Saturday, February 28, 2015

Unit of The Week: Bluish Flame Liberator, Prominence Core

The sacred knights respond to hails, while the sacred dragon spins the blue flames of bonds 
[ACT](VC): Legion-20000 "Oath Liberator, Aglovale" (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 your unit with the same card name as a unit in your (VC) is placed on (RC) from your deck, if this unit is Legion, this unit gets [Power]+3000/[Critical]+1 until end of turn.
[ACT](VC):[Counter Blast (1) & Choose one of your rear-guards, and retire it] Look at four cards from the top of your deck, search for up to one card with "Liberator" in its card name from among them, call it to (RC), and put the rest on the bottom of your deck in any order. This ability cannot be used for the rest of that turn.
I had a great day yesterday at my locals. I purchased only one booster pack of Legion of Dragons & Blades, and I pulled Bluish Flame Liberator, Prominence Core! This is the first RRR that I pulled from a pack in over a year! My magic touch is back! Prominence Core is one of the Liberators' newest leaders with the power of the bluish flames. His Legion Mate is Oath Liberator, Aglovale.

Bluish Flame Liberator, Prominence Core's Legion skills him 3K power and an additional critical when a copy of one of your vanguards is superior called. The key here is the units must be superior called to use the skill. Every copy of Oath Liberator, Aglovale in your drop zone needs to return to the deck when you perform Legion. You want to maximize your opportunity to superior call him from on top of the deck. Prominence Core's skill is great pressure to force onto an opponent during the mid-game. Your opponent is forced to use his or her perfect guards early to avoid losing on the end of a single critical trigger or a more dangerous double critical trigger.

Prominence Core's second skill helps set up his Legion skill because you need to superior call units to active it. You get to choose one of the top four cards from the deck to superior call. If you are unable to get what you need, then you can at least choose the best unit for the situation. Furthermore, Liberator, Lawful Trumpeter is one of the best support units in the deck. His skill is free and activates when you perform Legion, then he superior calls one of the top three cards from the deck. Oath Liberator, Aglovale's skill can also help search a copy of your vanguard.

However, Prominence Core's inconsistency is his biggest flaw. Gold Paladins do not have the same luxury of choosing who they want to superior call like the Royal Paladins. If you are unable to superior call a unit with the same name as one of your vanguards, then you missed out on using the Legion skill. His second skill can only be used once per turn. You only have one chance to get what you need from his skill.

Overall, Bluish Flame Liberator, Prominence Core is high risk and high reward. You must gamble your resources to search for a unit with the same name as one of your vanguards and superior call it. If you do not get a copy of what the Legion skill requires, then your best option is to use the best card from the pool. However, you will gain a lot of momentum if you are able to active Prominence Core's featured ability. His mid-game push can be very effective especially if you are able to use it twice in the same turn. He is good enough to be a force in a well-deigned Bluish Flame deck.

Card Rating: 3 out of 5

Wednesday, February 25, 2015

Potential Archetypes For Future Structure Decks

Konami has upgraded many classic archetypes such as Cyber Dragon, Lightsworn, Six Samurai, and Elemental Heroes in structure decks over the past two years. Nearly all of these structure decks made these archetypes relevant in the game again. Players always love new structure decks with their favorite archetypes. Some of my favorite archetypes have not received support in a very long time, and a structure deck is fitting for them. Sometimes it just takes one structure deck to turn one archetype around like Heroes. Other favorites have received some support in booster sets, and reprints with new support is always great.


Konami has stayed far away from Prophecy since they banned the abomination Spellbook of Judgement. The archetype is in need of new support as it is falling behind new and old archetypes. Konami must be careful when creating new cards to avoid another horrible format with one deck dominating in the name of Prophecy. The deck already has very good searching and special summoning skills. Prophecy can use some better XYZ monsters. A ranked 4 XYZ Prophecy monster can be very viable as the archetype has many level four monsters.

Dark Magician

Yugi is the face of the franchise. It is fitting for his signature monster to have a new structure deck. Konami recently has been creating new support for the Dark Magician in Dragons of Legend and promo releases. This release has plenty of potential to be a huge money maker. A Dark Magician structure deck would be one of the biggest hyped decks in the game's history. Nostalgia always conquer competitiveness in trading card games. Dragons of Legend was so underprinted that reprints of the cards from the booster set would be great for players as well.


Harpie Ladies have also been getting a lot of new support in recent sets. Harpies are much better than they once were before the XYZ era. Mai Valentine's Harpy Lady deck can now easily crush Joey Wheeler's horrible deck of random cards. There is still a lot to improve on for the archetype. Older cards such as Harpie Lady 1, 2, and 3 can be redesigned to be better cards by removing "This card's name is always treated as "Harpie Lady"." from their effect. A new field spell would be nice as well to give players more options.


Players have been wanting new support for Toons. Their theme is very cool. They can attack your opponent directly if he or she does not have a Toon monster. Blue-Eyes Toon Dragon is able to directly deal an impressive 3000 damage! The archetype never was able to be competitive because the monsters are too dependent on Toon World. The majority of Toon monsters will be destroyed once Toon World leaves the field. Future support needs to make Toon monsters less dependent on Toon World and be able to stay on the field without the continuous spell card.

Ice Barrier

The archetype that is the most desperate for better cards is Ice Barrier. The deck is very slow, inconsistent, and struggles to maintain hand advantage. Their Synchro monsters are very lackluster.  Gungnir, Dragon of the Ice Barrier destruction skill is unimpressive because you must discard cards to use its skill to destroy up to two of your opponent's cards, and Dewloren, Tiger King of the Ice Barrier does not give you any long-term advantage. Ice Barrier needs nearly everything a good deck has to be playable. A structure deck can fix some of Ice Barriers' problems for they can be consistent.

Saturday, February 21, 2015

Unit of The Week: Transcendent of Storms, Savas

The hero, has overcome the raging destiny. 
[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, if it is the fourth battle of that turn or more, until end of that battle, this unit gets [Critical]+1, and your opponent cannot call grade 0 cards from hand to (GC).
[AUTO](VC):During your turn, when your G unit Stride, choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):When your unit attacks a vanguard, if it is the fourth battle of that turn, choose three of your opponent's rear-guards, your opponent chooses one from among them, and retires it.".
Aqua Force is primed to make some noise at the start of the Generation Break era. Bushiroad has upgraded Aqua Force's naval units to a level never seen before from the clan. Transcendent of Storms, Savas is the Rear-Admiral of the naval clan. He is secretly a prototype aquaroid of 555th generation, and hides his origins from his comrades. His powers are greater than normal aquaroids. He hides his true identity by being labeled as the genius of 554th generation.

Savas's Generation Break skill gives him one critical and your opponent cannot guard with grade 0 cards from his or her hand when Savas attacks in the fourth battle of that turn or more. Limiting your opponent's guarding options is always a very good advantage. However, preventing grade 0 cards from being able to be called from the hand to the guardian circle is not a game winning skill. Generation Break is a late-game skill just like Break Ride and Limit Break. A player will save his or her Perfect Guards or Quintet Walls for the late-game to negate the attack. Quintet Walls make grade 0 units able to guard in this circumstance as they are being called from the deck and not from your opponent's hand.

Savas's second skill is a very interesting method to retire an opponent's unit. When your unit attacks a vanguard in the fourth battle of that turn, then you choose three of your opponent's rear-guards, and your opponent chooses one of them to retire. You basically choose three of your opponent's best units on the field to force one into retirement. I'm disappointed to see another unit's retiring skill being restricted for your opponent to choose the unit to retire. This devalues an effect's ability to retire a unit. The skill would have been perfectly fine with us having the option to pick the unit to retire.

Finally, Savas heavily relies on rear-guards to support his skill as he needs them to attack three times for his skills to activate. Multiple attacks per turn is Aqua Force's strategy to weaken an opponent's defense for the final attack. Aqua Force has a good supporting case to carry the load such as Tidal Assault and Magnum Assault. Magnum Assault is the best option as he gains power when he stands back up for his second attack. The third attack will come from your second rear-guard, and now Generation Break is online.

In summary, Transcendent of Storms, Savas is a very good and well-balanced unit. He is a decent start to the Generation Break era. He greatly depends on his rear-guards to attack multiple times per turn for he can active his skills. His ability to limit an opponent's options to guard makes him a very respectable unit. He can put you in position to win if your opponent does not have a Perfect Guard to answer his final attack. I'm looking forward to testing Transcendent of Storms, Savas in an Aqua Force Generation Stride deck.

Card Rating: 3.5 out of 5

Thursday, February 19, 2015

The Top Ten MegaMan Villains

Everyone knows I am a huge MegaMan fan. The series continue to fascinate to this day despite not having new games in recent years. Playing MegaMan games always get my blood pumping. The villains in the series are who make the series even more interesting. Zero, MegaMan.EXE, and MegaMan X are great characters by themselves. However, the franchise's villains have greatly impacted their development through their series. They have committed unspeakable crimes such as kidnapping, blackmail, attempted genocide, and many other acts of terrorism. My list of greatest villains in the franchise includes characters, who have made in the most influence in the series and committed the worst crimes.

10. Vile

One of MegaMan X's toughest rivals is the former Maverick Hunter now Maverick, Vile. He is the freewill Maverick as he did not have the Maverick Virus when he became a Maverick. He was a wild Maverick Hunter that was put in lockdown because of his behavior. Sigma later freed him from his cell for he can join Sigma's forces. It is assumed he joined Sigma in the original MegaMan X. In Maverick Hunter MegaMan X, Vile was rogue but Sigma saved Vile's life in his ending. He later returned in X3 to only be defeated by his vial X again., then he made another comeback in MegaMan X8. He served Sigma in his plot to create a new world. Once again he was defeated by the hands of Axl, X, and Zero.

9.Dark ProtoMan.EXE

Dark ProtoMan.EXE made his debut in MegaMan NT Warrior Axess and his in game debut was in MegaMan Battle Network 5 Team ProtoMan. He is much crueler in the anime than in the game due to his longevity in the show. He is heartless without any feelings of remorse towards Chaud. His appearance changes in the anime as shown in the picture above. His Darkloid design is by far the best original design in the anime series.

8. Lord Wily (Battle Network)

Lord Wily is Dr. Wily's counterpart in the Battle Network universe. Just like his counterpart, he wanted to study robotics, but his work was not supported. Instead, Tadashi Hikari's ideas for advance cyber-technology was supported. Lord Wily was outraged and sought revenge by using the inventions from his rival's revolutionary ideas. His list of terrible crimes would instantly make him the poster boy for America's Most Wanted. In MegaMan Battle Network 2, he tried to launch a nuclear weapon on Dentech City. He went as far as corrupting a child's mind to use him as a figurehead for Gospel.

7. Bass.EXE

Many years prior to MegaMan Battle Network, Bass.EXE was falsely persecuted from crimes committed by Alpha. Since that day Bass.EXE only motivations in life is to get vengeance against humanity. He came out of hiding after he discovered Lord Gospel was making clones of him. He made his first true appearance in MegaMan Battle Network 3. He formed an unholy with Lord Wily to finally get revenge against the humans, but he was defeated by Lan and MegaMan.EXE. After that, he became a secret boss in the remaining games in the Battle Network series.

6. Copy X
Copy X is exactly who his name says he is. He is a copy of the original hero we know and love as MegaMan X. He was created to be the perfect copy, but failed far from being a reploid with a good heart. He is one of the worst politicians in the series's long history. His citizens constantly lived in fear. He falsely accused many innocent reploids as Mavericks and executed thousands of reploids. Anyone became an enemy when they questioned his authority. Thankfully Zero assassinated this lunatic twice!

5. Lord Gospel

Lord Gospel known as Kid Grave in MegaMan NT Warrior, is the ringleader of the net mafia Gospel. His NetNavi is Gospel's NetNavi Commander FreezeMan.EXE. His plan for world domination was to create a mass army of Bass.EXE clones to control the cyber world. However, his plan fell apart when his clone evolved into the uncontrollable Gospel Cyber Beast. His list of crimes consist of kidnapping a minor, hacking, plane hijacking, murder, and assassination. He paid Dark Miyabi and ShadowMan.EXE to kill everyone in Yumland and they easily completed the mission. He is very unforgiving towards members, who fail their missions. He tried to kill Arashi Kazefuki and Princess Pride after they were defeated by Lan and MegaMan.EXE. Arashi's briefcase exploded in the subway, and Princess Pride was thrown off of a very large building.

4. Dr. Weil

The most sadistic scientist in the series is Dr. Weil. His history predates the Zero series. He stole Zero's original body and used it to create Omega. MegaMan X and Zero defeated the sinister reploid and Neo Arcadia's government exiled him.  He resurrected Copy X for the purpose of becoming Neo Arcadia's dictator. His plan was foolproof. He knew Copy X was going to transform during his battle against Zero so Weil placed a bomb inside Copy X's body. It activated as soon as Copy X attempted to transform and died in the realization that he was just a pawn. As soon as he grabbed political power, he became a worldwide assault with his new resources. He was bent on whipping humans and reploids who stood against him. He enjoyed every moment of causing death, pain, and suffering

3. Dr. Wily

This top ten list would not be completed without Dr. Wily from the classic series. Dr. Wily never failed to entertain us with his efforts for world domination. However, Dr. Wily's legacy doesn't end at the Classic series. His legacy continues throughout the first MegaMan timeline. His greatest creation Zero infected former Maverick Hunter Sigma with the Maverick Virus. This led to the deaths of millions of people and humanity almost met their end in MegaMan X5. The Maverick Wars lasted for over two hundred years. Dr. Wily as returned in unknown forms to assist Sigma behind the scenes on more than one occasion. As mention earlier Dr. Weil stole Zero's original body to create the wicked Omega. This event influence the events in the Zero series.

2. Dr. Regal

Dr. Regal is the son of Lord Wily from the Battle Network series and is the Nebula's leader. His character design is one of the darkest in the franchise. He is totally rocking the purple attire and the beard with a goatee. His NetNavie is the regal LaserMan.EXE. Dr. Regal only sees evil with people and do not believe there is a good person in the world. He wants a world without morals. He created the extremely powerful battle chip, Dark Chip. This battle chip corrupts a Net Navi's mind with negative emotions to transform it into a Darkloid. Their souls have been traded for power. His first plan involved sending an artificial meteor to Earth and destroy it to appear to be a hero. His second plan was to create Nebula Grey as the ultimate source of evil as it is fueled by people's sins. He has the series most graphic death in RockMan.EXE Stream as all that remains of him is a corpse after being killed by Duo.EXE.

1. Sigma

Sigma is by far the greatest villain in the MegaMan franchise. He wants to create a new world for reploids to reach their full potential without suffering because of human's laws. Out of all villains, Sigma has a very valid argument. Certain individuals within the X series's governments and past characters like Dr. Wily shaped the world that we see in the X series. He also warned General that he would be labeled as a Maverick for seeking independence. There are many cases in the X series with innocent reploids were labeled as Mavericks when they were non-violent in their protests or for political reasons. However, his methods of protesting are unjustified.

He turned hundreds of innocent reploids into Mavericks to only have their lives end by the Maverick Hunters. Most of his plots involved manipulating others with the Maverick Virus to do his bidding. In MegaMan X3, he used Dr. Doppler to create a placebo for the Maverick Virus. He started a war between the Maverick Hunters and Repliforce. He nearly killed humanity in MegaMan X5 during the Eurasia incident. Sigma finally met his end in MegaMan X8. He was killed by Axl, X, and Zero. Similar to Dr. Wily. Sigma continues to influence characters in future series. Characters are often preaching about creating a new world for reploids. Master Albert from MegaMan ZX Advent plan was to reset the world and create a new world for reploids.

Saturday, February 14, 2015

Unit of The Week: Machining Spark Hercules

Be paralyzed by this spark! Machining Gigabolt! 
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)-card with "Machining" in its card name] When this unit attacks a vanguard, if all of your opponent's vanguard and rear-guards are [Rest], you may pay the cost. If you do, until end that battle, this unit gets [Power]+10000/[Critical]+1, and choose one of your opponent's rear-guards, and that unit cannot [Stand] during your opponent's next stand phase.
[ACT](VC):[Soul Blast (1)-card with "Machining" in its card name] [Rest] all of your opponent's rear-guards, and this unit gets [Power]+2000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Players have quickly overlooked Megacolony since Link Joker was introduced in season three. Binding your opponent into a corner without the option of replacing locked units is more appealing than paralyzing rear-guards that can be replaced. However, Machining Spark Hercules is not going to tolerate his clan being overlooked anymore. His Gigabolt will send a powerful electric shock to those who stand in his way! He is ready to set a new standard for Megacolony, and help his fellow clans defeat the invading Star-vaders.

Machining Spark Hercules's Limit Break grants him 10K power and a critical when all of your opponent's rear-guards and vanguards are resting. Unrivaled Blade Rogue, Cyclomatooth's Break Ride ability forces all of your opponent's rear-guards and vanguards to rest until the end of your opponent's next turn. This enables Limit Break without using Hercules's second skill. Furthermore, He becomes a 35K attacker with two criticals with the Break Ride skill combined with his Limit Breaks and second skill. This is huge pressure during the late game, and it can be very dangerous if you also have a Limit Break enabled on the field for early pressure. To top it all off, the skill also allows you to paralyze one of your opponent's rear-guards to prevent it from standing during your opponent's next stand phase. Your opponent can limit their offense by either keeping their paralyzed unit or regain their field presence by losing a card to replace the immobile unit. Their best option would to use it as an interceptor for it can at lease be used as a shield.

The second skill is very useful to set up Limit Break if you are unable to use Unrivaled Blade Rogue, Cyclomatooth's Break Ride skill. It forces all of your opponent's rear-guards to rest so they are unable to use a strategy with a standing rear-guard at the end of their turn. You will be able to use Limit Break whether they like it or not. The additional 2K power is just a bonus to be able to hit Cross Rides.

Finally, Spark Hercules has a pretty good supporting cast. They mainly focus on paralyzing units when the proper conditions are met such as hitting a vanguard or when they are called to rear-guard. Machining Armor Beetle places a rear-guard with Machining in its name to the soul to paralyze an opponent's rear-guard. The skill's most important benefit is placing a Machining unit into the soul to fuel Spark Hercules's Limit Break.  Machining Mosquito also fuels the soul when it is the vanguard or a rear-guard.

Overall, Machining Spark Hercules is a very strong Limit Break unit. His Limit Break is a great preventive of Megacolony's abilities. He gains power when his opponent is resting in position for him to defeat them with his Gigabolt. His skills in combination with his Break Ride forces a lot of pressure on the opponent during the late-game. It's unfortunate that Machining Spark Hercules was released at the end of the Limit Break era. He may have seen more play at tournaments.

Card Rating: 4 out of 5

Wednesday, February 11, 2015

News: Heroes And Villains Update!

We finally have previews for the upcoming booster set Heroes And Villains. Panini America's DBZ team revealed Tien's main personality set. Tien's powers makeup for his low power level. He is able to manipulate the deck to gain advantage with many combo plays. These plays will allow you to rejuvenate, draw cards, and search for cards to add to your hand. He also fits well with Black, Blue, Orange, and Red styles, and has the potential to become of the best main personalities in this format. The former World Martial Arts champion is set to make a major impact in DBZ CCG.

Power: Banish the top card of your Life Deck to search your Life Deck for a Named card and place it into your hand.

Your attacks deal +1 life card of damage. Once per combat after using a critical damage effect, you may search your discard pile for a non-Styled card and Rejuvenate it.

(You cannot win by MPPV if you raise your anger with this effect.) Power: Energy attack. DAMAGE: 5 life cards. You may banish 8 cards from your discard pile. If you do, riase your anger 6 levels.

The first attack you play each combat stays in play to be used a second time that combat.

(If this card is Rejuvenated, you may draw a card.) Power: Destory the top 2 cards of each player's Life Deck. Raise your anger 2 levels and lower your opponent's anger 2 levels. Rejuvenate this card.

(You must banish the top 3 cards of your life Deck to play this card. Banish after use.) Engery attack. DAMAGE: 5 life cards. Search your discard pile or Banished Zone for a non-Styled card and Rejuvenate it.

Tuesday, February 10, 2015

News: Fighter's Collection 2015

Start saving your money because Fighter's Collection 2015 is loaded with new and powerful units. This awesome booster set contains 50 cards. Cray Elemental and all 25 clans have at least one card in the set. The return of Ezel will surely be a hit with the new stride unit, Purgation Lion Emperor, Mithril Ezel! The new Ezel G Unit may be a good sign for Blond Ezel to be next in line for a Legion revival. Fighter's Collection 2015 is set be released in Japan on May 1st, 2015.

Purgation Lion Emperor, Mithril Ezel

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]:[Counter Blast (1) & Choose a face down card named "Purgation Lion Emperor, Mithril Ezel" from your G zone, and turn it face up] If you have a card in your hearts with "Ezel" in its card name, unlock all of your locked cards, look at five cards from the top of your deck, search for up to one card from among them, call it (RC), shuffle your deck, and increase that unit and this unit's [Power] by the original [Power] of the unit called with this effect until end of turn

Holy Celestial, Mikael

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]:[Counter Blast (1)] If you have a card in your hearts with "Celestial" in its card name, put the top card of your deck into your damage zone, choose a face up card from your damage zone, and call it to (RC). Then, if you have a face up card in your damage zone with the same name as a card in your hearts, the unit called with this effect gets [Power]+5000 until end of the turn.

Great Demon, Soulless Demagogue

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):During your main phase, when a card is put into your soul, until end of turn, this unit gets "[CONT](VC):During your turn, all units in your front row get [Power]+1000.".

Monday, February 9, 2015

Trial Deck Review: Seeker of Hope

Seeker of Hope is a downgraded version of Toshiki Kai's Seeker Deck from Cardfight!! Vanguard Legion Mate. Blaster Blade returns as a Royal Paladin after being a Gold Paladin for the previous two formats. Seeker of Hope along with Brawler of Friendship are the first trial decks to introduce Legion. This deck is the third trial deck to feature the Royal Paladins. The three featured cards are Blaster Blade Seeker, Seeker, Sacred Wingal, and Full Bloom Seeker, Cerdic.

Power Up With Legion!

Legion is a unique mechanic and is a major upgrade from the much slower Limit Break. This is the best thing to happen to Cardfight!! Vanguard since season one. It is very refreshing in bringing life back in the game we enjoy so much. No more are the days of waiting to play your deck in the late-game. Legion gets decks rolling in the mid-game to keep both players interacting with their card's abilities instead of simply attacking for more than half of the game.

Getting Your Money's Worth

This is also one of the most valuable trial decks in the game's history. Blaster Blade Seeker is the Legion Mate for three very good Legion Leaders, and this makes him extremely valuable to obtain in any form. Seeker, Sacred Wingal is also a well-balanced card for budget decks. It does not pack the same punch as Light Source Seeker, Alfred Exiv. However, it is a great substitute in Seeker, Thing Saver Dragon decks if Alfred is out of your price range.

The Deck's Strategy

It's all about using Legion. The strategy is very vanilla, but is one of the best vanilla strategies. Many cards from the deck gain power when your vanguard is in Legion. Activate Legion to pair Wingal and Blaster Blade, then use Wingal's Legion skill to superior call Cerdic to the front row. Seeker, Rune Eagle is the deck's best booster for your Legion vanguards as it gives them 10K power when they are in Legion.  If you are unable to ride Wingal, then Secret Sword Seeker, Vortigern is your second option. It is not as bad as it first appears to be. Vortigern is a 35K attacker when he is in Legion and boosted by Rune Eagle.

The Final Word

Overall, Seeker of Hope is one of the best trial decks in the game at this time. It has everything I can ask for from a trial deck. A good boss, strong supporting cast, and Legion's debut make Seeker of Hope standout from most trial decks. Blaster Blade Seeker is the most sought after card in the trial deck. Four copies of Seeker of Hope along with four Sentinels can make a pretty good deck. Legion is a fantastic mechanic that has the potential of being the main type of card in Cardfight!! Vanguard for years to come.

Rating: 5 out of 5

Friday, February 6, 2015

Unit of The Week: Star-vader, Blaster Joker

Cut it down, Blaster Joker! 
[ACT](VC): Legion20000 "Companion Star Star-vader, Photon" (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) & Soul Blast (2) & Choose one of your rear-guards with "Star-vader" in its card name, and lock it] If this unit is Legion, lock all of your opponent's rear-guards, choose one of your opponent's legion mates, and retire it.
[AUTO](VC):[Choose a card with the same card name as a unit in your (VC) from your hand, and put it into your soul] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Critical]+1 until end of that battle
Link Joker finally captured its prime target Blaster Blade. Cray's greatest hero was subjected to intense abuse as his body was infused with his enemy the Void. Alfred and Gallatin were unable to bare seeing their beloved friend in a horrible state mentally and physically. However, not all hope was lost as a powerful being from an alternate timeline, Perdition Emperor Dragon, Dragonic Overlord the Great joined the fight against Link Joker. Dragonic Overlord the Great was able to save Blaster Blade from damnation.

Star-vader, Blaster Joker's Legion skill is the ultimate defensive skill from a vanguard. Blaster Joker shuts down your opponent's strategy. His Legion skill locks all of his opponent's rear-guards for his opponent's entire turn, and retires a Legion Mate. A full lock is one of the most frustrating positions to be in during a game. Your opponent is limited to a lonely vanguard with a very low probability of having any success. You will preserve your hand by only needing to use a Perfect Guard or 15K shield from your hand to block your opponent's next attack.

Furthermore, Blaster Joker cripples a Legion Leader by removing its much needed Legion Mate to be able to use its strongest skill. A Legion Leader can only use Legion once when it is the current vanguard, and it will become a vanilla unit as a result of Blaster Joker retiring its Legion Mate. Your opponent is forced to ride a new Legion Leader or be trapped with a vanguard without being able to use its Legion skill. Riding a new Legion Leader is your opponent's only hope of generating some offense for the turn.

Finally, Blaster Joker is also geared towards offense as well. He does all of the locking while his teammates launch a brutal assault against the weaken enemy. Blaster Joker's second skill builds the soul and gives him an additional critical to add more insult to injury. Infinitesimal Star-vader, Mayoron is fantastic with Blaster Joker when you rest Mayoron to give 10K power to Blaster Joker. His supporting cast should consist of offensive units such as Demon Claw Star-vader, Lanthanum, Bomber Star-vader, Magnesium, Star-vader, Sinister Eagle, and Unrivaled Star-vader, Radon.

All in all, Star-vader, Blaster Joker is the best Link Joker and Star-vader in the game today. I could not ask for more from a Link Joker. His Legion skill is full of destruction and distribution! Preventing your opponent from being able to play his or her deck is a huge advantage. Most clans are unable to function without its rear-guards. Retiring a Legion Mate just adds more advantage in Blaster Joker's favor. Unlike most Star-vaders, he has a lot of offensive support and can attack at very high numbers. His Legion and support make him a long lasting card in Cardfight!! Vanguard.

Wednesday, February 4, 2015

DBZ Theory: Why Was Future Gohan Weaker Than Android 17 & Android 18?

One of the most fascinating characters in DBZ to me is Future Gohan. He is Future Trunk's master and best friend. His life was the opposite of present Gohan's life. It was filled with death, fear, and sorrow. There was not any time to study under Chi Chi's strict rules. He had to train in hopes of defeating Android 17 and Android 18. His life ends at the hands of Androids 17 and 18 in an intense to end the chaos. His lack of strength gained over a 13 year period makes me and others question this major conflict within the story's writing.

Ruthless Training For 13 Years

Future Gohan trained for thirteen years to becomes stronger than the androids. He eventually started to train Future Trunks once he was old enough to fight by Future Gohan's side. Thirteen years are a very long period of time to train. The present characters' power levels always reach new levels never seen before just by training over the course of a few years. Future Gohan's power level be great than Future Vegeta's power level as a Super Saiyan. Furthermore, Future Gohan is also older than present Gohan in the Buu Saga. Their most notable difference is Future Gohan trained while present Gohan was focused on his studies, and as a result present Gohan's power level decreased after the Cell Games. Reaching his full potential without Old Kai's help in the future timeline appears to be very possible.

Training Under 100 Times Gravity 

My second point directly ties to the very first opinion. Goku trained under 100 times Earth's normal gravity during his long and dangerous trip to Namek. Goku's power level increased to new heights beyond his previous base power from just a saga ago. Vegeta also trained under the same rough conditions in the present time to prepare for the Androids, and continued to train in this method after the Cell Games.  Future Bulma could have built a new machine for Future Gohan to train in to become stronger than the Androids. It would have taken less than 13 years for Future Gohan to outclass the Androids and destroy them for good. Future Bulma thought about building a time machine, but never once thought about how Goku and Vegeta trained to become elite warriors.


Another key plot hole in Future Gohan being weaker is the lack of Zenkai boosts. Saiyans become stronger after every fight and when they survive major wounds. Future Gohan fought the androids for over a decade. He survived in more battles against the evil Androids than his fallen comrades. There were plenty of fights for him to be able to experienced many Zenkai boosts over a thirteen-year period. He should have received many Zenkai boosts to outclass the wicked duo.

Gohan's Hidden Powers

Gohan's full potential is a key characteristic to his character. Future Gohan has present Gohan's same genes and history up to the Frieza's arrival on Earth. It is very unlikely that Future Gohan never became emotional with a large burst of power against the Androids. He has a lot of motivation to destroy them for killing his father figure Piccolo, Krillin, and the other Z Fighters. This emotional burst may have also pushed him to the next level to a Super Saiyan 2 like it did for his present counterpart.

My Final Thoughts

Future Gohan's death by the Androids is one of the biggest plot holes in Dragon Ball Z. All of the evidence clearly points to poor writing without putting everything together in a logical manner. There is absolutely no reason for Future Gohan being much weaker than both Android 17 and 18. He had all of the resources necessary to carry out the job. The major factor is Future Gohan training for 13 years and not using the gravity training methods to push himself to the next level. Future Gohan's story will always be a very noticeable dent in Dragon Ball Z's story.