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Commander Laurel

- #BT05/010EN (RR)

Date Reviewed: May 30, 2013

[AUTO](RC):[Choose four of your źDimension Police╗ rear-guards, and [Rest] them] When your źDimension Police╗ vanguard's attack hits, you may pay the cost. If you do, choose one of your vanguards, and [Stand] it.

Rating:  3.5

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

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WarLycan36
Go Rogue,
Go Pro
YouTube
Page

What's up, you guys?! It's Thursday and nearly time to wrap up the week, but first, how about we take a look at this...

Commander Laurel
Power: 4000
Grade 1
Clan: Dimension Police
Race: Alien
[AUTO](RC):[Choose four of your źDimension Police╗ rear-guards, and [Rest] them] When your źDimension Police╗ vanguard's attack hits, you may pay the cost. If you do, choose one of your vanguards, and [Stand] it.

This is actually a tricky card for me to rate seeing how I have been on both the receiving and sending ends of this card. On the plus side, this makes your Vanguard a very huge threat as it would potentially grant a second Twin Drive should the opponent allow the opponent to hit *anything*. Not just Vanguard...ANYTHING!!! The drawback for this is that it forces you to rest 4 rear-guards which essentially means that only your Vanguard is attacking that turn, and while it's nice to have 2 Vanguard attacks, personally, I wouldn't mind having 3 total attacks with 1 Twin Drive versus 2 Vanguard attacks with 2 Twin Drives mainly because once you survive the first hit, unless they are able to stand the Vanguard booster, it should be a lot easier to guard the second attack. Another drawback about this card is that if the Vanguard misses, then Laurel can only boost for 4,000 power which can barely get past a single threshold if any at all. Also, it's to be noted that not all Dimension Police builds should be using Laurel. From what I have seen, Enigman Storm seems to go hand in hand with Laurel especially with the lingering +1 Critical that it'll have. Zeal is also an excellent option especially after using his Limit Break to cripple your opponent's attack power which makes hitting with Zeal all the more easier and having a double Twin Drive going on on top of that is a game ender.

Overall, Laurel is a good card, but it's the true definition of hit-or-miss in this game.

Rating: 3/5

Next Time: That is one fragile dragon...

Go Rogue...Go Pro!!!

Destiny
Heroic

Commander Laurel

Commander Laurel is one of those cards with a pitifully low power, yet still manages to terrify players on the other side of the table. When your vanguard hits, rest four rear guards and you can re-stand the vanguard. Any ability that can stand a vanguard in the battle phase WITHOUT causing them to lose their twin drive is worthy of notice. What makes Laurel dangerous is that he flourishes in any form of Dimension Police deck, but requires a little bit of setup. In Daiyusha, you’ll need to setup your vanguard with his boost and extra critical, which he will retain if you stand him with Laurel, and similarly with Zeal, you’ll want to have at least a -5k limit break on board. What is great about standing the vanguard is that they will retain any boosts and criticals from triggers during the drive check, making the opponent either weigh the risk of you inflicting potentially four or five damage over two attacks, or over guard and allow the rear guards to pick off opposing rear guards or grind out some damage anyway.

In any event, Laurel makes for some expensive turns for the opponent when coupled with a limit break. Both the limit breaks of Zeal and Daiyusha require a large amount of field commitment, so twin driving twice in one turn is really good for replenishing your hand, as well.

One might argue that Laurel’s skill is balanced by his paltry power score, resulting in you having to swing for 13 or 14k most often. As true as that is, don’t forget that many popular Dimension Police units like Daidragon and Lady Justice can swing for 12k on their own. Boosted by a 4k, you get the magic number 16, allowing for maximum pressure to the opponent.

Rating: 4/5 – He’s good, but requires the right field and setup to be the most useful.

 

 


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