CFV Weekly Update 3rd March, 2017

We finally have the last of the Character Booster 03 cards shown this week. 

Firstly we have Fabian the Ghostie, a grade 3 for Granblue. He has hollow, and “[AUTO](VC/RC) Generation Break 1:When this unit attacks a vanguard, it gets [Power]+4000 until end of that battle.” Then he has “[AUTO]:[Counter Blast (1)] When this card is put into your drop zone from your deck, you may pay the cost. If you do, call this card to an open (RC) as hollowed.” This skill works great generally with milling effect, but ideal with Ghostie Great King, Obadaiah who will be able to search Fabian out from the deck. 

Eclipse Dragonhulk, Jumble Dragon is a stride for Granblue [AUTO]:When this unit is placed on (VC), put up to four cards from the top of your deck into the drop zone. For each normal unit put into the drop zone this way, this unit gets [Power]+5000 until end of turn. If the number of trigger units put into the drop zone this way is two or more, choose a card from your drop zone, and you may call it to (RC).  This is a very nice first stride for set up, and you also getting benefits no matter what you mill is a very nice bonus. If you're lucky you may be able to get two seawall banshee with this skill, allowing you to add a perfect guard into your hand at the end of the turn.

Gun Salute Dragon, End of Stage is a restanding vanguard for pale moon that is a R. [AUTO]:When this unit is placed on (VC) by riding on a grade 3 unit, until end of turn, this unit gets [AUTO](VC):[Counter Blast (2) & Choose four of your rear-guards, and put them into your soul] At the end of the battle that this unit attacked, if you do not have any cards in your soul, you may pay the cost. If you do, [Stand] this unit.". Then to help this he has [AUTO](VC):When this unit attacks a vanguard, you may put all cards in your soul into the drop zone. If you do, this unit gets [Power]+5000 until end of that battle for each card put into your drop zone this way. You are putting yourself at a disadvantage at not having cards in soul. However someone has managed to come out with a good loop for this card. I won't go into it to much but it does involve Miracle Pop, Eva, Selune, two brassie bunnies, tight rope tumbler, and Rain elemental, tear, so if you are interested you should be able to find it with that info.

Face Magician, Lappin is a grade 2 RR for pale moon. She has Magia-[ACT](RC)[1/Turn] Generation Break 2:[Counter Blast (1)] If you have a vanguard with "Harri" in its card name, choose a grade 1 card from your soul, call it to (RC), and at the end of that turn, put the called unit into your soul. This skill is very reliable and being able to call it to any rearguard circle allows for good Cutie Paratrooper combos. Then her second ability is [AUTO](RC):When this unit attacks, if you have a vanguard with "Harri" in its card name, Soul Charge (1), until end of that battle, this unit gets [Power]+2000, and then, if the Soul Charge card has the magia ability, this unit gets [Power]+3000. This is great power but the soul charge does start to lead towards decking out with all the other soul charging in the deck.

Lastly we have the GR, Parallel Megatrick, Fairfield. Magia-[ACT](VC)[1/Turn] Generation Break 3:[Counter Blast (2) & Choose a card from your soul and drop zone, and put them on the bottom of your deck in any order] Choose a card from your soul, call it to (RC), until end of turn, it gets [Power]+10000/[Critical]+1, and "[ACT](RC):[Soul Blast (2)] Until end of turn, this unit gets [Power]+5000, and this unit cannot be chosen by card effects.", shuffle your deck, and at the end of that turn, put that unit into your soul. It's important to note that because the new unit cannot be chosen by abilities, it means it can't be chosen by your triggers. However, if you can get the power bigger and force your opponent to use a large amount of their hand. Then there's a very good chance your vanguard's attack will be able to go through.