Wednesday, 27 May 2015

Narukami (Remembrance Avatar, Vishnu) Deck Profile


Who ever thought that Noble will be able to get their very own Stride. I thought Dungaree will be able to get some but it seems that is not the case. Well this card is actually very useful for the Nobles. There are not many Noble units so this card could not bring out it's 100% full potential for Narukami but it is quite a powerful card. With the full use of Nobles it helps them maximize the full retiring and binding in action. They are only 10k base power but I would not underestimate these cards because they have a very decent ability that can be used to put a huge amount of pressure for your opponent. 


Vishnu a unit that will help to benefit using Noble but Narukami do have the lack of Noble which makes this card really hard to make it a good card especially when you want to use this card as a finisher since the requirement for this card is quite big. This card is an amazing card because not only it does retiring and bind but it also put pressure for your opponents. 

When this unit attacks a vanguard, your opponent choose one of their rear guards for each Noble rear guard unit you have and retire them. If the retired number is three or more then this unit gains +1 Critical. Having three Noble on the rear guard seems to be a bit too much since one of them cannot be boost anyway. Although you could use one of the Noble triggers as a booster but that also means you might lose your 10k shield as defense. 


Indra is a unit that could potential finisher of your opponent straight away if you have the right cards in your hand. This could potentially kill your opponent in one hit if you manage to set up a full field as well as your opponent cannot guard against this card. The skill is actually quite similar to Rudra but this card was released first from BT06 which is quite a while now.

When this unit attacks by paying one counterblast this card gains +1 Critical for each Indra you have on the rear guard circle. If your opponent cannot guard then they will be taking plenty of damage and do not forget about the Twin Drive that can possibility drive check criticals which can deal more damage to your opponent and could possibly end the game if you are lucky.


Interestingly.. This card can put early pressure for your opponent but it cannot do a lot of retiring unless your opponent call a lot of rear guards unit during the early stage of the turn. Although the good advantage of this card is that it does not have any restrictions and if your opponent got misride you are not stuck with a deck of vanillas. Yes I consider Generation Break as vanillas since you have to have G units for the skill to work.

When this unit attacks, by paying one counterblast you can retire units up to the number of Rudra on the rear guard circle. Of course I will mostly get two Rudra on the rear guard so I can retire two of my opponent units, but the maximum is three but I doubt you want to call Rudra on the boosters section since you will have to retire and then can a booster unit. Instead of you can save it for discarding Stride units.

You can make those grade 3s even more deadlier because of this card. This card can substitute those grades so instead of having maximum of three on the rear guards, you can possible make it four or maybe more and that will potentially make your opponent need to use their shields especially Indra which can kill your opponent in one turn.

By paying one soul blast, you can select one Narukami Noble unit on the vanguard and this card will be treated as the same name as that unit. The skill is like Murakumo style and I only just wish if Murakumo got these kind of skills it could be better for the whole deck.


Storm Bringer is a very useful unit for getting grade 3s to your hand and then call it to rear guards circle like these cards. This card has the exact same ability as Spark Kid Dragoon but it will need to hit a vanguard for this skill to work. The good thing about this card is that it has the ability of vanguard or rear guard which makes it very useful for the deck. 

When this attack hits a vanguard by paying one counterblast you can look at the top five cards of your deck and then add one grade 3 to your hand and shuffle the deck. Your opponent these days will mostly try and prevent you from getting grade 3s to your hand so you cannot Stride.





 Deck Recipe


Grade 0x17
x1 Lizard Soldier, Saishin (First Vanguard)
x4 Malevolent Djinn (Critical)
x4 Plasma Dance Dragon (Critical)
x4 Suspicious Djinn (Draw)
x4 Deity of Love, Kama (Heal)

Grade 1 x13
x4 Dragon Dancer, Anastasia (PG)
x4 Mighty Bolt Dragoon (Strider)
x3 Deadly Eradicator, Ouei
x2 Rising Phoenix

Grade 2 x11
x4 Storm Bring Dragon
x4 Thousand Name Wyvern Knight
x3 Demonic Dragon Berserker, Chatura

Grade 3 x9
x4 Vajra Emperor, Indra
x3 Roar of Chaos Deity, Rudra
x2 Black Celestial Maiden, Kali

G Zone x8
x4 Supreme Conquering Dragon, Conquest Dragon
x2 Thunder Dragon Knight, Zoras
x2 Remembrance Avatar, Vishnu


Monday, 25 May 2015

G-BT03 Squall Maker Vampir

Squall Maker Vampir


[AUTO](RC) Generation Break 1 (This ability is 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, if this unit is boosted, you may pay the cost. If you do, Soul Charge (2), and this unit gets [Power]+5000 until end of that battle.





More heavy soul charging and looks like there going to be a lot of decks revived with insane power. This card does not only do soul charge only but it also gains 5k power which makes this unit skill even better. This card include booster will be able to hit 21k power if you boosting this card with a 7k booster so that will mean your opponent will need 15k shield to protect their 11k vanguard. Not a bad start and since the vanguard already use up their hand because of the massive power, this rear guard unit could be the finisher of the deck.
 

Sunday, 24 May 2015

Nova Grappler (Meteokaiser, Tribrute) Deck Profile


Its the Reborn Gundam with AGE technology. Anyway thanks to this new card Nova Grappler doesn't only have stand and attack only but also retiring just like Kagero. Well who will ever thought that Nova could become a retiring clan and since it also have the rush they will not lose in multiple attacks which makes them even deadly. Against Nova you will really need to have a good hand size to protect a lot of attacks but it will not help if they keep taking away rear guards weakening their attacking. 


This card have become my favorite card. Not only it resemble as a Gundam but also has an ability of Kagero which makes it suit my style pretty much. The dream of having both rush and retiring together has now come true but with this card skill it can come at a heavy price. Well since it is Nova Grappler the price can easily be removed with some support supporting this card skill.

When one of your rear guard stands due to one of your card skills, you can pay one counterblast and that unit gains 2k power and then choose one of your opponent rear guards with power less or equal to that card and retire it. Since this card skill can easily be spam as long as you can pay the cost, it's makes it really deadly.


'Viktor' a very strong unit when it is combined with Stride especially now when Tribrute is involve. The artwork does reminds me of Gundam Throne from Gundam 00 series, so when I ride this card I always think of them. Well no matter, I guess these units could be my second favorite from 'Raizers'. They both look very similar related to gundams. Both of this card skills will rely on Stride so that you can use this card skill.

The first ability is Generation Break 2 which means you will need two or more face up G units for this skill to work. When this unit attack it gains 5k power and also you can stand one of your rear guard and it gains 5k power. At this stage we do not need to focus on constant striding unless you want to for triple drive check since we have all the skill we need to stand the rear guards and the field set up.

Now the second ability of this card is when you Stride, but you will need to pay one counterblast to activate the skill. By paying this cost, when you Vanguard attacks, you can stand one of your rear guards and it gains 5k power but it can only be used once. It is very unfortunately since there is one stride unit can stand again, but then again it will use up too many counterblasts since this deck focus on a lot of counterblasts.


Muscle Shriek is one of the units who help Nova do some retiring. As well as retiring it also have the ability to make your unit stands which is quite helpful for Nova Grappler. With two different ability and one of them can be used instantly which makes it a great card. Beside we don't really see Nova retiring people rear guards, it's mainly destroying their rear guards.

For the Generation Break 1 skill, when this unit attacks a vanguard by paying two counterblasts you can stand two of your rear guards and they gains 2k power. Well I know this might not sound much but it can actually makes a big difference especially when they really on stand to power up. Meaning those units will become even deadlier than before so it is a very handy skill. Well Viktor cost is free but only can stand one of the units.

There is a second skill for this card and that is when this unit is placed on the vanguard circle, by paying one soul blast and one counterblast, you can choose one of your grade 1 units and you can choose one of your opponent unit with power equal to or less than the grade 1 unit and retire it. I kinda doubt your grade 1 units could get up to 9k power so it will be usually retiring grade 1s only and then your grade 2 units can wipe their front row which is a useful combination to use.


'White Hank' is a very useful unit to make your units stand more but what's better when the units stand, they get 5k power which is better than waiting for a stand trigger. This card makes a good stand combo before you use your Asura skills to stand your rear guards. There are some cards that benefits when they stand the rear guards which makes it really use for the deck.

When this unit attacks a vanguard, by paying one counterblast you can stand one of your other rear guards and it gains 5k power and then it cannot be used for the rest of the turn. If it was not for Once Per turn, this card can actually create a good loop making and unstoppable attacks with just the rear guards, but no then it be too OP if you have two on either rear guards. Limiting their ability is Bushi wants first than making it out of balanced.


I just felt a shame that this unit is not a mecha artwork but the skill is pretty useful especially standing decks like this one as well as G units. I will say this card works behind the vanguard or the rear guards and it will gains 4k bonus but for the rear guards it is usually 8k bonus if you manage to stand the same unit twice and that is not hard.  

With the 5ks and 4ks added together, you can do the maths when it comes you have one powerful column which is good for finishing the game. Although you cannot always finish them because of heal triggers or they still got a perfect guard left which you can't tell unless you read their hand very carefully. Nova Grappler isn't just about standing the rear guards but it is also about power and that what make Nova deadly.





 Deck Recipe


Grade 0x17
x1 Transmigrating Evolution, Miraioh (First Vanguard)
x4 Red Lightning (Critical)
x2 Schones Wetter (Critical)
x4 Schnee Regen (Draw)
x2 Drone Baron (Draw)
x4 Regenbogen (Heal)

Grade 1 x14
x4 Lady Cyclone (PG)
x4 Extreme Battler, Arashid (Strider)

x3 Clay-doll Mechanic
x3 Final Wrench

Grade 2 x11
x4 Extreme Battler, Sazanda
x4 White Hank
x3 Hungry Dumpty

Grade 3 x8
x4 Exxtreme Battler, Victor (Strider)
x4 Muscle Shriek

G Zone x8
x4 Meteorkaiser, Viktplasma
x2 Meteokaiser, Tribrute
x2 Meteokaiser, Vic-Ten


Friday, 22 May 2015

Royal Paladin (Holy Dragon, Religious Soul Saver) Deck Profile


Religious Soul Saver.. looks like our Soul Saver has become a Priest but this Priest is useful for Majesty Lord Blaster. This time I approach making this deck differently or it be the same since the last Majesty Lord Blaster deck actually went really well. To be honest running four copies of this card is impossible unless you want to remove Saint Blow. We already know that Saint Blow already forces your opponent to throw down their shields unless they want to take some major damage as well as the help of Majesty Lord Blaster early critical damage against your opponent so they lose cards quite early. 


Religious Soul Saver can be a final move for the Blasters but usually Saint Blow do that job better. Soul Saver has the skill of the original Soul Saver which is paying five soul blasts to power up three of your units by 5k power. Religious Soul Saver is a little but different but still kept the powering up to the rear guards. 

When this unit is placed on the vanguard circle if you have a Blaster in heart, by paying one counterblast and flipping the same unit in G zone, you can select three of your units and they gain 5k power. Then if you have two or more Blasters in soul this unit gains +1 Critical. The Critical is what makes this card more deadly because it puts quite a good pressure against your opponent.


Once again this card have become one of the must need cards in the deck. The power of light and shadow combine into one unit where the true power is form. At least now this card is still strong against current decks especially by the help of using the latest support. This card will not lose in speed since you can use this card skill very early in the turn.

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. 


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.





 Deck Recipe


Grade 0x17
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 x13
x4 Holy Knight Guardian (PG)
x3 Knight of Friendship, Kay (10k Beater)

x3 Knight of Lauryl, Cycirlz
x3 Toypugal

Grade 2 x12
x4 Blaster Blade
x3 Blaster Dark
x3 Starlight Violinist
x2 Blaster Blade Spirit

Grade 3 x8
x4 Majesty Lord Blaster
x2 Solitary Knight, Gancelot
x2 Swordsman of the Explosive Flames, Palamedes

G Zone x8
x4 Divine Sacred Dragon, Saint Blow Dragon
x2 Holy Dragon, Religious Soul Saver
x2 Vague Sacred Knight, Gablade


Dimension Police (Hyper Metalborg, Heavy Duke) Deck Profile


I forgotten about this card until someone asked. Well here it is and compare to the deck that I used using the Extra Booster it is little bit different. This time the whole deck will focus around using Heavy Duke and also maximizing Heavy Duke special skill. Metalborg always focused on stopping your opponent to guard with perfect guards which makes them a deadly deck especially when they are combined with Laurel meaning you could just keep attacking again. Unfortunately Stride have made Laurel limit to 1 and by having 1 Laurel it doesn't really make much difference.


Heavy Duke a unit that will help to improve Metalborg skill even though it will need to require the Legion for this card skill to work. The only problem you may find is the amount of counterblasts the deck might use but I guess it doesn't really matter if this unit is going to be the main finisher of the deck as well it can increase your draw power just like Sin Buster which is really handy. 

When this unit attacks a vanguard, by paying two counterblasts, this card will gain the ability of when you hit the vanguard, you can draw one card for each of your cards in heart. Then if you have a heart with Metalborg in its name your opponent cannot call grade 1 or higher from their hand to guard with. Quite a good finisher and especially useful if you manage to get Laurel set up but then again having 1 in deck don't make a huge different. 


Sin Buster a deadly unit when it combined with Daikaiser break ride skill. This was actually topped in the tournaments but then it disappear. I have no idea why but I guess people prefer to use meta decks. I still find this card very competitive, just because this card is old does not mean it is useless. Although they were missing the crucial speed to power the deck up.

For this card main skill, when this unit attack if this unit is Legion and the power is 30k or more then your opponent cannot call grade 1 or greater to the guardian circle from hand. It is actually so easy to make this into 30k power, you will only need a 10k booster and you will be all set for the boosting. Although there are power up options that could raise this card power into a greater level.

Also for the second skill of this card, when this unit attack hits a vanguard, if this unit power is 20k or more then you can draw one card from the deck. I guess a good thing is to increase your hand size and this is why Commander Laurel was so deadly with this Legion unit since your opponent will need to guard like crazy with grade 1 units. 


The mate Uru Buster is a very good unit to power up the vanguard because it is not counterblast related. All you basically need to do is to perform Legion on the vanguard circle to trigger this card skill. Now this card have two different ability so not only you get the power up but if your Legion unit hits then you also get a little bit extra for your units.

When your vanguard perform Legion, when the vanguard attack hits a vanguard you can choose one of your opponent unit and retire them. This card combined with Sin Buster makes it really deadly because you could draw and retire at the same time. Although if mixing clan are allow this card will be useful with many Legions adding the extra pressure for your opponent. 


Drion is a very handy unit especially now when it comes to Legion. This unit will be able to put a huge amount of pressure for your opponent meaning that they will need t guard or else they will take major damaged. Sin Buster which focus on neutralizing sentinels and Drion which focus on dealing major damage which makes a good combination.

When this unit attacks a vanguard, if it has a power of 30k or more then it gains +1 Critical. Plus it gains another 3k power when you have a unit in the center column which make this little beater very useful as a back up. Sin Buster will not be the only unit who will be doing some damage since this card puts more pressure. 


The mate Lionetter is a 12k beater for Metalborgs. This 12k beater can be very handy to deal some more damage especially if you are running some stand triggers in your deck. It's actually not surprising if Metalborg runs stand triggers since there were a top three deck list in the tournament shown Metalborg with stand triggers. This will mean your opponent will need to guard more. 








 Deck Recipe


Grade 0x17
x1 Warrior of Destiny, Dai (First Vanguard)
x4 Metalborg, Battle Roller (Critical)
x4 Metalborg, Grasscutter (Critical)
x4 Metalborg, Devil Loader (Draw)
x4 Metalborg, Black Nurse (Heal)

Grade 1 x14
x4 Metalborg, Mist Ghost
x3 Cosmic Hero, Granguard (PG)
x3 Metalborg, X Blaise (10k Beater)

x3 Metalborg, Black Doctor
x1 Metalborg, Bri Knuckle (QW)

Grade 2 x11
x4 Metalborg, Lionetter (12k Beater)
x4 Metalborg, Ur Buster (Mate)
x3 Metalborg, Russell Blizzard

Grade 3 x8
 x4 Metalborg, Drion (Legion)
x4 Metalborg, Sin Buster (Legion)

G Zone x8
x4 Hyper Metalborg, Heavy Duke
x2 Super Cosmic Hero, X-rogue
x2 Rain Element, Madu


G-BT03 Phantom Blaster Dragon (Break Ride)

Phantom Blaster Dragon (Break Ride)


[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (3)] When a «Shadow Paladin» rides this unit, you may pay the cost. If you do, choose your vanguard, and until end of turn, that unit gets [Power]+10000, and "[AUTO](VC):[Choose three of your rear-guards, and retire them] When this unit attacks a vanguard, you may pay the cost. If you do, draw two cards, choose three cards from your damage zone, turn them face up, and until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).".

[AUTO]:
[Choose one of your rear-guards, and retire it] When this unit is placed on (VC), you may pay the cost. If you do, search your deck for up to one card with "Blaster" in its card name, reveal it to your opponent, put it into your hand, and shuffle your deck.



Break Ride... now I thought these died ever since Legion got released so no more break riding cards will appear. Well look like Bushiroad gave use a little surprised by adding one of these Break Ride to the new boosters. Well I guess it's because we already have a Dragonic Overlord break ride so Blaster Dragon decided to evolve as well. Soul Blasting 3 is a huge cost since Shadow Paladin don't really focus on the soul.. but with a little tweak this ability will be quite easy to pull. The Blasters are known for their heavy counterblasts so this card will be a great help for them as well as the extra draw power. I guess I can't wait to try out break ride.
 

Thursday, 21 May 2015

Angel Feathers (Holy Celestial, Mikael) Deck Profile



Not a very good stride to use because it's a unit focus on itself more and there are already one of the unit who have the same skill as this card but it provide a better ability than this Stride. Anyway Celestial feels like it is missing the most important thing and that is the Limit Break Enablers. I wonder when will the ever going to make Limit Break Enabler for Celestials. I know Celestial already have some self damage units but they are only useful when you have three damage. 


Let's start talking about Mikael. No matter how I figure out this card skill and the type of combo that can be pulled using this Stride. I have no clue. It doesn't change the way Celestial fights. Well you will need to pay some cost to use this card skill which is disappointing for something actually so basic to use since we already have some cards with those kind of abilities.

If you have a Celestial in heart, by paying one counterblast you can put the top card of your deck to damage zone and select a face up unit in damage zone and call it to the rear guard circle. Then if you have a face up unit with the same name as the unit in your heart this unit gains 5k power. I kinda doubt it can make any difference to the deck maybe just 5k more when it comes to guarding.

Zerachiel still today is one of the best Celestial unit you could ever have. This unit will power up all the other Celestial units which makes them a decent power to attack with. Although it will be even better if you could use the Pegasus combo to make the columns even deadlier, but I guess that is only for using a normal Angel Feather deck. Hopefully Angel Feather will be able to get more Celestial support in the future.

During Limit Break, if you have a face up Zerachiel in your damage zone all of your Celestial unit gains 3k power. 3k power may not seem much but when it is combined with other power cards it become a very useful unit. Well the 3k power also work for the vanguard but with break ride the power could rise even more.


Machidael is a very useful unit especially for a power Celestial deck. Well Celestial gives plenty of power anyway but with Legion they have even more power. Angel Feathers were always more focus on power as well as the damage zone and this what makes them very deadly especially when you do not have enough shields to guard against them. 

If this unit is Legion all of your units in the front row gains 2k power, then if you have a face up unit with the same name as the vanguard they gain another 2k power on the front row. So the front row will have a grand total of 4k power gain from this Legion skill which is not bad since you have not boosted yet to attack. 


The mate Asmodel works really well and it does not need to have Legion for the card skill to work. So basically you could add this card in any of your Celestial deck as it can provide a very handy pressure. Well if you running a power Celestial deck then this card should usually hit against your opponent unless they want to guard against them as soon as possible.

When this unit attack hits a vanguard, by paying one counterblast and putting this unit into the damage zone, you can choose face up one unit from damage zone and call it to the rear guard. The units do not have to be a Celestial which makes this card really useful in every Angel Feather deck which need this card ability.


As we already know Narelle is a very handy unit to use for the deck. This unit let you swap some Celestial in the damage zone from your hand. Now I don't know if this a good thing or a bad thing. All I know is that you could increase some defense or units ability by using this card. This means you will not need to rely on Sariel who use the cards from the deck. 









Shining Feather


Grade 0x17
x1 First Aid Celestial, Peniel (FV)
x4 Hot Shot Celestial, Samyaza (CT)
x2 Critical Hit Angel (CT)
x4 Celestial, Landing Pegasus (DT)
x2 Fever Therapy Nurse (DT)
x4 Recovery Celestial, Ramuel (HT)

Grade 1 x14
x4 Adamantine Celestial, Aniel (PG)
x4 Nursing Celestial, Narelle
x4 Underlay Celestial, Hesediel
x2 Marking Celestial, Arabhaki (10k Beater)

Grade 2 x11
x4 Wild Shot Celestial, Raguel (12k Beater)
x4 Surgical Celestial, Batariel
x3 Candle Celestial, Sariel

Grade 3 x8
x4 Solidify Celestial, Zerachiel (Limit Break)
x4 Operation Celestial, Armen

G Zone x8
x4 Holy Celestial, Mikael
x3 Holy Seraph, Uriel
x1 Miracle Element, Atmos


Healing Wishes


Grade 0x17
x1 First Aid Celestial, Peniel (FV)
x4 Hot Shot Celestial, Samyaza (CT)
x2 Critical Hit Angel (CT)
x4 Encourage Celestial, Tamiel (ST)
x2 Happy Bell, Nociel (ST)
x4 Recovery Celestial, Ramuel (HT)

Grade 1 x14
x4 Adamantine Celestial, Aniel (PG)
x4 Nursing Celestial, Narelle
x4 Underlay Celestial, Hesediel
x2 Marking Celestial, Arabhaki (10k Beater)

Grade 2 x11
x4 Wild Shot Celestial, Raguel (12k Beater)
x4 Dosage Celestial, Asmodel (Mate)
x3 Candle Celestial, Sariel

Grade 3 x8
x4 Holy Edge Celestial, Malchidael (Legion)
x4 Solidify Celestial, Zerachiel (Limit Break)

G Zone x8
x4 Holy Celestial, Mikael
x3 Holy Seraph, Uriel
x1 Rain Element, Madu


G-BT03 Earth Elemental, Pokkle

Earth Elemental, Pokkle


[AUTO]:[Soul Blast (1)] When this unit is placed on (RC), if you have a face up «Cray Elemental» in your G zone, you may pay the cost. If you do, choose one of your locked cards, and unlock it.

[CONT]:This card is from all clans and nations.





Finally a unlock that can be used for all clans but it can also work with the new Link Joker units. Of course you will need to run Cray Elementals for your G units if you are going to use this card in your deck. Although I wish you could unlock each rear guards for each face up G units which will make it better than just unlocking one of them. 
 

G-TD05 Sunset Edge, Duskblade

Sunset Edge, Duskblade


[AUTO](RC) Generation Break 1 (This ability is 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, if this unit is boosted, you may pay the cost. If you do, choose one of your opponent's grade 2 or less 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.)




Link Joker have their very own grade 2 locker in the trial deck. This card is not even Messiah so it looks more evil than usual. Well with this card help you could constantly lock more rather than like one time using other Link Joker cards. This can increase the amount of lock units if your opponent do not call a full field which is quite useful. Although this is not a Star-Vader unit which can be a problem for Chaos Breaker deck.
 

Wednesday, 20 May 2015

G-BT03 Golden Dragon, Spear Cross Dragon

Golden Dragon, Spear Cross Dragon


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.

[AUTO]:
[Counter Blast (2) & Choose a face down card named "Golden Dragon, Spear Cross Dragon" from your G zone, and turn it face up] When this unit is placed on (VC), if you have a face-up card in your G-Zone or more, you may pay the cost. If you do, look at five cards from the top of your deck, search for cards up to the number of face-up cards you have in your G-Zone, call them to separate open (RC), and shuffle your deck.



This card skill kinda remind me of Garmore Liberator and how you can easily fill up those open rear guard circles. Well this card will be able to fill up the rear guards depending on the number of face up cards in G Zone. If you manage to get five face up G Units in G Zone which I doubt you need to fill up five rear guards anyway. At least now you do not need to worry about random calling for the Gold Paladin style.