Showing posts with label sovereign star dragon. Show all posts
Showing posts with label sovereign star dragon. Show all posts

Thursday, June 4, 2015

News: Amnesty Messiah Prices Skyrocket

Price surveys of sales of Sovereign Star Dragon singles this week are demonstrating an alarming and rapid shift in price dynamics; over the course of just four days the set's second generation rare, Amnesty Messiah, has jumped up from a 1500~2000 yen card to selling for 6000~7000 yen each. (approx. $48~$56 at the current exchange rate.) The news comes on the heels of the set's other generation rare Phantom Blaster Dragon dominating price charts last weekend, with Amnesty matching Phantom Blaster coin for coin. The Abyss Dragon generation rare has since dropped to 5000~5800 yen, with his lows staying at the same ceiling as on the set's release date.

The inflated prices are likely owed to the modified distribution of generation rares in the set, as it has been independently confirmed several times over that in Sovereign Star Dragon each case of sixteen booster boxes comes with exactly one copy of each generation rare.

Prior sets Generation Stride and Soaring Ascent both distributed generation rares with the same frequency as triple rares, and the only real difference between GR and RRR cards were their foiling. Shadow Paladin and Link Joker are the highest priced clans in the set, with Dark Irregulars in third, and Gold Paladin and Murakumo in fourth.

Another reason for the rise is the lack of reliable unlock skills in the Messiah deck. Their key unlockers White Dwarf Lady Battler and Blast Monk are both distributed exclusively as promo cards rather than in booster sets. With few ways to unlock Arousal Messiah to initiate their combos, Messiah cardfighters rely on the high-rarity Amnesty to piece together their strategy.

Cardfighters in Japan are being forced to come to terms with the increasing expense of the game, as the popularity of specific clans dramatically increases the demand for high-rarity cards. Link Joker has always been one of the most expensive clans in the Japanese game, since the heyday of Chaos Breaker Dragon a year and a half ago. But the high prices of Phantom Blaster and Amnesty Messiah exceed anything seen in previous formats, as their absolute values have doubled; where 3500 yen was once the most expensive price one could pay for a single card in Japanese Vanguard, that value has doubled in the time since to 7000 yen. A game that was once priced for children is becoming prohibitively expensive for its target audience, leaving adults as the primary consumer. Two years ago Eradicator Dragonic Descendant was the currency equivalent of a $10 card, and one of the best decks in format could be afforded with a middle school student's monthly allowance. This dilemma is likely to hit the English-language game even harder with the international release of Sovereign Star Dragon on July 10th, as the most expensive standard rarity cards in the game are already $40~$45. The rarity of Amnesty Messiah and Phantom Blaster may drive the grade 4 units to $80~$100 per card, dramatically increasing the cost of deckbuilding. One of Cardfight!! Vanguard's original selling points internationally was the low cost of the game relative to its contemporaries Yu-Gi-Oh!, Magic: The Gathering and the Pokémon Trading Card Game. Whether cardfighters would find the new decks worth investing in is questionable when one of the most important aspects of the game is that superior judgement wins out over the amount of money spent; a cardfighter that buys a $500 deck is no more likely to win than one who buys a $150 deck with similar levels of support.

Today's article was made possible by the donations of our patrons at Patreon. Cardfight Pro is funded by public contributions from readers like you.

The above buylist comes from card shop C-labo, written c. May 29th. At the time this list was written, the shop was buying Sovereign Star Dragon cards at their exact market value rather than at a 30~40% depreciation. Less than a week after these prices were listed, Amnesty Messiah's average selling price has already tripled from what is seen here, while Phantom Blaster Dragon's has stayed at a similar price point.

Thursday, May 28, 2015

News: Phantom Blaster Dragon Becomes Most Expensive Card in Game, Touken Ranbu -ONLINE- Playmats, Deckboxes & Sleeves

The Japanese edition of G-BT03: Sovereign Star Dragon went on sale just a few hours ago, and prices from both Japanese auctions and retailers are already stabilizing. Of all the cards in the set, the most alarming is G-BT03's print of Phantom Blaster Dragon; his average selling price has jumped to be the highest single in the game's history, at 5000~7000 yen per card. (approx. $40~56 at the current exchange rate.) This is more than the price of one box of Sovereign Star Dragon, and observations from Japanese buyers are that the inclusion rate of the set's two generation rares is at one of each generation rare per carton--one Phantom Blaster and one Amnesty per every sixteen boxes. If this ratio is true, it would be a massive departure from Generation Stride and Soaring Ascent of Gale & Blossom, where generation rares were distributed at the same rate as triple rares. Lagging behind Phantom Blaster are Amnesty Messiah and Aurageyser Dragon as the second most expensive cards from the set, going for 1500~2000 yen each.

The exorbitant prices for Phantom Blaster are derived from his synergy with multiple different Blaster deck types, including Phantom Blaster “Abyss,” who is generally regarded as the dominant deck of the pre-BT03 format. Both halves of the “Abyss” legion experienced a similar price jump earlier this month. However, running the Phantom breakride in “Abyss” has been brought under severe scrutiny from the first day the Blaster Dragon breakride was revealed. Doing so means surrendering virtually all forms of soulblast support, including Black-winged Swordbreaker and Darkheart Trumpeter. It also means losing access to Blaster Dark Revenger and Revenger “Abyss” for most of the game, neutering Revengers' devastating field control options and ability to shut down a vast number of first vanguard-centric strategies. Other Blaster decks are also on the rise, with triple rare playsets of Phantom Blaster Overlord reaching a 2000 yen high, and Gust Blaster Dragon rising to 1200 yen apiece.

In other news, Duel Portal, retailers Cardshop Ogre and Card Kingdom have all revealed merchandise for G-Title Booster 01: Touken Ranbu -ONLINE-, including eight character-specific sleeves from Bushiroad's Mini Sleeve Collection and several deckboxes. Six playmat designs (pictured below) are also being produced for the set, intended to double as mousepads. The Touken Ranbu booster was originally announced as an April Fool's joke by Bushiroad of Japan, and later clarified to be a real product made in association with DMM and Nitro+. The booster will feature the characters of Touken Ranbu as part of the unique clan "Touken Ranbu," and will be compatible with all of the cards produced in the existing Cardfight!! Vanguard trading card game.

While the booster set has been designed to attract a new audience to Vanguard, fan reactions across the globe have been mixed. Some fans have expressed displeasure with devoting a booster set to what has been described as an opposite gender counterpart to Bermuda Triangle, when that space could be devoted to an existing clan. Others have criticized the Touken Ranbu clan as being out of place in the greater context of Cardfight!! Vanguard's world, particularly with respect to the planet Cray. But still other fans find an appeal to the cross-promotion that would otherwise be absent from the game, and in Japan boxes of the title booster have already been promised as prizes at several upcoming VGCS tournaments.

The set's status in English-speaking countries is unknown, as DMM lacks an international presence and licensing the set for the western market could prove difficult. Bushiroad Inc. does have experience with bringing over these types of properties in its older card game Weiβ Schwarz, but the possibility remains that one of Cardfight!! Vanguard's clans will remain exclusive to the Japanese edition. Touken Ranbu -ONLINE- will go on sale in Japan on July 17th.

Today's article was made possible by the donations of our patrons at Patreon. Cardfight Pro is funded by public contributions from readers like you.

Tuesday, May 26, 2015

News: Fans Leak Sovereign Star Dragon, Murakumo Restander

This morning an anonymous Japanese retailer broke the street date on G-BT03: Sovereign Star Dragon, enabling fans to spoil the remaining unknown cards in the set online. The major takeaway of the cards revealed is Ambush Demonic Stealth Dragon, Homura Raider; a stride unit that is also Murakumo's first restanding boss card.

ACT (Vanguard circle): [Counterblast 2, choose a face down card named “Ambush Demonic Stealth Dragon, Homura Dragon” in your generation zone, turn it face up] If the number of cards in your generation zone is two or greater, during this turn, this unit gets Drive -1 and "AUTO (Vanguard circle): At the close step of the battle in which this unit attacked a vanguard, choose one of your rearguards, and return three rearguards with the same name as it to the bottom of your deck, if you returned three, stand this unit. Shuffle that deck."

Homura Raider's skill was shown off today in Bushiroad's weekly information bulletin, with the deck being played by seiyuu Morishita Shuuta, the voice of Nitta Shin in the anime series. In his fight, Morishita used the skill by using his other skills to superior call three copies of the draw trigger Cat Rogue and then return them to the deck for Homura's skill, increasing his chances of checking triggers on the second attack. Sovereign Star Dragon will hit in Japan on May 29th, and internationally on July 10th.

Murakumo's other notable cards from the set include their new first vanguard, Onifundou (bottom left) and the stand trigger Hidden Scroll. Onifundou provides a rare opportunity for Murakumo to dig into the deck for a search target for a combo, rather than to clone cards already drawn, while Hidden Scroll can superior call two copies of a card other than himself. Also visible in this image is Neutron Star Lady Gunner, a game-changing support unit for Link Joker's Messiah deck. When ridden or called, her generation break 1 locks one of her own rearguards to lock an opponent's; locking one's own rearguards makes more viable targets for Amnesty Messiah's power and critical skill.

Stealth Rogue, Onifundou
AUTO: Forerunner
AUTO (Rearguard circle): Generation break 1: [Soulblast 1, put this unit into your hand] At the beginning of your main phase, you may pay the cost. If you do, look at up to three cards from the top of your deck, choose up to one of them, call it to a rearguard circle, shuffle that deck, and at the end phase of that turn, put the unit called by this effect on the bottom of your deck.

Stealth Beast, Hidden Scroll
AUTO: Generation break 1: [Put this unit on the top of your deck] When this unit is called to a rearguard circle, you may pay the cost. If you do, choose one of your rearguards other than "Stealth Beast, Hidden Scroll" and search your deck for up to two cards with the same name as that unit, call them to a rearguard circle, shuffle that deck, and at the end phase of that turn, put the units called by this effect on the bottom of your deck.

Neutron Star Lady Gunner/中性子星のレディガンナー
AUTO: Generation break 1: [Choose one of your rearguards and lock it] When this unit is placed on a vanguard or rearguard circle, you may pay the cost. If you do, choose one of your opponent's rearguards and lock it.

The Shadow Paladin cards leaked include new support for the Demon World Castle subclan previously formalized in Requiem at Dusk, ToteWächter and StreitenTurm. ToteWächter is German for Death Watcher (or "Death Watchman") while StreitenTurm is Fighting Tower.

Shadow Paladin has also received specific named support for Claret Sword Dragon, in the Yearning Knight Branwen (哀慕の騎士ブランウェン Aibo no Kishi Buranuen). Branwen is a Steam Breath Dragon copy for Shadow Paladin, filling the stride-enabling gap left by Pitch Black Sage Charon.

AUTO (Rearguard circle): [Choose a grade 3 card from your hand, reveal it] When this unit is called to a rearguard circle from hand, you may pay the cost. If you do, search your deck for up to one grade 3 card with "Claret Sword Dragon" in its card name, put it into your hand, shuffle that deck, and choose a card from your hand, discard it.
CONT [Hand]: When you are paying the cost for stride, this card gets grade +2.

Center top; Star-vader Technitium. Center bottom; Spiral Nebula Fairy.

??? Star-vader, Technitium
AUTO (Rearguard circle): [Choose a card with "Star-vader" in its card name in your hand, discard it] When this unit attacks, if you have a vanguard with "Star-vader" in its card, name you may pay the cost. If paid, during that battle, this unit gets Power +5000 and "AUTO (Rearguard circle) When this unit's attack hits a vanguard, soulcharge 1,  choose a card in your damage zone and turn it face-up."

Spiral Nebula Fairy ??? Girl/渦状星雲のXとし子
AUTO: Forerunner
ACT (Rearguard circle): Generation break 1: [Put this unit into your soul, choose one of your other rearguards and unlock it] Choose one of your opponent's rearguards, lock it.

Center left; Stellar Maker. Center right; Gravity Well Lady Battler. Right; Destiny Dealer.

Stellar Maker
AUTO (Vanguard circle): Generation break 1: When this unit attacks a vanguard, choose two locked cards, unlock them, during that battle this unit gets Power +5000/Critical +1.
AUTO: [Counterblast 1, Soulblast 1] When this unit is placed on the vanguard circle, you may pay the cost. If you do, choose one of your opponent's rearguards and lock it.

Gravity Well Lady Battler
ACT (Rearguard circle): Once per turn: Generation break 1: [Choose one of your rearguards, lock it] During this turn, this until gets Power +4000.

Destiny Dealer
AUTO (Rearguard circle): [Choose a grade 3 card from your hand, reveal it] When this unit is called to a rearguard circle from hand, you may pay the cost. If you do, search your deck for up to one grade 3 card with "Messiah" in its card name, put it into your hand, shuffle that deck, and choose a card from your hand, discard it.
CONT [Hand]: When you are paying the cost for stride, this card gets grade +2.

Heroic Saga Dragon
AUTO (Vanguard circle): Generation break 1: When this unit attacks a vanguard, your opponent may choose one of their own rearguards and retire it, and if they did not retire, during that battle this unit gets Critical +1 and "AUTO (Vanguard circle): At the beginning of your damage step, if the number of guardians is one, choose one of your opponent's guardians, retire it, and that units effects with "cannot be hit" is nullified." 
AUTO: [Counterblast 1, Soulblast 1] When this unit is placed on the vanguard circle, you may pay the cost. If you do, choose one of your opponent's grade 1 or less rearguards and retire it.

Heroic Saga's skill functionally forces the opponent to either retire a unit or not be able to use perfect defense cards. Quintet walls are functionally exempt from having their guard broken, and Heroic Saga will not work if the opponent guards with multiple 10000-power shields.

Every clan included in Sovereign Star Dragon with the exception of Kagerou and Cray Elemental is receiving a G-perfect defense, with the ability to countercharge a damage when guarded with if there is a copy of them in the drop zone. These are, by clan;
Dark Irregulars -  Flag Breaker
Link Joker- Flower Blooming in the Vacuum, Cosmolis
Shadow Paladin - Karma Collector
Murakumo - Stealth Rogue, White Heron
Gold Paladin - Holy Mage, Pryderi

Upper left; Killing Dollmaster. Upper center; Lunatic Masquerade. Bottom left; Werfleder Ordonnaz.

Killing Dollmaster
AUTO (Rearguard circle): [Put this unit into your soul] At the beginning of your main phase, you may pay the cost. If you do, soulcharge 2.

Lunatic Masquerade
CONT (Rearguard circle): Generation break 1: During your turn, if the number of cards in your soul is 6 or more, this unit gets Power +2000, and then if the number if cards in your soul is 10 or more, this unit gets Power +2000.

Werfleder Ordonnaz
AUTO: Forerunner
ACT (Rearguard circle): Generation break 1: [Counterblast 1, put this unit into your soul] Soulcharge 2, if the number of cards in your soul is 6 or more, draw a card.

Sweet Predator
AUTO (Vanguard/Rearguard circle): Generation break 1: During your main phase, when a card is put into your soul, during this turn, this unit gets Power +3000.

While these Dark Irregulars units are disappointing to some--as they come in lieu of an Izaya reprint, or generation break versions of Doreen the Thruster and Izaya that work in any phase--there are some upsides to their introduction. Lunatic Masquerade's +2000 power boosts stack on top of one another so that at the 10+ soul benchmark he has a total +4000 power booster and becomes a permanent 11000-power booster. The advantage to this over Doreen is that the soul count being increased during the battle phase will affect his power, allowing the use of Scoremaker Vampir and Kiskill-Lila to pump him up to that point. Moreover, the later in the game Lunatic is on the field the more effective he is over long stretches compared to Doreen, as he does not require redundant soulcharging to power up.

Dragon Knight, Janat
AUTO (Rearguard circle): [Put this unit into your soul] When your vanguard attacks, if you have a grade 3 or greater vanguard with "Dragonic Blademaster" in its card name, you may pay the cost. If paid, draw a card, choose one of your vanguards, during that battle it gets Power +5000.

Rising Lionet
AUTO (Rearguard circle): Generation break 1: [Put this unit into your soul] When another card is called to a rearguard circle from your deck, you may pay the cost. If you do, during this turn, that unit gets Power +5000 and "AUTO: (Rearguard circle): [Counterblast 1] When this unit's attack hits a vanguard, you may pay the cost. If you do, look at up to three cards from the top of your deck, choose a card from among them, call it to an open rearguard circle, and shuffle that deck."

Today's article was made possible by the donations of our patrons at Patreon. Cardfight Pro is funded by public contributions from readers like you.

Wednesday, May 20, 2015

Today's Card Analysis: Earth Elemental Pokkle

The Japanese card of the day is a unit that doubles as both anti-Link Joker and “Яeverse” support, Earth Elemental Pokkle. The first grade 2 Cray Elemental unit, Pokkle's on-call soulblast 1 unlocks any of your locked cards as long as you have a face-up Cray elemental in your generation zone, providing an important support option for decks that are overwhelmed by lock but don't have reliable Lock Break Campaign support.

AUTO: [Soulblast 1] When this unit is called to a rearguard circle, if you have a face-up Cray Elemental in your generation zone, choose one of your locked cards and unlock it.
CONT: This unit belongs to all nations and clans.

Ironically, the decks that benefit most from the addition of Pokkle are the “Яeverse” decks that already lock their own units as part of their costs, as keeping around a counter just for Link Joker that's tied to a specific rearguard with no other function is overdedication when one may never encounter Link Joker in the tournaments they're attending. Meanwhile “Яeverse” decks can already anticipate needing to lock cards for their card skills, and so are able to carry with them both a utility grade 2 that can make their lock skills more effective, and a partial counter to the very clan that so often counters them.

Although not formally a “Яeverse” unit, Star-vader Blaster Joker can also make use of Pokkle to unlock the unit that he locks for his legion skill. However, because there's no benefit to repeating the skill and he's dependent on soul for using it in the first place, this is less advisable. One trick that Joker can exploit is with Infinitesimal Star-vader Mayoron, an existing support card that rests himself to give Blaster Joker +10000 power. By locking Mayoron for the cost and then unlocking him with Pokkle, Mayoron's skill can be repeated a second time because cards default to unlocking as stand even when they were at rest beforehand. A similar combo exists with the promotional card Roaring Legs Blast Monk, whose generation break unlocks a locked card for +4000 power in the battle phase, allowing Mayoron to be used as a booster. Pokkle provides one more option for achieving this combo, and the soul used for his skill can be replenished semi-consistently with Link Joker's upcoming Margal clone.

Not every “Яeverse” deck benefits equally from running Pokkle. Many of the existing “Яeverse” units can only use their skills once per turn, or otherwise have limited timings to their locks that prevent them from taking advantage of main phase unlock. Those units whose skills activate in the main phase but are once-per-turn can still benefit from unlocking the locked unit as a booster, eliminating the principle weakness of Ashlei “Яeverse” and similar cards. Below is a list of “Яeverse” cards capable of exploiting Pokkle.

Today's article was made possible by the donations of our patrons at Patreon. Cardfight Pro is funded by public contributions from readers like you.

Eradicator, Vowing Saber Dragon “Яeverse” - Locking four Eradicator rearguards to retire four of the opponent's rearguards has always been possible, but Pokkle makes it easier by unlocking one of the initially locked units and still allowing for two rearguard attacks to be used in the turn. The issue with this is that Vowing Saber's limit break is attached to a counterblast 2, which severely hampers its use.

Silver Thorn Dragon Queen, Luquier “Яeverse” - The primary use of Pokkle in this deck is to enable Luquier “Яeverse” to call more rearguards than normal by using her skill multiple times and then unlocking the locked units, calling up to four rearguards from the soul in a turn. As Pokkle is technically a Pale Moon, he can also be superior called from the soul by Luquier's effect. More typically, Pokkle can be used to make two 21000+ power lanes with Luquier “Яeverse;” locking her booster with her limit break to superior call an attacker and give it +5000 power, unlocking the booster with Pokkle and then locking it again to superior call a +5000 power booster behind the Earth Elemental.

Cleanup Celestial, Ramiel “Яeverse” - Use with Pokkle is possible, but Ramiel's effect of "Choose up to three units in your front row with "Celestial" in its card name, those units get Power +5000 until end of turn" will be partially negated because Pokkle does not have Celestial in their card name. Instead, using Pokkle you can effectively retire two to three of the opponent's rearguards that turn and give Ramiel “Яeverse” +10~15000 power by locking two Celestials, unlocking one of them with Pokkle, locking two Celestials again, then calling another Celestial over Pokkle and locking the remaining units. It's entirely a question of how many Pokkles and Celestials you have available in hand, and where you want to stop. It's actually entirely possible to retire up to five units in a turn and give +25000 power to Ramiel “Яeverse” if you have four Pokkles and a sufficient number of Celestials in hand, by repeatedly calling over units to unlock locked cards and then relocking them.

Deadliest Beast Deity, Ethics Buster “Яeverse” - Ethics Buster's limit break has never been repeatable, as even if his cost is paid twice, when he attacks a vanguard “Яeverse” meets the criteria for both instances of his restanding skill, hence the second instance also can't be used for the rest of that turn. However, Pokkle does allow you to make one of your rearguard lanes attack for full power, which can be vital during the battle phase when “Яeverse's” crossbreakride rearguard stand comes into play.

Ice Prison Hades Emperor, Cocytus “Яeverse” - Due to Cocytus both sending three cards from the deck to the drop zone every time his lock is used, and superior calling and powering up units as part of his skill, trying to abuse Pokkle with him to repeatedly lock units is undesirable. However, it can be useful for restoring the unit originally locked to pay for his cost.

School Punisher, Leo-pald “Яeverse” - Leo-pald's lock skill can be used as many times as there are unlocked Great Nature units, and a common tactic in the past has been to lock all three backrow units to give +12000 power to the frontrow rearguards. On the surface it would appear that Pokkle doesn't synergize with this play style because calling him over one of the units powered up in this way ultimately grants you less power than you lose by retiring that unit. However, he can be abused by having open backrow circles to call Pokkle to, unlocking one of the units locked and effectively getting two more locks out of it. This upgrades Leo-pald “Яeverse” from giving +12000 power to the rearguards to giving +20000 power to each, locking both the unit Pokkle unlocked and Pokkle himself.

Covert Demonic Dragon, Hyakki Vogue “Яeverse” - As far as Vogue is concerned, Pokkle is not a new trick. Murakumo cardfighters have been using Stealth Beast Metamorfox to unlock their locked units and repeat Vogue's lock 2 to make the copies of himself attack for 31000 power each ever since BT14: Brilliant Strike hit. Pokkle simply adds another grade 2 option that's capable of pulling this off, replacing the filler grade 2s Grenjin and Bloody Mist that once took up space in the build.

Maiden of Venus Trap “Яeverse” - Like with Luquier, Pokkle is valuable because he enables Venus Trap to set up two powerful rearguard lanes in a turn. Moreover, since Venus Trap's limit break comes out of the top 5 cards of the deck, this also has the benefit of thinning the deck of nontrigger units, making one more likely to drive check triggers after bringing out those 21000+ power lanes.

Thursday, May 14, 2015

Today's Card Analysis: Sovereign Black Dragon Aurageyser Dragon & Cutting-Edge Knight David

戦場を行く。ただ無人の野を進むが如く。
"To the battleground. It will be just like advancing on untended fields."

The Japanese cards of the day for the weekend are two support cards for Shadow Paladin's rebel faction, the triple rare stride Aurageyser Dragon and the clan's new first vanguard David. Illustrated by Takayama Toshiaki--otherwise known for Dragonic Overlord the End, “The Яe-birth,” Galaxy Blaukluger and Great Daiearth--Aurageyser is a stride revision of one of Shadow Paladin's past boss cards, Origin Mage Ildona. Aurageyser is currently semi-unique as a persona generation grade 4 that does not benefit from nor require two or more face-up G units for any of his card effects, and this property gives him a number of uses in different Shadow Paladin decks attempting to take advantage of the generation zone. The only other cards that function in this way have specific heart requirements, which Aurageyser does not.

AUTO (Vanguard circle): [Counterblast 1, soulblast 1, choose a card named "Sovereign Black Dragon, Aurageyser Dragon" in your generation zone and turn it face-up, choose two of your rearguards, retire them] When this unit attacks a vanguard, you may pay the cost, if paid, reveal two cards from the top of your deck, during this turn, for each grade 1 or lesser card revealed by this effect, this unit gets Power +5000. Put the cards revealed by this effect into your hand.

Aurageyser was originally envisioned by the Research & Development staff to synergize with Claret Sword Dragon, his corresponding grade 3. By superior calling a Swordbreaker with Claret Sword's on-stride skill and drawing from that Swordbreaker, then her as part of Aurageyser's cost to reveal and add two cards to hand, you set up a net +2 in card advantage when striding over Claret neutrally and consolidate your rearguards into your hand. Counting the triple drive, two additional cards from Aura's skill and the draw off of Swordbreaker, you will put six cards into your hand on that turn. This is offset by all but one of those cards being known to the opponent. A sufficiently skilled cardfighter can memorize everything that Aurageyser has added in terms of (at least) your guard power, if not knowing the cards by name. While Aura does not fully address Ildona's longstanding problem of drawing into trigger units, he does compensate for it by getting +5000 power for each grade 1 or lesser card revealed by his skill, effectively still gaining the power if not the effects of the triggers and during that reveal temporarily turning all remaining grade 1 cards into trigger units that can exclusively be applied to the vanguard. In light of this current brand of Shadow Paladin's emphasis on superior calling grade 1 and lesser cards this can be a difficult sword to balance, as superior calling units interacts with Aurageyser in a strange way by actually decreasing the number of valid targets for his skill.

The incentive to run Swordbreaker does conflict with Aurageyser's soulblast cost. In decks that make use of Phantom Blaster “Diablo” or Blaster grade 3s, Darkheart Trumpeter is also contending for that limited resource, and the latest first vanguard option described below does not move into the soul. This means that to have space for multiple Swordbreakers/Darkhearts and Aurageysers in the same game, one must run Creeping Dark Goat, Judgebau Revenger or Fullbau Brave to build up the available soul. Otherwise one is left with just the grade 1 and 2s in the soul, which makes room for two Aurageysers but no Swordbreakers nor Darkhearts, or vice versa. Running the new move-to-soul draw trigger Howl Owl is an option, but also neutralizes any card advantage gained from these soulblast skills because putting Owl into the soul is itself a negative action. One means of getting around this is to limit Aurageyser to a first-stride utility play. The game-ending turns will typically be spend on Phantom Blaster “Diablo” rather than on Aurageyser, so planning to use Aura only once is an effective means of planning around his soulblast cost. You can run two copies of Aura for the initial stride, four copies of “Diablo” for the two turns after that, and then two of another stride like Blizza or Atmos that can catch the opponent unawares.

Aurageyser is relevant to more than just Claret Sword. Ironically, Blaster Dark “Diablo” benefits immensely from running at least two copies of Aurageyser in the generation zone, as Dark “Diablo's” primary shortcoming is his slowness and utter dependency on Phantom Blaster “Diablo” to function. Blaster Dark “Diablo's” generation break 2 allows him to stride a Blaster unit using any card for the cost by giving that card grade +3, but as a generation break 2 the skill will not come online under normal circumstances until the third stride or later.

This is much later than decks like the Revenger subclan are going off, putting Blaster Dark at a severe disadvantage. What Aurageyser does is address this by getting two G units face-up on his initial stride, making Dark “Diablo” live a turn earlier and allowing an immediate stride into Phantom Blaster “Diablo” just from discarding a grade 0 unit for the cost.


"Always. More than anyone else."
Finally, we have the second card of the day that Aurageyser's been paired with, Cutting-Edge Knight David. Befitting his name, David is a truly state-of-the-art first vanguard with a generation break 1 skill similar to that of Pitch Black Sage, Charon. When David would be used to pay the cost of one of your own retire skills, he can instead be treated as two units, effectively decreasing its cost by one. While Charon requires a Blaster vanguard for this, David instead accomplishes it by being a generation break 1.

With Aurageyser this means that you create a net +1 in card advantage by using David to pay the cost, retiring one card to draw two, and you can reduce Claret Sword's generation break to a net -1 instead of a -2 to pay for a stronger late game offensive. One unorthodox trick the anime series has advocated is running multiple copies of David in the deck and superior calling them with Claret Sword's on-stride skill to grab net card advantage off of Aurageyser without exhausting the soul for Black-winged Swordbreaker.

This is not without precedent. Deletor cardfighters worldwide managed a similar strategy with Acquire Deletor Igor not long ago, and still depend on that strategy heavily. Using David in this way also circumvents Revenger matches using Blaster Dark Revenger “Abyss” to retire him. However, it comes at the risk of being forced into a G Assist or even gradelock by having to shave off grade 1, 2 and 3 space to make room for the extra copies of the first vanguard, and whether this is worth it or not to make multiple Aurageyser turns play out positively is up to the individual fighter to decide.

Wednesday, May 13, 2015

Today's Card Analysis: Psychic of Storm, Rigel

The Japanese card of the day is an addition to Dark Irregulars' group of Psychics, the legion grade 3 Rigel. Dark Irregulars fans will be surprised to find that Rigel's legion mate is none other than Izaya, a promo card first revealed in June of last year. Rigel's Japanese release in G-BT03: Sovereign Star Dragon on May 29th will fall a week short of their card-of-the-day anniversary.

Rigel, Hadar and Izaya are actually all psychics of dust (Jin 塵 "impurity") but while Izaya's dust is sanded (Sajin 砂塵) and Hadar's is ashen, (Haijin 灰塵) Rigil's is winded (Fujin 風塵.) Rigil is the wind to Hadar's fire and Izaya's earth. His setup skill is one of the best in the clan; once per turn Rigel can soulblast a card with the same name as a unit on the vanguard circle to soulcharge five, putting him within range of Dark Irregulars' first soul benchmark and halfway to their second. Bear in mind that the key soul thresholds at this time are six, ten and fifteen soul--just by riding normally and using Rigel's skill you should have at least seven soul amassed, giving access to Flying Librarian and other six soul-required skills. Being in legion doubles the number of potential soulblast targets, making the skill not especially good for pre-legion setup and instead helping to brute force one's way to the benchmark for Rigel's other skill.

Rigel's soulcharge 5 should be taken into consideration alongside two other units, his mate Izaya and the grade 1 Doreen the Thruster. Both of these units get +3000 power when a card is placed into the soul during the main phase (Izaya only while the vanguard is in legion) meaning that with Rigel's soulcharge these units will get a total +15000 power. Doreen becomes a 21000-power booster and Izaya a 24000-power attacker, so that if both are lined up it forms a 45000 power lane. If you instead choose to divvy them up across multiple rows, you then have the option of two 30~31000 power attacks rather than a single big one.

Rigel's legion counterblast 2 is where the endgame comes into play. When he attacks the vanguard and you pay the cost, if there are ten or more cards in the soul you can retire two of your opponent's rearguards; and if there are fifteen or more cards in the soul, you can retire one more on top of that. Ten cards in soul is perfectly acceptable as a benchmark between stride turns with Kiskil-Lilla and the Abhorrent One, but the main obstacle to the last part of this skill is that if you've already reached the 15 soul mark before your turn begins then you're better off striding into the Abhorrent One to end the game. The only reason you would use Rigel's skill instead of the Abhorrent One's is if you've already run out of copies of the latter, or to avoid decking out via triple drive. These properties mean that a savvy opponent can also gain a great deal of information depending on your actions; if they are at four damage and you refuse to stride but clearly have the soul count and deck remaining to stride safely, then it becomes obvious that you don't have cards of the necessary grade in hand to stride with, and if they've been keeping track of your drive checks that lets them infer a great deal more about what you have at your disposal. Regardless, the simultaneous loss of three regards or six across two turns may be too crippling for the opponent to come back from long-term.

As for what grade 3 Rigel pairs with best, Charharlot Vampir is an option but using Hadar has certain benefits. It allows you to repeatedly cycle triggers into the deck with two different grade 3s, and each time you ride over an in-legion vanguard it builds two additional soul at a net expense of -1 to your card advantage. If your rearguard soulcharge options are limited in a particular game but you draw both units, you can perform legion with Hadar on one turn, then on the next turn ride Rigel, perform legion again and soulblast the Izaya from Hadar's legion to reach a high soul count without relying on grade 1 and 2 support units.

Sunday, May 10, 2015

Today's Card Analysis: Sovereign Dragon, Claret Sword Dragon

 "A claret sword. There lies a history of fresh blood."
The Japanese card of the day is one of the lead figures in Shadow Paladin's rebel faction, the military leader Claret Sword Dragon. A generalissimo seeking to take advantage of the clan's weakened leadership in Mordred's absence and overthrow Blaster Dark “Diablo,” Claret Sword will ring familiar for the supporters of Shadow Paladin's former patron deity Phantom Blaster Dragon. The Sovereign Dragon is to Blaster Dark as night to day, and a visionary for a different future for the clan.

ACT (Vanguard circle) Once per turn: Generation break 2: (Active if you have 2 or more face-up G Units in your vanguard circle or generation zone) [Choose two of your rearguards, and retire them] During this turn, this unit gets Power +10000 / Critical +1.
AUTO (Vanguard circle): [Counterblast 1] During your turn, when your G unit strides, you may pay the cost. If you do, search your deck for one grade 1 or less card, call it to a rearguard circle, shuffle that deck, during this turn, that unit gets Power +2000.

As was predicted, Claret Sword's on-stride counterblast 1 superior calls a grade 1 or lesser card from the deck and temporarily increasing its power, allowing a weaker unit with a utility skill to temporarily serve as a valuable booster before being retired by stride skills. The primary issue working against Claret Sword is the lack of genericized support for Shadow Paladin; the Revengers are the clan itself, and most effective support cards that do not belong to them instead go to the Blasters specifically.

Of the pre-Sovereign Star Dragon units, the card Claret Sword fighters will want to take advantage of the most is Black-winged Swordbreaker from BT15: Infinite Rebirth. Swordbreaker's on-call soulblast 1 to draw will build a net +2 in card advantage if Claret was strode over neutrally, refreshing the hand, providing a temporary base 8000 power booster and providing fuel for retire-based strides. Another potential target is the original Black Sage Charon from BT04: Eclipse of Illusionary Shadows and TD10: Purgatory Revenger, who with the power bonus will become a 10000-power booster that can form 21000-power lines with either Triple Dark Armor or the generation break 12000-power attacker Belberith.

Generally the cards introduced in G-LD01: The Dark “Ren Suzugamori” will not be compatible with Claret Sword because these units require a Blaster vanguard, but if your stride target is Phantom Blaster “Diablo” this won't be a problem for that turn. You can use Claret Sword to superior call Darkheart Trumpeter, use Darkheart's soulblast 1 to superior call Pitch Black Sage Charon, and since you have Blaster “Diablo” as your vanguard you'll be able to use Charon's Blaster-exclusive skill to make him count as two units at once, incurring a net change of 0--the same exchange as if you'd called Swordbreaker. The difference between Pitch Black Charon and Swordbreaker is that Charon allows you to maintain field presence, while Swordbreaker maintains handsize. Charon is an offensively-minded play, while Swordbreaker is defensively-minded.

Claret Sword is bringing his own leg of support with him, but with so little known of Sovereign Star Dragon it's difficult to say at this time precisely what to rely on. The promotional card Decipherer of Prohibited Books is one such option; her on-call generation break 1 counterblast 1 can superior call any grade 0, but in a generation break-centric deck with no recycling options where triggers are a finite resource, this is of dubious value compared to simply pulling out a Swordbreaker. Knight of Contempt Giiva is designed to support heavy retire skills, but as a grade 2 can't be superior called by Claret Sword and has to be brought out from the hand. The same holds true for Skull Witch Nemain, an old standby for Shadow Paladin veterans.

In terms of his stride targets, while Phantom Blaster “Diablo” is far and away the most desirable option for Claret Sword's endgame at this time, it should be kept in mind that Claret's on-stride counterblast sets up the otherwise-conditional Dark Knight Efnysian from Fighter's Collection 2015. Efnysian's on-stride skill retires one of your own rearguards to gain +7000 power and an on-hit retire skill, which can be impractical if you have no rearguards in play as a result of the opponent's card effects. Claret Sword gets around this by superior calling a card that can immediately be retired for Efnysian's skill to break even on your end and incur a -1 in card advantage against the opponent if the attack hits, and if you call out Swordbreaker this results in a net +1 to your own advantage and -1 against the opponent. Since Efnysian's skill makes him reach 33000 power by himself, if you do already have rearguards in play you can use Claret Sword to bring out a booster for Efnysian and increase its base power so that he breaks the 41000+ threshold.

Finally, Claret Sword's generation break 2 must be put under consideration. While his on-stride skill is reminiscent of Mordred Phantom, his generation break falls squarely within the realm of Phantom Blaster Dragon, down to its timing. Everything learned from Blaster Dragon years ago is applicable, including its shortcomings, but lets consider first how Claret improves the skill. Claret Sword does away with the counterblast cost entirely to get rid of the redundant costing on Blaster Dragon, meaning that so long as you have cards you can put into play, you can use his generation break. And only costing two units instead of three helps offset the lack of access to Pitch Black Charon for the Sovereign's retire skill. Phantom Blaster Dragon does have access to the generation break skills of Knights Dorint and Claudas from their legend deck to unflip damage with, and can make use of Darkheart, Swordbreaker and Charon, while on his own independent turns Claret does not have access to either Darkheart or Swordbreaker (the latter by connection to the former.)

Thus Phantom Blaster is generally looking at a counterblast 1 soulblast 1 retire 2 for his skill, sometimes at a net -1 rather than -2, and because Claret Sword has to wait so much later in the game to get his skill online in the first place, it's less immediately available by comparison. The major shortcoming of the Sovereign Dragon's generation break is that there are so many other cards with almost identical skills that are able to make use of them without paying any cost at all; Dragonic Blademaster, Battle Deity Susanoo, Dragonic Vanquisher and Charharlot Vampir all receive similar benefits passively rather than by actively needing to pay a cost. Secondary to this is that like with Phantom Blaster Dragon because Claret Sword's retire skill is a main phase retire that requires fronting two rearguards it has a hidden second cost, that essentially takes four cards out of your defenses. Every two units that you retire in the main phase have to be replaced with two more from the hand, weakening your overall ability to defend. A further discussion of these types of abilities is addressed in the History of Professional Cardfight. Where Claret has a leg up over his predecessor is that across several cumulative turns he is able to amass greater overall card advantage through repeated on-stride superior calls, and this can make him more viable in the long term. It simply weakens his overall offensive gameplay in terms of the generation break, which like Damned Charging Lance before it is destined to go unused.

Finally, Claret Sword's lore;
神聖国家の闇に生きる黒き騎士団“シャドウパラディン”の騎士。
血のように赤く染まったその剣から「クラレットソード」の名で呼ばれる。
「力こそ正義」という信念を持ち、騎士団に属していながら「神聖国家を影から支える」という思想に異を唱える。

Shinseikokka no yami ni ikiru kurokikishidan "Shadou Paradin" no kishi.
Chi no you ni akakushimatta sono kenkara "Kuraretto Soodo" no na de yobareru.
"Chikarakoso Seigi" to iu shinnen wo mochi, kishidan ni zokushiteinagara "shinseikokka wo kagekara shieru" to iu shisou ni i wo tonaeru.

Living in the darkness of the holy nation, there is a knight of the black order "Shadow Paladin."
Because of his blade stained red with blood, he is called "Claret Sword."
Believing that "power is justice," he opposes the ideal of "supporting the holy nation from the shadows" in spite of belonging to a knightly order.

Thursday, May 7, 2015

Today's Card Analysis: Genesis Dragon Amnesty Messiah & Alter Ego Messiah

The Japanese cards of the day are the G unit Genesis Dragon Amnesty Messiah from G-BT03: Sovereign Star Dragon and her corresponding grade 3 Alter Ego Messiah from G-TD05: Fateful Star Messiah. Amnesty is the second Generation Rare from G-BT03, and the Messiah faction's new finishing move. The Amnesty stride functions like an inverted Tempest Bolt Dragon that gains power from unlocking rearguards, refunding the costs of her rearguards that lock themselves while also granting her opponents field presence in exchange for giving her power.

AUTO (Vanguard circle): [Counterblast 1] When this unit attacks a vanguard, you may pay the cost. If you do, choose any number of locked cards, unlock them, during that battle this unit gets +3000 power for each unlocked unit, and if the number of cards unlocked is 3 or more, during that battle this unit gets Critical +1.

Although this may seem lacking compared to something like the Abhorrent One that comes with innate guard restriction, the real value of Amnesty is in the combos she can pull of with skills that activate when cards unlock. Typically you can turn Amnesty into an unboosted 34000 power 2 critical line, and the purpose of this is to force guard from the opponent's hand and bait perfect defense cards if possible. The second critical gives the opponent no choice but to guard the attack when they're in the 4~5 damage range, even if it's only for one trigger to pass, and that can strategically ruin their hand to guarantee you the game. But when used in conjunction with the new Messiah support's bevy of on-unlock skills, you can strategically lock your own rearguards and then unlock them to draw benefits from that.

There are three primary units to use this with right now. The promotional card Dark Metal Chameleon is a good choice because his generation break unflips a damage when he's unlocked, refunding the cost of Amnesty. Moreover, Dark Metal has Resist and so can't be chosen by the opponent's card effects to be prematurely locked or retired, so there's very little to prevent Dark Metal from going off. Since you get to choose as many units as you like to be unlocked, having multiple Chameleons in play can also refund the cost of Amnesty's supporting units.

The Messiah subclan's first vanguard Neon Messiah is another good choice; when unlocked, by putting Neon Messiah into the soul you can search your deck for a grade 3 Messiah unit, enabling your stride for next turn. While you lose out on the boost of Neon for that turn, the net power Amnesty derives from unlocking at least two units will exceed that of Neon's boost, and the additional soul can be used for soulblast skills.

Heavy Material Dragon doesn't have an on-unlock skill, but actually locks one of your rearguards for his cost. He has the Nemain-like generation break of paying counterblast 1 discard 1 and locking a rearguard to draw two cards; by unlocking the rearguard with Amnesty, this is a net exchange of +1 while still getting your full offensive for the turn. You can also combo Heavy to Dark Metal Chameleon above, locking Chameleon for Heavy's cost and then unlocking Chameleon with Amnesty to unflip the damage that Heavy Material flipped. However, running Heavy also necessitates using base 8000 boosters to get your full offensive out for the turn.
The question remains of how you're going to get multiple rearguards locked in the first place, as just drawing Heavy Material Dragon isn't going to be reliable. By using Amnesty in tandem with the Fateful Star grade 3 Alter Ego Messiah, you can both increase the power of your center lane and ensure that you have rearguards to unlock. Alter Ego's on-stride skill locks both one of yours and one of the opponent's rearguards, creating a strategic gameplay where you can either choose to unlock only your own rearguards and activate their on-unlock skills, or you can choose to also unlock the opponent's to raise Amnesty's power further and try to go for broke on the offensive with a second critical. During the early to midgame it will be wiser not to do so, as a particular reward waits for you if you keep the opponent's rearguards locked...

AUTO (Vanguard circle): Generation break 2: [Soulblast 1] When a locked card unlocks, you may pay the cost. If you do, draw a card.
AUTO (Vanguard circle): [Counterblast 1, choose one of your rearguards and lock it] During your turn when your G unit strides, you may pay the cost. If you do, choose one of your opponent's rearguards and lock it, and choose one of your vanguards, during this turn it gets Power +5000.

Alter Ego's ultimate skill is a partial generation break revival of Chaos Breaker Dragon's limit break, one of Link Joker's most fearsome metagame giants. And unlike Chaos Breaker, Alter Ego's skill is not constrained to the end phase; if your opponent tries to use Lock Break Campaign units or Mithril Ezel to unlock their rearguards, you can soulblast to draw off of those unlocks. If the opponent unlocks five rearguards, you can draw five cards so long as you have the soul to fuel it. Since Alter Ego doesn't include the retire portion of Chaos Breaker's skill, your opponent will still return to the level of card advantage they were at prior to the lock, but thanks to the modifications made to the end phase last April, Alter Ego Messiah can now draw off of his own rearguards unlocking because skills with a timing of "when a card is unlocked" are put into standby with the same timing as "when put to G zone." The primary function of Alter Ego is to perform a burst draw during the opponent's end phase so that you can replenish your hand immediately before your turn starts and open up options, but after a point in the game you can also keep up continuous card advantage at the end of your own turn to turtle through the opponent's. The primary issue is keeping up the soul count, as a key difference between Chaos Breaker and Alter Ego is that Chaos Breaker had multiple turns of Infinite Zero Dragon and Palladium to sustain the necessary soul count. If Neon Messiah's skill will go off, Alter Ego will only be able to activate three times before you need to ride to rebuild the soul--which brings into question if running multiple Neon Messiahs is viable or not. With over twenty cards from Fateful Star Messiah and Sovereign Star Dragon yet to be revealed, the future remains open as to what kind of additional soul support the Messiahs will have, if any.

Sunday, May 3, 2015

News: Claret Sword, Aurageyser Dragon and Rebel Shadow Paladins Shown in Anime

This morning's Japanese episode of Cardfight!! Vanguard G (ride 27) partially revealed the skills of several upcoming Shadow Paladin cards from G-BT03: Sovereign Star Dragon, including what may be the titular dragon itself. Used by director Kanzaki Yuuichirou, these Shadow Paladins are comprised of a group of dissenters united under Claret Sword Dragon, who in a short novel published in last month's issue of Monthly Bushiroad magazine challenged Blaster Dark “Diablo” for control of the Shadow Paladin clan. Their skills, as best can be reconstructed from the anime and the existing template for these types of cards, are given below.

As Kanzaki's damage zone was not shown at any point after his initial stride, all counterblast costs are conjectural and are based on comparison with existing cards. (Altomile, Chronojet Dragon, Neon Messiah et al.)

11:00 PM Update: Several summaries of the fight conditions added to and expanded on below.

Black Dragon, Claret Sword Dragon/黒竜クラレットソード・ドラゴン
Grade 3/11000 Power/No Shield
(Vanguard circle): Generation break 2: (Active if you have 2 or more face-up G Units in your vanguard circle or generation zone) Unknown
AUTO (Vanguard circle): [Counterblast 1] During your turn, when your G unit strides, you may pay the cost. If you do, search your deck for one grade 1 or less card, and call it to a rearguard circle.

In the episode, Kanzaki first used Claret Sword's on-stride skill to superior call a Night Sky Eagle from his deck. On his second stride, he used the skill to call a second copy of his first vanguard Daffyd from the deck. It is also possible that Claret gives between +2000 and +6000 power to the unit that he superior calls, because when Kanzaki attacks with Giiva boosted by Eagle (normally a 14000 power column) his opponent guards with a 10000 shield trigger from the hand rather than intercepting. Claret's on-stride may return retired units to the deck; see below.

Sovereign Black Dragon, Aurageyser Dragon/覇道黒竜 オーラガイザー・ドラゴン
Grade 4/15000 Power/No Shield
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 vanguard circle from face down.
AUTO (Vanguard circle): [Choose two/one of your rearguards, and retire them] When this unit attacks a vanguard, you may pay the cost. If you do, until the end of that battle this unit gets Power +10000, search your deck for one/two grade 1 card(s), reveal it to your opponent, put it into your hand, and shuffle that deck.

Some Japanese fans have suggested that Aurageyser retires three cards to search for two, rather than retiring two to search for one. One-for-one has also been put forth. In the episode Kanzaki retired a Daffyd to search for two perfect defense cards; based on him then drive checking a Daffyd and superior calling a second one on his next turn, 2critical theorized a card recycling skill attached to Claret's on-stride effects, but this could also be part of Daffyd's skills or even Aurageyser's. Searching for two perfect defense cards may have actually been the result of multiple skills (both Auragesyer's and Daffyd's) being used in succession. (An animation error showed the Daffyd he drove check being on the field during the activation of Claret Sword's skill during his next turn, but immediately before this the field was empty, and subsequent call animations showed Daffyd being called behind a Night Sky Eagle.)

Knight of ???, Daffyd/☓☓の騎士ダフィド 
AUTO:Forerunner (When a unit of the same clan rides this unit, you may call this unit to a rearguard circle) 
AUTO?: [Generation break 1]:
  • Daffyd's skill may be either a generation break version of Pitch Black Sage Charon's skill or an on-retire search for a grade 1 card.
  • May involve a self-cycling effect that returns Daffyd to the deck; after Daffyd was retired, another copy was drive checked by Kanzaki (manually called on the next turn), and yet another Daffyd was superior called on the next turn.
Knight of Contempt, Giiva/黙殺の騎士ギーヴァ
Grade 2/7000 Power/5000 Shield
AUTO: [Generation break 1] [Choose a card from your hand, and discard it.] When this unit is called to a rearguard circle, you may pay the cost. If you do, draw 2 cards.
  • Kanzaki called Giiva on his grade 2 turn as well, but his hand size matches being unable to use the skill due to not being at generation break.
Night Sky Eagle/ナイトスカイ・イーグル
Grade 1/7000 Power/5000 Shield
AUTO: [Generation break 1] [Choose one of your rearguards, and retire it] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets Power +4000 until the end of that battle.
  • During Kanzaki's final turn of the episode, Eagle was able to attack for 16000 power with Daffyd as its booster, and that Kanzaki's opponent guarded with two separate 5000 shield units.
  • A Night Sky Eagle on Kanzaki's left side of the field was retired by Parititan's on-stride skill.

Name Unknown
Grade 1/6000 Power/5000 Shield
CONT: Sentinel (You may only have up to four cards with "CONT: Sentinel" in a deck)
AUTO: [Choose a card from your hand, and discard it] When this unit is placed on the guardian circle from hand, you may pay the cost. If you do, choose one of your vanguards that is being attacked, and that unit cannot be hit until end of that battle. Then, if you have a card with the same name in your drop zone, choose a card from your damage zone, and turn it face up.
  • Two copies were searched by some combination of Aurageyser and Daffyd.
Knight of ???, Matholwch/☓☓の騎士マソルフ
Grade 1/8000 Power/5000 Shield



White Eagle Knight, Gwawl/白鷲の騎士 グワウル
Grade 2/10000 Power/5000 Shield