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Dragonic Overlord - #BT01/004EN
February 7, 2013
[CONT](VC/RC):If you do not have a vanguard or rear-guard, this unit gets [Power] -2000. [ACT](VC/RC):[Counter-Blast 3] Until end of turn, this unit gets [Power] +5000, gets "Own(VC/RC):When this unit's attack hits an opponent's rear-guard, [Stand] this unit", and loses "Twin Drive!!".
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average.
5 is the highest rating.
Moving onto an entirely different clan but yet
another cliché of card games, Dragons, and the Avatar of
Toshiki Kai, who is something of the protagonist's Rival
(as well as one of his many subtextual love interests).
Dragonic Overlord is a Grade 3 that boasts an
11000 Power. Based on these virtues alone, Overlord is
already an excellent choice for any Kagero Deck.
Like yesterday, Overlord's first skill is of a negative
virtue where if you don't control any other Kagero Units
in addition to Overlord he loses 2000 power making him
9000 base which is incredibly dangerous territory for a
Vanguard and underwhelmingly for a rearguard.
To clarify, Overlord doesn't care if you have any Units
from other Clans out as long as you have at least one
Kagero Unit other than himself. Regardless, due to the
archetypal nature of Vanguard, this isn't all that much
of a problem considering you'd be hard pressed to deck
Units outside of a deck that is entirely singulary
focused on the Clan it shares.
Focusing our attention on his second skill, which is
actually a rather complex set of 3 skills, for the cost
of 3 counterblast it gains +5000 power and gets the
ability to stand if it hits (effectively letting it hit
again) and destroys a rearguard while also losing Twin
Lets deal with the last part first, Overlord loses Twin
entirely (even on the first attack.) It's wise to
remember that Drive Checking is a GAME mechanic that's
integrated into any Vanguard whereas Twin Drive is a
CARD Mechanic which grants Vanguards an extra Drive
Check in addition to the standard game mechanic Drive
What this means is that while Overlord loses Twin Drive,
it does not lose the Single Drive. Of course, while
Overlord makes an excellent Vanguard due to it's 11000
base being considerably strong on the defensive, it's
ideal space is the rearguard.
The second part of the skill lets Overlord re-stand when
it hits a rearguard. This is an incredibly potent when
combined with the +5000 power from the first part. Take
for example the following two Scenarios.
Setting: Overlord + 6000 Booster (rarely does the power
of Grade 1 Units fall lower than 6000) attacks a
Rearguard of 11000 power or less.
Scenario 1: Overlord is guarded with a minium of 15000
Shield required which equals to at least 2 cards from
the Opponent's hand.
Scenario 2: Overlord hits the rearguard and stands and
is then guarded when attacking the next Unit. This time
the attack only requires 10000 Shield to guard but again
between that and the rearguard Overlord hit, again the
overall advantage here is 2 cards.
So as shown by the examples above, the common scenario
for Overlord is
CB3 for a +2 which is a great investment. In addition,
if you somehow managed to pull this off on the Vanguard
Circle you could potentially get up to 3 total Drive
Checks that turn assuming Overlord successfully hit two
Despite Overlord's first negative trait there are some
neat tricks with him including using Vanguards , from
other clans, that make easy use of flipping damage
face-up such as “Mr. Invincible” or “Chief Nurse,
Shamsiel” along with Stand Triggers to abuse his skill
over and over and over again to gain an overwhelmingly
advantage. He is also noteworthy as being the previous
incarnation of one of those frightening cards I
mentioned yesterday but I deal with both the Mixed Clan
Vanguards and Dragonic Overlord: Godzilla Version when
we come to them in this section.
Rating 4/5 (4 being questionably powerful/overpowered)
The icons continue to roll with Toshiki Kai's
premiere ace Dragonic Overlord! This doozy reigns over
the Kagero clan, which serves as the Dragon Empire's
first aerial assault division.
Right off the bat, we notice a robust 11000 base power
that's quite easy to maintain. Barring absolutely
terrible play or an opposing Dragonic Lawkeeper, it's
unlikely that Dragonic Overlord will ever dip to 9000,
so he makes for a dependable wall whilst the rest of the
units around him eliminate the opposition. Moreover,
Dragonic Overlord's unique ability ("Eternal Flame") is
free to use no matter his placement on the field. It's
probably the number one skill that trips up newer
With a Counterblast of 3, a few things happen to the
*He gains 5000 power, until the end of the turn.
*He gains the ability to Stand himself should his attack
hit a Rear-guard, until the end of the turn.
*He loses "Twin Drive!!" (if he had it), until the end
of the turn.
So not only does Dragonic Overlord become significantly
more difficult to block, he'll punish an opponent
whether they do or not by making them lose valuable
attackers or precious guardians. Despite the potential
for three drive checks instead of two, perfect guards
are prevalent in high-level play, and as such it's a
risky move to make with a Dragonic Overlord in the
Vanguard slot (you're liable to end up with one drive
check instead of two). A Rear-guard Dragonic Overlord,
on the other hand, makes for at times devastating pushes
due to the fact any and all triggers can be passed to
him, effective on all attacks he makes that turn.
There's a problem, though: Dragonic Overlord is in a
clan that's naturally heavy on Counterblast usage, which
restricts both the frequency at which one can expect to
use his skill, and the effectiveness of said skill. This
is especially true when looking at the long term damage
a well-placed retire from Berserk Dragon can cause.
Ultimately, it's up to the player to weigh the benefits
of using one over the other in a given situation. Or
they can toss him in hybrid decks made to spam his
ability. One way or the other.
As has been mentioned plenty of times before, Awakening
of Twin Blades is on the horizon, and the Dragonic
Overlord will not be going without his own set of
upgrades, so things only get better from here! Eternally
a 5/5 due to his level of generic 'stronkitude'.
Dragonic Overlord is another card that has been around
since the very first set, yet has still kept its
relevance. Its skill isn’t exactly in line with what its
deck does, but perhaps it is for that very fact that it
is such a potent card. Kagero focus on retiring the
opponent’s rear guards, mainly their boosters, to force
them to play more from their hand and to cripple their
Dragonic Overlord’s skill, with a cost of Counterblast
of 3, gives it 5000 Power and, if it hits an opponent’s
Rear Guard, it will stand back up for another attack. It
loses twin drive when you activate this (Yes, the second
it is activated, it loses twin drive. This is one of the
biggest ruling misconceptions of new players), but you
shouldn’t be riding this guy anyway, since it is a skill
that can be used in the Rear Guard. While it is a bit
costly for its deck, if timed correctly, it can be
devastating and can clear the opponent’s front row of
attackers, or at least force a large amount of guard
from their hand.
The most relevant aspect of this card, however, is that
it has a Crossride: Dragonic Overlord THE END. We’ll
probably do a review on that later, but since Dragonic
Overlord is a key card in that deck, and a close staple
in nearly any other Kagero Deck, it has earned its place
as a timeless card.
David NavyCherub Lynn
Dragonic Overlord is another relatively famous Vanguard
card, being Kai's signature unit and the cover card for
the second trial deck. Its usefulness, though, is up for
Its main ability is a counterblast of 3 for what
essentially amounts to a +1 under normal circumstances.
That is, the most likely scenario is: your rearguard
Overlord attacks a rearguard and goes unblocked, which
stands Overlord, allowing him to attack another unit of
your choice, which will be guarded as normal (10k with
of shield). Obviously there are more possible scenarios,
but unless you are making a specific late game push and
plan to attack the vanguard first with a 3 counterblast
cost +5k Overlord, the scenario I just described is the
most optimal one. So, what this all means is that
Overlord's ability is typically overcosted for the
benefits it brings.
However, it has a strange but interesting utility in a
specific budget build focused on using his ability in
conjunction with the damage unflipping capabilities of
Nova Grapplers (in particular, Mr. Invincible's ability)
and sometimes even stand triggers. The idea is to
activate Overlord's ability multiple times a game and
utilize stand triggers to get even more out of his power
boost and restanding capabilities. It is a bit
inconsistent, but it is definitely something very unique
to Dragonic Overlord.
Overlord also brings other things to the table: his 11k
base makes him great as the vanguard on defense and an
optimal stand target, and of course he makes Dragonic
Overlord the End into a 13k tank. Unfortunately, despite
his usefulness, he doesn't break any sort of barriers as
far as ability standards go and is, in some ways, simply
The dragon who stands above all others. His clan that he
leads known as "Kagero" is actually
the Ariel Assault Unit of the Military nation known as
the Dragon Empire. He is the Original boss monster that
Aichi's friend and Rival Toshili Kai used,
the fiery demonic demeanor of Dragonic Overlord matches
Kai's serious nature.
He is the original 11k Vanguard and a vary powerful
unit. He will loose power if you don't have another
Kagero (this is so you don't use him in non-kagero
There is very little that can be said about this Unit as
he is one of the best that Kagero has to offer. Being
able to stand again for an extra attacks is an ability
that will put large amounts of pressure on your opponent
or even bring you a victory. Counterblast 3 is a big
cost, but the pressure form this ability makes up for
it. Now when you activate this ability you will loose
twin drive, but that's to make his ability much more
fair. Otherwise you could potentially drive check 6
cards, at least without twin drive you check 3 which is
still very useful.
The only real downside to this ability is that it can be
stopped by guarding the first attack from it. Although
as that's the case your opponent would need to use up
more cards guarding than they normally would.
Both variations on this cards art does it justice. The
original trial deck art gives he the calm and ready to
strike feel. While the booster set art shows
his fiery aggression.
As a card I give it 5/5 and that will be incredibly rare
I give something full marks.
For the art 4/5. Although the art does it justice there
is something lacking for it.