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