What's up, you guys?! It's Tuesday and time for
another Card of the Day! Today, we have...
Armor Break Dragon
Race: Thunder Dragon
[ACT](VC) Limit Break 4 (This ability is active if you
have four or more damage):[Counter Blast (3) & Choose
three cards from your hand, and discard them] Retire all
rear-guards in each fighter's front row, and this unit
gets [Power]+10000/[Critical]+2 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same
clan as this unit, this unit cannot attack)
...Armor Break Dragon is a very interesting card as
it's one of the few cards in the game that can get to
Triple Critical by itself, which basically says that if
it hits you at that damage, then more than likely,
you're probably going to lose. However, with the extra
Criticals and Power comes a huge sacrifice, and for
Armor Break Dragon, it's the cost of 3 Counterblasts and
discarding 3 cards in your hand. Also, you might want to
watch your field as you do this effect also seeing how
it destroys all players' frontline rear-guards. For most
people, the cost and consequences really outweigh the
benefits that he gives.
Armor Break Dragon isn't essentially a bad card, but
definitely a risktaker's avatar seeing how it'll
probably be your final turn if you use his Limit Break.
Next Time: No turkey, but it's still a bird nonetheless.
Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!