What's up, Яogue Squad?! So seeing how Pojo had to
take a day off for personal matter, I decided to take
the day off myself to relax...so here're double the
COTDs for today:
Covert Demonic Dragon, Hyakki Vogue "Яeverse"
Race: Abyss Dragon
[ACT](VC) Limit Break 4 (This ability is active if you
have four or more damage):[Choose two of your «Murakumo»
rear-guards, and lock them] Choose up to three of your
"Covert Demonic Dragon, Hyakki Vogue "Яeverse"", and
those units get [Power]+10000 until end of turn. (The
locked card is turned face down, and cannot do anything.
It turns face up at the end of the owner's turn.)
[AUTO](VC):[Counter Blast (2)] When this unit is placed
on (VC), you may pay the cost. If you do, search your
deck for up to one card named "Covert Demonic Dragon,
Hyakki Vogue "Яeverse"", call it to (RC), shuffle your
deck, and at the end of that turn, return that unit to
[CONT](VC/RC): Lord (If you have a unit without a same
clan as this unit, this unit cannot attack)
...in my opinion, this one and tomorrow/today's other
card are the two best Яeverse cards out in both current
and even with the next set. Hyakki Vogue's Limit Break
is actually relatively cheap for what it's worth; just
Lock 2 rear guards to give all Hyakki units +10,000
power. At first, I would say that it would be bad seeing
how if you ride into it that there wouldn't be other
copies of itself to help power up, however, Hyakki
actually searches for a copy of itself to the hand when
you first Яide into it, so that in itself helps out.
That and the Break Яide, Kagura Bloome, can call 2
copies of Hyakki should you Break Яide into it. Also,
while Locking 2 units is kinda pricy, but seeing how
Murakumo has Stealth Beast, Metamorfox; it actually
helps combo seeing how you'll Unlock one unit and gives
you a second unit to do the Limit Break a second time
making all 3 Hyakkies at at least 31,000 each!
This is probably the core definition of a Яogue card
as no one really uses this clan and is definitely a
contender for most underestimated card of Set 14.
Next Time: What a recently single person would play for
Go Яogue...Go Pro!
...and DON'T be a Sackboy!!!
Covert Demonic Dragon, Hyakki Vogue "Reverse"
4th card of this week is CDDHVR (I'm not typing the
whole name, screw you). When ridden, you CB2 and put
another copy of him to RG circle. But in breaking
Murakumo tradition, the new Hyakki Vogue goes to the
HAND, rather than back to the deck. Oh yes, and he has a
LB in that you lock 2 Murakumo to give all your Hyakki
Vogues 10k until the end of the turn.
Plusses? Eh, fetching another attacker certainly doesn't
hurt any, even if it has no value for shield purposes
afterwards apart from PG fodder. And in the best case
scenario, what you're achieving is basically a Reverse
Daiyusha for that turn for no CB cost. Sadly, it's not
all roses for Hyakki Vogue: As mentioned in my Reverse
Daiyusha review columns across the board Late Game isn't
really special. What's worse is that this setup is more
chance reliant than Reverse Daiyusha; Hyakki only covers
one side - you'll either have to draw another or rely on
some other way to get it like Oboro Cart or Break Riding
Hyakki onto Kagurabloom. It's not that justifiable.
And yes I am fully aware of how everyone will be
screaming about the use of Stand Triggers with this guy
until they die of asphyxiation. But to be honest I do
not see the point of giving up the capacity to inflict
damage in the Early and Mid Game just so that I can
attempt to go for game based on chance. The Stands will
only be useful in that one scenario which is by itself
chance based anyway; I don't fancy jumping through hoops
to build up to that point until then, like how I don't
like Vague as much as other people seem to because of
the liberties involved.
Hyakki Vogue doesn't suck, but people shouldn't be
singing its praises either. You'll have to work hard to
make him work somehow.
Covert Demonic Dragon, Hyakki Vogue "Reverse"
Man, if only we had seen some Nubatama get reversed,
that would have been awesome.
Anyway, this card is basically a semi-clone of Daiyusha
Reverse, lock two units, but instead of weakening the
opponent's vanguard, you power up to 3 units with the
same name as this guy by 10000.
Really, it's not that great...
It's not limited to once a turn, which means that if you
can find a way to unlock one of the units, you can lock
another two units and power up the same 3 units again.
(Course, the card that unlocks your rearguards in
Murakumo is a promo, so good luck getting it.)
Overall, this isn't something I'd use in a Murakumo
deck, unless I was running as part of the Invader team.