Saturday, July 30, 2016

Unit of The Week: Blue Wave Dragon, Anger-boil Dragon

My wave! Raise it higher!! 
[AUTO](VC) Generation Break 2 Wave-2nd time only (This ability is active during the specified battles of each turn):When this unit attacks a vanguard, this unit gets [Power]+5000 until end of turn, choose up to one of your rear-guards, [Stand] it, and it gets [Power]+10000 until end of turn.
[AUTO](VC):During your turn, when your unit named "Blue Wave Marshal Dragon, Tetra-boil Dragon" Stride, choose one of your vanguards, until end of turn, it gets [Power]+3000, and "[AUTO](VC)Wave-2nd time only (This ability is active during the specified battles of each turn):When this unit attacks a vanguard, choose up to two of your rear-guards, [Stand] them, and they get [Power]+3000 until end of turn.".
Blue Wave Dragon, Anger-boil Dragon is ready to led the Aqua Force in a new era. He fights alongside Blue Wave Dragon, Tetra-drive Dragon. Together they will raise the waves to greater heights with the wind. Wave is the Aqua Force's signature skill. Wave has been the Aqua's skill since the clan's introduction and Wave became an official term in the G series.

Blue Wave Dragon, Anger boil Dragon's Generation Break activates during the second wave! Anger Boil Dragon gains 5,000 power and a rear-guards stands with an additional 10,000 power. You need to attack the opponent with your rear-guard in the first battle of the turn, and Wave-2nd will become online. His power boost is a nice addition. The additional power will add more pressure to your attack. However, the skill to assist your rear-guard is the true highlight.

Furthermore, your rear-guard gains a whooping 10,000 power! Many Aqua Force units can take advantage of this ability. Tear Knight, Timos is a good rear-guard to pair with Anger-boil Dragon's skill. Attack with him first, then stand him with Anger-boil Dragon's skill. Timos's skill activates during the second wave or more and he can retire a rear-guard if his attack hits a vanguard! Blue Wave Marine General, Foivos is another fantastic rear-guard with Anger-boil Dragon. He can attack three times in a single turn. First atttack the opposing vanguard with him and stand him with Anger-boil Dragon's skill. Fivos's Wave-3rd is now online. He stands himself back up with an additional 2,000 power after attacking in the third or more wave in the turn.

Finally, the Stride skill is given to Blue Wave Marshal Dragon, Tetra-boil Dragon. The stride skill stands two rear-guards and give 3,000 power to them. Your first attacker and booster will stand up for a second attack with more power. Blue Wave Soldier, Bright Shooter is the best booster in the formation. His fourth wave returns a grade 3 unit from the drop zone to your hand. He basically recycles an unit to discard for stride every turn.

Overall, I like what Blue Wave Dragon, Anger-boil Dragon brings to the Aqua Force. His skills utilizes your rear-guards. There are many Aqua Force units that greatly benefit from Anger-boil Dragon's skills. The combos are endless! Your rear-guards are the highlight reel. Unleash the anger from the Aqua Force with Blue Wave Dragon, Anger-boil Dragon!

Card Rating: 4 out of 5

Wednesday, July 27, 2016

Trial Deck Review: Liberator of the Sanctuary


Liberator of the Sanctuary is the second trial deck to feature Gold Paladins and the trial deck introduces the Liberators. The deck is played by Aichi in the anime. Liberators are former Royal Paladins who converted to Gold Paladins. King Alfred reassigned by soldiers after the Void's invasion on Cray. The trial deck includes one double rare card and two single rare cards.

Break Ride!

Liberator of the Sanctuary is one of two trial decks to introduce the Break Ride mechanic. Break Ride is a Limit Break that activates when an unit rides over a unit with a Break Ride skill. Solitary Liberator, Gancelot is the best Gold Paladin unit for Break Ride decks. He enhances your formation with a huge power bonus! Your vanguard gains 10,000 power and three of your rear-guard gain 5,000 power. That is a total of 25,000 power added to your formation!

Dignified Gold Dragon and Onslaught Liberator, Maelzion are not effective cards to play in the deck. Replace them with much better Liberators to enhance your deck. Liberator, Monarch Sanctuary Alfred and Liberator of Bonds, Gancelot Zenith are the two best Limit Break units to add to a retro Liberator deck. Their skills have a lot of chemistry with Gancelot's Break Ride skill.

Ride My Avatar!

We get Blaster Blade's third version. Blaster Blade Liberator is the trial deck's spotlight. His skill retires an opponent's rear-guard in front row. You can easily remove your opponent's best rear-guards from the field. White Rainbow Liberator, Balan's skill negates the skill's cost. Calling Blaster Blade Liberator will trigger Balan's skill to counter charge damage! I prefer the original Blaster Blade because he can target any card if he is the vanguard.

Key Liberators

There are key Liberators included in the trial deck besides Blaster Blade Liberator and Solitary Liberator, Gancelot. Liberator of Royalty, Phallon is the 12K attacker for Liberators. Little Liberator, Marron is the Liberators' 10K attacker. We have Liberator of Silence, Gallatin as our grade 2 unit with 10,000 power. He provides a good defense as your vanguard until you ride to grade 3. We also have a full set of triggers.

The Final Word

I recommend collectors to buy a single copy of Liberator of the Sanctuary. You can have a copy of Blaster Blade Liberator in your collection. I would not suggest players to buy this for competitive decks in today's game. Liberator of the Sanctuary made its mark in the Break Ride era. Liberators liberated the lock and were the perfect units to counter Link Joker. Unfortunately, you need to buy singles of the deck's key cards or buy four trial decks to have a full set of staples. That's the deck's only downside.

Trial Deck Rating: 3 out of 5

Saturday, July 23, 2016

Unit of The Week: Lawless Mutant Deity, Obtirandus

Don't struggle. It's unsightly. 
[Stride]-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) Generation Break 2:[Counter Blast (2) & Choose a card from your hand, and discard it] Your opponent cannot call his or her units to (RC) until end of your opponent's next turn. (He or she cannot superior call as well)
Megacolony has never been a competitive clan. It is one of the rarest clans to see in matches. The future is looking brighter for Megacolony. The insect clan is gaining more powerful cards to enhance its ability to paralyze units. Lawless Mutant Deity, Obtirandus is one of the newest G-Units and it is one of the best cards ever in Megacolony. It just may be the card to turn the clan's misfortunes around into good fortunes!

Lawless Mutant Deity, Obtirandus's Generation Break prevents opponents from calling and superior calling units to the field. Opponents cannot avoid Megacolony's nasty effects. Trying to avoid being paralyzed will only lead to Obtirandus negating an opponent's ability to call allies. Players will be surprised by Obtirandus's nasty ability and will not be happy with you. Stride Obtirandus on top of Intimidating Mutant, Darkface. Darkface will help you gain advantage by drawing additional cards. Play a full set of Rebel Mutant, Starshield for your Perfect Guard. Starshield counter charges damage for you can be able to have more opportunities to use Obtirandus's skill.

Furthermore, this Generation Break shut downs many of the most powerful clans and decks. Gold Paladins are unable to activate unite without being able to call allies. Royal Paladins cannot gain advantage by superior calling allies. Your opponent will only be able to attack with his or her vanguard. Darkface shuts down your opponent's front row and your opponent cannot retire the units to replace them. You only need a perfect guard in your hand to negate your opponent's vanguard's attack.

However, opponents can avoid this annoying skill by having a full field. Lawless Mutant Deity, Obtirandus's Generation Break will not affect your skills too much. There is no need to stride Lawless Mutant Deity, Obtirandus when your opponent's field is complete, but there are two exceptions. Gold Paladins and Bermuda Triangle are the only two clans to still be affected by Obtirandus's skill. Bermuda Triangle can still suffer as it relies on bouncing units back to the hand and superior calling fresh units from the hand. Gold Paladins will not be able to trigger unite.

Overall, Lawless Mutant Deity, Obtirandus is one of Megacolony's best cards. He is just what the clan needed to elevate itself. Every Megacolony deck should include this G-Unit. Lawless Mutant Deity, Obtirandus punishes players for attempting to avoid Megacolony's skill to paralyze units. His ability shuts down most decks for an entire turn. Lawless Mutant Deity, Obtirandus is going to lead Megacolony to glorious days!

Card Rating: 4.5 out of 5

Wednesday, July 20, 2016

Card Discussion: Elemental HERO Core

3 "Elemental HERO" monsters
Must be Fusion Summoned and cannot be Special Summoned by other ways. Once per turn, when this card is targeted for an attack: You can make this card's ATK become double its current ATK until the end of the Damage Step. At the end of the Battle Phase, if this card battled: You can target 1 monster on the field; destroy it. When this card is destroyed by battle or card effect: You can target 1 Level 8 or lower "Elemental HERO" Fusion Monster in your Graveyard; Special Summon it, ignoring its Summoning conditions.
Jaden Yuki's Elemental HERO deck continues to get stronger every year. Elemental HERO Core is the newest HERO fusion monster! He looks like he just came from the latest Marvel movie. HERO monsters specialize in fusion summons. Elemental HERO Core is a level 9 monster with 2,700 attack points and 2,000 defense points. He can be played in any deck with Elemental HERO monsters.

He requires three Elemental HERO monsters for his fusion. They can be any three Elemental HERO monsters. He does not have limitations like some Elemental HERO Fusion monsters. The best methods to special him are by using Miracle Fusion and Parallel World Fusion. My favorite method to summon him is Miracle Fusion. I will fusion monsters early in the game and will have plenty of monsters to use as materials for fusion.

His first effect doubles his attack points when he is targeted for an attack and destroys a monster at the end of the Battle Phase. Attacking him can potentially destroy two monsters. No opponent would ever dare to attack him without a strategy to defeat him without combat. Most monsters' attack points are less than 5,400 attack points. He stops your opponent from attacking you until he or she can find a way around your HERO. This will also give you time to build your hand and counter your opponent's strategy.

Elemental HERO Core's second effect special summons one level eight or lower Elemental HERO fusion monster from your graveyard after Elemental HERO Core is destroyed by battle or card effect. The effect also ignores the monster's summoning conditions. You have a wide range of options to choose from in your graveyard. Elemental HERO Absolute Zero is my favorite HERO to special summon with this effect. He poses a new problem for my opponent because he destroys all opposing monsters after he leaves the field!

Finally, the best options to defeat him is by banishing him or attacking him after negating his effects. Banishing him is the best method because you can avoid both of his powerful effects. Ebon Illusion Magician easily banishes Elemental HERO Core from the game. A Spellcaster needs to declare an attack on an opponent's monsters and Ebon Illusion Magician's second skill may banish Elemental HERO Core!

Overall, Elemental HERO Core is the new core for the Elemental HERO monsters. He is nearly unbeatable in combat. His two skills work well together. Most monsters cannot defeat him in combat because his attack points double. Destroying him will only bring a new Elemental HERO Fusion monster from the graveyard to the field. I ordered a copy of him for my Elemental HERO deck. I am going to enjoying playing him against my friends at locals. Elemental HERO is ready to get his game on!

Card Rating: 5 out of 5

Saturday, July 16, 2016

Unit of The Week: Death Star-vader, Chaos Universe

And so the clown said. "Game over". 
[Stride]-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 "Death Star-vader, Chaos Universe" from your G zone, and turn it face up] If you have a heart card with "Chaos" in its card name, choose up to one of your opponent's open (RC), your opponent chooses a card from his or her hand, and puts it on that (RC) face down as a locked card. If your G zone has two or more face up cards, choose one of your opponent's rear-guards, and lock it.
Link Joker was once the most dominant clan in Cardfight!! Vanguard. The Break Ride era was all about the Star-vaders. Star-vader, Chaos Breaker Dragon led the charge and it was Kai's signature unit in his Link Joker deck. Kai never lost a match with his Link Joker deck. Unfortunately, Link Joker has fallen from grace since the Break Ride era. The clan is still good, but not nearly as good from its early days. Here comes Death Star-vader, Chaos Universe to elevate his clan to its past glory.

Death Star-vader, Chaos Universe's skill locks an opponent's card from his or her hand and locks a rear-guard if you have two or more face up cards in your G zone. Your opponent chooses the least useful card from his or her hand. This is an advantage as your opponent loses a potential card to guard the vanguard or discard for Stride. Demon Claw Star-vader, Lanthanum is a good card play alongside Chaos Breaker Dragon. Lanthanum gains two thousand power every time an opponent's unit is locked. He becomes an 11k booster after Chaos Universe locks two units!

Furthermore, Death Star-vader, Chaos Universe's skill sets up Star-Vader Chaos Breaker Dragon's Limit Break. You can retire two rear-guards and draw two cards during your opponent's End Phase. Death Star-vader, Chaos Universe's skill has locked two rear-guards for you. Chaos Breaker Dragon cleans up by weakening your opponent's field. Your hand will quickly increase over time throughout the match.

However, a few clans can overcome Lock by breaking the spell. Gold Paladins and Royal Paladins are the only clans with cards that can unlock your entire field. They are the most common clans with the ability to unlock units. Transmigratory Dragon, Holy Squire Dragon, Salvation Lion, Grand Ezel Scissors, and Absolution Lion King, Mithril Ezel are the most cards to unlock units. There are few promos with the ability to unlock such as Seal Dragon, Georgette and Goddess of Law, Justitia. Chaos Breaker Dragon will be unable to activate his limit break. Thus, you have stopped your opponent from retiring units and drawing cards.

Overall, Death Star-vader, Chaos Universe is an ace in every deck with Chaos Breaker Dragon. The Star-vaders can maximize their skills under him. Chaos Breaker Dragon benefits the most from the skill. He will have his way against most clans and decks. Almost no clan has an answer for Lock. Death Star-vader, Chaos Universe will lead Link Joker back to its glory days.

Card Rating: 4 out of 5

Thursday, July 14, 2016

The Gold Standard


Gold Paladins have always been the wild card clan. They tend rely on luck more than any other clan to win games. Gold Paladins randomly called units to the field in hopes of receiving a strong unit, but sometimes fell short of their goal. The clan has evolved over the years and has become more efficient. The Gold Paladins are my favorite clan at the moment. I tend to play Paladin decks such as King of Knights Alfred, Blaster Dark Diablo, and Sunrise Ray Knight Gurguit. My Gold Paladin deck has made a major impact at my locals.

Superior Call

Superior calling units was Gold Paladins' greatest strength and weakness. Gold Paladins were inconsistent at superior calling goo units. Their skills called the top card of the deck. New units give you the option to choose from the top three to five cards of the deck. You can pick the best cards from the group and superior call them to the field. The new units nearly eliminate problems of superior calling Triggers and Perfect Guards. Superior calling units also assist in setting up Unite!

Unite!

Unite is the Gold Paladins' new ability. The ability is based on Gold Paladin's theme of superior calling allies. Unite activates after you call two rear-guards to the field. Various units gain different abilities when Unite is active. Most units gain power from the skill. Other cards gain the ability to superior call allies to the field.  Sunrise Ray Radiant Sword, Gurguit and Golden Dragon, Ray Breath Dragon are the best G-Units with Unite. They give your formation an offensive boost when Unite is online!

Defense Wins Championships 

Every great deck needs a strong defense. Defense has greatly improved after G-Guardians were released in the game. Gold Paladins have one of the best defenses in Cardfight!! Vanguard. Sunrise Ray Knight Gurguit and Golden Beast, Sleimy Flare have the ability to superior call perfect guards from the deck. Their skills bypass cards with similar as Blue Storm Supreme Dragon, Glory Maelstrom. You can also save cards to guard your vanguard later in the game.

Break The Spell

The Gold Paladins is one of two clans with the ability to unlock every card on the field. Link Joker does not match up well against the Gold Paladins. Their efforts to lock unites are fruitless. Salvation Lion, Grand Ezel Scissors and Liberator, Monarch Sanctuary Alfred have Limit Breaks to break the spell. Salvation Lion, Grand Ezel Scissors is the second best grade 3 vanguard for Gold Paladins. He is a great card to counter Star-Vaders. He has an 11K base to keep your defense on par. Ezel's skills give more offense to your formation than Gurguit. You have a much better offense without Stride under Ezel than Gurguit.

Generation Stride

Gold Paladins have many G-Units to choose from. Most of them work in harmony with Sunrise Ray Knight Gurguit. Only few Gold Paladin G-Units can only activate skills with its archetype. Sunrise Ray Radiant Sword, Gurguit is arguably the best G-Unit in the game. His Generation Break requires Unite. His skill gives an enormous 50,000 power to a full field. This is one of the most intense skills in Cardfight!! Vanguard. It pressures your opponent to his or her limits.

Golden Dragon, Spearcross Dragon is one of the most underrated G-Units. He is a good asset against Kagero and Narukami. The Dragon Empire's strongest clans can quickly destroy your formation, but Golden Dragon, Spearcross Dragon restores your formation. He can regroup your entire formation if you have five or more G-Units face up in the G-Zone.

The Final Word

Gold Paladins are the best clan in my opinion. They have the two keys to winning games. Gold Paladins have a high flying offense and an unbreakable defense. The clan has improved and expanded its abilities. They have all of the answers to counter every clan's strategy. The clan has a large selection of G-Units to choose from. Players can create a variety of dominant decks with the Gold Paladins. Unite the Gold Paladins to achieve victory!

Saturday, July 9, 2016

Unit of The Week: Golden Beast, Sleimy Flare

Even cats, make a serious effort some of the time. 
[G guardian] (Usable when both fighters' vanguards are grade 3 or greater, and the number of face up G guardians in your G zone if three or less)-Opponent Turn's Guard Step-[Choose a card with "Heal" from your hand, and discard it] Call this card to your (GC) from face down.
[AUTO]:[Choose one of your rear-guards, and put it on the bottom of your deck] When this unit is placed on (GC), you may pay the cost. If you do, look at five cards from the top of your deck, choose up to two cards with different grades from among them, call them to (GC), and shuffle your deck.
G-Guardians have changed the landscape in Cardfight!! Vanguard. Everyone is playing four G-Guardians in their decks. I never thought I would make an article for Unit of The Week for a defensive card. I was lucky to pull Golden Beast, Sleimy Flare. He is the second G-Guardian for Gold Paladins. He has made a huge impact in my Gold Paladin deck. His defensive skill has saved me in several games.

Golden Beast, Sleimy Flare is a great G-Guardian. He superior calls two additional units with different grades from the top five cards of your deck. Your shield from your three cards can be as high as 30,000 shield. Your heal trigger with 10,000 shield basically becomes a 30,000 shield. The shield tripled by discarding a single card and returning one unit to the deck. You are not losing a unit because Gold Paladins are constantly superior calling units the field. It is not truly as lost because the unit will be replaced on your next turn.

As a matter of fact, you have a chance to superior call a perfect guard to the guardian circle. You can bypass restrictions on guarding with grade 1 units from cards such as Chronojet Dragon and Blue Storm Supreme Dragon, Glory Maelstrom. Only basic Perfect Guards can activate their skills to negate attacks. Basic Perfect Guards can be activated from any area of the field. Holy Mage, Candace and Halo Shield Mark can use their ability to negate attacks with Golden Beast, Sleimy Flare. G-Perfect Guards can only be activated from your hand.

Additionally, Golden Beast, Sleimy Flare and Sunrise Ray Knight, Gurguit can unite the Gold Paladins in an unbreakable defensive wall. Gurguit's Generation Break can superior call an unit from the top four cards of your deck to the guardian circle. That is a total of three units from the deck in combination of Golden Beast, Sleimy Flare's and Sunrise Ray Knight, Gurguit's skills. You also have two opportunities to search for a perfect guard to block the opposition's attack!

However, there are a few clans with skills to prevent Golden Beast, Sleimy Flare from using his ability. These clans will retire your rear-guards. They are the fuel for Golden Beast, Sleimy Flare's skill. Interdimensional Dragon, Chronoscommand Revolution can return all of your rear-guards to the bottom of your deck. Kagero and Narukami specialize in retiring units. Link Joker will lock your units. Locked units are trapped in their state until they are unlocked.

Overall, Golden Beast, Sleimy Flare is the gold standard of G-Guardians. He can easily block most attacks. He will either generate a 30,000 shield or superior call a Perfect Guard to negate your opponent's attack. I recommend playing two copies of Golden Beast, Sleimy Flare alongside two copies of Sacred Heaven Prayer Master, Reia. Golden Beast, Sleimy Flare and his friendly comrades join together to protect my vanguard!

Card Rating: 5 out of 5

Thursday, July 7, 2016

Second Local Tournament Results

I participated in my second local tournament last Saturday. Six players participated and everyone played with a different clan. Participants played Gear Chronicle, Genesis, Gurguit, Liberators with Limit Break, and Dragonic Overlord The Legend. I wanted to film games from every round, but my camera's battery died during my second match. Unfortunately, I was only able to film the round one's first game. I had a great time at the tournament.

I played my Gold Paladin deck. Gold Paladins are my favorite deck at the moment. Gurguit's deck is one of the strongest decks on offense and defense. This is the only deck with the ability of bypassing attacks with limitations on guards. I can superior call perfect guards from my deck. The deck's ultimate card is Sunrise Ray Radiant Sword, Gurguit. My opponents struggled defending his attacks when they did not have a perfect guard.

Round One

Cosmic Regalia, CEO Yggdrasil VS Sunrise Ray Knight Gurguit



My first match was against Cosmic Regalia, CEO Yggdrasil. I won the match two games to zero. Gurguit's Generation Break and my Generation Guards blocked almost every attack from Yggdrasil. I was not going to risk losing by multiple critical triggers. Sunrise Ray Radiant Sword, Gurguit aced the first game for me. My opponent did not have enough shields to block his attack. I checked two critical triggers to win the game.

The second game was an easy victory for me. My opponent made a critical error when he Legion. One Legion Mate was in the damage. He rode on top of one Legion Mate. A Legion Mate was in his hand and his fourth Legion Mate was in the drop zone. He had one copy to target for Legion, but he recycled 4 different cards. He forgot to return his only available Legion Mate to the deck for Legion. He was only able to Stride for a few turns before be riding a new copy of Yggdrasil to perform Legion. His efforts were too little too late. My defenses held him in check for the entire match. My Gold Paladins claimed victory in a clean sweep!

Round Two

Chronojet Dragon VS Sunrise Ray Knight Gurguit


Round two was the longest match of my life. The first game lasted for nearly 40 minutes. We were going back and forth in an epic card fight. I eventually lost the first game after I ran out of resources to defend my vanguard. Interdimensional Dragon, Chronoscommand Revolution gave my opponent the edge in our game. He cleared my board of all rear-guards, and my Generation Guardians were not able to use their skills to their fullest potential. I was recording the game, but my phone died near the first game's conclusion. The second game lasted for 20 minutes and I lost this game 5 to 6 as well.

Round Three

Dragonic Overlord The Legend VS Sunrise Ray Knight Gurguit


My final match also had two very close games. I lost the first game 5 to 6. My friend and host of the tournament played his upgraded Dragonic Overlord deck with Dragonic Overlord The End and Dragonic Overlord The Legend. His defense gave him in the edge. Sunrise Ray Radiant Sword, Gurguit was not able to crack through my opponent's perfect defense. I lost the second game because my deck was empty. I superior call units a lot during my games. We were evenly matched until the last turn. My deck ran out of cards after a long match.

The Final Word

The Gear Chronicle deck topped the tournament. It was played by the same guy with the Dragonic Overlord The Legend deck from the first tournament. I finished the tournament with a 1-2 record. I am disappointed in losing the final two matches. Each game could have gone in my favor. Cardfight!! Vanguard is a game of skill and luck. Luck was not on my side in the last two rounds.

I am in the process of making changing to my Gold Paladin deck. There are a few retro cards that to be replaced with better cards for the deck's strategy. I need to buy a complete set of Salvation Lion, Grand Ezel Scissors to be my backup vanguard. I had defensive problems when I had the ride the original Ezel and Garmore. A deck profile will be released by the end of the summer. Stand up my Gold Paladins!

Saturday, July 2, 2016

Unit of The Week: Meteokaiser, Bustered

I've got you! Great Cosmic Mega Buster! 
[Stride]-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)[1/Turn]:[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] When this unit attacks, you may pay the cost. If you do, choose the same number of your rear-guards as the number of face up cards named "Meteokaiser, Bustered" in your G zone, and [Stand] them. If two or more units were [Stand], and you have five rear-guards, until end of that battle, this unit gets "[AUTO](VC):[Counter Blast (1) & Choose two cards from your hand, and discard them] At the end of the battle, you may pay the cost. If you do, [Stand] this unit, and it gets drive-2 until end of turn.".
Meteokaiser, Bustered is the next great G-unit for Nova Grapplers. Nova Grapplers are known for their multiple attacks every turn with the ability to stand in combat. Meteokaiser, Bustered's abilities are not limited to a particular archetype. He can be splashed into any Nova Grappler deck. Test him in many Nova Grappler decks to learn which deck is the best fit for your style.

You can stand as many rear-guards as the number of face cards named Meteokaiser, Bustered in your G zone. You can stand a total of three units if you can Stride Meteokaiser, Bustered twice in a match. Meteokaiser, Bustered stands for a second attack if you have five rear-guards! He loses two drives, but the lost is well worth two attacks from a G-unit. You are forced to commit all of your resources to your offense. Commit your hand to the field to have five rear-guards to meet this skill's requirements. It is unlikely that your opponent will be able to guard against every attack. He or she must take some damage to conserve the hand size.

Furthermore, there are many great cards to play with Meteokaiser, Bustered. Extreme Battler, Arbarail stands another rear-guard when he attacks a vanguard. You are getting another attack on top of already standing your units with Meteokaiser, Bustered's skill. Beast Deity, Riot Horn is an awesome unit to have in your back row if you are playing a Beast Deity deck. Riot Horn stands when a Beast Deity in the same column with Riot Horn stands.

Finally, you are giving up defense in exchange for offense. This strategy can pay off if you are able to consistently use your skills. However, you may struggle defending your vanguard from powerful combos. Your hand will lack cards. Thankfully Generation Guards can relieve some of the pressure sent to your vanguard. Meteokaiser, Buster is offense or bust with no defense!

Overall, Meteokaiser, Bustered is an offensive juggernaut. Meteokaiser, Bustered represents full potential of Nova Grapplers. He provides a great reward for your offense at a high risk. His skills give you a second chance to attack with a full formation. Stand up for a second attack with Meteokaiser, Bustered!

Overall Rating: 4.5 out of 5