Legion skill allows you to superior call one grade 2 or greater Seeker and call it to a rear-guard circle. Blaster Blade Seeker is the best card to superior call to retire an opponent's rear-guard, and Full Bloom Seeker, Cerdic is a good option to superior call for offense.

Wingal is also a good backup vanguard in Seeker, Thing Saver Dragon decks. He helps build your formation and attacks at a very high-level. Early pressure from Wingal sets up Thing Saver Dragon as the finisher. A combination of Alfred, Wingal, and Thing Saver Dragon is also a competitive lineup Using two or three Legion Leaders together opens the deck's grade 2 lineup unlike some Legion decks with two Legion Leaders and two Legion Mates. Provocation Seeker, Blumental and Full Bloom Seeker, Cerdic two of the best choices for the grade 2 lineup to go all out in an offensive assault with Wingal

Overall, Seeker, Sacred Wingal was a good start to the Legion era. He is a useful card that is also well-balanced. He is best used to pressure your opponent during the mid-game to save Thing Saver Dragon for the finishing play. Wingal's strong attacks will always make him a good choice as a backup Legion Leader. Seeker, Sacred Wingal is ready to backup Seeker, Thing Saver Dragon and Blaster Blade!

Card Rating: 3 out of 5

Wednesday, January 28, 2015

News: G Legend Deck 1: The Dark Ren Suzugamori

The Cardfight!! Vanguard community is ecstatic about the recently news by Bushiroad! Ren Suzugamori and Blaster Dark are returning in the first of a new type of deck, G Legend Deck 1: The Dark Ren Suzugamori! Legend Decks appear to be new trial decks for the original anime's all-star cast. The deck's confirmed cards are Black Shadow Dragon, Phantom Blaster "Diablo", Blaster Dark "Diablo", Nightfall Maiden, Macha, and Skull Witch Maiden, Nemain! I'm hoping to see Blaster Dark returns as a grade 3 to show his development as a warrior since the end of the original anime. Stay tuned for more updates!

Tuesday, January 27, 2015

ACG Is Returning To YouTube!

I'm gearing up for new videos for my Awesome Card Games channel. I plan to buy a camera this Friday to start shooting new videos Saturday. I finally do not need to rely on my best friend to shoot my videos anymore! New videos will be shot every two or three weeks, and released over a few days after being shot. Over the past three months, I have put most of my reward cash/points towards buying singles for my decks in development. The channel needs more deck profiles. Most of my new videos over the next few months will be deck profiles, matches, and openings.

Yu-Gi-Oh! Openings and Deck Profiles!

I will always try to shoot at least one Yu-Gi-Oh! opening video. I'm always getting my hands on structure decks and special editions. My next deck Yu-Gi-Oh! profile with be The Heroes League! The deck will contain new and old cards in the main deck and Extra Deck. It will be my new Hero deck once the new structure deck is released later this week. Hopefully I will shoot the deck profile in the next two weeks!

More Retro DBZ CCG Openings!

My Retro DBZ CCG openings were my most watched trading card games videos in the last quarter of 2014. I'm going to continue to focus on opening Score's booster packs, special editions, and starter decks. I'm considering building a Blue Cooler deck or a Saiyan Future Gohan deck in the near future after I obtain the retro mastery for each deck. Don't worry I'm still working on my Blue Ginyu Force deck. It is taking me a while to complete it because I'm working on so many decks and projects at the moment.

Cardfight!! Vanguard Matches And Openings!

Openings featuring Cardfight!! Vanguard is not new to my channel. Most of my new openings will feature trial decks and booster packs that contain cards for new decks. I also need to step up my game by shooting matches at my locals. My friend doesn't mind me shooting our matches. He is currently the only other player besides myself at my locals.

Feel free to request which decks that you want to see me play! I currently have King of Knights Alfred Legion, Seekers, retro Dragonic Overlord, a misfit Nova Grappler, Blond Ezel, and Break Ride Revengers. My King of Knights Alfred Legion deck is my only deck with a complete set of Perfect Guards. The remaining decks are still in working progress.

Saturday, January 24, 2015

Unit of The Week: Supreme Sky Battle Deity, Susanoo

I'm tired! Is it ok if I rampage already? 
[CONT](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):During your turn, if the number of cards in your hand is four or greater, this unit gets [Power]+5000/[Critical]+1.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at two cards from the top of your deck, search for one card, put it into your hand, and put the rest on the bottom of your deck in any order.
Oracle Think Tank is back in action after being missing in action for over two years without making any appearances in a regular booster box. Supreme Sky Battle Deity, Susanoo is the first Generation Break unit for Oracle Think Tank, and he is CEO Amaterasu's younger brother. He is more than ready to lead his clan into the next generation of vanguard. His time has finally come to show the world that his training has finally paid off. Susanoo is going to make his older sister proud of him.

Susanoo's Generation Break skill is pretty good for adding pressure in the late-game. It is very similar to his sister CEO Amaterasu's skill by gaining a large amount of power for having at least four cards in your hand. Susanoo becomes a decent 24K power attacker with two critical damage when boosted by Shrine Guard, Tsunagai. The two criticals are what makes him dangerous for being able to win the game if the attack is unblocked. Your opponent will be forced to focus most of his or her defenses on your vanguard attacks to avoid losing the game.

His second skill minimizes Stride's initial cost. You draw a card from choosing one of the deck's two top cards. Drawing a perfect guard is the best desired card to draw during the game's current state once you are at grade 3. Perfect guards are always the best choice to draw because you always want to be able to block a very strong attack from an opposing vanguard. This skill also helps maintain your hand size to at least four cards to set up Susanoo's Generation Break. Stride's cost won't hurt you too much in the long run.

Furthermore, Susanoo's second skill works in perfect harmony with Sword Deity of Divine Sound, Takemikazuchi and Soaring Auspicious Beast, Qilin. Combining Susanoo's skill with one of the two G units will allow you to draw two or three cards from the top of the deck and place unneeded cards at the moment of your deck. Divine Sword, Amenomurakumo will decrease the cost to Stride to one card, and you will generate advantage by gaining three or four cards every turn. Tankman Mode Morning Star assists the combo with its skill to soul charge and flip damage face up. His skill gives you more opportunities to draw cards after your perform Stride.

Overall, Supreme Sky Battle Deity, Susanoo is the step in the right direction for Oracle Think Tank to become relevant in the game again. He provides an instant upgrade to many retro Oracle Think Tank decks. Oracle Think Tank's signature is drawing cards to build a strong defense, and Susanoo's abilities and combos represent the clan very well. To top it all off, his generation break adds a little offense to go along with his defensive strategy. Retro decks like Goddess of the Full Moon, Tsukuyomi are back in the business!

Card Rating: 4 out of 5

Wednesday, January 21, 2015

Structure Deck Review: Spellcaster's Command

Spellcaster's Command was originally released in North America on March 31st, 2009, and re-released in the summer of 2014. New players from recent years had the opportunity to buy this classic structure deck from the Yu-Gi-Oh! 5D's era. This was the second Structure Deck to feature Spellcasters. The structure deck contains 40 cards and one ultra rare card. It also contains previously hard to find cards such as Breaker the Magical Warrior and Dark Red Enchanter.

The Master Magician!

Spellcaster's Command's first boss monster and only foil card is Endymion, the Master Magician. This powerful Spellcaster requires you to discard a card to destroy a card on your opponent's field, and you can special summon him by using the deck's exclusive field spell. Dark Red Enchanter is the deck's second monster. I'm very surprised he was not a super rare because he is worthy of the title. He is a key offensive monster built into the deck's scheme.

Notable Reprints

The structure deck's best reprint is Magical Citadel of Endymion. This Field Spell has only been printed in Spellcaster's Command, and once again I'm surprised another card such as this was not a super rare. The reprint in 2014 gave players easy access to the card as it is the only means to obtain it in a sealed product.

Magical Exemplar and Breaker the Magical Warrior are my favorite reprints in this structure deck. Their abilities fit in every Spellcaster deck. Breaker is considered to be a staple in many Spellcaster decks. His ability to destroy Spells and Traps makes him very valuable. Magical Exemplar is great for special summoning monsters from your hand or graveyard.

Deck's Strategy

The deck's strategy is very simple. Beginners can quickly master the deck's basic strategy. The goal is to gather has many Spell Counters on Magical Citadel of Endymion as possible to protect your field and special summon Endymion from your hand or graveyard.  Endymion will destroy cards on your opponent's field, and Dark Red Enchanter will force your opponent to discard a card. Magical Exemplar serves as the deck's monster reborn to special summon Spellcasters from the graveyard.

You can further build upon the deck by adding more support cards. Arcanite Magician, Explosive Magician, and T.G. Hyper Librarian are great Synchro monsters to add to the Extra Deck. Your deck will become much faster with using Spellbooks. Spellbooks are also great for building many Spell Counters per turn as their combos generate a lot of spell cards every turn.

The Final Word

Spellcaster's Command is a nice structure deck to buy for players interested in building a Spell Counter and collectors! Spellcaster's Command was a respectable structure deck for its time. Its reprint in 2014 was not necessary. The most important cards in the deck could have been reprinted in special sets. The deck has grown nicely over the years as Spellbooks boosted Spell Counter decks. Spellcaster's Command is only lacking super rares. The structure deck would have received a slightly higher rating if key cards were super rares.

Rating: 3 out of 5

Saturday, January 17, 2015

Unit of The Week: Chrono Jet Dragon

[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):When this unit attacks a vanguard, until end of that battle, this unit gets [Power]+5000, and your opponent cannot call grade 1 or greater cards from hand to (GC).
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one of your opponent's rear-guards, and put that unit on the bottom of your opponent's deck.

The next generation of Cardfight!! Vanguard has arrived with the new clan, Gear Chronicle. This mysterious clan came to Cray when the war against Link Joker corrupted time. Thus, Gear Chronicle found their way to Cray by chance. Now the clan has decided to teach Cray's citizens on how to safely control Stride. Gear Chronicle's leader and poster boy is Chrono Jet Dragon! He has the powers to control time and space, and he uses a combination of these abilities to perform Stride at will.

Chrono Jet Dragon's Generation Break gives 5K power to him and your opponent cannot call guard with grade 1 or greater cards from his or her hand when he attacks a vanguard. The only way to block his attacks is by guarding with grade 0 units from your hand and intercepting with grade 2 units. The skill also does not have a cost. You can go for the win in the late-game when your opponent is unable to block Chrono Jet Dragon's attack by being too low on grade one units or is out of them.

The second skill is even more interesting. You send one of your opponent's rear-guards to the bottom of his or her deck when your G unit Stride. Troublesome rear-guards will be sent packing to not cause you anymore trouble. 12K attackers and interceptors are the best choices in most situations to return to the bottom of your opponent's deck. Granblue will struggle against this skill as they rely on the drop zone to superior call units.

Furthermore, it is a good anti-Legion skill as a player cannot perform Legion with a unit that was returned to the deck. Legions that require you to Legion again to activate their main skill will be limited to two Legions per game. This skill also hurts clans that do not have very good superior calling support. It is unlikely that your opponent will be able to redraw the unit unless he or she is playing Legion.

Overall, Chrono Jet Dragon is a one of the best cards from a trial deck. Both of his skills are very useful during the mid-game and late-game. You will always be using his abilities throughout the game to keep you interacting during the game. Sending rear-guards back to the past makes them unable to perform Legion. It is great to see Bushiroad continue to develop new anti-Legion skills as no mechanic should be unstoppable. Chrono Jet Dragon is going to send you back to the past!

Card Rating 4 Out of 5

Thursday, January 15, 2015

Your Starting Trigger Lineup

Today's article is for beginners to learn the basics about every Triggers' pros and cons. Every trading card game is based on luck such as any game from video games to sports. Triggers are unique to Cardfight!! Vanguard as the concept has not been seen in other trading card games. Every Trigger has its purpose to help turn tide in its owner's favor. Momentum can suddenly swing in the attacker's favor by deciding the game's outcome. You may be in control of the match for a moment, and suddenly a trigger can put the game in your opponent's hand. Particular clans have strategies based around certain Triggers such as Nova Grapplers' great chemistry with Stand Triggers. Oracle Think Tank's defensive mindset with Draw Triggers, and Kagero's relentless assault with Critical Triggers.

Critical Trigger

Arguably the most game changing Trigger in the game is the Critical Trigger. Critical Triggers give attacking Vanguards and standing units an additional critical to increase the attack's amount of damage. Checking a Critical Trigger can easily turn the tables in any game by quickly ending it or pushing your opponent on the brink of defeat. Many players use 12 Critical Triggers in their decks to maximize the probability of checking Critical Triggers during their Twin Drive. This has become the most popular lineup in many decks if the clan or archetype have enough Critical Triggers to completely fill the lineup. A few players will also take a gamble by playing decks with 16 Critical Triggers and zero Heal Triggers.

One of the biggest complaints about Critical Triggers are how players win games without skill by checking this Trigger. You will either leave as the ecstatic victor or the disappointed loser on the negative end of a double Critical Trigger. Players often over guard or use a Sentinel to avoid an embarrassing defeat. An unguarded vanguard can check back-to-back Critical Tiggers for an early victory during the mid-game.

Draw Trigger

Draw Triggers do exactly what is in, their names. You draw a card every time your Drive Check or Damage Check reveals a Draw Trigger. If its free, then its me! Hand advantage plays a major role to be able to defend yourself and set up your formations. You want to continuous build your hand size to consistently defend your vanguard and avoid Critical Triggers from spoiling your fun.

Draw Triggers are the only Triggers to always benefit the player unlike the other Triggers. I always find satisfaction when I always get this Trigger because I'm going to get a free draw. The best possibilities are to draw a Perfect Guard or a unit that you need to ride as your deck's featured boss.

However, Draw Triggers' main flaw is it having a 5K shield instead of a 10K like its respected counterparts. The card you draw may be a grade 3 without a shield to increase your hand's defenses. Choosing to add Draw Triggers in a deck removes 5K of shield for each one you add to your deck.

Heal Trigger

Heal Triggers recover one point of damage when they are revealed during a Damage Check or Drive Check. This is the primary method of recovering damage in gameplay. Playing the maximum amount of Heal Triggers at four is standard. This handy Triggers only activate when you have equal or more damage than your opponent. Every player hopes to check the game saving Heal Trigger when they check for their sixth damage. If you drive check or damage check a heal trigger when you less damage than your opponent, then you lost an opportunity to heal yourself.

My biggest problem with Heal Triggers is not being able to heal regardless of my opponent's damage. If I have less damage than my opponent and check a Heal Trigger, then I just wasted a potential opportunity to heal later in the game. Legion has somewhat resolved this conflict as you can return cards to the deck when you perform Legion. However, there is still no guarantee that I will be able to check a Heal Trigger when I may need it later during the game.

Stand Trigger

Kamui's favorite trigger is the offensive Stand Trigger. This Trigger should come with no surprise. Cardfight Vanguard has always been an offensive game as the majority of cards have offensive skills. Stand Triggers stand a resting rear-guard to allow it to attack again in the same turn. It is similar to the Critical Trigger by increasing the amount of damage given for the turn. The only difference is the standing attacker's attack must hit the opposing vanguard.

Stand Triggers have the potential to be the best Trigger based on giving the player multiple attacks per turn. They will unexpectedly increase the amount of pressure. Your opponent can attempt to block every attack by only having an empty hand afterwards or your opponent will carefully choose which attacks to block. You can quickly demolish your opponent's defenses and launch an unstoppable wave of attacks!

However, this Trigger is only effective on your turn because standing a unit during your opponent's turn is just wasting a Trigger. Stand Triggers share Critical Triggers' flaw is only being useful during your turn when you are on the offensive. Standing a unit when you are defending is not going to give you any advantage for the turn. The increase in 5K power is useful in increasing your defenses, but Stand Triggers' primary purpose is to regenerate an offensive assault.

The Game Plan

The best Triggers to play in a deck depends on the deck's strategy and playstyle. There is a case for each Trigger to be included in the starting lineup. Momentum is elusive and once a Trigger gives it to you, then your deck can unleash its full potential. Great combos will lead to great plays to make the difference in a game. Test multiple combinations to find the best combination of Triggers to be in your starting lineup.

Thursday, January 8, 2015

Unit of The Week: Holly Musketeer, Elvira

Here's a lesson. Holly contains cleansing properties. 
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When your card with "Musketeer" in its card name is placed on (RC) due to an effect from one of your cards, you may pay the cost. If you do, this unit gets [Critical]+1 until end of turn.
[ACT](VC):[Soul Blast (1) & Choose one of your rear-guards with "Musketeer" in its card name, and retire it] Look at five cards from the top of your deck, search for up to one card with "Musketeer" in its card name, call it to (RC), and shuffle your deck.
Holly Musketeer, Elvira is one of the warriors, who rose to the challenge in the war against Link Joker. She does not allow anyone to cause harm to her comrades and home. She helped Neo Nectar's forces to successfully defend Cray from the Star-vaders. She is also the last Musketeer in the Limit Break era. Fans rejoiced when they first noticed Musketeers getting a new grade 3 until they read her lackluster abilities.

Holly Musketeer, Elvira's Limit Break has a simple strategy to quickly gain criticals to quickly defeat her opponent. She gains a critical when you superior call a Musketeer due to an effect from one of your cards. Neo Nectar's Limit Break enabler gives her the opportunity to rush the opponent early in the game.  Ride Elvira on top of Deep Green Lord, Master Wisteria to gain two criticals from her Limit Break and 10K power from the Break Ride skill. This is her best combo play to gain enough power to become a major threat in the late game.

Her second skill sets up her Limit Break to gain multiple criticals per turn. The skill retires a rear-guard with Musketeer in its name and allows you to look at the deck's top five cards to superior call a Musketeer. The skill can be used multiple times per turns, and only requires you to soul blast. One combo is to superior call Lily of the Valley Musketeer, Rebecca to gain one critical and use her skill to gain another critical.

However, gaining additional criticals to give extra damage is meaningless if the attack is unable to hit your opponent. Neither of her skills give the player advantage in the card fight. Elvira unfortunately lacks the power-up skill by gaining 2K when attacking a vanguard to hit Cross Rides.  Her best booster is Dandelion Musketeer, Mirkka as this card boosts her to a 20K attacker, and 20K power is nothing to fear. Not even Break Ride can save her in the long run because a one turn with additional skill and power will only lead to being blocked by a Perfect Guard.

Given these points, Holly Musketeer, Elvira is one of the biggest disappointments in Neo Nectar's history. Her skills in theory have a lot of potential if  properly implemented into a unit with a lot of attack power. However, her lack in power makes her very mediocre. Gaining criticals means nothing when you are unable to damage your opponent. Musketeers have far better options in both Limit Break and Legion than Elvira.

Card Rating: 1 out of 5

Tuesday, January 6, 2015

ACG's Most Watched Videos in 2014!

Awesome Card Games had 12,213 views on YouTube last year. It's not a lot of views, but it is a personal best. Releasing more videos last year than I released 2013 made a positive increase in covering many trading card games. I did not get to shoot everything that I had plan for last year, but hopefully I will be able to shoot those ideas this year. This list is done with only views from 2014 and not the total amount of views that a video has to date.

Most Watched Cardfight!! Vanguard Video - The Awesome Cardfight Vanguard Random Booster Pack Opening!

My first booster pack opening featuring Cardfight!! Vanguard was released on December 22, 2012. It continued to build its views with 267 views in 2014. This is the first video in my series of random Cardfight!! Vanguard booster pack openings. It is also the only video in the series to date showing me pull a RRR card.

Most Watched Dark Chaos Video - Dark Chaos New Battle System: Battle Engine Symphony!

My game project Dark Chaos's most watched video had 1,587 views and was my channel's second most watched video. The video highlights the game's current battle system developed by Yami and Yanfly. A side view battle system is my ideal battle system for every RPG game. I always prefer to see the characters take action instead of the default system that does not show the battlers in action.

Most Watched Dragon Ball Z Collectible Card Game Video - The Awesome Saiyan Saga Villain Starter Deck Opening

It comes to no surprise that the original Dragon Ball Z Collectible Card Game's villain starter deck was the leading DBZ video on my channel with 220 views. Opening the deck gave me feelings of nostalgia when I was a pre-teen during DBZ CCG's era. Life felt awesome by finally getting Raditz from the villain deck after searching over a decade for him.

Most Watched MegaMan Video - The Awesome Bass Starter Deck Opening!

The Legendary SuperNavi Bass.EXE had 120 views last year for his starter deck opening. It was the second starter deck that I open that features MegaMan Trading Card Game. Bass.EXE is one of my favorite characters in the Battle Network series for his ruthless and unforgiving attitude and being a part of Gospel's plot. I can't wait to get my hands on Protoman.EXE's, SharkMan.EXE's and TorchMan.EXE's starter decks.

Most Watched Yu-Gi-Oh! Video - The Awesome Supreme Spellcasters Deck Profile

My one and only deck profile from 2014 was successful with 504 views. Dark Magician never fails to attract an audience. My Supreme Spellcasters deck is just a casual and fun deck that includes my favorite cards from Dark Magician Girl to Spellbook of Fate. The deck has gone through many changes last year and I will show them this year.

Most Watched RPG Maker Video - RPG Maker VX ACE Tutorial-How To Create A Boss Battle

My most watched RPG Maker video was my tutorial on how to create a boss battle with an amazing 4,995 views, and it was also my most watched video last year. It has mostly received likes and positive reviews, despite having a very low audio unless your volume is set on high. Boss battles are a key part in every RPG as the player finally gets to battle against one of the game's featured antagonists. The battle's cut scene plays an important role to continually tell the story.

Saturday, January 3, 2015

Unit of The Week: Divine Sacred Dragon, Saint Blow Dragon

This is a sanctuary. Where justice becomes power. 
Stride (Release it when both you and your opponent have a grade 3 or greater vanguard!)-Stride step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard it] Stride this face down card on your (VC).
[ACT](VC):[Choose a face down card named "Divine Sacred Dragon, Saint Blow Dragon" from your G Zone, and turn it face up] This unit gets [Power]+3000 for each of your rear-guards until end of turn, and if the number of face up cards in your G Zone is two or more, and the number of rear-guards you have is two or more, this unit gets [Critical]+1 until end of turn. This ability cannot be used for the rest of that turn.
The Royal Paladins are famous for wielding justice in Cray's darkest hours. Divine Sacred Dragon, Saint Blow Dragon protects the portal to an alternate dimension. The guardian dragon sacrificed himself to the portal against raging dragons, and today his soul lives within humans and Sanctuary Guard Dragon. He is one of the first four G Units for Royal Paladins, and of course they are going to be one of the first clans to get a G Unit.

Divine Sacred Dragon, Saint Blow Dragon uses Royal Paladin's tactics to perfect like Alfred as he gains power when surrounded with his allies. He gains 3K power for each rear-guard, and gains an additional if your G zone has two face up cards and you have two or more rear-guards. He easily becomes a 49K attacker with two criticals when he has an 11K vanguard as his heart, five rear-guards and Little Sage Marron as the booster.

Furthermore, your formation should consist of offensive units. Saint Blow Dragon's pressure can be heighten by having threatening columns. Full Bloom Seeker, Cerdic, Heaven Bow Seeker, Morvi, or Natural Talent Seeker, Valrod should be in the front row. If your opponent blocks your Stride attack, then you can give Triggers' effects to your rear-guards. Silent Sage, Sharon is an interesting Trigger to add to the deck because she can stand a rear-guard for an additional attack, and you can put her in the Soul to add fuel Thing Saver Dragon's Legion skill.

Finally, Seekers now have a stronger finisher with early pressure to lead to the final turn. Saint Blow Dragon can be used during the mid-game to give early pressure, and Seeker, Thing Saver Dragon's superior Legion skill can be used as a devastating finisher with three consecutive Legion attacks in one turn. Saint Blow Dragon's second attack will also be able to attack with two criticals.

Overall, Divine Sacred Dragon, Saint Blow Dragon is an instant upgrade for every Royal Paladin deck from VG-BT01 to today. His ability to raise his power to unspoken levels in a matter of seconds can spell victory for you. It was just a year ago when the Royal Paladins were in mediocrity with Jewel Knights, and now are striving at being the best clan with Seekers and powerful G Units like Divine Sacred Dragon, Saint Blow Dragon. Royal Paladins lend their strength to Divine Sacred Dragon, Saint Blow Dragon's side to assure your victory.

Card Rating: 4.5 out of 5

Thursday, January 1, 2015

Bold Predictions 2015!

Happy New Year! A new year has arrived with new surprises, archetypes, ban lists, and winners. Will your favorite archetype finally get support? Will you top a tournament at locals, regionals, nationals, or worlds? A new year gives everyone more opportunities to rise to the top in their respected games. Great things are bound to happen in 2015! Here are my bold predictions for 2015!

1. Dark Magician of Chaos Will Be Limited! 

I've been waiting for years to see Dark Magician of Chaos return to the game. My readers already know I'm one of his biggest supporters! I would love to add him in my Supreme Spellcasters. This year Konami is going to bring back the most chaotic magician. Konami will most likely change his effect like they did with Chaos Emperor Dragon - Envoy of the End before limiting it to one per deck.

2. Majesty Lord Blaster Will Be Reinvented As A Legion Leader!

The only way to upgrade Majesty Lord Blaster is to reinvent him as a Legion Leader with 11K power and his Legion Mate will be Blaster Dark. Blaster Blade can only transform to Majesty Lord Blaster when he uses Blaster Dark's sword. Shadow Paladin's most popular knight perfectly fits as the Legion Mate. Their Legion will have two skills when Legion is online. The first skill will gain power and a critical, and the second skill will be a clone of Blaster Blade's ability to retire any unit and since Majesty Lord Blaster is the true vanguard, he will retire two units.

3. Dragon Ball Z Collectible Card Game Will Become The Number One TCG In America!

DBZ CCG is one of the fastest growing trading card games. Goku and friends are gaining momentum to become the best TCG in America. The game's balance and new rules have attracted new and old players. A game without luck-based tactics like Triggers and OTKs is very attractive to players. Cardfight!! Vanguard, Magic, and Yu-Gi-Oh! are going to take a backseat as DBZ rise to the top of the TCG mountain!

4. Seahawks Will Repeat as Super Bowl Champions!  

People were saying the Seahawks were not going to make it to the Playoffs when the team was 3-3 earlier in the season. Now their tune has changed to the Seahawks being the favorite to not only win the NFC Champions, but to also repeat as Super Bowl Champions! The Legion of Boom has regained its dominance in recent weeks by crushing their opposition. Russell Wilson  continues to play at a high-level and will lead his team to another championship.

5. Dragonic Overlord The X Will Dominate The Meta In 2015!

Dragonic Overlord The X and Dragon Overlord The End ended the year on a high note by winning the national championship. Kagero's strongest Legion will carry its momentum into 2015 to steamroll over the competition! The End isn't going to end anytime soon.

6. Capcom Will Announce And Later Cancel A New MegaMan Game! 

MegaMan fans have lost nearly all hope for a new title for a home console. Capcom has stopped making new games with their most recognized character. History will repeat itself. Capcom will give MegaMan fans false hope until the faithful day when Capcom cancels the game to crush their hearts. MegaMan fans will once again question Capcom's handling of the franchise.

7. Mavericks Will Win The NBA Championship! 

The Mavericks' trade for PG Rajon Rondo is one of the best trades in recent NBA history. The Mavericks gave up nothing to get one of the best point guards in the league. Rondo's excellent court vision will open the floor for Chandler Parsons, Dirk Nowitzki, and Monta Ellis. The West Conference is not a cakewalk for any team as it is loaded with the best teams in the league. However, Dallas has the tools to come out of the West and win in the NBA Finals.

8. Link Joker Will Regain Its Dominance With Stride! 

The Void's avatar lost some of its intimating presence since the introduction of Legion. Dragonic Overlord, Revengers, and Seekers have gladly taken the top spots in the game. Stride is what Link Joker needs to regain its dominance. Star-vader Chaos Breaker Dragon will return to put his clan back on top!

9. Dark Magician Will Top A YCS! 

This prediction is by far the craziest of them all! Dark Magician is one of my favorite cards, and I would love to see him shock the world by winning a YCS. Spellbooks and new support from recent sets have greatly improved Dark Magician's decks to be competitive. However, nobody would ever expect for Dark Magician to win any tournament let alone play against him. Dark Magician winning a YCS could change players' opinions on many areas in the current game.

10. Dragon Ball Z: Revival of "F" Will Be The Best Selling DBZ Movie!

Dragon Ball Z is on a roll with a new card game and movies. Fans around the world are excited to the next movie the greatest anime's arc. The greatest rematch in history will take place in Revival of F, Goku versus Frieza. Frieza one of the villains in history returns to once again become a major threat to the Z Fighters. The original battle against Frieza on Namek is the longest battle in history of Dragon Ball Z, and the second battle will not disappoint fans.