CFV Weekly Update 10th August, 2017

Starting with a RRR, we have Neo Nectar's 'Midsummer Flower Princess, Lieta'. Her skill is “[ACT](VC)[1/Turn]:[Counter 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 up to one card from your hand, put it into your soul, this unit gets the same card names as all cards in your soul, search your deck for up to a number of cards with the same card names as this unit equal to one plus the number of face up cards in your G zone, call them to separate (RC), and shuffle your deck. If the number of face up cards in your G zone is two or more, choose three of your units, and they get [Power]+3000 until end of turn.” It was a nice touch making the Soul Charge a choice. This card is best for if you have an empty field as you don't need rear-guards to clone and now the cards you Ride are no longer useless. I don't think the +3000 Power is really necessary as you'll be getting all the Bloom Power anyway, but it may push you over a point that makes it so your opponent can't Guard any more.

'Plumeria Flower Maiden, Sharl' is a Grade 2 and another RRR. Her skills are “[AUTO](RC):When this unit attacks a vanguard, if you have a vanguard with "Ranunculus" in its card name, you may "look at seven cards from the top of your deck, call up to one card with the same card name as any of your units from among them to an open (RC), and shuffle your deck.".” And “Bloom-[AUTO](RC) Generation Break 1:When your other unit with the same card name as this unit is placed on (RC), choose one of your rear-guards, and until end of turn, it gets [Power]+4000 and "Boost".” This first skill is fantastic as not only does it not cost anything, but it also doesn't have Generation Break, which will work great for if your opponent is trying to stall you. It's unfortunate that the new Unit has to be called to an open RC so you can't get too many attacks in, but it does still set up the field nicely for a big Powered turn.

'Sacred Tree Dragon, Rainbow Cycle Dragon' is a R G Guardian for Neos. It has “[AUTO]:[Choose two normal units with the same card names from your drop zone, and put them on the bottom of your deck in any order] When this unit is put into your G zone face up, you may pay the cost. If you do, turn this card face down.” This is good so you can G Guard more, as you normally can't G Guard when you have 4 face-up G Guardians in your G Zone, but with this you get more chances to play more G Guards. It only has 15k Shield so I'm not sure how useful this really is, and it can be counter productive if you are aiming for the GB8.

'Electrobutcher Dragon' is a Grade 3 for Narukami. He has “[AUTO]:[Counter Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, choose one of your opponent's rear-guards in the front row, retire it, and bind that card face up.” And then he has “[AUTO](RC) Generation Break 1 Thunderstrike 3:When this unit attacks a vanguard, this unit gets [Power]+3000 until end of that battle.” An on-place Retire is always useful. The problem is his Grade but as it will mostly be used for 'Vanquisher', it really depends on how important the original 'Vanquisher' is to your deck. The Thunderstrike is also nice as with a 7k Booster as it puts you to the magic number, 21000. 

'Lightning Strike of Aspiration, Helena' is an old face but with a new skill. “[AUTO](RC) Generation Break 1 Thunderstrike 3:[Counter Blast (1)] When this unit is placed on (RC), if you have a vanguard with "Vanquisher" in its card name, you may pay the cost. If you do, draw a card, and this unit gets [Power]+2000 until end of turn.” The draw is nice, but I don't think this will be used much as decks will be filled with ways to Bind cards, and most of those types of cards are Grade 2s. It's still a nice option though if you're finding yourself low on hand. 

'Dragwizard, Noische' is a RR Grade 2 for Shadow Paladin. He has “[AUTO] Generation Break 1 Ritual 3:When this unit is placed on (RC), look at five cards from the top of your deck, call up to one grade 1 or less card to (RC) from among them, shuffle your deck, and at the end of that turn, put that unit on the bottom of your deck. If you called a unit with the ritual ability, until end of turn, this unit gets [Power]+2000, then, if it is grade 1, this unit gets [Power]+3000.” It shouldn't cause too much trouble if the card is going back on the bottom of the deck, as it is likely that the card will be Retired through a skill before that can happen. 'Belial Owl' is a good choice for this card as it then becomes a draw on top of being a free Retire fodder. 

'Battle Sister, Marmalade' is an Oracle Think Tank RR. She is a Perfect Guard that instead of having the Counter Charge ability, it lets you draw if you have 3 or less cards in hand. Although this doesn't seem like it will work most of the time, when you are being pushed back this skill could be a godsend.

'Dashing Stealth Rogue, Genzou' is a Nubatama card with Afterimage and “[AUTO] Generation Break 1:When this unit is placed on (RC), choose one of your other rear-guards, and it gets [Power]+2000 for each card in your opponent's bind zone until end of turn.” Although this is only an 8k, for most things it would be bad, but as it has Afterimage that Power up ability can be used over and over which makes this card actually very decent. You may have to work a fair bit to get a good amount of cards in the Bind Zone, but the more you work for it, the bigger the pay off.

The last card today is the RRR 'Chronodragon Gearnext' for Gear Chronicle. Its first skill is “[ACT](VC)[1/Turn] Generation Break 2:[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] This unit gets "[AUTO](VC)[1/Turn]:At the end of the battle that this unit attacked, if you have a <Gear Dragon> heart card, reveal up to three <Zodiac Time Beast> from your hand or (RC) in total, and put them on the bottom of your deck in any order. If you put three cards, [Stand] this unit, and it gets drive-2.” To add to this, he also has “[CONT](VC) Generation Break 4:During this unit's second battle, it gets [Power]+10000/Drive+1.” So in actual fact, when he Stands for his second attack, as long as you're on GB4 (Which isn't hard these days), you only get Drive -1. Putting away the rear-guards doesn't even hurt a lot of the time, as if they are time leapt then you're not really losing anything.