Wednesday, 14 February 2018

V-Talks:Old Gods of Gyzeguard

That was alot to take in today.
We have a card that is one part Final Countdown
One Part Exodia
and one part Innistrad...
Wait what?!


Given that this is a flip card (that is to say, this card is double sided, it has two faces) it is important to begin with Phase 1. Now dubbed Neon Gyze

AUTO:When this unit is ridden, put this card into your G zone. (It does not count for Generation Break)
CONT(G Zone):The [Power] increase from your trigger effects changes to "Choose up to one <Zeroth Dragon> from your G zone, and bind it face up".
CONT(G Zone):Your <Zeroth Dragon> in the bind zone cannot be moved to another location.

[Ultimate Stride]-"Dragon Deity of Destruction, Gyze" (Released when your vanguard is grade 3 and the number of different <Zeroth Dragon> in your bind zone is five)-Stride Step-[Choose a card with the same card name as your vanguard, and discard it] Remove all cards on your other circles, in your soul and G zone, return this card face down, and Stride it on your (VC).
____________________________________________________


Phase 1 and we have three native abilties already, then the 4th action, the evolution.

Firstly, upon riding on this card it goes to G-Zone face up, so why does this not count towards Generation Break? I could stop at becuase the card says so, but the card doesn't count due to the Comprensive Rules.

The text to the right taken from Cardfight!! Vanguard Comprehensive Rules ver. 1.47.1 (
December 7, 2017)

To compare this card with Twitterun, the last card from the main deck to enter the G-Zone

There is one key line that lets him activate GenBreak1
His secondary skill: CONT(G Zone):This card is regarded as a G unit.

That line is why Twitterun works.

And no, you can't use Twitterun and Gyze in the same deck, well you can but there's no point. Twitterun can not enter the G-Zone in a Gyze deck becuase Neon Gyze will already be a face up card in the G-Zone, Twitterun  requires 0 face up cards in the G-Zone to traverse to it.

However pay attention to G-Units that request 2 or more face up CARDS (not GBn) in G-Zone in order to achive live abilities, these typically second strides can used as a first, becuase Neon Gyze does contribute towards this condition.

With that settled. I move on to Neon Gyze skill 2.

CONT(G Zone):The [Power] increase from your trigger effects changes to "Choose up to one <Zeroth Dragon> from your G zone, and bind it face up".

This is a constant consequnce of Gyze, by loosing the power gain of triggers you become easier to guard while losing any oppotunity of early defensive buffs. There's no escaping this.
As such it leave a massive opening for a Gyze opponent to capitilse on by rushing and netting as much damage as they possibly can, a dedicated Rush deck can easily kill an opponent before they can even stride the moment defensive triggers are removed from the equation, but in order to replace the loss of early defensive power buffs, you can run Draws- and Heals never hurt either, well they hurt a rush but that's not the Gyze user's problem.

When you do check triggers on either turn, the clock strike and the countdown goes up (or down, depending on how you look at it) by one. When it hits 5 (or 0 depending on perspective) phase 2 may be engaged.

And the third skill on Neon Gyze? That's just another ruling action skill that prevents the clock being distorted.

So let's turn the key-
[Ultimate Stride]-"Dragon Deity of Destruction, Gyze" (Released when your vanguard is grade 3 and the number of different <Zeroth Dragon> in your bind zone is five)-Stride Step-[Choose a card with the same card name as your vanguard, and discard it] Remove all cards on your other circles, in your soul and G zone, return this card face down, and Stride it on your (VC).

As per previous Ultimate Strides attributed to the Zeroth Dragons, this card has a special activation condition that it itself defeines.

You may look to the Comprehensive Rules and see this.


I've highligted a number here. Jumping over to that section we get clarification.

Through this excerpt it becomes clear that 10.28.2.1 as currently in the rules is going only by the example provided by the Zeroth Dragons. 11.42.2 clarifies the the condition for Ultiamte Stride is the (timing) as specifed on the printed card, in the case of Gyze this condition is "(Released when your vanguard is grade 3 and the number of different <Zeroth Dragon> in your bind zone is five)" Note it does NOT request both opponents to be at Grade 3, NOR does it require the user to have 3 or more face up card in the G-Zone, so long as the user themselves rides up and the clock guage is filled (5 Zeroth in Bind) then you can turn the key. The opponent's board state and the rest of your G-Zone do not matter within these given parametres.The key to turn the lock is still the same as previous Ultiamte Stride, that being persona Discard.

When the gate is opened: Remove all cards on your other circles, in your soul and G zone, return this card face down, and Stride it on your (VC).
Leading us to the true form...



Dragon Deity of Destruction, Gyze


At this stage, your G-Zone is emptied out, your sould burned away, your previous board state wiped and this 2nd stage Gyze comes with a new rule set


AUTO:When this unit is placed on (VC), choose five <Zeroth Dragon> from your bind zone, and call them to separate (RC).

CONT (VC):You cannot ride, or call rear-guards other than <Zeroth Dragon>. All of your units do not return to your G zone and are unaffected by any influence other than this card and your guardians. Your rear-guards cannot be attacked.
AUTO(VC):At the beginning of your turn, deal one damage to your opponent's vanguard for each <Zeroth Dragon> on your (RC).

________________________________________________________________________

Instantly your wiped board is refilled with 5 mighty Zeroth Dragons, not of your units can be affected by card abilties and your rears can not be attacks, and if the opponent can't bring an 11th hour response, Gyze basically wins.

But there are 11th hour responses. There is ways out.

Chaos Breaker deck can lock over the Zeroth Dragons and in doing so trigger a "master ruling" action that Gyze can't conflict with. That being that a card that is overlayed is removed from the feild. For the Zeroths that means returning to the G-Zone.

The deck of Gredora can weaken Gyze's summons by always having a lane locked down and unable to be called to, but it cannot outright block the summon of the Zeroths outside of using a card called Lawless Mutant Deity, Obtirandus. Including Picture and ability for reference.



ACT(VC) Generation Break 2:[Counter Blast (2) & Choose a card from your hand, and discard it] Your opponent cannot call his or her units to (RC) until end of your opponent's next turn. (He or she cannot superior call as well)








Then there's Black Dragon, Phantom Blaster Diablo (I shouldn't need a picture for this one) who is given a free two critical (or more) hit.

Also any cards that PREVENT Guardian calling can still propose an answer to Gyze however the guardians cannot then be destroyed or nullified after being placed. So a PG will indeed be a Perfect Guard, no Daikaiser hazzard there.

On the flip side, your units, as a Gyze user still cannot be affected by card affects so a Gyze Player's CRITICAL and STAND triggers are completly nullified. And the power of any trigger at all is nulled to.
Your attacks will always be 25,30,25 (or whatever the lanes are that Chaos left you with after a major rip&tear session.) and your damage output of each attack will be capped to a lone critcal.

I will pick up one ability and go further into it, and it isn't the auto-burn of the third skill, that is easy to understand.
_______________________________________________________________________
CONT (VC):You cannot ride, or call rear-guards other than <Zeroth Dragon>. All of your units do not return to your G zone and are unaffected by any influence other than this card and your guardians. Your rear-guards cannot be attacked.
________________________________________________________________________



I've picked out a point in bold.

Due to this text.

You cannot Delete Gyze
You cannot reitre, bounce or directly lock the Zeroth Dragons at all, either by targeting them as a reargurd/unit, hitting them as a card, or by hitting their circle, none of these will work for removing the Zeroth Dragons once they are in play.
You can not Dominate any Gyze player cards once Deity Gyze is active, you can not paralyse any of their units, and you can not force a call over them they become completly un-intereactive slates. The ONLY way to remove the rears once 
Dragon Deity of Destruction, Gyze, is acitve is to overlay them with locked cards from the Gyze player's Hand, Deck, Damage Zone or Drop Zone, as this action is not considered to be calling. The overlay will trigger a ruling action that forces the previous card to it's retired position, be that drop zone or G-Zone. I should show the specific ruling for this but- this one is a bugger to find in a hurry and I've gone past 2AM writing this.

I'm tired, I'm posthing this now and if I missed anything or made a mistake- I'll fix it later, whenever I get round to it, but in anycase with this posting, some ammendments may need to be made over time.

For now good bye, and good night!
Decker Out.

Monday, 15 January 2018

V-Talks: Re-standing Vanguards, Gallop and Stark- and other notes.

At long last, we finally have the Generation Rare reveal for Dimension Police

Bravest Peak, X-Gallop

BurstAUTO (VC) 1/Turn [Counter Blast 1 and Choose a face down card from your G zone and turn it face up] When this unit attacks, if this unit’s Power is 40000 or greater, you may pay the cost. If you do, this unit gets drive+1. At the end of that battle, if this unit’s Power is 80000 or greater, Stand this unit, and it gets drive-4.

CONT (VC) Generation Break 3 This unit gets Power+10000 for every face up card in your G zone.
________________________________________


Like many of the GRs of recent design we have an instant access skill and a GB3 skill

The Instant access skill to in two phases, Phase 1 is easily achieved, with a total cost of SB1 (Bravest Victor, Grandgallop on-stride) and CB1 this cards gets drive plus +1, meaning he is a quad drive, Phase 2 turns him into a re-standing vanguard and that comes with no discard cost, the caveat to that though is the second attack also comes with 0 drive so it is reliant on your drives from the first attack or opponent being at high damage to have pressure. That phase 2 being 80k though and the G-Unit's skill timing being on attack means you lack GB2 on first stride that is required to use Grandscout. (Who is should be noted is an overall cost of CB1, SB1, -1 he retires at end of turn) so with that the easy ascension locked away on first stride turn (unless you G-Guarded with the opponent having first stride)

Gallop's second ability active from GB3 onwards is one of ramping up on raw power.
The sweet spot for this card, if you have a Laurel board will be anywhere between that 40k and 80k, you can then profit with 8 drive checks as there is NO expiration on the drive states built into this card. Only that one drive state takes over from the prior if you are at the applicable power level for it to do so. Additionally since I bring up Luarel you could engage the Commander skill following X-Gallop's second attack if ever the opportunity presented itself, but given the current and the likely future meta- that seems like a pipe dream.


If what you want is a triple vanguard swing to order though there is a card that has you covered but the price you pay for this is steep indeed, and I don't mean the on play Counterblast 2.
This card is a Zeroth Dragon, that means to summon it is to lay everything on the line.

Zeroth Dragon of Destroy Star, Stark

[Ultimate Stride] (Released when the number of face up cards in your G zone is three or more! When it returns to the G zone, remove your G zone!)-Stride Step-[Choose a card with the same card name as your vanguard, and discard it] Stride this card on your (VC) from face down.

AUTO:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, until end of turn, this unit gets drive -2, this unit does not [Rest] for attack, and it can attack up to three times during this turn.
________________________________________

Thing to note, this card's ability acts as a ruling text.
But to elaborate on the card text, this card has upto 3 different attack steps, this means despite the odd wording of the card, the 3 attacks are not fired off in sequence upon declaring the first attack. This is allows for a variety to your attack patterns, by this I mean taking full advantage of your drive check results.
As this card does not rest it can not be countered by the Megacolony card Brillian Blister, however it additionally can not gain a forth attack via Commander Laurel.
Do note that if you stride this card as rest it will not be able to attack.


Stark I was holding off on posting but I will admit I did miss one COTD comment, though there wasn't much that needed to be said.


Dimensional Robo Mechanic, Cathy

AUTO:[Bind this card face up & Choose another card with "Heal" from your drop zone, and bind it face up] When this card is discarded for the cost of calling a G guardian, you may pay the cost. If you do, Counter Charge (1) or Soul Charge (1).
___________________________________
There isn't much to say here with this card, it's a clone of the same heal trigger going round all the clans this season, the important part is that it is Dimensional Robo and any trigger with a skill is better than the trigger without a skill

This means Dimensional Robo, Gorescue goes bye bye, even in Dimensional Robos, that being despite him previously surviving against Dolphin.
Gallop
being a deck that revolves around resource management will also welcome Cathy quite eagerly.


All that remains unaccounted for now is a handful of commons so my last verdict prior to full set prototyping?
Robo Support was disappointing leaving it to Gallop to carry the torch, as more and more cards were revealed it became more and more apparent that the GR would make or break the deck, and honestly? The GR does- neither.



It is instead in a strange middle ground where of being too balanced to call it outright good, but it isn't possible to call it bad either. What is certain is that regardless of if we go into GR or ZR we're going want to trigger Bravest Rush on a rearguard and build up his critical, this only being possible though if he is in play on the appropriate zone. Which I must stress in the current environment, especially with Chaos around, and sure to rise further post Galaxy Star Gate, this leaves our decks an awkward place.

Re-standing Vanguards are an appropriate response to the loss of rearguard support, yet ours requires rearguard aid to better profit or pressure.

In Gallop deck the entire arsenal is based around resource management and teaming up your vanguards and rearguards to build your most effective offenses. The full potential hazard of

In Robos there is an alternative means of securing pressure exists from these re-standing vanguards, giving the Vanguard itself a critical. Achieved via Gocannon
But this requires a Daiyusha heart and two open rear circles, one of which involving Gocannon.

Against Overlord, Narukami, Megacolony ect, we may stand a chance, Gallop can use timely Grandmonk's to protect it's board when making a crucial attempted FT/LA push.

And so long as we have access to circles in Robos, we have the ability to charge the cannon.

BUT THEN THERE'S CHAOS
And against Chaos all we have to rely on is our drives.

And since I'm pointing out Chaos as our largest Nemesis I would like to draw attention to Messiah also. Dimension Police will struggle significantly vs an Integral Messiah turn, but will have difficulty fending off the deck's multiple attacks regardless of that, same note applies to Aqua Force, Nova Grappler and Spike Brothers. All of which are aggressive decks with multi wave attacks, if that were all then Great Galactic Beast, Zeal and X-Carivou atop Bravest Victor's 13k base would be an adequate answer, but these multi attack specialists have means of ramping up their power progressively over their consecutive attacks, each via different methods but all can keep up with the defensive gain DP has gained in this set.

The best defense in our tool kit remains Enigman Calm but with the frequent use of Soul Blasting in the Gallop deck, and the design of the Dainexus build and Daibird it is clear that Bushiroad wish to push this asset out of our decks.

So to ultimately answer the question that I know is going to be asked, do we have the tools we need to be relevant or capable of competing at the required level for today's environment? There's only two possible outcomes to this question and I have to say, based on our tool kit the answer is NO we do not have what we need to compete at the current level.

There is however a weapon that I have began looking into, and I know many others have started to as well, both in Japan and in English- and all it took to reignite the spark and try it again was a Grade 2 RR that was at first shrugged off, Dimensional Robo, Daibarest. Under almost any circumstance I would not be in favor of this card as our decks are counter blast heavy so free drawing, via cards like Reika is preferential to Daibarest but the lack of a Generation Break restriction means it can be installed into and sufficiently support ZEAL RUSH and that is one area I will be looking into with keen interest post star gate. Make no mistake about the importance of the early game and developing stages, however in it's current testing form as a rush deck this comes with a mid-game drop off point, and so the progress with this build should be made by looking into how it may be adapted to work beyond the early game, and lead us in to an actual finisher. If the Rush can push the opposition to 5 damage early and drain their resources, assuming those assets remain low enough after each party has had a single stride, if we can get a G-Guard in there also we can aim for a deck that intentionally uses a Zeroth dangerously early. Perhaps this weird hybridized concept may be what is required to makes some marks and deliver some (in)justice. It's worked before with Crazy Diamond, both in 2014
and reappearing once again in 2017 piloted by Jonathan Gall. So if the answer lies in bizarre and seemingly contradictory hybrids I would not be entirely surprised.

I apologize for anyone who feels this is too much text but the time for these comments had come.

-Decker Out

And don't think I've forgotten you...

Saturday, 6 January 2018

V-Talks: That one card from Monthly Bushiroad

Monthly Bushiroad dropped on Friday and there was a ton of Blau additions but among all that and other Nova reveals there were a couple Link Joker and a single Dimension Police unit, you can guess what part of those pages I intend to look at.

Combination of Heaven and Earth, Triearth

ACT(VC)1/Turn:[Choose a face down card from your G zone, and turn it face up] Until end of turn, this unit gets [Power]+10000, and "[AUTO](VC):When this unit's attack hits a vanguard, for every 20000 of this unit's [Power], choose one of your opponent's rear-guard, and retire it.".
_____________________________________

36000 solo on top of almost any unit, 50000 on Victor Gallop. An easy 40k+ even at the worst expected power levels of attack, this translate into a minimum expectation of retire 2... but that is assuming hitting first, which is a lot less likely at the lower power levels, so lets aim higher, say 80k (Thank Grandscout).
Now if we hit it's retire 4 but oh- there's a PG...
welp...
Can't we just have some non on-hit removal? ESPECIALLY because the Mirror match is he who sees commander first typically wins. Ironic that the card that causes DP the most issues when it comes to getting support is also a card the clan is unable to easily directly take care of should it be facing against it. Further more this card doesn't feature the Burst keyword so Linka can't help you get around the perfect solution to this card. So what we end up with is a removal with on-hit clause, oh and while I'm in a complaint it can't remove units with resist either. Not that I'd expect to but still.

The problem here is that the core of DP is putting everything into the vanguard, but for the bigger rewards, the ones that matter, most still need to actually hit to get the benefit.
This links back to what I said about Daibird with the output requiring passing through multiple prerequisite toll gates before you can get any output.

Friday, 5 January 2018

V-Talks: Daibarest

This is a RR?
Seriously? THIS?!

Dimensional Robo, Daibarest
AUTO When this unit is placed on RC, choose one of your Vanguard, until end of turn, it gets "AUTO VC CB1 When this unit attacks a vanguard, you may pay the cost. If you do, draw a card.".


______________________________________________

Oh boy is this going to make me rage-
Not even because this is bad, rather just because this skill doesn't belong on a RR!
Unrestricted CB1 Draw 1, vanguard just has to attack. That's going to happen anyway. It's a 1 for 1 exchange but there's already a better card out there than this for Robos, Daijet. Because if you're playing either Dainexus or Daikaiser, which let's face it- you will be, you will need a constant resupply of Grade 3's, this importance of this outweighs a singular draw even if that draw is guaranteed.

Or to put it another way, this card being a RR pushes the idea it is better than Dimensional Robo, Daijet, but Daijet gives you power which may be enough to push into another stage of guard and it contributes towards the main gambit of the deck, which is checking Grade 3's AND it does all of that without cost- it's counter blast 1 to draw one may very well require the pilot to hit their vanguard into the opposing vanguard, but he was never ran for the draw skill.

Where this card will serve the most benefit is in the deck of an old friend, Galactic Beast, Zeal and by that I mean I am tossing this card in among the scraps, because that's all Zeal gets to use, left over scraps- the reason he's always hungry is because he's bottom of the barrel, never gets fed.

But truly, Zeal can abuse this card better than anyone else in the clan due to the capacity to reuse the effect of just one copy by the way of Davain. This therefor has the affect of enabling a Rush Zeal to keep up with the card difference presented by Twin Drive while staying at Grade 2, which is fine unless opponent has Sebreeze or is Chaos Breaker Dragon (or any other non GenBreak Boss)

So yes a D-Robo in name but able to work in Zeal, or rather able to work in any Dimension Police deck, but I see the most potential in Zeal which is unfortunate as Zeal is highly unlikely to make any breaks.

You could put this in Gallop, but Gallop has Hogan, and Hogan is free draw. Actual free draw, the cost is refunded. And if you are aiming to chain off with Commander Laurel then Operator Girl, Reika has that job covered already making Daibarest obsolete for the role, since he costs a counter blast while Rieka does not, and she also adds herself, a STAND TRIGGER back to the deck making her better again.

Note all these cards that I am saying take up the same role but do it better are all COMMONS and SINGLE RARE.


So once again I come back to my original statement- This is a RR?!

*sigh*
Decker Out

Sunday, 31 December 2017

V-Talks: Daibird Fighbird

I was never going to not bring up that naming similarity.

Dimensional Robo Battle Commander, Magna Daibird


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] This unit gets "AUTO(VC):[Soul Blast (1)] When your opponent's guardian is placed on (GC), you may pay the cost. If you do, reveal three cards from the top of your deck, if all of those cards have "Dimensional Robo" in their card names, put up to one grade 3 card from among them into your hand, if you put a card into your hand, choose one of your opponent's guardians, and retire it. Shuffle your deck.".

________________________________________________________________________

This is it, the climax of the Robo support, the end-game, the all in, the purpose. And it's... well-

I feel like I'm the motorway looking at the opposing carriage way and seeing a car crash.
Bird has too many pre-requisite conditions before you even get the reward to be considered a good card. Not only must you satisfy your initial cost you then have to pass two toll gates before any happens with no refund for failure so failure to get the reward activly punishes the user. Compared with similar cards, Helm and Mayhem, they only have one cost before benefit each for the same skill and that really puts Bird into perspective.


This makes analysis actually hard, more so in vacuum. Assuming we've now seen all the Robo cards, except the new Heal Trigger which we can safely assume to be one of the RRs of the set, drafts can now be properly compiled for the Nexus deck.

In theory this card and Nexus feed each other, the drawn G3's adding to your defense while skill of Nexus engages in deck filtration and fueling towards this. In practice I'm not sure how well it will overall work out. I think I can see what Bushiroad was aiming for, however I am not convinced they landed it on the mark. I don't see a reliable winning formula here, and I doubt Bushi intended there to be one anyway- rather I suspect they are hoping Gallop will surpass Robos this time around, third chance tends to be the last.


Decker Out
Happy New year, see you again in 2018



Thursday, 28 December 2017

V-Talks: W-B-X

Three cards today. I'm struggling to find something to say for two, but the last one, oh boy is it TOO SWEET.

Cosmic Hero, Grandwisdom
AUTO (RC) When this unit attacks a vanguard, if you have a grade 3 or higher vanguard, this unit may get Power+4000. If you do, at the end of this turn, put this unit into your soul, Counter Charge 1.
______________________________________________

Places 4000 power into itself and scores a net counter charge 1 soul charge 1, with no upfront cost, only requirement is that your vanguard be grade 3, a naturally achieved state, doesn't even have a power threshold requirement for activation, unlike it's closest compare- Cosmic Hero, Grandvolver. But this card leaves it's circle empty after use which is normally a non issue- but I assure you that in the current meta, possessing resist is far more beneficial than the ability to phase your board in and out. If not for the environmental conditions I would say this card could potentially boot Volver.


Cosmic Hero, Grandgunner
Burst CONT (RC) During your turn, if you have a vanguard with 40000 Power or greater, this unit gets Power+4000.
______________________________________________

Simplicity at it's finest, but adds to my previously noted concern of 40000 now being the blanket requirement for future burst activations. Basically is you fail to ride Victor Gallop then this card, and quite a few others are not going to be all that useful.

So long as you score the ideal ride though then stride any 15k base on that at least this card isn't costing further resources.


That's the two COTD reveals covered but today's main attraction came from another source.



Cosmic Hero, Grandscout
AUTO Generation Break 2:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, choose one of your vanguards with "Gallop" in its card name, and its [Power] doubles until end of turn. At the end of that turn, retire this unit, and Soul Charge (1). (It increases by the amount of [Power] that has been chosen at the time)
_________________________________________________________________________________

This card is the craziest common we've seen in this set. The ability to double the vanguard power, atop what was already being put out by the new ride's stride skill alone makes for 80,000 power vanguards! That is something I will call Hard Boiled.

Furthermore Galactic Governor, Commander Laurel D can now hit numbers enough to pose a live active threat, in turn this means you can use this card as the perfect excuse to kick Grade 1 Commander Laurel from the main board, or at least insist on not jamming in all 4 when the deck would rather you didn't. I'd rather people didn't do it in Cosmic/Burst as the commander and the power the side lines hold directly pull in opposing direction.


Remember Operator Girl, Linka maintains the possibility to that a PG, the opponent's only reasonable option against such numbers, could null Opponent PG's nice bonus for you, not so happy for the other side. At the same time do not forget; this deck isn't Robos, it runs standard ratios so chance of Linka scoring a negate is abysmally poor, but it is a threat non the less and may lead to a more hesitant opponent.

I am satisfied that this card has enough presence to it's arrival that the lack of a fresh card to replace it when it's consumable nature is spent doesn't feel like short change, rather the circle it opens means Chaos has to rip from hand to lock- granted it probably intends to anyway but it's less targets for cards like Companion Star Star-vader, Photon so that works for me.

I'll be running Grandscout at 4, at least with what we know so far. Will you?


I'm sure I had more to say on this simple but very hefty card but my mind has been such a mess today cohesive thought has proven... difficult.

Before I sign off this post I wish to drop a shout out and insist people read this article on the 5 most defining cards of 2017 by DrydenFair at Cardfight-EXP.


With that said-
Decker Out.

Tuesday, 26 December 2017

V-Talks: Victor Burst

Well this sure is intriguing. One of our own has claimed a name from our mechanical neighbors in the Nova Grappler clan, and this isn't the first time either; The Title of Kaiser for reference first belonged to Asura Kaiser, before coming to Dimension Police

Gallop has Burst onto the scene and so- we've waited long enough, let's dig in!


Bravest Victor, Grandgallop
CONT (Hand): Unless there’s a “Gallop” Grade 4 card on your (VC) or in your G Zone, you cannot Normal Call this card to (RC).

AUTO (VC): [Soul Blast 1] When your G Unit Stride, you can pay the cost. If you pay it, choose 1 of your Vanguards, during that turn, it gains Power+12000.
________________________________________________________________________

Typically I would not draw attention to the printed power of a card as the levels tend to follow a patter.
G0 4k-6k
G1 6k-8k
G2 8k-10k (rarely 11k)
G3 9k-11k

But then this card happened. 13000 BASE POWER Grade 3!
So simple but such an impact. Defensively, G-Guard cards like X-Carivou and Great Galactic Beast, Zeal actually make a difference with the power gains as it changes the staging threshold for, but then offensively? 13k base helps with defending, not as much with pushing but that's where the second skill comes in and it is truly a game changer.

13+12=25. Most G-Units are 15 and the higher Burst thresholds of X-Lead and Super Cosmic Hero X-Gallop are each 40000. 25+15=40 This means that as long as you stride on this card and have a soul to burn you need not expend any further assets on achieving Burst and this is incredibly important in fixing one of the deck's biggest problems that is has faced all the it's life until now. On the flip side of this though it could mean that future Burst Strides have even higher activation requirements. Speaking of higher requirements-


Cosmic Hero, Grandbelgar
CONT (VC/RC/GC): Resist

Burst – AUTO (RC) Generation Break 1: When this Unit attacks, if your Vanguard has 40000 or more Power, during that battle, this Unit gains Power+8000.
______________________________________________

The Ideal partner for Cosmic Hero, Grandvolver so long as your vanguard's power is at that newly consistent 40k.
With both this and Vovler stocking Resist at all time they are safe units to field for a solid beat-down on minimal expenditure.
Volver alone is only 13000, so needs a booster or additional ramp to actually knock into 2 stages. (10k guard to block)

Belgar though has his own ramp built in, and stacking Volver's atop his own makes for 21k solo. 15k guard required, achieving the minimal requirement to be worthy target for stand triggers. Given it has Resist to there's not much the opponent can do about preventing it from coming swinging for seconds.


Cosmic Hero, Grandhogan

Burst – AUTO Generation Break 1: [Counter Blast 1] When this Unit is placed on (RC), if you have a “Gallop” Vanguard, you can pay the cost. If you pay it, draw 1 card, then if your Vanguard has Power+40000 or more, Counter Charge 1, and during that turn, this Unit gains Power+4000.
______________________________________________
Apparently Dimension Police units participate in Blood Bowl, this is news to me, also this card is that list of Iron Man bootleg look alikes, amusing giving the name of the Star Gate Zeroth.

Functionally this card is simply a superior Grandrifter which means that card has got the boot, as these two new Grade 2s and Grandvolver already make a solid enough line, so long as you ride the new Victor Gallop to call them the go-to Grade 2 line-up for the moment, until we see more. Though if you happen to like Helm, he'd take the slot of this card if you ask me.

Double Bill Done
Decker Out