Tuesday, September 19, 2017

My Thoughts On Generation Break 8


Every new season of Cardfight!! Vanguard introduces new mechanics or expands upon previous mechanics. Season one introduced the game. Season two features Limit Break. Season three expands Limit Break with the Break Ride. Season four has one of my favorite mechanics Legion. Season five features Generation Break and G-Units. Season six gave us G-Guardians. Cardfight!! Vanguard G Next Stage has introduced Generation Break 8.

Unleash the Power!

Generation Break 8 is an extension of Generation Break. Eight is larger than two and three. These units' difficult requirements are high because these skills are amazing. They are designed to win games for their players. Players only need to have one or two per deck. This leaves room for additional options in certain games.

Most G-Units with Generation Break 8 will find a place in most decks. The Royal Paladins have the powerful Divine Knight of Condensed Light, Olbius Avalon. Royal Paladins are not known for having more than three attacks per turn. Divine Knight of Condensed Light, Olbius Avalon gives a lot of potential to his clan. He can either complete a formation or replace a formation with new units for more offense.

Set Up GB8

You require a lot more face up G-Units than the average Generation Break. It may take a few turns to enable the ability. The best options are G-Units that flip other G-Units face up and G-Guardians with skills to flip G-Guardians face up. I would play a deck with only cards with abilities to flip G-Units or G-Guardians face up. The only G-Units without the cost to flip G-Units are the G-Units with Generation Break 8. You want to flip as many G-Units face up as possible during every turn.

Every deck with Generation Break 8 will need to play full sets of G-Guardians with the cost of flipping G-Guardians face up in the G-Zone. All clans have at least one option to choose from. You want as many cards to flip face up in the G-Zone as possible. You are using your opponent's turn as an opportunity to set up your Generation Break 8. You are investing G-Guardians for Generation Break 8.

Expectations For Every Game

Do not expect to play Generation Break 8 in every game. A lot of resources must be used before gaining access to the most powerful version of Generation Break. You must know your enemy's strategy before making a quick decision. Other G-Units may have better skills against your opponent's deck. You may be in a situation that calls for a particular G-Unit to help you get back into the game.

Better Options

Not every deck needs to play cards with Generation Break 8. There are quicker and better cards for particular archetypes. For example, Blaster and Alfred decks have a good variety of strong G-Units. Players gain advantages from cards such as Divine Knight King, Alfred Holy Saver and Holy Divine Knight, Gancelot Peace Saver. Both of these cards are essential to the deck's success.

Then, a few G-Units with Generation Break 8 have already been outclassed in just a few months. Interdimensional Dragon, Beyond Order Dragon appeared to be Gear Chronicle's best G-Unit. The ability to repeat your main phase and battle phase is attractive. Your vanguard is able to attack twice. However, Metapulsar, Mystery-freeze Dragon is a much stronger card. Its skill restricts an opponent's defensive options and can potentially add a drive check.

The Final Word

Generation Break 8 is a powerful skill and can be difficult to achieve in every game. It is rewarding to play a card with a huge up side. I play at least one G-Unit with Generation Break 8 in most of my decks. There are just a few decks without the need for GB8. Carefully choose the right decks for these special cards. You want to maximize their potential.

Saturday, September 16, 2017

Unit of The Week: One who Splits Darkness, Bledermaus

The blade is like a spokesman of your anger. 
[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] Generation Break 2 Darkness:[Counter Blast (1) & Choose a face down card from your G zone with the same card name as this unit, and turn it face up & Choose two cards from your hand, and put them into your soul] When this unit attacks, if the number of cards in your soul is ten or more, you may pay the cost. If you do, return all of the grade 0 cards from your soul and (RC) to your deck, shuffle your deck, choose two of your units, and they get [Power]+5000 until end of turn. At the end of that battle, [Stand] this unit, and it gets drive -2.
Dark Irregulars continue to progress to a better clan. They always had powerful cards, but failed to meet consistency because of random cards being placed into the soul. One who Splits Darkness, Bledermaus is the newest G-Unit with the Darkness ability. Enemies tremble in fear when darkness surrounds them. This is the sign of the One who Splits Darkness, Bledermaus. He will strike enemies twice to achieve victory.

One who Splits Darkness, Bledermaus is a G-Unit with the ability to stand after attacking an opponent. His skill sends all grade zero units from the soul to the deck and gives 5,000 power to rear-guards. Bledermaus stands at the end of his first battle. Vanguards with multiple attacks are some of the most dangerous units in the game. Your defenses must be top notch to survive intense battle phases. The rear-guards in the front row will most likely receive the additional power.

Furthermore, his ability to return triggers to the deck provides a major advantage. This ability serves two purposes. First, the odds of checking a trigger have greatly increased for the next drive check. An opponent may wait to negate the second attack with a perfect guard. This is okay for the offensive player because a trigger's effects can be given to a strong rear-guard. Never forget the importance of having offensive rear-guards in this combat. Second, the ability replenishes your deck to avoid emptying your deck because of over charging the soul.

Finally, I need to discuss the best rear-guards to stand side by side with Bledermaus. Doppel Vampir is a great card to have on the field. He gains 5,000 power from Darkness and your opponent can use grade 0 cards to block his attack. His power will become 19,000 after gaining an additional 5,000 power from One who Splits Darkness, Bledermaus. A rear-guard in the back row will boost Doppel Vampir's power beyond 20,000. I would love to check a critical trigger and give the effects to Doppel Vampir if Bledermaus's second attack fails.

Given these points, One who Splits Darkness, Bledermaus has cemented his rightful place as a must have card in every Dark Irregular's G-Deck. Every Dark Irregular deck can easily fulfill his requirement for Darkness. His skills benefit every deck from the clan. He rejuvenates decks in the late stages in games. He can attack twice per turn with little difficulty of paying his skill's cost. One who Splits Darkness, Bledermaus is ready to lead the Dark Irregulars to a new age.

Card Rating: 5 out of 5

Saturday, September 9, 2017

Unit of The Week: Dragstrider, Luard

There is a victory that I want to grab even if I must obliterate everything. 
[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) Generation Break 2 Ritual 7:[Choose two of your rear-guards, and retire them] When this unit attacks, you may pay the cost. If you do, choose any number of cards from your hand, discard them, and this unit gets [Power]+3000 for each discarded card. If you discarded two or more cards, until end of that battle, this unit gets [Critical]+1/Drive+1, and your opponent cannot call grade 1 or greater cards from hand to (GC).
Dragwizard, Luard is the most efficient grade 3 unit in Shadow Paladins. Free strides to G-Units build resources to use on other areas such as rear-guards for offense or cards in your hand for defense. Luard continues to evolve to higher levels of power. He can transform into an unstoppable dragon with immense power! He is Dragstrider, Luard! Dragstrider, Luard has the highest ritual count as of date. His ritual is seven cards in the drop zone.

Dragstrider, Luard's skill requires Generation break and Ritual seven! Dragstrider, Luard gains 3,000 power for each card discarded and if you discard two or more cards, then your opponent cannot guard with grade 1 or greater cards from his or her hand. Dragstrider, Luard gains one critical and one drive in battle! The additional drive check is very attractive. Players have a greater probability of checking critical triggers. This skill is made for a deck with twelve critical triggers.

Furthermore, this skill can easily win games. Players can abuse Dragstrider, Luard's ability to gain power by discarding any amount of cards. Opponents are unable to use perfect guards in most circumstances. Stack Dragstrider, Luard's power to level that your opponent will not be able to defendant. Increase his power beyond the reach of a G-Guardian.

Ritual seven appears to be a huge number. Setting up the ability is easier than a player may expect from the requirements. Play a lot of units with the ability to discard a card and draw a new card from the deck. Dragwizard, Liafail, Direct Owlner, Debihira, and Dragwizard, Knies send units to the drop zone and you may draw a card to make an even exchange. My favorite of the three cards is Direct Owlner, Debihira. Her skill can be used early in the game. She is not restricted by Generation Break or Ritual.

In conclusion, Dragstrider, Luard is my new favorite G-Unit for Shadow Paladin decks with Ritual. This big guy brings all of the qualities of a strong final boss. He restricts your opponent's defense, gains one critical damage, and has quadruple drive! There is overwhelming pressure on all sides. The best ability is the extra drive check. It adds an extra card to your hand. Unleash Dragwizard, Luard's full potential in  Dragstrider, Luard!

Card Rating: 5 out of 5

Thursday, September 7, 2017

My 2017 Fantasy Football Team


Are you ready for fantasy football? Last year I came in second place in last year's fantasy football league. It is time to get my game on with my friends. I joined a new league a few weeks ago. The league has ten teams and only four teams will advance to the playoffs. Our draft was two weeks ago. I was able to draft many of my top prospects for this season. There were a few players drafted before I had a chance to added them to my roster. My team's name is the Gold Paladins.

Quarterbacks

My drafted Russell Wilson with my first round pick. He provides a duel threat every Sunday. He is one of the most accurate passers and he can scramble for many yards every game. Defenses will struggle to defend against Wilson and his tough group of wide receivers. My backup quarterback is Dak Prescott of the Dallas Cowboys. He had an excellent rookie season. Cowboy fans hope he does not experience a sophomore slump.

Wide Receivers

The team is the loaded with talented receivers. Brandin Cooks has the potential to make heads turn in his first year with Tom Brady. The legendary quarterback will make Cooks one of the best receivers in the National Football League. Doug Baldwin will be catching many touchdowns from Russell Wilson. He has caught 21 touchdowns in the previous two seasons. I can double dip with Seattle's dynamic duo. My team will earn twice as many points when those two connect together. However, there is a downside of having a quarterback and receiver from the same team. I will not gain any points if Wilson does not throw to Baldwin.

Tight Ends

My two tight ends are Jimmy Graham as my starter and Jason Witten. Jimmy had a great second season with the Seahawks. He and Russell Wilson developed a special chemistry. He had 923 yards and six touchdowns in 2016. Expect big numbers from the veteran tight end. Jason Witten will be a reliable backup for Jimmy. He is the slowest man on the field, but he is always wide open.

Running Back

My team's glaring weakness is at running back. I invested most of my time on relievers in the draft. I took a few gambles on players with potential to have solid seasons. Derrick Henry and Thomas Rawls are my top two running backs. Derrick Henry has a huge upside. He could become the starter for the Titans if  Murray is unable to stay healthy for the full season. Thomas Rawls displayed a lot of promise in his rookie campaign. Many questions surrender Seattle's young player. His health is the biggest question of them all. Can he remain healthy for a 16 game season?

Defense Wins Championships

I drafted two of the league's best defenses. The Seahawks have a proven records as the best defense in the NFL. The Panthers have a tough defense. They will provide a backbone. Neither defense will be surrendering a lot of points on Sundays. I can lean on them to keep the team steady.

Kickers

Never underestimate kickers' value. They will rarely earn more than 15 points. However, they small earnings can put you over the edge in a tight game. Blair Walsh found a new home in Seattle. Last year was a disappointment. He only made 75% of his field goal attempts. His sample size as low. The Vikings' offense will enable him to attempt 16 field goals and he made 12 kicks. He should get more opportunities with the Seahawks new high energy offense. I need you to be accurate Walsh!

Team List

Quarterbacks
Russell Wilson
Dak Prescott

Running Backs
Derrick Henry
Thomas Rawls
Matt Forte

Wide Receivers
Doug Baldwin
Brandin Cooks
Brandon Marshall
Tyler Lockett
Corey Davis

Tight Ends
Jimmy Graham
Jason Witten

Defense/Special Teams
Seattle Seahawks
Carolina Panthers

Kickers
Sebastian Janikowski
Blair Walsh

Ready For Football!

I am very excited to start week one of fantasy football tonight! My team the Gold Paladins are ready to dominate the competition. Second place is not good enough. This team has inspirations for a championship. With some luck, we can win a championship. Let's Go Seahawks and Gold Paladins!

Saturday, September 2, 2017

Unit of The Week: Dragonic Vanquisher "SPARKING"


[AUTO](VC) Thunderstrike 4 (This ability is active when your opponent's bind zone has four or more cards):At the beginning of your ride phase, Counter Charge (1) or Soul Charge (1), your opponent chooses a card from his or her drop zone, and binds it face up.
[AUTO](VC):[Counter Blast (1)] When your G unit Stride, you may pay the cost. If you do, your opponent chooses a card from his or her drop zone, and binds it face up. Then, if the G unit you Stride has the thunderstrike ability, your opponent chooses one of his or her rear-guards, retires it, and binds it face up.
The original Dragonic Vanquisher was one of my first cards from Cardfight!! Vanguard G. His support has greatly expanded in recent months. The new support includes a new keyword Thunderstrike. He has a new card Dragonic Vanquisher "SPARKING". His new version provides better support for Thunderstrike! Opponents will tremble in fear at the slight of sparking thunder!

The first skill is Thunderstrike 4. You counter charge or soul charge one card, and your opponent binds a card from his or her drop zone face up. This skill is great against decks with strategies focusing on the drop zone. Ritual and Granblue will struggle against the new Vanquisher. Both decks heavily rely on their drop zones for resources. Their drop zones are a second hand and they cannot consistently use their skills after losing good cards from the drop zone.

Vanquisher's Stride skill binds a card from your opponent's drop zone and you may bind a rear-guard if your new G-Unit has the Thunderstike ability. Your opponent chooses the rear-guard to bind, but at least you are removing a unit from the field. Always stride a G-unit with the Thunderstrike ability. You want to maximize your card's potential. This strategy quickly enables Thunderstrike 4. The skill is really cheap for a huge advantage. You only pay one counter blast for the skill.

Finally, Conquering Supreme Dragon, Dragonic Vanquisher "VBUSTER" is the best G-Unit for Dragonic Vanquisher "SPARKING" at this time. VBUSTER continues to drain your opponent's drop zone and builds your Thunderstike. VBUSTER binds another rear-guard from your opponent's field. You can bind four cards with all skills from Dragonic Vanquisher "SPARKING" and Dragon, Dragonic Vanquisher "VBUSTER" working together.

Overall, Dragonic Vanquisher "SPARKING" gives Thunderstrike the spark that the skill desperately needed to become a good keyword. Dragonic Vanquisher "SPARKING" gives consistently to Thunderstrike. His skills constantly bind at least two units per turn. Continue to stride G-Units with Thunderstike to quickly drain your opponent's resources. Strike down your opponents with lighting from Dragonic Vanquisher "SPARKING"!

Card Rating: 5 out of 5

Saturday, August 26, 2017

Unit of The Week: Midsummer Flower Princess, Lieta

[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 from your G zone with the same card name as this unit, and turn it face up] Choose up to one card from your hand, put it into your soul, this unit gets the same card names as all cards in your soul, search your deck for up to a number of cards with the same card names as this unit equal to one plus the number of face up cards in your G zone, call them to separate (RC), and shuffle your deck. If the number of face up cards in your G zone is two or more, choose three of your units, and they get [Power]+3000 until end of turn.
Tokoha Anjou has a new ace card and its name is Midsummer Flower Princess, Lieta! This card debuted in Tokoha's and Chrono's semifinals match in the U20 tournament. Tokoha fell just short of winning the game. I was amazed by this card. Her art is beautiful and her skills compliment her beauty. I must play cards this good in my Neo Nectar deck!

Midsummer Flower Princess, Lieta is the perfect G-Unit for bloom. Her skill places a unit into the soul, she gains the card's name, and she superior calls cards with the same name up to the same number of face up G-Units. She makes a great ace unit. She closes out games because players can active many blooms in a single turn. Pure Maiden, Katrina is one of my favorite units to use in plays to bloom my rear-guards. She can easily stack 12 blooms in a single play.

Furthermore, Tomboy Elf is a very underrated card and she works her skills with your new units with bloom! She can return your units to the deck and increase a unit's power. This skill can be a great investment in games. Use her skill every turn to set up Midsummer Flower Princess, Lieta. Any requirable units in the drop zone will return to the deck and be available for Lieta's amazing skills.

Finally, players have a large selection of Neo Nectars to choose from Neo Nectars' large library. Two more favorite cards are Faith Maiden, Odette and Osmanthus Maiden, Anelma. Odette is similar to Tomboy, but she requires Generation Break. Odette returns a normal unit from the drop zone to the deck. Anemla is a great unit for creating strong columns.

Overall, Midsummer Flower Princess, Lieta is one of the strongest Neo Nectars. She perfectly demonstrates bloom's full potential in an intense wave of blooms. Her potential will only grow as stronger cards with bloom are released in vanguard! We already have a good selection of cards, but Bushiroad will most likely produce stronger cards. The world will bloom with Midsummer Flower Princess, Lieta!

Overall Rating: 5 out of 5

Friday, August 25, 2017

News: Messiah Dragon of Rebirth and Rondeau of Chaos and Salvation


Link Joker is getting new cards in two upcoming releases by Bushiroad! Link Joker has an upcoming extra booster set and trial deck. The infamous clan has three powerful factions. The Star-Vaders invaded Cray and Earth in season three of Cardfight!! Vanguard and continued the chaos in season four. The Deletors were a powerful unit of Star-vaders and were thought to be destroyed on Brandt. The survivors evolved into mutants with the ability to delete vanguards. Messiah was born from the remains of dead Star-vaders and Deletors. They became new Gods and heroes on Cray.

Messiah Dragon of Rebirth is the upcoming trial deck for Messiah decks. A new grade 3 Messiah is introduced! Alter Ego Neo Messiah is the newest grade three unit for Messiah decks! The deck also includes reissued Two new G-Guardians are included to create the ultimate defense! Destiny Dealer and Alter Ego Messiah. Players are getting a lot of good cards for their money. Messiah Dragon of Rebirth is looking like Link Joker's best trial deck to date.


Rondeau of Chaos and Salvation is Link Joker's first ever exclusive Extra Booster Set! My favorite villain Chaos Break Dragon strikes back! He has returned with new and powerful cards to lock his enemies into submission! Messiah continues to gain new support to assist the new cards from Messiah Dragon of Rebirth. New cards to upgrade Glendios and Deletor decks will also be included.

Messiah Dragon of Rebirth and Rondeau of Chaos and Salvation will be released on December 1st, 2017!

Monday, August 21, 2017

Trial Deck Review: Debut of The Divas

Debut of The Divas is the first trial deck for the Bermuda Triangle clan. The deck includes 54 cards and a special promo card. Debut of the Divas is the first trial deck to feature a G-Guardian. Players have a one in six chance to pull a SP version of Chouchou Debut Stage, Tirua. Players have easier access to playing one of the less talked about clans. Bermuda Triagnels normally receive one update per year in an extra booster set, but we received a booster set and trial deck for 2017.



Introducing Chouhou

Chouchou performs Bermuda Triangle's strategy of drawing additional cards with style. Their strategy is sending units back to the deck to draw attacks and gain additional attacks in combat. The strategy is performed with many combos. Cards interact with each other. Some cards send cards back to the deck and then other cards have effects that trigger after a card is returned to the deck.

Chouchou Debut Stage, Tirua and Chouchou, Lillinel are the stars of the deck. Their abilities generate a huge advantage by conserving cards and drawing more cards. Chouchou Debut Stage, Tirua's first skill sends a unit with Chouchou in its name to the deck and a player may draw two cards. Tirua's Generation Break allows a player to stride a G-Unit without paying the cost to stride. Players save at least one card in their hands. Chouchou, Lillinel's skill triggers after she hits a vanguard. A player sends a unit with Chouchou in its name to the deck and draws two cards. Players can gather a lot of cards if they are able to use all three abilities in a single turn.

Supporting Units

I cannot overlook Chouchou's supporting cast! They work as a well oiled machine. Chouchou, Ayana is one of my favorite rear-guards in the archetype. She returns to the deck, allows a player to draw a card, and a player can superior call a new unit to the field for an extra deck. Chouchou, Palffy is one of the easiest G-Guardians to satisfy its requirements. A player only needs three cards in his or her hand for she can 5,000 shield to create a 20,000 shield. 

Promo Reprints!

Each trial deck includes one of three promo cards. They are Duo Absolute Sister Meer, Cheerfully Etoile Olyvia, and Dreaming Step, Shizuku. Every promo is in a foil. I pulled Olyvia in both trial decks. This is great for my deck. Olyvia requires at least two copies of herself to be able to play her. She finally received a proper reprint in foil unlike her first reprint. My G-Deck gains two extra cards and they are copies of one Bermuda Triangle's best G-Units.

Play Testing

I love my Chouchou. I call it my hot white women deck because these divas are pure perfection. I purchased two copies to have a full set of the G-Zone and Chouchou Debut Stage, Tirua. Chouchou is a very consistent and strong archetype. Every card play in perfect harmony. I am gaining huge advantages in the early stages of every game. One game became lopsided very quickly. I was able to increase my hand to over ten cards after my first stride. The large hands make defending much easier.

The Final Word

Debut of The Divas is the strongest trial decks as of today. Players only need to purchase two copies to build an efficient deck. You will only spend up to $40 for a good deck. Players receive a lot of resourceful cards in a single trial deck. Players get two G-Units, two G-Guardians, two strong grade three cards, and a great supporting cast of cards with powerful effects. Chouchou Debut Stage, Tirua and Chouchou, Lillinel are my favorite cards from the trial deck. Lillinel is a special card because her art is awesome! Their abilities can easily put a game in a player's favor. I strongly recommend players to buy this deck. Do not underestimate beautiful mermaids.

Trial Deck Rating: 5 out of 5

Saturday, August 19, 2017

Unit of The Week: Holy Dragon, Luminous Hope Dragon

The foundation of strength. That is unwavering faith. 
[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]:[Choose a face down card from your G zone, and turn it face up] For each face up "Holy Dragon, Luminous Hope Dragon" in your G zone, until end of turn, this unit gets [Power]+10000, and all of your rear-guards with the brave ability get [Power]+1000.
[AUTO](VC) Brave:When this unit attacks, if you have two or more face up cards with the brave ability in your G zone, search your deck for up to one grade 2 card, call it to (RC), then, if you have three or more face up cards with the brave ability in your G zone, this unit gets [Critical]+1. Shuffle your deck.
I have been playing my Brave deck a lot of lately and the deck is performing better than my expectations. The style is slowly winning me over to the Brave side! Holy Dragon, Luminous Hope Dragon is one of the units that is making me enjoy the Royal Paladins' new play-style. He has two skills to bolster your formation. Holy Dragon, Luminous Hope Dragon is a SP card in Raging Clash of the Blade Fangs.

The first skill gives 10,000 power to Holy Dragon, Luminous Hope Dragon and 1,000 power to each rear-guard for each face up Holy Dragon, Luminous Hope Dragon in the G-Zone. The power boost is nice for your vanguard. It can attack at very high numbers that demand a perfect guard or a G-Guardian to block it. The power bonus is much better for the rear-guards on the second attempt with Holy Dragon, Luminous Hope Dragon. There will be three face up Holy Dragon, Luminous Hope Dragons to give 3,000 power to each rear-guard.

The second skill features Brave. When he attacks, you may superior call one grade two card from the deck and gains a critical if you have three or more face up cards with the Brave ability in the G Zone. Knight of Twin Swords is one of the best targets. His skill superior calls another grade two unit from the deck. You can continue to attack your opponent with rear-guards. The new rear-guards will gain power from the first skill so they should have enough power to hit the opposing vanguard.

Finally, demands a lot of good support for his Brave skill to be effective. Knight of Discipline, Alectos is a must have card in the deck. He can enable Brave at any time regardless of the amount of cards in your hand. You can retain your cards in the late game for defense and you will maintain your skills with Brave. Counteroffensive Knight, Suleiman is another strong rear-guard for the deck. His skill superior calls another grade 2 and gives it an additional 2,000 power.

Overall, Holy Dragon, Luminous Hope Dragon is a great card to play as a finisher. His skills add a lot of pressure on opponents. He generates a large amount of power for the entire formation. His second skill enables extra attacks in a single turn. Royal Paladins have a lot of support to assist Holy Dragon, Luminous Hope Dragon's late push for a victory. Show your bravery with Holy Dragon, Luminous Hope Dragon!

Card Rating: 4.5 out of 5

Saturday, August 12, 2017

Unit of The Week: Golden Knight of Links, Celtis Winner

The bonds of gold will shine in the predicament, and bring about amazing miracles. 
[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 8 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):When this unit attacks, choose up to four of your rear-guards, and until end of turn, they get "[AUTO](RC):At the end of the battle that this unit attacked or boosted, look at two cards from the top of your deck, call a card from among them to (RC), it gets [Power]+5000 until end of turn, and put a card from among them on the bottom of your deck.".
The Gold Paladins reached new heights through the power of unite! Golden Knight of Links, Celtis Winner extends his clan's power with Generation Break 8. Every clan has a special G-Unit with the power of a miracle. He designed just like every unit with this power. His purpose is win games on the same turn he strides on the field. Golden Knight of Links, Celtis Winner units his comrades and gives them the burning desire for victory!

Golden Knight of Links, Celtis Winner's Generation Break 8 gives an additional skill to all of your rear-guards. You may superior call a card from the top two cards of your deck after an unit attacks a vanguard or boosts a rear-guard., and each new unit gains 5,00 power. Golden Knight of Links, Celtis Winner needs to attack first for all rear-guards to benefit from the skill. The first wave of rear-guards may benefit from triggers if you are able to check triggers during the drive check. You will have a minimum of five attacks if you have a full field.

Furthermore, units with abilities to gain power in combat are perfect in this setting. They can provide a huge push for a hard-earned victory. The extra attacks will make guarding more difficult for your opponent. Knight of Autumn Light, Regan is one of my favorite units to play in my deck. She gains 3,000 power from unite and she can avoid your opponent's effects/ She should be swinging her attack with over 20,000 power if a good booster. Superior call her to the field if she is an option.

However, there are a few problems with this card. Stand Triggers are not effective with him. He needs to be the first attacker and all rear-guards will be standing at this time in combat. Stand Triggers will not have targets to stand, and will only give power to rear-guards. Players are not getting the full benefits from Stand Triggers to have multiple attacks because of the trigger.

Overall, Golden Knight of Links, Celtis Winter is a strong card, and is the perfect G-Unit in the right situation in a game. I will play one copy of in my deck. He adds more attacks in a single turn. Players can push their opponent into a corn. A wave of fight attacks can win a game if you can correctly time the attack. Unleash the ultimate unite with Golden Knight of Links, Celtis Winner

Card Rating: 4 out of 5

Saturday, August 5, 2017

Unit of The Week: Knight of Spring's Light, Perimore

The warm light calls forth joy. 
[CONT](RC) Unite (Active if you have called two or more units to (RC) or (GC) during this turn):This unit gets [Power]+2000.
[AUTO] Generation Break 1:[Counter Blast (1)] When this unit is placed on (RC), 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 a (RC) in the same column as this unit, and put the rest on the bottom of your deck in any order
Knight of Spring's Light, Perimore is the newest card in my Gold Paladin deck and I am really loving this card. He has given a major boost in power to my deck. Knight of Spring's Light, Perimore has a RRR rarity and SP rarity in Glorious Bravery of Radiant Sword. He is more difficult to find in a pack than the average grade two unit. Players may be forced to buy individual cards from local or online retailers.

Knight of Spring's Light, Perimore's first skill has the power of Unite. He gains 2,000 power when Unite is active. This power boost is simple and effective. A good booster will make him a strong rear-guard. Many G-Units can further enhance his power. This skill is not restricted by Generation Break. Perimor can gain the additional power very early in a game.

Perimore's Generation Break superior calls one of the top three cards from your deck. The ability can fulfill unite's requirements if Perimore is the first rear-guard to be called during a turn. His skill helps enable unite for Sunrise Ray Knight, Gurguit. Player of the Holy Pipe, Gerrie is one of my favorite targets to superior call on the field. He is a great investment. His unite skill counter charges to make Perimore's skill free and he goes into the soul.

Overall, Knight of Spring's Light, Perimore is a nice card to play in Gold Paladins decks with unite. He helps fulfill the requirements for unite if you have not already activated the ability during the turn. His Unite skill is a nice feature. He becomes strong enough to damage an opponent's vanguard. Unite the Gold Paladins with Knight of Spring's Light, Perimore's powerful skills!

Card Rating: 3.5 out of 5

Saturday, July 29, 2017

Unit of The Week: Stealth Dragon, Shiranui

The taboo eye, is said to hide a power that no one has ever seen. 
[AUTO](VC) Generation Break 2:When this unit attacks, if the number of cards in your hand is less than your opponent's, this unit gets [Power]+5000/[Critical]+1 until end of that battle.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose up to one of your opponent's rear-guards, bind it face up, your opponent chooses a card from his or her hand, and discards it. At the end of that turn, your opponent puts the card that was bound with this effect into his or her hand.
The Nubatama clan has a good reputation of being a righteous clan. However, almost every clan has defects. Stealth Dragon, Shiranui becomes the leader of the proud Nubatama clan. He is able to quickly raise his rank because he learns the ability to use Stride. New generations are able to join Nubatama in combat. Stealth Dragon, Shiranui abuses his authority and has developed an evil eye.

Stealth Dragon, Shiranui has one of the most powerful Stride skills. He forces the opponent to bind a rear-guard face up and discard a card from his or her hand. It negates the triple drive to an extent. The opponent loses two important cards to use for defense. An opponent may be forced to choose between defense and having cards to discard for Stride. Stealth Dragon, Shiranui and his comrades will find it easier to connect their attacks.

Furthermore, players can further cripple their opponent's defenses with Stealth Dragon, Shiranui's skill combined with Rikudo Stealth Dragon, Tsukumorakan as the G-Unit. Rikudo Stealth Dragon, Tsukumorakan's skill restricts an opponent's hand to four cards and binds additional cards from his or her hand. This combat is the perfect moment to unleash the deck's full potential. An opponent with a limited hand will struggle to withstand attacks.

The Generation Break is a tad disappointing. Stealth Dragon, Shiranui gains 5,000 power plus one critical if you have less cards in your hand than your opponent. This situation is very unlikely because your vanguard's first skill decreases your opponent's hand. Do not expect to use this skill very often. However, the Generation Break makes up for lost power if you are unable afford to the cost for Stride. Striding to a G-Unit is a far better option if you can pay the cost for Stride.

Overall, Stealth Dragon, Shiranui has one of the best Stride skills from the generation era. Forcing opponents to discard cards is a major advantage against any deck. The skill slowly drains opponents' resources and decreases their defensive capabilities. Unfortunately, his Generation Break skill leaves more to be desired. It's not horrible, but I have seen better skills. Continue to stride G-Units and you will be just fine in games. Stealth Dragon, Shiranui will dominate the world with the evil Nubatama!

Card Rating: 4 out of 5

Saturday, July 22, 2017

Unit of The Week: Metapulsar, Mystery-freeze Dragon


[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] Generation Break 3:[Counter Blast (2)] Shuffle your deck, and bind four cards from the top of your deck face up. Until end of turn, during the battle that this unit attacks, your opponent cannot call cards from hand to (GC) with the same grades as the grades of the cards bound with this effect. If a grade 3 card was bound with this effect, this card gets drive +1.
Gear Chronicle has a new ace G-Unit. Metapulsar, Mystery-freeze Dragon. This card was introduced in Chrono's match against Saori. Gear Chronicle manipulates time and space. The clan's abilities affect many aspects of the game. Metapulsar, Mystery-freeze Dragon affects two very important aspects in Cardfight!! Vanguard. It restricts your opponent's defenses and gives the player an extra drive check.

Metapulsar, Mystery-freeze Dragon's skill binds the deck's top four cards. Opponents cannot guard with cards of the same grades as the bound from this skill. Players have an easier route in hitting their opponent's vanguard. Most opponents would lose hope if a player revealed grade one, grade zero, and grade three cards. Their defensive options have been limited to only G-Guardians. Players may perform Quadruple Drive if a grade 3 was bound with this skill. This skill increases the probability of checking triggers.

Furthermore, the ability to gain an extra drive is a huge advantage against any opponent. Players have a great chance of checking critical triggers during this important battle in the game. Players hinder their opponent from defending against an attack with potential to check several triggers. It can seal the deal if a player is able to check critical triggers. Draw triggers are great to check at this time. Players can quickly build their hand for a strong defense if their opponent survives this turn.

Finally, very few decks have defensive options to counter Metapulsar, Mystery-freeze Dragon. G-Guardians are the best option to block Metapular, Mystery-freeze Dragon's attacks. It skill cannot prevent grade 4 units from being called to the guardian circle. Golden Beast, Sleimy Flare and Sunrise Ray Knight, Gurguit can bypass limitations. They can superior call grade one units from the deck to negate Metapulsar, Mystery-freeze Dragon's attack!

Overall, Metapulsar, Mystery-freeze Dragon is one of the best G-Units ever created. I can argue he is the perfect G-Unit with Generation Break 3. There are not many cards that I would choose before him. He achieves two key factors in combat. An opponent's defensive options become limited and players gain an additional card from their drive check. Manipulate time and space with Metapulsar, Mystery-freeze Dragon!

Card Rating: 5 out of 5

Saturday, July 15, 2017

Unit of The Week: Mage of Enticement, Ildona

That long arm hauls desires too. 
[AUTO](VC) Generation Break 1 Ritual 3 (Active if there are three or more grade 1 cards in your drop zone):[Choose two of your rear-guards, and retire them] When this unit attacks a vanguard, you may pay the cost. If you do, draw two cards, and this unit gets [Power]+3000 until end of that battle.
[AUTO]:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one card with the ritual ability from among them, reveal it, put it into your hand, and shuffle your deck.
Mage of Enticement, Ildona is the new version of Ildona. He was first introduced as Origin Mage, Ildona with Limit Break. He represented the Shadow Paladins during the Limit Break era and we have seen him until the current era of vanguard. He now has the Shadow Paladins's new ability Ritual. He is a potential backup vanguard for Ritual decks. His skills on the vanguard circle taps into Ritual.

Illdon's Ritual skill retires two rear-guards in exchange for 3,000 power and draw two cards in combat. The increase in power is very minor. The skill's true purpose is to use cards' skills that activate when they are retired for skills and drawing cards. Knight of Ironcluster, Craiftine is the best card to retire. His skill allows a player to look at the top two cards from the deck, draw one card, and send the other card to the drop zone. The player draws three cards to increase his or her hand's size.

Mage of Enticement, Ildona's second skill searches the top five cards from the deck for a card with ritual. I find this skill to be very helpful if I am searching for Dragheart, Luard. I can ride Dragheart, Luard on my following turn and proceed with free G-Units after my first turn with Dragheart, Luard. I can also search Dragsaver, Esras for the perfect defense. It is always wise to have at least one  Sentinel in my hand.

Overall, Mage of Enticement, Ildona is a useful backup vanguard in a Ritual deck. He is one of the better backups for not being a new version of a main character's card. Players may still play their deck's theme and not falling into a vanilla game. His skills have multiple strategies for every game. Players can discover cool combos with his first skill. Ildona is back with the power of Ritual!

Card Rating: 3 out of 5

Saturday, July 8, 2017

Unit of The Week: Maximum Rapture, Lucia

All of you on the second floor, are you having fun? 
[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):Harmony (When your other unit is placed in the same column as this unit, both units become in harmony until end of turn)
[AUTO](VC):[Soul Blast (1) & Choose a face down card from your G zone, and turn it face up] When this unit is in harmony and attacks, you may pay the cost. If you do, choose up to one of your other units in harmony, return it to your hand, choose up to one card from your hand, and call it to (RC).
Bermuda Triangle clan is back for its annual summer release! Maximum Rapture, Lucia is one of the new G-Units from Prismatic Divas. Her name suits her well. She brings out the maximum possibilities of the Bermuda Triangle clan. Her beauty and skills are perfect representations of the Bermuda Triangles. She is one of the newest units to support Harmony.

Maximum Rapture, Lucia's skill requires Harmony, returns an unit in Harmony to your hand, and superior calls one card from your hand. You can will gain an additional attack for the turn from the new unit. If your opponent blocks her attack with a perfect guard, then you can apply all of your triggers' effects to your new rear-guard to give her a boost in power. Her skill's cost enables Generation Break two very quickly. She can flip any card in your G-Zone face up!

Furthermore, Wonderful Voice, Lauri is a great grade three unit for Maximum Rapture, Lucia to stride on. Lauri's skill bounces to units back to your hand to rearrange your formation and trigger cards' skills such as Love Collect, Eleanor, and you may draw one card. You continue to build resources and manipulate your formation. This protects units from Star-Vaders' Lock, Kagero's powerful ability to retire units, and Nubatama's domination

Finally, her skills have perfect harmony with new and old Bermuda Triangle units! Love Collect, Eleanor is one of the new units from Prismatic Divas. She is one of the best units to play in decks with Harmony. Her skill allows a player to draw a card and call one unit after she is returned from the field to your hand! You are exchanging cards on the field for an extra attack from Maximum Rapture, Lucia, and drawing a card from Love Collect, Eleanor! I love this combo!

Overall, Maximum Rapture, Lucia's beauty and graceful skill evaluates decks with Harmony. Many unites with Harmony can create many awesome combos! Her best feature is being able to prepare Generation Break two. She is one of the best G-Units to play in a deck with Generation Break eight if your winning image includes a nearly unstoppable G-Unit. She is a great G-unit for enabling Generation Break 2 in the early game.

Card Rating: 3 out of 5

Wednesday, July 5, 2017

The Top 5 Mega Man Games That Need HD Remakes

The Mega Man Legacy Collection 2 will be released on August 8th. Mega Man 9 and Mega Man 10 are getting their first remakes. Mega Man has more worthy games to be remade for current consoles. I want to discuss great Mega Man games that need to be remade in high definition. There are some really good games without a second release. It is an injustice for these amazing games to have never seen additional remakes. I can sit and play these games for hours non-stop. My list only includes my personal favorite games from the franchise.

Mega Man X: Command Mission

My favorite game in the Mega Man franchise is Mega Man X: Command Mission. It is the only traditional RPG game for Mega Man. X, Zero, Axl, and their new allies battle the Rebellion Army. This is the franchise's most underrated game. The battle system is fun and keeps players engaged in the action. My favorite feature in the battle system is the Hyper Modes! Your party's members can transform into more powerful forms! The graphics are pretty good in a style similar to anime. I think the anime style works for a series such as Mega Man. The game would look even better in modern graphics.

The game is not every long. I can beat it in under ten hours if I rush through every stage. There is a total of ten chapters. A remake could add a few more chapters. More character development in new chapters can be given Steel Massimo, Cinnamon, and Marino to strengthen their characters. We can finally have answers to Spider's past if he existed before Redips.

Mega Man: Dr. Wily's Revenge

Mega Man made his debut on the Game Boy in 1991. Mega Man: Dr. Wily's Revenge is one of the most difficult games on the handheld console. Only hardcore players can handle a game with difficult stages. I remember playing this game as a kid and struggled to reach every boss's room. There were intentions to remake the entire series from the Game Boy to the Game Boy Advance, but the game was never made for unknown reasons. I might just play it this weekend to see if my skills are still up to par!

Mega Man Soccer

Did you know Mega Man entered the world of soccer before Mario? That's right! Mega Man stepped onto the field on the Super Nintendo Entertainment system in Mega Man Soccer. Mega Man and Proto Man battled Dr. Wily and his robot masters in intense soccer games. I Have never played this game. It is very difficult to find in local stores. A remake is justified for any future installments of the Mega Man Legacy Collections.

Mega Man Battle Network 2

My first entry to the Battle Network series was Mega Man Battle Network 2. I saw the game advertised in an issue of Nintendo Power. The game's unique style and appearance for a Mega Man game intrigued me. Lan, Mega Man.EXE, and their classmates battle the net mafia Gospel. Every boss plays a major role that leads to the finale against the leader of Gospel. You are constantly progressing through a huge world on a long quest and many side quests along the way.

Mega Man Legends

Many players consider Mega Man Legends as the most underrated game in the franchise. There are many good reasons behind their strong opinions. Mega Man Volnutt became the third Mega Man in the franchise and the first Mega Man to appear in a 3D game. I love the cast of characters. The voice acting is decent for a game from its era. It is a huge improvement from Mega Man 8. Players can explore Kattelox Island. There are many secrets to the found.

This is the perfect Mega Man title to remake on modern consoles. Capcom can test their potential customers for a new installment. Fans can finally show their desires for a third installment to the series by buying the game. I want Mega Man Legends 3 to be released one day. Could this be the key of reviving the series?

The Final Word

I hope all of these Mega Man games will one day be remade. An awesome remake may be what the franchise needs to get back on top of the video game industry. This has the potential to spark interest in the fading franchise. Let me know which games that you want to be remade! I want to hear your feedback.

Friday, June 30, 2017

Unit of The Week: Guard Leader of Sky and Water, Ihoannes

The youth challenges the waves with a gem in hand. 
[G guardian] (Usable when both fighters' vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is 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] Generation Break 1:[Counter Blast (1) & Choose a face-down G guardian from your g zone, and turn it face up] When this unit is placed on (GC), you may pay the cost. If you do, choose up to five of your rear-guards, until end of turn, they get "[CONT](RC):Resist" & "[CONT](RC):This unit cannot be hit.", and this unit gets [Shield]+5000 for each chosen unit.
Guard Leader of Sky and Water, Ihoannes is the best and only good G-Guardian for Aqua Force. Good is an understatement. She is magnificent! The previous G-Guardians from Aqua Force were not very good. Both cards were restricted by Wave. Guard Leader of Sky and Water, Ihoannes does not have limitations brought forth by Wave. She forces on protecting the vanguard and rear-guards.

Guard Leader of Sky and Water, Ihoannes's skill give Resist to all rear-guards, they are unable to be hit, and her shield gains $5,000 power for each chosen unit. A full field boosts her shield to 40,000! Your vanguard's shield will be 50,000 or greater. This powerful shield is able to fend off most attacks. Only a handful of units are able to surpass a shield of  this magnitude.

Furthermore, you are able to protect your most important rear-guards from your opponent. This is very important because Aqua Force heavily depends on its rear-guards to set up its combos. The formation must attack in the correct order to fully utilize every skill. Tidal Assault and Magnum Assault are key pieces to your strategy. Wise opponents would attempt to retire essential units to a Aqua Force's formation. Guard Leader of Sky and Water, Ihoannes denies all hope of removing the essential units.

However, Guard Leader of Sky and Water, Ihoannes requires Generation Break 1. You are not able to play this card if you go first in most games. You want to go second to get the first Stride and this is only if your opponent is not locked on a grade less than three. Your first Stride will enable your Generation Break. Then, you may proceed to play Guard Leader of Sky and Water, Ihoannes as your G-Guardian.

Overall, Guard Leader of Sky and Water, Ihoannes is the perfect G-Guardian for Aqua Force. Every Aqua Force deck needs to have this card in it. Guard Leader of Sky and Water, Ihoannes has all the benefits that Aqua Force needs to be successful. She is the only effective G-Guardian in the entire clan. She does not rely on Wave for its skills. Your rear-guards gain much needed protection from your opponent's attacks and skills. Her shield has the potential to become 40,000 with a full field. Defend the vanguard and rear-guards with Guard Leader of Sky and Water, Ihoannes!

Card Rating: 5 out of 5

Saturday, June 24, 2017

Unit of The Week: Enma Stealth Rogue, Mujinlord

Intended resentment...... Be cleansed before my spell. 
[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.
Domination-[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card from your G zone with the same card name as this unit, and turn it face up] Choose up to the same number of any rear-guards as the number of face up cards in your G zone, and they get [Power]+4000 until end of turn. Dominate all of your opponent's chosen units as [Stand], and each of those units attack your opponent's vanguard. (You pay the cost to use its abilities as well)
Nubatama is sitting on top of Cardfight!! Vanguard. I never thought I would say such a powerful statement. Nubatama has finally arrived as the best clan in Cardfight!! Vanguard in the current format. Their rise is all thanks to domination and one of its signature cards Enma Stealth Rogue, Mujinlord. The new keyword domination has changed the game's landscape. We have not encountered a game changing ability since Lock.

Enma Stealth Rogue, Mujinlord's skill dominates the same number of an opponent's rear-guards as the number of face G-Units in your G Zone. These units gain 4,000 power, stand, and attack your opponent's vanguard. Mujinlord is an ideal card to play during the late game. You should have many face up G-Units by the time Mujinlord enters the field. Expect to at least dominate a few rear-guards. The additional power to the rear-guards gives the opportunity to hit the opponent's rear-guard before your battle phase.

His potential is not limited by copies face up in the G Zone. All G-Units apply to Mujinlord's wide range of dominating rear-guards. I would play a G-Unit or G-Guardian with the ability flip any G-Unit face up for my first G-Unite in every game. Jinx Stealth Fiend, Zashikihime is a good option to use to flip a G-Guardian face up in the G-Zone. You will gain two face up G-Guardians after guarding your vanguard. I will have least three face up G-Units while Enma Stealth Rogue, Mujinlord's skill is in effect.

Finally, you have the option to use your oponent's rear-guards' skills. This is very scary in certain matchups. Every clan has cards with skills that allow you to draw a card if its attack hits a vanguard. Battle Siren, Nicoletta is one of the best examples from Aqua Force. Her Generation Break allows a player to draw a card if her attack hits a vanguard and her skill does not have a cost. You can use your opponent's cards to draw free cards! Units under domination are considered your units. You receive the benefits from their skills!

Overall, Enma Stealth Rogue, Mujinlord is one of the strongest G-Units ever created up to this date. His potential to dominate up to five opposing rear-guards is a huge advantage. You can attack your opponent eight times in a single combat. Two turns and combat with him can nearly guarantee victory. His skill is too overwhelming for two consecutive turns. Dominate the competition with Enma Stealth Rogue, Mujinlord!

Card Rating: 5 out of 5

Saturday, June 17, 2017

Unit of The Week: Little Great Sage, Marron

Guide the hero, protect the king. A sage is a person who can do both. 
[G guardian] (Usable when both fighters' vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is 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]:[Soul Blast (1)] When this unit is placed on (GC), if you have a vanguard with "Alfred" or "Blaster" in its card name, you may pay the cost. If you do, search your deck for up to one grade 1 or greater card, call it to (GC), and it gets [Shield]+5000 until end of that battle. Shuffle your deck.
Marron has been one of the key cards in the Royal Paladins and once with the Gold Paladins. He has always been a grade 1 card with skills to support his archetype. He has now grown into a power grade 4 unit known as Little Great Sage, Marron! Blaster Blade and Alfred received new offensive support and now they have a second G-Guardian for their archetype. Their longtime friend returns to be on the defensive side of the game

Little Great Sage, Marron's defensive skill superior calls one grade 1 or greater card from the deck and calls it to the guardian circle. The new unit also gains 5,000 Shield to strengthen your defenses. Marron and your new unit will at least create a 25,000 shield together. This is a very good shield against many decks. Many decks are now able to generation huge numbers at a moment's notice. You will need a great defense in every deck. Little Great Sage, Marron is Blaster Blade's and Alfred's second option.

Furthermore, Little Great Sage, Marron's skill can superior call particular Perfect Guards to the guardian circle to negate attacks. You can bypass powerful cards with abilities that prevent you from calling grade one units from your hand to the guardian circle. Your perfect guard is being called from the deck and not the hand. This ability does not work with most Perfect Guards from Cardfight!! Vanguard G because they can only be activated from the hand. Flash Shield, Iseult is one of your best options for a classic Perfect Guard. She was reprinted as a single R in Vanguard & Deletor. She should not be too expensive.

Finally, you can continue to strengthen your defenses if you do not use a Perfect Guard. Alfred has a few options to generate a stronger defense. Knight of the Gale, Hudiplus is a great defensive rear-guard if Alfred is your vanguard. He can intercept opponents' attacks from anywhere on the field and provide a 15,000 shield. Your shield can extend to 40,000 with Knight of the Gale, Hudiplus, Little Great Sage, Marron, and the unit from Marron's skill.

Overall, Little Great Sage, Marron is a good card to play at one or two in Blaster and Alfred decks. My defensive strategy is play two copies of Great Flash, Iseult and Little Great Sage, Marron. Both cards are for different opponents. I would rather play two copies of each card then limit myself to only playing a full set of one card. A Blaster and Alfred deck only needs four G-Guardians so that is why I am limiting my G-Guardians to four cards in the extra deck. Defend the hero and king with Little Great Sage, Marron's elite defense!

Card Rating: 4.5 out of 5

Saturday, June 10, 2017

Unit of The Week: Holy Seraph, Altiel

The light of an angel with bring out the shine from dark, sealed past too. 
[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 3:[Counter Blast (1)] All of the units in your front row get [Power]+2000 until end of turn.
Rescue-[AUTO]:[Counter Blast (1) &; Soul Blast (1) & Choose a face down card from your G zone, and turn it face up] When this unit is placed on (VC), you may pay the cost. If you do, choose up to the same number of cards from your damage zone as the number of face up cards named "Holy Seraph, Altiel" in your G zone, heal them, choose one of your vanguards, and for each damage healed with this effect, deal one damage. (Perform a damage check. Triggers will also activate)
I pulled a lot good cards last week at my local card shop. Holy Seraph, Altiel was one of the best cards from last Saturday. My collection lacks Angel Feathers of higher rarity. It was nice to finally pull my second RRR Angel Feather. Rin Hashima plays Holy Seraph, Altiel as her ace card in Cardfight!! Vanguard G Next.

Holy Seraph, Altiel demonstrates the full potential of Angel Feather's signature ability Rescue. Her skill heals the same amount of cards as face up Holy Seraph, Altiel in the G Zone and deals one damage for each card healed by this effect. You can perform up to three damage checks with her skill before heading to combat. Triggers will activate for each damage check. You can apply Critical Triggers' extra damage to Holy Seraph, Altiel and provide the power to the rear-guards. Draw triggers have a lot of potential in this deck. You can draw extra cards sooner than normal.

You can furthermore manipulate the damage zone with Black Shiver, Gavrail as your grade 3 vanguard and heart. Use  Black Shiver, Gavrail's skill to place a unit on the field that you want from the daamge zone. Your formation gains a key card from the damage while the remaining cards will be recovered. You will also have a fresh set of face up units to superior call on your next turn with  Black Shiver, Gavrail.

Finally, many rear-guards benefit from cards being placed into the damage zone. You can create powerful columns with your rear-guards. Nurse of Broken Heart is one of the best rear-guards to have on the field alongside Holy Seraph, Altiel. Her skill gives 2,000 power to herself and your vanguard when a card is placed into the damage zone. You are gaining powers from skills and Triggers simultaneously.

Overall, Holy Seraph, Altiel is one of the best G-Units with Generation Break 3 and belongs in every Angel Feather deck. Her Rescue ability is too good to pass for another card. There is a lot of potential to check triggers and activate cards' effects after performing damage checks. Nurse of Broken Heart and Holy Seraph, Altiel are a dynamic duo with awesome plays together. Holy Seraph, Altiel's perfect beauty will rescue your units and guide them to victory!

Card Rating: 5 out of 5

Monday, June 5, 2017

News: Mega Man Legacy Collection 2


Capcom officially announced the newest MegaMan game! MegaMan, Bass, and ProtoMan are return in Mega Man Legacy Collection 2. Mega Man Legacy Collection 2 features MegaMan 7, MegaMan, 8, MegaMan 9, and MegaMan 10! This will be the first home release for MegaMan 9 and MegaMan 10. Both games were originally released as DLC games. The extra content from online for MegaMan 9 and MegaMan 10 will be included!

The game also features stage remixes to challenge your skills! Leaderboards appear to be an online feature to showcase the best players for every stage. A museum of MegaMan history has cool facts about the Classic Series. A music player has our favorite themes from every stage from the four games!


Capcom sends MegaMan Legacy Collection 2 to PlayStation 4, Xbox One, and PC on August 8th, 2017. The original MegaMan Legacy Collection was also released on the Nintendo 3DS. I am keeping my fingers crossed for a release on the Nintendo 3DS.

Saturday, June 3, 2017

Unit of The Week: Holy Divine Knight, Gancelot Peace Saver

The solitary knight carries out his ideals to the extreme, to establish perpetual peace. 
[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):When this unit attacks, if you have a heart card with "Alfred" or "Blaster" in its card name, Counter Charge (1), until end of that battle, this unit gets drive+1, and then, if you have a face up card in your G zone, this unit gets [Critical]+1.
[CONT](G Zone):During your turn, if this card is face up, all of your rear-guards with "Blaster Blade" in its card name get "[CONT](RC):Resist".
Grancelot has finally returned to Cardfight!! Vanguard. He was originally a grade 3 vanguard with only 9K power. Later, he returned as a Gold Paladin with the Liberators. He has now returned as the powerful Holy Divine Knight, Gancelot Peace Saver! All of his incarnations have skills to assist units with Blaster Blade in their names. Holy Divine Knight, Gancelot Peace Saver provides further support for Blaster Blade Exceed.

Holy Divine Knight, Gancelot Peace Saver's skill Counter Charges one card in the damage zone, he gains quadruple drive, and gains one critical if you have a face up card in your G-Zone. The first two effects are the best features. You gain two important resources without paying a cost. The additional drive check adds one more card to your hand and is another opportunity to check a trigger. You have two options to achieve the additional critical. You can either play a G-Guardian before your turn or wait to play him for your second G-Unit in the game.

The second skill shows its benefits in the late stages of games. If Holy Divine Knight, Gancelot Peace Saver is face up in the G-Zone, the skill grants all rear-guards with Blaster Blade in their names resist during your turn. Blaster Blade is able to avoid effects that could retire him from the field. Flame Wing Steel Beast, Denial Griffin cannot stop Blaster Blade alone. Your opponent must choose a different G-Guardian or use more cards to block the attack.

Finally, his second skill's purpose is to enable Divine Knight King, Alfred Holy Saver skills. Blaster Blade can perform a Twin Drive as a rear-guard and he needs protection from certain decks. Your Blaster Blade is guaranteed to perform Twin Drive. Your opponent is unable to use skills to remove him from the field during your turn. I would not want to lose such a precious advantage.

Overall, Holy Divine Knight, Gancelot Peace Saver is one of the most essential cards for a Blaster Blade deck. He continues the tradition of Gancelot to support units named Blaster Blade! All of his abilities are so powerful that I cannot pass them for another card. Every ability gives advantages to you without paying a cost for these abilities. Relive the Royal Paladins' glory days with Holy Divine Knight, Gancelot Peace Saver!

Card Rating: 5 out of 5


Saturday, May 27, 2017

Unit of The Week: Dimensional Robo Overall Command, Ultimate Daiking

With that figure standing honorably, people are convinced of the victory of justice. 
[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) Generation Break 8:When this unit attacks a vanguard, this unit gets [Power]+10000/[Critical]+1 for each of your rear-guards until end of that battle. At the end of that battle, if this unit's [Power] is 80000 or greater, all of your rear-guards get [Power]+10000 for each of this unit's [Critical] until end of turn.
Dimensional Robo Overall Command, Ultimate Daiking is ready to deliver justice and vanquish the new evil that haunts Cray. He is the first Dimension Police unit to have Generation Break 8. He is a member of the Dimensional Robo archetype, but he can be added to every deck with Dimension Police. His skills are not limited to his archetype. Players are able to test him in a variety of decks to suit their needs.

Dimensional Robo Overall Command, Ultimate Daiking has one of the most amazing Generation Breaks in the game. His skill grants him 10,00 power and a critical for each rear-guard and if his power is 80,000 or greater, each rear-guard gains 10,000 power for each critical. This ability is the ultimate design of finishing moves. He is designed to win games on the turn he strides onto the field. Opponents will be unable to stop three powerful attacks that go beyond the average amount of power. He has six critical damage before Triple Drive. One hit from him and the game is over.

Furthermore, you will need to use skills and have a full field to reach 80,000 power. This appears to be difficult at first sight. However, this is very easy to accomplish. Great Cosmic Hero, Grandgallop is the answer to our prayers. Great Cosmic Hero, Grandgallop's stride skill gives 4,000 power to your vanguard. Dimensional Robo Overall Command, Ultimate Daiking's power will be 30,000 after the stride skill and his power increases to 80,000 if you have five rear-guards.

Then, your rear-guards gain an unbelievable amount of power. A full field of rear-guards would make every rear-guard's power increase beyond 60,000. Your opponent may use a Perfect Guard to negate your vanguard's attack. However, he or she could need two or three Perfect Guards to stop your rear-guards. Your rear-guards can win games if you give effects from Critical Triggers to them and your opponent lacks shield to block the attacks.

Finally, Most decks are not built to defend against three columns with more than 50,000 power per column. The only method to counter Dimensional Robo Overall Command, Ultimate Daiking is Link Joker's Lock skill. Opponents can lock rear-guards to limit Dimensional Robo Overall Command, Ultimate Daiking's potential. Lock as many cards as possible to prevent this skill from getting out of control.

Ultimately, Dimensional Robo Overall Command, Ultimate Daiking now ranks as one of the most broken cards in Cardfight!! Vanguard's short history. This card was made to be showcased in an epic final turn by Kenji Mitsusada! I hope to see Kenji play this card to earn a major victory. I do not believe a stronger card can be developed. Deliver justice to all villains with Dimensional Robo Overall Command, Ultimate Daiking.

Card Rating: 5 out of 5

Thursday, May 25, 2017

Trial Deck Review: Divine Knight of Heavenly Decree


Blue Sky Knight, Altmile has returned with new allies in Divine Knight of Heavenly Decree. This trail deck features the Royal Paladins and is the first trial deck to support Brave. Shion Kiba plays a deck with cards from Divine Knight of Heavenly Decree in Cardfight!! Vanguard G: NEXT. The Royal Paladins' keyword Brave received a much needed update in Divine Knight of Heavenly Decree. I created a nearly complete deck with four copies of Divine Knight of Heavenly Decree.

The Return of Altmile 

Blue Sky Knight, Altmile appears in his second trial deck. I would have preferred the new Knight of Heavenly Decree, Altmile instead of his original version. Many players already have access to Blue Sky Knight, Altmile and the original trial deck can be purchased online at a reasonable price. The positive side is Blue Sky Knight, Altmile's new art is much improved from his original art and he is a powerful generic card. You do not need to play him in Brave. You can be creative in constructing a Royal Paladin deck under Blue Sky Knight Altmile.

Enable Brave!

Divine Knight of Lore, Selfes is the deck's G-Unit. He is one of the most valuable G-Units from a trial deck. His skill binds your hand to enable Brave and the bound cards return to your hand at the end of your turn. Bind your entire hand to maintain Brave after the Triple Drive! Brave will always be available during the battle phase. Every Brave deck needs to play at least two copies of him to consistently active your skills with Brave!


New Royal Paladins!

The majority of cards support the Brave ability. I am only going to focus on the deck's most important units with Brave. The most import rear-guard in the trial deck is Knight of Discipline, Alectos.  His ability enables Brave regardless of the amount of cards in your hand. He will retain his place in Brave for years to come. The grade 2 RRR is Flying Swallow Knight, Claus. Flying Swallow Knight, Claus with an 11K attacker with Altmile and can return to your hand. You can recover a small portion of your hand's size. Brave needs all the defense that it can get.

The Final Word

Divine Knight of Heavenly Decree has many cards that enhance Brave as a mechanic. Divine Knight of Lore, Selfes and Knight of Discipline, Alectos are the most valuable units in the deck. They assist the activation of Brave. However, a gimmick is very bad when it strongly relies on a few cards to enable it instead of activating under normal conditions. This trial deck's best second benefit is the reprint of Blue Sky Knight, Altmile. Buy a start deck of  Divine Knight of Heavenly Decree if you are looking for reprints of Blue Sky Altmile for a generic Royal Paladin deck or just want to play Brave. 

Trial Deck Rating: 3 out of 5

Saturday, May 20, 2017

Unit of The Week: Golden Dragon, Build Peak Dragon

Courage will never wane. 
[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] Unite (Active if you have called two or more units to (RC) or (GC) during this turn):When this unit is put into your G zone from (VC), Counter Charge (1)/Soul Charge (1).
[CONT](VC):This unit gets [Power]+3000 for each of your rear-guards.
I visited my locals last week and purchased a few booster packs. My Gold Paladin deck received two huge upgrades after I pulled Golden Dragon, Build Peak Dragon and Holy Sword of Heavenly Law, Gurguit. I pulled the two cards that I was seeking. Golden Dragon Build Peak Dragon is a single rare card from Raging Clash of the Blade Fangs. This cosmo dragon has the Unite ability with a skill that is gained after two Gold Paladins were called to the field.

Golden Dragon, Build Peak Dragon's skill is Unite and he counter charges and soul charges one card at the end of your turn. This skill has two very important benefits for Gold Paladin decks. He gives counter charges to the clan. He builds the soul for my best skills in the late stages of games. Stride him on Sunrise Ray Knight, Gurguit to make Gurguit's Stride skill become free.

Furthermore, Sunrise Ray Radiant Sword, Gurguit benefits the most from this card. You recover a counter blast and add a card to the soul. Both actions are key components to generation Sunrise Ray Radiant Sword, Gurguit's Generation Break. A large soul will enable me to use Sunrise Ray Radiant Sword, Gurguit's skill multiple times in a single turn. My entire formation will gain a huge amount of power.

Finally, the second skill is makes Golden Dragon, Build Peak Dragon a large threat. He gains 3,000 power for each of your rear-guards. That is a total of 15,000 power from a full field! He provides a huge push in the early stages in a game. My opponent is almost pushed into a corner, but he or she can negate the attack with a perfect guard.

Overall, Golden Dragon, Build Peak Dragon is a great option for players on the a budget. He is easy to pull because he is a single rare card. I tested him in my deck last week and he was very useful. His most valuable ability is counter charging damage to use for upcoming cost on my next turn. Every Gold Paladin deck benefits from recovering resources. I am hoping to pull another copy to add to my Liberator deck. Unite the Gold Paladins under the glory of Golden Dragon, Build Peak Dragon!

Card Rating: 3 out of 5