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Card Reviews

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Lucius:
Hi everyone i wanna make this so that we can have Reviews about Cards to talk or think so i hope you are gonna write here :P .
I will start with my first own Card Review:

King of Knights, Alfred


The King of Knights, Alfred also known as the first Alfred in the game to be introduced was the second Grade 3 unit Aichi Sendou used and was the start of a whole Series of Alfred even going over the Boundaries of Clans. He is only obtainable as RRR and SP-Card but now to the important things. He is a 10k Royal Paladin Grade 3 unit with various Abilities like being able to call Units from deck or being strengthened by them.

Strengths: Now i am going to tell you about Alfreds Strength. He has got the ability to strengthen himself as Vanguard by having more allies on the field over says the nearer you are to your Perfect field or field completion the stronger he will become since he gets +2k per Royal Paladin on the field though only on your turn :/ . He also has the ability to call a Grade 2 or less Royal Paladin unit and not just as Vanguard but also as Rearguard which makes him a great Support.

Weaknesses: Alfred has as Vanguard the ability to Strengthen himself with more allies but at the same he has got the Ability to not be able to be boosted as Vanguard so you could say Alfreds real boost isn't the Rearguard behind him but all Rearguards on the field but that also means that Alfred won't go over 20k under normal means(max. 30k with Trigger and max. 40k with BR with Trigger). Another weakness of Alfred is that he is only a 10k unit in your opponents turn which means he can easily be attacked and only a 6k boost is needed by most enemies to make you have to use a 10k Shield(such a waste), also he is more vulnerable to Legion thx to that. Another weakness of him is that his ability to call any Grade 2 or less RG from deck has a cost of 3 Counterblasts which means  you will most likely only use it once or twice per Cardfight.

Strategies: You can have various Strategies with Alfred like you can use King of Knights, Ezer(Alfreds Daddy) to Superior Ride Alfred from the deck and give him a 5k boost for this turn. You can have Lake Maiden, Lien as the Reargurd behind Alfred since he can't be boosted anyway you can use Liens skill as you like to get the Hand you wanna get. You can also use Alfred as Rearguard and Support for Majesty Lord Blaster to call Blaster Blade from the deck to give Majesty his 10000k boost(though you still Need Blaster Dark on the field)if you don't wanna lose boost you can also use Alfred skill then retire Alfred to replace him by Blaster Blade. You can also make a Combo with Sanctuary Guard Dragon since they are both able to Superior call while using different cost (for Sanctuary Guard Dragons skill you gotta discard a Card from hand) and if you use the LB4 remover/enabler it will become even better since Sanctuary Guard Dragons LB is similar to Alfreds skill and he doesn't have boost restriction.

Conclusion: King of Knights, Alfred is a nice Vanguard but he truly shines as Support for various Cards on the Rearguard-Circle with all his abilities even if he has a weakness here and there

T-QK Kai:
Revenger, Phantom Blaster "Abyss"

[ACT](VC): Legion 20000 "Blaster Dark Revenger "Abyss"" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)

[AUTO](VC): [Counter Blast (2) & Choose three of your rear-guards with "Revenger" in its card name, and retire them] During the turn that this unit performed Legion, at the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, [Stand] all of your vanguard. This ability cannot be used for the rest of that turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)

[AUTO](VC): When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle. 

Phantom Blaster Dragon has resurfaced once again in a new dazzling appearance alongside its now mate, Blaster Dark. Joining the Revenger Legion, Phantom Blaster takes on a similar route as Revenger's first introduced boss, Raging Form Dragon. By retiring 3 Revenger units, Phantom Blaster can restand once again but unlike Raging who needs a persona, Phantom Blaster doesn't and requires 2 CB instead, which is heftier than it looks. Revengers has been known for their massive advantage engine from cards like Tartu and Blaster Dark Revenger but it is important to remember that those exact cards uses CB. Phantom Blaster already takes two from his skill alone which reduces the amount of advantage one can gain otherwise. Not to mention, Phantom Blaster's skill is also a one shot and activates only in the turn that it Legions. This essentially means that his skill needs to be used in the correct phase of the game, which is obviously late game to push for the win. That said, his similarity to Raging is repeated once more as both are better to be used in late game. However, Phantom Blaster does has an advantage over Raging which is the ability to push for the game when one is less than 4 damages. Yet, this situation only works when the player is already overpowering the opponent which is quite hard to do in such little damage without the use of other Legion cards or lucky critical triggers in the early stage. All in all, Phantom Blaster needs cards that can help him push the opponent into late game. Raging has his own support from the Legion itself, providing him access to rearguards to help him push the game with the cost of CB. Unfortunately, Phantom Blaster needs those CBs for himself, which makes it harder for him.

Blaster Dark Revenger "Abyss"

[AUTO]: [Counter Blast (1)] When this unit is placed on (RC), if you have a vanguard with "Revenger" in its card name, you may pay the cost. If you do, choose one of your opponent's grade 1 or less rear-guards, and retire it.

Luckily for him, Phantom Blaster has his own version of Blaster Dark Revenger; one that does not require setup to gain an easy +1. Unfortunately, so does the rest of the Revengers. Blaster Dark Revenger "Abyss" is an amazing card that gives a straight +1 for a cheap CB1 without hardly any restrictions. The only restriction available is the fact that he could only retire G1 or less RGs. However, a retire is still a retire and killing any form of booster would still weaken the opponent's offense either way. This new form may be misunderstood as means to outshine the old Blaster Dark Revenger but in truth, it actually serves as another form of gaining advantage for the whole deck itself. When both Blaster Dark Revengers are combined, the player is given the chance to retire any kind of units, whether attacking or boosting, for a cheap cost of CB1 with the right setup.

Misaka Mikoto:
Goddess of the Treasured Mirror, Ohirume

"Retire? A settlement home? Who do you think you are asking."
[ACT](VC): Legion 21000 "CEO Amaterasu" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)
[ACT](VC):[Counter Blast (1)] If this unit is in Legion, declare a card name, and reveal the top card of your deck. If the revealed card is the card you declared, Soul Charge (2), choose up to two cards from your damage zone, and turn them face up. Then, if the revealed card is a card with the same name as a unit on your (VC), draw two cards. This ability cannot be used for the rest of that turn.

The Goddess of the Treasured Mirror, Ohirume is part of mana leftover from CEO Amaterasu's mirror, Yata no Kagami who looks after the conglomerate secretly. Ironically she she is the Legion while CEO Amaterasu is the Mate, allowing the use of both Ohirume and CEO's skill whilst in legion. This is quite amazing as Amaterasu herself was already quite a strong card, allowing divination, power and a game-changing megablast, now with Ohirume, she stands on a 11k defense and attacks for extremely high numbers. Ohirume's first skill is counterblast 1 to predict the top card of the deck and if it is correct, you can soulcharge 2 and unflip 2 damage, furthermore if the top card is either Ohirume or Amaterasu, you may draw an additional 2 cards. Basically you will always know the top card of your deck thanks to Amaterasu so the skill should help fill resources such as counterblast and soul for units like Luck Bird or Maiden of Libra and also sets up CEO's megablast nicely. Something to know is that the skill is optional and so you will most likely use it if the top card is Ohirume, CEO Amaterasu or something you don't want and not use it if the top deck is either a trigger or something you want in hand.

CEO Amaterasu

"Shape my desire. Project it before me, Yata no Kagami!"
[CONT](VC):During your turn, if the number of cards in your hand is four or greater, this unit gets [Power]+4000.
[AUTO](VC):At the beginning of your main phase, Soul Charge (1), look at the top card of your deck, and put that card on the top or the bottom of your deck.
[AUTO](VC/RC):[Soul Blast (8) & Counter Blast (5)] When this unit's attack hits, you may pay the cost. If you do, draw up to five cards.

CEO Amaterasu was the leader of Oracle Think Tank and is still an extremely popular card up until now. From Tsukuyomi to Magus to Ohirume, her strength is as amazing as ever despite vanishing after the war. After transforming into her slightly disappointing crossride, Goddess of the Sun, Amaterasu, she retired and created Genesis with Yggdrasil being the new CEO for it. Now then onto her skill, her first is a pretty simple skill gaining +4000 when you have 4 or more cards in your hand. This is pretty cool as it is a CONT therefore activating after drive check so if you have 2 cards before drive check, it will still get its +4000. This is quite a lot of power for such an easy cost raising her power to 25k in legion without doing anything. Her second skill is her bread and butter, allowing to look at the top deck and putting it to the top or bottom along with a soulcharge each turn. Do note that it is not optional and activates at the start of the main phase which means that it cannot be used during the turn you legion. This divination helps increase the chance of getting a trigger by a lot and also procs skills which require top deck such as the Magus sub-clan or Ohirume, allowing ridiculous hands with Stellar Magus or offense with the increased chance of getting triggers. Finally her megablast which is an on-hit draw up to 5. This is rarely used as it is costly, on-hit and isn't quite devastating as other megablasts like Stil Vampir or Mr. Invincible however repleneshing your hand is surely nice and could possibly give you defense you really need to survive for that one turn. Do be careful as you will deck out quite easily with all the soulcharges and a cool thing is that it can hit anything, including the RGs so you can intentionally attack it in order to gain hand and it is also VC/RC meaning if a RG CEO Amaterasu hits anything, you would still be able to use the skill, with a full frontline of CEOs you could apply some crazy pressure.

Thats pretty much it, being non-subclan restricted allows use Silent Tom, a scary card when triggers are put on it or Weather Forecaster, Miss Mist who is now a vital card in the Legion era. The Magus cards such as Crescent and Stellar also have a natural affinity with it as you will always know your top deck and finally theres Lulu who helps setup for Legion by soulblasting two cards as soon as you ride your G3. This is nice as not only do you get an additional draw but you also get 2 more drop zone to legion faster as Ohirume is something you want to legion as soon as possible in order to abuse CEO Amaterasu.

T-QK Kai:
Metalborg, Sin Buster

[ACT](VC): Legion 20000 "Metalborg, Ur Buster" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)
 
[AUTO](VC): When this unit attacks a vanguard, if this unit is in Legion, and this unit's [Power] is 30000 or greater, until end of that battle, your opponent cannot call grade 1 or greater units to (GC) from his or her hand.
 
[AUTO](VC): When this unit attacks a vanguard, if this unit's [Power] is 20000 or greater, until end of that battle, this unit gets "[AUTO](VC):When this unit's attack hits, draw a card.".

Starting from the main boss himself, Sin Buster kicks off Metalborgs with a rather blunt skill and as they say, the blunter the object, the more it hurts. When he attacks and is in Legion with a power of 30k or higher (including boost), the opponent is forbidden to call a G1 or higher card to the GC which means Sentinels are useless. In a higher scope though, it means that the opponent is forced to drop 3-5 cards that totals up to 25k just to get a 2 pass each turn, instead of a possible 2 cards from a sentinel. So in the best case scenario for the opponent, he only needs to drop 1 extra card than usual but all three combined are still high quality guard cards (10k, 10k, and 5k).

Let's compare scenarios with the same power but without the Glory-like skill:

With Glory-like skill
VG hits for 30k --> 10k 10k 5k for 2 pass (3 cards)
RG attacks, assuming a trigger --> Sentinel + 5k (2 cards)
RG attacks normally --> 10k (1 card)
Total: 3x 10k shield and 2x 5k shield and 1x Sentinel (6 cards)

Without Glory-like skill
VG hits for 30k --> Sentinel + 5k (2 cards)
RG attacks, assuming a trigger --> 10k 5k (2 cards)
RG attacks normally --> 10k (1 card)
Total: 2x 10k shield and 2x 5k shield and 1x Sentinel (5 cards)

Looking at both scenarios, one can see that the Glory-like skill only forces an additional 10k shield every turn, effectively gaining a high quality +1 for no cost at all! Do note that it could have been a 15k shield because the extra 10k shield only grants a 2 pass rather than a sure guard.

Not only that, Sin Buster also has a second skill that is simply icing. When he attacks for 20k or above, he gets an on-hit draw skill, gaining yet another +1 when hit. Whether he hit or doesn't hit, the +1 advantage is still there! Obviously, this condition is much simpler to be achieved thanks to Legion but seeing the rest of support for Metalborgs, the first skill is not as hard either.

Metalborg, Ur Buster

[AUTO](RC): When your vanguard performs Legion, choose your vanguard, and until end of turn, that unit gets [Power]+4000 and "[AUTO](VC):When this unit's attack hits a vanguard, choose one of your opponent's rear-guards, and retire it.". 

For example, Ur Buster, the mate of Sin Buster, gives the VG another +4k power and an on-hit retire skill on the turn the VG Legions. Note that he needs to be in the RG circle beforehand. Anyway, it's a pretty neat skill and can give a +2 combined with the on-hit draw, especially in early game when the opponent doesn't have enough resources to guard. One thing to note is that Ur Buster, like some other mates within this season, is not restricted to Metalborgs at all! One can easily splash him into a deck that does not typically retire, like Musketeers for example and it would still work (although Musketeer's G2 choices are pretty crowded already).

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