[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose two of your «Gold Paladin» rear-guards, and retire them] This unit gets [Power]+10000/[Critical]+1 until end of turn.
[ACT] (VC):[Counter Blast (1) & Choose a card named "Conviction Dragon, Chromejailer Dragon" from your hand, and discard it] Look at up to four cards from the top of your deck, search for up to two «Gold Paladin» from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order.
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
What's up, you guys?! So Pojo decided to give me this
week to decide what cards to review...not sure if that
was a good idea or not, but let's see...
Conviction Dragon, Chromejailer Dragon
Clan: Gold Paladin
Race: Abyss Dragon
[ACT](VC) Limit Break 4 (This ability is active if you
have four or more damage):[Counter Blast (2) & Choose
two of your «Gold Paladin» rear-guards, and retire them]
This unit gets [Power]+10000/[Critical]+1 until end of
[ACT] (VC):[Counter Blast (1) & Choose a card named
"Conviction Dragon, Chromejailer Dragon" from your hand,
and discard it] Look at up to four cards from the top of
your deck, search for up to two «Gold Paladin» from
among them, call them to separate open (RC), and put the
rest on the bottom of your deck in any order.
Yeah, I figure that we should check out the little
brother of Spectral Duke Dragon. This one is a
relatively interesting one seeing how It's practically a
hybrid of both Spectral Duke (as in the Ride Chain for
it) and Phantom Blaster Dragon (for the Limit Break).
Speaking of which, Chromejailer's Limit Break is almost
a carbon copy of Phantom Blaster Dragon but with two
huge exceptions in that it's a Limit Break, which is
unfortunate, and that it requires you to retire one less
rear-guard, which is excellent seeing how you can pull
off this skill with ease and replenish your field just
as easily with the toolbox style that Gold Paladins
It's Persona Blast is also unique in it's own way. If
you discard a copy of itself and Counterblast 1, then
you can look at the TOP FOUR CARDS of your deck and call
up to two of them! This is insane as normally, you would
either have to look at 1-2 cards and only call the same
amount, but this one gives you four opportunities so you
don't have to put triggers onto the field for
Chromejailer with the extra options.
If there are downsides, it's the fact that 1.) it's a
10,000 power unit (and I'm pretty sure most of y'all
know how much I hate them in this format), but I think
that the abilities can compensate for it seeing how it
has an ebb and flow feel, but that brings it to it's
other con, which is 2.) it is an extremely Counterblast
heavy card; using both effects in one turn requires 3
Counterblast, so if you are using Chromejailer, then you
would have to keep Counterblasts to a bare minimum or be
playing 4 copies of Mage of Calamity, Tripp.
Overall, Chromejailer is still a pretty stellar card,
but I highly doubt that it'll be making a splash in
tournaments with what is currently out and is planning
to come out.
Art: 4.5/5 (Probably one of the best arts in the set if
not the game)
Next Time: A Storm is coming...
Go Rogue...Go Pro!!!
...and don't be a Sackboy!!!
Conviction Dragon, Chromejailer
Here is a Gold
Paladin that, much like Spectral Duke Dragon, is more
reminiscent of Shadow Paladin’s theme than Royal Paladin
(ie. powering up by getting rid of guys instead of
powering up by having more guys). Chromejailer has some
very nice skills that function well in a Gold Paladin
The first skill
we will look at is the non-limit break skill. For a
counterblast of one, and a persona blast of one, you can
call two Gold Paladins from the top four cards of your
deck. So, in exchange for losing one card from your
hand, you get two back. This is a really nice skill,
especially if you run cards like Dindrane and Lop-ear
Shooter, plus you get the largest choice of units to
call of any Gold Paladin released thus far. The only
drawback is that, since it requires a persona blast, you
won’t be doing it very much. That balances things out,
especially when you consider it’s synergy with the next
Skill number two
(one?) is the limit break. By counterblasting two and
eating two Gold Paladins, Chromejailer gains 10k and
another critical. Sound familiar? Phantom Blaster Dragon
has a similar, non-limit break skill. Combined with the
persona blast, you can basically turn extra
Chromejailers into giant late game pushes for victory.
When it comes to skills like these, you really have to
keep track of your opponent’s hand, so that you can
choose the best time to push. Any PBD player will tell
you that it sucks when you do the skill only to run into
a perfect guard. If you have all the extra Chromejailers,
though, you can make a campaign of attacks over a few
turns; first to reduce their hand size, then later to
win. Drawing out perfect guards when you still have a
lot of attack potential is a very smart thing to do.
Rating: 4/5 –
This guy would be so much better as an 11k.