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

Wednesday, May 17, 2017

What Are The Terms of A Trading Card Game?


Last weekend I experienced a real life version of Kazuma Shouji. He was playing an Aqua Force deck and I was playing Dragonic Overlord The Legend. I rarely play my Dragonic Overlord deck and decided to tune up my skills on the deck. I was on fire and dominated the opposition. I was a turn a way from potentially winning the game, and my opponent was very angry after his last turn. He gave up the game without knowing his full potential to stay in the game. I was not pleased with his decision. I did not say anything and left the shop. We were only two Cardfight!! Vanguard players at the shop so I did not have a reason to stay.

My terms for a game are very simple. First, do not disrespect me with personal remarks. Second, do not cheat because I can see it from a mile away. Third, experienced players need to know their cards' effects. These terms are not very demanding and every player can easily meet my standards. I do not have tolerance for experienced players that do not know how to legally play their cards' effects. No player is perfect and mistakes can be made, At least try to avoid illegal plays.

The First Player

The first type of player plays on strict terms of continuing games under certain conditions. He or she will only complete a game if they believe there is a chance to win the game. They will quit in the middle of a game if they believe there is no chance of victory. These players will either have a bad attitude for losing or do not have the passion to enjoy the game for what it is worth. If you are looking for a full experience, then it is best to avoid this type of player.

The Second Player

We must also consider the second player's point of view. He or she wants to finish the game under any condition. They will play if the game is in their favor or there is a chance of losing the game. They will seek alternative options if they can turn the game around. Losing is seen as a good learning experience. The second type of player will learn from his or her mistakes and come back stronger for the next game.

You know I fall in the category under the second player. A game feels to be empty if it is left unfinished. A game's purpose is to determine a winner and a loser. I cannot have satisfaction without knowing a game's possible outcome. I want to see how far I can go in the final turn. My drive to be the best player at Cardfight!! Vanguard keeps me fighting in every game.

The Final Word

I strongly believe both players should agree on the terms of each game. Do not waste my time. I always want to complete a game regardless of the outcome. I am man enough to handle a lost. We must remember this is a trading card game for fun. You are not going to win every game. I play to win the game, but is willing to accept losing a game. I learn from my mistakes in wins and loses. Don't quit a game like Kazuma. Continue to grow and be the best player that you can be.

Saturday, May 13, 2017

Unit of The Week: Dragonic Blademaster

The soul of a dragon..... That is the Green Dragon Scimitar. 
[CONT](VC) Generation Break 2:During your turn, if the number of rear-guards you have is more than your opponent's, this unit gets [Power]+5000/[Critical]+1.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one of your opponent's rear-guards, and retire it.
Dragonic Blademaster began the Generation Break era for the Kagero clan. He is often overlooked by players because Dragonic Overlord is the most popular character from the clan. Dragonic Blademaster is one of many alternatives for Kagero decks. We once again have a large dragon wield a sword instead of shooting flames. Dragons with swords is a common image in Cardfight!! Vanguard. Dragonic Blademaster is Mamoru Anjou's avatar card in season five.

Dragonic Blademaster's Generation Break 2 grants him 5,000 power and plus one critical if you have more rear-guards than your opponent. Kagero is designed to control the field. The requirements are easy to archive every turn. Dragonic Blademaster can gain more power from Dragon Knight, Jannat's skill. He will gain 5,000 power and you can draw a card. The boosts in power and additional critical damage put heavy pressure on your opponent. Dragonic Blademaster's power will be 21,000 with two critical damage before being boosted and drive checking for triggers.

Furthermore, the proper support will enable Dragonic Blademaster's GB2. Kagreo's signature ability is retiring opponents' rear-guards to counter their strategies. Your opponents are forced to adjust their strategies after losing key cards. Play Twilight Arrow Dragon on a full field to easily activate your Generation Break. Twilight Arrow Dragon automatically retires an opponent's rear-guard if it is boosted. You need to retire early and often in games.

Finally, Dragonic Blademaster further demonstrates his clan's strategy with his Stride skill. When your G-Unit Stride, you can retire one of your opponent's rear-guards. The evolved form Supreme Heavenly Emperor Dragon, Dragonic Blademaster "Taiten" benefits from the stride skill. The clan's keyword Blaze becomes active after you have more rear-guards than your opponent. You only need to retire one opposing rear-guard and have a full field to achieve Blaze.

Overall, Dragonic Blademaster is a decent grade 3 for Kagero players. There are better options such as Dragonic Overlord The Legend. However, Dragonic Blademaster should not be underestimated. He focuses on retiring rear-guards with skills instead of standing for multiple attacks. His current support assists Dragonic Blademaster just enough to make him a respectable card. Dragonic Blademaster with his blade will burn the opposition to ashes!

Card Rating: 3 out of 5

Saturday, May 6, 2017

Unit of The Week: Star-vader, Imaginary Plane Dragon

Imagine it in your mind. Your world with everything locked. 
[ACT](VC):Legion20000 "Flash Gun Star-vader, Osmium" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[ACT](VC):[Counter Blast (2)] If this unit is Legion, for each unit in your middle column with "Star-vader" in its card name, choose up to one of your opponent's rear-guards, and lock it. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn)
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.
The Star-vaders were the first archetype in Link Joker. I have not forgotten the evil archetype that troubled our heroes from the original Cardfight!! Vanguard series. Star-vader, Imaginary Plane Dragon made his debut in Cardfight!! Vanguard Legion Mate. He was one of the first new Star-vaders in season four. As a plus, he has the Legion ability! Legion is my favorite formation from Cardfight!! Vanguard.

Star-vader, Imaginary Plane Dragon's first skill locks one of your opponent's rear-guards for each unit in your middle column. Many Legions have skills that focus on the number of units in the middle column. You want three units in this column. This includes the Legion Leader, Legion Mate, and rear-guard in the back row. A total of three units on your opponent's field will be locked. The triangle lock only allows your opponent's vanguard to attack. The two rear-guards in the front row are locked and the vanguard's booster is also locked to prevent the vanguard from gaining power.

Furthermore, his Legion Mate Flash Gun Star-vader, Osmium's skill compliments Star-vader, Imaginary Plane Dragon. You may prevent your opponent from unlocking a card at the end of his or her next turn if Flash Gun Star-vader, Osmium hits the opposing vanguard! The dreadful Omega Lock shuts down your opponent's offense for two turns. I would Omega lock my opponent's best rear-guard. I can avoid it for two full turns.

Finally, I must mention the second skill. Star-vader, Imaginary Plane Dragon gains 2,000 power when he attacks a vanguard. This is a standard skill for many units with Legion and Limit Break. His Legion attack will be 22,000 power before a boost from the rear-guard and effects from Triggers. Star-vader, Crumble Mare is a good booster for a Legion vanguard. His gives a 10,000 boost of power when your vanguard is in Legion. Star-vader, Imaginary Plane Dragon's Legion attack will have 32,000 power after all effects and boost from Star-vader, Crumble Mare.

Overall, Star-vader, Imaginary Plane Dragon is an efficient unit with a solid Legion skill. The triangle lock is still one of the strongest plays in Cardfight!! Vanguard. Lock is one of the few defensive keywords in the game. Most decks struggle to counter the limitations from Lock. It shuts down decks with multiple attacks such as Aqua Force and Nova Grappler. Lock your opponent in despair and defeat with Star-vader, Imaginary Plane Dragon!

Card Rating: 4 out of 5

Saturday, April 29, 2017

Unit of The Week: Goddess of Conclusion, Pallas Athena

This fight that has spanned too long, I will invite it towards its end. 
[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, Soul Blast any number of cards, and all of your rear-guards get [Power]+2000 for each Soul Blast card until end of turn. If you Soul Blast three or more cards, this unit gets [Power]+10000/[Critical]+1 until end of turn.
Generation Break 8 is the newest strategy in Cardfight!! Vanguard. Generation Break 8 skills are made to defeat your opponent in an amazing turn. Goddess of Conclusion, Pallas Athena is the first Genesis unit with the almighty Generation Break 8. Conclusion is the perfect word in her name. She is naturally designed to quickly win games in your final turn. Her art is very good and my favorite art from a Genesis G-unit.

Genesis's most powerful cards have huge Soul Blasts! Goddess of Conclusion, Pallas Athena's soul blasts any number of cards and your rear-guards gain 2,000 power for each card soul blasted from the soul. Also, she gains 10,000 power and plus one critical until the end of your turn if you Soul Blast three or more cards with her skill. Your rear-guards can easily gain 10,000 power or more if you are able to build a large soul. This skill is designed to conclude the match by defeating your opponent with extremely strong attacks.

Furthermore, Fenrir, Regalia, and Witches will benefit with Goddess of Conclusion, Pallas Athena's presence on the field. Regalia has the most cards to take full advantage of  Goddess of Conclusion, Pallas Athena. Apple Witch, Cider is one of Regalia's best support cards. She can send a lot of cards from the guardian circle to the drop zone and then the cards will be placed into you soul. Her ability can be maximized with Cold Blast Regalia, Svalinn. Their skills combined will send at least seven cards to the soul. Goddess of Conclusion, Pallas Athena's requirements will easily be fulfilled.

Finally, do not worry about emptying your deck to overload Goddess of Conclusion, Pallas Athena's skill. Put as many cards in your soul as possible and Soul Blast every card to create extreme numbers. Remember each card soul blasted will give 2,000 power to each rear-guard. Dreaming Dragon is the best Stand Trigger in Cardfight!! Vanguard. He can return every card from the Drop Zone to your deck. You can never run out of cards in your deck. He removes all consequences from over Soul Charging your soul.

Overall, Goddess of Conclusion, Pallas Athena provides one of the strongest finishers for Genesis. Her sole purpose is to conclude the game by overwhelming the opponent. Dreaming Dragon makes her a better card. You are not punished for putting too many cards from your deck to the soul. Do not limit yourself and overload the soul for an amazing final turn. Conclude the game with Goddess of Conclusion, Pallas Athena to achieve ultimate victory!

Card Rating: 5 out of 5

Tuesday, April 25, 2017

News: Debut of the Divas


Bushiroad has revealed the latest trial deck Debut of the Divas! The Bermuda Triangle clan finally has its very first trial deck. The majority of Bermuda Triangles are only available in extra booster boxes. Now the clan is more accessible for players.  The trial deck includes 54 cards. Each trial deck has 19 new cards and a random SP card of the deck's main grade three card! Debut of the Divas introduces the new theme Chouchou. Be sure to be on the lookout for more updates. I will definitely order two or three copies to finally have a deck of beautiful divas. Debut of the Divas is set to be released in July!

Saturday, April 22, 2017

Unit of The Week: History-maker Dragon

At that point, history was created. 
Time Leap-[AUTO](RC) Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, choose up to one of your other rear-guards, and time leap it. (Bind it, call a grade +1 card from your deck, and shuffle your deck. At the end of the turn, put the called unit on the bottom of your deck, and call the bound card)
History-maker Dragon is one of the first units to feature the keyword Time Leap. Time Leap binds a unit and superior calls one unit with a grade higher than the bound unit. Then, the new unit returns to the deck and the bound unit returns to the field at the end of our turn. He was first released in Trial Deck 6: Rallying Call of the Interspectral Dragon. He has since found a home in my Gear Chronicle deck.

History-maker Dragon's Time Leap activates when he attacks a vanguard. Choose one of your other rear-guards and time leap it. You are able to gain an additional attack for the turn. I would first attack with my other grade 2 unit and Time Leap it with History-maker Dragon's skill. Now I would have a grade 3 unit in the front row. My new unit would have enough power to hit the opposing vanguard.

Furthermore, Gear Chronicle has many units with the abilities that trigger when they called to the field and you can take advantage of these abilities during combat. Chrono Dran is a fine target for History-maker Dragon's skill. You are able to create a few plays with Chrono Dran. His skill superior calls Chronojet Dragon or Chronojet Dragon G from the deck and places the card into your hand at the end of the turn.

Finally, you may target Steam Maiden, Melem to Time-Leap from the deck to take Chrono Dran's place on the field. History-maker Dragon's combo begins to expand into many strategic plays. She provides you with offense and additional skills. She returns to the deck for you can superior call a grade zero card. Tick Tock Worker is ban from being a starting vanguard, but he can be called from the deck! Use Steam Maiden, Melem's skill to superior call Tick Tock Worker. Then, proceed to use his skill to superior call Steam Maiden, Melem back to the field!

Overall, History-maker Dragon is a nice complimentary piece to Time-Leap decks. He is one of my favorite units in my Chronojet Dragon deck. You can use his skill early and often in the games. He enables never ending combos. You may use his abilities to gain resources or gain extra attacks during combat. The decision is based on how the game is stacked in your favor. Make a new history in time and space with History-maker Dragon!

Card Rating: 4 out of 5

Thursday, April 13, 2017

Unit of The Week: Holy Sword of Heavenly Law, Gurguit

Answering to those who advance towards the future, the sun emits infinite radiance. 
[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 "Holy Sword of Heavenly Law, Gurguit" from your G zone, and turn it face up & Choose a card from your hand, and discard it] Until end of turn, this unit gets "[AUTO](VC) Unite:When this unit attacks, look at seven cards from the top of your deck, call a card to (RC) from among them, and shuffle your deck." and "[CONT](VC):All of your units get [Power]+2000 for each face up card with "Gurguit" in its card name in your G zone.".
Holy Sword of Heavenly Law, Gurguit upholds the Gold Paladin's high standards of offense to unite his comrades. Gurguit's forms as a grade 3 provides a strong defense and his grade 4 forms complaints his grade three forms with a powerful offense. The Gold Paladins have the best one two punch in the game. They have the best defense and their offensive capabilities can explode at a moment's notice. Holy Sword of Heavenly Law, Gurguit is the newest card on the block to further the Gold Paladin's dominance in the game.

Holy Sword of Heavenly Law, Gurguit's skill requires Unite! His ability superior calls one card from the top seven cards of your deck when he attacks a vanguard. You should have a variety of options with seven cards from the top of our deck. The large amount of options helps players avoid being forced to superior call triggers. That was a past problem that the new Gold Paladins have overcome in recent booster sets. Triggers will stay in your deck to be checked during the triple drive!

Furthermore, Gold Paladins have a large library of cards to perfectly assist Holy Sword of Heavenly Law, Gurguit. I lean towards units with abilities to superior call more allies to the field. Knight of Daylight, Kinarius is the perfect card to fit my style. He gains 4,000 power when I have a vanguard with Gurguit in its name. Also, he can superior call a unit to the field. I can call an additional attacker or a booster behind Knight of Daylight, Kinarius.

Finally, his contentious skill gives 2,000 Power for each face up Gurguit in your G zone to all of your units. For example, four cards with Gurguit in their names will give 8,000 power to every unit on the field. Your rear-guards can easily attack with numbers beyond 30,000. Critical Triggers will only add more pressure on your opponent. A second stride of Holy Sword of Heavenly Law, Gurguit can push for a victory because there will be plenty of face cards with Gurguit in their names to fuel power to all of your units.

Overall, Holy Sword of Heavenly Law, Gurguit will be the Gold Paladin's new stable for Gurguit decks. He is a great G-Unit to play for your first Stride. He does not require Generation Break and unite is the easiest keyword to fulfill its requirements. Gold Paladins have a wide range of units to play in a deck with Gurguit. Holy Sword of Heavenly Law, Gurguit will unite the Gold Paladins and lead them to a bright future in Cardfight!! Vanguard.

Card Rating: 5 out of 5

Friday, April 7, 2017

Unit of The Week: Blaster Blade Exceed

In the name of Saver! Shine forth, Blaster Blade! 
[AUTO](VC):[Counter Blast (1)] When your G unit with "Saver" in its card name Stride during your turn, you may pay the cost. If you do, search your deck for up to one card with "Blaster Blade" in its card name, reveal it, put it into your hand, and shuffle your deck.
[AUTO]:[Counter Blast (1)] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, choose one of your opponent's grade 1 or greater rear-guards, and retire it.
Blaster Blade has returned as a grade 3 unit. Many players believe this is his first grade 3 card, but this is misinformation. Blaster Blade's first grade three cards are Majesty Lord Blaster, Exculpate the Blaster, and Blaster Blade Burst. Blaster Blade Burst is the only card of the three cards not released in English at this time. Blaster Blade Exceed is the newest Blaster unit. He is designed for the Cardfight!! Vanguard G era. He has a new skill to work with G-Units and has a stronger version of Blaster Blade's original skills.

Blaster Blade Exceed's Stride skill searches for one card with Blaster Blade in its name. Blaster Blade Exceed's skill has two strong options. First, this skill sets up Divine Knight King, Alfred Holy Saver's skill. You will have a Blaster Blade on the field to gain Twin Drive. Second, you may also use this skill to draw an extra copy of Blaster Blade Exceed to discard on your next turn to perform Stride.

Furthermore, Divine Knight King, Alfred Holy Saver is the best G-Unit for Blaster Blade Exceed. Your new card with Blaster Blade in its name will be able to perform a Twin Drive for his first battle. Your G-Unit already had the ability to perform Triple Drive. You will have a total of five drive checks in a single turn. This is a great skill for generating a large advantage. Your hand size will increase by five and there are many opportunities to check triggers!

Finally, Blaster Blade Exceed's second skill is a representation to the original Blaster Blade. When Blaster Blade Exceed to called to either vanguard circle or rear-guard circle, you may retire a grade one or greater card. He is a very versatile card. You may use the extra copies to pay for the cost of Stride or call an extra copy to the field. He can retire a troublesome card. Many decks will be weaken after losing a key rear-guard.

Overall, Blaster Blade Exceed is a very strong unit and has put Blaster Blade back on top of Cardfight!! Vanguard. I kept all of my Blaster Blades from the original Royal Paladin trial deck. My full set of Blaster Blades are ready to be superior called to the battlefield. Blaster Blade Exceed's skills are effective for G-Units and when he is a rear-guard. Blaster decks have many options on their selection of cards and strategies. Stand up my avatar Blaster Blade Exceed!

Card Rating: 5 out of 5

Saturday, April 1, 2017

Unit of The Week: Blade Wing Sullivan

All that is left is to unfold them. These wings of demise. 
[CONT](VC):If the number of cards in your soul is fifteen or more, this unit gets "[CONT](VC):All of your guardians get [Shield]+10000." and "[AUTO](VC):At the end of the battle that this unit was attacked, Soul Blast (2).".
[AUTO]:When this unit is placed on (VC), choose one of your rear-guards, search your deck for up to three cards with the same card name as that unit, put them into your soul, and shuffle your deck.
Blade Wings were introduced in the second season of Cardfight!! Vanguard. The archetype had a resurgence in Fighters Collection 2015 Winter.  Blade Wing Sullivan was one of the many new Blade Wings. Most Blade Wings have offensive skills and quickly build the soul. Blade Wing Sullivan is unique from his fellow Blade Wings. He is a defensive specialist and uses defense to outlast the opposition.

Defensive skills from Grade 3 vanguards are very rare. Only a handful of grade 3 units have defensive skill to protect from strong attacks. Blade Wing Sullivan's skill increase every guardian's shield by 10,000. That is a huge increase in defense. Two critical triggers can create a 40,000 shield. Even G-Units will have trouble breaking through your shields. However, you need to maintain the soul to consistently use the skill. Blade Wing Sullivan soul blasts two cards after each battle.

Furthermore, Blade Wings have an exclusive Quintet Wall. Blade Wing Tyrwhitt only works with a Blade Wing vanguard. Quintet Walls superior call five or more cards to the guardian circle. Your Quintet Wall should be successful against most attacks. Every card call from the deck to the guardian circle will gain 10,000 power from Blade Wing Sullivan's skill. Grade 3 units also gain 10,000 shield. Blade Wing Tyrwhitt's second skill sends grade 3 guardians to the soul after battle. Superior calling grade 3 units is no longer a waste.

Blade Wing Sullivan's second skill sends up to three copies of a card in the soul from the deck to the soul. It only activates when this unit rides to the vanguard circle. You can ride a copy to repeat the ability if you need more cards in the soul. Your soul receives a boost to prepare your defense skill. This tactic can be used for your G-Unit's skills as well.

Overall, Blade Wing Sullivan is a great defensive card. I love cards with defensive abilities. My passion of defensive cards comes from the lack of these cards outside Perfect Guards and G-Guardians. Blade Wing Sullivan has amazing chemistry with Blade Wing Tyrwhitt. Your G-Units will bring the offense and Blade Wing Sullivan follows up with defense on your opponent's turn. It is a nice compliment after using your resources to attack your opponent.

Card Rating: 3.5 out of 5

News: Dragon Ball Super Card Game


The moment that we have been waiting for is finally here! Bandai has released its first trailer for Dragon Ball Super Card Game. The trailer previews characters, cards' effects, and mechanics. Bandai is correcting Panini America's and Score's horrible mistakes. I am very impressed with the visuals. The game features exclusive art for the game. The trailer teases possible archetypes to be an important component. God decks and Frieza's army deck appear to be archetypes. The characters are from Dragon Ball and Dragon Ball Super. Cards for Cell, Frieza, Kid Buu, and the legendary Broly were revealed!

Dragon Ball Super Card Game is set to be released this summer! I want to build a Frieza's Army deck! I am going to give this game a fair chance. Trading card games need three to four sets to have a steady foundation. Please be patient and see how this game will expand in its first year. Dragon Ball deserves a good card game. Hopefully Dragon Ball Super Card Game will be Dragon Ball's next big game. 

Saturday, March 25, 2017

Unit of The Week: Holy Dragon, Myriad Soul Saver


Several thousands of light, will illuminate the path leading to hope. 
(This card cannot be in your main deck)
[Stride] (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down. (When this card strides, it gains the power and card name of one heart. At the end of the turn, return it face up)
[AUTO](VC):[Soul Blast (3)] When this unit attacks a vanguard, if you have a heart card with "Alfred" or "Blaster" in its card name, you may pay the cost. If you do, choose up to five of your rear-guards, they get [Power]+5000 until end of turn.
The legendary Soul Saver Dragon has returned as a G-Unit Holy Dragon, Myriad Soul Saver! Its art is amazing! The art is a great representation of Soul Savor unleashing power to your entire formation. Soul Savor Dragon was a very popular card during its era. Players used it as a second vanguard behind King of Knights, Alfred. Holy Dragon, Myriad Soul Saver brings me back to the early days of vanguard. I cannot wait to watch Aichi stride Holy Dragon, Myriad Soul Saver for a big play!

Holy Dragon, Myriad Soul Saver's skill is based on the original Soul Saver Dragon's skill. The new skill gives 5,000 power to five of your rear-guards. Your formation gains 25,000 power before triggers take affect. Rear-guards will be attacking vanguards at very high numbers. Critical triggers can make them more dangerous to handle.

Furthermore, you will need a heart with Alfred or Blaster in its name to use the skill. Luminous Light King of Knights, Alfred Oath is the newest card with Alfred in its title. He is great for superior calling two units to the field. You will have two targets for Holy Dragon, Myriad Soul Saver's skill. We do not know what Blaster Blade Exceed will bring to the table. His skills have not been revealed as of this post.

Finally, Holy Dragon, Myriad Soul Saver has a strong need for a lot of cards in the soul. You are going to need to Soul Charge often if you want to Stride Holy Dragon, Myriad Soul Saver more than once in a game. Royal Paladins have many cards with abilities to build the soul. Gliding Eagle and Margal are draw triggers without the ability go into the soul to give power to use units. I play both cards in various decks. They great for drawing extra cards and building the soul.

Overall, Holy Dragon, Myriad Soul Saver is an amazing G-Unit. You may play it at any time because it is not restricted with a Generation Break. If you have the soul to play the cost, then you will be able to player multiple Holy Dragon, Myriad Soul Saver times in a game. I am going to play its skill for a finisher. A full formation with the power boost will be difficult to defend against. Royal Paladins under Alfred and Blaster Blade appear to be on their way to dominate the game again.

Card Rating: 4.5 out of 5

Wednesday, March 22, 2017

Trial Deck Review: Flower Princess of Abundant Blooming


I pre-ordered the new trial decks Divine Knight of Heavenly Decree and Flower Princess of Abundant Blooming on Amazon. Flower Princess of Abundant Blooming did not fail to disappoint me. The deck includes 50 cards and the extra deck has two copies of the new G-Unit. Neo Nectars under Ahsha have become one of the best clans. Their bloom ability can create ridiculously strong attacks. I wanted this trial deck to upgrade my Neo Nectar deck with Ranunculus Flower Maiden, Ahsha.



Grade 3 Reprint

Ranunculus Flower Maiden, Ahsha was reprinted for the third time. I love her new art much more than her original art. She looks more mature with a bright facial expression and the card is more colorful than her darker art. I do not mind Ahsha getting a reprint over her new card in TRY3 Next. She is a great card to have in your Neo Nectar deck. Her skills are very effective. Reprints give easier access to cards for new players. New players can buy two trial decks and have a complete set of Ranunculus Flower Maiden, Ahsha.

Stride Generation

Flower Princess of Faith, Celine is the new G-Unit from the trial deck. Her skill works well with Ahsha's ability. She is exactly what Neo Nectar decks need if the player does not have any rear-guards to clone o the field. She calls a card from your hand. Then, you may use Ahsha's skill to superior call a copy of the new rear-guard. It is a very basic combo for new players. New players can easily learn Neo Nectar's strategy.

Bloom

We also get many new cards with Bloom and cards that support the Bloom ability. Osmanthus Maiden, Anelma is the third RRR card in the deck. A complete set of Osmanthus Maiden, Anelma is included in the trial deck. Her skill is simple and effective. Her Bloom ability gives 2,000 power to three units of your choice and allows Osmanthus Maiden, Anelma to boost until the end of your turn.

Irrigating Maiden, Ramona is one of the few cards without the Bloom ability, but her skill supports cards with Bloom. She gains 2,000 power if you have two more units with the Bloom ability on the field and if her attack hits, you may draw a card with Bloom among your deck's top five cards. She adds more pressure on your opponent. You can gain a free card if he or she allows Ramona's attack hit the vanguard. She is a nice card for a deck on a budget.

Key Cards

Flower Princess of Abundant Blooming includes typical key cards from almost every trial released after Cardfight!! Vanguard G. You will receive four critical triggers, six draw triggers, two stand triggers, and four heal triggers. Color Pixy, Quitterie is Neo Nectar's cutest heal triggers. She is going in my deck! The trial deck also includes a complete set of perfect guards. Pis Tateo is the trial deck's perfect guard. New players do not need to spend a lot of money to start playing Cardfight!! Vanguard with a decent deck. Cardfight!! Vanguard is a cheaper game for beginners than in its early years.

The Final Word

Flower Princess of Abundant Blooming has everything that I want from a trial deck. Every new card has value for its respected clan and archetype. There is not a single useless card in the box. The trial deck's high value makes it a great product for new players and veterans. Veterans like myself will test the new cards to discover their value in the current format. New players will quickly learn Neo Nectar's strategy. I can use it to build a budget deck or use its best cards to build a competitive deck. Be sure to check out my card fights with my improved Neo Nectar on YouTube!

Trial Deck Rating: 5 out of 5

Saturday, March 18, 2017

Unit of The Week: Ranunculus of Searing Heart, Ahsha

Turn your wistful emotions into the strength for tomorrow. 
Bloom-[AUTO](VC) Generation Break 2:When your other unit with the same card name as this unit is placed on (RC), Counter Charge (1)/Soul Charge (1).
[AUTO](VC):At the end of each turn, choose a card from your hand, and you may call it to (RC).
[AUTO](VC):[Counter Blast (1) & Soul Blast (1)] When your G unit Stride during your turn, you may pay the cost. If you do, choose one of your rear-guards, search your deck for up to one card with the same card name as that unit, call it to (RC), shuffle your deck, and the unit called with this effect gets "Boost" until end of turn.
Ranunculus of Searing Heart, Ahsha is one of the RRR cards from TRY3 Next. I was lucky enough to pull one from my booster box. I always seem to get the best cards in every booster box. Ranunculus of Searing Heart, Ahsha is arguably the best card in the set. All of her skills work in perfect harmony. Two full sets of Ahsha give more consistency to decks with Ranunculus vanguards and units that support Ranunculus.

First, Ahsha starts with a Bloom ability. It is very useful when you need to build the soul for your G-Units and the counter charge is a nice touch. I would not use this ability very often unless I needed extra resources for skills. I want to keep extra grade three cards in my hand to discard for Stride. Do not expect to use this skill very often. It is here if you need more resources for the Stride skill.

Secondly, more preparations are made for Ahsha's Stride skill. The second skill calls a card from your hand to the field at the end of each turn. This skill can be used at the end of your opponent's turn. You basically are setting up your next turn. You will have a unit to clone on the field with Ahsha's third skill. The best option is to call a unit with the Bloom ability. More amazing combos will be available for you,

Thirdly, your new unit from your second skill is ready to be cloned with units from the deck. The third skill is a Stride skill and superior calls or clones a unit on the field. This skill is very similar to Ranunculus Flower Maiden, Ahsha's skill. Copy a unit with the Bloom ability to trigger Bloom and increase your formation's power. You must pay one counter blast and soul blast to activate the skill. The requirements are almost meaningless. Ranunculus decks do not heavily depend on counter blasts.
Finally, Neo Nectar has many new and old cards that perfectly Bloom. I am currently playing a lineup of Greenshot Elf and Osmanthus Maiden, Anelma for my grade 2 units. Anelma is the better card. Her Bloom ability gives 2,000 power to three units of your choice. Anelma also gains boost if a unit with Ranunculus in its name is your vanguard! Greenshot Elf is slightly different. Her Bloom ability only gives 2,000 power to units with the same name. She is a decent card if you are on a budget or do not want to spend a lot of money on individual cards.

Overall, Ranunculus of Searing Heart, Ahsha is a perfect alternative option for Ranunculus Flower Maiden, Ahsha. You cannot go wrong with either vanguard. Both cards generation advantages on every turn that you stride your G-Unit. Ranunculus of Searing Heart, Ahsha is slightly better because all of her skills support each other. Each skill sets up the next skill. Bloom to victory with Ranunculus of Searing Heart, Ahsha!

Card Rating: 5 out of 5

Saturday, March 11, 2017

Unit of The Week: Draganger, Ogma

The flames of anger, together alongside that body scorches the world. 
[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] Ritual 5 (Active if there are five or more grade 1 cards in your drop zone):[Counter Blast (1) & Soul Blast (1) & Choose a face down card from your G zone, and turn it face up] Choose up to five of your grade 1 rear-guards, retire them, your opponent chooses a card from his or her hand or rear-guards for each retired unit, and put it into the drop zone. If the total number of rear-guards put into drop zone of both players with this effect is three or more, you draw a card.
Ritual has become of the best keywords in Cardfight!! Vanguard. It is a simple mechanic and can be easily activated. Draganger, Ogma is the first Shadow Paladin to have Ritual 5.  Ritual 5 is similar to a Generation Break 2. It is unlikely to be available for your first Stride unless you dumped a lot of grade one units into your drop zone early in the game. Draganger, Ogam's ability is best saved for the late stages of a game.

Draganger, Ogma's skill retires up to five grade 1 rear-guards and your opponent discard cards or retire rear-guards for each of your retired units. Ogma retires opposing rear-guards and has the potential to force your opponent to discards from his or her hand. Guarding will become more difficult for your opponent. This skill has a lot of potential if you correctly play it. It is not a skill to be used in every game. You must use it under the proper circumstances in a game. Unaware opponents will not see this skill coming at them. They will most likely become frustrated after being forced to discard cards from their hands.

Furthermore, I will only play him in the perfect scenario. My opponent needs to have a few rear-guards on the field or an empty field to abuse Draganger, Ogma's skill. The strategy is to force my opponent to discard as many cards as possible before I go on the offense. His or her defensive capabilities will become limited with less cards in hand. I will have a major advantage if my vanguard's attack is unable to be blocked and I checked triggers to add power and effects to my formation. Victory will be in my grasp.

Finally, a deck with Draganger, Ogma will need cards with skills to draw extra cards. I want to makeup for all of the units that were retired for Ogma's skill. Black-winged Swordbreaker is the perfect card to play to regain resources. She must be called from the deck to use her skill. Dragheart, Luard's skill is able to superior call up to two copies of  her. Then you may pay her skill's cost to draw an additional card.

Overall, Draganger, Ogma can be a great card if you correctly play him. I want to test him in my Diablo/Ritual deck. He is not a unit to be played at any time during a game. You may not need to play him in every game. His ability should only be used in the perfect setting. You need to perfectly time his skill and force your opponent to lose as many cards as possible from his or her hand. Dominate the opposition with Draganger, Ogma!

Card Rating: 5 out of 5