Friday, July 31, 2015

Unit of The Week: Sweet Predator

She is a servant of love. Yes, a sweet, sweet predator. 
[AUTO](VC/RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):During your main phase, when a card is put into your soul, this unit gets [Power]+3000 until end of turn.
This week I am going to have fun taking a look at one of the lesser played units, Sweet Predator. I was expecting the next female Dark Irregular to be a succubus instead of an elf. Dark Irregulars have so many grade one and grade two succubuses that it is time for them to get a grade three. Sweet Predator is a nice consolation prize. I would like to see her in Cardfight!! Vanguard G because her artwork is hot! She has the beautiful and strong look. She is a sweet girl, but she will also prey on you!

Gaining power to overwhelm your opponent is her end goal. She rushes your opponent with very high numbers in hopes that he or she will not be able to guard or your opponent will guard with multiple cards. You definitely can catch your opponent off guard with a double critical trigger if he or she has a really bad hand. Sweet Predator has a Generation Break of one and she gains 3K power when a card is put into Soul during your main phase. This skill is used when she is the vanguard or a rear-guard. She can rack up a lot of power fast. Her power can go beyond 26K with help from a few combos. Doreen the Thruster pushes Sweeter Predator's power to unbelievable levels. They share the same skill with the exception of Sweet Predator's skill being Generation Break. Sweet Predator's power can above 50K!

Furthermore, she has a strong supporting cast to help bring out her potential. Flirtatious Succubus is a classic card to call to rear-guard for a cheap soul charge. Killing Dollmaster is a really good card to play with Sweet Predator. It puts three cards including itself into the Soul and Sweet Predator instantly gains 9K power from the single play. Also play Flying Librarian in your deck. She soul charges two cards and have two additional bonuses based on the amount of cards in the soul. If you have six or more cards in the Soul, then you can draw a card. If you have 10 or more cards, then you can counter charge damage. The free draw is very useful in maintaining advantage when playing rogue cards.

However, Sweet Predator has too many flaws to be a competitive vanguard. She does not do anything besides gaining power and you will only spend your resources to build the soul during your main phrase. Your opponent will use Perfect Guards to shut your attacks down. She is also not able to maintain her strategy in the long run. Her skill is too demanding of soul charging every turn to make her function. She needs to quickly win games or she will be endangered of decking out. Always be aware of your dwindling deck's size before making any plays to soul charge in the late game. She is a vanilla vanguard when you are unable to soul charge during your main phrase and you must Stride to have proper attacks. Your formation will be mediocre will you are unable to perform Stride.

Therefore, I do not recommend her as the main vanguard for competitive games, but she can be a very fun card to play in rogue decks. She can be very deadly as a rear-guard. Doreen the Thruster makes Sweet Predator a wild card in crazy games. You need to push early to win with her or you will run out of gas or a deck. She just needed an additional skill such as retiring or drawing to make her worthwhile as a vanguard. Sweet Predator will not be the most popular girl because of her skill. Her artwork is good enough alone to justify playing a deck with her in it.

Card Rating: 2.5 out of 5

Wednesday, July 29, 2015

The Top Five Cross Rides

Dragonic Overlord the End shocked players when he made his debut in Kai's match against Ren. These powerful cards are normally introduced near the end of a format. Cross Rides were the some of the most popular cards to play. They are evolved forms of their base forms such as Incandescent Lion, Blond Ezel transformed into Blazing Lion, Platina Ezel. Cross Rides' skills are much more powerful than their previous skills. Some skills are simply overpowered versions of the original skill. Bushiroad has not created any new Cross Rides since the end of Legion Mate, but have no fear! There is a good possibility that we will get new Cross Rides in the Generation era.

1. Dragonic Overlord the End

If you are surprised by the top Cross Ride on this list, then you need to take more classes with Dr. O. Dragonic Overlord the End has surpassed time by being the longest important card in Cardfight!! Vanguard. It has been able to last this long because Bushiroad continues to create new support just for this card or archetype. Dragonic Overlord the Break Ride gave Dragonic Overlord the End the ability to attack up to three times in a single turn. Dragonic Overlord The X takes the End to the next level in Legion! I can't forget his newest G-unit, Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace"!

2. Omniscience Regalia, Minerva

Minerva is one of the best Limit Break units from the Limit Break era. Minerva put Genesis on the map during the end of her first format. She easily stands herself back up for a second attack. Her skill also grants her an additional 5K power. The skill appears to be very costly, but Regalia of Wisdom, Angelica's Break Ride skill relieves the pain by allowing you to draw two cards.

3. Blue Storm Karma Dragon, Maelstrom "Яeverse"

Your opponents will be annoyed when they see you ride Blue Storm Karma Dragon, Maelstrom "Яeverse". His Limit Break forces your opponent to pick his or her poison. This is a no win situation when facing Maelstrom "Яeverse" in a Cardfight. Opponents will either allow themselves to be hit or face the consequences for defending their vanguards. Blocking the attack will only give more advantage to you by drawing a card and retiring an opposing rear-guard.

4. Broken Heart Jewel Knight, Ashlei "Яeverse"

Pure Heart Jewel Knight, Ashlei was a major disappointment for Royal Paladin players, but Broken Heart Jewel Knight, Ashlei "Reverse" was an instant fan favorite. She looks like a true Link Joker unit in her black and red armor. If Link Joker ever gets a true female boss card, then it needs to resemble Ashlei ""Reverse". Ashlei "Яeverse" is a deadly killer. She consistently retires your opponent's front row rear-guards and superior calls reinforcements.

5. Dauntless Dominate Dragon "Яeverse"

Miwa was totally awesome when he played Dauntless Dominate Dragon "Яeverse" when he was under Link Joker's control. His Limit Break is also a no win situation just like  Blue Storm Karma Dragon, Maelstrom "Яeverse". Missing a trigger during your Twin Drive is not a lost, instead it is a gain. You can retire your opponent's grade one or less rear-guard when your Drive Check reveals a grade one or greater card. Retiring your opponents' boosters greatly weakens their formation and forces them to commit their hand to the field to replace their offense.

Friday, July 24, 2015

Unit of The Week: Cosmic Regalia, CEO Yggdrasil

The cosmos is wide and boundless. And the regalia knows it all. 
[ACT](VC): Legion20000 "Regalia of Fate, Norn" (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):[Soul Blast (6)] When this unit attacks a vanguard, if this unit is Legion, you may pay the cost. If you do, until end of that battle, this unit gets [Critical]+1, and your opponent cannot call grade 1 or greater units from hand to (GC).
[AUTO](VC):When this unit attacks a vanguard, if you have another unit in your middle column, this unit gets [Power]+3000 until end of that battle.
Regalia is the Genesis's number one archetype. Cosmic Regalia, CEO Yggdrasil is the representative of  Genesis. She is the all-knowing goddess from Neo Nectar. She was originally a tree spirit and became a goddess after living for a very long time. She was a part of the counsel that created Genesis and she is now leading them to peaceful future.

Cosmic Regalia, CEO Yggdrasil's Legion skill prevents your opponents from guarding with grade one or great units from their hands, and she gains one critical! Your opponent cannot use Perfect Guards to save them when they lack enough cards to defend against CEO Yggdrasil's Legion attack. Her Legion Mate, Regalia of Fate, Norn has a little chemistry with CEO Yggdrasil. If she is Soul Blasted when you active CEO Yggdrasil's skill, then one of your vanguards gains 5,000 power. She activates her skill during the mid-game of a match. She is constantly hitting your opponent's defenses hard to finally break through for the win.

Building the soul is like taking a walk in the park for Genesis. There are many units to choose from for building the Soul. Regalia of Fertility, Freyja puts Soul Charges three cards when your perform Legion. Two copies of Freya on the field will put six cards into your soul. Sacred Flame Ultimate Regalia, Demeter sets build more cards into your Soul. Its stride skill puts three cards into your soul for each heart with Regalia in its name. You are going to gain a total of six cards into your soul when CEO Yggdrasil is in Legion. Onmyo Regalia, Nega-keiopojisis can also put three cards into your soul, but be careful to not have ten ore more cards into your soul. You will take damage from her skill for overflowing your Soul.

However, CEO Yggdrasil is not unstoppable. You can still guard with your grade 0 units from your hand. Keep track of your grade zero units in your hand for you can have enough to block her attacks. Save them in your hand to give yourself a chance against CEO Yggdrasil's attacks. Use your Perfect Guards when you must block against a rear-guard especially if it can give you two or more critical damage.

Overall, Cosmic Regalia, CEO Yggdrasil is an excellent card. She is the perfect card to represent Genesis. She perfectly demonstrates Genesis's ability to Soul Change to quickly build the Soul for powerful Soul Blasts. Her Legion skill is strong and constantly pressures your opponent into a corner. Continuous Legion attacks will eventually break your defenses. Our beautiful goddess  Cosmic Regalia, CEO Yggdrasil is one of the best Legion units from the Legion era.

Card Rating: 4.5 out of 5

Thursday, July 23, 2015

Stater Deck Review: Dragon Ball Z 2014 Starter Deck

Panini America revived one of my favorite trading games from my childhood, Dragon Ball Z Collectible Card Game. The game's new name is Dragon Ball Z Trading Card Game. A few of the rules from the original game were changed to improve gameplay. The starter deck's Main Personalities are Frieza Gohan Goku, Krillin, Piccolo, and Vegeta. Each starter deck includes one Main Personality set, mastery, and prism foil of one random Main Personality from the set.

High Tech Namek Piccolo! 

My starter deck included Piccolo's Main Personality set. I was lucky to pull the best character out of the set and in the game's current format. All Main Personality cards and the mastery are high tech foils unlike in the original game when there was only one high tech card. These cards are very shiny. My camera experienced a glare after I tried to show the cards during my video. The bonus prism foil is a nice addition as well. It is great for collectors and players, who like multiple high-rarities for their favorite cards.

Powerful Cards!

Cards from starter decks normally are not useful cards for the long haul. This starter deck is loaded with very useful cards for every style. Blue Mental Drill could possibly become a staple in Blue decks throughout the game's history. It forces your opponent to play with his or her revealed at all times until he or she is able to remove it from play. Saiyan Enraged is a great card for Goku and Future Trunks. It gives you a lot of advantage by raising your anger by at most 4 levels with your Saiyan Mastery, rejuvenates the bottom two cards of your discard pile, and allowing you to draw a card if your MP's power level is higher than your opponent's MP's power level.

Not Tournament Ready!

Unfortunately, this starter deck is not tournament ready. Starter decks should be legal and ready to play in tournaments. Players should not be required to buy booster packs to make their first deck after buying a starter deck. It is not a pure Namekian deck for Piccolo's main personality. There are Black, Blue, Red, and Saiyan cards in the deck. I need a structure deck to learn the basic on how to play Piccolo in Namekian decks. This is can easily be resolved by making structure decks for particular characters in starter decks.

Where Are My Accessories?

Score included a Z-Scouter for keeping track of your power level/stage and Anger Sword for managing  your anger level. Neither one of these accessories are included Panini America's starter deck. They upgraded Main Personality cards' quality, but failed to deliver useful tools. Why aren't these items included in the package? It is not the end of the world for excluding them. I already have a box full of these accessories because I bought a lot of Score's starter decks when I was a kid. However, new players did not play Score's version so they are missing these accessories. Panini American should consider including them in future starter decks.

The Final Word

Overall, Panini America's first attempt at making a starter deck was decent. It is imperfect, but it is also not so horrible that I feel disappointed after opening the package. They got almost everything right from upgrading all Main Personality cards to high tech rares and including useful cards that will not become forgotten cards from a starter deck. However, they dropped the ball in making a legal deck for tournaments just like original game when Score owned the game, and for excluding the Z-Scouter and Anger Sword. Panini America's imperfections can easily be fixed in future releases. If you are going to give Piccolo to me for a main personality, then give me a complete Namekian deck instead of a deck with cards from every style.  The bar is set high for their next starter decks.

Starter Deck Rating: 3 out of 5

Monday, July 20, 2015

Casual Play Vs Competitive Play: Weakness Is A Sin

I often wondered for months what Cardfight!! Vanguard G was about. It first appeared to me as a show about three teenagers from different backgrounds and with horrible attitudes. Now I clearly see the path the directors and writers aimed for its audience. The first season's theme is clearly the debate about playing for fun and only playing to win the game. Chrono challenged Kanzaki's beliefs that playing competitively without the desire for fun is the only way to properly play Cardfight!! Vanguard. Casual players and competitive players have long debated over which style is the most enjoyable to play. There is no right or wrong answer for this age old debate.

I choose to casually play trading card games because I want to play the cards that I like over cards that are the best in a format. All of my decks are made for fun. Playing my favorite cards gives me the entertainment that I want from a trading card game. It is always exciting to play my favorite cards to take control over a game. My passion burns every time when I summon my favorite card, Dark Magician. There is always a sense of satisfaction when making combo plays with these cards.

I met three casual Yu-Gi-Oh! players at my locals last week, and I had a good time with these guys. This is my type of environment for playing trading card games. They were playing games from the GX era. They gave me a run for my money, but Dark Magician and High Priestess of Prophecy did not let me down. My friend was complaining about a group of guys at rival shop, who are very rude to casual players. The group would complain to players for being casual and a waste of time to play against. He stopped going there so he just hangs out at my locals.

Choosing to be a competitive player is not a wrong choice. Competitive players strive to the best player there is in the game. Their competitiveness is what pushes them to get better. If you want to top tournaments with the best decks in a format, then go for it. Some players will say you are unskillful for playing the best decks, but they quickly forget your skills are more important than the cards. It's not the cards that make the player. Skill is how you play your cards to win big games. However, never be one of those guys, who want to put down casual players. Not one even respectful and competitive players will want to be around such a negative person. I ran into this type of player a few years ago at an old locals. The guy took one look at my deck and attempted to trade my cards to improve my deck to his standard. I quickly took my deck away from the guy and gave him some words of wisdom.

To sum up, play the style that fits, who you are as a player. Casual players are some of the most fun players, who I have played against. Competitive players spend a lot of money for the best cards to play against the best players. The only problem is people, who do not accept players for playing casually. Trading card games were made for companies to make money and for players to have fun. Of course there is nothing wrong with playing to the win game. There is no need to degrade or belittle someone for having a different outlook at TCGs. Everyone has different motives on why they play these games. Always remember to have fun if you play casually or competitively. Go to your locals and get your game on!

Saturday, July 18, 2015

Unit of The Week: True Revenger, Dragruler Revenant

There are those that cannot live outside of the dark. Dragons, and knights as well. 
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn]:[Choose one of your rear-guards with "Revenger" in its card name, and retire it] If you have a heart card with "Revenger" in its card name, search your deck for up to one grade 1 or less card with "Revenger" in its card name, call it to (RC), shuffle your deck, and that unit and this unit get [Power]+3000 until end of turn.
Phantom Blaster Dragon's many forms are impressive. Some are vile with wicked intentions like Gust Blaster Dragon while others are good, who fight for Cray like Illusionary Revenger, Mordred Phantom. Each one contains unique skills that can create very good decks. True Revenger, Dragruler Revenant is a form of Phantom Blaster Dragon's holy spirit when he surpasses time and spaces, and fights for justice alongside Blaster Dark. Blaster Dark summons his longtime ally in his time of need.

The Stride skill is very typical for a Shadow Paladin. The cost is to rear-guard a Revenger rear-guard to superior a grade 1 or less Revenger. Both Dragruler Revenant and the superior called unit gain 3K power. The extra power makes the unit a respectable booster. Place the new unit behind Dragruler Revenant to give him a strong booster for his upcoming attack.

Gaining power is not Dragruler Revenant's highlight. His true potential lays within combo plays with the unit that you superior call with his skill. Call Revenger, Dark Bond Trumpeter to use its skill to superior call another Revenger from your deck. You can save this Revenger as a sacrifice to pay another skill's cost. Repeat this combo to use the unit that was superior called by Dark Bond Trumpeter as the sacrifice to pay for Dragruler Revenant's skill. Overcoming Revenger, Rukea and Self-control Revenger, Rakia also benefit from this combo as both units gain 3K power when a grade one or less Revenger is called to a rear-guard circle.

However, its skill does not make it unstoppable. You are only gaining a small amount of power from the skill in exchange for one card. Your opponent will not be overwhelm by its skill or attack. A grade 3 vanguard will be the deck's top card to set up winning plays.

To put it briefly, True Revenger, Dragruler Revenant simply plays his role with Revengers to be one of its featured G-units. He is not spectacular, but he can get the job done with classic Shadow Paladin tactics. If you are going to play Dragruler Revenant, then it is best to play it in a pure Revenger deck. Not any Shadow Paladin deck should just throw in a copy just because it is a Shadow Paladin. Only a dedicated Revenger deck can maximize Dragruler Revenant's fullest potential.

Card Rating: 3.5 out of 5

Thursday, July 16, 2015

Cardfight!! Vanguard Deck Profile: The Legendary Aqua Force

Aqua Force has become one of my favorite clans to play in recent months since the release of  Blue Cavalry of the Divine Marine Spirits. Decks that focus on combo plays are my favorite decks to play. It gives me a variety of options to create mind blowing plays to win games. I used the cards from the trial deck and purchased more singles to make a full deck with an Extra Deck. I planned to complete the deck last month, but my deck took longer to complete than expected because of unforeseen circumstances. Keep in mind this is a casual deck to play for fun. It is not built to be the most competitive to win a tournament.

Liberate The Generation Zone!

Stride is the newest mechanic that every deck is playing for its advantage and my deck is no different.  My extra deck is completely full with 8 cards. Tidal Bore Dragon is very useful early in games. Its potential to give me extra draw power is critical to my deck's success. The extra draw makes up for Aqua Force's undeniable demand to have full field to utilize skills.

Marine General of Heavenly Silk, Sokrates won't be appearing in many deck profiles. He is not nearly as tactical as Tidal Bore Dragon, but he does attack at higher numbers. His skill pumps him up to 31K and he becomes a 39K attacker with a boost from Polo.


My vanguard lineup is very diverse with four different vanguards. Each one is from a different era in Aqua Force's history. They all fit well together in the deck. My only minor adjustment is the attack order for each turn to correctly use their skills. Blue Storm Dragon, Maelstrom, and Blue Wave Dragon, Tetra Drive Dragon represent the Limit Break. Tetra-drive Dragon and Thavas are the best finishers in the deck. Thavas limits my opponent's defensive capabilities, but is still stoppable with Sentinels. Tetra-drive Dragon is a fantastic card to play as a finisher. He can attack twice per turn when I have a proper field to set up his skill. There is not much I can say about Maelstrom. Maelstrom is the deck just for fun.

Blue Storm Marine General, Zaharias is a unique Legion. He has the potential to create amazing plays to win games. His persona drive check stands up two rear-guards and give them 5K power. Standing up both front row rear-guards gives me two more attacks. If my opponent's hand is low on cards, then I could op into giving all of the effects to a single column for a very strong attack. Being able to pull a double persona drive check is a game breaking play. Both rear-guard columns will be standing with a total of 20K power divided among the four units.

Calling The Special Forces!

My grade 2 units are the deck's true engine. The deck would not function without their assistance! Magnum Assault and Tidal Assault are the best grade 2 units in the entire clan. They set up Maelstrom's, Tetra-Drive Dragon's, and Thavas's signature skills. Some may argue that Magnum Assault is the best grade 2 in the game today. Both units' skills stand them back up after they attack. Magnum Assault is a bit slower because he requires Generation Break, but his second attack can hit a vanguard.

Blue Storm Marine General, Lanis is the wildcard. His skill pressures my opponent into guarding his attack to prevent me from getting a free draw. Drawing cards helps me building my hand to defend and call extra units if any units are retired. Finally, Battle Siren, Rohde is in the deck for extra offense. Rohde can stand back up in a combo with Officer Cadet Andrey's skill.


My grade one units are mostly your basic and generic cards. Of course I am running four Perfect Guards. The only technical card in this lineup is Assassinate Sailor. Her ability to retire a rear-guard can become handy when pushing to a swift win. Retiring an interceptor takes away one more card for my opponent to defend with.

Officer Cadet Andrey's Generation Break helps set up plays when I do not have Tidal Assault or Magnum Assault on the field. It gives one of my rear-guards nearly the exact skill that Magnum Assault has. I have the extra attack that I need for my vanguards' strongest skills.

The trigger ratio is 8 Critical Triggers, 4 Draw Triggers, and 4 Heal Triggers. Critical Triggers are always bringing extra damage and pressure from attacks. I chose Draw Triggers over Stand Triggers for the extra draw power. Most of my grade two units stand up on their own without needing Strand Triggers to do the job. My hand size will be pretty good throughout the match as long as I check Draw Triggers.

It's Time To Cardfight!

My deck is ready to rumble! Aqua Force has a lot of options to make decks. The clan has so many cards that share chemistry within and outside their archetypes. My deck is no exception. I choose a casual deck because that's the type of player that I am. If I win, then that is great, but if I lose, then that if cool too. I am here to have and make some awesome combo plays with Aqua Force. Be sure to check out The Legendary Aqua Force in action on my YouTube channel!

Deck List

Grade 4

Marine General of the Heavenly Scales, Tidal Bore Dragon x4
Marine General of Heavenly Silk, Sokrates x4

Grade 3

Blue Storm Dragon, Maelstrom x1
One Who Surpasses the Storm, Thavas x2
Blue Wave Dragon, Tetra-drive Dragon x1
Blue Storm Marine General, Zaharias x4

Grade 2

Battle Siren, Rohde x2
Blue Storm Marine General, Lanis x4
Magnum Assault x3
Tidal Assault x3

Grade 1

Assassinate Sailor x1
Battle Siren, Phaidra (Perfect Guard) x4
Kelpie Rider,  Polo x4
Railgun Assault x4

Grade 0

Officer Cadet, Andrey (Starter) x1
Battle Siren Carolina (Heal) x4
Blue Storm Marine General, Despina (Critical) x4
Bubble Bazooka Dracokid (Critical) x3
Jet-ski Rider (Critical) x1
Rainbow Sniper (Draw) x4

Saturday, July 11, 2015

Unit of The Week: Interdimensional Dragon, Mystery-flare Dragon

Now is the time to reveal, the world that I truly wish for-! 
(This card cannot be in your main deck)
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.
(When this card Strides, it gains the power and name from one heart. At the end of the turn, return it face up.)
[AUTO](VC):[Counter Blast (4)] When this unit's attack hits a vanguard, you may reveal the four cards from the top of your deck. If the revealed cards have four or more different grades, you may pay the cost. If you do, you get an additional turn. If you had revealed cards, shuffle your deck.
Gear Chronicle is full of unique units that manipulate the rules. Interdimensional Dragon, Mystery-flare Dragon manipulates the rules like no other unit has ever in Cardfight!! Vanguard. It was introduced in episode 11, Jaime's Cards, when Shindo Chrono battled Jaime Alcaraz in Cardfight!! Vanguard G's only good fight. Chrono played it because it was his only chance to win the game. He got very lucky and was able to get an extra turn to win the game.

Interdimensional Dragon, Mystery-flare Dragon's skill allows you to get an extra turn if it is able to hit a vanguard and reveal four cards of different grades. The extra turn is very appealing. You bypass your opponent's turn for another turn of your own. Your opponent cannot counter attack or build his or her defenses to defend their vanguard during your next. He or she will have more difficult time trying to guard another vanguard attack. Your hand size is going to increase with the extra draw and Twin Drive.

There are so many bad things about this card. First, the cost is outrageous, but understandable for skipping your opponent's turn. You need 4 Counter Blasts to use it once in a game. Gear Chronicle has many cards that need Counter Blasts to use their skills. You would be limiting your deck's functionality by reserving most of your Counter Blasts for an extremely risky skill. One card is not worth more than using your other cards' abilities.

Secondly, meeting the second requirement of revealing four cards with different grades is nearly impossible. If you miss at least one grade, then you can't use the skill. However, if you are able to meet the requirements, then you have a huge advantage. It sounds too good to be true. I'm sure someone will upload a game on YouTube with someone successfully pulling off Mystery-flare Dragon's skill. Don't fall for false hope in a skill that will rarely activate.

To sum up, Interdimensional Dragon, Mystery-flare Dragon's only purpose was to be the main card in an amazing play by Chrono to beat Jamie. Its' skill looks amazing on paper, but it is just not practical to play in a real game. You are better off spending your resources on multiple cards instead of spending almost everything on one card. It is extremely costly because of the skill's advantage, but its' balance makes it nearly unplayable. Interdimensional Dragon, Mystery-flare Dragon may go down as the worst G-unit from a Trial Deck.

Card Rating: 1 out of 5 

Wednesday, July 8, 2015

News: G Booster Set 4: Soul Strike Against the Supreme

Soul Strike is the next G booster set for Cardfight!! Vanguard. This set has new support for Royal Paladin, Angel Feather, Shadow Paladin, Genesis, Gear Chronicle, Megacolony, Neo Nectar, and Cray Elemental clans. Classic and new cards alike will receive new support. Jewel Knights, Celestials, and Witches have new cards to upgrade their existing decks. Cards will include the new text Counter Charge. Counter Charge is the official term to unflip damage. Cardfight!! Vanguard began in 2011 and Counter Blast is a major component to activate powerful skills. Bushiroad finally added a term for unflipping damage without needing to add more text to cards.

I'm very excited for Soul Strike Against the Supreme. I have not bought any G booster sets so far. This may be the first one that I will pre-order as soon as it is available for order. I cannot wait for Angel Feather's new Legion! The artwork is full of hotness. My special nurses deck will be my next deck project after I complete my Aqua Force deck.

Soul Strike Against the Supreme will be released in Japan on August 28, 2015, and in English on
October 2, 2015.

Angel Feather

Clumsy Celestial, Batrael
G3/Angel Feather/Angel/Power 11000
ACT [VC]: Legion 20000 ""Dosage Celestial, Asmodel" or "Seizing Celestial, Hael""
AUTO [VC]: When this unit Legions, put the top card of your deck into your damage zone, choose a face-up card from your damage zone, call it to RC, and if you have a face-up card in your damage zone with the same name as a card on VC, the called unit gets Power +5000 until end of turn.
AUTO: When this unit is placed on VC, look at the top three cards of your deck, search for one card from among them, put it into your damage zone face-up, put the remaining cards into your drop zone, choose a face-up card from your damage zone, and heal it.

Seizing Celestial, Hael
G2/Angel Feather/Angel/Power 9000/Shield 5000
AUTO [RC]: When this unit attacks a vanguard, if you have a vanguard with "Celestial" in its card name, this unit gets Power +2000 until end of that battle, and if you have a face-up card in your damage zone with the same name as a card on VC, until end of that battle, this unit gets "AUTO [RC]: When this unit's attack hits, Counter Charge 1/Soul Charge 1.".

Invert Celestial, Asbeel
[CONT](Damage Zone):If you have a vanguard with "Celestial" in its card name, this unit gets "[ACT](Damage Zone):[Put this face up card on the top of your deck] Shuffle your deck, reveal three cards from the top of your deck, search for one card not named "Invert Celestial, Asbeel" from among them, put it into your damage zone face-up, and put the rest of the cards into your drop zone."

Gear Chronicle

Forethought Gear Fox

[AUTO](VC/RC):When this unit attacks, your opponent cannot call grade 0 cards from hand to (GC) until end of that battle.


Goddess of the Skies, Dione
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):[Soul Blast (3)] When this unit's attack hits a vanguard, you may pay the cost. If you do, look at three cards from the top of your deck, search for one card from among them, put it into your hand, and put the rest into your soul.


Machining Firefly
[AUTO]:[Counter Blast (1)] When this unit is placed on (RC), if you have a vanguard with "Machining" in its card name, you may pay the cost. If you do, choose another of your rear-guards, [Stand] it, choose one of your opponent's rear-guards, and that unit cannot [Stand] during your opponent's next stand phase.

Neo Nectar

Maiden of Flower Screen
[ACT](RC)[1/Turn] Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Choose a normal unit from your drop zone, and put it on the top of your deck] Choose one of your other units, this unit will be regarded as a unit with the same card name until end of turn. Shuffle your deck.

Royal Paladin

Straight Jewel Knight, Bartram
[AUTO](RC):At the end of your turn, if you have a vanguard with "Jewel Knight" in its card name, and if the number of other rear-guards you have with "Jewel Knight" in its card name is three or more, draw a card, put this unit on the top of your deck, and shuffle your deck.

Shadow Paladin

Witch of Treasured Books, Adra
[CONT](RC):During your turn, if you have a vanguard with "Witch" in its card name, and the number of grade 0 rear-guards your opponent has is two or more, this unit gets [Power]+2000, and "[AUTO](RC):When this unit's attack hits a vanguard, Counter Charge (1)/Soul Charge (1).

Friday, July 3, 2015

Unit of The Week: Marine General of Heavenly Silk, Lambros

The accumulated effort, will open up new possibilities. 
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):[Choose a card name "Marine General of Heavenly Silk, Lambros" from your G zone, and turn it face up] When this unit attacks a vanguard, if it is the fourth battle of that turn or more, you may pay the cost. If you do, choose up to two of your rear-guards, and [Stand] them. Then, if the number of face up cards in your G zone is two or more, the units that [Stand] by this effect get [Power]+10000 until end of turn.
Aqua Force's hype is real. Cray's legendary clan is on top of the vanguard world! Marine General of Heavenly Silk, Lambros is widely considered the most broken card in the game's current format. Aqua Force is famous for its strategy to attack multiple times per turn. Lambros's abilities demonstrate the clan's greatest strengths.

Lambros unleashes his clan's fullest potential! His ability to stand two rear-guards and give 10K power to both is simply amazing. Thanks to the power boost, your newly standing rear-guards are powerful enough to hit your opponent's vanguard. Tidal Assault and Magnum Assault get a third opportunity to attack your opponent. High Tide Sniper's power becomes 29K with his and Lambros's skill combined! That's nearly 30K power without a boost from a rear-guard!

Furthermore, stride Lambros on top of One Who Surpasses the Storm, Thavas to use Thavas's skill. You choose three of your opponent's rear-guards, and your opponent must choose one to retire. Your opponent is losing another card from this assault. Pressure from multiple attacks is already draining your opponent's hand when he or she guards your attacks. That is one less interceptor to block your rear-guards' upcoming attacks, and it could make the difference in winning the game.

To put it briefly, Marine General of Heavenly Silk, Lambros is simply the best card in Aqua Force. Lambros has chemistry with every Aqua Force deck. The possibilities are limitless. Lambros gives an enormous advantage of his user. Multiple attacks from rear-guards with over 20K power is overwhelming for even veteran players. If your opponent is lucky to survive the turn, then he or she better get ready for round two of Lambros's dominating assault! The wind blows stronger than ever with Lambros in Aqua Force's corner. Aqua Force only needs one marine general and his name is Marine General of Heavenly Silk, Lambros!

Card Rating: 5 out of 5

Thursday, July 2, 2015

News: Cardfight!! Online

Bushiroad just announced Cardfight!! Vanguard Online! It is the first official online game for Cardfight Vanguard. You can cardfight against other players around the world! The possibilities are limitless. This is great for players like me, who do not have a strong locals or one at all. Veteran players will want to play test their decks. Most importantly, everyone wants to play to get their game on!

There appears to be a 30 minute time limit for games. This may change upon release. The graphics look amazing for an online trading card game. Players will have high expectations after watching the awesome trailer.

Bushiroad has said the game will be free to play with transaction options. The release appears to be set for the holidays this year. Be sure to check out the official Facebook and Twitter pages for more updates! Do not forget to challenge me online for an ultimate cardfighthing experience!