Cardfight!! Vanguard Card of the Day
Check out our Message Boards where you can trade
cards, discuss deck ideas, discuss upcoming tournaments and a whole lot more.
Echo of Nemesis
Nov. 11, 2014
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks, if the number of cards in your soul is ten or more, until end of that battle, this unit gets [Power]+10000, and your opponent cannot call grade 1 or greater units from hand to (GC).
[ACT](VC):[Soul Blast (1)-grade 0 card] Soul Charge (2). This ability cannot be used for the rest of that turn.
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
Second card of the week is considerably less horrible.
He's a Limit Break as usual, but this one's actually
warranting a restriction. Because when he attacks and
you have 10 soul, he gains 10k and the opponent cannot
guard from the hand with Grade 1 or above units. So
screw your Perfect Guard in the eye. Second skill is to
Soulcharge 2 by Soulblasting a Grade 0 once per turn.
PG sealing is definitely a useful ability for Late Game
given that it is now no longer possible to guard
everything and power gain now actually matters. Setting
it up's pretty much as easy as setting up Master of
Fifth Element, especially since a card like the Greedy
Hand/Dimension Creeper combo nets you a fast way to
Soulcharge quickly. So it's easy to count on.
The big downside is that Nemesis has no recovery option
if it gets sacked by the opponent. If you're on 4 damage
and the opponent's on 3, the opponent won't be inclined
to guard the Vanguard at that point anyway and so
basically nothing happens. Thankfully, such a weakness
can be addressed as long as you can open with a revenge
killer and THEN drop Nemesis as a finisher. Something
like (and I can't believe I'm recommending this) Amon
Reverse. Use it to close the damage gap and make them
drop guard before finishing with this, since there's no
way to tell when you'll be sacked.
Nemesis is exclusively a finisher since it has no other
skill that can back it up like fast damage inflicting
but it's definitely far from horrible.
Echo of Nemesis
Meet Dark Irregular's newest boss. You can Soul
Blast a grade 0 from the soul to soul charge 2,
effectively turning any triggers you got from soul
charging into Dimension Creepers. Granted, you're
hoping that you don't get triggers, but we all know that
happens with Dark Irregulars.
The Limit Break skill, when you have 10 in the soul, you
get an extra 10000 when attacking and a Glory Maelstrom
skill? ...Ouch. Basically you get to say no to
perfect guards while forcing out an extra two levels of
shield? And then if you did it on the turn you did
your Break Ride...
...That's very likely to hit and there's nothing your
opponent can do about it.
Only downside is that you need 10 in the soul to get the
effect, otherwise there's no power boost. But,
like I said, you could combine this with the Break Ride
and get some absurd numbers really fast.
I'd give this card a chance if you're playing Dark
Irregulars. After all, trying to run Amon, Amon R.
and the Break Ride in the same deck isn't easy to do.
Copyrightę 1998-2014 pojo.com
This site is not sponsored, endorsed, or
otherwise affiliated with any of the companies or
products featured on this site. This is not an