As there are so many cards this week due to the Monthly Bushiroad reveals, I will go through all cards, but I will go through some of them a lot quicker than usual.
The Dragon Empire ‘Zeroth Dragon’ has been revealed this week. His name is ‘Zeroth Dragon of Inferno, Drachma’. The skill is “[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, retire all of your opponent's units, bind them face up, your opponent chooses three cards from his or her hand, discards two cards from among them, and rides a card from among them on (VC) as [Stand].” It even comes with the reminder text of.. “(The vanguard is retired as well, he or she rides a card from the soul if there are no cards in the hand. He or she loses the game if it is not possible to do anything).” So if you do Ride to a lower Grade, you can no longer use G Guardians to defend yourself. This card is definitely better against some Clans than others. Against decks who manage to keep big hand sizes this won't do much, but against anything that values offence over defence, then this is the perfect counter to them. Some of the Dragon Empire Clans will make very good use of this card, such as Murakumo, who don't have very much offensive power, or any way to Retire Units through effects.
Kagero get a couple of cards this week, including some ‘Blademaster’ support. We have the Grade 2, ‘Dragon Knight, Ysaar’. He has Blaze and “[AUTO](RC) Generation Break 2:[Soul Blast (1)] When this unit attacks, if your vanguard with "Blademaster" in its card name is blazing, you may pay the cost. If you do, until end of that battle, this unit gets [Power]+5000, and your opponent cannot intercept. At the end of that battle, you may retire all rear-guards in the same column as this unit.” This does mean he will Retire himself, but it does bypass Resist, meaning this can really help out ‘Ziegenburg’.
‘Supreme Heavenly Emperor Dragon, Excend Grave Dragon’ is a new Stride for Kagero, with Blaze and “[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] Until end of turn, this unit gets "[AUTO](VC):When this unit attacks, if this unit is blazing, draw a card, choose one of your opponent's rear-guards, and retire it.".” This is a fantastic first Stride for Kagero. You don't have to rely on an on-hit to Retire anything, and you get to draw an extra card, which Kagero can really do with.
Murakumo get new Grade 3 and 4 forms of ‘Shirayuki’. The Grade 3 is ‘Six-fold Flower of Fantasy, Shirayuki’. She has “[CONT](Hand/Deck):This card is also regarded as "Fantasy Petal Storm, Shirayuki".” This means it can be used for the original ‘Shirayuki's’ Persona Blast. She also has “[AUTO](VC):[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] When this unit attacks or is attacked, you may pay the cost. If you do, choose one of your opponent's vanguards, and it gets [Power]-10000 until end of that battle for each of your units with "Shirayuki" in its card name.” Unlike the original ‘Shirayuki’, this can also be used as an offensive ability, lowering their Power when you go in to attack.
The Stride is ‘Gracious Ice Beauty, Shirayuki’. Her skills are “[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card with "Shirayuki" in its card name from your G zone, and turn it face up] If you have a heart card with "Shirayuki" in its card name, choose one of your opponent's units, and it gets [Power]-5000 until end of turn for each face up card in your G zone with "Shirayuki" in its card name.” And “[CONT](VC) Generation Break 3: All of your rear-guards with "Shirayuki" in its card name can attack from the back row. Keeping units on the backrow can help a lot to protect your Shirayuki units when protecting yourself with the new Grade 3's skill.” As this Power debuff lasts until the end of turn, this actually starts to be a really good finisher for Murakumo, and there already is another ‘Shirayuki’ G Unit, adding to the debuff potential.
Another Stride for Murakumo is ‘Law Deity of the Fifth Caution, Yasuie Genma’. He has the first skill of “[ACT](VC)[1/Turn]:[Soul Blast (1) & Choose a face down card from your G zone with the same card name as this unit, and turn it face up] Choose a card from your (RC) or drop zone, search your deck for up to one card with the same card name as that card, call it to (RC), shuffle your deck, and at the end of that turn, return the called unit to your hand. Not too amazing, but nice that he can clone from the drop zone.” What makes this Unit really great is his second ability of “Shadowstitch-[AUTO](VC) Generation Break 3:At the end of the battle that this unit attacked a vanguard and did not hit, choose up to five units, and they get [Power]+5000/[Critical]+1 until end of turn.” This is very dangerous for your opponent, as Murakumo have plenty of ways to have back row attackers. You can still use Stand Triggers as, if you don't get Stand Triggers, ‘Siren Fox’ can replace the rested Units. He can also be used in any Murakumo deck which adds to his flexibility massively.
‘Stealth Rogue of Retaliation, Ooboshi’ is a Grade 2 with “[AUTO](RC):When this unit is chosen by the effect of an opponent's card, choose up to two cards in your circles other than (VC) and (GC), and return them to your deck. If one or more cards were returned, search your deck for up to two "Stealth Rogue of Retaliation, Ooboshi", call them to separate (RC), and shuffle your deck.” This, like a lot of the other cards in this set, can put Locked cards away, and by cloning himself, allows to continue it if your opponent then decides to try and Lock more, and he can put himself back onto the bottom of the deck. He also has “Shadowstitch-[AUTO](RC)[1/Turn] Generation Break 2:At the end of the battle that your other unit attacked a vanguard and did not hit, if you have a vanguard with "Yasuie" in its card name, until end of turn, this unit can attack from the back row, and it gets [Power]+7000.” This works amazingly well with the new ‘Yasuie’ Stride, and is generally a very strong and reliable unit.
Lastly for Dragon Empire Clans, we have Tachikaze. Firstly with the Grade 2 ‘Savage Ranger’. “[AUTO](RC): Generation Break 1:[Soul Blast (2) & Retire this unit] When your vanguard becomes engorged, you may pay the cost. If you do, draw a card, Counter Charge (2), choose up to two of your units with the engorge ability, and they become engorged until end of turn.” If you can spare the Soul Blast, this effect is well worth it. You essentially get to Engorge two Units for the price of one as well as getting resources back.
‘Gliding Dragon, Dimorglide’ is a Grade 1 with Engorge and “[AUTO]:[Soul Blast (1) & Put this unit on the bottom of your deck] When this unit is retired from (RC) due to the effect of your unit's engorge ability, you may pay the cost. If you do, choose any number of your units with the engorge ability, and they become engorged until end of turn.” Making all your Units Engorged is amazing. You can't bring this unit back through ‘Gaia's’ skill, but if you could I feel this unit would be ridiculous.
‘Savage Conjuror’ is another Grade 1, this time with “[AUTO] Generation Break 1:[Soul Blast (1) & Bind this card face up & Choose a sentinel form your drop zone, and bind it face up] When this unit is retired from (GC), if the attack did not hit, you may pay the cost. If you do, choose up to one sentinel from your drop zone, and return it to your hand.” This is an interesting take on the idea. Instead of the Perfect Guard using this kind of skill by itself, you can use this and combine it with any Sentinel. An interesting card, though it's going to be a little hard with having to Guard with this. If you could use the skill by Retiring her through your Unit's skills, she would be amazing.
‘Distribute Bullet Dragon, Spreadamarga’ is yet another Grade 1, this unit has “[AUTO] Generation Break 1:[Counter Blast (1)] When this unit is retired from (RC) for the effect or cost of any fighter's card during your turn, you may pay the cost. If you do, draw a card, choose a card from your hand, and call it to (RC).” The great thing about this Unit is for when you're against a deck that allows you to choose what cards you Retire, allowing you to reap the benefits even on your opponent's turn.
We have more good stuff from Aqua Force this week. ‘Champion of Storms, Thavas’ is a new Grade 3 with “[AUTO](VC):When your G unit Stride, choose up to one card from your hand, call it to (RC), choose one of your rear-guards, until end of turn, it gets "[CONT](RC):Resist", then, if that rear-guard has the wave ability, it gets "[CONT](RC):This unit can attack from the back row.".” And “[AUTO](RC)[1/Turn] Generation Break 2 Wave-1st or 4th time only: [Counter Blast (1)] At the end of the battle that this unit attacked, you may pay the cost. If you do, [Stand] this unit.” The great thing is both of these skills work together, as if you can call him through the on-Stride skill, he allows for two attacks from the back row. He also helps defending against things like ‘Denial Griffin’ and ‘Heteroround Dragon’.
‘Battle Siren Shipra’ is a Grade 2 with “[CONT](RC):If you have a vanguard with "Thavas" in its card name, this unit gets [Power]+2000, and "[CONT](RC):Resist.” And “[AUTO](RC) Generation Break 1 Wave-2nd to 4th time only:[Counter Blast (1)] When this unit attacks, if you have a vanguard with "Thavas" in its card name, you may pay the cost. If you do, draw a card, and this unit gets [Power]+3000 until end of that battle.” This draw is really helpful, and the Power buff helps her to hit if you are attacking unboosted due to wanting as many attacks as possible.
‘Dragon Rider, Dinos’ is a Grade 1 for ‘Thavas’ with “[CONT](RC):If you have a vanguard with "Thavas" in its card name, this unit gets "[CONT](RC):Resist".” And “[AUTO](RC) Generation Break 1 Wave-1st or 4th time only:[Soul Blast (1)] When this unit boosts, if you have a vanguard with "Thavas" in its card name, you may pay the cost. If you do, your opponent chooses one of his or her rear-guards, and retires it.” Yet more Resist, and if you were missing old ‘Thavas's’ Retire effects, this guy can fill that roll for you.
The first GR we get is also an Aqua Force Unit, ‘Marshal General of Wave Honor, Alexandros’. He has “[AUTO](VC) Wave-2nd to 3rd time only:[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] At the end of the battle that this unit attacked, you may pay the cost. If you do, choose two of your rear-guards, [Stand] them, and they get [Power]+5000 until end of turn for each face up card in your G zone.” This is pretty flexible, and tends to be a better version of ‘Lambros’. It also works well against Lock, as it's not likely that your opponent is going to Lock all of your rear-guards most turns. I think ‘Lambros’ has a place, as he works better for if you want as many attacks as possible going through, but ‘Alexandros’ will be better for a lot of situations.
‘Blue Wave Marine General, Galleas's’ skill has finally been announced. His skill is “[AUTO](RC)[1/Turn] Generation Break 1:[Counter Blast (1) & Choose a card from your hand with "Blue Wave" in its card name, and discard it] When this unit attacks, if you have a vanguard with "Blue Wave" in its original card name, you may pay the cost. If you do, until end of turn, this unit gets "[AUTO](RC)[1/Turn]:When your vanguard attacks, [Stand] this unit, and it gets [Power]+2000 until end of turn.", then, if it is the first battle of that turn, [Stand] this unit.” Being able to Stand twice is fantastic, especially with ‘Valleos’ keeping your opponent's Power at 11k. Despite being a GR, I think this card is one of the main Units that's going make ‘Blue Waves’ really good in this set.
‘Blue Wave Shield General, Yorgos’ is a Perfect Guard from hand when Guarding a Blue Wave Unit. He also has the skill of “[ACT](Drop Zone) Generation Break 1:[Bind this card face up] Choose one of your rear-guards with "Blue Wave" in its card name, and until end of turn, it gets "[CONT](RC):This unit can attack from the back row.".” A very cheap and useful skill. It's hard to say whether this is better than Counter Charging, but they seem to work for different play styles. If you're expecting the game to go on for a long time, then ‘Plato’ the Counter Charger is better, but if you're trying to kill your opponent as quickly as possible, this Unit is definitely better.
Lastly for Aqua Force, we have the Stand Trigger ‘Blue Wave Soldier, Twinhead Shark’. The skill is “[ACT](RC) Generation Break 1:[Retire this unit] Choose any number of your rear-guards, exchange any of their positions, and draw a card.” He does refund himself which is great, and you can actually use him for any Aqua Force build as he's not ‘Blue Wave’ specific, though I'm not sure how many times his skill is going to be useful. Either way, if you're going to run Stands, he's better than a vanilla.
‘Grafting Celestial, Jhudiel’ is a new R Strider. Her first skill is “[AUTO](VC):[Counter Blast (1)-card with "Celestial" in the same card name as any of your units] At the beginning of your ride phase, you may pay the cost. If you do, choose a card from your damage zone, call it to (RC), it gets [Power]+3000 until end of turn, and put the top card of your deck into your damage zone face up.” And her second skill is “[AUTO](VC):[Soul Blast (1)] When your G unit with "Celestial" in its original card name Stride, you may pay the cost. If you do, search your deck for a card, put it into your damage zone face up, choose a face up card from your damage zone, and heal it.” This luckily allows you to Heal the card you Counter Blasted, as ‘Celestials’ work best with face-up Damage. This card is very good considering the low rarity, and cards like this and the new ‘Garmore’ give hope for all sorts of Sub Clans to get new Striders.
‘Celestials’ also get a new Stride with ‘Holy Celestial, Raguel’. She has “[AUTO](VC):[Choose a card from your hand, and put it into your damage zone face up] When this unit attacks, if you have a heart card with "Celestial" in its card name, you may pay the cost. If you do, choose up to two face up cards with the same card names as any of your units from your damage zone, call them to separate (RC), and they get [Power]+5000 until end of turn. If you called two cards, choose one of your vanguards, and deal one damage.” The does give you a Rescue check, which is nice to see outside of ‘Gavrail’, and already gives two Units a nice buff. A Critical Trigger on top of one of those units will put a ton of pressure on your opponent.
For Gold Paladin we have ‘Easegal Liberator’, a Grade 1. His first skill is “[ACT](RC/Hand):[Bind this card face up] Choose one of your units or locked cards, unlock it, and it gets [Power]+2000 until end of turn.” And the second skill is “[AUTO](RC):[Put this unit on the bottom of your deck] At the beginning of your ride phase, if you have a vanguard with "Liberator" in its card name, you may pay the cost. If you do, you may pay "Counter Blast (1)-card with "Liberator" in its card name" as the cost for the next time you Stride.” I like how flexible this card is, even if you don't have to worry about Lock, it still has a lot of use with its Striding skill.
‘Liberator, Improve Falcon’ is a Perfect Guard that works from hand, and also has the skill of “[ACT](Drop Zone):[Choose another card with the same card name as this card from your drop zone, and bind it face up] Choose up to two cards in your circles other than (VC), put them on the bottom of your deck in any order, if one or more cards were put, look at three cards from the top of your deck, call a card from among them to (RC), and put two cards from among them on the bottom of your deck in any order.” The best thing about this is that it's generic, so any Gold Paladin deck can take advantage of this card, which can help ‘Gurguit’ a lot if it becomes a Link Joker-filled meta.
‘Young Lion Liberator, Romanus’ is a Forerunner with “[ACT](RC) Generation Break 1:[Counter Blast (1) & Retire this unit] If you have a vanguard with "Liberator" in its card name, choose up to two of your units with "Liberator" in its card name, and until end of turn, they get "[AUTO](RC):When your other unit is placed on (RC) from the deck, this unit gets [Power]+3000 until end of turn.".” This is a much more flexible version of ‘Cheer Up Trumpeter’, and using this on both of your Vanguards when you have ‘Prominence Glare’ can be deadly for your opponent.
Moving on to some G-EB02 bits, we have a few cards with their skills announced, and some cards to look forward to. Megacolony get ‘Bad-luck Star’, a Grade 1 with 6k Power. She has “[AUTO]:[Soul Blast (1)] When this unit is placed on (RC) from hand, if the number of your opponent's [Rest] units is three or more, you may pay the cost. If you do, draw a card.” Though the Soul is very valuable for a lot of Megacolony decks, this early draw can seem almost worth it. Running one or two shouldn't be too much trouble so long as there are plenty of Units that can attack for 10k Power or above.
‘Talented Rhinos’ is a Grade 3 for Great Nature that has Success 20k, and “[CONT](RC) Generation Break 1:If this unit is successful, this unit gets [Power]+4000, and for the battle that this unit attacked, your opponent cannot call grade 0 cards from hand to (GC).” This together with ‘Managarmr’ is incredible as your opponent won't be able to Guard from hand with the combined Guard restricts. And having ‘Crayon Tiger’ restanding this Unit just hurts a whole lot more.
Neo Nectar also get a Grade 3 with ‘Poinsettia Flower Maiden, Grennel’. Her skill is “Bloom-[AUTO](VC/RC)[1/Turn] Generation Break 1:When your other unit with the same card name as this unit is placed on (RC) during your turn, until end of turn, this unit gets [Power]+10000, and if this unit is on (VC), it gets [Critical]+1.” The “1/turn” and “during your turn” wording hurt this card a bit, but it can be nice for a quick little 21k attacker.
We also have some Units shown without their skills from this set. For Megacolony we have ‘Excelling Mutant, Promlarva’ who looks like he will be a Forerunner. From what I have heard of people giving rough translations of the lore, he will support the ‘Darkface’ build. Then we have ‘Black Spear Mutant, Borgwasp’ who looks pretty fearsome. I hope he's a Grade 2, but he gives off a sort of Grade 3 vibe, which would be a shame if he's a grade 3 that nobody will use. He looks strong enough to be a G Unit, but he does not have 'Mutant Deity' in his name. And we also have for Megacolony, ‘Shining Horn Mutant, Dangerous Horn’. From his appearance he seems like a defensive unit, but seeing as there is so much focus on the horn, I feel like he will have a good amount of Power.
We also have the Neo Nectar Unit, ‘Stokesia Laevis Musketeer, Daphne’. By the looks of her, she's a Grade 3. Maybe we will get a second Strider in this set for ‘Musketeers’.
There were a few more cards, but I have yet to find the translations for their names, but I will give an update in the next video if I can find them.
And after all that, we have one Promo card teased for us, another Unit for Megacolony, ‘Fluffy Beefly’. Strangely cute for a Megacolony Unit, and definitely gives off a Grade 0 feel. Whatever it is, I would like it to Counter Charge, as in the art it appears to be gathering supplies.