Pojo's Cardfight!! Vanguard news, tips, strategies and more!
 

Pojo's Cardfight Vanguard Site

Pojo Home
Cardfight Home
Message Board
Card of the Day
Cardfight News
Contact Us

Saikyo Presents:
Cardfight!! Bad-guard


 

This Space
For Rent


Pojo's 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.

 

Magical Charge, Vita

- #G-CB03/010EN

Date Reviewed: Aug. 4, 2016

[AUTO](VC/RC):Harmony (When your other unit is placed in the same column as this unit, both units become in harmony until end of turn) [AUTO](RC) Generation Break 1:[Soul Blast (1) & Return this unit to your hand] At the beginning of each turn's main phase, you may pay the cost. If you do, choose up to one grade 1 or less card from your hand, call it to an open (RC), and if you have a grade 4 or greater vanguard, Counter Charge (1).

Rating:  2.75

Ratings are based on a 1 to 5 scale.
1 - Horrible  3 - Average.  5 - Awesome

Back to the main COTD Page


Saikyo
Cardfighter
R
Magical Charge, Vita
 
Oh yeah, there's this. Vita also has Harmony, and a GB1 skill: at the start of your main phase, you can Soulblast 1 and bounce herself to call a G1 or below unit from your hand and then Countercharge 1 as long as the Vanguard is G4 or greater.
 
The calling and bouncing isn't such a headache in Lauris who's Stride skill bounces the G1 you'll be calling back anyway, and Countercharging at least gets you another G2 Spica use, because I don't think G3 Spica ought to be relied on too much. She's almost certainly going to be sniped by RG hate decks or at the very least attacked, but at least it draws away attacks and you have Dizmel to at least keep her safe from attacks in time for the main phase.
 
Not entirely vital but she's a nice option to have. Resource exchange is pretty neat.
 
2.5/5

Winston Fairwinds

[Magical Charge,Vita]

Countercharge effects are always welcome, even if a bit conditional. So, Vita can be bounced back to your hand at the beginning of either player's main phase (before any other effect is performed), but you only get the countercharge if she was bounced back on your turn.

Now, some players might be worried about their opponent attacking this rearguard if you leave it on board during their turn. My answer: just let them. There's some units in Vanguard I refer to as "acceptable targets." Units like Silent Tom and Broken Heart bait people into wasting their attacks to get rid of these, assuming they're not playing a retire-oriented deck. If the opponent wants to waste an attack that would have otherwise forced you to drop 10k or more shield on a card that would have only given you 5k, let them. They will get outpaced in card advantage. Of course, you could play like a punk and put this Vita behind your Vanguard during your turn, but the countercharge isn't that serious when you're still running countercharge PGs and Magical Girl, Nina/Duo Clear Parasol, Kura. 

Also, never play like a punk. Vanguard is a game that awards the aggressive player.

Really, you just need 2 of this unit max, because you have other countercharge sources, and for the aforementioned bait factor in this card.

3/5

 


Copyrightę 1998-2017 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 Official Site.