Tuesday 29 December 2015

Link Joker Analysis: Glendios, Messiahs, Starvaders and Deletors

When I first started playing Vanguard about 3-4 years ago, I remembered it was still the Limit Break era. My Vowing Saber Dragon was essentially a vanilla unit until reaching 4 damage, and one of my early lesson from playing Vanguard was that an opponent could disrupt my strategy just by not giving me the  requisite number of damage for my skill to activate.

The arrival of Link Joker and the Lock mechanic changed the game meta by making it harder or impossible for your opponents to make certain kinds of plays and thus became a strong anti-meta strategy.

In this post, I'll go through the 4 main subspecies of Link Joker and highlight their main strengths as well as ways of playing around it. I have no decklist to offer because I do not play Link Joker, but as as a strong anti-meta clan, it is important to know what LJ can do and what you can to circumvent it.


Glendios




I placed Glendios separately from the rest of the Star-vaders because its playstyle is different enough to distinguish itself from the other Star-vader bosses. Omega Glendios is a unit with an additional built in win condition at LB5, where at the beginning of the Glendios player's turn, if his opponent has 5 or more locked cards,  the Glendios player automatically wins the game.

This win condition was incredibly difficult to fulfil when it first came out, but in the Stride Age it is now possible to fulfil the win condition much more easily with World's End.

Let's look at Glendios other abilities. Glendios has an ACT ability at LB4 that when the player pays the cost of 1 CB and discard 1 Reverse, the player can omega lock all of his opponent's locked RG units. This is a strong ability that extends the lock by another turn for potentially 2-3 units, thus further weakening the opponent's offense.

Glendios' third ability is its bread-and-butter lock skill. Basically when a Reverse unit is placed on the RG circle, the player can lock a RG on the opponent's field, once per turn. By locking a front row RG, the Glendios player can completely shut down one column of attack.

Glendios' fourth ability is what allows the whole Glendios deck to function with Reverse from other clans. All Reverse units are treated as Link Joker units, allowing non-Link Joker Reverse units to attack on RG circle, as well as giving them +4k power. This allows RG columns to push for 15k guard with a booster, thus forcing at least 2 cards per turn.


Omega Loop Glendios circumvents the age old problem for LJ players of not being able to lock a unit on a RG circle until your opponent called it to RG circle. Omega Loop enforces the Lock by forcing the opponent player to call one RG from the top of the deck for every Reverse unit that the Glendios player has. In other words, if the Glendios player can have 5 Reverse units on his RG circles, he would be able to activate Glendios win condition at 5 damage. This final turn move which a Glendios player can unlock at 5 damage makes an opponent extremely reluctant to push Glendios to 5 damage, coupled with lock, granting additional survivability to the Glendios player while allowing the Glendios player to gradually grind away at his opponent's strength.



Ways to play against it
-Don't give the Glendios player 5 damage. If he is already at 4 damage after taking 1 damage from your VG attack, use your RGs to attack his RGs. Besides denying him the use of his ultimate ability, you help to weaken his attacks. With consistent lock pressure every turn from Glendios' third ability, you lose one column's worth of attacks while he is able to swing at you with all his 3 columns. If he does not have enough RGs, it may be possible to shut down one of his lanes.
-Give the crit to another unit. If the Glendios player is at 3 damage, and you drive check a critical trigger, you can pass all the trigger effects to a RG even he no-guarded the attack. If you check another crit, you form a 3 crit lane that the Glendios player must guard or he dies. If you do not check a second crit, use the RG unit with 2 crits to attack the Glendios' rearguards. Do not push Glendios to 5 damage unless you are certain he is unable to World's End.
-Snipe his backrow units. The Glendios deck is constructed in a way that is top-heavy (with 12-13 G3s). This means that boosters in a Glendios deck is alot more scarce. If you have a way to retire the back row, you should do so to get rid of various G1 on hit effects that are splashed in a Glendios deck.
-Beware of his Rubidium. Rubidium's ability can only be used in a Glendios deck, and is an extremely strong defensive ability. When the opponent's VG attack is aimed at the VG, Rubidium can redirect the opponent's vanguard attack to a RG circle with a unit with Reverse in its card name. Basically, for virtually no cost, your all in final gambit based on your VG can be wasted by Rubidium (Restanders, Auto-Criters etc). One way to play away it is to snipe his Reverse units, so that there is no unit on the vanguard circle for Rubidium to redirect. Another method is to take note of his drive checks.


Overall verdict: The Glendios deck remains strong and relevant in the Stride Age. Its defensive capabilities based on locking, LB5 deterrent and Rubidium makes it hard for a opponent to end the game. Even if a deck based solely on twin drive may seem weak in today's meta, it also means that a Glendios deck is unlikely to ever deck out, and its defensive abilities allows it to keep up with newer decks.



Messiahs 

Messiahs are the G-Link Joker units that focus on locking on their own RGs to gain abilities and power up. As a G-era deck, the deck's ace are the two powerful Messiah strides, Amnesty and Excelics Messiah.(Ok, Amnesty is kinda outdated now, entirely surpassed by Excelics, the same way that Aurageyser Doomed has surpassed original Aurugeyser)




The premise of both Excelics and Amnesty are simple. They give the ability to unlock any number of RGs on both the Messiah player and the opponent's fields, and if 3 or more cards are unlocked, they gain +1 critical. Excelics has an additional effect of retiring all unlocked opponent RG units, thus permanently weakening the opponent's field. Additionally, Messiahs have also recently gained the support of new units that unlock in the battle phase, thus giving them multiple attacks to bolster their offence. As a result, Messiahs are a strong LJ archetype that combine the defensive power of Lock with offence coming from a strong VG column  and multiple RG attacks. 

Ways to play against it.
-One of the most glaring weakness of a Messiah deck is that it is much slower than the other Link Joker archetypes to lock the opponent's defence. It suffers from the same weakness as all other G-era decks, in that it is virtually vanilla until GB1 is unlocked. That means that it is possible to go on full offense 1-2 turns more before your units will be locked compared to the other pre-G era LJ archetypes.
-It is also slow in the sense that its' advantage engine only really builds up from GB2 onwards. Messiah's breakstride unit, Alter Ego Messiah provides a defensive GB2 ability on par with Choas Breaker Dragon that allows the Messiah player to draw a card for each unit unlocked, for the cost of 1 soulblast. To aggravate things, Excelics retires each unlocked unit on the opponent's field, creating even more bonuses for the Messiah players. Messiah players will want to activate the GB2 ability as soon as possible by striding Blizza so as to unlock GB2, while unflipping to setup for Excelics next turn. By doing so, the Messiah's player offense is compromised. 
-As a result, it is possible to push Messiahs to high damage early or weaken it by targeting key RGs (eg. Lady Battler of the White Dwarf) such that their late game is not as strong as it can possible be. 



Starvaders 

The original Link Joker; Star-vaders have evolved a great deal with new support for the Starvaders more recently. There are a wide variety of units with strong Lock effects because they do not need stride to activate their effects, since most of them are old cards. With some additional revival units, they become  really great throughout all stages of the game. I'll only be focusing on Chaos Breaker Dragon which received support recently. 

Chaos Breaker Dragon has quickly returned to the meta with the introduction of its new stride as well as G3 fall ride. 



CBD's LB4 gives it immense defensive card advantage by allowing it to soulblast 1 to retire a locked card from the opponent's field and draw a card, resulting in a -1/+1 advantage. With soulcharging support, the CBD player can draw numerous cards over the course of a few turns, and coupled with the defensive advantage gained from locking down one column, is a tough combination to beat. 



Chaos Universe is the new stride for CBD that updates it for today's meta. When Chaos Universe's ACT skill activates, G-Persona, CB1 and the opponent is forced to call a unit from hand onto an open RC of the CBD player's choice. This card guarantees consistency in locking the front row, a problem previously countered by the opponent playing carefully not to call front row RGs, or removing them with their own unique mechanic (Murakumo, SP etc). If the CBD player has 2 or more face up units on the G-Zone, Chaos Universe gains the additional ability to lock another unit for free. 

 

Chaos Bringer is the fail ride for CBD. It's LB4 ability allows you  to CB1 during your opponent's main phase if it has 2 or more locked cards, to search out a CBD from the deck and ride it as stand. It's on call ability also allows it to CB1 to lock an opponent's unit in the backrow. The LB4 ability is great as it ensures CBD arrives on the Vanguard to activate its LB4 ability when the opponent's units unlock at the end of their turn.

With the new stride and fail-ride, the CBD deck gains incredible locking consistency on first stride and the ability to search out the CBD easily, coupled with the original strength of the CBD deck that works pre-stride. With Chaos Bringer, the CBD can easily counter GB1 decks since both RG columns can be locked by G3 turn with their native lock skill and 1 Photon 

Ways to play against it
-Above all, play smart. Since you know that Chaos Universe can lock your front row, and you can afford it, why not flood your front row? Chaos Universe becomes alot more 'meh' when used to lock the backrow. 
-Dont try to grade stall it unless you are also playing a pre-GB1 deck. 
-CBD is a strong defensive deck but it lacks in offensive power. Use that to your advantage by rushing early (if you can) or stride over a few turns to wear down your opponent. 
-Snipe key units if possible (eg. LB enablers) through retires if you can. 
-Damage control (sometimes attacking his RG is better than just giving him one free CB). Pay attention to the drive checks, sometimes he may not have replacements. 
-Don't play Aqua Force. :)


Deletors 

The Deletors are a LJ subclan that focus on "Deleting" the Vanguard. Their unique mechanic allows them to force the opponent to flip the Vanguard face down, causing the opponent's Vanguard to lose all text (as well as any abilities that they have) and their native power. This means that a Deleted Vanguard has 0k power. Deletors became a crazy anti-meta subclan for a while based on how difficult is it to guard when your Vanguard is deleted and nullifying all effects and abilities on the VC. However, when the coming of the Stride Age and its ability to nullify Delete, Deletors lost popularity because its chief mechanic can be so easily countered. 

Despite this, a competent Deletor player can still cause you alot of pain. The good thing about facing a  Deletor deck is that the main gambit of Delete is very resource intensive. 


Docking Deletor, Greion's skill allows you to Delete the Vanguard for the cost of 2 CB and Banish Delete a card from your opponent's drop zone for the alternative win condition based on Banish Delete. Pretty standard for a Deletor deck although Greion is considered to be one of the lower costed Deletor Vanguard.

However, what is truly formidable about a Deletor deck is the ability to abuse the Deleted Vanguard to force the opponent to drop 2 or more cards just to guard a simple RG attack. 






Hailing Deletors Alba and Elro work as a set, requiring them to be on specific RG columns. Alba requires itself to be on the right RG column while Elro requires itself to be on the left RG column, which activates their ability to +3k when attacking a Vanguard. Since a 12k RG attack is directed against a Deleted Vanguard of 0k power, the opponent player needs to guard 15k shield just to guard a simple RG attack that one would usually not bat an eyelid about. It is really the RG support that makes the Deletors formidable. Couupled with a couple of stand triggers, the damage advantage generated pre-stride can be extremely devastating.


Ways to Play against it
-Deletors  are very CB heavy: Try to engage in damage control if possible. Eg. If for some reason the Deletor player has only one open CB and you know that he is going to ride to G3 next turn, it could be a good idea to attack his RG instead, since you know that Deletors need alot of counterblasts to activate their effects. In short, if the Deletors cannot Delete, they are pretty manageable.
-Field Disruption: Deletors more than other LJ subclans rely on having some kind of decent RG attacks to force high amounts of shield for guarding from their opponent. Any ability to disrupt field will make it harder for Deletor players to make full use of the heavy cost of their Delete mechanic. Attacking RGs with your VG works as well.
-Don't gradelock against Deletors. They don't need to stride to trigger their effects.
-Be wary of Deletor units that can lock as well.
-Be wary of the Stand triggers. Stand triggers are very strong against a 0k Vanguard.



That's all folks! I hope that the above LJ analysis will help the next time you ever play against a LJ deck by knowing their unique strengths and weaknesses, as well as how you can play around it. Hopefully, that may be sufficient for you to snatch a victory against LJ. It's not easy but it is possible to maximise your chances by following some of tips as outlined above. Leave comments if you have any questions in the chatbox! 

Deck Recipe: G-Narukami - The Volt Age is here!



When Narukami made its first appearance back in BT-06, Dragonic Kaiser Vermillion was a pretty strong card, giving the vanguard the ability to attack the entire front row. However, it soon died out. Then came the age of eradicators, with Eradicator, Dragonic Descendant dominating at that time. Somewhere along the line, Narukami seemed to have died out again. Despite the strength of Conquering Supreme Dragon, Conquest Dragon as well as Dragonic Vanquisher, Narukami hardly saw any play. But now, with the recent release of Conquering Supreme Dragon, Dragonic Vanquisher "VOLTAGE", a new age of G-Narukami has arrived, dealing crushing blows of insanely high powered attacks and finishing the game.

Deck Name: Volt Age

G Unit

Grade 3

Grade 2

Grade 1

G-BT02/014 RR (x4)
Dragon Dancer, Anastasia

Grade 0


Detailed Explanation


Now let us talk about the cards in each grade and why I chose to add them to this deck. Let's go ahead and talk about the Strides!

Lightning Dragon Knight, Zorras is a decent 1st stride. However, in the case of a voltage deck, it is amazing, perfect even. First of all, it allows you to use Dragonic Vanquisher's stride skill (assuming you don't fail ride) which in most cases means 1 card sent to the bind zone. Secondly, the skill itself is amazing. Your opponent should guard it at all costs. If not, he has to choose one of his rear guard and retire it, then you get to bind 2 cards from his drop zone, meaning a total of 3 cards sent to the bind zone in this turn. Hence, Zorras is a great 1st stride to apply pressure and force out a Perfect Guard.

Supreme Conquering Dragon, Conquest Dragon was the ace stride of most Narukami decks in the past, and now it's just a support/backup. Only Stride this if you can't get 5 cards in your opponent's bind zone by the 2nd stride, or you run out of VOLTAGEs to stride. In the unlucky event that you need to G-assist, remove this card.

Conquering Supreme Dragon, Dragonic Vanquisher "VOLTAGE" is the ace card of the deck. It is an upgraded zorras in a sense, with the same on-hit effect, and the additional effect of giving your front row +3k power for each card in your opponent's bind zone. Since it is a GB3 skill, it can only be used on the second stride, in most cases you should have already caused your opponent to bind 4-5 cards in their bind zone, if not, stride Conquest instead (remember to count in the number of cards you can bind this turn as well). In most cases your opponent will not be able to guard against your attacks as they should be at least guard 20 each, if not more. Do not be afraid to call triggers to attack if you have no better rear-guards, since the insane power gain could still mean your trigger attack is a guard 10k-15k. Try to end your opponent by this turn. If not, you may be in trouble as you do not have a good defence.

Now, moving on to the grade 3s.

Dragonic Vanquisher: I do not need to talk about this card, the stride skill is perfect, allowing you to retire a rear-guard from your opponent's front row and bind it face up and adding to your power levels when you stride VOLTAGE.

Blitz-spear Dragoon: Now, why did I choose this card as a backup instead of Dragonic Kaiser Vermillion and Crimson? 3 Reasons. Always aim to get Dragonic Vanquisher, use the Stride Enabler's skill to fish out Dragonic Vanquisher. In the event in which that cannot be done, Blitz-spear Dragoon will still allow you to retire and bind 1 of your opponent's rear-guards, thus building up to the Voltage turn. That is where the Dragonic Kaiser cards cannot contribute much. Lastly, in the extremely unlikely event that the game lasts till all your strides run out, Blitz-spear dragoon's skill still allows for a strong centre lane, as compared to Dragonic Kaiser cards.

Grade 2s: Not much to talk about here, each card is very self explanatory, no elaboration needed. Just remember that card draw is very important for this deck, so if Chatura ever gets to hit, always counterblast 1 and draw, even if you cannot bind any cards.

Now the grade 1s.

Dragon Dancer, Anastasia is the Perfect Guard G of Narukami. Since you have a low hand size with this deck, it is important to have one to defend against your opponent's stride. The countercharging is useful as well.

Chain-bolt Dragoon: Now this card is amazing. Once a turn, you probably are going to retire one rear-guard, in which case this card allows you to bind an extra card, once again adding power to the VOLTAGE turn. Just keep in mind that it requires your vanguard to have 'Vanquisher' in its name, so if you ride Blitz-spear Dragoon, the skill is only usable on your VOLTAGE turns.

Rising Phoenix: I guess there is not much explaining to do about Rising Phoenix and its card draw. The reason I run only one is because you need soul to use Rockclimb Dragoons's skill. Only use Rising Phoenix's skill at grade 1/grade 2 turns, because once you are at grade 3, it is better to save the soul for Rockclimb Dragoon.

Mighty Bolt Dragoon: Once again, nothing much to talk about regarding Mighty Bolt Dragoon. It can be used to pay for stride instead of a grade 3. If you have this card and Blitz-spear in your hand, but no Dragonic Vanquisher, remember to use its skill to search for Dragonic Vanquisher. Also, you can use it when you already have Vanquisher to trade a 5k guard (draw trigger or some grade 2) for an extra Dragonic Vanquisher, which can then be used to pay the cost for striding.

Lastly, the grade 0s.

Wildrun Dragoon is a good starter as you can use its skill to bind an extra card from your opponent's drop zone, as well as give 5k power to any lane, assuming your opponent has 2 cards in the bind zone, which should not be a problem.

Critical Triggers: It is important that you run these 2 critical triggers as they allow you to soulcharge, which is useful in allowing you to use Rockclimb Dragoon as well as Rising Phoenix.

Draw and Heal Triggers: Unlike the critical triggers, you do not need to run these exact 2 cards. Just ensure that there are 4 heals and 4 draws. Draw triggers are important as this deck will need the hand to survive against your opponent's 1st/2nd stride. Since you can only use VOLTAGE as the 2nd stride (even if you could use it as the 1st stride, the power levels would be too low) your opponent will get the opportunity to stride/legion at least once, if not twice, making it a challenge to survive with a low hand size.

Allocating Triggers (assuming 2 or more triggers in drive check)


When you stride and your opponent uses a perfect guard, you obviously would allocate triggers to your rear-guards (in other words, attack with vanguard 1st). In this case, I personally like to split the triggers as chances are your opponent cannot guard against both attacks. If I were to stack triggers, they could just use another perfect guard on the RG with criticals and take the other attack. This applies when your opponent is at 4 damage, or 2 or less damage.

When your opponent is at 3 damage, you should all in on one side, and hope that he/she does not have a perfect guard, and finish the game.

Now assuming you get one trigger, do not give any power/critical to Chatura. Instead force your opponent to guard the other attack, leaving your opponent unable to guard the Chatura attack and allowing you to draw 1 and bind 1.

If you get 3 triggers, clearly the obvious choice is to split it 2 - 1, in which case, give the 1 to Chatura.

Strengths and Weaknesses


The STRENGTHS are

1) Insane high power, allowing you to crush your opponents
2) With so much binding, your opponent may be hard pressed to legion as well
3) The cost of the deck is not too expensive (yet)
4) Constant retiring also hurts your opponent's field, in turn also hurting their hand size as they need to call more units

The WEAKNESSES are

1) Can only pull off the high powered attacks on 2nd stride onwards
2) If there are not enough bound cards, need to stride conquest as the 2nd stride, making it a longer game, and hence harder to survive.
3) Playing this deck may cause you to lose friends as no one likes to drop 25-30k guards for your whole front row

I hope I have covered everything about this deck. If you have any questions, post them in the comments below and I will try to answer them ASAP.

Friday 18 December 2015

Random: Let's idolise Daisuke Izuka!!!

Daisuke Izuka is one of the more well-known illustrators for Cardfight Vanguard. From the very beginning of the game since BT01, he has been contributing awesome illustrations to the game, and often, the card effects are really good for their time.


Moving on to the age of limit break, Daisuke Izuka continued to be responsible for the Garmore series.





During the link joker era, Daisuke Izuka contributed to some of the strongest grade 3 trump cards of its time.



When the legion age arrived, Daisuke Izuka seemed to be taking a short break, having only a few Perdition Dragons as notable illustrations.



Finally, he resumed his illustrations of imba cards when the G-Era began, starting from the main character's clan of Gear Chronicle, together with DOTX in G-BT01.


In G-BT02 and G-BT03, he illustrated Lambros and Phantom Blaster Dragon (Breakride) respectively, changing the game significantly for their clans.


During G-BT04, he was responsible for the Genesis grade 3 and grade 4 RRRs, a rather rare case where dragons were not featured in his illustrations.


Along the way, he also drew key cards from the Legend Deck, as well as the 2 recent Fighter Collection sets.



Alright, thanks for going through this pretty random article. Hope you have feasted your eyes on his amazing illustrations, and let's look forward to more of his illustrations in the future. :D

Thursday 17 December 2015

Card Review: Fighters Collection Winter 2015 Review Part 2

With most of the Fighters Collection 2015 Winter cards out, it is once again time to do a review on the cards that have been currently released. In my previous article, I did a review on some of the more promising card support for clans that have come out. This review will be more of a mixed bag and incorporate a much larger set of clans that are being supported for FC Winter.

First off, let's start with the GRs.



Climax Jewel knight Lord Evangeline has a lovely card art and a really strong effect for the Jewel Knights subclan. Although most Royal Paladins tend to put in some Jewel Knights cards into the deck, or even use Jewel Knights as their backbone, Evangeline is a card obviously intended to support a pure Jewel Knights deck. Evangeline's effect is as follows: 1/Turn, you may unflip a copy of itself in the G-Zone. If you have 3 or more Jewel Knights (an incredibly easy condition to meet) Rearguards, each of your Jewel Knights gain +3k for each face up Evangeline on your G-Zone. This is an incredibly strong card effect that makes each RG column an easy guard 15k, not to mention its potential combos with existing Jewel Knight units like Cymbeline on first stride. By 2nd stride, Evangeline gives each Jewel Knight unit on your RG circles +6k power, creating a min, of guard 20k per column, giving the Jewel Knights a formidable late game presence by GB2, Evangeline is a great addition to every Jewel Knights deck and coupled with Jewel Knights' early game presence, is exactly what the subclan needed to update itself in the meta.

Rating: 4/5



Bluish Flame True Liberator, Holy Flame is a unit designed to revive the Liberators subclan. As its name suggests, it helps the Bluish Flame deck along in situations where you failed to ride Prominence Glare, do not yet have 4 cards in the drop zone to perform legion, or you are not confident to discard a Bluish Flame card from your hand to kick off the Explosion Blue skill. Comparing this card to Cambell, which has been fulfilling this role of "emergency stride" thus far, Holy Flame is definitely a better choice since you do not need to hit the vanguard to activate the superior call skill. In other Liberator deck builds, you can use this card to achieve an early power-up of cards like Brennius and Brunos.

Rating 4/5



Have already discussed this card in an earlier  article. Overall its a great unit.

Rating: 4/5




Conquering Supreme Dragon, Dragonic Kaiser Warning is finally revealed. The most anticipated GR of the set, Narukami players had been waiting with bated breath for exactly what type of support would be given for the clan. This is a disappointment for me because my Vowing deck is still rotting in the dungeon and will continue to rot there for a good long while more. However, for Crimson/Vermilion players this is a great card. 1/Turn, you may unflip this unit from the G-Zone to gain the ability to battle the opponent whole front row in one attack. Furthermore, when this unit attack hit (not specified RG/VG), you may choose two of your other units and give them 5k power. The Crimson player can thus potentially power up his RG columns by 15k if the attack hits all of the opponent's front row units. This is an incredible level of power. However, since it is GB2, the effect is pretty slow to manifest itself and by then, the opponent could be at sufficiently high to necessitate a perfect guard. In other words, the power level returns to Conquest levels when two of the opponent RGs are destroyed. Still, this is a good addition to the Crimson/Vermilion's arsenal. If the opponent chooses not to call RGs, Conquest can still be stridden to punish the opponent. Overall, not a bad card.

Rating: 3.5/5


Ultimate Beast Deity,  Ethics Buster Catastrophe is a pretty good card that can be used on first stride. This unit gains the ability to stand one of your RG when any drive checks reveal a G1 or greater card with Beast Deity in its name, and if you have two or more face up cards with Catastrophe in your G-Zone, the unit that stands gain +3k power. In my opinion, this is a decent card. It reduces the reliance of the Nova Grappler on stand triggers and allows the player to run more critical triggers. Since 2/3 of the deck are composed of non-triggers (i.e. G1 or higher), it is quite likely that over the course of 3 drive checks, the Nova Grappler gets to stand 1 or 2 units, which further triggers native NG abilities like Riot Horn etc, to restand his columns. As this is still somewhat chance reliant, rather than a guaranteed stand like Ethics Buster, it may be a somewhat iffy card. Consistency is my main gripe here, even if more than half the deck can trigger this card's effect. The great thing about it though is that there isn't really a fail drive check.

Rating: 3/5




Some love for Dimensional Police! Daikaiser Leon basically gains the same effect characteristic of the Daikaiser archetype, being able to choose one of your opponent's guardians and nullify it when you drive check a G3. While still highly chance reliant, Leon gives you 3 opportunities to check a G3, and the new G2 support for Daikaisers basically makes it easier to fulfil the requirement and break through your opponent's guard. A pretty decent card.

Rating: 3/5



The hype when this card appeared was real. Chronoscommand Revolution is basically the evolved version of the first GR-Chronoscommand Dragon, focusing on its same mechanic of field wipe. At GB2, for the cost of 1 CB, Chronoscommand Revolution gives the ability to rewind both the opponent and the GC player's field, without needing to hit. However, if a face up copy of Chronoscommand Dragon is on the G-Zone, the GC player gets to keep 2 of his RG units. Chronoscommand Revolution works well in a Time Leap deck because a copy of Chronoscommand Dragon can be unflipped using Metallica and most Time Leap formations lead to a net 2 RGs on field at the end of the turn anyway. As a result, Rev can be used with little cost to the Time Leap player and allows him to field wipe the opponent field. This is a great card. If only Stun Beetle was like this....I am giving this a less than perfect rating due to the need to unflip Chronoscommand Dragon-its main drawback as a tech in is that it takes up considerable large G-Zone space.

Rating: 4.5/5


Pacifica GR was previously released as a promo, and took the Pacifica fans by storm. The Pacifica deck build of Bermuda Triangle features all three forms of grade 3 Pacificas, namely Top Idol Pacifica, Eternal Idol Pacifica, and Planet Idol Pacifica. Using a combination of skills, the three forms of Pacifica can be easily obtained to the hand to possibly achieve an autocrit on your first stride. However, the overall lack of consistency of these combos and the comparatively complicated advantage engine of the Pacifica deck limits its effectiveness in tournaments.

Rating: 3.5/5