CFV Weekly Update 29th September, 2017

Right off the bat we have some fantastic ‘Deletor’ support, starting with the Grade 3 ‘Darkjet Deletor, Greiend’. His first skill is “[ACT](VC):[Counter Blast (1)-card with “Deletor” in its card name & Choose two of your rear-guards with “Deletor” in their card name, and retire them] Delete all of your opponent’s vanguards.” Retiring two Units is pretty big, but after looking at the other cards, it does make a little bit better. He also has the on-Stride ability of “[AUTO](VC):When your G unit with “Deletor” in its original card name Stride, reveal the top card of your deck, if that card is a card with “Deletor” in its card name, call it to (RC), and if it is not, put it into your drop zone. Choose one of your units, it gets [Power]+2000 until end of turn, your opponent chooses two cards from his or her drop zone, and binds them face down.” Superior Call a Unit AND Vanish Delete two!? This is pretty intense for a ‘Deletor’. We have also seen a couple of commons that call the top card when Retired, helping to reduce loss.

For a ‘Deletor’ Stride, we have ‘Deliberate Deletor, Ahodayen’. 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 & Choose one of your rear-guards with “Deletor” in its card name, and retire it] If you have a heart card with “Deletor” in its card name, delete all of your opponent’s vanguards, and all of the units in your front row get [Power]+2000 until end of turn for each face up card in your G zone with the same card name as this unit.” Deletors needed a first Stride that Deletes, and the Power buff helps the Stride denier to hit. Also, no Counter Blast needed! Which will really help considering the stride denier costs a Counter Blast just for the chance that you will use his skill if the attack hits.

‘Blaming Deletor, Ibiorrues’ is ‘Deletors’ G Guardian, so they finally won’t have to use G Guardians that were made for ‘Messiah’. His skill is “[AUTO]:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (GC), if you have a vanguard with “Deletor” in its card name, you may pay the cost. If you do, choose up to three units in your opponent’s front row, and they get [Power]-1000 until end of turn for each face up card with “Deletor” in its card name on your (VC), (RC), and G zone.” You’ll struggle to get this Power debuff too high, but it will effect three Units which makes it much more worth it. It also means, if your opponent isn’t great at buffing their rear-guards, that they will lose all chance of being able to hit your Vanguard. ‘Deletors’ don’t have too much trouble with Soul either, though you may have to switch your strategy up a little bit if you plan on using this a lot.

Lastly for ‘Deletors’ I’ll talk about ‘Higher Deletor, Falurn’. His first skill makes him a Stride fodder for ‘Deletors’, and long as you have a ‘Deletor’ Vanguard and you’re striding into a ‘Deletor’. His second skill is “[AUTO]:[Counter Blast (1)] When this card is discarded from hand for the cost of Stride, if you have a vanguard with “Deletor” in its original card name, you may pay the cost. If you do, call this card to (RC).” This will help a lot with the Retiring skills, and it has this great skill while still keeping its 7k Power. The Counter Blasting may get quite heavy, so try to use this Call skill when Striding ‘Ahodayen’ rather than ‘Egorg’ who would use a second Counter Blast.

‘Glendios’ gets a great new Stride with ‘Death Star-vader’, ‘”Omega Fall” Glendios’. The first 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 & Choose two of your rear-guards with “R” in their card names, and retire them] Your opponent chooses cards from his or her damage zone as much as possible and puts them into separate (RC) as locked cards, chooses the same number of cards from his or her drop zone as the number of cards that were put, puts them into his or her damage zone, and your opponent’s locked cards cannot be unlocked during his or her next end phase.” It looks like ‘Deletors’ aren’t the only ones who are going to have an easier time with getting their alternate win condition. Especially when you take into account ‘Omega Fall’s’ second ability of “[ACT](VC)[1/Turn]:[Counter Blast (1)] Draw a card, and deal one damage to this unit.” Just in case your opponent was keeping you at 4 Damage to deny you your Ultimate Break at 5 Damage. You still have to work for it, but it suddenly becomes a lot easier to Omega Lock 5 Units, making you win at the beginning of your next turn.

‘Star-vader, Krusgabel’ is a little Grade 2 ‘Glendios’ support with “[AUTO](VC/RC):[Counter Blast (1) & Choose a card from your hand, and discard it] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, look at ten cards from the top of your deck, reveal up to two cards with “R” in their card names from among them, put them into your hand, and shuffle your deck.” Dropping one to get two is nothing to sniff at. Even only getting one means sacrificing a card you probably don’t need for one you definitely do need. It also makes the Retire effect of ‘Omega Fall’ feel a little lighter. Not to mention it gets rid of the cards in your deck with no Shield, meaning you have a better chance of drawing into good Shield and Triggers.

‘Star-vader’ have a very decent semi-generic Stride, ‘Death Star-vader, Glue Ball Dragon’. Now when I say semi-generic, it can’t be used by anything outside of ‘Star-vader’, but seeing a ‘Star-vader’ seem to have gone into various cliques such as ‘Chaos’, ‘Infinite’, and ‘Glendios’, being just part of ‘Star-vader’ seems quite rare these days, and ‘Star-vader’ take up such a big portion of Link Joker that it may as well be for all Link Joker. His first skill is “[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] If you have a heart card with “Star-vader” in its card name, your opponent chooses one of his or her rear-guards for each face up card in your G zone, and locks it.” This is incredibly good as it doesn’t take long at all to be able to Lock your opponent’s whole field, especially as ‘Glue Ball’ G Persona Blasts. He also has “[CONT](VC) Generation Break 3:All of the units with “Star-vader” in their card names in your front row get [Power]+3000 for each of your opponent’s locked cards.” This suddenly gives ‘Star-vaders’ much more of a push than they had before, with them normally being quite a defensive group. It’s going to be a lot harder to just wait for ‘Chaos’ to deck out now.

Speaking of ‘Chaos’, the new ‘Chaos’ Grade 3 is here as ‘Star-vader, Chaos Breaker Crisis’. His first skill “[AUTO](VC):[Counter Blast (1)-card with “Star-vader” in its card name] 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, your opponent chooses one of his or her rear-guards, and locks it.” This does mean you can use his skill to Lock two Units a turn, by Riding and Striding on the same turn, but it would be expensive for Counter Blasts, and it hurts that your opponent can choose which card to Lock. His second skill is “[AUTO](VC):When your opponent’s locked card is unlocked, if no unit was retired with this unit’s effect this turn, you may retire one of those unlocked units. If you do, draw a card.” This is very similar to original ‘Chaos Breaker’, but you can only use it once. The one good thing about it is that it doesn’t cost a Soul Blast, and if you get greedy with old ‘Chaos Breakers’ skill, you often lose to deck out anyway. Being able to Lock one every turn is still good, as your opponent isn’t always going to have to have a lot of rear-guards to chose from.

‘Messiah’ have a RR grade 2, ‘Lady Fencer of the Mass Transfer’. Her first skill is “[AUTO]:When this unit is placed on (RC), or when it is unlocked, if you have a <Messiah> vanguard, this unit gets [Power]+2000 until end of turn. and she has [AUTO](RC) Generation Break 1:[Counter Blast (1)] When this unit attacks, if you have a <Messiah> vanguard, you may pay the cost. If you do, Soul Charge (1), this unit gets [Power]+5000 until end of that battle, and at the end of that battle, lock this unit.” This is fantastic along with ‘Sacrifice Messiah’ to lock the whole column which will hopefully allow you to have stronger extra attacks, and it also allows you to nullify the Counter Blast cost. So in short, she’s pretty good, but becomes really good with ‘Sacrifice Messiah’.

That’s all the cards I’ll go through for the Clan Booster this week, but we still have the Trial Deck’s ‘Alter Ego Neo Messiah’. Her first skill is “[AUTO](VC):When your <Messiah> G unit Stride, choose up to one card from your hand, call it to (RC), choose up to one of all players’ rear-guards, and lock them.” Luckily there are so many ‘Messiah’ Strides that fulfilling this requirement isn’t hard, and Locking one of yours and your opponent’s cards is so good for set up and a disadvantage for your opponent. You can even Lock one of theirs and not yours if it won’t help you much in your current situation. Her second skill is “[AUTO](VC) Generation Break 2:[Soul Blast (1)] At the end of your turn, if a locked card was unlocked this turn due to an effect from one of your cards, you may pay the cost. If you do, draw two cards.” As the Unlock has to be from a skill, you’re not going to be able to get the draw from end of turn Unlock like before, but the first skill helps too much to not use this card with it being free and having the call ability to help out with timing.

A few G-BT13 cards have been revealed, as well as some decent information. It will be introducing a new rarity, the ZR, which will be the rarity of the new ‘Zeroth Dragons’ that are Strides that can be used in all Clans of the specified Nation. I’ll go through them a little more, but quickly we also have confirmed RRR reprints for this set. The reprints are ‘Black Shiver, Gavrail’ for Angel Feather, ‘Emperor Dragon, Gaia Emperor’ for Tachikaze, ‘Great Warrior, Dudley Geronimo’ for Spike Brothers, and ‘Blue Wave Marshal Dragon, Tetra-boil Dragon’ and ‘One who surpasses the storm, Thavas’, both for Aqua Force.

Now we can see two ‘Zeroth Dragons’ in the cover art. It shows ‘Zeroth Dragon of Distant Sea, Megiddo’ which is the unit that can be used in any Clan from Magallanica. That includes Aqua Force, Granblue, and Bermuda Triangle. And it shows ‘Zeroth Dragon of Inferno, Drakuma’ who can be used in any Dragon Empire Clan, which are Kagero, Nubatama, Murakumo, Narukami, and Tachikaze.

They also have a leader, ‘Dragon Deity of Destruction, Gyze’, who we can expect to see the set after the final ‘Zeroth Dragon’ has been shown, and will most likely be an available Stride for all Clans to use.

For the shown cards of G-BT13, we have a couple of ‘Maelstrom’ cards. The first one being the Grade 3, ‘Blue Storm Supreme Dragon, Lordly Maelstrom’. His on-Stride skill is “[AUTO](VC):[Counter Blast (1)] When your G unit with “Maelstrom” in its original card name Stride, you may pay the cost. If you do, choose a card from your drop zone, put it into your soul, choose up to one card with “Blue Storm” in its card name from your hand, call it to (RC), and until end of turn, it gets “[AUTO](RC)[1/Turn]:At the end of the battle that this unit attacked, [Stand] this unit.”.” And his second skill is “[AUTO](VC) Generation Break 2:[Counter Blast (1)] At the end of your turn, if there were four or more attacks this turn, you may pay the cost. If you do, draw a card, your opponent chooses one of his or her rear-guards, and retires it.” Having Counter Blast 2 is pretty expensive, and you can’t really expect to use both skills every turn unless ‘Maelstrom’ get some seriously good Counter Charge support. But to show how important the Soul ability is, we have a Stride for ‘Maelstrom’…

‘Blue Storm Crusher Dragon, Engulf Maelstrom’. His first skill is “[CONT](VC) Wave-4th time only:For the battle that this unit attacked, your opponent cannot call cards from hand and G zone with a grade less than the number of cards with “Maelstrom” in their card names in your soul. So the longer the game goes on for, the harder and harder it would be for your opponent to guard.” If you miraculously get your Soul to have 5 ‘Maelstroms’ in it, you can just prevent your opponent from Guarding entirely which is rather ridiculous though is not likely to happen. He also has “[ACT](VC)[1/Turn]:[Choose a face down card from your G zone, and turn it face up] If the number of face up cards with “Maelstrom” in their card names in your G zone is two or more, this unit gets [Power]+5000/[Critical]+1 until end of turn.” Simple but helps you continue to increase the pressure on your opponent.

We also have a few nice Promos shown. Now, despite the Japanese pronunciation of this card, which seems to be the reason the name has been spelt like it has in the fan translation, I’m pretty sure this card is supposed to be ‘Messianic Lord Blaster’, and not ‘Messiahnic’. As ‘Messiahnic’ isn’t a real word and it seems the meaning of ‘Messianic’ is what they were going for. Anyway, He is a Grade 4 Normal Unit with “[AUTO](VC):When your drive check reveals a grade 2 or greater card with “Blaster” in its card name, you may call that card to (RC). If you called a unit, this unit gets that unit’s original [Power] until end of turn. Then, if that unit has “Blaster Blade” in its card name, this unit gets [Critical]+1 until end of turn.” This card does have a good idea behind it, but falls a little flat with it only having Twin Drive, making it a lot harder to pull the skill off. Also, in ‘Blaster’ decks you are likely going to be superior calling ‘Blaster Blades’ from deck with other skills, thus reducing the amount of ‘Blaster Blades’ to be targetted by this unit. It’s a fun idea, and will probably cause your opponent to over-Guard like crazy, though most of the time you may as well just Stride.

‘Planetary Corpse King, Brandt’ for Link Joker is a Promo I find to be really cool. He has “[AUTO](VC):[Counter Blast (2)] When this unit attacks, or when it is attacked, if the number of cards in your damage zone is the same as or greater than your opponent’s, you may pay the cost. If you do, until end of that battle, the effects other than [Power]+5000 from your opponent’s trigger effects change to “”Critical” Choose all of your vanguards, and it gets [Critical]-1 until end of that battle.”, “”Draw” Choose one of your rear-guards, and retire it.”, “”Stand” Choose one of your [Stand] rear-guards, and [Rest] it.” and “”Heal” Deal one damage to your vanguard.”.” This ability is actually amazing and is the first time we’ve ever seen something interact negatively with Triggers other than just negating the abilities. What I find quite funny is that if your opponent gets the Heal, that causes yet another Trigger check giving you a better chance of your opponent getting more Triggers. It’s a shame that he isn’t a ‘Deletor’, which would make sense for him to be, as ‘Brandt’ is the name of the planet that the ‘Deletors’ are from, making this their king or just a humanoid form of the planet, but maybe he can be in his own crazy deck.

Lastly for this week we have another Link Joker Promo, ‘Rewind Dragon’. He’s a Grade 3 with 10k Power, which usually seems pretty bad, but his skill is “[ACT](RC):[Retire this unit] Choose any number of locked cards, put them into the drop zone, and if the number of cards you put was two or more, draw two cards.” Though Locking is generally better than Retiring, if you really need to get rid of some rear-guards that you know are going to give you trouble, this gives you a chance to snipe them, and drawing 2 is pretty well worth the skill.