Friday, 30 December 2016

COTD 30/12/2016: What's an Ophidian?

Precious Ophidian

[AUTO] (RC) GB1 Oracle: [Retire this Unit] When your Ride Phase begins, you can pay the cost. If you pay it, during that turn, you can [Stride] without paying the cost of your next [Stride].
[AUTO]: [Soul Blast 1] When this Unit is placed on (RC), if your Vanguard has the Oracle ability, you can pay the cost. If you pay it, draw 1 card.


I like this card, there's nothing to not like about this card.
Play it and pay the cost, a simple single soul blast and you replace the card with another to hand from top deck.
The following turn you may then retire this card to stride without discarding from hand though you need to be well off in the hand department to do this in the first place but it would guarantee maintaining Oracle Status when you enter into Stride and that may just be important.

It's a "Rare", it's an upgrade from the last stride assist in an odd way. You're going to use it, and do so at 3-4. Probably 4. What I'm saying is this is an easy staple to the "Oracle" deck. Just be careful of how much hand you use.

That one was easy and it's the last card of this week. Still waiting on GR Susanoo and FINAL Daimax. (RRR)

Thursday, 29 December 2016

COTD catch-up: The Week After Christmas

This is going to be a catch up post since I've been otherwise engaged the past few days, it understandable though given the time of year.

I'm not covering Great Nature cards here since my interest is in catching up so I will focus on the two clans I'm more comfortable with handling and for Great Nature I wish to pass over to a forum board pal from PoJo, no not pojo staff those guys are terrible when it comes to their ability to judge cards, no this person is just a fellow user of the boards and a server mate on Discord to. Kippran.

When it comes to matters involving the creatures of education aiming for enlightenment and academic success there is no other I would trust more so with their knowledge than Kipp
So head over to his recently launched blog at https://greatnatureuniversity.wordpress.com and I trust you'll be in good hands for all your Great Nature needs.

With that said it allows me to focus on the two thirds of this set I'm in a better position to speak about.

Let's begin with some sweet sisters, or would these count as savoury?


 Battle Sister, Crepe

[CONT] (RC) GB1 Oracle: This Unit gains Power+2000.
[AUTO] (RC): [Counter Blast 1 – “Battle Sister” card] When this Unit’s attack hits a Vanguard, and you have a Grade 3 or higher “Battle Sister” Vanguard, you can pay the cost. If you pay it, draw 1 card.


This is going to be a change of tune from how I have been slamming Oracle Think Tank but I have underestimated the accumulative pressure the Battle Sister deck can output. Oracle Think Tank still doesn't have much going for it and I'll stick by that, all they really do is draw and draw. But that's still advantage of form at the end of the day.



Crepre is a pressure card that's live early and while I'd criticise being on-hit CB1 to draw it's live from turn 2 and that make the input-output a fair exchange, partnered with the decks Heart Bearer and recent Stride, and it's these two cards in combination I underestimated and make the deck what I would consider level 1 viable, (Where Level 1 is a locals on casual on-line tournament) this card is a nice treat to have so give your opponent their cake and make them eat it.

Battle Sister, Berry-Mousse

[AUTO] (RC): During your turn, when another “Battle Sister” Unit is placed on (VC) or (RC), during that turn, this Unit gains Power+2000.

Not a card likely to make the cut for the deck but despite to the eye simplicity this is the type of cards that gets ignored only to catch some unwitting soul with their pants down.
Powerful by any means no, but if you draft enough in Battle Sisters in a Sneak Peak then this card may be something to watch out for in that given situation. And yes the draft only occurs on the week before main set release and Bushiroad don't really develop their expansions with draft in mind but this is a clear example of a card likely to not see play in constructed, but be a black horse in draft.




COP 'O' CLOCK!


Enigman Zephyr (Above left)
[AUTO]: Forerunner[AUTO] (RC): [Counter Blast 1] At the beginning of your Attack Step, you may pay the cost. If you pay it, return this card to the hand.
Burst – [AUTO] GB1: When this card is placed on (RC), if your Vanguard’s Power is 10000 or more, during that turn, this Unit gains Power+4000. If your Vanguard’s Power is 3000 or more, choose 1 of your Vanguards, during that turn, it gains Power+4000.



Enigman Zephyr is a nice card to have and I'm a fan of being able to bounce a forerunner to hand anyway. It's a CB to do it but that's not uncommon when it comes to bouncing starters to hand, Bermuda do it as part their over all play style, those typically that's a case of using the forerunner to trigger bouncing instead of bouncing itself. So a better example, a particular Link Joker Star-vader that while is on the whole considered a poor card I have a particular fondness for using it with Freeze Ray; the card of which I speak is Earnest Star-vader, Selenium. Any means of getting an initial lock tends to cost a counterblast and due his condition for bouncing you can't bounce him till you're at grade 3, this typically marking the start of mid game. Enigman Zephyr may itself cost 1CB but can be used instantly if you feel you need to, it's an option and while it is far from being among our more threatening starters it does allow itself to be used as perhaps our most defensive forerunner.


Enigman Sirocco (Above Right)

Burst – [AUTO] (RC): [Soul Blast 1] At the beginning of your Attack Step, if your Vanguard’s Power is 10000 or more, you may pay the cost. If you pay it, during that battle, this Unit gains Power+2000. If your Vanguard’s Power is 15000 or more, choose 1 of your opponent’s Units, during that battle, that Unit cannot Intercept.


Enigman Sirocco is like the old Narukami Dune Runners, I guess the idea with those back then was they sand trapped intercepts immobilising them and preventing their intervention in combat but I'm sidetracking. What does this similar card offer in Dimension Police? For 1 it's a card of the opponent's hand and we can retire those when they are placed in Guardian Circle (GC) since we also have Enigman Helm. Soul Blast as a cost makes this unfriendly towards the ride chain despite the potentially early use it is capable of, but the partner unit I just mentioned fills the soul. And yet it comes back to that issue of not really compatible with the old Ride Chain. True for most of the new Enigmans and the fact we've a new Grade 0 starting point cements that fact. Bushiroad is no longer pushing Enigman as we once knew them. The new support is a new deck in of itself. A deck with many tools but at the same time somewhat crashing into itself. There's utility but no clear synergy. Glimpses of ideas and combinations but then these clash into each other all on their way to the same destination but wanting to do it under their own means and they reward you for letting them travel in their desired way. It is an issue that can create quite the problem in actual play.



Between Oracle Think Tank and Dimension Police it's hard to say who really comes out on top. One had the stronger start then sort of flopped, the other picked up after the combinations and synergies became more clear.

I am certain of this much. Post Trinity Dragon the competitive Dimension Police deck will still be Dimensional Robos, there is nothing that the set has offered to the clans other factions that can topple this truth.

Oracle Think Tank still have their GR to be revealed, we know partially what it does already but the card may hold more yet. While the clan doesn't appear it will finish this expansion with the tools it needs to return to the metagame the support has at least been fair.

Great Nature's support my stance is unchanged. The clan already has a solid base in the meta and I don't know how that deck will change post expansion, but maybe my friend Kipp will be able to tell you more on that than I can.

Blogger Editor really screwed with me today so if the post is broken in parts I apologise, I've done what I can to try and fix the issue or if not possible work around, including purging format and redoing but if this doesn't work don't expect this post to be live for long.

Thursday, 22 December 2016

12/22/2016 COTD: Stride Sister


This will be the last COTD segment for this week as there will be no cards on Friday due to a special occasion over in Japan, with that note made on to the cards.

Excite Battle Sister, Miroir


[ACT](VC) [1/Turn]:[Choose a face down card with "Battle Sister" in its card name from your G zone, and turn it face up] if you have a heart card with "Battle Sister" in its card name, until end of turn, this unit gets "[AUTO](VC):[Counter Blast (1)] When your unit with "Battle Sister" in its card name attack hits, you may pay the cost. if you do, draw a card.", and "[CONT](VC) Generation Break 3 Oracle:All of your units in the front row with "Battle Sister" in its card name get [Power]+1000 for every card in your hand.".






Oh dear, we're back to Oracle which has so far disappointed all too frequently and proven to be the dud of the set.

Here we have a classic case of Bushiroad having a potentially good card, and ruining it...
Usable as a first Stride, but don't. This card holds no major value until GenBreak3(2) where each of your front unit gain 1000 power for each card in your hand, I'm surprised Oracle Think Tank didn't have this already.


Sadly we have an issue, you'll notice I skipped past a section of this card.
You see that CounterBlast 1? I know on-hit draw one is being given to every Battle Sister but don't restrict each of them to needing a CB1 for the draw, many of them have that on them already so the on-hit draw this skill granted should have been FREE. You can put the CB1 on this card but it should have been placed alongside the initial activation not built into the pressure skill, which isn't even all that much pressure.



Battle Sister, Lusk

[AUTO](RC):[Soul Blast (1)-"Battle Sister"] When this unit attacks, if you have a vanguard with "Battle Sister" in its card name, you may pay the cost. If you do, this unit gets [Power]+3000 until end of turn.

[CONT](VC/RC/GC):Resist

What reason would I even have to run this?
Battle Sisters already have a Grade 1 Archtype Booster so why does this exist.


The only card that matters here is the stride and it could have been appealing, it could have been something that Battle Sisters could have benefited from but the placement of that counter blast killed any real potential for the card.

Once again and not a surprise at all any more...

Oracle
Tanked

This clan's lack of value alone kills any EV for boxes so my advice is singles.
You heard right, Oracle has tanked so hard they have killed the sets Box EV, and we don't even have values for all the cards yet.

Wednesday, 21 December 2016

MB Promos: Trinity Dragon Version

We got the Monthly Bushiroad Promos revealed and in typical promo fashion you can go with out them. Oracle Think Tank's is so bad even I'm not going spend much time on it.


[CONT](RC) GB1 Oracle: This Unit gains Power+2000.
[AUTO] (RC): When this Unit Boosts a Unit with the Oracle ability, during that battle, the Boosted Unit gains Power+2000.

That's all it does. A promo it may be but it is disappointing even then.











I somewhat don't show Great Nature's just because I don't like the art but it's the most sensible of the promos spoiled.



Recorder Parakeet

[AUTO]: When this Unit is placed on (RC), choose up to 1 of your other Rear-guards, during that turn, it gains Power+4000, when that turn ends, retire that Unit.


I don't expect incredible promos but I do expect functional and this card certainly achieves that. There's certainly better cards to use, of course there's going to be, but this card is functional while giving a little glimpse at what a clan does I have no complaints here given the card is what it is-.

I can't say the same for the final of these three cards.

And again I don't like that art.


Lady Skylark

Burst-[AUTO]:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), if your vanguard's [Power] is 30000 or greater, you may pay the cost. If you do, choose one of your other rear-guards, and it gets "[CONT](RC):Resist" until end of turn. If your vanguard's [Power] is 40000 or greater, you may retire this unit. If you do that, the chosen unit gets [Power]+10000 until end of the turn.







As a promo this is a good card but it does get criticism. While it gains abilities based on the vanguard's power, as is how Burst works, it places too much emphasis on rearguard support to accurately reflect what Dimension Police is about, which is a key function of a promo, providing a clear sample of what a clan, or a deck is about.
That nit pick aside, giving Grade 1 Commander Laurel resist? Yes please!
Flipping the coin though I struggle to see what build I'd use this in, where does she fit, which deck has the room to accommodate? With a tip of the hat the first answer to come to mind is Metalborgs, the Burst deck itself probably has the room to accommodate also, however that deck is not in a position to run Grade 1 Laurel so instead of my brief example from above you'd grant "[CONT](RC):Resist" to a front row unit, it's then up to the user and current situation as to if you'd want to enact Burst Phase 2, which is where this card really fails as a promo for me as it no longer feels like a Dimension Police unit.
For Burst Phase 2 you retire this unit to give your Burst Phase 1 target +10000 power. That's power that's not even going on the vanguard which is strange and contradictory to what the deck wishes to do, which is ramp all its power into the vanguard then swing for the heavens. If anything this ability is more in line with something I expect to see from Shadow Paladin which is why as a PROMO card, this card fails, not due to poor quality but because it doesn't feel like the clan it's supposed to be promoting.

Oh and there's no reason it need to cost CB1,SB1 either so you remember me saying it's a good card? Factor in that cost and think again. Moreso the CB1 in an already CB heavy clan.

COTD 21/12/2016: A Wild Fearow Appeared

Super Cosmic Hero, X-Lead

Burst-[AUTO](VC):When this unit's attack hits, if this unit's [Power] is 35000 or greater, draw a card, then, if the [Power] is 40000 or greater, choose one of your rear-guards, and [Stand] it.
[ACT](VC)[1/Turn]:[Choose a face down card from your G zone, and turn it face up] Choose up to five of your rear-guards, [Rest] them, choose one of your rear-guards, that unit and this unit get [Power]+4000 for each of your units that was [Rest] until end of turn.

I've been looking at this card frankly confused at what it's trying to do for a few minutes, then bouncing over decks in my head and cards from this set and previous I've worked it out.

I'll cover the skills in order because the second one takes a bit more explaining.

Skill 1:
Burst - Check
Battle Phase - Check
On-hit draw 1 - Expected
On-hit stand a rearguard - What?
Whilst hitting anything - Wait... WHAT?!!

Surely that can't be right, I have these pluses for hitting and I don't have to even hit the Vanguard? This card is just... I don't even know. I'm hoping this translation is right because if it is there's so much that this card can do. 35000 and 40000 aren't even hard to reach numbers so if this can hit any unit and get it's skills off this is quite something. It belongs in a burst deck but I'd consider this even for Robos as an alt first stride to Daiearth for when you somehow don't have the counterblast you need. For an on-hit the benefits of this hitting, it may not be a +2 in your favour like X-Rouge but in fact it's more, you stand a rearguard for hitting, this offers you more attacks, this allows you to rest 4 units with G1 Laurel and still have two attackers open and if this hits a second time in that turn you managed to get +2 atop the already insane bonus of just succeeding at hitting the Laurel play and you get one or two further attacks off of that. This is an ON-HIT but I'd have been fine with this even if it was a RR I'd still be praising.

In other words this card passes, and we haven't even got to the second skill yet.

The ACT. This is the part of this card that confused me most, I looked at it and just thought to myself- why. Well I then got thinking of my D-Robo 2017 prototype and realised I had the answer in play already. if you have multiple stand triggers in hand (especially Reika) feel free to play them, rest them via this skill, then return them to the deck, in affect doubling the boost each card provided you, then that power can even be shared with one of your beatsticks, though in this case I'm talking 2017 D-Robos so that Means Dimensional Robo, Dailesson. After applying all these actions load up an Operator Girl Rinka and prepare the grounds for devastation. Also you'll have unlocked GenBreak 2 and probably flipped up a D-Robo Stride in the particular example I've given, if non were flipped already.

Grade for this card. A: Amazing pressure with easy to achieve activation conditions and options for situational utility on top of what was already amazing alone, self utility that helps boost the power of this unit even further than it really needs to go live.

Tuesday, 20 December 2016

COTD 20/12/2016: The D Stream

Before we begin today I regret to report that Cardfight!! Online has officially been terminated.
I can't say I'm surprised at all I predicted this outcome the moment the development contract when to one of the most incompetent studios I've ever known. Delight Works, I will blame Bushiroad for contracting them, probably due to being one of the cheapest. I will blame the "devs" for being cowboys and not properly qualified to be accepting jobs of this magnitude.

They had their chance to give us something different now how about they instead give us the 3DS games. All they need is a third party or Bushiroad themselves to handle distribution and localisation as Furyu have been quite clear that for them trying to reach to the western market is too much work.

Now with that said onwards todays post.

We begin with the COTD and from there shall move on to the stream reveals.



Omniscience Dragon, Kirtimukha


[Stride]
[AUTO] (VC): Success 25000
[AUTO] (VC): When this Unit becomes Successful, choose up to 4 cards from your Drop Zone, place them on the bottom of your Deck in any order. If you place 4, choose 1 of your Rearguards, during that turn, it gains Power+4000, and when that turn ends, draw 1 card, and Retire that Unit.

It's a solid R. Great Nature draws alot and their deck can wear thin easily. This card offers one of the biggest benefits of Legion in it's ability to return any 4 cards to the deck. After that it does standard Great Nature things, which really is all it needs to do.

It passes inspection. Though I am curious what exactly is going on with that art? It's not horrible just bizarre.




!!!DIMENSION POLICE TIME!!!
I'm going to work my way up in rarity from lowest to highest.
Enigman Blanc
[AUTO](RC) GB2:[Put this unit into your soul] At the beginning of your attack step, you may pay the cost. If you do, Counter Charge (1)]

Burst-[ACT](Soul):[Put this card into your drop zone] If your vanguard's [Power] is 10000 or greater, choose one of your vanguards with the burst ability, it gets [Power]+4000 until the end of turn. If your vanguard's [Power] is 35000 or greater, choose one of your vanguards, and it gets [Power]+4000 until the end of turn.

Splash comes to mind here. Enigman by name but universal like Cosmic Heroes.
Countercharge is something we've been in need of, while I'm not a fan of -1 for that it is important we have that it.
Besides which, once in the soul this card has further use. Soulblasting itself will power the pump. A universal card, highly splash-able and highly appreciated.




Enigman Gigastorm

Burst-[AUTO](VC) GB2:At the beginning of your attack step, if this unit's [Power] is 15000 or greater, Soul Charge (1). Then, if the [Power] is 20000 or greater, until the end of turn, all of your units with "Enigman" in its card name in the front row get [Power]+4000.
[AUTO](VC)[CB1 SB1] When this unit's attack hits a vanguard, you may pay the cost. If you do, choose one of your rear-guards with "Enigman" in its card name, and increase that unit's [Power] by this unit's [Power] until the end of turn.





Turn 3 pressure whether you went first or second. Pump this guy up in crease the pressure and likewise increase the reward. The Enigman deck like rush out the gate and this card promotes this, while simultaneously having skills for the later game. Albeit being GenBreak2 it's a skill you hope you never have to use. I will argue this card is better than Enigman Storm the moment you hit Grade 3, this card provides pressure so long as you have a board, it doesn't matter if you've got a Grade 1 Laurel in board so much as with Storm the threat of more huge attackers if this hits means it provides a strong incentive to guard when Grade 3's on Turn 3 (5 of the game) usually are allowed to hit with minimal resistance. He probably isn't going to hit but I'm fine with drawing out what cards where I can prior to stride to despite being an on-hit I accept it.
The GenBreak 2 skill however is admittedly disappointing. Being an R puts this lower than anticipated but if he were a RR I'd be complaining, as he is a R he fits the job of what he needs to do. I will run him as 3 of or 4 of depending on if I keep 4 Tornado's or take him down to 3. I will be running Storm at 1 since I can search for him. which is actually my biggest gripe with this card, if it was also treated as Enimgan Storm while the Vanguard or in soul this card would be amazing for Tornado and the two would be wonderful in combination with each other, but as this card is it misses out on that potential and that's unfortunate.





Enigman Helm

Burst-[AUTO] GB2:When this unit is placed on (RC), if your vanguard's [Power] is 15000 or greater, this unit gets [Power]+4000 until the end of turn, if your vanguard's [Power] is 30000 or greater, choose one of your vanguards, and until the end of turn, that unit gets "[AUTO](VC):[Choose one of your rear-guards with the burst ability, and put it into your soul] When an opponent's unit is put into the (GC), you may pay the cost. If you do, your opponent chooses one of his or her grade 3 or less guardians, and retire it.".








Timing is of the essence with this one and even then I feel this is translated wrong. 
I am certain this card gives power to the vanguard but there's no mention of that here. I'm not saying it doesn't build it's own power but I'm certain this gives power to the vanguard, now if that is power ONLY to the vanguard or to both itself and vanguard I'm unsure but I am certain power is given to the vanguard.
What's important is DP has it's own take on Spike Brother's Mayhem Tiger which is one of the most devastating cards I've faced in recent times. As with the aforementioned you can keep paying the cost so long you have the assets available to do so. And it's use drives home the chances of your vanguard hitting, G-Gaurdians are safe but what you may not as aware of is that Perfect Guards are as well.

A bit of ruling trivia for you, when a perfect guard is placed on Guardian Circle it's ability goes into stand by, forcefully retiring it does not negate it's ability unless otherwise stated. Even when the Perfect Guard has been retired, the skill it introduced into the game will still enter resolution thus successfully nullifying an attack.

Another important thing to note is guards are placed into Guardian Circle individually, a bad habit that has been developed en mass over time is declaring all guard at the same time, according to the games rules this can not be done. Guardians Calls are performed one at a time unless called as part of a skill resolution so a future note for games, if you're opponent is placing more than one guard as a time you are entitled to call them out on it and even request a judge if need be. Previously you may consider such an action to be rule sharking but with these recent abilities and their relative interactions this bit of rule trivia is no longer a small insignificant detail and in fact now carries great weight for it is of vital importance to understand to be capable of using this card as it was intended.





Commander Laurel D




Burst-[ACT](VC):[Choose four of your rear-guards, and [Rest] them] If this unit's [Power] is 20000 or greater, until the end of turn, this unit gets "[AUTO](VC)[1/Turn]:When this unit's attack hits a vanguard, [Stand] this unit.". Then, if the [Power] is 25000 or greater, it gets "[AUTO](VC)[1/Turn]:At the end of battle that this unit attacked, if the attack did not hit, choose up to four of your rear-guards, and [Stand] them.".

STAND TO ATTENTION! The Commander is in the building.
Wielding the lowest base power ever recorded on a stride and individually lack luster but for that reason is the perfect embodiment of what makes Dimension Police.
His Ability is the clan personified. He won't make the show alone he is but a blank canvas to be painted with skill as gifted from elsewhere and the support of Enigman Helm and Operator Girl, Rinka highlight this more than any others. True to form the Commander orders that the Vanguard lead the charge. And the profit for that hitting is you swing again theoretically gaining a huge advantage. But now we're restricted, Grade 1 Laurel allowed for the Vanguard to stand after any hit this card, perhaps being more fair only profit from hitting a Vanguard. So I know what deck I'm NOT using this against (Hello Glendios)


As he is, Laruel D is a strong opening stride and that is where I would place emphasis on him. As the game progresses other stride options are just objectively better but the Commander now gives a decent and versatile opener that isn't just X-Tiger it's an option, and not a bad one either, not amazing, but not bad. Can it put DP over into mainstream relevance again? Not really.

For Better or worse the clan's support has been rather fair in this set, and with very few cards left that we don't know I feel that's going to be the final thoughts, maybe my opinion when it comes to general overview will change but currently Fair seems to be the correct word to some up how I feel about this wave of support.

Monday, 19 December 2016

19/12/2016 COTD: A Hero No More

 Back to space port lads big robots inbound and some territory I understand. Boyah!


Bravest Rush, Grandgallop


Burst-[AUTO](RC) Generation Break 3:When your vanguard attacks, if your vanguard's [Power] is 30000 or greater, until end of turn, this unit gets [Power]+4000, and if your vanguard's [Power] is 60000 or greater, this unit gets [Critical]+1.
[AUTO](VC):At the beginning of your ride phase, if the number of cards in your hand is two or less, until end of turn, you may Stride without paying the cost the next time you Stride.[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, choose one of your vanguards, and it gets [Power]+4000 until end of turn. If that unit has the burst ability, you may pay the cost. If you do, that unit gets [Power]+4000 until end of turn.



The cosmic knight seems to have abandoned the path of the hero, maybe in response to guilt or disillusionment? Either way Gallop returns, seemingly a rouge on a quest of redemption.
With that in mind let's first address the elephant in the room; that Rearguard Skill.

With exception to X-Tiger I don't see when that GB3 is going to go live, yet- but the answer to that may in in front of our eyes. More to the point though a BOSS card that also operates on the Rearguard? It's been a while.
In perhaps a play on the name, or more likely the reason for the name given skills should be designed before names and art, Gallop's own from of self stride release comes from being on the brink of defeat, down to two cards in hand it's your last chance to push so push you shall as Gallop will let you stride without paying a cost.
The stride Skill grants no on-hits here, a free +4000, or if you stride a burst unit CB1 for an additional +4000 atop that total instead. That's 34000 already without a booster, how high can we go? Well have a sample of that with our next cadet.


Jumping back to that GenBreak 3 the card complements the deck well since it's natural critical built in makes up for the Burst/Cosmic Hero deck wanting to run Stand Triggers instead. That you have to work is tedious but there is that way of fast tracking.

No built in on-hit +1 any more but this card defines itself as a full on upgrade.



Cosmic Hero, Grandberet


Burst-[AUTO](RC) Generation Break 1:[Counter Blast (1)] At the beginning of your main phase, if your vanguard's [Power] is 10000 or greater, you may pay the cost. If you do, until end of turn, this unit gets [Power]+4000, and then, if your vanguard's [Power] is 30000 or greater, this unit gets [Power]+4000.
[ACT](RC):[Soul Blast (1)] Choose one of your vanguards with the burst ability, and increase that unit's [Power] by the [Power] of this unit until end of turn. Retire this unit.






Single use hurts, but extraordinary power boosts do not. Unless you're the other guy.
This mech command's respect with his +16000 power for your vanguard, unfortunately having to be retired in exchange but that's still +4 stages to a vanguard. I guess also vanishing from the board thematically makes sense since the power boost would occur via a powerlink (or combination) though what this guy could possibly turn into that would work as an equipped power up for another I'm clueless.

Sidetracking though so back to the point; adding 16000 to the 34000 quoted above results in 50000, which suddenly makes Grade 3's Gallop's rearguard skill seem more achievable.
A second of these or just one more burst and then a booster, or even Grandranger will result in reaching Gallop's rearguard Burst Phase 2 GB3 Threshold.

But first he needs to survive past the turn he is called and one opponent's turn. This leads to the other thing this card is good for, an active threat that your opponent must direct attention to, or be destroyed. A control opponent can deal with this easily and control is looking to be on the rise for the start of next season.


Shadow Paladin returning to form, Aqua Force possessing board wipe atop their formation driven beat down waves, Narukami has full board wipe outside of just Brawlers now though they can be dodged slightly. And of course lest we not forget Link Joker is still out there clowning around. Granblue even has some measure of disruption with Cannoneer, and then there's the current grand-daddy, the big boss of the meta, Gear Chornicle with it's equal measure of rush via Time Leap and Board Control. And well Kagero of them we hardly need reminding. Nova Grappler does have options of control but I do not believe these are run much these days focusing more on punching and outpacing opponents on sheer aggression.
Dark Irregular have ways to force clean slates these days to, like wise Pale Moon has acquired it's own flavour of board removal, and Nubatama lurks in the shadows waiting for it's time to strike.

Why do I mention all these decks? Well it's obvious really; I'm saying that as good as Grandbaret is in forcing the opponent to deal with him, there's no shortage of opponent's capable of doing exactly that. And with the threat removed they can focus fire on the vanguard.

You could use Baret's link up while he is only an 8000 power unit but then you're missing out on the huge payoff.

I'll say it like this he could have a Rare and still get a passing grade from me, but either as Common or Rare that Grade is the same. A solid B for Bulky.

Gallop I had rated at C+ due to a misread. But having made an edit there because I apparently can't read at 2AM. =_= So given a light reassessment while reflecting on the correct wording. (The skill was correct but my assessment was wrong) then he's a solid B as well. Maybe as high as an A- even, personal grades of course based on opinion. I would happily run for OG Gallop and 4 New Gallop.

Given we have all 3 Stride Bearers now an accurate comparison of the three clans can now be made.
Great Nature is passable but so far haven't yet seen anything to replace existing cards outright. This isn't a comment against what we've seen but a compliment on how solid they already were.

Oracle Think Tank is suffering to find divinity and remains stuck in a rut, they are the losers of this set. I want to like you, I do- but you just aren't cutting it.

Dimension Police are currently looking to be the big winners, with having solid cards that will take the place of already occupied slots in decks, kicking out old and providing a usable and desirable upgrade to the new.

In response to these recent cards, Bravest Rush Gallop especially, expect X-Tiger and X-Gallop to be cemented as cards to rise in price.

Sunday, 18 December 2016

COTD 16/12/2016: Beary Big Belly

Beloved Pointer, Bigbelly

AUTO (VC): Success 25000
CONT (VC) Generation Break 2: All of your Units with the Success Ability gain Power+4000. If you have no Rear-guards, all of the cards in your hand gain “Cont [Hand]: When you pay the cost of [Stride], this card gains Grade+1.”.
AUTO (VC): [Counter Blast 1] During your turn, when your G Unit [Stride]s, you can pay the cost. If you pay it, choose up to 1 card from your hand with the Success ability, Call it to (RC). Choose 1 of your Rear-guards, during that turn, you can have it gains Power+4000. If it gains Power+4000, when that turn ends, draw 1 card, then Retire that Unit.



I'm honestly out of my depth of understanding to decide if this guy is good or bad, but he looks good and appears to be an improvement on his past form.

His Gen Break 2 is interesting in as far as it is actually two skills in one. One of these you're hoping your never going to use as you will be looking to maintain pressure with stride, coincidentally the second part of the same ability helps with exactly that rendering the skill rather obsolete. More strides means more triple drives means more pressure which is all good unless you're decking out but doesn't define Great Nature so I can say already this is a good card relative of it's clan. BUT there's a catch. For that 2nd skill which is the best skill on this card in my opinion, I realise I said opinion I'm sorry, there's that restriction of needing no rearguards. But look at it this way- it adds to Great Nature's recovery capabilities, but it can also be worked around so that it never exists.

Now for the harder skill for me to review, and here's why, it is by itself mediocre but Great Nature is a combo ramp deck so it has to be looked at as a part of the whole and since I don't know the Big Belly deck very well I don't fully understand how it plays.

Here's what I can say with certainty by reflecting on the first Big Belly we received, this isn't an upgrade but rather an alternative. In exchange for granting power to one unit you get a draw for sure, but that unit is retired. A net 0 solo but since the deck is combo ramp that's not the full story. Bigbelly the first grants power to two units given both on-hit +1's thus applying pressure, and those units aren't retired at end of turn.

As an outsider looking in the first Bigbelly appeals more as a useful card but as I stress when it comes to this clan in particular I'm rather ignorant so don't take my word for law, think of it more as the kid sitting at the back of the classroom ignoring the teacher.

P.S. I would have had this done sooner but I've not had time to sit on my laptop this weekend.

Thursday, 15 December 2016

COTD 15/12/2016: INJustice

Dimension Police cards were revealed today, this is right up my ally so let's crack on, can justice offer some redemption for the the commons layer of this set? Oh yeah that's a point both these cards are commons, don't expect too much.




Enigman Mega Current

Burst-[AUTO] Generation Break 1:When this unit is placed on (RC), if your vanguard's [Power] is 15000 or greater, this unit gets [Power]+4000 until end of turn. If your vanguard's [Power] is 20000 or greater, choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):[Counter Blast (1)] At the beginning of your attack step, you may pay the cost. If you do, this unit gets [Power]+4000 until end of turn.".







I can sum this card up like so; Cosmic Hero, Grandmantle but worse.  The burst phase 2 is a lower threshold but that's no justification for being a flat out copy/paste then nerf. Very much a wasted space and this card really would have really benefited from doing something different or just being a lower grade so as to not be directly competing with Grandmatle who's functionality same but superior.



Since there deal seems to be these cards are coming in pairs here's Exhibit B;



Abatement Monster, Wilking

[AUTO](RC):[Soul Blast (2)] When your vanguard attacks or is attacked, you may pay the cost. If you do, choose one of your opponent's units in the front row, and it gets [Power]-10000 until end of that battle.




This card doesn't do much but what it is tasked with it does very well. The cost however is an issue that makes this card difficult to wield or even consider arming yourself with, it is the sort card you'd run as a tech just to see what happens then probably toss in the bulk commons spares box when you're done, I know I'm going to give it a whirl before I pass final judgement on this one- consider my decision here as pending.
I can only see the ability being usable once or twice a game, that's assuming he's on the field first, which if a tech card he's not above 2 copies anyway so chances of having him boarded are not so great.

I'll be frank, Mega Current certainly won't be going in any of my decks.
And Wilking really belongs to a deck that has no chance to ever be relevant, other decks can use him but they also have much better options so while I will use him, it won't be outside of Sneak Draft or a deck with the function of providing I don't see it being worth the space you'd be taking away from main gambits in Cosmics or Robos, you might get away with it in Metalborgs and Enigman but I don't advise it, especially in relation to Metalborgs.

I'll give Mega Current a D for Do Not Use
Wilking scores a speculative C- for joke casual.


I think that's all I have to say for now. TaTa till tomorrow.
V-Out.

P.S. If we're going with Grading on DP Cards then Enigman Calm the PG. Is S for SuperSolid. Proven to be more flexible than I first thought.
Operator Girl, Rinka grades in at an A.
We're seen four cards now, with only 1 being what I would call a full waste. So DP's doing better than OTT- but that's hardly a complement at this stage.

Wednesday, 14 December 2016

COTD 14/12/2016: Holding out for a hero.

I hear you Bonnie Tyler, I think I now know that feeling, we know both RRR's for Oracle Think Tank in this set of which one, Ammy, should really be a RRR at all. And after today's cards I only have more concerns building with one last hope to hold onto. But even of that last hope is true most of the support for it just flat doesn't work.



Divine Soul Martyr, Kuma-no-Kusubi



[AUTO](RC) Oracle:[Counter Blast (1)] When an attack hits a vanguard during the battle that this unit boosted, you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one card with the oracle ability from among them, reveal it, put it into your hand, and put the rest on the bottom of your deck in any order. If you put a card into your hand, put this unit into your soul.


Oracle Restricted, On-Hit, Counterblast 1, Draw 1, send a card from hand to soul... rare...
RARE!
...



I can't even do this just what is this even? Where's the pressure, where's the advantage, where's the benefit of using this at all? Isn't funny how much a wash can stink?


Astrologer Miss Haze



[AUTO] Generation Break 1:[Soul Blast (1)] When this unit is retired from (GC), if a card was not put into your damage zone during this turn, you may pay the cost. If you do, draw a card.


It's more useful slightly I guess, so long as I understand this correctly that is. Hardly fancy and is taking the same space that would usually belong to a sentinel which means this lady isn't going in any deck soon. An ideal card in a draft though so long as you have a G-Unit or an alternative means to activate Gen Break 1


Oracle so far has disappointed and failed to deliver but there is hope, thin and vain but hope we must hold. One thing can save this clan now, it all falls to the GR.

Till All Are One

P.S. I'm not even proof reading this one due to tired so if there's mistakes in translations I'll cover them later. But for now. G'Night.

Tuesday, 13 December 2016

13/13/2016 Stream Revealed Oracle

Are you familiar with the tale of Icarus? Flew too close to the sun, his wings burned, his body fell to the earth.

Well here's a tale of Oracle Think Tank... you already know where this is going.

Rough Deity Spirit Sword, Susanoo


Auto (VC) GB2 Oracle: At the beginning of your Ride Phase, look at the top card of your Deck, place it on the top or bottom of your Deck.
Auto (VC): When your Ride Phase begins, if there’s a face up “Amaterasu” or “Wakahirume” card face-up in your G Zone, you can Soul Charge 1 card.

Auto (VC): [Soul Blast 2] During your turn, when your G Unit [Strides], you can pay the cost. If you do so, draw 1 card.






Of the RRR's in this set of this set, this may be the weakest, we'll have to wait and see.

The first Susanoo we got back in G-BT-01 Generation Stride costed CB1 on stride but was flexible, capable to fit into any Oracle Think Tank deck. This Keyword revisit looses that flexibility and even starts to directly govern the cards of your deck. (looking at that second skill).
  The Gen Break 2 scry IF NOT FOR BEING LOCKED TO ORACLE would actually be useful since it can be performed prior to stride and helps with slightly fine tuning the On-Stride ability which costs Soul Blast 2, which unfortunately that soul is also competing with the soul blast cost on one of the cards from the G-Zone Susanoo himself pays mention to. What I'm seeing here is a return to the Ammy sun deck play style but with an additional issue of 5 card hand activation conditions instead of 4. 1 extra card, but it can so easily be the difference between being live and locked down.


Back in the day CEO was dropped in favour of The Moon as the play style for the former didn't work then and it won't work now. Things are not looking good for Oracle Think Tank with this booster.

Atleast all of his skills feed into each other, unfortunate that Oracle is one of the weaker keywords and that one it's methods of fuelling is reliant on specific external cards.


Divine Spirit Hero, Ikutsuhikone



Auto: Forerunner
Act (RC) GB1 Oracle: [Place this card into the Soul] Counter Charge 1.

Auto (RC): [Counter Blast 1 & Place this card into the Soul] When your Unit with the Oracle ability is placed on (VC), if you have 4 or less cards in your hand, you can pay the cost. If you do so, draw 1 card.


Now this starter is- interesting. You're never going to use it's Gen Break 1 Oracle ability, and the second ability, while it's a small mercy that it exists isn't much better.




Spirit Deity of Blessing, Amenosagume


[Stride]

Auto (VC) Oracle: [Choose 1 face-down card in your G Zone, flip it face-up] When this Unit attacks, you can pay the cost. If you pay it, during that battle, this Unit gains “Auto (VC): When this Unit’s attack hits a Vanguard, draw 2 cards, choose 1 card from your hand, discard it, then Counter Charge 1/Soul Charge 1.”.







Time to fix some poor design decisions again.
Bushiroad, if you are going to make an Oracle ability an on-hit when attached to a stride. Please do not lock the initial cost behind oracle when that cost is on attack declaration, which is when your cards are going to be fewer to hand. Instead why don't we have the intial activation just be what it is without locking behind oracle and then you see that bit of text in red? Yes I'm talking about that activated ability, how about tying the Oracle Keyword to just that section?

Is that one little change, that one minor improvement too much to ask?


Bottom Line: I'm deeply concerned for Oracle Think Tank in this expansion, they appear to have been dunked on... again. R&D clearly have no idea how to design for Oracle Think Tank these days.

On the plus side Great Nature's hopes haven't been ruined yet  but with things playing out like this it appears already the winners of this booster may be the DP. We've not seen much of this booster yet but I feel enough has been seen to know the winners already.


Here's to some vain hope of redemption. Bottoms Up- Drink the jug.

JP COTD 13/12/2016: No degree needed



 In order of appearance this time.


Full Sack Squirrel 

[AUTO](VC/RC):Success20000
[CONT](VC/RC):If this unit is successful, this unit gets [Power]+2000.
[AUTO]:When this unit intercepts during the battle that your vanguard was attacked, this unit gets [Shield]+5000 until end of that battle.

Magnifier Chow Chow

[AUTO](RC) 1/Turn:[Soul Blast (1)] When your successful rear-guard is put into the drop zone from (RC), you may pay the cost. If you do, draw a card.


Immediately it is easy to know these cards will not be seeing play outside of the set's booster draft. Which to be fair they will be ideal for given neither is locked behind GenBreak in anyway.
But their power values alone will result in them being excluded from any properly constructed deck.
Full Sack is an ever so slight "upgrade" of the special intercepts that you'd find in older Trial Decks.

Chow Chow to be fair isn't outright awful but it's power being only 5000 means the only place you'll want it to be in play, if at all, is behind Vanguard, it's a potential to then gain an additional card at end of turn atop whatever you're already getting, but it isn't worth the slot in a deck that is tight with it's Grade 1's already. If this card's power was 7000 it might be more enticing but what it is, is essentially Great Nature's version of a Calamity Tower,Wyvern type card except for having a differing activation trigger which in turns make it reusable.

Full Sack is certainly full of something I'm not saying, but Chow Chow may be used as a tech choice of a player here and there, it would leave me questioning their deck decisions slightly but it is atleast the useful of the two cards revealed today- I realise that's not saying much.

It's stream day in Japan so they may be a few more cards to to be revealed today, and on that note, here's what I want to know; Where's the new Great Nature stand trigger? We've seen OTT's, it was frankly meh. We've seen DP's and that was incredible. Will GN's be on the high bar, the low bar, or somewhere in-between?

Hopefully we speak later.