Friday, May 29, 2015

Unit of The Week: Perdition Emperor Dragon, Dragonic Overlord the Great

Surge forth the flames of Perdition! Eternal Explosion! 
[ACT](VC): Legion20000 "Perdition Dragon, Dragonic Neoflame" (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) & Choose two cards from your hand, and discard them] At the end of the battle that this unit attacked a rear-guard, if this unit is Legion, you may pay the cost. If you do, [Stand] all of your vanguards. This ability cannot be used for the rest of that turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)
[AUTO](VC):[Choose one of your rear-guards with the same name as a unit on your (VC), and retire it] When this unit's attack hits, you may pay the cost. If you do, choose one of your opponent's rear-guards, and retire it.
Only the very best people at their craft can be labeled as great. Greatness is an exclusive club with names such as Brett Favre, Blaster Blade, Michael Jordan, and of course Dragonic Overlord! Perdition Emperor Dragon, Dragonic Overlord the Great rules Kagero with an iron fist! He uses classic Overlord tactics such as standing after attacking and retiring opposing units. Kagero continues to dominate vanguard along with their rivals the Royal Paladins.

Dragonic Overlord the Great can be built into so many different decks. He is not limited to only Perdition decks. His Legion skill does not require Perdition units on the field. You can easily place him in a classic Dragonic Overlord deck, Perdition deck, or a custom Kagero deck. There is so much support to elevate his play on the field. Burning Horn Dragon, Dragonic Burnout, and Perdition Dragon, Dragonic Neoflame are just many cards that support Dragonic Overlord the Great.

The Legion skill empowers your vanguards with two attacks and can retire an opponent's unit if he or she does not guard the attack. You have two opportunities to gather power and criticals from two Twin Drives. The first attack is likely to go through against a rear-guard. If it is in the same column as Perdition Dragon, Dragonic Neoflame, then you can retire another rear-guard with Neoflame's skill. Your second attack pressures your opponent especially if you are able to get multiple Triggers. The skill's cost of discarding two cards to stand your vanguards back up is not a huge lost. You will get two more cards into your hand during your second Twin Drive. Discard unnecessary cards such as trade copies of Dragonic Overlord the Great to put defensive cards into your hand.

The second skill is optional and may not be worth it for some situations. You must have a copy of one of your vanguards as a rear-guard. If your attack hits, then you may retire one of your rear-guards with the same name as one of your vanguards to retire one of your opponent's rear-guards. Both players are losing a key card in their formation. It could be worth it if you must remove a troublesome rear-guard.

Overall, Perdition Emperor Dragon, Dragonic Overlord the Great lives up to his game. He is simply a great card with a lot of potential in various Kagero decks. You can go to the classic Dragonic Overlord deck or a pure Perdition deck from the Legion era as he is loaded with support from almost every era in Cardfight!! Vanguard's short history. He demonstrates his greatness with his Legion skill of attacking twice to overwhelm the opposition! Perdition Emperor Dragon, Dragonic Overlord the Great burns his enemies to ashes!

Card Rating: 5 out of 5

Tuesday, May 26, 2015

News: Dragon Ball Z: Resurrection ‘F’ English Release Date


I have some amazing news to share to every Dragon Ball fan! Funimation announced Dragon Ball Z: Resurrection ‘F’will be released on August 4th-12th 2015! It is a limited released so be sure to watch it before it leaves theaters! Every Dragon Ball fan must watch the greatest Dragon Ball Z movie. I cannot wait to see the amazing battle between the Z Fighters and Frieza's army. We will finally be able to watch the greatest rematch in history in English! Goku verse Frieza is an epic match between two rivals. The low-class Saiyan takes on the ruler of universe.

Monday, May 25, 2015

The Top Ten Cardfight!! Vanguard Cards That Need Reprints!

Cardfight!! Vanguard began in 2011 and not have released any special sets with reprints for the English edition. Many cards are deserving of reprints and are in much need for reprints for players to have access to these cards. I am known for strongly criticizing Bushiroad, but this time they deserve a lot of credit for reviving old decks. Classic cards are regaining value with new support being released in G booster sets. Ezel, Maelstorm, and Vermillion are ready to make a name for themselves in the new generation. I am not considering Fighter's Collection 2013 in the list as it is a Japanese exclusive booster set.

1. Blue Storm Dragon, Maelstorm


Maelstorm is the flavor of the month. He has new support in Fighter's Collection 2015 and Soaring Ascent of Gale & Blossom! It only makes sense to reprint him and all of his forms! Reprinting him would benefit new and old players alike.

2. Incandescent Lion, Blond Ezel


The Gold Paladins' play-style was defined by Incandescent Lion, Blond Ezel. He is the focal card in my very old Gold Paladin deck. He is a very old card that is out of print. His revival in Stride warrants a reprint in the future.

3. Ultimate Dimensional Robo, Great Daiyusha


Justice will always defeat reign supreme over evil. Great Daiyusha instantly became a fan favorite card after he defeated Ren in one of the best comebacks in Cardfight!! Vanguard. He has since been revived with Legion by becoming True Ultimate Dimensional Robo, Great Daikaiser's Legion Mate. A reprinted is much needed since getting new support. A Legion Leader's mate should always get a reprint to have easy access to the pair.

4. Silver Thorn Dragon Tamer, Luquier


The show's final act features the beautiful and dominating Luquier! She is one of the most expensive RRR cards from the Limit Break era, despite being a mediocre card.

5. Blaster Blade Spirit

Aichi's avatar of light is the one and only Blaster Blade. He was captured by Void, but returned as a spirit to fight against the Void. Blaster Blade Sprite is a great card to play in Royal Paladin decks. His skill is cheaper than the original Blaster Blade.

6. Blaster Dark Spirit

Blaster Dark Spirit is not as popular as Blaster Blade Sprite. However, he is still an awesome card to have in a collection. Shadow Paladins have a few easy methods to use his skill such as Illusionary Revenger, Mordred Phantom's Break Ride skill.

7. Tidal Assault 

Most R cards are inexpensive and easy to find from online vendors. This is not the case with Aqua Force's Tidal Assault. Tidal Assault fits into many decks. Aqua Force's decks are very vestiale as many cards do not require archetypes to active their skills. His ability to attack twice per turn without a cost sets up many vanguards with the powerful skills that trigger during the 3rd or 4th attacks in a turn.

8. Dragonic Kaiser Vermillion


Kai's avatar in season 2 was Dragonic Kaiser Vermillion. This powerful unit was the first unit to be able to attack an entire front row! Dragonic Kaiser Crimson removes the Limit Break's hefty cost of three counter blasts. Vermillion is now freely able to attack a front row without giving up any resources.

9. Soul Saver Dragon

Soul Saver Dragon was undoubtedly the best card in its era when Barcgal was legal as a starting vanguard. Filling the Soul with five cards was very easy. Opponents struggled to block Holy Charging Roar. Three rear-guards gain 5,000 power from the skill. Soul Saver Dragon deserves to be reprinted based on legacy alone.

10. Revenger, Raging Form Dragon


Sacrifice yourself for the raging form! Revenger, Raging Form Dragon was one of the most popular cards to play during the Break Ride Era. His ability to perform a superior persona ride was mind blowing in its time. Shadow Paladins finally became one of the best decks to play with Revengers.

Friday, May 22, 2015

Unit of The Week: Ultimate Raizer Mega-flare

Raizer has finally surpassed “Perfect”, to become "Ultimate" 
[ACT](VC): Legion20000 "Ultimate Raizer Dual-flare" (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 attacks a vanguard, if this unit is Legion, and the number of [Rest] units you have is four or more, this unit gets [Critical]+1 until end of that battle.
[AUTO](VC):When this unit's attack hits a vanguard, if you have another unit with "Raizer" in its card name in your middle column, choose one of your rear-guards, and [Stand] it.
Perfect Raizer received major upgrades to become the Ultimate Raizer Mega-flare! He was upgraded to be ready to combat Link Joker's forces on Cray. He made his debut in Kamui's only match against Kai in Legion Mate. Kai always had the edge over his younger rival and Q4 teammate Kamui. Mega-flare sparked his fellow Raizers to help Kamui to defeat Kai for the very first time.

The Legion skill appears to be very unimpressive. Ultimate Raizer Mega-flare gains one critical when he attacks a vanguard if you have four resting units. In other words, your opponent is not going to let his attacks hit their vanguard. However, if the attack is blocked, then Cat Butler can stand your vanguard since Ultimate Raizer Dual-flare is a grade 2! Retire Cat Butler to stand your Ultimate Raizer Mega-flare for another legion attack with at least 20,000 power and two criticals! If you checked a trigger during your first Twin Drive, then your legion attack is going critical. Retiring Cat Butler is a small lost as you will gain two cards from your second Twin Drive.

Next, let's take a look at the second vanguard skill. When Mega-flare's attack hits, if you have another Raizer in your middle column, then you stand a rear-guard. If your drive check revealed a Stand Trigger, then you have the option of standing a booster to boost your newly standing rear-guard. The extra attack is punishing your opponent. The extra pressure will force more cards out of his or her hand.

Cat Butler is the entire show. Without their lucky cat, Raizers would have never topped tournaments in Japan. If he ever becomes limited or banned, then Ultimate Raizer Mega-flare would be a horrible card. He does not give you a lot of advantage in a pure Raizer deck. This is how low he has fallen in Japan. He has not met the same fate in the English edition. This is mostly due to players jumping on Seeker, Thing Saver Dragon's bandwagon.

Overall, Ultimate Raizer Mega-flare does not deserve to be a RRR card. If Cat Butler did not exist or had a different ruling, the Mega-flare would be Mega-fizz. Mega-flare's skills give you very little advantage by himself. He needs help from Cat Butler to be very effective. Cat Butler is limit in Japan, but is unlimited in English. If the English edition receives the same fate in the future or worse, then Mega-flare's value will go down the drain. Perfect Raizer should have gone to Apple instead of Bushiroad for his upgrade.

Card Rating With Cat Butler: 4 out of 5

Tuesday, May 19, 2015

Starter Deck Review: Super Starter: Space-Time Showdown


Super Starter: Space-Time Showdown is the first starter deck in the Arc-V era. The deck includes 40 cards and introduces two Pendulum Monsters. These special monsters break the game as we know it. They have the ability to Pendulum Summon as many monsters with the Pendulum Scale as possible from your hand. The starter deck also includes two power-up booster packs! Each power-up booster pack has one ultra rare card. Dark Hole and Odd-Eyes Dragon are the two ultra rare cards in the power-up booster packs!

It's Time To Pendulum Summon!

Stargazer Magician and Timegazer Magician are the first two Pendulum Monsters released in the game. Both cards are super rare! Their scale is between levels two and seven. However, they are best in Magician and Odd-Eyes decks as their pendulum scales become four if the other Pendulum Monster is not a Magician or Odd-Eyes monster. Their restriction makes them ineffective in generic decks.

More New Cards!

The Pendulum Monsters are not the only original monsters featured in the starter deck. Supply Squad is best new and non-foil card in the stater deck. If your monster is destroyed by battle or card effect, then you can draw a card. Destroying your monsters is not a minus on your end as you gain a card to recover from losing your monster. Supply Squad is very useful in swarm decks as you will always have monsters on the field that may be destroyed as any moment. Odd-Eyes Dragon is an ultra rare in the power-up booster packs. He plays well with the Pendulum monsters.

Reprints

Unfortunately, there are not many good reprints in Space-Time Showdown. The monsters that are printers are very lackluster. You will not see them in many decks. The only reprint that I like is Mystical Space Typhoon because it is a stable card in most of my decks. The power-up booster packs are loaded with reprints! Dark Hole is the only ultra rare reprint. Call of the Haunted and Divine Wrath are the most notable common reprints.

The Final Word

Overall, Super Starter: Space-Time Showdown is a major letdown just like most starter decks. It is not worth your time or money unless you are a collector like myself. The deck lacks structure to properly teach new players how to play the game. Combining three copies into one deck will still make a clustered deck. There are not any great cards to boost any deck to the next level. The Pendulum Monsters are not particularly strong. The starter deck itself is not every impressive as the cards have very little value. The lackluster power-up packs do not offer any great cards to entice me to buy another copy. The only bright spots are the ultra Dark Hole and Odd-Eyes Dragon from the power-up booster packs. An ultra rare Dark Hole looks very nice in my collection binder.

Starter Deck Rating: 1 out of 5

Saturday, May 16, 2015

Unit of The Week: Liberator of the Round Table, Alfred

Arise once again! Golden Absolution! 
[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage):During your turn, this unit gets [Power]+2000 for each rear-guard you have with "Liberator" in its card name.
[ACT](VC):[Counter Blast (2)-card with "Liberator" in its card name] Look at the top card of your deck, search for up to one «Gold Paladin», call it to an open (RC), and put the rest on the bottom of your deck.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
The king of knights made his glorious return as Liberator of the Round Table, Alfred. Thanks to Ezel, he was freed from the Void's cell. He along with many of the original Royal Paladins became Liberators under the Gold Paladin clan. He is ready to lead the United Sanctuary under his righteous rule. Only Alfred and his long-time friend and comrade, Blaster Blade can liberator this world of darkness and free it from Link Joker's chain.

His Limit Break skill led to his ridiculous hype. Many players thought he was broken because he can be boosted unlike the original King of Knights, Alfred. He gains 2,000 power for every rear-guard you have with Liberator in its name. He is a 22K attacker without being boosted when Limit Break is online. His Limit Break in combination with a 11K power boost from Liberator, Flare Mane Stallion gives him 21,000 power to give him a total of 32K power. Liberator, Bright Bicorn gives early access to Limit Break. Break Ride is also online for Alfred to become a 42K after he rides on top of Solitary Liberator, Gancelot.

However, Liberator of the Round, Alfred having early access to Limit Break is not a clear-cut advantage. His skill demands you to commit your hand early to the field. You must be aggressive early in the match. The pressure can be overwhelming. There are consequences for being this aggressive. Your defenses will be greatly limited and Alfred will be subjected to many attacks. Decks with the ability to stand units during the attack phrase such as Aqua Force and Nova Grappler will break Alfred's defenses in a single turn.

Alfred's second skill can only be described as horrible. Gold Paladins randomly superior calls units from the top of the deck without knowing what the cards are before hand. It is very costly to randomly superior call any Gold Paladin to an open rear-circle. The skill's purpose is to assist him in surrounding himself with five rear-guards. Lucky plays such as superior calling Blaster Blade Liberator with copies of White Rainbow Liberator, Balan are the best combos with Alfred. If you really want to an early push, then it is an option to save a card in your hand.

Overall, Liberator of The Round, Alfred is his most aggressive form. A full field with Limit Break online makes him dangerous to defense against especially if your opponent gets at least one Critical Trigger. He hits hard early in the match, but can struggle defensively. Unfortunately, he only had ten seconds of fame before stronger Liberators were released. He is clearly outclassed by his superior form Liberator, Monarch Sanctuary Alfred. Liberator of the Round, Alfred is a fun card, but is nowhere near elite as his other forms.

Card Rating: 3 out of 5

Tuesday, May 12, 2015

Which Trading Card Games Dominate Your Local Area?


Playing trading card games is a great way of meeting new people and making friends. If your social skills are awful like season one Aichi, then play trading card games to interact more with your peers. We all choose the game we want to play based on numerous factors such as artwork, game play, and brokenness. Unfortunately, not everyone plays the same games that we enjoy. There will always be that one guy, who complains about your favorite trading card games. I've seen it too many times at my locals. There is a guy, who comes in the store and complains about Magic The Gathering and the players. If you dislike a game, then that is fine just do not constantly whine about it.

Magic: The Gathering Rules My Locals

Magic is the most popular game in my town. Every locals that I have been to are filled with Magic players. There are always games being played. Standard is the most played format followed by Commander. There are tournaments every week with over 30 players competing for the title.

I'm slowly getting into Magic The Gathering. My first deck is going to be a simple White Mono deck. It will not be anything special. The deck will be used as a learning tool for me to be able to get accustomed to the rules and learn combo plays as I gain experience. Magic The Gathering is not on the top of my TCG priority list so it will be a while before the deck will be completed.

Is It Time To Duel? 

The second largest group in my area is the Yu-Gi-Oh! community. Although there is not nearly half as many Yu-Gi-Oh! players as there are Magic players here. Our community may be large enough to hold tournaments, but we are not a very tight group. I normally meet new players in the area and rarely see them again. Most local players play casual decks such as Dark Magician, Nobel Knights, generic Elemental Heroes, etc.

A Handful of Cardfight!! Vanguard Players

I have come across a few vanguard players in my area. Most I only meet once and never see them in stores again. Most likely they lose faith of building a good community to have tournaments at locals. I have played against a total of just seven players in three years. That's extremely small for anyone. Among the seven players, only one has stuck around for the long run because he loves the game. My buddy George is the only opponent in my games on my channel.

I Am One of Two DBZ CCG Players In Town

I have collected DBZ CCG cards since it was created by Score, but I have never once played a single game. I have never met a fellow player. The owner of my locals held a box opening event for Heroes & Villains, and only one person arrived for the event. I was not able to go because I was scheduled to work that day. I would be not surprised if the owner stops selling the game at the store. Overall, the game is gaining popularity like it did in its first run under Score. The game just is not popular in my city. Who is the other guy in town, who plays this game? I'll never find out.

Try New Games! 

If the game that you are in is not very popular at card shops, then you can always try new games. Always try new games before judging them. I played a few games of Magic The Gathering before I slowly jumped into the game. Test the waters before spending a lot of money on a new trading card game. My favorite two games Yu-Gi-Oh! and Cardfight!! Vanguard just are not big in my city. Nobody attempted to use peer pressure on me to influence me to play Magic. I made that decision myself. Expanding my trading card game horizon has opened the doors for new friendships, connections, and a new TCG budget.

Saturday, May 9, 2015

Unit of The Week: Blaster Dark "Diablo"

There are things which can only be done inside darkness. 
[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):While you are paying the cost for Stride, if a G unit with "Blaster" in its card name would Stride, cards in your hand get grade+3.
[AUTO](VC):During your turn, when your unit named "Dark Dragon, Phantom Blaster "Diablo"" Stride, choose one of your opponent's rear-guards, and retire it.
A legend has returned to reclaim his right to glory. Blaster Dark is back as a grade 3, Blaster Dark "Diablo". His growth to a grade 3 represents Ren's growth from a teenage in Cardfight!! Vanguard to an adult in Cardfight!! Vanguard G. He has assumed role as the leader of the Shadow Paladins after Phantom Blaster Dragon's final departure. His decisions alone will now determine the fate of his clan. Can he succeed just like his rival Blaster Blade?

The Shadow Paladins' leader, Blaster Dark "Diablo" breaks into the new generation with his Generation Break 2 skill. The skill reads if you are paying for Stride for a G unit with Blaster in its name, then all cards in your hand get grade +3.  In other words, every card in your hand can be used as the sole card to stride into the next generation for Dark Dragon, Phantom Blaster "Diablo". You will not be in a position to discard multiple cards for Stride. Bushiroad left the door open for future Blaster strides as the skill focuses on Blaster G-units.

Furthermore, his second skill retires a unit when Dark Dragon, Phantom Blaster "Diablo" performers stride. He balances Dark Dragon, Phantom Blaster "Diablo"s cost by retiring an additional unit for a total of three retired units on both sides of the field unless your opponent doesn't want to guard for the entire turn. Your opponent is going to let you retire their units because he or she will risk losing to a Dark Dragon, Phantom Blaster "Diablo" with two criticals. It's a risky skill because if your opponent negates your attack with a Perfect Guard and can regenerate his or her field, then you just lost a lot of resources.

He is also very consistent and there are not many ways to counter him unless your opponent is playing Link Joker to lock the field or Ezzell/Alfred Legion to regenerate the field. If you have not drawn or rode Blaster Dark "Diablo" before you reach Generation Break 2, then use Fullbau Brave's skill to search for a copy of him. You are nearly guaranteed to ride him in every game. Knight of Nullity, Masquerade is the best 12K attacker with Blaster Dark "Diablo". He gets his power boost by having a Blaster as the vanguard unlike today's new 12K attackers, who rely on Generation Break.

Overall, Blaster Dark "Diablo" is simply an engine for Dark Dragon, Phantom Blaster to active his Stride abilities to wreck your opponent's field. This is one engine that will not be stopped. He's going to ride the vanguard and stride into the next generation. I just wish he had a skill that wasn't reliant on Stride or only for Dark Dragon, Phantom Blaster. He does not know much for the entire clan as a whole because of his restrictive skills. Blaster Dark "Diablo" is ready to write his own chapter of greatness in Cardfight!! Vanguard.

Card Rating: 4 out of 5

Thursday, May 7, 2015

Trial Deck Review: Blue Cavalry of The Divine Marine Spirits

 

Trial decks are like the NBA and NFL drafts. New clans start their careers in trial decks and older clans regroup with new units in trial decks. They get the first picks as trial decks are released before every new booster set for a format. Aqua Force had the fourth pick in Cardfight!! Vanguard G's draft in Blue Cavalry of The Divine Marine Spirits. This is my first Aqua Force deck as I've never played the clan before last week. I had to get my hands on the new cards to see what the hype is all about!

First Class Talent

Blue Cavalry of The Divine Marine Spirits is loaded with a lot of strong cards. First, the featured G-unit is Marine General of the Heavenly Scales, Tidal Bore Dragon. He is not the most impressive G-unit, but he does help you draw a card and attack your opponent again. Secondly, we have One Who Surpasses the Storm, Thavas. I already took a look a him a few weeks ago and he is a pretty good card. He gains a critical to add pressure on your opponent during the late game and he prevents your opponent from guarding with their grade 0 units.  Thirdly, there is Magnum Assault! He is one of the best cards ever in a trial deck. He instantly became a stable card in every Aqua Force because he enables many combos with his Generation Break. He can stand himself back up for another attack at your opponent. It is very important as it is the second attack during the turn.

Retro Support Gets A Boost!

There are no archetypes in this trial deck so every card perfectly fits with most of Aqua Force's retro support. Blue Storm Dragon, Maelstrom has a huge smile on his face. He is once again a first-class unit with the new cards. The lower grade units with Generation Break are perfect 12K and 10K attackers for generic decks. Add the new G-unit to your old decks to take them to the next level.

Strategy 

The trial deck's goal is to set up One Who Surpasses the Storm, Thavas's Generation Break to your opponent's defensive options. Magnum Assault is the key unit to have on the field with Thavas. You need two front row rear-guards including Magnum Assault to set up Thava's skill. Officer Cadet, Alekbors is very useful if you don't have Magnum Assault on the field. He exchanges positions with a rear-guard after he attacks any opposing unit. If you are unable to ride Thavas, then Batteryboom Dragon is your backup vanguard. If you are low on rear-guards during the mid-game, then don't worry because Magnum Assault will get the job done to set up  your early combos!

The Final Word

Blue Cavalry of The Divine Marine Spirits may go down as the best trial deck in the game. Aqua Force clearly gets an A plus for their draft picks. The deck Aqua Force deck based on Thavas is a top contender in the format. The multiple decks and restrictions on your opponent defensive options are difficult for any opponent to overcome. You are bringing pressure during both the mid-game game and late-game.  Buy two trial decks and wait for the new Aqua Force strides in Soaring Ascent of Gale & Blossom to build your Generation Break deck! Be sure look out for my Aqua Force deck profile in the coming months!

Trial Deck Rating: 5 out of 5

Monday, May 4, 2015

Card Discussion: Galaxy-Eyes Photon Dragon

[Dragon/Effect]
ATK/3000 DEF/2500
You can Special Summon this card (from your hand) by Tributing 2 monsters with 2000 or more ATK. During either player's Battle Step, when this card battles an opponent's monster: You can target the monster this card is battling; banish both the opponent's monster and this card. At the end of the Battle Phase, return any monsters banished by this effect to the field, and if the other monster was an Xyz Monster, this card gains 500 ATK for each Xyz Material it had when it was banished.
The signature monster in the Photon archetype is Galaxy-Eyes Photon Dragon. He is Kite's favorite monster in Yu-Gi-Oh! Zexal. Kite use it to dominated his opponents, who were using XYZ monsters. Its second effect shutdown many strategies by making XYZ monsters useless and outclassed. There are many XYZ versions of him such as Neo Galaxy-Eyes Photon Dragon, Number 62: Galaxy-Eyes Prime Photon Dragon, and Number 107: Galaxy-Eyes Tachyon Dragon.

Galaxy-Eyes Photon Dragon's first effect allows you to special summon him from your hand by tributing two monsters with 2000 or more ATK. Playing Photon Sanctuary is the easiest method to Special Summon Galaxy-Eyes Photon Dragon with his effect. It provides the monsters that are necessary to perform the Special Summon. Photon decks are not the only decks that can greatly benefit from having Photon Dragon in their corners. Dragon decks can easily special summon it to the field as well. Hieratic Dragon King of Atum special summons it with his effect.

He is the original anti-XYZ card. Battling and banishing XYZ monsters give 500 ATK for each Xyz Material on the monster to Galaxy-Eyes Photon Dragon. He can easily become a 4,000 ATK monster in one turn. This added pressure to an already 3,000 ATK will turn the game in your favor. Furthermore, you can also use his banishing ability to make a clear path for your reminding monsters to attack your opponent's weaker monsters or directly. Furthermore, the XYZ monsters lose their XYZ Material as the material goes to the Graveyard once the XYZ monster leaves the field in any manner. They lose the resources that are necessary to active their effects.

Finally, Photon Dragon's status as a level eight monster makes him a prime candidate for Rank eight plays. Use it as material to special summon Neo Galaxy-Eyes Photon Dragon to negate effects from face-up monsters on the field, and its second effect removes all XYZ Material from opposing monsters. Neo Galaxy-Eyes Photon Dragon is one of the most powerful cards in the game if you are able to successfully summon it to the field. If your opponent has multiple XYZ monsters with a lot of material than Neo Galaxy-Eyes Dragon also gains 500 ATK for each material that was removed for its effect, and also can attack up to that many times for each material.

Overall, Galaxy-Eyes Photon Dragon is a nightmare match-up against XYZ oriented decks. He perfectly counters XYZ monsters by stripping them of their XYZ Materials and gaining power to destroy them in the next battle. They will become vanilla cards without much use other then to attack. The power bonus makes him even stronger as a card. Two to three copies of Galaxy-Eyes Photon Dragon in a Photon deck and one copy in a dragon deck will set up your winning image.

Card Rating: 4 out of 5

Friday, May 1, 2015

Unit of The Week: Flame Emperor Dragon King, Root Flare Dragon

Dragons are reason. And the king of dragons, is the king of reason. 
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):[Choose a face down card named "Flame Emperor Dragon King, Root Flare Dragon" from your G Zone, and turn it face up] If the number of face up cards in your G Zone is two or more, choose one of your opponent's rear-guards, and retire all of your opponent's rear-guards in the same column as that unit. This ability cannot be used for the rest of that turn.
Flame Emperor Dragon King, Root Flare Dragon was the king in the Dragon Empire's eastern region. The Dragon Empire was originally divided into an eastern region and western region. Root Flare Dragon single handily conquered the eastern region in just a few days. His power was unlike anything seen during his era. His body was as long as a river and he could easily destroy mountains. The arrogant king believe he was the ruler of Cray and he was the law of the land. However, he did not expect both regions to join forces and defeat him.

Root Flare Dragon's Stride ability puts a big dent in your opponent's formation. Once per turn his ability retires a column. You destroy an entire column for no cost. Your counter blasts are saved for your rear-guards. Furthermore, losing an interceptor and a booster are huge loses for any opponent to handle during the late-game. The path is clearer to hit your opponent's vanguard. He or she must either replace the retired rear-guards or just save resources for defense or Stride.

He is slower to set up because his skill requires you to have two face up cards in your G Zone. The only time to play him is near the late-game or when the late-game begins. You most likely will only get to use him once or twice if you are lucky. You can use Divine Dragon Knight, Mustafa for your first Stride for you can have two face up cards in your G Zone when you finally stride the Flame Emperor. This is currently the fastest method to use Root Flare Dragon. If you have enough resources for a third Stride, then go to Root Flare Dragon again for another big play!

Finally, retro units gain a lot of benefits from Flame Emperor's skill. Demonic Dragon Madonna, Joka gains 3K power when an opposing rear-guard is sent to the Drop Zone, and she becomes a strong 12K booster thanks to Root Flare Dragon. Demonic Dragon Mage, Rakshasa has the same skill, but he is slightly weaker by being a Trigger unit. He becomes a 9K booster in combination with the Stride skill. These boosters can easily boost Root Flare Dragon beyond 35K power.

Overall, Flame Emperor Dragon King, Root Flare Dragon is a decent G Unit to add in a Kagero deck.  He uses Kagero's classic tactic by controlling the battlefield. He fores your opponent to extend his or her resources. Losing two units on the field at a critical point in a game really limits your opponent's options. They can either keep cards in their hand to defend or call replacements to regain an offensive presence. Personally if I play him in a deck, then I would just add two copies to my Extra Deck.

Card Rating: 3 out of 5