Showing posts with label gold paladin. Show all posts
Showing posts with label gold paladin. Show all posts

Saturday, 13 June 2015

Everyone gets a cross-breakride!

So yea I was bored and thought of possible breakride units for existing cross-rides, since PBD and Overlord got the treatment, it would be cool for these to get it as well. I will do 1 for each nation to be fair to all of them. Here are my possible suggestion to how it will turn out, and a bit of background on why I choose to make them this way.

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Blue storm dragon, Maelstrom (breakride)

[AUTO]:(LB4):[Counter Blast (1), Soul Blast (1)]: «Aqua Force» rides this unit, you may pay the cost. If you do, choose your vanguard, and until end of turn, that unit gets [Power]+10000, and "[AUTO](VC) At the end of the battle this unit attacks a vanguard, and if did not hit, and it is the forth battle or more, choose up to two of your rear-guards, [stand] them, and until end of turn they gain [power] +5000."
[AUTO](VC): When this unit attacks a vanguard, if it is the third battle of the turn or more, this unit gets power +3000 power until end of that battle.

There is too many crossrides in Bermuda, and between Cocytus and Maelstrom, I'd say more in favor of Maelstrom. This breakride is use to make glory all the more potent if they could guard it, but it does grant many of the other bosses potent final turn pushes similar to Lambros. This basically forces Reverse to hit or they are in for a world of hurt, tetra drive becomes 7 attacks if it does not hit on the 5th. The second ability is make it more incentive to get strong columns early by turning a 7k booster into a 21k VG column and help hitting cross-rides, but you still have to work in multiple attacks to get it.

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Art by Rwka


Incandescent Lion, Blond Ezel (breakride)

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2),Soul Blast (1)] When an «Gold Paladin» rides this unit, you may pay the cost. If you do, look at up to four cards from the top of your deck, search for up to two «Gold Paladin» from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order, and choose your vanguard, and that unit gets [Power]+10000 until end of turn, and "[AUTO](VC): when this unit attacks a vanguard ,this unit gains [Power] equal to the combined power of units placed on (RC) from deck this turn."

[AUTO](VC)[1/Turn][Choose a grade 3 card from your hand, and reveal it] When a unit is placed on an open (RC) from your deck, if you have three or more rear-guards, you may pay the cost. If you do, search your deck for grade 3 or more unit with "ezel" in its name, show it to opponent, then add it to your hand. Then choose a grade 3 from your hand, discard it, shuffle your deck, and this unit gains [Power] +1000 until end of turn for each rear-guard you have.. (Even if you do not use this ability, you cannot use this ability again for the rest of the turn).

United Sanctuary have MLB, Ameterasu, and Ezel that needs rework, but Ameterasu already got revival legion for herself, and its difficult to make a breakride for MLB, so I ended up with Ezel. The idea here is to give Platina more final push potential, as one of its greatest weakness is the lack of board flooding ability as Platina. It also makes Platina itself hit like a truck minus critical pressure, so it think its fair. The whole gambit requires 5 CB and 1 SB, so it takes some steps to get it going, but boy you get to see some scary numbers when it does. The second effect also lets you find your next ride or stride fodder and rewards you for using RG to superior call.

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Stern Blaukluger (Breakride)

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1), Soul Blast 3] When an «Nova Grappler» rides this unit, you may pay the cost. If you do, choose your vanguard, and that unit gets [Power]+10000 until end of turn, and "[AUTO](VC): when a rear-guard is [Rest] this turn, choose a unit, it gains [Power] +5000 until end of turn, and "[AUTO](RC) When this unit's attacks hit a vanguard, Counter Charge (1)." 

[ACT](VC)[1/TURN](Counter Blast (1): This unit gains [Power]+2000 until end of turn, and "[AUTO](VC) When this unit's attack hits a vanguard this turn, draw a card, and Counter Charge (1)."

Star gate have mostly Dimension police or Nova crossrides, so it is between Daiyusha, Asura, or Blau. Daiyusha have the revival legion, Blau needed a better breakride for galaxy, and needed support more than Asura in general so here it is. Now this quite different from the original stern. Instead of restanding itself, the breakride effect makes the galaxy turn much harder to guard as more attacks get in. It also has strong synergy with Mars. The cost is also extremely heavy for nova so that they cannot keep break riding this over and over. The second skill is a form of VG pressure, very similar to the original stern, but instead of a restand, it helps gain some advantage if it hits, but you lose the CB if it does not, giving opponent incentive to actually want to guard it.

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Art by Rwka

Silver Thorn Dragon Tamer, Luquier (Breakride)

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (2)] When an «Pale Moon» rides this unit, you may pay the cost. If you do, choose your vanguard, and that unit gets [Power]+10000 until end of turn, and "[AUTO](VC): when a rear-guard is called to (RC) from the soul, choose a rear-guard, and that unit and your vanguard gains [Power] +3000 until end of turn, ".

[AUTO](VC)[1/Turn]:When a unit is placed on (RC) from soul, look at up to two cards from the top of your deck, search up to one card from among them, put it into your soul, and put the rest on the bottom of your deck in any order, and this unit gains [Power] +3000 until end of turn.

Dark Zone is between Amon or Luquier. I went with Luquier as they are in a slightly more rough shape than DI. The breakride effect mimics a combination of original Luquier + Lion. However she does not naturally call units from the soul, and you will rely on effect shenanigans to do so. It however fixes column issues that pale moon tend to have for their VG. The second effect rewards active use of RG effects to call more units; this time being a free use of Irina.

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Sealed Demon Dragon, Dungaree (Breakride)

[AUTO] Limit Break 4 (This ability is active if you have four or more damage)[Counter Blast (1)]:When a «Narukami» rides this unit, choose your vanguard, and that unit gets [Power]+10000 until end of turn, choose up to two rear-guard in opponent front row, retire them and bind them, choose up to 1 card from opponent bind zone and call them to his front row <RC>, then if there is still a empty (RC) in the front row, choose up to one unit from that column and move it to the front row. For each card in opponent's bind zone, put the top card of your deck into bind zone.

[AUTO](VC)(choose a grade 3 in your hand, and reveal it) when this unit is placed on (VC), you may pay the cost. If you do, search your deck up to 1 grade 3 with "Dungaree" in its name, reveal it to your opponent, put into your hand, shuffle your deck, choose a card in your hand, and bind it.

This is an interesting take on Narukami, by moving opponent's RG to the front row so that they are at the mercy of their front row retirement effect. I considered either Vermillion or Dungaree to give a cross-breakride, and ended up settling for the less supported one.  What the ability does is a retire effect for his front row, and increase number of bind cards for both you and your opponent, and move up to 1 unit at the back to the now open front row. You also 'pay' for how many you choose to retire by binding 1 card for each unit that ended up in the bind zone. The 2nd effect lets you hit your crossride, while also increasing your bind zone count for unlimited's LB4.
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School Hunter, Leo-Pald (Breakride)

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3), Soul Blast (2)] When an «Great Nature» rides this unit, you may pay the cost. If you do, choose your vanguard, and that unit gets [Power]+10000 until end of turn, choose up to five cards in your hand, call them to seperate (RC), choose up to five of your rear-guards, and those units gain [Power] +4000 until end of turn, and "[AUTO](RC): when a unit attack in the same column as this unit attacks a vanguard, if its [Power] is 20000 or more, draw a card, at the end of that turn, retire this unit ".

[AUTO](VC):When this unit attacks a vanguard, choose up to one of your rear-guards, until end of turn, it gains [Power] + 4000, and at the end of that turn, draw a card, Counter Charge (1), and retire that unit.

This is equivalent to a altmile in the form of a great nature breakride, except it buffs the entire field and cost at least 3 times more. Note that you don't have to hit to get the draw, and even units boosted by pumped units will grant the draw, so pumping the column will net two draw and 8000 power, but will cause the column to retire. This works in line with Reverse's calling back retired units. This provides some insane push power while enabling you have a hand to guard at the end of the turn. The second effect is basically a big berry GB1, but suits the theme of trading units for power and shields in hand, while getting even more pluses off gaining back retired units.
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So those are my take on some units I would give the 'breakride' treatment. What do you guys think? Leave some comments on what you think or would like to see get the same treatment.

Friday, 22 May 2015

Card review: Golden Dragon, Spear Cross Dragon and role in GP



Today more details on a new GP stride, one showed in the anime. Here is spear cross dragon

http://cardfight.wikia.com/wiki/Golden_Dragon,_Spear_Cross_Dragon#comm-1081188


Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[AUTO]:[Counter Blast (2) & Choose a face down card named "Golden Dragon, Spear Cross Dragon" from your G zone, and turn it face up] When this unit is placed on (VC), if you have a face-up card in your G-Zone or more, you may pay the cost. If you do, look at five cards from the top of your deck, search for cards up to the number of face-up cards you have in your G-Zone, call them to separate open (RC), and shuffle your deck.

First thing many will relate this to is liberator Garmore for its ability to flood a field from absolutely nothing. However, unlike its predecessor, it works for all GP, but takes a little more setup than normal. You also get to cherry pick which unit you want and put the rest at the bottom, unlike Garmore who has to keep calling until you decide to stop, not letting you see what is available at the top 5 before deciding. Also important is that you can only call in open RC, like many other GP cards, so no replacing existing units.


The way this unit works is time sensitive to on stride, but you can chain this together with Gurguit, letting you decide the order. You can first let Spear Cross resolve first, pick the best possible units to call from top 5, then decide if you need to use Gurguit to try to fix any column.


The cost is quite unique to many of the strides we already know. It is like a mix between requiring 2 face-up strides to at least function, and rewards you for striding it later into the game. It is similar to existing game ending strides where you have persona flip, allowing this to be used maxed twice a game It synergies well with Blizza-type effects, assuming we see GP getting another one this set, but currently only existing one is Mithril Ezel. The setup with scissor or platina  being the heart allows you to have a game plan throughout, chaining RGs to spam the field while building to either LB4 or LB5.


So based on G-generation cards leaked, GP favors a heavy swarming strategy; calling non-triggers from deck for attacking and boosting, and then trading them later on defense to guard, therefore saving cards in hand to guard. They are also unique in allowing you to guard from the deck, which bypass Tom,Glory or Diablo effects to prevent guarding from hand. Slaymy lets you guard from the back row, while braygal is the GP's incarnation of Especial-intercept, providing a small quintet wall effect, and Gurguit helps you dig deeper for the guard that you might need if you have the resources to spare. Do note nowever that the new PGG does not work with these effects, as they have to placed from hand to GC, but it works fine with any normal PG.


With Coolgal, Farmgal, and Pwyll for easy pluses, and the consistency of all the "search top x cards", like Katchgal and lop ear, its easy to find the right guy for the job. In fact it becomes realistically easy to do what I dubbed as "pellinoire cheese".





People who played in second season remembered the nonsensical luck-sack that was Pellinoire. Back then the only real options were Viviane and Kahedin, and it usually involved immense amount of luck as they can only top call 1 card. Then came the legion era, which brought all the "call from top x cards", greatly increasing the rate you dig though your deck. Katchgal followed by Heli and Rud gave more combat calling, while making their way into the soul for more calling and paying for SB effects. Adding in G-era units, you can have easily 16-20 units in the deck that can call a unit during combat step along with Cambell to superior ride Pellinoire, gaining a further twin drive, and providing two set of 5k power to units while making space for more calling! With some luck, you might even be able to call 2-3 Pellinoire in a single turn! Show Thing Saver and DP who's the boss from superior riding from deck!


The last one I am going to at are liberators, particularly Blueish flame. With most of their bosses not using a lot of CB (max 2-3 a turn on heavy turns, it will be possible to use this in combination with Bruno to get some scary columns. However, I think one will rarely stride this unit, unless against heavy retire clans or effects.