Cardfight!! Vanguard Card of the Day
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Blue Storm Dragon, Maelstrom
(Break Ride) -
Dec. 10, 2015
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, if it is the fourth battle of that turn or more, until end of that battle, this unit gets [Power]+5000 and "[AUTO](VC):[Counter Blast (1)] When this unit's attack hits, you may pay the cost. If you do, draw a card, choose one of your opponent's rear-guards, and retire it.".
[CONT](VC/RC):If you have a non-«Aqua Force» vanguard or rear-guard, this unit gets [Power]-2000.
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
The third in the series of units re-trained into a Break
Ride unit, Maelstrom 2.0 here, when on 4 damage and you
ride an Aqua Force on top, Counterblasts 1 to grant the
unit 10k and a skill: upon attacking, if it's the fourth
battle or more, it retires an enemy rear-guard, lets you
draw a card, and seals off Grade 0 guard from the hand
for that one attack. The second skill is also,
surprisingly, not entirely useless: when its attack hits
and it's the third or more battle, add ANY Maelstrom
unit from the deck to the hand.
So looking at it initially, it's Break Ride skill is
basically, a +1 in terms of overall advantage for CB1,
including the minus from the ride. Not unusual given
precedence from Ignition Dragon and similar Break Ride
units from BT14 onwards. Sealing G0 guard in Late Game
sounds pointless given it's Perfect Guard time, so this
is supposed to be combined with Glory Maelstrom's
Ultimate Break to ensure the opponent cannot guard at
all. Not reliable given the different damage
requirements, but you can use Dark Elemental Doxic for
times like this (and I'm sure everyone using this deck
Second skill is odd in that it at least gives you
something to do before Break Ride by applying pressure,
since it's a free +1 if it hits, really. Only good once
though if you're going first, or perhaps not at all
since you'd be Striding first if you go second. Still,
it's a good way to ensure Stride Fodder or the absolute
Guard Seal play next turn (RUN 12 CRITICAL TRIGGERS FOR
EASIER TIMES OF IT).
Strong once the combo hits, but owing to the fact the
deck would then rely on Break Riding and thus wouldn't
play well with GB1 re-standing units, this is the most
vulnerable to field-fucking decks. But it'll do good
work clearing up the rest of the riff-raff.
Blue Storm Dragon, Maelstrom
Oh, look at that, Maelstrom joins Phantom Blaster Dragon
and Dragonic Overlord with a retrained Break Ride
version. The normal skill is... Actually
pretty good. If it's the 3rd wave or more, if this
attack hits the Vanguard, you can search for any
Maelstrom card and add it to your hand.
Like... Glory Maelstrom? Ewww... I
hated that starter that let you search for Maelstroms,
this is just evil.
So, what's the Break Ride ability? And I'm going
to assume you're using Glory Maelstrom as the ride.
I'm also going to assume you're using the Ultimate Break
enabler so that you don't have to be at 5 damage to use
the Glory skill.
CB1, standard +10K, and...
On the 4th wave, the attacking Vanguard gets the
Maelstrom skill of drawing a card and retiring a
rear-guard unit regardless if it hits or not, so
basically, the perfect version of original and Reverse
Maelstrom's skill, and...
...Oh, you evil, evil, EVIL jerks.
Sure, let's just give Glory Maelstrom Silent Tom's
ability! Can't go wrong there! For 2 CB, it
would seal off all your opponent's cards, save for
intercepts, from being used to guard.
...Um, ouch. Just, ouch.
Combine with that stupidly broken Stride, well...
Yeah, Aqua Force, you really are a powerful clan.