Cardfight!! Vanguard Card of the Day
Check out our Message Boards where you can trade
cards, discuss deck ideas, discuss upcoming tournaments and a whole lot more.
Perfect Raizer - #EB01/001EN
April 1, 2013
[CONT](VC/RC):If you do not have another card with "Raizer" in its card name on your (VC) or (RC), this unit gets [Power] -2000. [CONT](VC):During your turn, this unit gets [Power] +3000 for each card in your soul with "Raizer" in its card name. [CONT](VC):During your turn, if the number of cards in your soul with "Raizer" in its card name is four or more, this unit gets [Critical] +1. [AUTO]:When this unit is placed on (VC), put all rear-guards you have with "Raizer" in its card name into your soul.
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
In Vanguard, there are some things that are easily
identifiable as "win more" mechanics. Perfect Raizer is
built on these. First of all, he gains 3000 power during
your turn for each Raizer in your soul. If each of your
rides was a Raizer, that's an easy 6000 power by itself,
which honestly is enough - so-called "power breakers"
like Garmore and Kiriel get essentially the same
ability, but have to wait until late game to get it.
But, it could be argued that the extra power doesn't
matter before late game anyway because it is smarter not
to guard the vanguard until you have to, right? Well,
Perfect Raizer attempts to rectify this by giving your
opponent a reason to want to guard him the whole game -
that is, by adding a critical to his attack, another
effect that is usually combined with either strict
conditions or kept until late game with limit break,
making it pointless. This has the prerequisite of you
having at least four Raizers in your soul, which might
seem like a strange cost, but it works in combination
with another of his effects - when he enters the
vanguard circle, you have to put all the Raizers you
control into your soul.
Now, this is where Perfect Raizer's damning faults
shine. No matter what, if you want that critical, you
will have to minus yourself pretty hard. Under the best
case scenario, you will have ridden two Raizer units, so
that's two right there. If your starter was Battleraizer
or his clone, you have a guaranteed third Raizer for
Perfect to suck into his soul. So, on top of having two
Raizers to ride, you will also need to have a third
Raizer to call to a rearguard circle. Once you have this
set up, your Perfect Raizer ride will -2 you, which is
pretty harsh a cost just for a crit and some meaningless
power. But the losses go beyond the hard minuses.
Outside of the single Raizer you need to call, it is
meaningless and in fact a bad move to call any other
Raizer units until you ride to grade 3, because they
will be sucked into your soul, minusing you in exchange
for power that probably won't affect anything that
happens. You also can't boost with your Battleraizer
during these turns, because if you do he will get
shuffled back into the deck and you will have to have
yet another Raizer to put into your soul before riding
Perfect (this is gotten around by the Hi-Powered Raizer
twins). And, since you clearly want to get your Perfect
his critical in as many games as possible, your deck
will obviously be packed with as many Raizers as you can
find, leaving you with more and more units you probably
can't call until midgame. This gives you a pretty shitty
early game with very few possible attacks unless you
want to lose all of your cards. On top of that, losing
even those two cards (or more, if you didn't ride a
grade 1 Raizer properly) puts you in a really bad
position for midgame, meaning your vanguard's pressure
isn't even that scary because there probably isn't much
else to guard. Oh, which reminds me - ignoring even your
pressure, I hope you have yet another Raizer to play
after riding Perfect, because he gets a permanent -2000
as long as you don't have another Raizer in play.
Perfect Raizer just demands too much from the player in
terms of both hard advantage and pressure without giving
back something worth it in return.
This week, we review cards from the new extra set: Comic
Style Vol.1, and we start off with quite possibly one of
my favorite cards (so yes, there will be bias here),
Perfect Raizer is a grade 3, 11,000-power base unit that
is the boss card of the Raizer series, Nova Grapplers
first archetype. He boasts an impressive defensive and
an even greater offensive capability due to his main
skill, gaining +3000 power for every Raizer in the soul.
He also gets an extra critical for having four Raizers
in the soul, creating pressure on your opponent to guard
it, less accelerate into late game. But wait. How do we
get Raizers in the soul in a clan that is almost devoid
of soul charging? The solution is what is also Perfect
Raizer’s greatest weakness.
When ridden, he sucks up every other Raizer in the
rearguard into the soul like a Vacuum. The vacuum is
also not optional, so if you called too many Raizers
into rearguard, you’ll be left with an (near) empty
field and an equally empty hand. An additional downside
to this vacuum is if you don’t have any other Raizer to
call after it happens, Perfect Raizer loses 2000 power.
This leaves you with a 9,000 power Vanguard during your
opponent’s turn, which isn’t good defensively.
However, Perfect Raizer does have the advantage of
having no counterblast skills, so a Raizer player can
make use of a few units from the Grappler arsenal. This
includes ‘Magician Girl, Kirara’, which can help to
minimize the loss from the Raizer vacuum. Perfect Raizer
also has Mr. Invincible, the clan megablast, as the
go-to alternate vanguard to pop more Raizers in the soul
should you miss riding Perfect.
Perfect Raizer is an incredible offensive power and is
sure to be a Grappler favorite for players until and
after Set 9.
Copyrightę 1998-2013 pojo.com
This site is not sponsored, endorsed, or
otherwise affiliated with any of the companies or
products featured on this site. This is not an