What's up, Rogue Squad?! To continue on our Promo
Week, we're going to be taking a look at a card whose
play is decently good now but will plummet once Set 14
Fearless Jewel Knight, Julia
Clan: Royal Paladin
[AUTO](VC) Limit Break 4 (This ability is active if you
have four or more damage):[Counter Blast (2)] At the end
of the battle that this unit attacked a vanguard, you
may pay the cost. If you do, search your deck for the
number of cards equal to this unit's [Critical] with
"Jewel Knight" in its card name, call them to separate
(RC), and shuffle your deck.
[AUTO](VC):When this unit attacks a vanguard, this unit
gets [Power]+3000 until end of that battle.
...at first glance, I kinda compare her to Dudley
Emperor in the sense of calling out others during the
Battle Phase, but that's really where the similarities
end. Julia is her own build with Ashlei as Break Riding
from her already grants an extra Critical, so you're
already going to be calling 2 Jewel Knights to the
field, and that's without Drive Checking Criticals. Now,
before certain people begin to stamp their infamous
"Extra Crit Late Game" stamps *looks down*, Julia
utilizes Criticals a uniquely compared to others. The
reason I say that is because while, yes, Criticals are
good for dealing extra damage (I can hear all of you
saying "duh" to that statement), but the more critical
you go, the better Julia becomes as you'll be able to
call out more goodies from our deck and cause multiple
attacks and even stronger ones depending on the
Criticals. However, that in itself is a huge weakness as
it begs the question on where you should put the
Critical when the opponent Perfect Guards Julia? Do you
put it on the rear-guard to make it more threatening or
put it in Julia for the sake of more attacks and
improving your field? The answer really depends on the
game state at the time as sometimes, you have to
sacrifice a Critical to improve your field while
retaining your hand to guard the next few turns.
Julia isn't a card for beginners as you have to plan
around her, but if you can properly control her effect,
then she becomes a very underestimated and fun
card...just a shame that Ashlei "Reverse" is going to
trump her in a few weeks...
Next Time: More doggies?? Wonderful...
Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!
Fearless Jewel Knight,
Sweet, a card that I can
sink my teeth into properly. This is a new Jewel Knight
that gains 3k when she attacks the Vanguard. As usual,
she's a Limit Break unit too. After attacking the
Vanguard, you CB2 regardless of whether or not she hit,
and summon a new Jewel Knight depending on how high her
Critical is; one for each Crit.
She's definitely a unit
that needs elaborating on. First instinct is of course
to combine her with Ashlei so that after attacking, you
get 2 new units. Do keep in mind however that her best
use probably isn't what you're thinking. Remember, she's
restricted to Late Game, and that's when the field ought
to be full. So largely, most of the time, you're wanting
the critical to increase enough that you can replace an
entire column that just attacked to chain some more.
Timing of when to use that
ability is crucial too. In the scenario where you Break
Ride and check a Critical Trigger, if the opponent's on
4, pass it to a column that hasn't attacked, replace the
column that has, proceed. If you ride Julia first, DO
NOT put the crit onto Julia just to summon 2 unless you
got screwed and couldn't call from the hand. You'll
force more out the opponent in terms of lost cards
putting the effects onto rear-guards.
Basically, her best time to
be used is when the opponent's on 5, when Standing
effects will go further than increased Critical. Apart
from that, I can name Nova Grappler decks that's
basically all that and a bag of chips when it comes to
At least she isn't a Late
Crit gainer, so I find her slightly better than Salome.
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