Cardfight!! Vanguard Weekly Card Update #45

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. A good amount of G-BT07 has been revealed in the last seven days.

G-BT07-017-RR_(Sample)Firstly, going through Kagero, we have some familiar faces on the scene. Reas is back as Follower Dragon Maid, Reas. She returns as a new perfect guard with the Blaze keyword. At the end of the battle that she boosted, if you are on GB1 and your Vanguard is Blazing, you may Soul Blast 1 to return Reas to your hand. Dragonic Overlord players may want to use Protect Orb Dragon instead of her due to the Counter Charge and because Dragonic Overlord “The Legend” can search the top five cards of your deck for a Flame Dragon, and Protect Orb Dragon is a Flame Dragon, but Reas favours Dragonic Blademaster more. The condition for the return to hand is very easy as Blazing works so well with Kagero’s playstyle, making this one of the best perfect guards that returns to you hand. But of course, where there’s a Reas, there’s a Sutherland…

And this Sutherland has been upgraded to a Grade 3 as the new, Dragon Fang Chain-bullet, Sutherland. All his effects work on the VC and RC and he makes a for a nice little back-up Grade 3 for Blademaster. Firstly he has the Blaze keyword, and if your Vanguard is Blazing and you have Follower Dragon Maid, Reas in the same column as him, he gets +4000 power, making the column 21k. As well as all of that, he has a final skill with the cost of Counter Blasting one if a unit was placed in the same column as him to retire one of your opponent’s rear-guards who also shares the same column as him. Now the ruling will allow you to use the retiring skill if he is your Vanguard and you stride over him, but then you only really have one target you can choose. He would be much better on a rear-guard circle where you can call Reas behind him to activate Sutherland’s retire skill, then put Reas back into your hand and repeat again next turn. I do like return of these characters despite the Legend deck having already happened and with the all this retiring that Kagero are capable of these days, maybe the old Sutherland could find some use in newer decks.

G-BT07-033-R_(Sample)Kagero’s Glimmer Breath clone with Radiant Dragon. With a GB1, CB1, and SB1 when this unit is placed on the RC, if you have a Vanguard with Dragonic Blademaster in its name, you can choose one of your opponent’s Grade 1 or less rear-guards and Radiant Dragon gains +2000 power until the end of the turn, as well as +2000 power for each of your opponent’s open rear-guard circles if your Vanguard is Blazing. So at best you are looking at a retire and a 21000 attacker for a turn. This is made a lot easier against Magia, Hollow, and Great Nature which Kagero previously had a problem with but now they can make advantage of everything hiding away, though don’t expect big numbers when going against highly resist-based decks like Aqua Force and Neo Nectar. Though with his power up for the open RCs being a CONT ability he can gain more power while in the battle phase, this brings more use and more pressure to Irresist Dragon. You get a smaller choice on what to retire than Twilight Arrow Dragon, but like Irresist, Twilight Arrow and Radiant Dragon can work together to gain more power. His effect seems a little Narukami-esk but I think it’s the boost Blademaster needed to help him on the road to stealing popularity from Dragonic Overlord.

A very good Grade 1 unit for Dragonic Blademaster is Dragon Knight, Nadel. He has the Blaze keyword as well as an effect that works on the RC. If your Vanguard is Blazing, once per turn, when one of your opponent’s rear-guards are retired from one of your card effects and you have a Dragonic Blademaster Vanguard, you may Counter Charge 1 and Nadel gains +4000 power. This suddenly makes a few retiring skills free like Dragonic Blademaster’s and Twilight Arrow Dragon’s. If your opponent has no rear-guards then you can make a column of 32k with Radiant Dragon and Nadel. He doesn’t have a GB but considering you need a Dragonic Blademaster Vanguard and a lot of the retire skills are GB1 anyway, then it doesn’t make much of a difference.

G-BT07-091-C_(Sample)A great boost to Dark Irregulars comes in the form of Serpent Charmer. When he is in Darkness, if you have ten or more cards in your soul then he gains +2000 power, making him a 9k booster. Then if the number of cards in your soul is fifteen or more he gains the ability where at the end of the turn you may retire him, if you do, you choose thirteen cards in your soul and put any other cards in your soul back into your deck and shuffle. A lot of people will be happy that they can now put all there triggers that were not wanted in the soul back into the deck, as well as perfect guards or maybe even Grade 2s if your field is looking a little weak. If you use Scharhrot Vampir then the turn after you will have no trouble getting yourself back up to fifteen cards in soul with his on-stride skill. Serpent Charmer will be used more for Scharhrot decks more than others but he can be useful in Amon too, though usually Amon will try to get as many cards in his soul as possible, but if you are about to run out of deck then this guy can really help you out. However, he won’t be needed in a Blade Wing deck as they have Blade Wing Tibold.

Three-in the Dark is an 8000 power Grade 2 with Darkness and GB1. When she attacks and if you have ten or more cards in your soul you may discard a card to draw two cards and put one card from your hand into your soul. Then if the number of cards in your soul is fifteen or more she gains 5000 power. I really wish the cost of the effect was to put a card in your soul rather than discarding it but after when you can choose something to put in your soul you could always select something like Dimension Creeper. I think most people who want a similar effect to Three-in will stick with Flying Librarian as she works a lot earlier and you aren’t discarding anything. Flying Librarian doesn’t get the power boost but you can always just intercept with her and have something like Doppel Vampir or Squallmaker Vampir out afterwards.

Nighttime Gentleman, Saint-Germain is a G Guardian for Dark Irregulars. When he is placed on the guardian circle, if you have ten or more cards in your soul, he gains +10000 shield. Then, if you have fifteen or more cards in your soul, you can choose any number of your units and give them resist. So already he’s looking like a better version of Dizmel as the Resist can be applied to him as well but it does take a longer set-up. The reason it gives you the choice to give resist to your units or not is in case you are up against something like Phantom Blaster “Diablo”, but for that to be a problem you would have to G Guard one of their rear-guards which you would probably want to wait for when their Vanguard attacks. Using Agrat Bat Mahlat along side this card would be wise as Mahlat would be able to Soul Charge early on, then later in the game you can go into Germain.

G-BT07-044EN-R_(Sample)Gear Chronicle get a new Quintet Wall with Steam Scalar, Emellanna. She has the standard QW skill as well as when she is put in the drop zone from the guardian circle you may bind one card from your drop zone face up and choose two cards from your drop zone and return them to your deck. The bind itself can give you field advantage with Mudal and Parallel Dragon. The increase of cards in your bind zone will also help you with Bind Time Dragon’s skills. If you run this with the perfect guard then you can put the perfect guard back into the deck after using this card, and as it doesn’t specify a type of unit, you can also put triggers back.

One card that was revealed in the anime was Golden Beast, Sleimy Flare, a new G Guardian for Gold Paladin. From what we can gather from the skill, the cost is only to put one of your rear-guards on the bottom of your deck, then look at the top five cards of your deck and choose up to two units with two different grades and call them to the guardian circle. With looking at the top five there’s a fairly good chance of getting a perfect guard, though if you are not using the standard perfect guards then they will be a little useless. Other than that, it quite easy to get a 30000 shield with a Grade 0 that isn’t a draw, and a Grade 1 or 2. The cost doesn’t hurt it too much as you will be able to easily call more rear-guards next turn and at least it doesn’t eat away at your Counter Blasts (From what we know).

Angel Feather and Dark Irregulars both get their Heart Thump Worker clone. Black Spark, Munkar works with Gavrail and One-eyed Succubus works with Scharhrot. As it is with Heart Thump Worker clones, when your Vanguard with the specified name attacks, you can put this unit into your soul and your Vanguard gains +5000 power and you draw a card. One-eyed Succubus is a lot more useful as Dark Irregulars work a lot more with the soul, but Munkar should find plenty of use too.

Cardfight!! Vanguard Weekly Card Update #44

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. We have even more cards for G-BT07 this week and also a little something for a new set but I’ll keep that a secret for now.

G-BT07-001EN-GR_(Sample)Our first GR has been confirmed for us and he is amazing for his clan. Sunrise Ray Radiant Sword, Gurguit is the GR for Gold Paladin and he has a skill that requires Generation Break 2 and Unite. Once you have met these requirements you can Counter Blast 1 and Soul Blast 2 as an ACT for Gurguit to gain +5000 power for each of your rear-guard units, then each of your rear-guards gain +5000 power until the end of turn. The great thing is you can use this skill multiple times as long as you have enough of the resources but the skill won’t stay around for new units unlike Transcending the Heavens, Altmile’s skill. Luckily in the next set we get a few more cards that go into the soul. So far we know we are getting Knight of Blooming Sun, Jeffry; Knight of Thin Sun, Marcia; and Scarface Lion. Coel would also be a good starter to use as he goes into the soul and superior calls. All-in-all this is a great card and an amazing finisher.

We also get some Ezel love with a younger version of himself, Wind Flame Lion, Wonder Ezel. This Grade 2 Ezel’s skill is activated when he is placed on RC and you have a Grade 3 Ezel Vanguard. It then allows you to search your deck for a Grade 3 Ezel and ride it. This can help you patch up the cross ride early by riding Platina Ezel over Blond Ezel, and will let you easily get a powerful Raven Haired Ezel on the field.

G-BT07-095-C_(Sample)Square One Dragon is an interesting card as it has a cost that some people are referring to as “Mega Blast G”. His first skill is an ACT that has a Generation Break and works on either the VC or RC. When you pay its cost of Counter Blast 4 and Soul Blast 6 then you return all your opponent’s rear-guards to the bottom of their deck. To help him get the soul he needs, when he’s on VC or RC at the end of your turn with a GB1 you may Soul Charge 1. This skill will also help with the SB rear-guards that Gears have, such as Mudal, Mesh-he, and Gigi. His final skill activates when he is placed on a RC and lets you SB1 to reduce his Grade to Grade 0. This will give you the option to Time Leap him into a Grade 1. Just bear in mind that he’s only Grade 0 once he’s already on the field so you can’t call him from hand until your Vanguard is Grade 3. His cost may seem high but we do have a Cray Elemental to help us…

Snow Elemental, Hjaco is said Cray Elemental and is a Grade 1. On the RC he has an ACT with GB1 that has you bind two copies of him from the field to choose one of your Vanguards and if that Vanguard has a skill which requires you to CB 4 or more AND SB 6 or more then that skill becomes free until the end of the turn. Make sure to remember that the skill must have both the CB cost and SB cost in order for this to work. So not only does this make Square One Dragon’s cost free but it also does the same thing for the old Megablasters. People can now more easily use the Doppel Vampir and Stil Vampir combo to stop your opponent’s Vanguard from guarding from hand, though I feel Agravain gets the most out of this card, as well as helping the Amaterasu legion out.

G-BT07-003-RRR_(Sample)Black Seraph, Gavrail is a new stride for Angel Feather. As an ACT you can CB1 and G Persona Blast and she gets a skill that will give two units +2000 power when a card is put into your damage zone during the battle phase, and after she attacks, you Rescue two units. This in combination with Nurse of Broken Heart, Million Ray Pegasus, and Thousand Ray Pegasus will be especially deadly, and the Rescue has a fairly good chance of getting a trigger for extra power.

Gavrail also gets her Glimmer Breath clone with Black Dream, Zabaniya. With a GB1, CB1, SB1, and putting a card from your hand and put it into the damage zone. If you do then you can choose one face-up card from your damage zone and bring it onto the field, then Zabaniya gains +2000 power until the end of the turn. After that you Rescue one card. This is a pretty good buff to your Pegasi and Nurse of Broken Heart with putting two cards into your damage zone.

Laser Clutcher, Ke’el and Drill Motor Nurse are a Grade 2 and Grade 1 that have the same effect. When these units are put in the drop zone from the damage zone then you can call these units to RC and if they were put into the drop zone due to a Rescue effect then they also get +3000 power until the end of turn. This makes Zabaniya an extremely good card as you can potentially superior call two units with a CB1 and SB1.

G-BT07-011-RR_(Sample) (1)As for G Guardians, Angel Feather got a pretty sweet card in this set with Holy Seraph, Suriel. When she is placed on the Guardian circle you can CB1 to look at the top card of your deck and choose whether to put it on the top or bottom of your deck, then Rescue a card. The CB1 isn’t really a cost at this points as you can just Rescue that card and the check gives you a better chance of getting a trigger from the Rescue to give your Vanguard a +5000 power until the end of turn, then the damage also activates Gavrail and Nurse of Broken Heart to increase the defence further. You could also Rescue Ke’el then use her to intercept.

Kagero also have a new G Guardian. Flame Winged Steel Beast, Denial Griffin can Counter Blast 1 to retire an attacking rear-guard when it is placed on the Guardian circle. This will help you against Silent Tom clones and Sanctuary Guard Regalie columns but more importantly Kagero will be able to fight back against Pale Moon’s Magia and also be able to do something against Great Nature and Granblue as Kagero can’t really do much on their own turn against these clans. If you combine this with Lizard Soldier, Bellog then you could retire the booster too, or the other front row rear-guard if they have already attacked with it.

The last card for G-BT07 this week is Supreme Heavenly Emperor Dragon, Dragonic Blademaster “Taiten”. He has the Blaze keyword and as a once per turn skill, if you are on GB2 and you CB1 and G Blast, you can retire as many of your opponent’s rear-guards equal to the amount of Supreme Heavenly Emperor Dragon, Dragonic Blademaster “Taiten”s in the G zone. Then, if you’re Blazing he gains an extra crit. At best this card retires three and has an extra crit but at worst he is just vanilla, though the likelihood that you won’t be Blazing is slim so 9 times out of 10 you will get the crit.

Now something very exciting is the next Technical Booster: The GENIUS STRATEGY. This booster will contain support of 25 cards each for Megacolony, Murakumo, and Great Nature. We have had a few cards revealed to us already which include reprints. These reprints are Coiling Duckbill; Castanet Donkey; Stealth Fiend, Lake Diver; Stealth Beast, Cat Devil; and Machining Stag Beetle. They will all also receive new artwork!

YasuieTenmaA small amount of new cards have already been revealed including the new Yasuie card. Ambush Demon Stealth Rogue, Yasuie Tenma has a new keyword called Shadowstitch which are skills that activate when an attack of one of your units did not hit. Yasuie Tenma’s skill requires a GB2 and a G Persona Blast to activate his Shadowstitch ability. When one of your units attacks do not hit when they were attacking a Vanguard, then you can CB1 to search your deck for one copy of the card that attacked and call it to RC. We will need to see future rear-guard support before we can see this unit’s true worth but at the moment it combos pretty well with Fujino and this skill can be used to clone the Grade 3 that is your heart. This is similar to the Catherine and Alice combo that Nightmare Dolls have and would be good to use if your opponent is on five damage.

Hammsuke get some support after all this time with a new Grade 2, Hammsuke’s Schoolmate, Oil Pen Hammjiro. Hammjiro’s effect works on both VC and RC and at the end of the turn, if you have a Vanguard with Hammsuke in its name, at the end of the turn Hammjiro can retire one of your rear-guard Hammsukes and you get to Counter Charge 1. This works really well with the Hammsuke’s cloning effect which would usually cost CB1 but with this card it becomes free.

Another form of Hammsuke support comes in the form of Hammsuke’s Schoolmate, Fountain Pen Hammkichi. As an ACT you can SB1 and choose a Hammsuke from the drop zone and put it at the bottom of the deck, if you do you can give two of your rear-guards +4000 power and then you have to retire them at the end of the turn. As well as all of that he can CB1 to gain +4000 power for every rear-guard you have with Hammsuke in its name, giving him a potential of gaining +8000 power.

Lastly we have a Megacolony stride called Dazzling Mutant Deity, Waspytail. When Wasptail’s attack hits you can Soul Blast 1 and G Blast to choose one of your opponent’s rear-guards, and paralyse that rear-guard as well as all rear-guards in the same row AND column, giving you a possibility to paralyse four of your opponent’s units. If anything this will at least use up your opponent’s hand to guard and then you can sweep in with Stun Beetle.

Just a side note, we are starting to do weekly updates on our Youtube channel now. Be sure to check it out: https://www.youtube.com/watch?v=rJ3ahU2Zw30

Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Cardfight!! Vanguard Weekly Card Update #43

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. Monthly Bushiroad gave us a huge amount of cards to look forward to for G-BT07 so I will try to get through every one of these as well as the cards of the week which all give us a nice idea of what to expect from the next set.

G-BT07-010EN-RRR_(Sample)One that I know a lot of people have been looking forward too because it will create a new build for Gear Chronicle is Chronofang Tiger. Chronofang isn’t a strider as some people would have assumed, though he does have a GB2 skill that gives any card in your hand Grade +3 when you are using them as stride fuel, then the cards you used to stride with are sent to your bind zone instead of the drop zone. As well as this, he also has an on-ride skill where you put one card from your hand into the bind zone, then you choose one of your opponent’s rear-guards, they put it into their deck and search for up to one card with 2 less Grades than the unit put into the deck. Seeing as there is a lot of permanent binding of your cards, and although we do get some cards that can work from the bind zone, I would recommend using draw triggers in a Chronofang deck to counter the loss of cards.

Bind Time‘s skill has been officially revealed. He gets the extra 10k and a crit when attacking if you bind one of your units, and your opponent puts one of their units on the bottom of their deck for each card in your bind zone. Though the full skill does require a Counter Blast 2, Soul Blast 1, and a G Persona Blast but if you have a Gear Beast (race) heart then you also Counter Charge 2 and Soul Charge 2. The extra Soul Charge can help you out with rear-guard skills for units such as Steam Fighter, Mesh-he; Steam Scara, Gigi; and Steam Knight, Mudal.

Parallel Barrel Dragon is a Grade 1 Gear Chronicle who’s skill works from the bind zone. You can choose one of your rear-guards to rest and if you do you can call this unit to open rear-guard circle. Your target for the rest could be something you know you will be Time Leaping later that turn making it less of a burden on your part. This card and Mudal make Chronofang’s and Bind Time’s costs less of a disadvantage.

A fairly decent early game Grade 2 is Safety Observing Gear Diver. Though he only has 8000 power, he has a skill with the cost of resting himself and binding a card from your drop zone you can put one of your opponent’s rest rear-guards at the bottom of their deck and Gear Diver cannot stand during its next stand phase. Even with its low power and with it paralysing iteself, getting rid of one of your opponent’s attackers and binding one of your drop zone units is a pretty big buff, especially with Mudal and Parallel Barrel who can come back, and Bind Time who can use your bind zone against your opponent.

Lastly for Gear Chronicle we have Tooth Edge Dracokid, a new forerunner without Generation Break. As an ACT you can put him into the soul and discard a normal unit from your hand, if you do you can look at the top card of the deck, decide to put it on the top or the bottom of your deck, and then draw a card, and give one of your units +5000 power. He could be useful if you are lacking a grade in your hand to help you ride all the way to Grade 3 but people may not use him for the fact that he only has 4000 power, though you probably won’t be using him to boost for long in a match.

G-BT07-006EN-RRR_(Sample)Next up is a clan we haven’t seen for a while, Dimension Police. First it would be best to go over this clan’s exclusive keyword which is called “Burst”. Burst activates when your Vanguard has reached a certain amount of power, allowing you to unlock even more potential. Rear-guards can also have Burst, which allows them to bounce off your Vanguard’s power. To start off big I’ll go over their RRR stride, Super Cosmic Hero, X-gallop. When X-gallop attacks, if he has 35000 or more power, his Burst effect activates which allows you to Counter Blast 1 and G blast at Generation Break 2 to gain +1 drive check making him a quadruple drive. Then, if his power is 40000 or greater, all your rear-guards in the front row gain +4000 power for each face-up Super Cosmic Hero, X-gallop in your G zone. Getting him to 35000 power is very easy to achieve if you have a simple 5000 power or greater unit boosting him and giving a +4000 power boost from an effect of one of your units. Getting him to the 40000 will be a little trickier if you are using your forerunner to boost him, however if you were to put a 6000 power or higher booster behind him you would only need to use two power giving skill on him. For just a CB1 and G blast this card is crazy, especially considering you can use him four times. He is not Gallop restricted so I would highly recommend putting him in any power-giving deck (Aka anything that isn’t Zeal).

As for forerunners, you shouldn’t have any trouble replacing this new one for a Grade 1 later in the game as he does go into the soul. Cosmic Hero, Grandhop has a GB1 Burst skill where you can rest him to give your Vanguard +4000 power if your Vanguard has 25000 or more power. If your Vanguard’s power is then 30000 or more, you can put Grandhop into the soul, draw a card, and Counter Charge 1. This is a fairly useful skill as Dimension Police in general don’t have very many Counter Chargers and there are a few cards that only get their skills on-call so the draw will help there too. It could be wise to not put this unit behind your Vanguard and instead put him below a high-powered rear-guard and rest him every turn.

G-BT07-007-RRR_(Sample)A very useful Grade 2 that Dimension Police are getting in this set is Cosmic Hero, Grandrevolver. He has a once per turn Burst ACT where you may Counter Blast 1 if your Vanguard has 15000 or more power to give one of your rear-guards +4000 power. Then, if your Vanguard has 30000 or more power Grandrevolver will Counter Charge 2 if his attack hits. He really only Counter Charges 1 as the skill itself Counter Blasts 1 but you can choose the unit behind this one to gain the extra power so this unit has a better chance of hitting, or if you had two of this card on the field you could have them give each other power so they both have a better chance of Counter Charging, and if only one hits then at least you didn’t really have to spend any Counter Blasts on the two skill. On top of all of this he has Resist which will prevent him from being targeted by retires and locks.

Great Cosmic Hero, Grandmantle is a very useful backup Grade 3 for Gallop. When he is placed on the Vanguard circle you may Counter Blast 1 and Soul Blast 1 to search the top five cards of your deck for a unit with the Burst ability and add it to your hand. What really makes him good though is his second skill: As a Burst ACT you may Counter Blast 1 and if your Vanguard have 15000 power or greater then this unit gains +4000 power and if your Vanguard has 35000 power or greater, this unit then gives your Vanguard an additional 4000 power. You can only use the second skill once per turn but it does help you reach that glorious 40000 power for X-gallop and let’s not forget the 45000 power needed for X-tiger.

Our inevitable Burst perfect guard is Cosmic Hero, Grandreef. His non-nullifying skill is a once per turn Soul Blast that you can use if your Vanguard is at 30000 or more power and if you do, you can return Grandreef back to your hand at the end of the turn. Then if your Vanguard has 35000 or more power, Grandreef gains +4000 power. I think this is definitely one of the best of the keyword perfect guards as soul isn’t used overly much in Dimension Police and becoming a 10k booster/attack is always nice.

Lastly for Dimension Police we have poor ol’ Enigmans struggling along. This one is a stride, and like the G Guardian, it doesn’t really help Enigmans. Superlight Giant, Enigman Cross Ray has a fairly simple skill, at the beginning of your attack step (so before boosting) if this unit has 30000 or more power you may rest one of your rear-guards and he gains +10000 power. I guess this is used to help with Burst effects but as the Burst skills of rear-guards so far have happened in the main phase, I don’t see how this unit helps much. I guess if your opponent doesn’t have any perfect guards they are going to struggle against this card though.

cheap quinceanera dresses onlineKagero get an almost Steam Fighter, Balih clone for Overlords. When this Spherical Lord Dragon is placed on the Vanguard circle you can Counter Blast 2 to search your deck for an Overlord and ride it as stand. Then you can choose this card from the soul and bring it out to a rear-guard circle. His other skill works on the rear-guard circle and when your Grade 4 with Overlord in its name attacks, this unit gains +5000 power. So he becomes a nice little 16k attacker but the Counter Blast 2 for his ride skill may seem a bit costly for Kagero and you’re probably better off just running more Overlords, though he does make for a nice budget option.

Another Kagero Grade 3 is Wyvern Strike, Garugy. He has the Blaze keyword and if he on the Vanguard circle while Blazing then he gains +3000 power until the end of turn, and when he is placed on the Vanguard circle you can CB1 and SB1 to search the top five cards for a unit with Blaze and put it into your hand. He’s not very strong and I feel that Heroic Saga Dragon fills the back-up Grade 3 slot better as I feel they are both there to be the backup of Dragonic Blademaster but I would definitely go with Heroic Saga instead.

A good little trigger that Kagero got is that Stand trigger, Inspire Yell Dragon. As well as having the Blaze keyword he also has a Generation Break skill. With the cost of putting him on the bottom of the deck if your Vanguard is Blazing, you draw a card and give one of your units +5000 power, then shuffle your deck. He seems to work the best in a Dragonic Blademaster deck but as he is a nice little power up as well as a draw and stand in one then he could be fit into a few other decks.

Dragon Knight, Roya is a defensive Grade 1 unit much like Balloon Raccoon. With the Blaze keyword he is also given two skills, one of which allows you to put him in the bind zone after he attacks or boosts. Then with a GB1 skill when he’s in the bind zone, you can put him into the Guardian circle at the beginning of a guard phase and he gains +5000 shield. His power is only 6000 but seeing as he’s more of a defensive unit I’m sure he will still be used in a few decks. Also if you are up against Narukami you can use their binds to your advantage.

Then Dragon Knight, Nadim is our last Kagero unit this week who yet again has Blaze. When this Grade 2 attacks a Vanguard, and if your Vanguard is Blazing, he gains +2000 power, then if you are on GB1 and his attack hits you can Counter Charge 1. He’s a pretty nice card for a clan that uses a lot of Counter Blasts and I can see him being used in many Kagero decks.

Dark Irregulars get some pretty strong cards, the first one being a Grade 2 called Doppel Vampir. At Generation Break 1 and if Doppel is in Darkness (Darkness is the new keyword for Dark Irregulars. It takes effect when a card has been put into the soul during that turn) this unit will gain 5000 power when attacking if you have six or more cards in the soul. Then, if you have fifteen or more cards in the soul, your opponent won’t be able to guard with Grade 0s, making him a very strong Silent Tom. These are pretty easy to achieve, especially with Blade Wing Tibold who can Soul Charge 5 on your first stride and prevent you from decking out.

Enigmatic Assassin is a new Grade 0 with 5000 power but lacks the Forerunner keyword. She has a Darkness skill that works from the soul which you can activate at the beginning of your attack step. This skill allows you to bring her out onto the field from the soul if you have ten or more cards in the soul and she then gains +5000 power. Then if you have fifteen cards in your soul she gains an additional +10000 power, making her a 20000 attacker or booster. She is a very strong unit, however her power up only lasts until the end of the turn, though luckily you can use her with the original Amon to put her back into the soul and then bring her right back out again.

A very useful stride that Dark Irregulars are getting is Mask of Demonic Insanity, Elikries. When he’s in Darkness and he attacks, you Soul Charge 2. Then, if you have six or more cards in your soul when his attack hits, your opponent much choose one of their rear-guards and retire it, and if you have fifteen or more cards in your soul, he gains +1000 power for every card in his soul until the end of that battle. Being able to Soul Charge on-attack is very useful. The main problem with Kisskill was that she would only Soul Charge when the attack hit, and although the draw was nice, Elikries helps a lot more with the set up.

Frosty Steeple is a good back-up Grade 3 for Scharhrot Vampir. He has the fairly common effect of Soul Blasting and Counter Blasting 1 when you ride him to look at the top five cards of the deck in search of one card with the clan’s unique keyword, this one looking for one with Darkness. His other skill is a lot more useful though. When he’s on the Vanguard circle and if he is in Darkness and you are at Generation Break 1, he gains +10000 power when he attacks if you have ten or more cards in your soul, and if you have fifteen or more cards in the soul he prevents your opponent from guarding with Grade 1 or higher units from their hand, making him similar to a Grade 3 version of Gilles de Rais. I would definitely use this guy as a back-up for Scharhrot as they can work together pretty well if you set up with Scharhrot first and then use this guy in the late game.

Nine Break Hustler is the last of the Dark Irregulars with her being another Grade 3 but this time only having 10000 power, yet has a useful skill, similar to the Blade Wing Grade 3s. If you call her to a rear-guard circle at Generation Break 1 you can choose up to two of your units and search for up to three copies of each of them and put those copies into your soul, then she gains +1000 power for each card put into the soul this way until the end of the turn. This is a fairly useful card and can put Dimension Creepers into your soul easily, as well as cards from the Witching Hour series. I’m not sure if she is going to be able to find a place in many Dark Irregular decks but you may choose her as your back-up Grade 3 for Scharhrot if Frosty Steeple isn’t your thing. She could also work in Amon though the Grade 3 spaces are usually taken up by both of the Amons and Astaroth.

Knight of Blooming Sun, Jeffry is a fairly simple but very useful card for Gurguit decks. He’s not Gurguit restricted but he has Unite and Generation Break 1 which gives him the ability to go into the soul at the end of the battle that he boosted to draw a card. Jeffry and Marcia give so much fuel for Gurguit to work with and Jeffry just adds to the defence.

Another Unite unit comes in the form of the Grade 3, Knight of Merciful Light, Bradott. As a once per turn Unite ACT you can Soul Blast 1 to reveal the top card of your deck, then Bradott gains power equal to the power of the revealed card. If the revealed card then has Unite you can call it to an open rear-guard circle. If you go first in the match, this will help you during your first ride as he isn’t slowed down by a Generation Break but he isn’t extremely useful. At least if you superior call Jeffry with his skill it kind of turns into a free draw.

Bururugal is a little Grade 2 powerhouse for Golds. When Bururugal attacks a Vanguard, if he is United then he gains +5000 power until the end of the battle. He’s a nice attacker and I’d recommend running a couple at least as you can get to some pretty high numbers with this card.

One card I’m very interested in is a Grade 2 from Angel Feather, Drive Celestial, Armaiti. He’s normally only at 8000 power but if you have a card in your damage zone with the same name as a card on your Vanguard circle AND you have no rear-guards in your front row, he gains +8000 power and can attack on the back row. As long as you don’t mind not boosting your Vanguard then this card will allow you to attack four times without any abilities standing your rear-guards. You could use him with Ramiel “Reverse because if you lock the front row rear-guards then they technically aren’t there and Armaiti still gets his buff.

Angel Feather also get a new keyword named “Rescue”. Rescue used when a skill involves healing one of the cards from your damage zone and taking the top card of your deck and putting it into the damage zone. What makes Rescue useful is triggers are active during this damage so you can still get extra benefits by getting Criticals, Heals, Draws, and Stands during Rescue. To give you an idea of how this works in a skill we have Treatment Nurse. Her skill is shown with a “Rescue-1” at the beginning of it, indicating that one day we will get cards that can rescue more than one, and if Treatment Nurse’s attack hits at a Generation Break 1 you can heal a card and damage yourself. You’d mainly want to damage yourself during the main phase as that’s when you will be able to give the power ups from the Rescuing but at least if you get a Stand trigger you can stand her right back up again. Requiem Pegasus is a Grade 3 who has the same effect but also gives another units +2000. Healing Palace is probably a better Grade 3 back-up but if you’re going for a heavily Rescue deck then Requiem Pegasus is the way forward.

Doctoroid Remunon is a new Perfect Guard that activates its second skill if you have another copy of her face up in the damage zone, and if you do you can Rescue one card. It would be pretty good to put this in a Nociel deck and you can often switch cards from your hand with cards in your damage zone, making it so you can prepare for this card’s effect and then get it back into your hand when you’re in a pinch.

Angel Feather also get a new Forerunner. Black Report, Ridwan has a Generation Break skill that you can activate when a card is put from your damage zone into the drop zone. If this does happen then you can put Ridwan into the soul and choose one of your rear-guards and give it +4000 power. Then if that card was put into the drop zone by a Rescue ability, you may call that Rescued unit to a rear-guard circle. This a pretty nice superior caller and is a good way to promote the new keyword. Black Candle, Azrail may still seem like a good choice for some decks but Ridwan does not require a Counter Blast.

As well as all of this, Bushi also revealed all the box topper promos that we are getting in G-BT07. There are a few reprints such as CoolgalMedical Bomber NurseDragonic Burnout; and Thunderbolt Shockwave Colossus. However, there are also two new cards! The first one is for Dimension Police, Cosmic Hero, Grandlady. She is a 7000 power Grade 1 and when she is on a rear-guard circle you can rest her as an ACT to give your Vanguard +4000 power. Then if your Vanguard has the Burst keyword you can choose one of your rear-guards and give that +4000 power too. She’s very nice if you want to save on Counter Blasts and you are not losing too much power if you have strode X-Gallop as you will still be able to give power to a rear-guard she may be behind.

Dark Irregulars’s box topper is Eccentric Dissector. He is an extremely useful card, especially for the new Darkness keyword. At the beginning of your main phase he allows you to Soul Charge 1. You don’t have to if you don’t need it which helps you a little with decking out purposes but if you had more than one of the rear-guard circle it would definitely help you reach your soul goal.

And last but not least we have one card from the next Bermuda Triangle clan booster, Garland Blossom, Ayna. She has Harmony and a Generation Break 1 skill that gives all units in the same row as her Harmony if she is in Harmony. Then, as a non-Generation Break ACT you may Counter Blast 1 and rest her to give all units in the same column as her +5000 power. This does mean that she will also get the +5000 power but until we see the rest of the cards in the set it will be hard to say whether it will be easy to stand her back up or not.

Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Cardfight!! Vanguard Weekly Card Update #40

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. This week we have a bunch more G Guardians for several clans with two being Cray Elementals.

G-FC03-051-RR_(Sample)Dark Element, Dysmel is one of the Cray Elemental G Guardians. She has Resist which makes her a strong unit against Dimension Police, as well as that, when she guards you can choose one of your rear-guards and that unit cannot be hit and they gain the effects of resist, which will help you against Kagero, Narukami, and Link Joker. This can help out Royal Paladins if you play on G Guarding more than once in a turn because you will be able to use this to protect a Grade 2 for Laserguard Dragon‘s skill to give you a bigger shield. Another little trick with her, this time if you’re using a Glendios deck, is if your opponent is coming in for a crazy amount of power and crits, use Dysmel to stop one of your Reverse units from getting hit, then use Taboo Star-vader, Rubidium‘s effect to make the attack go to that Reverse unit and the attack becomes nullified.

The other Cray Elemental is Metal Element, Scryew. When this unit is placed on GC you can discard a card from your hand and Scryew will gain +10000 shield. This will prove useful for decks that use many draw triggers as you can discard a 10k shield and a 5k shield to gain a 25k shield. Even if you discard another 10k shield that can help if you are against cards that will prevent you guarding from your hand like Dark Dragon, Phantom Blaster “Diablo” and Blue Storm Marine General, Despina.

G-FC03-047-RR_(Sample)For Great Nature we have Immortality Professor, Kundalini. When he is placed on the GC you can choose one of your rear-guards to gain an ability that has them retired at the end of the turn to Counter Charge 1. If you give the rear-guard this skill then Kundalini gains +5000 shield. The great thing is you can then intercept with the chosen unit as it doesn’t need to be retired to get the extra shield. You could also use Stamp Sea Otter to avoid any of your rear-guards being retired from the effect, though then you wouldn’t get the Counter Charge. Or you could use Balloon Raccoon to ensure having a big shield the next turn too.

Tachikaze get Iron Armor Chancellor, Dimor Phalanx. If you have less rear-guards than your opponent then this unit gains +5000 shield. This won’t do so well if you are using Ancient Dragons as they have a bit of a habit to bring their guys back from the drop zone but with the new G deck it works very well. There are some decks that this may fall a bit short against, such as Shadow Paladins, Murakumo, and G Pale Moon. Though against most match-ups this card should be able to get his extra shield.

Buy 2016 New Cocktail DressesShadow Paladin’s Dark Knight, Ludwik allows for your rear-guards that wouldn’t normally be able to intercept to go into the GC. When he is placed on the GC you may choose one of your Grade 1 or less rear-guards and put it into the GC along with it. Ludwik does not gain any extra shield but can get you an additional 5000 shield, 10000 shield, or perfect guard (As long as you are using the old PGs) from his skill. This doesn’t really help with Witches apart from to use it with Goewin if you superior call her with Lir, but apart from that Witches would do better with the Cray Elementals for now.

Continuing through the United Sanctuary we have the Angel Feather unit, Holy Seraph, Orifiel. She is a sort of limit break G Guardian that only gets the +5000 shield if you have four or more damage. It’s simple but you may want some Cray Elementals in there for early game or if you’re using Holy Seraph, Raphael and Dreamlight Unicorn.

Finally Narukami with their very G-themed G Guardian, Lightning King Spirit Emperor, Vritra. He has a Thunderstrike 1 (Your opponent must have one card in their bind zone) that you must fulfill in order to get his +5000 shield. Luckily you can use this in many decks thanks to Voltage Horn but if you don’t have room for that then you probably won’t be using this in a non-G deck.

Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Cardfight!! Vanguard Weekly Card Update #35

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. We have quite the variation this week with Legend Deck 2 cards, Start Deck 2 cards, G-BT07, and promo cards!

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The first thing we were shown for G-BT07 is the new forms of Gurguit, Gavrail, and Gallop. This makes the new Start Deck even more desirable knowing that Gurguit will be getting a new form. It will most likely be the GR of the set but luckily instead of four GRs per case, as of G-BT07 we will be getting ten GRs per case! I’m sure this is a change that many people have been waiting for and are excited about.

Doreen_the_ThrusterMore exciting news about this set is that a highly sought after card is finally getting the reprint she deserves. If you don’t know about Doreen the Thruster she is a card from the original BT03 and proved to be a powerful asset in any Dark Irregulars deck. With her skill of getting +3000 power until the end of turn every time something goes into the soul combined with her being a Grade 1 has allowed her to remain powerful even in new G decks. Most people who use Gilles de Rais want this card because of Gille de Rais’ skill of preventing your opponent from using a Grade 1 or higher to guard, it’s already hard enough guard a G unit in the first place.

To accompany Doreen in this set we have Wings of Reincarnation, Blade Wing Reijy, another familiar face. This new form of Reijy is still a Grade 3 with two skills, his first one works from the soul and gives you the option to Counter Blast 1 and drop three cards from your hand, if you do when your Grade 3 Blade Wing Vanguard’s attack didn’t hit then you can ride Wings of Reincarnation, Blade Wing Reijy stood. His second skill would have you Soul Blast 15 when he is on the Vanguard circle if you have the original Blade Wing Reijy in the soul to give you +15000 power and +2 critical! Though it is a lot of power, it can be easily nullified with a perfect guard so it’s more of a final push, all or nothing. On the bright side, if everything does go wrong then your attack then you can at least use the new Blade Wing Tibold stride to put all those Soul Blast’d cards back into your deck, preventing you from decking out and getting all those triggers back into your deck.

steam-knights.fwGear Chronicle get a new useful Time Leaper Grade 2, Steam Knight, Mudal. When Mudal’s attack hits a Vanguard, if you are at GB1,  you can bind Mudal to Soul Blast 1 and Time Leap another unit. He doesn’t come back at the end of the turn but as an ACT you can Soul Blast 1 to bring him onto a rear-guard circle with +2000 power. Being able to pick and choose when to bring him back out with him safe in the bind zone against most clans makes him a nice little unit to bring into your deck. You may even want to use his Soul Charge to fuel something other than himself like Steam Fighter, Mesh-he to replenish your Counter Blasts.

Kimnara is back with his new form, Mighty Dragon Mage, Kimnara. First off he has the Blaze keyword that will make your Vanguard “Blazing” if at the beginning of your first attack you have more rear-guards than your opponent. Next, if your Vanguard is Blazing then at the end of the battle that Kimnara attacked you can Counter Blast 1 and put him into the soul to retire one of your opponent’s rear-guards. He can be useful thanks to the lack of Generation Break but he’s a Grade 2 with only 8k power so unfortunately he probably won’t be seen in many Kagero decks.

angel.fwWe get a nice little Grade 1 for Angel Feathers in the next Booster. Nurse of Smash Heart only has 5000 power but each time a unit is put from the damage zone into the drop zone you may Soul Blast 1 to draw a card. With the benefit of it not having a Generation Break means even the early heal triggers can give you more benefits. In the late game, using things like Holy Seraph, Raphael and Dreamlight Unicorn will help to pull off her effect and you’ll suddenly have hardly any damage and a load of cards in your hand to defend with.

Dimension Police also get some love with Cosmic Hero, Grandrifter. He is one of the Glimmer Breath clones but I feel he is one of the more useful ones of the lot. When Grandrifter is placed on a rear-guard circle, you have a Gallop Vanguard, and you are at GB1 then you may Counter Blast and Soul Blast 1 to give Grandrifter +4000 power and to give your Vanguard +4000 power with the added skill that if your Vanguard attacks with 40000 or more power then you draw a card.

marciaFinally for G-BT07 is the Gold Paladin, Knight of Thin Sun, Marcia. She is another 8k Grade 2 lacking in any Generation Break but she does get the Resist skill to make the 8k more worth it as well as one other ability. She has the Unite keyword that means when two or more units are placed on the rear-guard circle or guardian circle in one turn then her Unite conditions have been met and if she is United, at the end of the turn you can put her into the soul to Counter Charge 1, essentially making you get rid of her for a Soul Charge and Counter Charge. This is a nice little trick to be able to Unite your other units every turn without losing too much and she could also work well in some of the older Gold Paladin decks with her not needing to rely on Generation Break.

Continuing with the Gold Paladins it’s time to go through the Start Deck 2 cards. First of all is Knight of New Sun, Catillus, another Unite card. When he is United he gains +3000 power. This may seem like your usual 12k Grade 2 at first but thanks to Unite working for the guardian circle too then he can become a 12k on your opponent’s turn too, hopefully stopping your opponent from trying to kill your rear-guards.

There is also a Grade 3 version of Catillus coming in this deck, Divinity Lancer Dragon, with it becoming a 14k Grade 3 on either your’s or your opponent’s turn. He will make a nice backup Grade 3 for Gurguit and even if you don’t stride you can still get some power in thanks to Lancer Dragon.

Holy Mage, Elio will be the one to superior call the units from the top of the deck. When this Grade 2’s attack hits you can Counter Blast 1 and put him into the soul to look at the top three cards of your deck and put one of them onto the rear-guard circle. He is another card that can be used in early game which makes him seem a lot better and easy to use in all Gold Paladin decks.

G-LD02-004_(Sample)Onto the Legend Deck and we finally have the boss card shown, Dragonic Overlord “The Legend”! When this unit is placed on the Vanguard circle you can Soul Blast 1 and Counter Blast 1 to look at the top five cards and search for a Flame Dragon race Grade 3 to put in your hand. Then with a GB2, CB1, and dropping a Flame Dragon Grade 3 from your hand, Dragonic Overlord “The Legend” gains +15000 power and an extra Drive check AND once per turn, if he attacked a rear-guard, you can drop three cards from your hand and re-stand Dragonic Overlord and he keeps his new triple drive. This is a extremely strong Grade 3 and getting four of these in the Legend Deck as well as four L’Express just continues to add to the immense power of this deck.

For the perfect guard of the deck we have Aermo back as clone of the PGG Nemain. When Flame of Peace, Aermo is used to guard then you may nullify the attack if you drop another card from your hand. If you have another Flame of Peace, Aermo in the drop zone then you can draw a card and drop a card. Chances are most people will still be using Protect Orb Dragon but Aermo will help you get the Flame Dragons in your hand for “The Legend”‘s skill.

People have been waiting for Conroe, and yes, his new form is just as good as his old one. Lizard General, Conroe at first seems pretty standard, when he is placed on a rear-guard circle you can reveal a Grade 3 from your hand and search your deck for a card with “Overlord” in the name and put it into your hand, then drop any card from your hand. A lot of clans have had this kind of card but it works great for Overlord decks because of things like Dragonic Overlord “The X”, The End, and “The Ace” which involve dropping Dragonic Overlords from your hand and the new “The Legend” for dropping Flame Dragons. His second ability is an ACT which would have him retire himself to give your Overlord Vanguard the ability that lets you Counter Charge 2 everytime it attacks. Considering Dragonic Overlord cards tend to attack 2 – 3 times a turn this second skill basically resets your damage zone for Counter Blasts which means you can activate all your crazy abilities all over again.

All that’s left of the Legend Deck are the triggers, which are all vanilla. The crit, Tenpou Master, Hakkai. A second crit, Seiten Master, Goku (That’s quite the down-grade… it’s a little embarrassing.). Kenren Master, Gojo the draw trigger. Finally Sanzou Master, Genjo the heal trigger.

G-FC03-005-GR_(Sample)For Fighter’s Collection Pale Moon will have a GR stride, Dreamy Axel, Milward. With a GB2 you can Soul Blast 1 and G Blast to Magia out two units with an added 4000 power. Then choose as many of your rear-guards equal to the amount of Dreamy Axel, Milwards face-up in your G zone, and when those units’ attacks hit a Vanguard you can choose a card from your soul and call it over another card. Using Darkside Princess will add to this power boost putting her at 17000 power on her own and with her going into the soul anyway you may as well bring something out on top of her.

Kagero get a RRR stride, Flame Emperor Dragon King, Iresist Dragon, who is useful as the first and potential back-up if things go wrong. When this unit’s attack hits you can Soul Blast 1 to retire one of your opponent’s rear-guards and also retire the other rear-guard sharing the column. The second part of this effect gets past resist and will give you a better chance to put your Vanguard in the Blazing state next turn.

Now onto some promos, starting off with the Gear Chronicle promo, Crunching Worker. When Crunching Worker is placed on a rear-guard circle you can either have him lose one grade or gain one grade which will allow you to Time Leap him to anything from Grade 1 to Grade 3, making him an extremely flexible unit. I hear that the space for Grade 1s in Gear Chronicle is a little tight so this poor guy might struggle to see some play but I think he’s a very useful and interesting card.

PR-0398_(Sample)Next we have a couple of promos that were originally only shown in the manga. The first one is Raven Hair Ezel. He is the first of his kind with having a Break Ride-like ability but needing an Ultimate Break (Limit Break 5) to activate it, leading people to dub it Ultimate Ride or Ultimate Break Ride. When he is placed over a Grade 3 Ezel Vanguard and you have five damage then this unit gains +10000 power and your opponent cannot use Grade 1s or higher to guard. This is really a final push card but him being a Grade 3 himself will at least allow you to ride over him again and pull off the effect once more. If Ezel gets a bit more support in G-BT07 then this card may see a good place in current decks.

Secondly we have Excite Battle Sister, Gelato. When she is placed on the Vanguard circle you can Soul Blast 1 if you have a Battle Sister heart to look at the top cards of your deck equal to the amount of Battle Sisters you have on the field and choose one of the cards to put into your hand. Unfortunately Battle Sisters need a little bit more power before they can match the rest of Oracle Think Tank but that’s not to say that this card is bad, they just need something else to help them, maybe a big Battle Sister finisher.

That’s everything for this week. Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Cardfight!! Vanguard Weekly Card Update #25

Welcome back to the weekly Vanguard update! All the Fighter’s Collection cards are almost completely spoiled. We received some great spoils this week including some support I’m especially looking forward to!

G-FC02-024-RRR_(Sample)First we have the Neo Nectar stride for the “Maiden of” support. Yggdrasil Protection Maiden of Lotus is almost like a quicker version of Dream-spinning Ranunculus, Ahsha. If you have a heart with “Maiden of” in it’s name and with a Counter Blast and Soul Blast of 1 you can give up to three units with “Maiden of” in their name in the front row +5000 power. If their attacks hit a Vanguard then you search the top five cards of the deck for a card with the same name as a card on your Vanguard circle or rear-guard circle and call it to rear-guard. This works great for Maiden of Trailing Rose and Maiden of Rambling Rose with their goal of cloning themselves on the rear-guard circles, allowing for the easy power boost. It may be useful if you only have one Hollyhock Knight on the field to get a good chance of cloning him for your turns when you can’t stride.

Next we have Omniscience Dragon, Cath Palug, the Great Nature stride supporting “Honorary Professor” (AKA Chatnoir). Whenever a rear-guard attacks and you have a heart with “Honorary Professor” in the name, you may CB1 to give one unit +4000 power. At the end of that turn draw a card and retire that unit. This stacks really nicely if you keep giving the power to one unit and being able to stand that unit back up to allow you to draw multiple cards for one retire. This is where Crayon Tiger will help you to stand other units and let you draw even more! The downside to this is that those Counter Blasts are going to rack up quickly, though luckily Great Nature are quite good at Counter Charging.

G-FC02-001EN-GR_(Sample)Okay, it’s time for the cards I’m really looking forward to… Jewel Knight support! Climax Jewel Knight Lord, Evangeline does wonders for Jewel Knights by letting you turn any G unit face up if you have a Jewel Knight heart and giving every card with Jewel Knight in its name +3000 power for every face up Climax Jewel Knight Lord, Evangeline in the G zone. If you’re using a pure Jewel Knight deck like my own then you can easily see how the power of this will rack up. Many Jewel Knight cards allow you to superior call other units granting you the chance to easily have a powerful full field. With a drawn out game against a defensive deck you will be able to use this lady up to three times, first giving everything +3000, next +6000, and after that +9000 to all of your units! Making +18000 power columns!

A Grade 1 for Jewel Knights was also revealed. Bringing Calling Jewel Knight, Christine onto the field when there are three or more other rear-guards with “Jewel Knight” in their name allows you to Counter Blast 1 and reveal a Grade 3 from your hand to search your deck for a Grade 3 Jewel Knight and call it to a rear-guard circle. At the end of the turn that you use this skill you put the newly called Grade 3 into your hand and then discard a card. You can use this to ensure you can continue to break ride with Pure Heart Jewel Knight, Ashlei or you may want to do it just to have something to use to stride next turn. With no Generation Break you can use this before you’ve even hit Grade 3 to guarantee you ride the card you want.

G-FC02-021-RRR_(Sample)With the new Aqua Force Clan Booster you may have been worried because Trans-core didn’t get a new card. Luckily the Fighter’s Collection come bearing merciful gifts. Blue Flight Marshal Dragon, Mithril-core Dragon works only if you have a “Trans-core” heart (Currently only Blue Flight Dragon, Trans-core Dragon). When any of your unit’s attacks hit a Vanguard on the third wave or more your opponent must choose between discarding a card or having you draw a card. This can get pretty intense with the amount of times Aqua Force can stand up and have enough power to land a hit.

Stealth Rogue of Night Fog, Agitomaru is a Grade 2 for Nubatama with no specific support (Probably because the support for Nubatama in general is very slim) but his skill can prove to be very useful. When Agitomaru’s attack hits a Vanguard, retire a card in your opponent’s bind zone. Sweet and simple. This will work well in many Nubatama builds but what they really need now is a way to power up this guy to make sure that attack hits. This is the second rear-guard ability that allows you to retire from the bind zone but I feel Nubas deserve more so here’s hoping to more bind zone retiring in the Technical Booster!

G-FC02-012-RRR_(Sample)In this set there has been OTT Witch support, Shadow Witch support, and now we have Genesis Witch support. Sacred Water Witch Queen, Clove is just what you’d expect from a Genesis Witch, by Soul Blasting 6 you can give all units with “Witch” in their name +5000 power, and if you have two or more hearts she gains an extra crit. Like Evangeline, you can get some seriously strong columns with this. Not as big as Evangeline’s potential but with Clove you get the higher power quicker, you can use her four times in total, and she gets the extra critical.

For the “Bad End” Spike Brothers rear-guard support we get the Grade 1 Death Flag Dragger.  If he is placed on a rear-guard circle during your battle step then you may reveal a Grade 3 from your hand, and then search your deck for a “Bad End” card (Bad End Dragger) and put it into your hand. This will be good for getting the initial Bad End Dragger but with Hand of Deity, Good End Dragger you won’t be using Death Flag Dragger’s skill much late game.

Love Sniper, Nociel is the Grade 3 that the “Nociel”s deserve. You may CB1 when a card with “Nociel” in its name is put into the damage zone, if the card that was put in the damage zone is still face up then you can put it into you hand and put the top card of your deck into your damage zone. She also has a second ability that allows you to put a card from the damage zone into the hand when she’s placed on Vanguard circle if you put a card from your hand into the damage zone. This is really the kind of thing you would expect from a Nociel card and now that she’s got a form in every Grade you can finally make a proper deck around her.

G-FC02-043-RRLastly for Fighter’s Collection we have the Granblue Grade 3 for “Seven Seas”. Seven Seas Sage, Purgeton has your classic Granblue skill of Riding from the drop zone. At the beginning of the ride phase, if you have a Grade 2 or greater Vanguard with “Seven Seas” in its name you can CB2 to bring this guy from the drop zone onto the Vanguard circle. Also, when he is placed on the Vanguard circle you can bring another card from your drop zone and put it on the rear-guard circle. This may be good to bring out King Serpent to essentially make the Ride and call a CB1 but using things like Sea Strolling Banshee for hand advantage may also be a good idea.

That is all for Fighter’s Collection for this week however there are a few more cards to go over.

Cheer Girl, Lucy is a new promo for Spike Brothers. We’re not sure how it will be distributed in the west yet but it has a neat ability to give a boosted unit with the “Charge” keyword +5000 power on top of the boosted power already given by her and then at the end of the battle that the boosted unit attacks you put them on the bottom of your deck.

Lastly we have been shown the three stride fodders for the Technical Booster. Prism Bird (Tachikaze), Acrobat Verdi (Spike Brothers), and Stealth Beast, Katarigitsune (Nubatama). The only one that we know the Grade 3s name for is Katarigitsune who helps you find a card with “Shiranui” in its name.

That’s all for this weekly update of Fighter’s Collection, promo, and Technical Booster cards. Be sure to check back next week for the next one!

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard