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Intimidating Mutant, Darkface
Oct. 26, 2015
[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):[Soul Blast (2)] When your opponent's unit is placed on (RC), you may pay the cost. If you do, [Rest] that unit.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose two of your opponent's rear-guards, [Rest] them, until end of your opponent's next turn, they get "[AUTO](RC):At the end of your turn, if this unit is at [Rest], your opponent may draw a card.", and those units cannot [Stand] during your opponent's next stand phase.
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
So the boss took a week off to see the sights of your
NEEDLESSLY enormous country, but we're back now and all
is well. It's Megacolony week (for lack of anything
better to review) and we start off with Intimidating
Mutant Darkface. His GB2 ability rests a unit the
opponent calls with a Soulblast 2. His On-Stride skill
is to CB1, choose two enemy rear-guards, rest them if
they're standing, and Paralyze them. They also gain a
skill that lets you draw a card if they're still on the
board at rest when the opponent's turn ends.
Well, the GB2 ability's not entirely interesting or
spammable, so we skip that. It's good for getting a big
attacker that only gets bigger out your hair once (twice
if you run Machining Mosquito or something) but that's
about it. So what you're using him for is the Stride
skill. Ideally you're wanting to stun anything the
opponent cannot intercept away such as G3s and any
boosters that don't get rid of themselves (like the
starting Forerunner Vanguard) to translate to a +2 to
card advantage, not even including the soft advantage
gained from the not-attacks the opponent's making. And
if they call over the stunned units the opponent's
taking a minus so it's still good to you either way.
Intimidating Mutant, Darkface
So, did you miss us?
Yeah, guess not.
Not our fault, boss took a trip, I told him not to go,
but he decided to go to New Mexico and was thoroughly
probed somewhere near a hidden military base. Had
to perform a rescue operation to get him back.
Anyway, Darkface is what we're looking at today.
...Really, Darkface? Why not just call it evil bug
The Break-Stride of the Megacolony brings some new
abilities to the clan. Well, less new abilities
and more just new ways to do the old ones.
The GB2 skill is...
Well, THAT'S interesting at least! SB2 to stun a
rear guard as it comes into play? That... I
like that. Defensive in ways that other decks
aren't. I do like that one. Only downside is
that you need to have two units in the soul to do it,
so, unless you can constantly charge up the soul, you
can only do it once or twice a game.
On the other hand, Megacolony does have units that can
go into the soul, so that's nice.
What about the Break Stride ability?
CB1, stun two of your opponent's rear guards and if you
do, if they're still there at the end of the turn, they
get to draw a card. Not bad, not at all.
Sure, the card draw isn't so great, but we really don't
need a Break Stride Infinite Zero Dragon, do we?
It's a very solid card, not as good as Machinings, but
still very solid and worth a shot, I think.
Plus, you know, it's an ugly bug man.
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