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Dragonic Overlord "The Re-Birth" - #BT15/005EN (RRR) 

Date Reviewed: Sep. 26, 2014

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one or more of your «Kagerō» rear-guards, and lock them] If the number of locked cards you have is five or more, until end of turn, this unit gets [Power]+10000 and "[AUTO](VC):[Choose two «Kagerō» from your hand, and discard them] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, [Stand] this unit. This ability cannot be used for the rest of that turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)". (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.) [CONT](VC):If you have a card named "Dragonic Overlord" in your soul, this unit gets [Power]+2000. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Rating:  3.62

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Saikyo
Cardfighter
R

Dragonic Overlord "The Re-Birth"

Final card of the week is the Overlord's new form, "The Яe-birth".

"If 'Reverse' means to go the other way, then being reborn again is a 'Rebirth'."

-Kai Toshiki, Cardfight!! Vanguard, episode 159

So what's the end result? Well, before you start attacking, you can use the Limit Break to Counterblast 1 and lock as many rear-guards as you want, minimum 1. If you have 5 locked, he gains 10k and the ability to attack the Vanguard again once by tossing two cards from the hand.

You should immediately notice that by himself, he is basically a lost cause. Restricting yourself to only two attacks to a point where the opponent can drop a Perfect Guard (and save shield depending on what your field looked like originally) makes no sense at all, especially considering any triggers will go only to the Overlord, so there's no insurance. Resource wise, it doesn't make any sense either, since then he'll swing for 15k guard assuming no triggers twice for a total of 30 guard. Whereas you could have just set your field up so everything forced 10k equally and gotten the same guard eaten while retaining 1 Counterblast.

What you're obviously meant to pair him with is with the Break Ride Dragonic Overlord, so you can get 3 attacks in. Slay one rear-guard and attack the Vanguard twice? That basically translates to everything on your side of the field getting Twin Drive in terms of overall output. For one turn, all your attacks translate as 5k shield gone, followed by (assuming no PGs or triggers) 25k and 25k. So on the Crossbreak Ride turn, he works as a pretty good finisher, especially with 6 chances to get a trigger. After that though, you're going to be playing the Vanilla Game for the rest of the fight.

Now for the elephant in the room. The End or The Re-Birth? Due to the absurd amount of explosive finishers and sheer tank kicking about, I would be inclined to say The-Rebirth. Problem with Crossbreak Riding the End is that you're in Late Game. You're relegating the End to a point where his skill is the least likely to succeed. And once Late Game hits, The End is effectively vanilla, so all advantage you do gain will be out of the Break Ride, which I said last week was just a +1. So's the Re-birth, technically, so you may as well go with what will be the more explosive gambit in terms of what can be forced out the hand. And doesn't restrict the amount of attackers at your disposal because of Persona Blast.

The Re-birth absolutely cannot function without its base-form, but it isn't entirely horrible. But I hope you have a lot of disposable income, because I think your American card prices are robbery.

2.5/5


Nanya

Dragonic Overlord "The Яe-birth"

As he soared towards one of his rivals, the Overlord could only sneer at the power rushing through him, trying to corrupt him, growling, the Overlord forced the Яeverse to obey him and become his servant, not the other way around. In doing so, he was able to attain a power and form similar, yet stronger, than his previous ultimate form. With this, he was strong enough to destroy his rivals as well as the invaders, all in one fell swoop.

So, for the final card this week, we're looking at the newest Crossride of Dragonic Overlord.

And, since we know of the Lord and the effects of a Crossride, let's look at that Limit Break, shall we?

CB1, lock as many rear guards as you can, if you have 5 or more locked, this unit gains +10000 power and can restand if you discard 2 cards from your hand after attacking a Vanguard.

To put it bluntly, this card is awesome. Not as good of a restander as The End, seeing as that only has to hit and a Persona Blast to restand, this is a much stronger finisher though.

Now, if you combine this card with Cross-Break Ride, you get 3 attacks at 33000 power each (at least), and a sextuple drive check (overall) while discarding only 3 cards from your hand.

It should also be noted that this WILL NOT WORK with Dauntless Drive Dragon... Well, okay, it CAN, but you have to attack a rear guard first, and, really, that would be a waste of Dauntless Drive Dragon.

The only reason that this is better than Minerva for restanding Vanguards is because 1: Kagero has a lot of support and 2: Overlord himself has a lot of support.

Now, the whole locking 5 units seems rather extreme to some just to get the extra twin drive, and, it can be, but if you're going for Final Turn, why not push it?

I have seen this card take a person from 3 damage all the way to 8 damage in one turn because of the drive triggers.

It should also be noted that this card works with Omega Glendios and Яeverse Cradle for their effects, even though the name is Яe-Birth and not Яeverse.

The End is a good unit for controlling the Mid-Game, but this unit is the finisher that Kagero have been waiting for. Nowhere near as costly as Nouvelle, really good support (Burnout, Burning Horn and a couple other cards in this set) and a strong finisher.

Yeah, I'm going to say this, Яe-Birth is a better deck, over-all than most Kagero decks are, especially on an Invader team.

And, yes, I run the deck, so I'm a bit biased, but I tried to be as fair as I could with this card.

Bottom Line: If you're running Kagero, run this.

Rating: 4.75/5

See you next week, folks!

 


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