What's up, Rogue Squad?! So for today, I might as
well warn you that I'm more than likely going to be bias
as we're looking at what I like to call my new ace from
my ace clan, the PIRATES, BABAY*!!!
Lord of the Seven Seas, Nightmist
[AUTO] Limit Break 4 (This ability is active if you have
four or more damage):When a «Granblue» rides this unit,
choose your vanguard, and until end of turn, that unit
gets [Power]+10000, and choose up to two «Granblue» from
your drop zone, call them to (RC), those units called
with this effect get [Power]+5000 until end of turn, and
at the end of that turn, retire those units.
[CONT](VC):During your turn, if the number of «Granblue»
rear-guards you have is four or more, this unit gets
[CONT](VC/RC): Lord (If you have a unit without a same
clan as this unit, this unit cannot attack)
...it feels SO good to be able to play with the
pirates in a competitive format again, and Nightmist is
responsible for a numerous amount of wins recently. The
Break Ride of Granblue gives the new Vanguard a 10,000
Power point boost AND allows you to resurrect 2 units
from the Drop Zone with a 5,000 Power bonus. The
downside with that bonus is that they die at the end of
the turn, so their presence will only be there
temporarily, and I know CERTAIN people are going to
compare it to another Break Ride *looks at the other
reviewer directly above/below me*, but since Set 13 has
been released, I can safely say that Granblue is no
longer just this brain dead power based deck with a few
flashy tricks of resurrection. The Break Ride's ability
to resurrect two units for a "pseudo field presence" can
actually be more solid than you think. For example,
recieving those two free units can allow you to activate
their effects when they are revived, like Corrupt Dragon
or Sea Strolling Banshee, and if you want to make the
presence more permanent, you can use Samurai Spirit or
Deadly Spirit to sacrifice the Sea Strolling Banshee
(which lets you have an opportunity to use her effect
again if you can re-resurrect her) to permanently
resurrect the aforementioned units. That and combined
with Cocytus Я, whatever resurrected unit you Lock with
his Limit Break will allow you to keep the Locked unit
at the End Phase as you decide the order of when you
want to kill off the resurrected units and Unlocking, so
you only lose a minimal amount of units at the end of
Also, while for most clans the 2,000 bonus isn't
really mentioned as much, for Granblue, it should be
mentioned as they're one of the few Clans in the games
that does NOT have a proper Sub-clan like Revengers,
Eradicators, Star-vaders, etc., so with that mentioned,
Granblue have a lot more freedom to put whatever cards
they like, as they don't have to worry about Especial
Counterblasting, including say...their 8,000 Vanilla
unit like Romario, and putting him behind the Vanguard
with the 2,000 power bonus makes it 21,000 Power, and
Crossrides aside, that magic number makes it a bit more
difficult to guard against in a Mid-Late game scenario.
Overall, the Pirates of Cray are back in full force,
and I'm honored to call Nightmist my avatar of the clan!
Art: 5/5 (He's looks just so...damn...pimpin!!!)
Next Time: From a pirate Break Ride to a...kitty?
Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!
Lord of the Seven Seas, Nightmist
Well, it's a far cry from his old self, that's for sure.
What we have here is Granblue's Break Ride. So 10k when
you ride a new unit, obviously, and then you can call
any two from the Drop Zone, give them 5k, and then
retire them again at the end of the turn.
This thing is actually really good. With the new toys
that he came with he's better: You target 2 units like
Sea Strolling Banshees and that's a +2 to the hand. Now,
obviously the intent is to use the extra power gains to
have a big column or columns, but there's a more
creative way to use him. Because the units die at the
end of the turn, you can swap them for stuff that WON'T
die, such as sacrificing your targets for Samurai
Spirit, or reviving a purposeful 1:1 such as Rough Seas
Banshee. And bam; you've gotten your plusses for pretty
much free. No need to commit from the hand (letting it
tank like mad) and you have your full field. Personally,
I prefer it this way, since hand size that late in the
game trumps all.
So yeah, Nightmist CAN be a finisher, but his most
optimal usage is through plussing with the right combo
pieces. Granblue may not have a straight up
murder-beast, but they'll stave off other murder-beasts
with this thing's hand size and that's just as good.