Cardfight!! Vanguard Weekly Card Update #7
Welcome back to our weekly Vanguard update! This week a huge amount of cards from Soul Strike Against the Supreme have been revealed, including some support that looks to make Megacolony a very competitive deck! We also see more support for Royal Paladins, Shadow Paladins, Neo Nectar, Angel Feather and Genesis.
The changes to Megacolony in this set are the most significant, and now they are a force to be reckoned with. Intimidating Mutant, Darkface (pictured) is their new Grade 3 Striding vanguard, and he is extremely good. His Generation Break 2 ability is straightforward, if potentially costly – it can Soul Blast 2 to rest an opponent’s unit when that unit is placed on a rear-guard circle. This is really good when used on Grade 2 units, as it can shut down a column even on the opponent’s turn, even if they call over a paralysed unit. His On-Stride skill, however, is what makes him ridiculously good: for Counter Blast 1, you may choose two of your opponent’s rear-guards, rest them and make them unable to stand during the controller’s next stand phase, but also if they are at rest at the end of the opponent’s turn, you may draw a card for each of them! This is very cost effective and will create some serious advantage for the user. The opponent must either intercept with those units, call over them (making them lose cards), let you draw by not replacing them, or find some way to make them stand. However, using those units to attack will simply put them at rest and allow you to draw more cards, so it forces the opponent to make some difficult choices, none of which are favourable. Darkface comes with the now-standard Grade 1 searcher in Nova Mutant, Little Dorcas. Meanwhile, Facinated Mutant, Sweet Cocktail (pictured) further aids Megacolony by helping to remove one of their weaknesses. Her Generation Break 1 ability activates when boosted, and at Counter Blast 1 not only forces an opponent’s rear-guard to rest and stop them from standing in the stand phase, but also stops them from being used to intercept and allows the user to draw a card if that unit is at rest during the opponent’s end phase! This is unbelievably good for Megacolony, as, previously, paralysing Grade 2s meant little as they could still be used to guard, which means that Sweet Cocktail will surely be a staple in every deck. Completing this control trinity is the G-Unit, Raging Spear Mutant Deity, Stun Beetle. When it hits a vanguard, for the cost of Counter Blast 2, it can stop the opponent’s vanguards from standing but also from (normal) riding, meaning that their vanguard cannot attack. This is a virtual +2 for the user (as you prevent their Drive Checks), but can translate into more advantage when you consider your reduced need to guard on their turn. As such, it is an expensive cost, but very powerful when used at the right time, especially considering that Striding over a rested unit means that the G-Unit will also be at rest. Further, Machining receive a new Legion pair. Machining Scorpion mk II can legion with either Machining Hornet mk II (an older card) or Machining Mosquito mk II (released in G-BT04). Scorpion’s Legion ability is to call up to three ‘Machining’ cards from the Soul at rest and gain power equal to the sum of those units. This requires Counter Blast 1 and to discard a card with the same name as one of your vanguards, but is a straightforward +2. This ability works really well with Carapace Mutant Deity, Machining Destroyer, as it can help gather enough rear-guards to prevent your opponent’s vanguard from standing. Further, calling your rear-guards at rest can be mitigated by using the effect of Machining Firefly, although it does use a Counter Blast to do so. Therefore, Megacolony will continue to be a very Counter Blast heavy deck, but as their Perfect Guard in G-BT04 (Rebellion Mutant, Star Shield) has been confirmed to have the Counter Charge effect, this will be somewhat reduced.
Angel Feather also receive their Grade 3 Strider in Black Shiver, Gabriel (pictured). Her Generation Break 2 ability is a straightforward +2000 power to all your front row units when a card enters your Damage Zone, which is useful both offensively and defensively. Her On-Stride allows you to look at the top three cards of your deck, put one in the Damage Zone face-up, and then choose a face-up card in the Damage Zone and call it as a rear-guard, granting it 2000 power. This is usually only going to be used when you already have a good target in the Damage Zone, although the ability to set up future plays is definitely good. Nurse of Broken Heart is a Grade 2 with a very good ability. When a card is put into your Damage Zone, both she and your vanguard gain 2000 power until the end of the turn. This works nicely in conjunction with Gabriel’s skill, but works exceptionally well with Holy Seraph, Raziel (released in G-BT04 alongside her). When Raziel is placed on the vanguard circle, he can return all cards in the Damage Zone to the deck and replace them with cards from the top of the deck. At five damage, this means that each Nurse of Broken Heart gains 10000 power and gives 10000 power to the Vanguard, leading to a powerful offensive turn. Mobile Hospital, Healing Palace has the potential to be a useful rear-guard Grade 3, as when its attack hits a Vanguard, it can look at the top three cards of the deck, put one in the Damage Zone and call a card from the Damage Zone as a rear-guard. This also can be used to trigger other effects, although it often will be more useful for Striding. Finally, Black Record, Israfil is the usual Counter Charging Perfect Guard, and will certainly be useful given the clan’s reliance on both Counter Blasts and only being able to use face-up cards in the Damage Zone for most effects.
Insatiable Devourer, Gleipnir (pictured) is a great new option for Genesis. When he is boosted attacking a Vanguard, he can Counter Blast 1 to Soul Charge 3, then draw a card if a card was put into the Drop Zone from the Soul previously in the turn. Similarly, Goddess of Hearths, Hestia offers Genesis a similar ability as their new back-up Grade 3. When she hits a vanguard, she can Counter Blast 1 to Soul Charge 3, then draw a card if a copy of herself is in the Soul. These effects can be very helpful, but hasten the problem of decking out in Genesis. Therefore, as with all mass Soul Charge effects, these skills must be used with caution lest the player simply deck out. Regardless, these are powerful tools for the Genesis arsenal and Gleipnir, if not Hestia, will see play in many decks.