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

Saturday, March 4, 2017

Unit of The Week: Exceptional Expertise, Rising Nova

Come on, let's go! Everybody follow me!
[AUTO](VC) Generation Break 2:[Choose a card from your hand, and put it into your soul] When this unit attacks a vanguard, you may pay the cost. If you do, search your deck for up to one card, call it to an open (RC), and shuffle your deck.
[AUTO](VC):During your turn, when your G unit Stride, choose up to one of your vanguards, and until end of turn, it gets "[AUTO](VC):[Counter Blast (1) & Choose a card from your hand, and put it into your soul] When this unit attacks a vanguard, you may pay the cost. If you do, search your deck for up to one card, call it to an open (RC), shuffle your deck, and that unit gets [Power]+5000 until end of turn.".
Spike Brothers is one of the coolest clans in Cardfight!! Vanguard. They are the only clan with a sports theme. Exceptional Expertise, Rising Nova is the clan's newest Star! He is the most talented player in the league. No one trains as hard as Exceptional Expertise, Rising Nova! You could say he is the Tom Brady of the Spike Brothers!

Generation Break 2 superior calls one Spike Brother from your deck to an open rear-guard circle. You want to call a card that gains abilities after it is superior called from the deck. Your first attackers need to be your rear-guards. Then, you can call fresh substitutions with a combination of skills. You will have an extra attack at your opponent. Cobalt Impulse is a very talented rear-guard to superior call from the deck. You may draw a card and retire a rear-guard if his attack hits a vanguard! His ability regains the card that you placed in your soul for the Generation Break.

The Stride skill is a stronger version of the Generation Break 2. The skill also superior calls a unit, and also gives it 5,000 power. The order of attacks should remain the same. Great Hero, Rising Supernova is the evolved form of Exceptional Expertise, Rising Nova. Great Hero, Rising Supernova is a G-Unit with the ability to make your rear-guards' status change to charging. All rear-guards gain 10,000 power if you have four or more charging units.

Finally, Spike Brothers have a good variety of support for a deck with Exceptional Expertise, Rising Nova. Lethal Forward is one of the new cards with the Charge ability. I would superior call him to the field for additional pressure. He can superior call another card that does not have the same name if his attack hits a vanguard. Heave Wheeze can punish your opponent if you are able to call him from the deck with Lethal Forward's skill. Heave Wheeze gains 10,000 power when his status is charging.

Overall, Exceptional Expertise, Rising Nova is the all-star quarterback for Spike Brothers. He is Spke Brothers' Tom Brady. His abilities help his fellow teammates (units) better. He enables charging after superior calling teammates on the field. You can proceed to activate more combos with your units with the Charge ability. Teammates gain a variety of skills from drawing cards, gaining power, and retiring rear-guards. Are you ready for some football with Exceptional Expertise, Rising Nova?

Card Rating: 4 out of 5

Saturday, February 25, 2017

Unit of The Week: Golden Holy Sword, Gurguit

The shining sunlight protects his allies, weaving hope together with them. 
[CONT](VC) Generation Break 2 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):All of your rear-guards get "Intercept" and "[CONT](RC):This unit can intercept from the back row during the battle that your vanguard was attacked.".
[AUTO](VC):[Counter Blast (1) & Soul Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at four cards from the top of your deck, call a card to (RC) from among them, shuffle your deck, if you called a unit with the unite ability, look at the top card of your deck, and call it to (RC) as [Rest].
The Gold Paladins are one of my favorite clans. Their amazing defense lured me into playing them at every tournament. Their skills have saved me on many occasions. Golden Holy Sword, Gurguit is ready to unite the Gold Paladins in a golden age. He comes with a new defensive skill for the Generation Break and his second skill is an improved version of his original Stride skill.

Golden Holy Sword, Gurguit's Generation Break is a revised version of his original defensive skill. His Generation Break enables units in the back row to intercept attacks. Perfect Guards can intercept attacks if they are on the field. This is extremely helpful against cards that prevent you from guarding with cards from your hand. Blue Storm Supreme Dragon, Glory Maelstrom's attack can be negated with ease.

Furthermore, there are moments when I have been forced to superior call a trigger and that is a horrible feeling. These moments occur after using a skill to superior call a unit and my only options are triggers. However, this skill resolves this problem. You will lose some offensive capabilities. However, you are able to create a stronger defense. Your triggers will intercept from the back row. Players need to be able to defend their vanguards against today's powerful G-Units.

The second skill is available after your G-Unit strides on Gurguit. You look at the top four cards of the deck and superior call one card. Then, you may superior call the top card if you first superior called a unit with unite.  Unite will easily be online after a single skill. Resting a new unit appears to be bad, but your G-Unit has more than enough power to be threat.

Finally, the Gold Paladins are loaded with powerful cards to take advantage of Golden Holy Sword, Gurguit's Stride skill. Knight of Spring's Light, Perimore is the best unit to play with Gurguit. He can superior call another unit from the deck. You will gain three units from the Stride ability and Perimore's skill. Your formation would be nearly complete. Superior calling many units conserves your hand for defense and enables unite.

Overall, Golden Holy Sword, Gurguit perfectly compliments his original card and G-Unit counterparts. His defensive ability make it easier for players to defend against high-powered formations. He will frustrate opponents by blocking with every card on the field. I am more impressed with his Stride ability. It basically enables unite on every turn if you are playing a deck with mostly or only units with unite. I am ready to fight with Golden Holy Sword, Gurguit!

Card Rating: 4.5 out of 5

Saturday, February 18, 2017

Unit of The Week: Silver Thorn Dragon Tamer, Luquier Stride

Luquier does not choose the whip. 
[AUTO](Soul) Limit Break 4:[Soul Blast (1)-another card with "Silver Thorn" in its card name] At the beginning of your main phase, you may pay the cost. If you do, call this card to (RC). You may have this unit get [Power]+3000 until end of turn. If you do that, at the end of that turn, put this unit into your soul.
[AUTO](VC):During your turn, when your G unit with "Silver Thorn" in its original card name Stride, choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):When your unit with "Silver Thorn" in its card name is placed on (RC) from your soul, that unit gets [Power]+3000 until end of turn.".
Silver Thorn Dragon Tamer, Luquier has returned with new art and skills. She is Asaka Narumi's signature card in Cardfight!! Vanguard. This card's name is the same as the original version. This means you cannot play two sets of both cards because they share the same name. You may only play up to four copies of a card with the name. This version of Silver Thorn Dragon Tamer, Luquier is a double rare in Rummy Labyrinth Under the Moonlight!

Silver Thorn Dragon Tamer, Luquier has a new Limit Break! It is more cost efficient than her original Limit Break. The skill only costs one Soul Blast a card with Silver Thorn in its name. Luquier superior calls herself from the soul. You may give 3,000 power to her in exchange for returning her to the soul at the end of your turn. Her Limit Break can be activated early in the game if you have the limit break enabler on the field. Pale Moon's limit break enabler is Silver Thorn Puppet Master, Euphemia.

Silver Thorn Dragon Tamer, Luquier's second skill is for your G-Unit after you stride it. Silver Thorn units from your soul gain 3,000 power until the end of your turn. I find this skill to be useful for Silver Thorn Dragon Master, Mystique Luquier and Silver Thorn Dragon Master, Venus Luquier. Both units superior call Silver Thorn units from your soul. Your new rear-guards will gain 3,000 power from the Stride Bonus. This skill also works with the Limit Break if there is an extra Luquier in the soul to superior call.

Finally, Silver Thorns have a lot of new support in Rummy Labyrinth Under the Moonlight to assist Luquier. Silver Thorn Acrobat, Lucamia is an 11k attacker for Luquier. Her skill assists the Limit Break skill. If her attack hits the vanguard, then you may send a card with Luquier in its name from the deck to the soul. Then you are able to use Silver Thorn Dragon Tamer, Luquier's skill on the following turn!

Overall, Silver Thorn Dragon Tamer, Luquier is a much better card than her previous version. She is perfect for Limit Break decks with G-Units. She does not have costly skills and her skills are constantly creating combos to perfact your formation. Her new support has complimentary skills. She is a RR card in Rummy Labyrinth Under the Moonlight. The original Silver Thorn Dragon Tamer, Luquier's price should decline because her new version is easier to find and has better skills. Witness the power of the queen of vanguard Silver Thorn Dragon Tamer, Luquier!

Card Rating: 5 out of 5

Saturday, February 11, 2017

Unit of The Week: Marine General of Heavenly Silk, Christos

Please refrain from entering! Hydro Giga Stream! 
[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)Wave-1st time only (Active during the specified battles of each turn):[Counter Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, until end of turn, all of the rear-guards in your front row get [Power]+2000, and "[AUTO](RC)Wave-3rd or 4th time only:When this unit's attack hits a vanguard, draw a card.".
Aqua Force specializes in multiple attacks per turn. Marine General of Heavenly Silk, Christos is the newest general to Cray's naval forces. I have lost count on the number of Marine Generals in Aqua Force. Almost every solider is a general. There surely will be many internal conflicts over authority. Marine General of Heavenly Silk, Christos has one of the coolest arts in Aqua Force. He is holding a large gun with energy firing from it.

Aqua Force's weakness is its lack of gathering resources. Marine General of Heavenly Silk, Christos helps resolves the problem. His skill gives 2,000 power to all rear-guards in the front row and you may draw a card if their attacks hit in the Wave-3rd and Wave-4th. Your attacks at Wave-3rd and more pressures your opponent. You will have a good chance of hitting your opponent once to draw a card.

Furthermore, deck with Marine General of Heavenly Silk, Christos needs rear-guards that are able to stand themselves during combat. This is not a problem for Aqua Force. Magnum Assault and Tidal Assault are the best units to play alongside Marine General of Heavenly Silk, Christos. Both units have the ability stand after attacking a vanguard. Magnum Assault is my favorite card among the two units because he gains power after standing. Tidal Assault's only flaw is his skill deceases his power after he stands. You must have a booster behind both units to make them effective in battle.

Finally, the best formation is to have two Magnum Assaults with boosters behind them. Two Magnum Assaults can unleash four attacks, but remember the Wave-2nd and Wave-5th attacks will not have the additional skill from Marine General of Heavenly Silk, Christos. All of their attacks will be strong enough to hit a vanguard unlike Tidal Assault. One of Tidal Assault's attacks will be not be boosted and easily blocked. You can stack triggers on top of Magnum Assault to create stronger attacks. A Magnum Assault with two criticals is more dangerous than a weaken Tidal Assault. Magnum Assault continues to gain power throughout combat.

All things considered, Marine General of Heavenly Silk, Christos is a useful G-Unit for Aqua Force decks. He gives the clan the ability to draw cards. Aqua Force's weakness is the inability to quickly gain resources. I would stride him for my first G-Unit to regain resources for my next turn. You should not find it difficult to stand units for extra attacks. Magnum Assault is the most clutch cards to play alongside Marine General of Heavenly Silk, Christos. Aqua Force has many cards with the ability to stand themselves after battle. Ride the waves with Marine General of Heavenly Silk, Christos!

Card Rating: 4 out of 5

Friday, February 10, 2017

News: The Blaster “Aichi Sendou” Legend Deck


I am excited for the next Legend Deck! Players have been waiting for Aichi to get his Legend Deck. Aichi will return in Cardfight!! Vanguard G and Blaster Blade will join him. The Blaster “Aichi Sendou” Legend Deck is the third Legend Deck to be released by Bushiroad. Aichi's original cards return as stronger versions than their previous versions. Blaster Blade is now Blaster Blade Exceed and Alfred finally evolved into a G-Unit as Divine King of Knights, Alfred Holy Saver!

The third legend deck includes a 58 card deck, one deck box, a counter with Aichi's photo, and two copies of Holy Dragon, Religious Soul Saver! The deck has sixteen new cards and two reprints. The Japanese edition will also include exclusive sleeves. I am disappointed that the English edition will not receive the sleeves. English players' only option is to buy expensive packs of sleeves.

I am looking forward to the new cards. My very first deck was the Blaster Blade trial deck and I have continued to upgrade the deck over the years. The cards in the deck may finally go into my collection binder. The Blaster “Aichi Sendou” Legend Deck will be released in English in June 2017!

Monday, February 6, 2017

The Legacy of Dragon Ball Z Trading Card Game


Panini America gave heartbreaking news about the end of Dragon Ball Z Trading Card Game. The company has decided to cancel the game after Bandai made the announcement of a new DBZ card game. Panini America did not want two trading card games for Dragon Ball on the market. Players were concerned over Panini America's silence after Bandai's announcement and there was not any news on an upcoming booster set. I was not surprised to hear about this news. I was waiting for it after Bandai made their announcement on their game.

Panini America's version of the game featured the Saiyan Saga, Frieza Saga, and Cell Saga. The first few movies were also featured in special booster sets. We have Main Personalities of Goku, Gohan, Future Trunks, and Piccolo for heroes. Some of villains are Captain Ginyu, Frieza, Cooler, and Broly. It is unfortunate the game will not cover the remaining sagas and extend the game into Dragon Ball GT and Dragon Ball Super. I am disappointed to not see Pikkon, Super Buu, and Dabura as Main Personalities.

The Best of DBZ TCG

Dragon Ball Z Trading Card Game ended on a high note with Vengeance and Awakening. Vengeance was the best expansion set in the game with many good personalities and named cards. Nearly ever Main Personality and Mastery from Wakening were well received by players. Mr. Satan was the only mediocre Main Personality in the entire set. I was blessed to get Future Trunks from my starter deck.

Other high notes are the variety of characters, promos, and Allies. Allies are Panini America's best change from the original game. Allies were their own type of card. The original game allowed any level 1, 2, and 3 cards to be allies in decks. Panini America removed this abusive rule and created Allies as a type to avoid the original game's error. Some Allies were made for particular Main Personalities. The Ginyu Force's skills are at their full potential with Captain Ginyu!

Panini America's staff made positive changes to the rules. These changes were made to prevent players from abusing cards and combos. Decks were required to be exactly 60 cards and only characters with their names on named cards can play those cards. Goku can only play named cards with his name in the title. Players could not abuse personalities' powers by using the same powers twice per combat.

The Worst of DBZ TCG

Panini America failed to learn from Score's worst mistake. They continued the game's tradition of having randomized starter decks. This is an extremely abusive product. Players did not know which deck was in the box. You may get lucky and get the deck that you want to play. However, you may be very unlucky and get the worst Main Personality from the particular set. You must continue to buy starter decks until you finally get the Man Personality that you want. Starter decks cost between $15 and $20. You may spend nearly $100 to find your favorite character.

This type of starter deck is not practiced by rival companies. You know which structure deck from Yu-Gi-Oh! that you are buying at the store. There are not surprises in Magic the Gathering's starter decks. Cardfight!! Vanguard's only surprise will be a special rarity of a card. You are not forced to buy a starter deck multiple times to find a particular deck. It is a huge turn off and potentially limits players' budgets.

The game's formats were mostly dominated by Piccolo and Captain Ginyu for the majority of the game's duration. Nobody expected the leader of The Ginyu Force to become a top character in the trading card game. Panini America struggled to develop good personalities. Vegeta's first set as a Hero from Evolution was the worst Main Personality set. His abilities do not have chemistry with cards. He could not consistently function as your Main Personality. Panini America finally turned the corner with good Main Personalities in Vengeance and Awakening

Valuable Promos

Dragon Ball is a very popular property with high demand in my markets. The original Dragon Ball Z Collectible Card Game has many valuable cards. Panini America released a few notable promos that are worth a lot of money. Their value will only grow as time goes on. Golden Frieza, Super Saiyan God Goku, and Lord Beerus are the most valuable cards in the game. They are special promos from Panini America's booths at Gen Con. Super Saiyan God Goku is the best card among the three. He is played in decks more often than Golden Frieza and Lord Beerus.


The Game's Final State

Dragon Ball Z Trading Card Game has types of cards from the original Dragon Ball Z Collectible Card Game and has new types of cards for its version. Players may want to combine the two games into one great game. Panini America game did not extend into the later sagas such as the Other World Tournament Saga and Kid Buu Sagas. Players will need to combine the games' cards to have characters from every DBZ saga. Main Personalities, Physical  Combat Cards, Energy Combat Cards, and Masteries can easily fit into retro's version. There are very few conflicts with the original game's layout.

However, there are also many conflicting cards such as Setups and Allies. All personality cards are can be played as Allies in retro DBZ CCG, but DBZ TCG's Allies are their own type of personality. The two games may remain separate from each other. Setups do not exist as the same term in the original game. Non-Combat cards were either Drills or similar to Setups in Panini America's game. These problems may prevent the two games being combined into one amazing game.

Legacy

Dragon Ball Z Trading Card Game will go down as a trading card game that failed to live up to its potential. Veterans were excited after they heard the news about the game's revival. Panini America learned from some of Score's mistakes. However, there were not many good Main Personalities until the game's final days and Panini America abused starter decks. I am sad to see the game in end when it was becoming a good game. I still recommend hardcore fans of Dragon Ball Z and the trading card game to purchase the game. It is cool to have the complete collection.