[G guardian] (Usable when both fighters' vanguards are grade 3 or greater, and the number of face up G guardians in your G zone if three or less)-Opponent Turn's Guard Step-[Choose a card with "Heal" from your hand, and discard it] Call this card to your (GC) from face down.
[AUTO]:[Counter Blast (1) & Choose two grade 3 or greater from your drop zone, and put them on the bottom of your deck in any order] When this unit is placed on (GC) during the battle your vanguard with "Overlord" in its card name is attacked by your opponent's vanguard, you may pay the cost. If you do, retire all of the rear-guards in your opponent's back row.
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
Ah, Defeat Flare. The bane of Commander Laurel dependent
Dimension Police. As soon as the enemy Vanguard attacks
your Overlord Vanguard, you drop him, Counterblast 1 and
return two Grade 3 Flame Dragons in the drop zone to the
bottom of the deck to blow up the opponent's back-row.
Positive points is that despite not gaining any new
shield, he doesn't really have to. If the booster is
retired, the Vanguard is forced to swing for its
original power. Perfect for checking stuff like
Prominence Glare who is only 20k by himself. There's
also the fact that like Denial Griffin, he's a reactive
retire, preemptively fucking up columns when the
opponent is in less of a position to fix them.
The main downside is that he only works when the
opponent's vanguard attacks yours. That basically means
that you forgo having to use the more stable and assured
Perfect Guard to block, because Defeat Flare won't block
a whole attack by himself against a G Unit. You have to
throw in another 10k shield for 2 to pass, meaning the
loss of another card for 3 to pass. Already you're 3
cards down, which makes up for the +3 to you wiping out
the opponent's back-row. So overall that makes him
pretty balanced, but only if you can murder 3 backrow at
once. Otherwise, a Perfect Guard and Griffin-ing one of
the attackers is probably the better option, and thanks
to Drive Check, your 'trap' isn't exactly well hidden.
Have one for Laurel matchups or if you need back-row
with Resist dead, but most of the time you'll be wanting
So I can't tell if Bushiroad
actually wants other Kagero builds to be competitive,
because every time it looks like there's a new kid on
the block, they dish out a new Overlord or an
Overlord-specific tool. Dauntless R becoming a thing?
Here's this Rebirth. Perditions looking cool with their
damage inflicter? You're still running Overlord because
he's a Legion now. Blademaster? Pfft. The X, the Ace,
and now this wonderful asshole Defeat Flare says hi.
Even though people take the option
of running The Great with The Legend, your main gambit
is riding The Legend. Defeat Flare cycles two Grade 3 or
higher Flame Dragons in the deck without having to
Legion, and for what? Completely neutering the
opponent's offense for their turn. Alice and Harri are
crying in a corner. Sure, Granblue can call their
units back next turn-if they get one, because they're
gonna be hard-pressed to kill you without a back row,
and you still have The Ace to ram down their
throats. (Just in case this needs to be said: taking
away a booster before the attack hits also takes away
the power the booster was giving.)
The cycling is nice in case you're
not running 8 copies of an Overlord. For the sake of not
being heavily opinionated, I will say this: at least you
can get away with it now.
This card is a 1-of just because
recycling the two Grade 3 Flame dragons is mandatory,
A) really think you can dump all of
them with such speed you can Defeat Flare twice
B) The only thing your locals play
is Granblue. Losing one's full backrow, even just once,
does go a very long way, and outside of Granblue, you
really shouldn't need to use Defeat Flare more than
C) You forgot you still have Denial
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