Cardfight!! Vanguard Card of the Day
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Starlight Melody Tamer, Farah
July 19, 2013
[ACT] (VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose a card named "Starlight Melody Tamer, Farah" from your hand, and discard it] Soul Charge (2), choose up to one «Pale Moon» from your soul, call it to (RC), and that unit gets [Power]+3000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
[ACT] (VC) Limit Break 4 (This ability is active if
you have four or more damage):[Counter Blast (1) &
Choose a card named "Starlight Melody Tamer, Farah" from
your hand, and discard it] Soul Charge (2), choose up to
one «Pale Moon» from your soul, call it to (RC), and
that unit gets [Power]+3000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same
clanas this unit, this unit cannot attack)
A forewarning: if I sounds bias, then odds are, I am.
xD. Anyway, we look at the one card that's I've been
waiting to review for the whole week! It's the only unit
in Pale Moon to have a base 11,000 power, and her Limit
Break fuels the Soul up, calls something out of the Soul
of your choosing AND gives it a 3,000 point boost at the
cost of a single Counterblast and a copy of herself?
Unfortunately, because it IS a Persona Blast, it means
that she will only be able to pull off her skill at the
most 3 times in a game, but each time fuels up the Soul
which is something Pale Moon thrive on!
In short, 11,000 base, benefits the theme of the deck
and a healthy boost to boot? As nice as it is, however,
the fact that its a Persona Blast with a effect that
isn't as game ending as The End or Platina Ezel does
knock it away from a perfect score.
Rating:4/5 (definitely the best ace to have until
Luquier R comes out.). ;-)
Art: 5/5 (Loving the music theme! ^_^).
Next Time: MERMAIDS!!!
Go Rogue...go Pro!'n
Starlight Melody Tamer, Farah
was very excited about Farah when I first saw her. Farah
is the first natural 11k vanguard to become available to
the Pale Moon archtype; the closest alternative being
Mistress Hurricane, who has to have eight cards in soul
in order to have that extra 1k power. With all the soul
swapping going on in Pale Moon, you rarely get to have
that amount of soul, consistently, which is why Farah is
such a nice addition.
Like many of the
grade three units with 11k power, Farah has the Lord
text and a limit break. For a counterblast of one, and a
persona blast of one, you can soul charge two cards,
then call out a unit from your soul. The unit you call
out then gains 3k for the turn. That’s a pretty good
skill; you can call out a Skull Juggler and make it a
10k booster (or attacker), or a Jumping Jill which then
gains 3k twice, once from Farah, once from its own
skill. It’s a nice one-shot deal which could let you
push for just enough late pressure to end a game, and
you don’t lose any card presence to boot (discard one,
call one from soul). The decision you have to make is
whether it would be better to call out something from
soul, or just call the second Farah in your hand.
Basically, do you need front row or back row at the
moment? The boost is nice, and presently, it is the only
way for Pale Moons to have a generic 10k+ booster (off
topic, can we get one of those that doesn’t require hoop
break is a nice way to toolbox out what you need in a
certain scenario, be it just getting out a high powered
unit, or stabilizing a weak column (ie. Purple Trapezist).
Farah makes it happen, and the 11k body makes defence a
whole lot more manageable.
Rating: 4/5 – A
limit break AND persona blast? It would have been SO
much better if you called two units and didn’t get a