‘Giant Star, Rising Great Star’ is a new RR Grade 3 for Spike Brothers. He’s not a Strider like his previous Grade 3 form, but it is much better than the second form of ‘Fenrir’ that they made. He has Charge, and “[AUTO]:[Counter Blast (1) & Choose a card from your hand, and put it into your soul] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, search your deck for up to one grade 2 or less card with the charge ability, call it to an open (RC), shuffle your deck, and if this unit is charging, this unit gets [Power]+3000 until end of turn.” This will help combos going during your turn by getting more Charge units from the deck, as well as helping the Soul for cards like ‘Miracle Ace’. He also has the second skill of “[AUTO](VC) Generation Break 2:At the end of each turn, if the number of your rear-guards is two or less, choose one of your rear-guards, and you may put it into your soul. If you do, draw a card.” Yet again helping the Soul, and will allow you to set the field however you like next turn.
Spikes also get a RR Stride with ‘Black Horned King, Bullpower Agrius’. He has a really great skill of “[AUTO](VC):[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] When this unit attacks, you may pay the cost. If you do, choose any number of your rear-guards, and bind them face up. If three or more cards were bound, draw a card, choose up to two cards from your bind zone for each face up card in your G zone, and call them to separate open (RC).” So with this you can Stand your whole field back up and make them all Charging. It also makes for an interesting match up against Narukami as you will be able to Call more than you put away as your Bind Zone will probably be a decent size, and it will generally give you access to more cards to choose from.
‘Prospective Starkey’ is a new Forerunner for the Clan. He has Charge and “[CONT](RC):If this unit is charging, all of your charging units get [Power]+2000, and this unit gets “[AUTO]:When this unit is put into your deck from (RC), Counter Charge (1).”.” As you can Call this over and over through your other Unit’s skills, this constant Power buff can actually help a lot, and you aren’t going to be losing much from the Calling skills as the Counter Charge will nullify most of the cost. I think most people will keep ‘Mecha Trainer’ as their Starting Vanguard, but there may be room for this card in the deck anyway.
Lastly for this week’s Spike Brothers we have the Perfect Guard, ‘Cold Blooded Advisor, Cunning Brain’. He has Charge, Sentinel, and the standard Perfect Guard skill, along with “[AUTO]:When this unit is put into your deck from (RC), choose up to three cards from your drop zone, bind them face up, choose one of your units, and it gets [Power]+10000 until end of turn for each face up “Cold Blooded Advisor, Cunning Brain” in your bind zone.” This helps ‘Bullpower Agrius’ out a lot if you have a low field to begin with, as it easily sets up your Bind Zone to be more of a tool box. His Power buff is also amazing for ‘Miracle Ace’ turns by giving ‘Frog Raider’ +10-30k Power. And he’s only a single R!
Onto the Link Joker we have some ‘Messiah’ and ‘Chaos’ support. A Grade 2 for ‘Messiah’ is ‘Iron Star Black Bullet, Photosphere’. His skill is “[AUTO](RC) Generation Break 1:[Choose a card from your hand, and put it on (RC) as a locked card] When this unit attacks a vanguard, if you have a Messiah vanguard, you may pay the cost. If you do, this unit gets [Power]+9000 until end of that battle.” That’s a good amount of consistent Power buffs and you don’t even have to Call to an open RC. There’s also a good chance you will be able to Unlock that Locked Unit during your Battle Phase, so this card is giving you a Power buff and an extra attack for free.
A good unit to choose as a target to unlock is the RR, ‘Globule Dober’. This unit’s skill is “[AUTO]:[Soul Blast (1)] When this unit is unlocked during your end phase or due to your vanguard’s effect, you may pay the cost. If you do, draw a card, and Counter Charge (1).” For 1 Soul Blast this helps a lot. ‘Messiah’ already have a few Counter Charging cards, but this card could easily replace one of them thanks to the draw. I wouldn’t be surprised if this one Grade 1 makes a huge difference to the deck.
‘Messiah’ has a new Stride RRR with ‘Genesis Dragon, Basaltis Messiah’. Her skill is “[AUTO](VC):[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] When this unit attacks, if your heart card is <Messiah>, you may pay the cost. If you do, choose a rear-guard and a locked card each from any players for each face up card in your G zone, and you may lock them or unlock them.” If one or more cards were Unlocked, draw a card. This is a very nice way to get more attacks in while at the same time hindering your opponent’s turn. Leave it for a little later in the game and you’ll be Locking your opponent’s entire field while standing all of your Units.
‘Genesis Machine Deity, Desthagen’ is a G Guardian with “[AUTO]:[Soul Blast (1)] When this unit is placed on (GC), if the number of locked cards is two or more, you may pay the cost. If you do, draw a card.” This isn’t too great, but at least helps ‘Star-vaders’ a little as they won’t have to Unlock anything or Lock any of their own cards.
An incredibly strong Stride is the new GR shown, ‘Death Star-vader, Chaos Breaker Deluge’. The skill is “[ACT](VC)[1/Turn] Generation Break 3:[Soul Blast (1) & Choose a face down card from your G zone, and turn it face up & Choose a card from your hand, and discard it] If you have a heart card with “Chaos” in its card name, your opponent chooses two cards from his or her hand, and puts them on separate (RC) as locked cards. Then, if the number of cards in your opponent’s damage zone is four or less, you choose one of your opponent’s locked cards, and your opponent puts that card into his or her damage zone face down.” You make your opponent discard two cards and take one unusable Damage for the small cost of Soul Blast 1 and discard one, and you can use this four times in one game. I’m not sure if this card is going to be as scary as it seems, but it does seem like an incredibly powerful card.
‘Ironclad Star-vader, Thorium’ is a RR Perfect Guard for ‘Star-vaders’. She has Sentinel and the can only nullify from hand when protecting a ‘Star-vader’, then also has “If the number of your opponent’s locked cards is three or more, you may draw a card.” This should help the non-‘Chaos’ ‘Star-vaders’ stall for a bit longer but it will be hard to pull off with against any Mirage deck. Though ‘Star-vaders’ have needed another Perfect Guard for a long time.
Lastly we have ‘Star-vader, Penrose Gate’. The first skill is a Stride fodder skill, so long as your Vanguard is ‘Star-vader’ and you are Striding into a ‘Star-vader’. The second skill is “[AUTO]:[Soul Blast (1)] When this card is discarded from hand for the cost of Stride, if you have a vanguard with “Chaos” in its original card name, you may pay the cost. If you do, look at seven cards from the top of your deck, reveal up to one card with “Chaos” in its card name from among them, put it into your hand, and shuffle your deck.” Even if the second skill is ‘Chaos’ only, I think most, if not all ‘Star-vader decks will be using this card for the Striding ability. It is a nicely flexible card and will become very good if ‘Chaos’ starts getting skills that require you to discard other ‘Chaos’ cards.