CFV Weekly Update 5th May, 2017

We finally have a bunch of G-BT11 cards to go through, but I'll first go through the remaining FC17 cards.

'Fang Dragon King Fist, Driger' is the GR for Nova Grappler. It has “[AUTO](VC) Generation Break 8:[Counter Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, [Stand] all of your rear-guards, until end of turn, they get "[AUTO](RC)[1/Turn]:When this unit [Rest], [Stand] this unit.", and for each of your rear-guards, this unit gets [Power]+5000 until end of that battle.” This is great for activating Rush abilities, especially with the Power gain giving 'Banguet' a better chance of getting that hit in and standing more units. This card is what you would expect from Nova Grappler but that is a good thing as this is a very strong multi-attack card.

Next is 'Conquering Supreme Dragon, Closer Dragon' for Narukami. He has “[AUTO] Generation Break 8:When this unit is placed on (VC), retire all rear-guards of all fighters, bind all cards in your opponent's drop zone face up, and this unit gets "[CONT](VC):All of your units gets [Power]+2000 for each card in all fighters' bind zones." until end of turn.” This is likely your planned final turn, as it's likely you'll be throwing your whole hand onto the field. To maximise the power gain you can use 'Cloudmaster Dragon' who will gain another +2000 Power for each of your opponents cards in the Bind Zone. This also hurts Granblue a lot and also Genesis if you use this before they get a chance to use 'Dreaming Dragon', it basically dooms both these Clans if you can live that long. If you are using 'Eradicators' then 'Schub' will help a lot as he will not be Retired from the field when you use 'Closer Dragon's' skill.

'Flower Princess of Sincerity, Lindrose Premier' for Neo Nectar has “[AUTO](VC) Generation Break 8:[Choose three normal units from your drop zone, and return them to your deck] When this unit attacks a vanguard, you may pay the cost. If you do, choose one of your units, search your deck for up to three cards with the same card name as that unit, call them to separate (RC), and until end of turn, for each called unit, the units called with this effect and this unit get [Power]+10000. Shuffle your deck.” So not only do the new Units most likely gain +30000 Power, but they also get all their Bloom abilities to go off, equalling insane levels of Power.

'Blue Vortex Marshal Dragon, Last Twister Dragon' is for Aqua Force. It has “[ACT](VC)[1/Turn] Generation Break 8:[Counter Blast (1)] Until end of turn, this unit gets "[AUTO](VC)Wave-2nd to 4th time: When your rear-guard attacks, until end of that battle, that unit gets [Power]+5000, and at the end of that battle, look at four cards from the top of your deck, call one card to the (RC) with the unit that attacked, if the called unit has the wave ability, that unit and this unit gets [Power]+5000 until end of turn. Shuffle your deck." This seems like a generally weaker version of the Nova Grappler card, but can have more potential overall, as the cards you get from the top of your deck can have even more multi-attack potential, but it is a gamble.

Lastly for Fighter's Collection, we have 'Unfading Ship, Immortal Galleon'. It has “[AUTO] Generation Break 8:When this unit is placed on (VC), choose up to five cards from your drop zone, call them to separate (RC), they get [Power]+10000 until end of turn, and at the end of that turn, retire the units called with this effect.” A fairly simple skill but still very good. The Retire at the end of the turn doesn't matter as it's likely that a lot of your cards will be Hollowed anyway. 

Onto the G-BT11 cards, we have been shown 'Amon', 'Seal Dragon', and Genesis 'Witch' support. 'Amon's Eye, Agares' is a new Grade 3 for 'Amon'. His first skill is “[AUTO](VC):When this unit is placed on (VC) or at the beginning of your ride phase, choose up to two of your units with "Amon" in its card name, and they get [Power]+1000 for each card in your soul until end of turn.” As it's at the beginning of your Ride Phase, you can activate this Unit's skill and then Stride, still leaving your rear-guards with the Power. His second skill is the on-Stride skill of “[AUTO](VC):[Counter Blast (1)] When your G unit with "Amon" in its original card name Stride during your turn, you may pay the cost. If you do, Soul Charge the same number of cards as the number of cards in your soul.” Now this becomes ideal with 'Serpent Charmer', being able to keep your Soul at a nice 26, which helps with 'Amon's Talon, Marchocias' to give your rear-guards even more Power, or the new 'Amon' Stride in this set which I'll talk about right now.

It is 'Amon's Red Eye, Forneus' and his ability is “[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose one of your rear-guards, and put it into your soul] Your opponent chooses one of his or her rear-guards, retires it, and this unit gets [Power]+5000 for every five cards in your soul until end of turn. If the number of cards in your soul is twenty or more, choose two of your opponent's rear-guards, retire them, and then, if you have a heart card with "Amon" in its card name, this unit gets [Critical]+1 until end of turn.” So the simple trick with 'Agares', you can easily get this unit to 51,000 Power, Retire 3 units, and give 2 units +13,000 Power which is very good. The best thing is that this unit is a RR and 'Agares' is only a R. 

For 'Seal Dragons' we get a R Stride 'Helldeity Seal Dragon, Granitecross'. He has “[CONT](VC):All of your opponent's units cannot intercept. and [ACT](VC) [1/Turn]:[Counter Blast (1) & Soul Blast (1)] If you have a heart card with "Seal Dragon" in its card name, retire all of your opponent's grade 2 rear-guards. Then, your opponent may choose a grade 2 card from his or her hand, and calls it to (RC). If he or she does not call, you draw a card.” So most of the time this won't be used, as you want to keep Grade 2s on your opponent's field, but just in case those Grade 2s are a little too annoying, this works well. Be sure not to call units to the back row through the last part of his skill if you're going against him, as he has a Grade 2 that can harm you for doing so.

And that Grade 2 is 'Seal Dragon, Grosgrain' who has the ability of “[CONT](RC):If you have a vanguard with "Seal Dragon" in its card name, all of your opponent's units in the same column as this unit cannot move, meaning your units can't intercept and can't move up and down the column”, so your Grade 2 in the back row will be staying there. He also has “[AUTO](RC):When this unit attacks a vanguard, if you have a vanguard with "Seal Dragon" in its card name, this unit gets [Power]+2000 until end of that battle.” So a pretty nice Grade 2 to have in your 'Seal Dragon' deck. 

'Seal Dragons' also get a new Grade 3 with 'Seal Dragon, Seersucker'. He has “[AUTO]:[Counter Blast (1)-card with "Seal Dragon" in its card name] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, choose one of your opponent's grade 1 or greater rear-guards, and retire it. Your opponent searches his or her deck for up to one grade 2 card, calls it to (RC), and shuffles their deck. If they called a card, you draw a card, and Counter Charge (1)/Soul Charge (1).” Then he also has “[CONT](VC/RC) Generation Break 1:During your turn, for each of your opponent's grade 2 units, this unit gets [Power]+3000.” This is a bit of an awkward card, as getting that Grade 2 out is always good for 'Seal Dragons', but giving your opponent the choice hurts and allowing them to get any Grade 2 they want from the deck can hurt you in the long run. The good thing about both of these skills is they work on the RCs as well as the VCs, so you'll at least be able to get some strong attacks in.

For Genesis 'Witches' we have a Grade 3 'Holy Star Witch, Anise'. She can Legion with 'Starlight Witch, Star'. Then she has “[AUTO](VC)[1/Turn]:[Counter Blast (1)] When your card with "Witch" in its card name is put into the drop zone from your soul, you may pay the cost. If you do, call that card to (RC), and if this unit is Legion, draw a card.” Right off this is a really nice skill to be able to draw and Call a unit just for Counter Blast 1. Her second skill allows you to Soul Blast to activate the first skill. Her second skill is “[AUTO](VC):[Soul Blast (3)] When your unit with "Witch" in its card name is placed on (RC) during the turn that this unit Legion, you may pay the cost. If you do, Counter Charge (1)/Soul Charge (1).” So depending on how big your Soul is, you can keep this loop going on for a while, hopefully until you have a full field. This seems like a good setup card before you use 'Mint' or 'Clove', and will keep you alive until you get there thanks to the draw ability. If you use 'Secret Elsie's' Quintet Wall ability, you can call units and draw cards even on your opponent's turn.

Her Legion Mate, 'Starlight Witch, Star', has the ability of “[AUTO]:[Counter Blast (1)] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, Soul Charge (2), if you have a grade 3 or greater vanguard with "Witch" in its card name, choose up to two of your other units, those units and this unit get [Power]+2000 until end of turn.” This isn't anything too exciting but it does help you build up the Soul, even if you Ride it on VC through searching for your legion mate. The +2000 will mostly help if you don't have boosters at the time.

'Witches' get a new Stride like the other 2 Sub-Clans shown. Their Stride is 'Witch Queen of Congratulations, Nasturtium'. Her skill is “[ACT](VC)[1/Turn]:[Counter Blast (1)] If you have a heart card with "Witch" in its card name, choose up to two of your units with "Witch" in its card name, until end of turn, they get [Power]+5000, and "[AUTO](RC):When this unit attacks, Soul Charge (1).", and if you have two or more heart cards, this unit gets [Power]+10000/[Critical]+1.” This is pretty great for a first Stride, though it doesn't Soul Charge as much as people would probably like, but this combined with any Soul Charging abilities your cards may already have will allow these Units to Soul Charge enough without decking you out. 

Lastly we have 'Fruit of Wisdom Witch, Rooibos', a Quintet Wall. Her Quintet Wall skill requires you to Counter Blast a 'Witch' card, but apart from that the rest of the skill is the same. Her second skill is “[AUTO]:[Choose a card from your hand, and discard it] When this card is put into your drop zone from your soul, if you have a vanguard with "Witch" in its card name, you may pay the cost. If you do, put this card into your hand, and Soul Charge (2).” I really like how easy this is to get into your hand, and with Genesis getting Sentinels in the soul is a big problem. 

That's all the cards I'll go through this week, but there is one last thing to cover, and that is the keyword "Domination" for Nubatama. We finally have rules on how it works. I will be using the translation I found of the Vanguard wiki. "Domination" allows a player to treat their opponent's units as if they were their own, preventing the opponent from using that unit while allowing the player to attack (but not intercept or boost with) that unit, as well as allowing the player to use its abilities. While the ability is active, the player with the domination keyword will treat the unit as if he or she is the master of that unit.
The unit under this effect is treated as "dominated state", and the master is treated as the "dominating player". The former master of that unit is referred to as "original master".
The unit in "dominated state" is not treated by its original master as his or her rear-guard.
If a Legion Mate is in "dominated state", so is the Legion.
If the dominated unit has automatic ability, the dominating player will play that ability.
If the dominated unit gets locked or deleted, it is no longer dominated.
If a unit is dominated, its zone is now referred to from the dominating player's point of view.
If it's in the left column of the original master, it's now on the right column of the dominating player.
When a circle changes masters, it is considered to be in neither player's front nor back row.
If the dominated unit moves due to a card effect:
If it moves to a non-circle zone, it moves to the area of the owner of that card.
If it moves to a circle, the master of that circle and the owner of that card are different, the move will not be carried out.
The dominated unit cannot boost nor intercept.
If a dominated vanguard is attacking, the drive check is done by placing the top card from the dominating player's deck to the dominating player's trigger zone.
You cannot call or ride on a dominated unit if the circle's master is different from its owner.
So there's a lot of rules for this keyword and a lot of hype. This will first be appearing in G Trial Deck 13, so look out for that if you're interested in trying out this keyword.