Friday, August 28, 2015

Unit of The Week: Black Shiver, Gabriel

She is an angel yet a terror. 
[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 a card is put into your damage zone, until end of turn, this unit gets "[CONT](VC):All of your units in your front row get [Power]+2000.".
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at three cards from the top of your deck, search for a card from among them, put it face up into your damage zone, put the rest of the cards on the bottom of your deck in any order, choose a face up card from your damage zone, call it to (RC), and that unit gets [Power]+2000 until end of turn.
We normally think nurses are here to help us overcome our recent illness. However, that is not always the case. Nurses in black uniforms are sign of death. Black Shiver, Gabriel looks graceful with her white wings and pretty face. However, her only intent is to give you a lethal injection with a double critical trigger! Black Shiver, Gabriel is Angel Feathers first Generation Break unit in the Stride era.

Her Generation Break is a defensive skill. Defensive skills are very rare in vanguard. She gains 2K power when a card is put into your damage zone. She can gain 7K power if you put a Heal Trigger into the damage zone after taking damage. Nurse of Broken Heart's skill gives Gabriel an additional 2K power when a card is placed into your damage zone. Gabriel becomes a 15K vanguard with plenty of power to guard against attacks. The increase in power lessens the amount of cards that you need to block upcoming attacks or your opponent's next attacker is too weak to attempt an attack.

Furthermore, there are a few tricks to use during your turn to build up Gabriel's power. Mobile Hospital, Healing Palace places a card from the deck into the damage zone after its attack hits your opponent's vanguard. Love Machine Gun, Nociel is the best card to give Gabriel a boost. Nociel's skill puts a card from your hand into the damage zone and you draw a card from your damage zone. Be sure to have Thousand Ray Pegasus behind Gabriel for she can take advantage of Thousand Ray Pegasus' huge boost.

Her Generation Break puts a face up card from your damage to your hand in exchange to put one of your deck's top three cards into the damage zone. You will grab a useful card from your damage zone and place it into play. Don't worry when you see one of your deck's key cards put into damage zone after taking damage. You do not lose the opportunity to play your best cards if they land into the damage zone. Nociel and Healing Palace are great targets for her skill.

Finally, both skills have amazing chemistry with many Angel Feather units since the clan's first set. Get out your old binder filled with Angel Feather cards. Million Ray Pegasus and Thousand Ray Pegasus will gain 2K power for offensive from Gabriel's Generation Break and 2K power for defense from Gabriel's Stride skill. The Phoenix, Calamity Flame can be useful as a grade 3 rear-guard. She has the same skill as the Pegasus duo.

Overall, Black Shiver, Gabriel is of the finest units in the Stride era. She has everything I want in a card. Her artwork is beautiful! She plays great with new cards from G sets and retro cards from the original series. I want to play her in an Angel Feathers deck. Black Shiver, Gabriel is a defensive an offensive powerhouse. It's time for nurse Black Shiver, Gabriel to give an lethal injection to your vanguard.

Card Rating 5 out of 5

Tuesday, August 25, 2015

News: Soul Strike Against The Supreme Update!


We're just a little more than a month away from the English release of Soul Strike Against the Supreme! I am so excited to get my hands on a booster box. Two of my favorite clans Royal Paladin and Shadow Paladins are getting new cards with Stride and Generation Break! Angel Feather may rise to the top in the format with its strong new support. I want to build my first Angel Feather deck with Gabriel as my head nurse! Check out a few cards in Soul Strike Against the Supreme. Get your decks ready!

Be sure to buy a Soul Strike booster box on October 2, 2015!

Angel Feather

Black Shiver, Gabriel
[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 a card is put into your damage zone, until end of turn, this unit gets "[CONT](VC):All of your units in your front row get [Power]+2000.".
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at three cards from the top of your deck, search for a card from among them, put it face up into your damage zone, put the rest of the cards on the bottom of your deck in any order, choose a face up card from your damage zone, call it to (RC), and that unit gets [Power]+2000 until end of turn.


Crimson Lore, Metatron
[ACT](VC)[1/Turn] Limit Break 4 (This ability is active if you have four or more damage):[Choose one of your rear-guards, and put it into your damage zone face up] Choose a card from your damage zone, and call it to (RC). If you have a card named "Crimson Impact, Metatron in your soul, until end of turn, that unit gets [Power]+3000 and "[AUTO](RC):[Counter Blast (1) & Put this unit into your damage zone] When this unit's attack hits a vanguard, you may pay the cost. If you do, choose a face up card from your damage zone, and put it into your hand.".
[ACT](VC)[1/Turn]:[Choose one of your rear-guards, and put it into your soul] Choose a card in your soul, put it into your damage zone face up, and choose a face up card from your damage zone, and call it to (RC).

Gear Chronicle 

Chronodragon Nextage

[Stride] (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):[Counter Blast (1) & Choose a face down card named "Chronodragon Nextage" from your G zone, turn it face up, choose three cards from your hand, and discard them] At the end of the battle that this unit attacked a vanguard, if you have a heart card with "Chronojet Dragon" in its card name, you may pay the cost. If you do, put this unit into your G zone face up, choose one of your vanguards, and [Stand] it.

Genesis

Destruction Deity Beast, Vanargand
[Stride] (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):[Soul Blast (6) & Choose a face down card named "Destruction Deity Beast, Vanargand" from your G zone, and turn it face up] When this unit attacks a vanguard, you may pay the cost. If you do, until end of turn, this unit gets "[AUTO](VC):At the beginning of your drive step, look at four cards from the top of your deck, search for up to four cards from among them, put them on the top of your deck in any order, and put the rest of the cards on the bottom of your deck in any order.".

Insatiable Devourer, Gleipnir
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, Soul Charge (3). Then, if a card was put into the drop zone from your soul during that turn, draw a card.










Mega Colony

Intimidating Mutant, Darkface

[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):[Soul Blast (2)] When your opponent's unit is placed on (RC), you may pay the cost. If you do, [Rest] that unit.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose two of your opponent's rear-guards, [Rest] them, and until end of your opponent's next turn, they get "[AUTO](RC):At the end of your turn, if this unit is [Rest], your opponent may draw a card.", and those units cannot [Stand] during your opponent's next stand phase.



Neo Nectar

Dream-weaving Ranunculus, Ahsha

[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 a face down card named "Dream-weaving Ranunculus, Ahsha" from your G zone, and turn it face up] Until end of turn, this unit gets "[ACT](VC)[1/Turn]:Choose one of your rear-guards, and if the number of your rear-guards with the same card name as that unit is two or more, all of your units in your front row get [Power]+5000 until end of turn.". Then, if the number of face up cards in your G zone is two or more, choose one of your rear-guards, search your deck for up to one card with the same card name as that unit, call it to (RC), shuffle your deck, and that unit gets [Power]+2000 until end of turn.

Royal Paladin

Soaring Divine Knight, Altmile
[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]:[Choose a face down card named "Soaring Divine Knight, Altmile" from your G zone, and turn it face up] When this unit is placed on (VC), you may pay the cost. If you do, until end of turn, this unit gets "[CONT](VC):All of your units in your front row get [Power]+3000.". Then, if the number of face up cards in your G zone is two or more, search your deck for up to one grade 2 card, call it to (RC), shuffle your deck, and that unit gets [Power]+5000 until end of turn.
Knight of Reform, Pier
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):When your other grade 2 unit is placed on (RC), if you have a grade 3 or greater vanguard with "Altmile" in its card name, choose up to two units in the same column as this unit, and they get [Power]+2000 until end of turn.









Shadow Paladin

Supremacy Black Dragon, Aurageyser Doomed
[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 "Supremacy Black Dragon, Aurageyser Dragon" from your G zone, turn it face up, choose three of your rear-guards, and retire them] Reveal two cards from the top of your deck. For each grade 1 or less card revealed with this effect, choose one of your opponent's rear-guards and retire it. Put the cards revealed with this effect into your hand. If the number of face up cards named "Supremacy Black Dragon, Aurageyser Dragon" in your G zone is three or more, this unit gets [Critical]+1 until end of turn.

Saturday, August 22, 2015

Unit of The Week: Ranunculus Flower Maiden, Ahsha

And now, the future blooms. 
[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):All of your units get "[CONT](VC/RC):During your turn, if you have another unit with the same card name as this unit on your (VC) or (RC), this unit gets [Power]+5000.".
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one of your rear-guards, search your deck for up to one card with the same card name as that unit, call it to (RC), shuffle your deck, and the unit called with this effect gets [Power]+2000 until end of turn.
Neo Nectar is primed to get new support with its clan being featured in Cardfight!! Vanguard G. Ranunculus Flower Maiden, Ahsha is Tokoha's main grade three in her deck. She has not rode a different grade 3 so far in Cardfight!! Vanguard G. She is the first Neo Nectar to be a RRR in a trial deck. Ahsha prefers agricultural work over training to become a great warrior. Her innocent in her artwork shows her inexperience with her weapon. She looks a bit shy to me in her photo.

Ahsha's Generation Break gives 5K power to an unit if there is another card with the same name on your vanguard circle or a rear-guard circle. The ideal formation is to have a copy of each rear-guard and Ahsha on your side of the field. Two copies of Grace Knight and Budding Maiden, Diane are a very stable and strong formation. You will two columns attacking with 30K power. Play cards such as Flower Princess of Spring's Beginning, Primavera to have two pairs of rear-guards. Primavera superior calls copies of two units on your field, but the skill costs three counter blasts. You do not have much room to work with and will be forced to play more vanilla units.

Furthermore, her stride skill sets up her Generation Break. Take advantage of this skill to superior call a copy of your best rear-guard on the field. The newly superior called unit also gains an additional 2K power until the end of your turn. Continue to use her stride skill to get two full sets of rear-guards. This skill also gives you a little hand advantage as well. You can save your cards in your hand for defense and continue to gain units from your deck.

However, Ahsha's skill is heavily based upon what you currently have on the field. Her skill does not allow you to choose any unit from your deck unlike Royal Paladins, who can superior call anything at a higher price. Be aware of what you have on the field and your opponent's clan. You will struggle against Kagero, Narukami, and other decks that retire a lot of your units every turn. If you don't have the best units on the field, then you can only call your less than stellar units.

Overall, Ranunculus Flower Maiden, Ahsha is currently the best grade 3 in Neo Nectar decks with Generation Break and Stride. Her strategy is very linear. Simply superior call your units and later you will power them up with Ahsha's Generation Break. The strategy may be linear, but you will slowly gain more advantage as the match continues. Neo Nectar has bloomed with stronger cards led by Ahsha.

Card Rating: 4 out of 5

Thursday, August 20, 2015

DBZ Deck Profile: Saiyan Future Trunks


Move over Link! Future Trunks is the greatest hero of time. Future Trunks is my favorite character in Dragon Ball Z. He deserves a series of his own. I'm sure he can carry a show with a totally different look, then our usual DBZ cast. I will be playing Future Trunks until I get bored of the deck which is unlikely. Future Trunks is the second strongest character in the game behind Goku at the moment in the meta. That will all change after Supers Saiyan Vegeta and the Androids make their appearance in set four. Future Trunks hits hard and hits often thanks to his high power level. He can do major damage with his physical attacks.

I love playing midrange decks! If you have been following my blog or YouTube channel, then you already know most of my decks are midrange decks. My Saiyan Future Trunks deck focuses on controlling the field as much as possible and hitting hard often. Future Trunks' powers are great at controlling combat. You can look at the top cards of your or our opponent's deck and rearrange them in any order at the start of combat. Saiyan Empowered Mastery helps to quickly level up Future Trunks to become too overwhelming in combat.

Trunks' high power level enables him to give a lot of damage from his physical attacks. I can keep opponent's main personality's power stages low to deal extra life cards of damage when his or her power stages are at zero. Saiyan Clothesline is one of the best physical attack cards in the deck. The damage doubles when Future Trunks has the highest power level which will be most of the time against almost every character.

Banishing is the name of my game. One of the deck's strongest methods of controlling the field is by banishing cards. Banishing cards from the game is a huge advantage. Future Trunks' first two levels' powers banish a card in your opponent's discard pile. Trunks' Sword Slash gets the job done by banishing up to six cards from my opponent's discard pile. Dragon Ball Z Trading Card Game uses every bit of its structure including the discard pile. It will limit cards such as Visiting The Past. I don't want my opponent to use Times Is A Warrior's Tool more than one per game. I can take away Ginyu's destroyed allies early in the game before he becomes too powerful to handle in the late game.

Allies play an important role in controlling the field, defending Trunks and taking over combat when necessary. Bulma is the key ally in the deck. Her ability to restrict my opponent from playing any card that is attached to her is a major advantage. I can stop my opponent from playing good cards such as Time Is A Warrior's Tool and Visiting The Past. Krillin is also fantastic. He destroys Drills at the start of my rejuvenation step. Yamcha shuffles a Setup, Drill, or Ally in play into my opponent's deck after his energy attack hits him or her.

I will be upgrading the deck with Future Trunks' new cards from set four Evolution. I'm wishing Vegeta will get a strong hero ally card for I can add it to the deck. There are also some cards that I should play as a full set instead of having one copy such as Saiyan Wrist Block. I will get these cards soon. I have not had a chance to test the deck. There are two other players at my locals so hopefully I will get a chance to test it soon.

Main Personality

LV1 - Trunks Inquisitive
LV2 - Trunks Resolved
LV3 - Trunks Energy Recharged
LV4 - Trunks Young Super Saiyan

Mastery

Saiyan Empowered Mastery

Allies

Bulma Genius x1
Chaozu Resurrected x1
Krillin Supportive x1
Tenshinhan Returned x1
Yamcha Action Ready x1

Named Cards

Trunks' Sword Slash x3
Trunks Sword Stance - x3

Free Style 

Confrontation x1
Overpowering Attack x3
Time Is A Warrior's Tool x1
Visiting The Past x2

Saiyan Energy Combat - Attacks

Saiyan Domination x3
Saiyan Multi-Blast x3
Saiyan Straight Shot x3

Saiyan Energy Combat - Blocks

Saiyan Energy Deflection x3
Saiyan Focus x1
Saiyan Supreme Block x1

Saiyan Physical Combat - Attacks 

Saiyan Clothesline x2
Saiyan Direction Strike x1
Saiyan Driving Punch x3
Saiyan Foot Stomp x3
Saiyan Left Kick x1
Saiyan Sabotage x3
Saiyan Spin Kick x3

Saiyan Physical Combat - Blocks

Saiyan Blocking Technique x1
Saiyan Hand Swipe x1
Saiyan Lighting Dodge x3
Saiyan Wrist Block x1

Saiyan Events

Saiyan Strength Test x3
Saiyan Scouting x2

Monday, August 17, 2015

My Worst Experiences With Card Shops


I buy the majority of my cards from online stores. It is the easier way for me to buy singles and certain boxes and decks if they are not available at local stores. I always check a seller's reputation before buying cards from a store, but some times things do not go as plan. Cards arrive late, damage, or may never be delivered. Even the most popular card shops with great reputation can give you a horrible experience. Just because a lot of people love a store does not mean that everyone will share the same experience. Card shops make mistakes and USPS has horrible service as well. USPS's slow service and mistakes such as losing mail are out of stores' control. However, some times card shops are the ones to blame when you receive the wrong cards or cards in bad condition.

I never give card shops a second chance. Once I have a bad experience with a store, then it is game over with them. It is too risk to buy anything else from a store that failed to delivered the goods. Once I find stores that I like, then I typically continue to do business with them for most online purchases. The experiences that I am sharing with you are only focused on card shops making major mistakes. I will not be naming any stores to keep my transactions private.

1. Card Shop Wants To Keep My Cash and Card.

I made a large order with a well-known and beloved card shop in December 2013. The letter came in the mail, and it looked to be perfect until I noticed the last card. It was a gold rare Star-Dust Dragon. The bottom corner of the card was peeling off. The store advertised it as MINT CONDITION. How did they not notice this card was badly damage? I requested a replacement card in which they agreed to replace it with a card in mint condition.

I was not born yesterday so I bought a tracking number on the resent card to see when they receive it. They had the resent damage card for two days before I contacted them about when they were going to send the replacement card. The customer service representative lied that the card did not arrive, but my tracking information said the card arrived two days ago. They cannot keep my money and the card. Amazon immediately placed a claim on the order. Amazon gave me a refunded and a day later the store owner begged me to remove the claim. I ignored his pathetic request.

2. Where Are My Spellbooks?

A few years ago when I was still in college, I ordered a few Spellbook cards when the deck was one of the best decks in the format. I was excited to finally add The Grand Spellbook Tower in my deck. My order never arrived by the arrival date. I contacted the store to find out what happen to my order. The store gave me a tracking number to trace the package and as proof that they sent the cards. However, I tried using the tracking number, and it never appeared in the system. USPS confirmed the number was a fake tracking number. Amazon once again fully refunded me. The store no longer exists on Amazon. Maybe they were banned or went out of business.

3. Dirty and Scratched Prince Vegeta. 

Last year ordered a Prince Vegeta promo card from Comic Con San Diego. The seller had a very good reputation so I decided to give him a shot and that was a huge mistake. The card arrived dirty and in poor condition with scratches and black spots on it. This card clearly was not in mint condition was advertised. I filed a claim on EBay to get a replacement card and waited for the seller's response.

The seller responded a month after the complaint was filed. He said he was too busy with school to respond and claimed he was a very professional seller. I just ignored the guy. It does not matter how busy you are in life unless it is an extreme emergency such as an ill loved one. This guy did not have a good excuse for taking a month to respond to my complaint. He harassed me for a weeks with messages to give him another chance, but he blew it. I gave him the horrible feedback that he deserves.

Saturday, August 15, 2015

Unit of The Week: Blazing Lion, Platina Ezel

The days of suffering have passed. That is the Blazing Lion. 
[ACT](VC) Limit Break 5 (This ability is active if you have five or more damage):[Counter Blast (3)] Choose up to five of your «Gold Paladin» rear-guards, and those units get [Power]+5000 until end of turn.
[CONT](VC):If you have a card named "Incandescent Lion, Blond Ezel" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Blazing Lion, Platina Ezel was released with the second set of Cross Rides in Clash of the Knights & Dragons. He is Incandescent Lion, Blond Ezel's exclusive Cross Ride. Ezel transformed into his strongest form to defeat the Void and force it to retreat. However, little did he know Link Joker was lurking around the corner. Ezel would once against find greater strength in another form far beyond Platina Ezel.

Platina Ezel's Ultimate Break powers up his allies. His ability is a stronger clone of Soul Saver Dragon's Holly Charging Roar. Every Gold Paladin rear-guard gains 5K until the end of your turn and that is a total of 25K power across the board. This is a huge increase in power all across the board. Every column will give your opponent a lot of pressure. It will be difficult to fully guard against such as a strong offensive formation.

Furthermore, Platina Ezel is also a base form for G-Unit, Absolution Lion King, Mithril Ezel. The strategy is very simple. Your best option in the early game is to use Stride as much as possible before using your Ultimate Break. Then use your Ultimate Break as your finisher. The combination of these skills will constantly put pressure on your opponents until their defenses crumble at your Platinum Spirit Pact.

However, Platina Ezel is much slower than most Cross Rides. Other Cross Rides such as Dragonic Overlord and Blue Storm Karma Dragon, Maelstrom "Яeverse" can use their skills much sooner in games. Ultimate Breaks can only be used when you are on the verge of losing in order to active their skills. In order words you must have five damage to use the skill. Currently there are not any cards to enable LB5 unlike LB4's enablers that allow you to use Limit Break before having four damage. Platina Ezel's Ultimate Break is also very costly as you must pay three counter blasts during the late stages of a game. If you fail to win the game with your Ultimate Break, then you are at risk of losing the game.

Overall, Blazing Lion, Platina Ezel is in the bottom tier in the list of Cross Rides. His Ultimate Break generates a lot of power for your formation, but his overall strategy is very boring, slow, and repetitive. You are only using Stride until you can finally use your Ultimate Break to go for the win. Even then your Ultimate Break demands too many counter blasts to build a stable deck with skillful cards. Blazing Lion, Platina Ezel is best served as a catalyst to Stride into Absolution Lion King, Mithril Ezel.

Card Rating: 2.5 out of 5

Tuesday, August 11, 2015

Dark Chaos Update #01


It has been a while since I last posted an update for Dark Chaos. I was not motivated to work on my game since I got a new job last December. The game has been building dust in my computer. My motivation returned after listening to classic themes from early Final Fantasy games. This may seems odd to you. I work best on my project when I am listening to music especially my Final Fantasy themes.

I have spent the past few days making new maps. Dark Chaos's world looks more alive than ever before. I learned a few new tricks to make my maps look better. The new maps are turning out very nicely. Older maps have been improved as well. The older maps needed to a tune up as they had too much free space.

Cut scenes are getting improvements. The storytelling will shine in deeper and more explained dialogue. Characters can reflect their personalities to standout from each other. Some of the game's dialogue was replaced with more fitting conversations or confrontations. Some of the original dialogue included unnecessary comments that are not related to the plot.
There will be slight changes to the cast. I originally named the main protagonist Franklin to be based on myself, but I have changed the character to Russell. I no longer feel comfortable making myself the main protagonist instead I am going to be a support character. Russell will also have custom artwork to be a standout among his party members. A talented artist, Blackxwolf made an awesome character set for a minor character. He has agreed with make another character set for a female enemy.

If everything goes according to plan, then the second demo could be released before the end of the year or early next year. I am going to take my time to ensure my second demo gets a positive response from players. The demo will be at least two hours long. So far everything the game is work properly. I will do a full test run after so many events to make sure there are not any major bugs. Be on the look out for future updates!

Friday, August 7, 2015

Unit of The Week: Machining Tarantula mk II

The web of a spider does not differentiate between generals or soldiers. 
[ACT](VC): Legion20000 "Machining Hornet mk II" (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)] When this unit's drive check reveals a card with the same name as a unit on your (VC), if this unit is Legion, you may pay the cost. If you do, choose all of your opponent's vanguards, and those units cannot [Stand] during your opponent's next stand phase.
[ACT](VC):[Soul Blast (2)-card with "Machining" in its card name] Choose one of your opponent's rear-guards, and that unit cannot [Stand] during your opponent's next stand phase.
Machining is MegaColony's premiere archetype. They shut down your opponents by paralyzing all of your opponents' units including their vanguards! Machining Tarantula mk II is the clan's first Legion. It was created by analyzing many destroyed  Machining Tarantula. This new version is far superior to its predecessor and is accompanied by Machining Hornet mk II. They catch their prey in an unbreakable web.

Machining Tarantula mk II's Legion skill prevents an opposing vanguard from standing during your opponent's next stand phase. Your drive check must reveal a copy of Machining Hornet mk II or Machining Tarantula mk II to active the skill. You can gain a huge advantage if your opponent cannot ride on their next turn. Your opponent will not be able to draw two cards from his or her twin drive. This skill is not very effective against Legion decks because opponents will active Legion to have a standing vanguard and recycle four triggers from the drop zone into their decks. However, Machining Tarantula mk II's Legion skill can be good against Generation Break decks. Opponents can ride a new vanguard, but may not have enough grades in their hand to play the cost to Stride. Discarding more than one card for Stride is often considered to be a bad play for discarding too many cards. Stride becomes very inactive if you are unable to ride a new vanguard. G-Units are placed in the same position as the vanguard.

However, the skill is inconsistent. Either your twin drive reveals a copy of your vanguards or you will miss an opportunity to limit your opponent's offensive capabilities. The restriction balances the skill. If the skill only required a Machining unit to be revealed during twin drive, then the skill would be extremely broken. Your opponent would not be able to play vanguard.

Machining Tarantula mk II's second skill is decent. Soul blast two cards with Machining in their names and rest one of your opponent's rear-guards. That unit cannot stand during your opponent's next stand phase. You can activate it as many times as possible during your main phase. Your opponent could retire the paralyzed unit to replace it with a ready attacker, but they would be losing a card. The play would not be worth it in the long run.

Overall, Machining Tarantula mk II is a good boss in Megacolony decks. Its Legion skill can give you a major advantage if you are able to activate it. The skill will annoy opponents especially when they do not see it coming. You can gain a huge advantage if your opponent cannot ride on their next turn. It has the potential to slowdown Stride decks.

Card Rating: 3.5 out of 5

Wednesday, August 5, 2015

News: Dragon Ball Z Evolution


The Androids invade DBZ TCG in Dragon Ball Z Evolution! Do not confuse the name with the horrible movie Dragon Ball Evolution. Set fourth is far from horrible and it is loaded with our favorite villains from the Androids Saga! Androids 17, 18, 19, 20 and Vegeta's heroic version as a Super Saiyan are the Main Personalities in the starter decks. Each starter deck includes 70 cards. 60 cards are in the main deck, and 10 cards are the Main Personality, mastery, prism foil, and starter deck foils.


The booster set contains 140 new and hard hitting cards! The new cards introduce new deck types and support current decks. You can also find foil versions of the starter-deck's Main Personality cards! I want a foil Super Saiyan Vegeta! Booster packs include 12 cards per pack! Ultra Rares are in every box!

Dragon Ball Z Evolution is set to be released October 30th, 2015! Prepare yourself for the Androids' invasion! Can the Z Fighters change their future or will they suffer the same fate as their counterparts from Future Trunks's timeline?

Tuesday, August 4, 2015

Card Discussion: Timaeus the Knight of Destiny

[Warrior/Fusion/Effect]ATK/ ? DEF/ ?"Legendary Knight Timaeus" + "Legendary Knight Critias" + "Legendary Knight Hermos"
Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the Graveyard, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) This card is unaffected by other cards' effects. Once per battle, if this card attacks or is attacked, during damage calculation (in either player's turn): You can make this card's ATK and DEF become equal to the ATK of the monster on the field with the highest ATK (your choice, if tied). When this card is destroyed by battle: You can Special Summon 3 "Legendary Knight" monsters from your hand, Deck, and/or Graveyard, ignoring their Summoning conditions.
Waking the Dragons introduced many popular cards such as Dark Magician Girl the Dragon Knight, The Eye of Timaeus, and Legendary Knight Critias. They have finally been released in Dragons of Legend and Dragons of Legend 2. The three Legendary Knights of Atlantis fought alongside Yugi and his friends. They combine their powers to form the almighty Timaeus the Knight of Destiny! Atem played Timaeus the Knight of Destiny in his epic duel against my favorite villain Darts! His infinite power was too much for Darts and led Atem to victory.

Summoning Timaeus the Knight of Destiny is not an easy task. You need the three Legendary Knights on the field together to perform the fusion. Legendary Knight Timaeus, Legendary Knight Critias, and Legendary Knight Hermos fuse together through contact fusion so Polymerization is not required for the fusion. There are a few methods to make his summoning easier for you to perform in a game. Legendary of Heart makes it a little easier to special Timaeus the Knight of Destiny. Play Legend of Heart to special summon the three Legendary Knights in a single play. Also play Elemental HERO Prisma to use it as fusion material. He copies a Legendary Knight's name and sends it to the graveyard.

Timaeus the Knight of Destiny's effect is similar to his ability of having infinite power in the anime. Once per battle, Timaeus the Knight of Destiny's ATK becomes equal to the strongest monster on the field. Your attacks can easily destroy your opponent's monsters if you have the strongest monster on the field. Have a strong monster such as Blue-Eyes White Dragon to make Timaeus the Knight of Destiny a beatstick. Your opponent could try a suicide attack by attacking Timaeus the Knight of Destiny with their stronger monster, but a suicide attack will not work because you will special summon three Legendary Knights on your field.

Furthermore, losing Timaeus the Knight of Destiny is not a major lost. I see it as a huge gain. The three Legendary Knights return to the field after Timaeus the Knight of Destiny is destroyed by battle. Their effects are much better than their fusion form. You will be able to gain advantage from their skills that allow you to banish spell cards and cards when they are attack. Critias's skill sets a trap from your graveyard, and Timaeus's skill sets a spell card from your graveyard.

Overall, Timaeus the Knight of Destiny is a cool card to play, but not nearly as good as its fusion material. He is only playable in a pure Legendary Knights deck. His first effect stales your opponent for as long as you need it to or you can use it to make him an offensive powerhouse when you have the strongest monster on the field. I like the three Legendary Knights over Timaeus the Knight of Destiny because their effects give you more advantage in the long run. Reveal your infinite power by special summoning Timaeus the Knight of Destiny!

Card Rating: 3 out of 5