First up we have the GR 'Genesis Dragon, Integral Messiah'. The first skill is “[AUTO]:When this unit is placed on (VC), if the number of face up <Messiah> in your G zone is three or more, all fighters return his or her entire hand to deck and shuffle, and draw five cards.” This is especially powerful with 'Messiah's' multi attacking. Five cards aren't a lot to defend with when facing around five attacks that turn. The second skill is “[AUTO](VC):[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] When this unit attacks, you may pay the cost. If you do, unlock all of your locked cards, if the number of cards unlocked is three or more, Soul Charge (1), draw a card, and this unit gets [Power]+10000.” This is a good way to activate the extra attacks, and if you can't finish your opponent that turn, you will most likely have nine cards in hand to Guard with, more if your rear-guards can draw.
'Star-vader, Chaos Breaker Close' is a new RRR for Link Jokers with the first skill being “[AUTO](VC):[Choose a card with "Star-vader" in its card name from your hand, and discard it] When this unit is placed on (VC), or when your G unit with "Star-vader" in its original card name Stride, you may pay the cost. If you do, Soul Charge (1), choose one of your opponent's rear-guards, and lock it.” To slightly counter the cost, he also has “[AUTO]:[Soul Blast (1)] When this card is discarded from hand, if you have a heart card with "Chaos" in its card name, you may pay the cost. If you do, your opponent chooses a card from his or her hand, and puts it on (RC) as a locked card.” So you get to Lock two, with one of the Locks being like a mini 'Chaos Universe', which means you can focus more on Striding into different cards and not worrying too much about Mirage decks, or just add to your opponent's discarding.
'Fierce Strike Star-vader, Dubnium' is a Grade 2 for 'Chaos', with the first skill being “[AUTO](RC):[Soul Blast (1) & Retire this unit] At the end of your turn, you may pay the cost. If you do, your opponent chooses one of his or her rear-guards, and locks it.” Now this skill isn't too amazing, but he also has “[AUTO](RC) Generation Break 2:[Counter Blast (1)] When this unit attacks, if you have a vanguard with "Chaos" in its card name, you may pay the cost. If you do, your opponent chooses a card from his or her hand, and may put it on (RC) as a locked card. If a card was not put, you draw a card, and this unit gets [Power]+10000 until end of that battle.” Either lowering your opponent's defence or increasing your Power is great use of a Counter Blast, and it's nice to see 'Chaos' have its own focus after all the anti-Locking cards. I can definitely see this being used in nearly all 'Chaos' decks.
'Deletors' also get a little bit of support. They get a Grade 3, 'Huff Deletor, Greigeer'. The first skill is “[AUTO]:[Soul Blast (2)-card with "Deletor" in its card name] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, this unit gets [Power]+5000 until end of turn, and if this unit is on (VC), delete all of your opponent's vanguards.” Pretty flexibly. Soul Blast 2 can seem like a big cost when you also have the G Guardian who uses Soul. It also has “[AUTO]:When this unit is retired from (RC) for the effect or cost of your card with "Deletor" in its card name, if the number of cards in your hand is three or less, draw a card.” Having more Units that gain abilities from being Retired is always nice, and 'Deletors' aren't the best at drawing, so this proves especially useful for that.
'Cheek Deletor, Eringe' is a Grade 1 with “[AUTO](RC):When this unit attacks a vanguard, if you have a vanguard with "Grei" in its card name, this unit gets [Power]+2000 until end of that battle.” And this unit has “[AUTO]:When this unit is retired from (RC) for the effect or cost of your card with "Deletor" in its card name, you may put this unit into your soul.” This helps out the Soul problem you would have had with 'Greigeer', and yet again, getting more value from your Retires.
Lastly for Link Joker we have the G Guardian 'Space Large Ring, Cosmo Wreath'. His skill is “[AUTO]:[Counter Blast (1)] When this unit is placed on (GC), you may pay the cost. If you do, your opponent chooses one of his or her rear-guards in the back row, and locks it. If a card was locked, this unit gets [Shield]+5000 until end of that battle.” This is really nice as a generic G Guardian that can be used well with many of the Link decks, as some builds did have troubles with generic G Guards before.
'Dimensional Robo Combat Commander, Magna Daibird' is a new Dimension Police Stride. His skill is “[ACT](VC)[1/Turn]:[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):[Soul Blast (1)] When your opponent's guardian is placed, you may pay the cost. If you do, reveal three cards from the top of your deck, if all of those cards have "Dimensional Robo" in their card names, put up to one grade 3 card from among them into your hand, if you put a card into your hand, choose one of your opponent's guardians, and retire it. Shuffle your deck.".” This suddenly makes all the Soul Charging skills useful. This skill also works for when your rear-guards attack, and when 'D Robos' have been getting so many Power rear-guards, this is going to put a lot of pressure on your opponent.
We have 'Dimensional Robo, Daibarest', a Grade 2. It has “[AUTO]:When this unit is placed on (RC), choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):[Counter Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, draw a card.".” Despite the name, this is a generic card and can allow you to draw two when using 'Laurel' to Restand your Vanguard.
'Combination of Heaven and Earth, Triearth' is another Stride, this time with “[ACT](VC)[1/Turn]:[Choose a face down card from your G zone, and turn it face up] Until end of turn, this unit gets [Power]+10000, and "[AUTO](VC):When this unit's attack hits a vanguard, for every this unit's [Power] 20000, choose one of your opponent's rear-guard, and retire it.".” With the new 'Gallop' Grade 3, you can easily get this to 50k, so only a little more effort and you'll be getting this Unit to 60k and Retiring three rear-guards on-hit. If your opponent cannot Perfect Guard, there's a good chance they will let this attack through.
And finally for Dimension Police, we have the 'Dimensional Robo Mechanic, Cathy', who is the Perfect Guard that can Bind herself and another Heal to either Counter Charge 1 or Soul Charge 1.
Before getting on to the Nova Grappler, as there are a lot, I will first go into the ZR that was revealed for Star Gate, 'Zeroth Dragon of Destroy Star, Stark'. The skill is “[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, until end of turn, this unit gets drive -2, this unit does not [Rest] for attack, and it can attack up to three times during this turn.” This can't be used with 'Commander Laurel' as 'Stark' does not Rest, but it also can't be Countered by 'Brillian Blister'. In Dimension Police you can increase this card's Power to get it to a ridiculous amount of Power for a triple attacker, and in Nova Grappler you can use the original 'Victor' to Stand a rear-guard every time you attack.
There were a lot of 'Blau' cards revealed. One of them is 'Order Blauschleife', a Grade 2. They have “[ACT](RC)[1/Turn]:[Counter Blast (1)] If you have a vanguard with "Blau" in its card name, until end of turn, this unit gets [Power]+4000, then, this unit gets [Power]+4000 for each face up grade 4 card with "Blau" in its card name on your (VC) or G Zone.” This unit only has 8k base Power, but they can easily get to very powerful amounts, and you are most likely going to Stand this Unit every turn.
'Reamer Blaukette' is a Grade 1 who has the first skill of “[AUTO]:When this unit is placed on (RC), if you have a vanguard with "Blau" in its card name, and the number of cards in your damage zone is more than or equal to the number of cards in your opponent's damage zone, Counter Charge (1)/Soul Charge (1).” Then this Unit has “[AUTO](RC) Generation Break 1:[Put this unit into your soul] When your vanguard with "Blau" in its card name's attack hits a vanguard, you may pay the cost. If you do, draw a card.” The Counter Charge will help a lot in 'Blaus' as they do get through a lot and don't have many 'Blau' Counter Chargers, and you will most likely be able to achieve the condition as you want to be on four or five Damage for most of the game.
'Varna Blauvant' is a Perfect Guard that defends a 'Blau' Unit, and If there is a Sentinel in your Drop Zone, “choose up to one of your rear-guards with "Blau" in its card name, until end of turn, it gets "[CONT](RC):Resist" and "[CONT](RC):This unit cannot be hit.".” This is a really great way to have another form of 'Dizmel', and stops 'VMAX' from dealing that one Damage.
'Vesta Blauklinge' is another Grade 1, this time with “[CONT](RC):If the number of cards in your damage zone is more than or equal to the number of cards in your opponent's damage zone, this unit gets [Power]+2000.” And it also has “[ACT](RC)[1/Turn] Generation Break 1:[Counter Blast (1)] Reveal the top card of your deck, and put it into your damage zone face down. If you put a card with "Blau" in its card name, this unit gets [Power]+5000 until end of turn, and at the end of that turn, choose a card from your damage zone, and heal it.” This is another form of the old cards that dealt Damage to you, but with the Power gain, this is a lot more useful, and with 'Blaus' wanting Limit Break 4 and 5, this card gains a lot of importance. There is also a Grade 2 version of this card in the form of Barde Blaukanone.
The new Forerunner for 'Blaus' is 'Young Blaufetter'. It has “[ACT](RC):[Counter Blast (1) & Put this unit into your soul] If you have a vanguard with "Blau" in its card name, reveal four cards from the top of your deck, put up to one grade 1 or greater card with "Blau" in its card name from among them into your hand, and shuffle your deck.” This is pretty good for getting more Grade 3s for Break Riding, and for stopping yourself getting Grade stuck.
And 'Arago Blauenergie' is 'Blaus' Heal Trigger that Binds itself and another Heal to Counter Charge or Soul Charge. The Counter Charge is really going to help 'Blaus' out.
Novas also had a few non-'Blau' cards. They have the Stride, 'Annihilation Machine Beast, Demolsaurer'. “[ACT](VC)[1/Turn]:[Choose two of your rear-guards, and [Rest] them] Draw a card, Soul Charge (1), and until end of turn, this unit gets "[AUTO](VC):[Counter Blast (1)] When this unit attacks, you may pay the cost. If you do, choose one of your rear-guards, [Stand] it, and it gets [Power]+3000 until end of turn.".” This seems very 'Death Army' and the card draw is nice. The cost isn't that big as you will most likely be able to Stand the second Rested Unit through skills of your Heart and rear-guards.
'Extreme Battler, Gunsdon' is a Grade 1 with “[ACT](RC)[1/Turn] Generation Break 1:[[Rest] this unit] Choose up to five of your rear-guards, and until end of turn, they get "[CONT](RC):Resist".” And it has “Rush-[AUTO](RC)[1/Turn]:When this unit [Stand] due to an effect from one of your cards, this unit gets [Power]+4000 until end of turn for each face up card in your G zone.” This can get to incredible Powers and it's so easy to stand this card up, and with the Resist, it protects your powered up field from most counter attacks.
'Extreme Battler, Victhead' is a Forerunner with “[AUTO](RC):[Counter Blast (1) & Put this unit into your soul] When your unit [Stand] due to an effect from cards, you may pay the cost. If you do, draw a card, choose one of your units, and it gets [Power]+2000 until end of turn. If you do not have any face up cards in your damage zone, Counter Charge (1).” Standing this Unit isn't hard, but 'Kabutron' may be a better option as it can continue to let Units Stand for even more attacks.
Finally for Novas we have the Grade 2, 'Magical Performer'. She has “Rush-[AUTO](RC)[1/Turn]:When this unit [Stand] due to an effect from one of your cards, this unit gets [Power]+5000 until end of turn for each face up card in your G zone.” Just like the other ones that get multiple Power buffs for each face up G Unit, this is going to be incredible and very scary for your opponent.
We have three cards shown for G-BT14 as well. The first one is for Dark Irregulars and is the Grade 2 'Gambling Psychokiller'. She has “[CONT](VC/RC) Darkness:This unit gets [Power]+3000. and she also has [AUTO](RC) Generation Break 1:[Counter Blast (1)-card with the darkness ability] When this unit's attack hits a vanguard, you may pay the cost. If you do, draw a card, and Soul Charge (1).” She only has a base Power of 8k, though being in Dark Irregulars there's a good chance she can get some more power behind her for the on-hit.
'Pulsar tamer, Zanbiya' is a Grade 1 for Gear Chronicle who is also a Zodiac Time Beast, and has “[CONT](RC):During your turn, this unit gets [Power]+1000 for each face-up <Zodiac Time Beast> in your bind zone.” This becomes a very strong Booster in 'Chronofang' and 'Demiurge' decks, and helps continue the pressure even when you haven't gotten to your end goal.
Lastly for the week, we have Nubatama's 'Stealth Dragon, Enbai'. This Unit has “[AUTO](RC) Generation Break 1:When another dominated unit attacks during your turn, this unit gets [Power]+5000 until end of turn.” With something like 'Mujinlord', this Unit's Power can easily get to 30k+ which is fantastic for no cost.