Cardfight!! Vanguard Card of the Day
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Ice Floe Swordsman, Nightsnow
Nov. 12, 2014
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your rear-guards, and retire it] Choose one card from your drop zone, call it to (RC), and that unit gets [Power]+5000 until end of turn. This ability cannot be used for the rest of that turn.
[ACT](Drop zone):[Counter Blast (2) & Soul Blast (2)] If you have a grade 3 or greater vanguard, ride this card as [Stand].
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
I think we just found the replacement for Cocytus
Reverse as Nightmist's partner. This unit's Limit Break
is to Counterblast 1 and sacrifice a rear-guard to
revive ANYTHING from the drop zone and give it 5k until
the end of the turn. And as a normal skill, if you have
a Grade 3 Vanguard and Nightsnow is in the drop zone,
Counterblast 2 and Soulblast 2 to ride it.
So obviously the 2nd skill is supposed to be used to
Superior Break Ride on top of Nightmist without
committing from the hand, although resources at this
time do need to be watched given the soul is reserved
for Sea Strolling Banshee and the Counterblast for
Samurai Spirit. So it should really only be used if your
field is so horrible it can't be reclaimed other than
through the double Break Ride turn. Or you have
absolutely no other Grade 3 in hand.
The Limit Break is of course the perfect partner to
Nightmist's Break Ride, sacrificing a unit set to die
for any unit that won't. He's the perfect way to set up
Corrupt Dragon, granting 8k power to it for columns. And
best of all, it has no need for excessive Samurai
Spirits to pick up the slack, although the option
Downside is that unlike Cocytus Reverse, alone, it can't
replicate much of what its intended gambit is supposed
to do because it's always reviving on a 1:1 basis, but
it can at least revive cards like Sea Strolling over the
course of several turns without the risk of decking out,
so at least there's that.
Nightsnow is one of three units I can name off the top
of my head here that isn't suck-tacular. The last one's
Ice Floe Swordsman, Nightsnow
Well, what do you know? A new Granblue boss that
replaces Cocytus and Cocytus R finally. While
Granblue had Deadly Swordmaster and Deadly Spirit, as
well as Monster Frank, none of them were really that
good for reviving, since all they could revive was
And this is a Granblue Unit that is really good.
While a touch costly with a CB2 and a Soul Blast of 2 to
revive from the drop zone, it revives as a Vanguard and
can, most likely, instantly grab you another unit from
the drop zone.
The best combo for this card is to ride the Break Ride
Nightmist onto Nightmist, reviving 2 units, then using
this to break ride again to revive another 2 units, then
use the Limit Break to kill one of your other units,
most likely a Hades Steersman, and revive another unit
from the drop zone. Each unit gets an extra 5000
for the turn and...
Wait, five units, all getting +5000 for the turn?
Where did I..?
Oh yeah, it's Platina Ezel's Ultimate Break, just going
off a bit quicker than what Platina Ezel could do.
And if you revived units like Sea Strolling Banshee to
draw extra cards, though that would seemingly interfere
with Nightsnow... Unless you used things like
Rough Seas Banshee earlier to draw additional cards...
This is one of the better cards in Fighter's Collection
and one of the strongest Granblue cards in awhile.
Works perfectly with the Break Ride and can do some
nasty, crazy things.
Plus, like I said yesterday, running the regular unit,
and the Reversed unit along with the Break Ride isn't
easy to do.
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