What's up, you guys?! So apparently, my reports
aren't getting to Pojo, which explains my absence these
past couple of days, but luckily, there's a new
reviewer, so a belated welcome to him! Anyway, how about
we continue Dragon Promo Week?
Holy Disaster Dragon
Clan: Royal Paladin
Race: Cosmo Dragon
[AUTO](VC/RC):[Choose a «Royal Paladin» from your hand,
and discard it] When this unit attacks, you may pay the
cost. If you do, this unit gets [Power]+5000 until end
of that battle.
...I have a bit of a biased opinion on this card as a
couple of Royal Paladin players I know tech 1-2 copies
of this into their Alfred build, and it's actually a
pretty nice tech...annoying, yes, but still nice. Holy
Disaster Dragon has 10,000 power, which isn't exactly
the best these days, but back then, this was the norm,
so it's kinda forgivable. That and his effect kind of
compensates for it as you can discard any card to give
it a 5,000 boost. Minus a Sentinel, this practically
guarantees an extra Shield and helps push that extra
power to end the game just from dropping a random card
that you don't need anymore.
With that being said, however, there are still way
too many other Grade 3's out nowadays that either does
his job better (Palamedes namely) or are just an over
all better card, like Majesty Lord Blaster, Alfred and
even Ashlei, but with that said, if you have an extra
slot in your Royal Paladin deck and don't have Palamedes,
try this out; he might be surprisingly good to you.
Art: 5/5 (For a promo card, this is probably one of the
best artworks for a Royal Paladin card)
Next Time: I Whip my Flare back and forth...I'm sorry,
but I had to...
Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!
Holy Disaster Dragon
4th day of Promo Week and we continue with one of the
most foolishly hyped name I've heard, Holy Disaster
Dragon. When he attacks, you can eat a card in the hand
to let him swing for an extra 5000 power, whether on VG
or RG circle.
Problems? Oh, there are some I can name. He's 10k base,
so prepare to eat those 20k columns that are
increasingly easy to form with archetypes for clans
getting more common. Another problem that's slightly
less obvious is the timing of his ability. Using him in
the middle of the game as a Vanguard is pretty much a
waste; the opponent won't be at a stage where they
absolutely want to guard everything, so any power gained
would be pretty much a waste. Worse when he's a -1 for
every go. Rear-guard, he has some value, but you'd have
to dump him on the field pretty late, and he'd have to
make a column that can make 20k guard forced (not very
likely considering the support available). Any lower and
Palamedes pretty much has all his bases covered.
However, he does have something going for him in that he
could turn useless Grade 3s into fodder to force an
extra 5k out the opponent. However, you do need to watch
the opponent's cards because late in the game, they'll
be saving Perfect Guards exactly for skills like him.
Rear-guard wise, he doesn't really do anything that
Palamedes couldn't do better and cheaper, and as a
Vanguard, generic Power-gaining Limit Breakers can net
his bonuses for free.
I wouldn't bother with Holy Disaster Dragon, but he
could work as a sub until you can afford better things.