Monday, January 26, 2015

Today's Card Analysis: Popular Professor, Big Belly

The Japanese card of the day is Great Nature's first generation break unit from G-BT02: Flying Flowers. Popular Professor Big Belly is a Chatnoir for the generation break era, designed to rotate through the field in the late game by powering up the rearguards and then trading them out to refresh the hand. This in turn lets you access Great Nature's unique defensive properties, akin to a Roman tortoise formation.

AUTO (Vanguard circle): Generation break 2: (If you have 2 or more face-up G Units in your vanguard circle or generation zone) When this unit attacks a vanguard, choose one of your rearguards, during this turn it gets Power +4000, and during the end phase of that turn, draw one card and retire that unit.
AUTO (Vanguard circle): [Counterblast 1] During your turn, when you stride with a G Unit, you may pay the cost. If you do, choose up to two of your rearguards, during this turn they get Power +4000 and "AUTO (Rearguard circle): When an attack by a unit in the same column as this unit hits a vanguard, if the attacking unit's Power is 20000 or greater, draw a card."

Big Belly's on-stride counterblast is how he'll be used for most of the game. Because this skill does not retire your rearguards, it both creates the possibility for a flat increase in card advantage and makes it more likely to happen by strengthening your rearguard lanes. Furthermore, Belly can always target his own booster for the skill assuming that you set it in play on the turn beforehand, which means that you can get a +1 off of your stride regardless of its other abilities since the vanguard's power will automatically exceed 20000. Belly's unique property is thus that the more successful your aggression, the better a defensive position you are put in. Each attack that connects grants you another card in hand, prepping you for the opponent's counterattack.

This is offset by the properties of Great Nature's stride units. Eternity Professor Phoenicialux, revealed in the previous issue of Monthly Bushiroad magazine, gives +4000 power to two rearguards when she attacks, then retires them in the end phase. Unless your targets are units like Stamp Sea Otter that cannot be retired by card skills, this means that Big Belly is only trading out one card for another rather than building true card advantage. A solution to this is to only target units with Phoenicialux that replace themselves in some fashion, like Coiling Duckbill or the Hammsuke series. In this way, you can convert the targeted cards to additional cards in hand, which causes you to build up a net increase in card advantage while converting your field into handsize to defend through the opponent's turn and protect your increases in advantage from both retire and lock effects. By destroying your own rearguards before the opponent can and getting a neutral or positive exchange out of destroying them, you prevent the opponent from punishing your plays, making your own offensive safe.

Big Belly's generation break 2 comes into play in turns where Phoenicialux is undesirable or no longer available. This is more in line with Chatnoir proper, giving +4000 power to a rearguard when he attacks, drawing a card in the end phase and then retiring the powered-up unit. Like in the Phoenicialux combo example, using rearguards that replace themselves or ones that cannot be retired by card effects causes Big Belly's draw skill to become a +1 in advantage rather than a neutral exchange. Compared to Chrono Jet Dragon blocking the opponent's perfect defense cards or Flower Maiden of Ranunculus field power bonus, Big Belly is not as dramatic a skill as one may anticipate from past generation breaks. His strengths lie in being able to consistently weather long games and enjoy considerable freedom versus field control decks.

Sunday, January 25, 2015

Today's Card Analysis: Holy Tree Dragon Jingle Flower Dragon

The Japanese card of the day for this weekend is Neo Nectar's triple rare stride unit from G-BT02, Jingle Flower Dragon. Intended as an endgame unit to be used on your your fifth turn and later, Jingle Flower endows the entire field with massive power boosts in the same vein as his 2012 predecessor Sephirot. However, Jingle Flower's boosts vastly exceed those granted by Sephirot, as a trade-off to being available only twice per game and inside of a very limited window.

ACT (Vanguard circle): Once per turn: [Choose a face down card named “Holy Tree Dragon, Jingle Flower Dragon” in your generation zone, turn it face up] If the number of face up cards in your generation zone is two or more, choose one of your units, during this turn it gains "CONT (Vanguard/Rearguard circle): During your turn, all of your units get Power +2000 for each unit you have with the same name as this unit."

Jingle Flower's skill is moderately complex. It targets a single unit on the field, but actually increases the power of all of your units in play. In order to optimize Jingle's skill, you need to choose the unit which you have the greatest number of cards with the same name as it in play, and because some Neo Nectar units can take on the name of another card, this may not be the unit that you actually have the most actual copies of. As an example, the promotional card Maiden of Flower Screen can use her once-per-turn generation break skill to gain the name of another card on the field, by returning a nontrigger unit from the drop zone to the deck.

This makes it possible to have five instances of the same name in play rather than the standard limit of four, causing all of your units to get five instances of +2000, a net of +10000 power. The optimal setup for this uses two Flower Screens and three identical grade 1s that the Flower Screens will take the name of, preferably Sour Sourer (スッパ・スッパー Suppa Suppaa) a base 7000 grade 1 that gets +1000 power for every other Sour Sourer in play. All three Sour Sourers will have +4000 power from their own skill, and with every unit getting +10000 power from Jingle Flower Dragon's persona generation skill this will create rearguard power lanes of 40000 and a vanguard lane of 55000 power. With this in mind as the standard to which your Jingle Flower strategies need to get as close as possible to, a more likely situation is to be able to get out two copies of a unit and use Spring Waiting Maiden Oz to bring the third in, but without access to the Flower Screen promo these three units will result in "just" a +6000 power boost to every card through Jingle Flower's skill.

Even the small numbers for Jingle Flower are more than reasonable. With standard 16000 power rearguard lanes and just two instances of the same unit in play, your formation will have 24-37-24000 power, and with three that jumps up to 28-41-28000 power. Because each unit gets the power bonus individually, having a booster in play greatly increases their effectiveness, and wanting to have three or more instances as a specific number means that Jingle Flower works best with replicating grade 1 units. The new Neo Nectar fosters a method of play akin to vegetative cloning, deriving strength out of numbers from repeatedly cloning individual plants to cultivate a field from a single seed. Like Vict Plasma and other persona generation units, Jingle Flower can only be used so many times per game. He effectively succeeds Arboros as the finishing move of the clan, but because of the limitations on how many times his skill can be activated, there is no reassurance of being able to simply have the power boosts for the rest of the game. That kind of play instead goes to the Maiden of Ranunculus, Aasha. Hence, Jingle Flower is best reserved for very late in the fight when the opponent is already at the four and five damage mark.

Thursday, January 22, 2015

News: Cardfight Pack Vol.12 to Bring Nubatama Critical Trigger, Ramune and Deletor Evo

This morning several card shops that received their initial supplies of promo packs for February leaked images of the upcoming cards, with some recipients selling the cards early through eBay. Illegal sales of promo pack cards has been a continual problem for the company since the game reached the west, as unlike their Japanese counterparts, many western distributors have no scruples over breaking street dates and selling promos rather than giving them out as participation incentives. Bushiroad updated their official events page this hour to reflect the new cards.

Included in Volume 12 are Knight of Reform Ladinas, Weather Girl Ramune, Stealth Beast Tobihiko, Brawler Earthcrack Dragon, Clipping Deletor Evo and King Serpent. Prices are steadily climbing from $6 to $10 for each, as demand for early access to the promos is strong.

Tobihiko is of particular concern for professional Nubatama cardfighters, perceived by many as an essential card to the clan. Having not seen English-language support since FC02: Fighter's Collection 2014, while having both first and last had triggers for it printed in BT13: Catastrophic Outbreak, Nubatama is a clan starved for new cards and alternate trigger lineups. Previously forced to run four every trigger type, the addition of Tobihiko now gives Nubatama the option to eschew either stand or draw triggers for a more reliable one. In Japan a promo legion pair was also issued for the clan last year, and international cardfighters can expect to see that legion hit their shores later this year.

Press Release: Another Cardfight!! Vanguard Expansion Sold Out – Booster Pack Vol. 16 ‘Legion of Dragons & Blades’ ver.E

The following is a press release distributed by Bushiroad USA and may not reflect the views or opinions of Cardfight Pro or its editors.


Another Cardfight!! Vanguard Expansion Sold Out – Booster Pack Vol. 16 ‘Legion of Dragons & Blades’ ver.E

Singapore (January 16, 2015) – More than 950,000 packs were sold in less than one month after the official release of Cardfight!! Vanguard Booster Pack Vol. 16 ‘Legion of Dragons & Blades’ ver.E on December 19, 2014.

This booster pack expansion joins the list of other Cardfight!! Vanguard expansions that were completely sold out within weeks of their release dates. Previous expansions, Extra Booster Pack Vol. 11 ‘Requiem at Dusk’ and Extra Booster Pack Vol. 12 ‘Waltz of the Goddess’, sold more than 600,000 packs over the weekend.

The next expansion, Booster Pack Vol. 17 ‘Blazing Perdition’ ver.E, will hit the shelves from January 23, 2015.

Cardfight!! Vanguard is a popular trading card game developed by Bushiroad Inc. in early 2011. It is currently available in four languages; Japanese, English, Korean and Thai.

Wednesday, January 21, 2015

Today's Card Analysis: Regalia of Duality Nega Chaopozisis

The Japanese card of the day is the winner of 2014's create-a-card contest, designed by child reader Ishii Kenichi and brought to life by veteran illustrator Terumii (Vlad Specula, Paschal, Maiden of Blossom Rain.) Neither a legion nor a limit break unit, like Daunting Deletor Oksizz before her Chaopozisis takes total control of her gameplay's tempo. Chaopozisis wields the power of Onmyou, the Japanese philosophical concept of contradictory forces that complement one another when put in balance, and this is represented through her soul management-based gameplay. In order to use Chaopozisis effectively, you have to constantly fluctuate between 3 and 9 soul and demonstrate total control over your soulcharging across multiple turns. The reward for this is nearly endless turns of additional power and critical from the moment you ride a grade 3, quickly draining the opponent's perfect defense cards, then eating into the remainder of their hand.
Regalia of Duality, Nega Chaopozisis 
ACT (Vanguard circle): [Soulblast 6] During this turn this unit gets Power +10000/Critical +1, and if the number of cards in your soul is 2 or less, place a card from the top of your deck into your damage zone.
AUTO: [Counterblast 1] When this unit appears in a rearguard circle, you may pay the cost. If you do, choose three cards with "Regalia" in their card name from your drop zone, put them into your soul, and if the number of cards in your soul is 10 or greater, put the top card of your deck into your damage zone.
Chaopozisis' skills are divided between her aspect of ice on the vanguard circle, and aspect of fire on the rearguard circle. In keeping with her card lore, misusing either of Chaopozisis' powers will cause you to take damage, respectively symbolizing being frozen alive and immolated. To use her correctly you have to strike a balance in how much soul you maintain. Her aspect of fire can be a useful supporting component either for herself or for another Regalia boss card like Yggdrasil, but because her skill soulcharges exactly three cards rather than "up to" three, if you've overdone your own soulcharging then there's no saving you from taking damage. Failing to exercise proper caution and misusing Chaopozisis when already at high damage can cost you the game.

Nega Chaopozisis' submission artwork from issue 15, illust. Ishii Kenichi.
You can never exceed 9 soul nor drop below 3, so Chaopozisis benefits from cards like Regalia of Midday Hemera that can choose up to so many cards, to prevent overcharging. Note that Chaopozisis' skill is not a once-per-turn skill like that of Midnight Regalia Nyx or CEO Yggdrasil. This is pivotal, because unlike with those cards the opponent is not safe from her skill even when at two damage. As long as you are able to set up Chaopozisis, you can use her aspect of ice to have as much power and critical as you desire. If you're absolutely certain that the opponent can't block your attack, then taking a damage on your own end may even be acceptable if it results in sending the opponent to 6 or 7 damage. Key support cards for Chaopozisis are Witch of Grapes Grappa and Witch of Oranges Valencia; while Witch cards rarely make it into Regalia decks these days, Grappa and Valencia are especially important to Nega Chaopozisis because when soulblasted they can soulcharge 2. All of Nega's text must resolve before Grappa or Valencia can however, so when using these skills you have to be certain that you will have 3 soul remaining after paying her soulblast 6 to avoid taking damage. Grappa and Valencia's on-blast soulcharges then help support Hemera and Shiny Angel in getting the soul ready for next turn. But because Witches cannot be targeted for Regalia-specific soulcharge effects, the window for getting these cards into the soul is limited. Other than riding them, you can use Cider to get them into the soul after guarding with them or bringing them out through a quintet wall, soulcharge them off of Lot Angel, and of course soulcharge the Witches through their own skills.

Chaopozisis shares her other key soulblast targets with Yggdrasil, Mirror Regalia Achlis and Regalia of Fate Norn. Both of these units give +5000 power to the vanguard when blasted, which can snowball with Chaopozisis' aspect of ice to create a vanguard in the range of 51~61000 power. The more difficult question comes into play when considering a unit to partner her with. Because of having both vanguard and rearguard skills Chaopozisis is flexible enough to either act on her own or as support for an existing boss card, so pairing her with Yggdrasil would seem like an obvious choice. But her aspect of fire will also punish you for failing to track the soul, and it's much more useful the earlier it comes into play. In a CEO deck you want Chaopozisis out before putting down Hemera, or before using the infamous Svalinn-Cider combo. When building around Chaopozisis herself, Nyx can be a useful setup card because of her draw skill, which empties out the soul early on and leaves you in little danger of backlash from the aspect of fire. Angelica is also a possible choice, but her break ride skill is undesirable in the present format because of how late it comes into play, and when it comes to a breakride critical vanguard there's very little that Chaopozisis can do with Angelica that Yggdrasil can't already do better.

From Fighter's Collection 2014 there's also Goddess of the Four Seasons Persephone. While not a Regalia unit, Persephone's on-ride skill adds three copies of a card already on the field to the soul, and when use with Grappa or Valencia this can be tremendously useful for getting Chaopozisis ready. By the time that you've reridden, Nega will have at least 6 soul to play around with, which can jump up to the magic number 9 with a single Shiny Angel. Very little of the Regalia soulcharge support requires a Regalia vanguard specifically, so as long as you can eventually guarantee your Chaopozisis ride Persephone can be a faster setup card than Angelica. But like with Angelica, the danger lies in getting stuck on Persephone without having access to your primary boss card. One of the reasons it's difficult to find a good partner for Nega Chaopozisis is that in most of the situations in which she is your main boss card, you will want to ride her and start getting the aspect of ice going right away. But with Genesis at an interim period between batches of support, there is ample time for research and testing. Make use of it.

Tuesday, January 20, 2015

News: Goddess of the Full Moon Tsukuyomi Tops Sukacat CS

Fighter's Collection 2014 reprint.
January 18th, 2015. The first team tournament of 2015 ended with a surprising deck at the center of the leading team. The Sukacat Vanguard Championship was won by a team running Thing Saver Dragon, Goddess of the Full Moon Tsukuyomi and Dragonic Overlord “The X.” The team's midfighter Ryo accomplished his feat by integrating Heaven Conquering Battle Deity Susanoo and his support cards from G-BT01: Generation Stride with the Tsukuyomi evolution line, using the evolution and generation break skills to repeatedly stack the bottom of the deck with trigger units while adding nontrigger cards to the hand.

This marks the first monoclan Tsukuyomi top in over two years; while Yasue Takamasa's Genesis-Oracle Think Tank hybrid made top 8 in a regional qualifier in mid 2013, the last time pure OraThin Tsukuyomi won a tournament was under former Sendai regional champion Tanaka Shouta in November 2012. The last time that Tsukuyomi topped, her widespread success eventually led to her finding a place on the restricted list alongside Dragonic Overlord the End and Majesty Lord Blaster. Many of Shouta's innovations have since become essential core elements to Oracle Think Tank, and Ryo's modifications have further improved the deck to create a circular loop in as few turns as possible. The decks of each team member are transcribed below.

Ryo's endgame strategy was to guarantee continuous double triggers for the rest of the game past a certain threshold of bottom-deck stacking, effectively presenting his opponent with a time limit before Tsukuyomi would explode. To build up to this point he first used an old trick of Oracle Think Tank, using the skills of Ichibyoshi, Crescent and Half Moon Tsukuyomi to put between twelve and fifteen cards on the bottom of the deck. Each of these units checks the top five cards for the next incarnation in its line and rides them, then places any remaining cards on the bottom.

In the past many cardfighters have deliberately stayed on grade 2 while feigning gradelock in order to get their stack to reach twenty cards, but in 2015 the deck has better options. Susanoo's on-stride skill checks the top two cards, placing up to one into hand and any remaining on the bottom. Combining this with the stride unit Soaring Auspicious Beast Qilin--who has an identical skill but with on-hit conditions attached--Ryo was able to get two to four more cards on the bottom of the deck, following up in later turns with his "finisher" Takemikazuchi.

By turning a copy of himself in the generation zone face-up and paying two counterblast, as long as there are two or more cards face-up in the G zone, Takemikazuchi checks the top four cards to add two to hand and place the remaining on the bottom. These new units greatly expedite the process of setting up a twenty card stack without having to deliberately take a turn of gradelock, all while keeping up a strong defensive hand and using supporting rearguard draw skills to ensure that the opponent can't knock them out before the stack is reached. Full Moon herself played into this bunker defense strategy by shaving off up to four cards from the top of the deck with her draw skill, although compared to going for Takemikazuchi or Susanoo this is not as preferable.

Photo originally uploaded by ryogyoza.
According to Ryo, his record in the tournament was much better in the finals than in the opening rounds. The first four rounds of the tournament were held in best-of-one, with Ryo getting two wins off of Kagerou and Oracle cardfighters, preceded by two losses against Royal Paladin and Kagerou fighters. In the finals he won all four rounds 2-1 (Kagerou) 2-0 (Kagerou) 2-0 (Royal Paladin) and 2-1 (Kagerou.) The tournament finals were Shou's Thing Saver versus Victor-Raizers, Ryo's Tsukuyomi versus “The X,” and Kaiji's “The X” versus Susanoo-Mille Feuille.

Of note is that team captain Kaiji's “The X” decklist is one of the last that will be seen with four copies of Calamity Tower Wyvern in it, due to the card's imminent restriction effective this February.

The VGCS tournaments are a series of unofficial tournaments organized by fans and cardshops. Unlike Bushiroad's larger official tournaments, most VGCS events are done using a best-of-three, Swiss tournament model. Turnout is typically 70-80 persons, but some events see 100 or more participants, all of whom compete using pseudonyms and internet handles rather than their real names as in official events. The VGCS model of fan-organized play has begun to gain popularity internationally, with the bi-monthly BeNeLux tournaments serving as their European equivalent, and there are now similar grassroots organizations emerging in the United States like the ARG Circuit series tournaments and the King of Cardfight competition in the American midwest.

Credit to Siulzen for transcribing today's deck breakdown.
Deck breakdown (141 participants in total)
37 Kagero (34 Overlord, 2 Perdition, 1 Nouvelle)
32 Royal Paladin (22 Jewel Knight/Thing Saver, 8 Seekers, 1 Pendragon/Thing Saver, 1 Ezzell)
23 Oracle Think Tank (13 CoCo/Susanoo, 5 Gelee/Susanoo, 2 Tsukuyomi, 2 Amaterasu/Susanoo, 1 Mille Feuille/Susanoo)
20 Nova Grappler (14 Victor/Raizer, 5 Blau, 1 Blau/Raizer)
10 Shadow Paladin (Revengers)
4 Dimension Police
3 Gear Chronicle
3 Neo Nectar (Musketeers)
2 Granblue (1 BR Legion, 1 Legion)
1 Genesis
1 Tachikaze (Ancient Dragon)
1 Link Joker (Glendios)
1 Spike Brothers
1 Pale Moon (Silver Thorn)
1 Great Nature (Legion)
1 Megacolony
Foreward: Shou/将
Grade 0
x1 Advance Party Seeker, File (FV)
x4 Jewel Knight, Hilmy HT
x4 Margal DT
x4 Jewel Knight, Noble Stinger CT
x4 Blazing Jewel Knight, Rachelle CT
Grade 1
x3 Holy Knight Guardian
x4 Laurel Knight, Cycirlz
x3 Good Faith Seeker, Cynric
x2 Jewel Knight, Prizmy
x1 Stinging Jewel Knight, Shellie
Grade 2
x4 Blaster Blade Seeker
x4 Full Bloom Seeker, Cerdic
x3 Jewel Knight, Swordmy
x1 Knight of Twin Sword
Grade 3
x4 Seeker, Thing Saver Dragon
x3 Seeker, Sacred Wingal
x1 Sacred Beast Seeker, Claude
Grade 4 (Generation Zone)
x4 Divine Sacred Dragon, Saint Blow Dragon
x3 Shrouded Divine Knight, Gablade
x1 Miracle Element, Atomos

Midfighter: Ryo/りょう
Grade 0
x1 Godhawk, Ichibyoshi (FV)
x4 Lozenge Magus HT
x4 Psychic Bird CT
x4 Battle Sister, Ginger CT
x4 Oracle Guardian, Nike CT
Grade 1
x4 Mediator, Ameno-sagiri
x4 Goddess of the Crescent Moon, Tsukuyomi
x4 Luck Bird
x2 Oracle Guardian, Gemini
Grade 2
x4 Goddess of the Half Moon, Tsukuyomi
x4 Silent Tom
x3 Diviner, Shinatsuhiko
Grade 3
x4 Heaven Conquering Battle Deity, Susanoo
x4 Goddess of the Full Moon, Tsukuyomi
Grade 4 (Generation Zone)
x4 Sword Deity of Thunder, Takemikazuchi
x2 Soaring Auspicious Beast, Qilin
x1 Snow Element, Blizza
x1 Miracle Element, Atomos

Captain: Kaiji/ カイジ
Grade 0
x1 Red Pulse Dracokid (FV)
x4 Perdition Dancer, Agafia HT
x2 Seal Dragon, Artpique DT
x3 Gattling Claw Dragon DT
x3 Perdition Dragon, Buster Rain Dragon CT
x4 Embodiment of Spear, Tahr CT
Grade 1
x4 Protect Orb Dragon
x4 Calamity Tower Wyvern
x3 Dragon Monk, Gojo
x3 Lava Flow Dragon
Grade 2
x4 Dragonic Burnout
x2 Perdition Dragon Knight, Ilham
x2 Perdition Dragon, Dragonic Neoflame
x3 Burning Horn Dragon
Grade 3
x4 Dragonic Overlord “The X”
x3 Dragonic Overlord the End
x1 Perdition Emperor Dragon, Dragonic Overlord the Great
Grade 4 (Generation Zone)
x4 Imperial Flame Dragon King, Route Flare Dragon
x3 Divine Dragon Knight, Mahmoud
x1 Miracle Element, Atomos

Monday, January 19, 2015

News: Preregistration Open for ARG Texas, Ontario Circuit Set for February

On February 8th 2015 Alter Reality Games will be bringing its ARG Circuit series to Fort Worth and Ontario, commencing the first Vanguard Circuits in Texas and Canada. The entry fee for ARG's Cardfight!! Vanguard tournaments will be $20 per person, with five booster packs being provided to every player that enters. For the Texas Circuit, ARG will be giving out free playmats to the first 25 players to preregister. The playmats will be handed out prior to the tournament, in place of the free booster packs. Preregistration can be carried out through ARG's webpage. The tournament venues addresses are given below. At Fort Worth the tournament finals will be streamed lived to ARG's Twitch channel, but the Ontario tournament will not be.

As at Chicago, Atlanta and Orlando there will be a payout of $500 divided among the top 8, along with Circuit series playmats. The payout will be in store credit to be used on Alter Reality Games' website, unless more than 40 cardfighters participate, in which case payout will be in cash. As is standard for competitive tournaments the format will be best two out of three games, beginning with several rounds of Swiss pairings and followed by a cut to top 8. Only English-language cards will be permitted in the tournament, while Lizard Soldier Conroe and Barcgal will be banned from play. Clan mixing is allowed, so that cardfighters can play popular mixed decks like Thing Saver-“Abyss” and mixed Witches. On-site registration will begin at 10:00 AM and the tournament itself will begin at 11:00 AM. The tournament will take place at the Fort Worth Convention Center, 1201 Houston Street, Fort Worth, 76102.

The ARG Circuit series is publicly endorsed by Cardfight Pro as a professional tournament system. Those who place in the tournament will be recognized by Cardfight Pro as professional cardfighters of the same caliber as those that qualify in the world championships and VGCS tournaments. 

The Ontario tournament will not be run by Alter Reality Games, but ARG will be providing top 8 playmats for their associates in Canada to distribute. Registration will be held from 10:30 AM to 11:45 AM, while the entry fee and tournament regulations are identical to those at Fort Worth. The prizes for top 8, based on an anticipated turnout of 50 cardfighters, will be $220 for first place, $120 for second, $80 for third through fourth place, and $45 for fifth through eighth. Each member of the top 8 will receive an ARG playmat, while four random cardfighters will be given a BT16: Legion of Dragons & Blades mat. The Ontario Circuit will be held at the MVP Complex on 1325 Eglinton Avenue E Mississauga, Ontario, Canada.