Tuesday, December 29, 2015

Structure Deck Review: Saga of Blue-Eyes White Dragon


Saga of Blue-Eyes White Dragon features Seto Kaiba's signature card Blue-Eyes White Dragon! Konami released it in 2013. Saga of Blue-Eyes White Dragon includes 2 ultra rare cards, 2 super rare cards, and a total of 41 cards. It is one of the most expensive structure decks to purchase online. I was lucky to find a new box at Target for $9.99. The price was too good to pass up the offer.

Blue-Eyes White Dragon has the highest attack points among Normal Monsters with 3,000 attack points. Only four copies of the Blue-Eyes White Dragon existed in the original anime and Seto Kaiba owns three copies in his deck. Kaiba dominates his opponents with his favorite monster. Yugi's grandfather Mr. Moto owns the fourth copy and plays it in his deck. Maximillion Pegasus plays a Blue-Eyes Toon White Dragon in his Toon deck.

New Cards

Saga of Blue-Eyes White Dragon includes three new cards to take the legendary dragon to the next level. Konami's highlight in the deck is Azure-Eyes Silver Dragon. Its first ability prevents all dragon type monsters that your control from being targeted or destroyed by card effects until the end of the turn that it was summoned. The second skill special summons one normal dragon from your graveyard during your standby phase. Azure-Eyes Silver Dragon is only available in Saga of Blue Eyes White Dragon.

Maiden with Eyes of Blue is the best card from this structure deck. She starts the engine of special summoning the Blue-Eyes White Dragon to the field. She special summons a Blue-Eyes White Dragon from your deck, hand or graveyard when your opponent attacks her or when she is targeted by a card. Your opponent will not want to attack her to face the consequences. She is also a tuner monster. You can use her as Synchro material to special summon Azure-Eyes Silver Dragon!

Rider of the Storm Winds is a handy card. He provides protect for your Blue-Eyes White Dragon on the field. You attach him from your hand to a dragon on your field. If your legendary dragon would be destroyed, then this card will be destroyed instead. Blue-Eyes White Dragon or Azure-eyes Silver Dragon will survive potential destruction from cards such as Dark Hole.

Reprints

Unfortunately, this structure deck lacks good reprints. I will not play the majority of the reprints in any of my decks. However, there is only one very good reprint and that reprint is the Blue-Eyes White Dragon. The deck requires this card because it is the theme's most important card. You could not properly play this deck without it. This is actually my first ultra rare version of Blue-Eyes White Dragon since I returned to the game a few years ago.

Strategy

The deck's strategy is simplistic for a structure deck. New players can easily learn the deck's goal with plenty of practice. The goal is to spam the field with Blue-Eyes White Dragons. Your supporting cast can recycle your Blue-Eyes White Dragon from the Graveyard. The main two cards focus on special your Blue-Eyes White Dragon to the field. Your will overwhelm your opponent by having the strongest monster the field.

The Final Word

Overall, Saga of Blue-Eyes White Dragon is the perfect tribute to Blue-Eyes White Dragon. I love Blue-Eyes White Dragon's support in the deck. Each card compliments the Blue-Eyes White Dragon's greatest strength in its high attack points. Sage of Blues White Dragon's only flaw is its lack of good reprints. Only the Blue-Eyes White Dragon is a useful reprint in the structure deck. Most reprints in the structure deck will not see any play in a competitive deck. I still recommend buying a copy of Saga of Blue-Eyes White Dragon if you have not already bought one. Blue-Eyes White Dragon's reprint and new support are worth it!

Structure Deck Rating: 4 out of 5

Saturday, December 26, 2015

Unit of The Week: Holy Mage, Pwyll

All within expectations. Be it whether it hits or misses. 
[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, look at three cards from the top of your deck, search for up to one card from among them, call it to (RC), and shuffle your deck.
A few weeks ago I pulled Holy Mage, Pwyll from a booster pack at my locals. I was happy to pull him because I am building a Gold Paladin deck. Holy Mage, Pwyll is a first-class mage from the United Sanctuary. Pwyll is a grade 2 unit with 9,000 power. He wields a large staff that contains powerful magic. He is another card from the G-series with a stronger skill than a classic card with a similar ability.

Holy Mage, Pwyll's skill is Generation Break 1. The skill allows you to look at the top three cards on your deck and superior one card from among them. Choose the best card among the three cards. You can add a new booster to the field or call an attacker to assault the opposing vanguard. You can either complete your formation or retire a resting unit to replace it with the new unit. This situation also gives you the opportunity to have a fourth attack in the turn. Unfortunately, you also run the risk of getting a useless card for the late-game.

Furthermore, Holy Mage, Pwyll's Generation Break can superior call White Hare in the Moon's Shadow, Pellinore to the field, and Pellinore will place himself on the vanguard circle. You can have two attacks from a vanguard in a single turn if you first attacked with your original vanguard and then used Pwyll's Generation Break. Pellinore can also activate his limit break if you meet the proper conditions. Your formation will get a large boost in power for your next attacks. Pellinore's power can become too overwhelming for your opponent's to block the attack.

Finally, Holy Mage, Pwyll is a stronger version of Player of the Holy Bow, Viviane. His attack is not required to hit to activate his skill. The skill costs one less counter blast to activate in battle. However, Viviane does have a few benefits in certain decks. Her skill is not limited to Generation Break. Her ability has the potential to superior call White Hare in the Moon's Shadow, Pellinore a turn sooner than Pwyll's Generation Break.

Overall, Holy Mage, Pwyll is a fine-tuned mage with a nice Generation Break 1 skill. Pwyll has a lot of potential in many Gold Paladin decks that focuses on Striding early and often in games. His Generation Break skill demonstrates Gold Paladin's signature strategy of randomly calling units from the deck. Pwyll is a better choice than Viviane especially if you are playing a deck with Generation Break. He solidifies your formation. Holy Mage, Pwyll will use his magical abilities to take you to the next generation of vanguard!

Card Rating: 3 out of 5

Wednesday, December 23, 2015

DBZ Analysis: Blue Tag Team Mastery

(At the start of your opponent's first turn, search your Life Deck for an Ally and place it into play at 3 power stages above 0.)
While you control 1 Ally, it cannot be discarded by critical damage effects.
POWER: Use at the end of combat, Choose an Ally in your Banished Zone and Rejuvenate it.
Blue Tag Team Mastery is the first Mastery with skills that focus on our Allies! Allies are awesome friends to have on the battlefield with our Main Personalities. Their abilities on the field can swing in game in your favor. Their abilities can attack, block attacks, or perform other tasks on the field such as removing certain cards or drawing cards from your deck. They can also take redirect damage from your Main Personality to them. Blue has the most support for Allies at the game's current state. The other styles have a few cards to help get Allies on the field. Blue is currently the best style for Ally decks.

The Ginyu Force!

Captain Ginyu is the first character with skills that focus on allies. He is currently the king of all Ally decks. Frieza's Special Forces work in perfect harmony to dominate their opponents. Guldo blocks attacks and is a great Ally to play during your first turn. Burter increases your attack's damage. Jiece attacks with an energy attack that deals five life cards of damage. Recoome punches your opponent.

Ginyu's skills give allies access to their abilities in combat regardless of his power stage. Captain Ginyu is able to get two Allies on the field during the first turn. Blue Tag Team Mastery gives Ginyu quick access to his strongest ally during your opponent's first turn and his Main Personality's power places an Ally on the field at four stages above zero. The goal is to reach level four for Ginyu's allies to be able to make actions in combat regardless of Ginyu's power stage. Ginyu has a mediocre power level at level four, but your Allies will do all the work. They will hit hard and hit often in combat.

Non-Ginyu Force members are very good in Captain Ginyu's decks as well. Frieza Mastermind is an amazing card to play alongside Captain Ginyu. Banishing Life Card damage can be an advantage. Blue Tag Team mastery will rejuvenate an Ally from your Banished Zone to your deck. Captain Ginyu's skill will place your Ally in play. Zarbon quickly raises your anger to advance Ginyu to his next level.

Tag Team Goku

Heroes have Goku for their ally based main personality in Dragon Ball Z Evolution. He has a wide-range of Allies to play in his deck. His powers revolve around searching and playing Allies. His best Main Personality to play in an Ally deck is his level three card from Dragon Ball Z Evolution's starter deck. Goku Calm nicely plays with Blue Tag Mastery's ability to rejuvenate. Goku can searched for the Ally that was rejuvenated on the previous turn.

Goku's exclusive Allies such as Chi Chi and Vegeta make Goku a fordable opponent. His deck has a strong defense and offensive from his Allies' powers. Having these two qualities help Goku last long in games to him a chance at winning the game. Bulma is the MVP of the deck. She prevents opponents from playing Time is a Warrior's tool. Krillin is also a great Ally to put in your deck if you are not playing drills. The combination of Bulma, Chi Chi, Krillin and Vegeta counters your opponent's strategy.

Tenshinhan adds draw power to the deck. His attack is unstoppable with Goku Calm's skill. You are guaranteed to draw an extra card in combat. The extra card can give you an additional attack or block in combat. Yamcha is just as good or even better than Tenshinhan with Goku Calm. His attack will do seven Life Cards of damage and send a card back to your opponent's deck.

Everyone else

Ally decks with the remaining Main Personalities got a much needed boost with Blue Tag Team Mastery. Their decks lacked any protection from opposing players' critical effects. The Blue Tag Team gives protection to allies to prevent them from being discarded from critical damage effects. However, these decks are not nearly as good as Captain Ginyu and Goku. Allies cannot make actions in combat at time during combat. You must wait until your Main Personality's power stage is low enough for your Allies to take control of combat.

The Final Word

Blue Tag Team Mastery has the potential to one of the most played Mastery cards throughout DBZ CCG's lifespan. Captain Ginyu and Goku are the best Main Personalities for Blue Tag Team Mastery. Their skills give multiple advantages for having Allies on the field. Hopefully Panini America will continue to develop new Main Personalities with skills for Allies. I want to build a Blue Goku deck just for fun because I want deck to be based on the Z Fighters.

Card Rating: 5 out of 5

Saturday, December 19, 2015

Unit of The Week: Psychic of Storm, Rigil

Yes, everything returns to whence they came from. 
[ACT](VC): Legion20000 "Psychic of Dust, Izaya" (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 (2)] When this unit attacks a vanguard, if this unit is Legion, and the number of cards in your soul is ten or more, you may pay the cost. If you do, choose two of your opponent's rear-guards, and retire them. Then, if the number of cards in your soul is fifteen or more, choose one of your opponent's rear-guards, and retire it.
[ACT](VC)[1/Turn]:[Soul Blast (1)-card with the same name as a unit on your (VC)] Soul Charge (5).
I will never grow tired of talking about Legion. It was the best days in Cardfight!! Vanguard since the first booster sets. Dark Irregulars have a trio of psychic units with amazing abilities. Psychic of Storm, Rigil shares his Legion Mate Psychic of Dust, Izaya with Psychic of Ash, Hadar. They gather cards to the soul to lock their Legion skill's fullest potential. Some may say they are the best one two punch in the Dark Irregulars clan.

Psychic of Storm, Rigil's Legion skill retires one opposing rear-guard and can retire an additional rear-guard if you have fifteen cards or more in your soul. The skill is great to activate in the end game to crush your opponent's hopes of winning. I prefer retiring units in the front row to limit my opponent's offensive capabilities and to prevent interceptors from blocking attacks. You must be careful when trying to reach fifteen cards or more into your soul. You do not want to lose by emptying your deck.

Rigil's second skill rapidly builds your soul. You soul blast one card with the same name as one of your vanguards and soul charge 5 cards! There is always a good chance of having a required card in your soul. This second is almost automatic every turn. This ability has a lot of chemistry with Psychic of Dust, Izaya. Izaya and Doreen the Thruster gains 3K power when a card is placed in the soul. Both units gain 15K power from the skill. Izaya becomes a 24K attacker and Doreen the Thruster becomes a 21K booster in the back row.

Finally, Rigil has a great group of cards for his supporting cast. These role players give Rigil a huge advantage in games. Flag Breaker is the best Perfect Guard to play in a Psychic deck. He gives Rigil more opportunities to use his Legion skill. Decadent Succubus is a nice rear-guard to on the field. Her skill soul charges one card every time you call a Dark Irregular to a rear-guard circle.

Overall, Psychic of Storm, Rigil is a very good Legion for Dark Irregulars. The Legion skill is great in the late game. You limit your opponent's defenses by removing interceptors. His ability to retire opposing rear-guards destroys your opponent's offense in his or her front row. I want to build a Psychic deck. There are so many useful cards to use in a Psychic deck. I will probably use succubus units as they are my favorite race in Dark Irregulars. Rigil and Hadar have plenty of support to be fearsome duo.

Card Rating: 4 out of 5

Wednesday, December 16, 2015

News: Dragon Ball Z Perfection


Panini America just officially announced the next booster set for Dragon Ball Z Trading Card Game. This booster set's name is Perfection. We are at the Cell Games. The Z Fighters must defeat the wicked Cell or he will destroy the world! The perfect warrior,  Cell makes his debut in Dragon Ball Z Trading Card Game by Panini America. He evolves to his next form when he advances a level! Reach level 4 to feel the power of Super Perfect Cell! Android 16 also joins the battle!

No heroes were announced for today. I am predicting Super Saiyan 2 Gohan will be the top hero in this set. Gohan is the main protagonist in the Cell Games. It would make sense for him to get a new set of Main Personality cards.  He did not receive an upgrade in Dragon Ball Z Evolution. Gohan is primed to make a huge leap in this set.

Dragon Ball Z Perfection hits stores on February 26, 2016! Hit Hard! Hit Often!

Saturday, December 12, 2015

Unit of The Week: Forthright Seeker, Egbert

They continue earnestly on their search. On the path that lends to true freedom. 
[ACT](VC):Legion20000 "Full Bloom Seeker, Cerdic" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[ACT](VC):[Counter Blast (2)-card with "Seeker" in its card name] If this unit is Legion, and the number of other units you have with "Seeker" in its card name is four or more, this unit gets [Power]+5000/[Critical]+1 until end of turn.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.
Forthright Seeker, Egbert is an overlooked Seeker from the Legion era. Egbert was one of the first Legion Seekers available in the game. He seeks justice and peace in the name of the United Sanctuary. His unit helped Cray defeat the Star-vaders in the war. Egbert defeated nearly a thousand Star-vaders with his blade. He is a RRR in Japan and a RR in the English edition.

Forthright Seeker, Egbert's skill gives one 5K power and one critical damage to him if you have four units with Seeker in their names. His skill is useful when your opponent does not have a perfect guard and must guard with many cards from his or her hand. His attack pressures your opponent in the mid-game. It can catch your opponent by surprise if he or she has a very bad hand. However, you will rarely deal the extra damage. An opponent can easily counter this skill by guarding with a perfect guard. His power bonuses would be for nothing in most games.

Egbert's Legion skill is not strong enough on its own to dominate games. He needs more support around him to make an impact in games. Blaster Blade Seeker is the killer rear-guard in the deck. He clears Egbert's path to deal double damage to the opposition! Egbert's mate Full Bloom Seeker, Cerdic is a nice 12K attacker to place in your front row. His extra offensive ability breaks through your opponent's defenses. Play Holy Knight Guardian to counter charge your damage to have more opportunities to activate Egbert's skill.

Finally, Seekers have much better options for grade three cards. Light Source Seeker, Alfred Exiv and Seeker Thing Saver Dragon are all great cards with amazing skills. Their skills give an advantage to the player and their support builds from the momentum. The player gains extra attacks and build a strong formation. I would rather have a card that can attack twice per turn like Seeker Thing Saver Dragon then a card that builds a little power for a single attack like Egbert.

Overall, Forthright Seeker, Egbert is a mediocre Seeker that needs a lot of good pieces to be a playable card. His skill just is not good enough to make a big difference in most games. He is in the lower tier of Legions. I can understand a player playing Forthright Seeker, Egbert in a budget deck or just for fun in a non-competitive deck.  I am playing Egbert in my Seeker deck just for fun, but I will buy a better vanguard if I want to play a competitive deck. Save your dollar and spend your cash on a real boss like Seeker, Thing Saver Dragon.

Card Rating: 1.5 out of 5

Tuesday, December 8, 2015

Starter Deck Review: Dragon Ball Z Evolution


Dragon Ball Z Evolution is the second starter deck in Panini America's Dragon Ball Z Trading Card Game. The expansion set features the Android Saga. Androids 17, 18, 19, and 20 are the new villain Main Personalities. Each starter deck has 70 cards. 10 cards include the Main Personality set, Mastery, four foil cards, and one random high-tech Main Personality or Mastery. The deck includes the remaining sixty cards. I bought my starter deck on Amazon. Check out my opening to see which cards that I got from the starter deck.

New Characters and Upgrades

Panini America continues Score's tradition of upgrading the main protagonists' power levels and introducing new villains in the next expansion that has a starter deck. Android 17 and Android 18 are the new villains for the starter decks. Vegeta is finally a hero as a Super Saiyan. I think Vegeta's transition from a villain to hero is premature. He is clearly a rogue character in the series until after the Cell Games.

Each style has a new mastery. All styles have two Mastery cards to choose from. Players now have options to choose which Mastery is best for their Main Personality and deck. Saiyan received the major improvement that it so desperately needed from the first set. Saiyan decks can now with by MPPV! The best Mastery is the new Blue Tag Team Mastery. It works great with Goku and Captain Ginyu!

Randomized Structure Decks

Starter Decks now contain a random structure deck instead of a randomized starter deck. Did Panini America read my article on how fix starter decks? This is just what I wanted except for the structure decks being random in each box. My Future Trunks deck only included Saiyan cards and free-style cards such as Confrontation. The deck is legal for tournament play without being required to change cards to legalize the deck. I do not have to buy new cards just to play. New players can grab a starter deck and starting learning the game's basics. They will decide which character and style best fit their strategy.

Main Personalities and Mastery Cards are in booster packs


Main Personalities and Mastery cards from the starter decks can also be found in booster packs. You are no longer required to buy starter decks to get the Main Personalities from the starter decks. This is great for experienced players who already have cards from the previous sets and buying a booster box is the best option. It can be great for collectors as well. I got a foiled level 4 Future Trunks from a random booster pack at Walmart and a foiled Red Ruthless Mastery in a pack from locals.

The Final Word

Overall, Dragon Ball Z Evolution is a huge improvement from last year's starter decks. The game is getting closer to reaching its former glory. I mostly have praise for Panini America's efforts to improve this year's starter decks. It was as if they read my article to make structure decks. It fixes almost everything that was wrong with the original starter decks. Evolution's starter decks are legal decks out of the box. Each Mastery and some previous characters have major improvements from last year's introduction set. The next step is to add the anger sword and z-scouter from the retro starter decks in Panini America's DBZ starter decks.

Overall Score: 4 out of 5

Saturday, December 5, 2015

Unit of The Week: Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace"

Now, the flames of the apocalypse are revived. 
[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):[Counter Blast (2) & Choose a face down card named "Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace"" from your G zone, and turn it face-up] If the number of face up cards in your G zone is two or more, until end of turn, this unit gets drive-1, and "[AUTO](VC)[1/Turn]:[Choose a card from your hand, discard it, choose a card with "Overlord" in its card name from your hand, and discard it] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, [Stand] this unit, and this unit gets [Power]+5000 until end of turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn)".
Dragonic Overlord has a new evolution. Stride Generation has taken Kagero's signature dragon to a new level of power. Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace" is the ultimate G-unit for Dragonic Overlord. Dragonic Overlord has an endless supply of support. I can make several decks with any combination of Dragonic Overlord's cards. Sometimes I think he should be Cardfight!! Vanguard's mascot instead of Blaster Blade.

Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace" has a skill that is similar to Dragonic Overlord the End and the original Dragonic Overlord. The Ace stands itself after its first attack by losing a drive and discarding a random card and a card with Overlord in its name. The Ace also gains 5K power from the skill. However, you lose access to both triple drives. Instead you have two regular twin drives as if you were attacking with a grade vanguard.

Furthermore, losing triple drive for is not a huge lost. The first attack's triggers can be applied to The Ace. Five trigger checks are plenty of drive checks to get triggers to boost your formation. Burning Horn Dragon is a great card to have on the field. Apply your triggers' effects from the second attack to Burning Horn Dragon to build its attack's power.

Finally, you can play the original Dragonic Overlord with its G-unit counterpart. Dragonic Overlord, the End is the best card to play with The Ace. It is another card with the ability stand after its first attack if it hits an opposing vanguard. You can have multiple turns with your vanguard attack twice per combat. Not many players can survive multiple turns of vanguards attacking twice per combat. I am sure I can handle the pressure.

Overall, Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace" is the perfect G-unit in a deck for Dragonic Overlord's evolutions. Its ability to stand after an attack is classic Dragonic Overlord at its finest moment. This card is one of the most balanced G-units. It is not overpowered with triple drive. Instead it is limited to twin drive. Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace" vanquishes its foes in a sea of eternal flames!

Card Rating: 4 out of 5

Wednesday, December 2, 2015

Are Limit Break Enablers Beneficial In The G Era?


Limit Break Enablers were introduced in the Legion era. Their sole purpose is to allow Limit Break to be online regardless of its player's damage. They helped players keep on par with Legion. Units with Legion are able to active their skills earlier in games because they do not have any restrictions on their damage. Limit Break decks had a chance to win games with the opportunity to use their skills earlier in games. However, the game has changed in just a few minutes. We are in a new era with G-Units and Stride Generation. G-Units are dominating vanguard with a force and players are striding as much as possible in almost every game.

Stride Generation

Stride has greatly changed the game. Most decks' strategies are to Stride as much as possible and win games with their grade three vanguard's skills. A player is not going to activate Limit Break early in most games. Their G-unit will be doing most of the work, and the player will have at least four damage near the game's conclusion. Stride provides more advantages than Limit Break. The triple drive gives you access to more cards and a higher chance of checking triggers. G-units typically have stronger skills than most Limit Break units.

A Limit Break enabler's ability will not be put to use during the turn that you play your G-unit. The player will be at four or five damage when the time arrives to use Limit Break. An enabler will only serve as a 7K booster on the field. Its effect will not give you an offensive advantage on the turn that you stride your G-unit. You can gain momentum with cards that can activate their skills.

Limited Deck Space

Limit Break enablers are robbing space from more valuable cards in decks. You are required to play four copies if you are only focusing on Limit Break skills. Every deck needs 4 perfect guards. Your grade one lineup's space is greatly reduced by playing two full sets of required cards for consistency. I will not be playing an enabler in any deck with Limit Break and Stride. My grade one lineup will include more cards to assist all of my units.

Vulnerable 

Unfortunately, Limit Break enablers are very vulnerable in particular games. Opponents can easily counter Limit Break decks with enablers. They cannot resist opponent's skills. They can be retried or locked. Thus, they will not be on the field to activate their skills or they would be locked into submission. Kagero, Link Joker, Narukami, and decks with killers like Blaster Blade will cause problems early in a game.

Final Thoughts

I like Bushiroad giving support to Limit Break cards. Limit Break enablers were a good idea during the Legion era to help Limit Break decks stay on par with Legion. However, they simply are not effective in the Stride Generation. Players are playing their G-units during the mid-game and a Limit Break enabler's skill will be useless during this turn. I could activate Limit Break with an enabler on the field, but I would rather play my G-units at this stage in a game. I also want a rear-guard on the field that can use it effects alongside my G-unit. I will have at least four damage by the time I let my grade 3 vanguard take over the game. My Limit Break is online and ready to push for the win!