Vict Plasma's main phase counterblast 2 requires him to both turn a copy of himself face-up in the generation zone and then have two or more face-up cards in that zone. While Nova Grappler has a bevy of unflipping support in Clay-doll Mechanic, Hungry Dumpty and Super Electromagnetic Lifeform Storm to support the counterblast with, without any way to turn stride units face-down Plasma is fundamentally limited to going off twice. In exchange for reducing his triple drive down to a standard twin drive, Plasma can then restand once after his first attack by discarding two cards. Because the drive check is reduced by one, the potential of a restanding G-unit is severely curtailed in Plasma's example, and taking both the drive reduction and the discard cost necessary to stride into account, Kaiser will always create at least a net -1 in card advantage. He would make for a much more intimidating unit if he retained triple drive, but the power boost from striding ensures that Plasma will always swing in the range of ~26000 power, putting him a cut above past restanding vanguards like Raging Form, Thing Saver, Cat Raizers and “Abyss” who were always restricted to ~21000 power unboosted.
Plasma is accompanied today by the second Meteor Kaiser, Vict Ten. As noted in the R&D discussion for these cards, Vict Ten is intended to be used with Mecha Battler Victor, combining Victor's on-stride skill with his own to stand two rearguards and give them +5000 power each. Victor's skill lets Ten counterblast 1 to stand a rearguard and give it a power boost, while Ten's on-hit stands another rearguard with the same boost, which can create either a single 26000 power lane or two ~16000 power lanes without triggers. Ten is intended as a primary early game stride unit, used to send the opponent to four damage faster so that Plasma can safely come out and overwhelm them with his restanding skill.
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