Pojo's Cardfight!! Vanguard news, tips, strategies and more!
 

Pojo's Cardfight Vanguard Site

Pojo Home
Cardfight Home
Message Board
Card of the Day
Cardfight News
Contact Us

Saikyo Presents:
Cardfight!! Bad-guard


 

This Space
For Rent


Pojo's 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.

 

Sleygal Dagger

- #BT06/016

Date Reviewed: April 22, 2013

[ACT](VC/RC):[Counter Blast (1)] If you have four or more other «Gold Paladin» rear-guards, this unit gets [Power]+2000 until end of turn.

Ratings Summary

Rating: 4.20

Ratings are based on a 1 to 5 scale. 1 being the worst. 
3 ... average.  5 is the highest rating.

Back to the main COTD Page

Elliot
"Gale" Gaylord

Welcome to utility week, wherein the spotlight is placed on the little guys. After all, the Vanguard isn't alone in its crusade, and you want your deck to move like  a well-oiled machine. Today's card helps you achieve just that!
 
Sleygal Dagger is undeniably one of the strongest Grade 1 units in the game, adding more firepower to an already loaded field. A single counterblast grants it 2000 power for the turn, which you can use as many times as you see fit as long as you can keep paying away. This pairs well with many cards:
 
Tripp, with any luck, will mitigate half or more of the cost you just payed to use Dagger.
12K attackers like Gigantech Destroyer are ramped up to the dangerous 21K threshold.
Even fellow Grade 1s easily reach respectable 16s and 18s.
 
Since it's a Grade 1 and will typically be in the back row, Sleygal Dagger tends to be safe from harm and continually serve as a thorn in the opponent's side. It's easily recruitable by way of Garmore, too, so availability is never a problem. Fuel isn't unlimited... but I just can't count that against Daggergal when the same is true for most other cards.
 
If you're not packing at least a pair in your Gold Paladin deck, you're probably doing it wrong. 4/5, edging on overpowered.

David NavyCherub Lynn

Sleygal Dagger
 
Sleygal Dagger is easily one of the best boosters in the game. Almost every clan has access to the generic 7k booster that gains 1k per counterblast spent, but Sleygal Dagger one-ups all of them by gaining 2k per counterblast instead. This comes with the stipulation that your field be entirely full, but considering both the ability of Gold Paladins to easily fill their field and that you probably wouldn't want to use his effect until late game anyway, that is not really an issue at all. This makes Sleygal Dagger incredibly flexible. He helps boost 12k beaters into the 21k range for cheap; for two counterblast, he can do the same for 10k attackers; he makes hitting 18k against crossrides with 9k attackers completely doable. No matter what he is behind, if you have the counterblasts to spare, he has a way to improve the situation.
 
5/5

XrosHawk

            Today we take a look at a favored card amongst most Gold Paladin fighters, Sleygal Dagger.

            When you have 4 other Gold Paladin rearguards beside Dagger, you can use his/her skill, which is by counter-blasting one card, you add 2000 power onto Dagger’s base power. The best part about this skill is that it is an activation skill, so as long as you can pay the cost, you can keep boosting its power. This allows your attacking rearguard units to more easily hit magic numbers, even allowing 9000 power units to force some cards from cross-rides and can help out on your final turns by creating attacks that your opponent simply can’t guard.

            Dagger does have a minor downside in that he/she uses counterblast in an already counterblast intensive clan, so you won't be able to make use of it turn after turn without getting in the way of your other rearguard's and, more importantly, Vanguard's skills.

            However, this dog isn’t just all bark, he/she can bite (and also stab) you and still look bad-ass while doing so.

Review Score: 3.5


WarLycan36
Go Rogue,
Go Pro
YouTube
Page

What’s up, you guys?!  It’s Monday, and another week of COTD!  This week, it seems like our theme is, “Grade 1, 7000” seeing how 4 out of 5 of these cards’ stats are Grade 1 with 7000 power.  First up, we have…
 
Sleygal Dagger
Power: 7000
Grade 1
Clan: Gold Paladin
Race: High Beast
[ACT](VC/RC):[Counter Blast (1)] If you have four or more other «Gold Paladin» rear-guards, this unit gets [Power]+2000 until end of turn.
 
Back when I had a Gold Paladin deck, I was running a couple of these.  The fact that this card starts at 7000 is excellent as it’s only second to the generic 8000 power vanillas (in this case, Gareth).  That and its skill grants an extra 2000 power for each Counterblast.  The downside is that you have to basically have a full field, as it requires 4 or more other Gold Paladins to be on your field.  Not that there’s anything wrong with that, but the thing is that you won’t always have a full field to benefit it’s skill.  With that said, the fact that it can be a 9000, if not a 11000, booster is pretty nice as it behind a Viviane can possibly make 20000.  However, it does drain a lot of Counterblasts should you attempt to do something like that.  Another somewhat of a downside is that Gold Paladins already use an essential amount of staple cards like Gareth, Dindrane. Mark, Vortimer (if you are using a Spectral Duke Dragon deck) and even Nimue sees more use than this pup.
 
In conclusion, this is a very good card, but there’s already so many good cards in Gold Paladins that outshine it.
 
Rating: 3/5
 
Next time: This oddball needs to be Gunned down for not matching with everyone else!
 
Go Rogue…Go Pro!!!

Destiny
Heroic

Sleygal Dagger

Sleygal Dagger is a grade 1 Gold Paladin with a very nice, stackable boosting skill. As long as you control four or more Gold Paladin rear guards (which shouldn’t be hard to do), you can counterblast one to add 2k power for the turn. This is an activated ability, so you can use it as many times as you can, if you like. Dagger is very useful to the Gold Paladin end game; letting you adjust the power of your columns so that you can hit those magic numbers as much as possible. What is nice about him is that he can function as a variable booster in the back row, or a decent attacker for the front row. In Spectral Duke Dragon strategies in which you are eating three rear guards once or twice, you can run out of your more heavy hitting units easily. Sleygal Dagger can help fill the void if your Duke pushes don’t pan out and you need to apply a little more pressure to win.

Rating: 5/5 – A solid option for any Gold Paladin grade 1 line-up.

 


Copyright© 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 Official Site.