With a bunch of new cards being revealed in the last couple of days, I will be doing a round-up of all the notable cards and give my brief opinion on each one. Some seem borderline broken at first, but if we really think about it are just simply good cards. Here we go.
Riot General Gairas (Narukami)
[Auto](V): Soul Charge(1) at the start of your Main phase, this unit gets POWER+ 2000 for this turn
[Activate](V):[SoulBlast(8), CounterBlast(5)]: During this turn, this unit gets "[Auto](V): When your <Narukami> units attack, place the top card from your deck into the drop zone, if the card is a <Narukami> the attacking unit gets POWER+ 3000 and Critical+1 for the battle".
The first impression we get of this card is it's Megablast, and it can be a little confusing. Essentially the skill that the Megablast grants allows all attacking Narakumi units to gain 3k power and 1 crit by milling a card from the top of your deck. This can become really powerful, allowing units to hit the next level of magic numbers (think Swordsman of the Explosive Flames, Palamedes). Honestly, my first impression of this card wasn't a great one. Although the Megablast is an ACT one, which means it needs not hit with an attack or anything, not using Counterblast in a deck that has cards such as Dragonic Kaiser Vermillion is extremely rare. There exist other, better alternatives to Vanguards as well as this one is simply 10k power with a subpar Soulcharging effect. I doubt this card will actually get any play, as it's subpar effect, power and rare Megablast will not justify running it.
Thunder Emperor, Indra (Narukami)
Auto 【V】: 【Counter Blast 1】 When this unit attacks, you may pay the cost. If you do, this unit gets [Critical]+1 for each of your "Thunder Emperor, Indra" rear-guards until the end of that battle.
I have mixed feelings about this card. To be useful, the card needs to be run in high numbers, and with better alternatives out there, I'm not sure this card will be viable. Unless it's also your Vanguard, it will only add 1 extra critical if your two Rearguards are Thunder Emperor, Indra. By itself, it becomes a subpar 10k beatsick. The deck space and commitment necessary does not justify it's effect which makes me think this card will simply be overlooked.
Cosmo Healer, Egodiel (Angel Feather)
Continuous (V): This unit gets power +1000 when you have "Fate Healer, Egodiel" in your soul.
Auto (V): [Counterblast 2, discard a Cosmo Healer, Egodiel] When this unit's attack hits a Vanguard, you may pay the cost. If you do, heal a damage from your damage zone.
This card is actually part of a superior ride chain, similar to Riviere from Bermuda Triangle. If you ride the Grade 1 over the Grade 0, you may look at the top 7 cards of your deck for the Grade 2 version or this card. The Grade 2 version is as follows:
Continuous [V]: If you have 「Heavenly Injector」 in your soul, this unit gets POWER +1000.
Auto: [Choose 2 《Angel Feather》 from your hand and place them on your damage zone] When you ride 「Cosmo Healer, Egodiel」 on this unit and you have 「Heavenly Injector」 in your soul, you may pay the cost. If you do, choose 2 cards from your damage zone and add them to your hand.
Keeping with the Angel Feather theme, when you ride over the Grade 2 with the Grade 3, you will be able to swap two cards from your hand with two cards from the damage zone, an extremely powerful ability. Words cannot describe the flexibility this clan has so far revealed, with cards everywhere that are able to swap cards from the damage zone to your hand. Oh you needed that perfect guard in the damage zone and drew a draw trigger? Bam, consider it done.
Now let's talk directly about Cosmo Healer, Egodiel. As you read, it has a Persona Blast of Counterblasting 2, ditching a copy of itself and healing a damage. That is an amazing Persona Blast, and it looks to me like this card will become the go-to Vanguard for this clan. The insane pressure you will put on your opponent to guard along with an 11k Vanguard looks to make Angel Feather a high-tier clan right out of the bat. With flexibility, insane pressure mixed with meta cards, Cosmo Healer, Egodiel's ride chain will definitely be one of the better Angel Feather builds out there. I am looking forward to seeing them in action.
Dragonic Lawkeeper (Kagero)
Activate 【V】: [Limit Break (4)] {Activate when you have four or more damage} [CounterBlast (1)] Bind all of your opponent's Rearguards, then when this Turn's End Phase begins, your opponent selects up to 4 cards that were Bound from the Bind Zone, and call them to separate Rearguard Circle, then send the remaining Bound Cards to the Drop Zone.Auto【V】: When this unit attacks, if your opponent has 2 or less Rearguards, this unit gains Power +3000 during this Battle.
Dragonic Lawkeeper has a really unique effect, which I will explain before continuing. By counterblasting one measly card, all of your opponent's Rear-guards are binded, meaning they are temporarily removed from the game. Yes that's right, those Grade 2 interceptors you were counting on to survive this turn are gone. Not only is that a pretty good effect on it's own, because of it's second effect, it also gains 3k power, boosting it to 13k unboosted. Add an 8k booster behind that and you are looking at a 21k attack. Unfortunately, as good as this card may seem, Dragonic Overlord the End is just a lot better. Constantly at 13k and with an insane Persona Blast, I'm afraid this card won't see much play at the highest tiers of play. It may become an integral part of a non-Dragonic Overlord the End Kagero build, but I doubt it will ever be nearly as good as a Dragonic Overlord the End deck. Had Bushiroad released this card for any other clan other than Kagero people would have been all over it, but because of Dragonic Overlord the End, it's simply not good enough.
Knight of Fury, Agravain (Gold Paladin)
Auto 【V】: At the beginning of your main phase Soulcharge (1), and this unit gets +2000 power until the end of the turn.Activate 【V】: [Soulblast (8), Counterblast (5)] During the game, this unit gets Critical +1 and the skill "Continuous 【V】: This unit gets [Power] +1000 for each of your <Gold Paladin> rear-guards."
At first glance, the card does not seem all that amazing. 12k on your turn, and it's Megablast allows it to gain 1 Criticcal and at most 5k power from your other rearguards. But the true power comes from the wording. Notice that the Megablast states "During the game", leading people to believe that the card will gain the power during both turns. Yes, during your and your opponent's turn the card will gain 1k power for every rearguard you have on your field, which would make this card broken, if it wasn't for the Megablast requirement. From the cards revealed for Gold Paladin, nearly all the good ones require counterblast, including Great Silver Wolf, Garmall and Burning Lion, Blonde Eisele. The chances of a Gold Paladin player using no counterblast during the course of the fight are slim to none, which is what makes this card essentially unusable. I'm sure some sort of alternative, fun build may be tried using this card and other Megablasting cards, but as it stands, this card will not be suitable for the highest tiers of play.
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