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Ice Prison Necromancer, Cocytus
April 29, 2013
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, this unit gets [Power]+5000 until end of that battle.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, choose a «Granblue» from your drop zone, and call it to (RC).
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
Cocytus is a pretty decent card. He gets you exactly
what you pay for - one card for two counterblast, the
most standard cost to reward ratio in the game. That
said, it's really only a wash, since he requires you to
ride him to use this effect. That isn't necessarily a
bad thing on your first ride, since riding is important
so it is a wash of a minus that you would have incurred
anyway. However, this somewhat limits his usefulness,
since re-riding him doesn't actually gain you any
advantage. It could give you indirect advantage - riding
him and superior calling a grade 2 where you would
normally have put your extra copy of Cocytus, gaining 5k
more shield than you would otherwise have, for example.
His limit break is also pretty standard; a power boost
of one stage for every attack he does late game. This is
nice, as usual, because you don't even really need that
extra power until late game anyway, so the limit break
stipulation is not even really an issue. So, overall,
Cocytus is an example of a good but average card.
Alright, I’m back~
I guess I’ll be the one to spill the beans here and say
it outright. This week is Limit Break week!
Specifically, it’s the +5000 Limit Breakers we’re going
to be focusing on, otherwise dubbed as Power Breakers by
some, so I guess I’ll cover a few bases of how I think
they work as a whole first.
Power Breakers, at least for a while, all focus in on
CB2 skills that can often give you some form of card
advantage. If used as the turn 3 Ride into a Grade 3,
this can be treated as a +1 of sorts, and otherwise set
you off on a good foot for the midgame, so long as you
don’t have much else competing for those Counter-Blasts
by that time. Anytime thereafter, re-riding into a Power
Breaker and using its skill is a break even in card
advantage. While yes, it can often translate a Grade 3
unit from your hand into a booster or intercept for your
field, the 2 Counter-Blasts associated with this is a
little costly for what you just got out of it. On that
note however, this means that there’s almost no direct
repercussions for not riding your Power Breaker unit by
turn 3 if you didn’t have it, allowing you far greater
deckbuilding flexibility, more than making those 2 CB
worth it. Finally, almost all Power Breakers come with a
6K personal booster that gains +5K power with a
Soulblast, meaning 21K Rear-Guard lines and when Limit
Break is active, a ridiculous 26K Vanguard line when the
two work in tandem with eachother.
This sort of information in mind, let’s look at the card
no one knows how to pronounce correctly, Ice Prison
Necromancer, Cocytus. Its on-ride CB2 skill allows it to
revive 1 unit from your Drop Zone which, while cool
sounding, has its fair share of problems. For a start is
the consistency problems one may face. While the reality
is that it’s not that big of a detriment on your overall
ability to ride, if you don’t want to use Captain
Nightkid, you’ll probably have to go with 4 Chappie the
Ghostie if you really want to get the most bang for your
buck. At 4, you can reliably get a Chappie about 64% of
the games you can expect to ride directly into Cocytus,
and while other opportunities do exist to get some
worthwhile units into the Drop Zone right away, it
really should put into perspective the sort of quirks
and issues Cocytus may face earlier on.
On the other hand however, Cocytus does a pretty good
job at playing back up. Now, I haven’t played Granblue
for a while so my view might be slightly skewed, but in
general, Granblue isn’t the most Counter-Blast heavy
clan, so that’s rarely much of an issue for Cocytus.
Along with this, having to ride into it later on opens
up a plethora of opportunities to get a good unit into
the drop zone for you to utilize, so its toolboxing is
almost always worth it to you. Its Limit Break also
allows you to fulfill a niche role in Granblue that
you’d really need for Basskirk builds. While Basskirk
offers the rest of the deck a world of combo plays
thanks to the amount of soul it can amass, Basskirk
itself isn’t particularly powerful against Cross-Ride
units or the like. Switching into Cocytus to optimize
your field and gain its Limit Break however allows you
to cap off whatever Soul based shenanigans that Basskirk
could’ve allowed you with a great forward push from its
power. Also considering allowing more techy Grade 3s a
bit more breathing room, something that Granblue can
very well utilize, it does fill a pretty important niche
in Granblue in a pretty good manner.
Despite its clunkiness as an initial ride, the amount of
flat out utility that Cocytus can offer and allow for
the rest of the deck is absolutely nothing to overlook.
From me, I say Cocytus deserves a solid 3.5/5.
What's up, you guys?! Before we start covering Set 8
(no worries, we will. xD), I decided to do this week
which I'm titling "Power Break Week" meaning that all 5
cards for this week have the Limit Break where they gain
5000 power when they attack. With that in mind, let's
start this one off with one of my favorites (in case you
couldn't guess from my photo)...
Ice Prison Necromancer, Cocytus
[AUTO](VC) Limit Break 4 (This ability is active if you
have four or more damage):When this unit attacks a
vanguard, this unit gets [Power]+5000 until end of that
[AUTO]:[Counter Blast (2)] When this unit is placed on
(VC), you may pay the cost. If you do, choose a «Granblue»
from your drop zone, and call it to (RC).
As it stands right now, Cocytus is one of, if not the
best, Granblue card in the game. Not just in the TCG.
In. The. Game. It may be the only Limit Break that
Granblue has, so while the options are pretty scarce for
the pirates (basically, your ace is either Basskirk or
Cocytus...maybe Deadly Swordsmaster depending on the
build), it's definitely the one you see a majority of
Granblue players (which are rare to find as is) use for
their decks. Also, the fact that he allows you to
resurrect any Granblue unit at a cost of 2 Counterblast
is pretty nice as it allows you to bring back Romario,
Nightstorm, Blueblood, Ruin Shade among other undead
pirates in your Drop Zone.
Overall, Cocytus should definitely be considered to
be...dare I say...the king of the pirates.
Next Time: I'm about to Break something...
Go Rogue...Go Pro!!!
Ice Prison Necromancer, Cocytus
LB4/+5k week. The first card we’ll be looking at will be
Granblue’s potentially best choice for a vanguard.
Cocytus will call any unit from the drop zone, upon
riding him, for a counterblast of 2. This is a great,
simple skill to have in a Granblue vanguard, as calling
from the drop zone is what Granblue aims to do. You are
often limited in what you call, since you will have had
to either mill, soulblast, or otherwise discard certain
units to the drop zone to be called later. This is no
big deal, what with the likes of Evil Shade, Ruin Shade,
Dancing Cutlass, and Gust Jinn all being popular choices
in Granblue decks. Cocytus is also part of one of the
more unique ride chains in the game; the ride chain is
progressed by riding from the drop zone, provided your
vanguard is Skeleton Colossus or Skeleton Demon World
Knight. You can set it up to work pretty consistently if
your starter is Captain Nightkid. The problem is that
you have to discard a Granblue to ride to the next grade
(if you are riding from the drop zone), meaning you
don’t net any card advantage by riding this way, except
that you avoid getting yourself grade locked. Getting
grade locked sucks, and any way to avoid it is generally
break is very simple: +5k if he attacks the vanguard.
This is a great skill to wrestle control back in the
late game. Backed by an Evil Shade, he hits 25k. That is
enough to draw out a perfect guard or the 10k guards
your opponent has been hoarding for a while.
Rating: 5/5 –
One of, if not the best vanguard available to Granblue.