What's up, you guys?! So for the last day of the
Re-visiting Week, we're looking at a boss card that I
used to run for a while but decided to change the deck
around, but I still am using the sleeves of this card as
it reminds me of what it was before...
Military Dragon, Raptor Colonel
[AUTO](VC) Limit Break 4 (This ability is active if you
have four or more damage):[Counter Blast (1) & Choose
two of your «Tachikaze» rear-guards, and retire them]
When this unit attacks a vanguard, you may pay the cost.
If you do, increase this unit's [Power] by the sum of
the original [Power] of the units retired as the cost
until end of that battle.
[CONT](VC):If you have a card named "Military Dragon,
Raptor Captain" in your soul, this unit gets
...Raptor Colonel is definitely a beast of a Ride
Chain as far as Power goes. It's at the regular 10,000
if the chain isn't successful, but if it is, then it's
at a constant 11,000 power, which is nice and all, but
its Power is from it's Limit Break. When the Colonel
attacks the Vanguard, you can Counterblast 1 can
sacrifice 2 Tachikaze units. If you do, then their
combine Power gets added to the Colonel's Power. This
means that, at best, Colonel can attack for a whopping
35,000 Power UNBOOSTED (2 Slashpteros and using their
power boosts to boost Colonel)! Combined with Sonic Noa,
Colonel would be at a staggering 43,000 Power, which
begs for either a Sentinel, at least 35,000 worth of
Shield or even force out the "No Guard" that you need to
win. However, outside of their main Legion, Ancient
Dragons, the Tachikaze clan doesn't have much on
revocering after sacrificing many units aside from
Skyptero, the Raptor Chain itself and the
Brachio-series, which is mediocre itself with poor
If there were more units that would give more
benefits when retired, then I'd say that Raptors would
be a solid deck in a tournament, but as is, I'm sticking
with my Ancient Dragons.
Art: 3/5 (Make things go BOOM!!!)
Next Time: Ummmmmm.........Buddyfighting? I dunno...xP
Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!
Military Dragon, Raptor Colonel
Today we have what I consider to be one of the better
versions of his type of Ride Chain. Oh, and Raptor
Colonel himself, but more on him later. His Ride Chain,
assuming you can pull it off, clones the Grade 1 when
you hit Grade 2, and clones the Grade 2 when you hit
Grade 3. That's actually pretty good, since unlike some
other chains, you search for you plus, it's not random
unlike Spectral Duke or Riviere, and assuming you're
successful, you could actually make an entire column
with the skill. Not bad for nothing extra needed in
But that's enough about the minor bonus gambits.
Raptor Colonel himself. His skill in Late Game is that
you can retire two of your rear guards to gain power
equal to the total power of the retired units, when he
attacks for Counterblast 1. Now, obviously, the column
you do retire usually will eat up about 16000 worth of
power, assuming the column you ate was scaled properly
in terms of numbers. So it's usually 15000 more shield
packed into the attack. Okay, but by the time this
happens, the opponent will have reserved their Perfect
Guards for scenarios like this, so it doesn't really do
very much except force one from the hand.
However, I'm not going to be lazy and say this is bad
because Power in Late Game's not good. There is a way to
turn this around. With Destruction Dragon Dark Rex. His
Limit Break will pretty much either hit the opponent, in
the best case scenario, or it forces the Perfect Guard,
you don't hit, and then you Superior Ride Dark Rex for
another Vanguard attack. Now, obviously if you do do
this, you keep in mind that both Rear-Guard columns have
to attack first, so any Criticals you do check will
fizzle most of the time, since there won't be a column
to assign triggers to. So actually, it may do better
with more Draw Triggers than usual in it.
He's okay, and his Chain's nice for no other
penalties added on other than the prospect of a poor
booster. Solid enough, but not my type.