Friday, 30 January 2015
Wednesday, 28 January 2015
Omniscience Dragon, Managarmr
[ACT](VC)[Once per turn]:[Counter Blast (1) & Choose a face down card named "Omniscience Dragon, Managarmr" from your G zone, and turn it face up] If the number of face up cards in your G zone is two or more, choose up to two of your rear-guards, until end of turn, they get [Power]+4000 and "[AUTO](RC):When this unit attacks a vanguard, if this unit's [Power] is 20000 or more, until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).".
The problems with GN there are a lot of on hit abilities but now this solve many problems especially one of the problems I always have when I used GN and that is PG. Yup the most annoying moment is when your opponent PG against the rear guards making it not hit despite with so much power that have been powered up. I am surprised no retiring like GN always do with the main units, but then again this is good because it makes a stronger defense on the field rather than no defense.
Tuesday, 27 January 2015
Ionization Eradicator, Kapunis
It is about time that Eradicators get a new Critical Trigger, now I can use Dragonic Descendant better. Well, it seems this card is more likely to target Tempest Bolt and Twin Thunder which is what I like about suicide rear guards. This doesn't put Tempest Bolt at a disadvantage with the only unit that attacks on the field, this card can increase the chances of adding a specific card in your hand.
Dragon Dancer, Vianney
It seems that Narukami is also getting Dragon Dancers in their clan since there is already a Dragon Dancer PG. This card skill seems to be unique as I thought Narukami should be doing more retiring but instead this card is giving more draw and unflip option. This could be useful if you are making something like a power deck for Narukami build but at the moment I still have no idea how Narukami battles. I only know that it retires and permanent bind but maybe there is something more coming.
Monday, 26 January 2015
Famous Doctor, Big Berry
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose up to two of your rear-guards, and until end of turn, they get [Power]+4000 and "[AUTO](RC): When a unit's attack in the same column as this unit hits a vanguard, if the attacking unit's [Power] is 20000 or more, draw a card.".
Finally Great Nature main Strider unit is here. Well I don't know what to say about this card the first skill is VERY NORMAL, any Great Nature grade 3s can pull that off with extra abilities. I don't know why they just give something just 4k power up to ONE CARD. I Understand if it's two but just ONE.. The other Stride Generation Break 2 are just much better but this Generation 2 is just argh.. I guess Bushiroad didn't intend to make this unit better.
I love the second skill at least now you will not worry about break riding skill, because this card skill is even better. Stride already powers up the rear guards but with this card bonus it already makes 8k power gain without any boosting or triggers need. This means it is easily making over 20k column and easily triggering the skill, maybe if this card is like Chatnoir then stand triggers may work and you will draw a extra card if the stand unit hits.
Saturday, 24 January 2015
I realized using the new cards it makes a great advantage for 'Majesty Lord Blaster'. Looks like the calling of grade 2s makes 'Majesty Lord Blaster' very useful and thanks to the no restrictions on the cards, it makes it even better. Now if you want to get both Blaster Blade and Blaster Dark on the field, it is very easy. This deck is so fun especially when the pressure gets onto your opponents and thinking when to guard. You could pull Stride or Majesty Lord Blaster skill, but there are many different types of style you could use.
The start of with this card main skill and the only skill which makes it very deadly. When this card attacks, by moving Blaster Blade and Blaster Dark to soul, this card gains 10k power. It is better if you have Blaster Blade and Blaster Dark in one column, so even if you drive check any triggers you can give them to your other rear guard column who have not attack yet.
The other skill of this card which puts pressure against your opponent is when you have Blaster Blade and Blaster Dark in soul this card gains 2k power as well as an extra critical. By combining it with the first skill it means this card already gain 12k power when it attacks and your opponent may force to use a sentinel to protect themselves from taking two damage or they might take two damage but it will up to them to how to play against this card.
The original Blaster Blade which has two abilities when placed on the vanguard or the rear guard circles. Now there are variety versions of 'Blaster Blade' each still kept their retiring abilities but in a different way. It is great to use this card, I haven't used this version for ages maybe very long since new version of Blaster Blade keep popping up.
When this unit is placed on the vanguard circle, by paying two counterblasts you can retire one of your opponent rear units. Although you really want this card in the rear guards for 'Majesty Lord' skill. It seems the more the merrier I'm guess but the vanguard skill is great to retire any units you do not like.
The second skill of this card is when this card is placed on the rear guard circle, by paying two counterblasts you can retire one grade 2 or higher unit on the field. Unlike Berserk Dragon who retires grade 2 or less, this skill is mainly used for late game when your opponent have higher grades on the field, but mostly this card will be doing attack on it's own so you can trigger Majesty Lord skill.
Blaster Dark the shadow of Blaster Blade and also Royal Paladin clan dark side. Whenever there is light, there is always darkness but that darkness will not consume all the light in fact they will join forces and make a whole new unit, Majesty Lord Blaster!. Anyway it is important to have Blaster Blade and Blaster Dark on the field to trigger Majesty Lord Blaster skill because without either of these cards Majesty Lord Blaster will just not work.
When this unit is placed on the vanguard circle, by paying two counterblasts you can retire one of your opponent units on the rear guards. The best part about this card skill is that it is not restricted so this card is very useful if it is ride on the vanguard circle and trigger it vanguard skill. This card do only have the vanguard skill though so if this unit is placed on the rear guard circle it is just a normal unit then.
Starlight Violinist is a good replacement for Star Call Trumpeter because of the cost as well is not clan restricted. This card actually helps quite a lot even though it has the soul blast that need to be used but this deck rarely needs soul blasting anyway. I did not realize that this card is actually very useful until I found the word "Grade 2" then it gave me an idea.
When this unit is placed on the vanguard or the rear guard circle by paying one counterblast and one soul blast you can call one grade 2 unit from your deck to the rear guards apart from this card. Of course you have two choices depending on what cards you have in your hand. You will either call Blaster Dark or Blaster Blade to the rear guards.
When it comes to Blasters, Wingal Brave is always useful for adding any Blasters to hand as well as being a starting vanguard for the deck. I don't there are many Royal Paladin starters that will help Majesty Lord Blaster although there may be other options that can also work.
When a Blaster unit hits during this card boost, by moving this card to soul you can add one Blaster unit to your hand. Basically this card will work with any Blaster units if the unit hits so you can add another Blaster unit to your hand. Mostly your opponent should let this card use the skill unless they want to guard against this card ability.
x1 Wingal Brave (First Vanguard)
x4 Future Knight, Llew (Critical)
x2 Bringer of Good Luck, Epona (Critical)
x4 Margal (Draw)
x2 Weapons Dealer, Govannon (Draw)
x4 Yggdrasil Maiden, Elaine (Heal)
Grade 1 x14
x4 Holy Knight Guardian (PG)
x4 Knight of Friendship, Kay (10k Beater)
x3 Knight of Lauryl, Cycirlz
x3 Gigantech Shot-Putter
Grade 2 x11
x4 Blaster Blade
x4 Blaster Dark
x3 Starlight Violinist
Grade 3 x8
x4 Majesty Lord Blaster
x4 Knight of Militarism, Merianus
G Zone x8
x4 Divine Sacred Dragon, Saint Blow Dragon
x4 Vague Sacred Knight, Gablade
Friday, 23 January 2015
Sacred Tree Dragon, Jingle Flower Dragon
[ACT](VC)[Once per turn]:[Choose a face down card named "Sacred Tree Dragon, Jingle Flower Dragon" from your G zone, and turn it face up] If the number of face up cards in your G zone is two or more, choose one of your units, and until end of turn, it gets "[CONT](VC/RC):During your turn, all of your units get [Power]+2000 for each unit you have with the same name as this unit.".
Hmm.... All I can say about this card is more powering up. The good handy 2k to power up the entire column can make it really deadly when it comes to attacking. Although I guess this can be avoidable if your opponent keep trying to get rid of the rear guards. The have included the Once Per Turn on these new cards but not on G-BT01 which was the start of the G Series. Maybe they haven't thought of Once Per Turn until later on after they released the cards.