[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC) Limit Break 4:[Counter Blast (1) & Soul Blast (1) & Choose two grade 3 from your hand, and discard them & Choose two of your rear-guards, and retire them] At the end of the battle that this unit attacked, if you have a heart card with "Raging" in its card name, you may pay the cost. If you do, put this unit face up in your G zone, choose a face down "True Revenger, Raging Rapt Dragon" from your G zone, Stride it on (VC) as [Stand], and it gets drive -1 until end of turn.
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
I love re-standers, as you know, so it's only logical I
inspect how good this one is. His Limit Break, after he
finishes attacking the Vanguard and your heart is a
Raging card, counterblasts 1, soulblasts 1, pitches 2
Grade 3 Abyss Dragons from the hand and retires two of
your rear-guards to send him back to the G Zone, Stride
into another Raging Rapt Dragon, and then the new Raging
Rapt only gets 2 Drive Checks.
Well, it's functional enough I suppose...a -4 overall to
card advantage which then nets you two Drive Checks
back, but I don't see the appeal beyond potential as a
first Stride since even Spectral Blaster works out as
the better alternative, being a -3 overall to card
advantage but still working out as same advantage gained
overall. And with less conditions tacked on.
Functional, but you're going to be using the Revenger
deck for the early plays with Blaster Dark rather than
push for game with this. There are better things.
[True Revenger, Raging Rapt Dragon]
There are 4 kinds of Oldguard Strides: a) the rare ones
that are actually amazing (Vert), b) Strides that are
literally their Oldguard counterparts (Knuckle Turbo),
c) boring setup (Meer) and d) ineffective as all hell (Arboros).
Raging Rapt Dragon falls under the B category. And like
the other B-category Strides, they have a few extra
hoops to jump than their Limit Break or Legion
As far as Raging Rapt's hoops, they're not hard to jump.
With all the toolboxing handed to RagingForm.dek,
getting two Grade 3 Abyss Dragons in hand is
restrictive, but still very simplistic. You only have to
sack two units off your board rather than three, which
is a relief given the cost from hand. The soulblast cost
is easy to fulfill and maintain as well. Raging Rapt
Dragon can also happen 2, or even 3 times if you're
really that fortunate, but every Raging Rapt after the
first will only have 2 drive checks. That's the norm for
restanding Strides anyway.
The real reason why Raging Rapt Dragon is a good card is
that it fixes RagingForm.dek's only real issue: Raging
Form, with the support it got handed in G-Set 6, only
devastated the opponent if you went first. If your
opponent went first, they'd already be at their 11k
Grade 3, which could be guarded easier than if they had
went second and were still sitting on a squishy 9k Grade
2 when you began your Raging shenanigans. Your opponent
would also have access to their G-Guards if they rode to
Grade 3 before you did. Raging Form needed a first
Stride that could actually be effective, because
Aurageyser is a plus and not pressure, and the on-hit
Strides were laughable.
So, by filling that one hole that RagingForm.dek had,
Raging Rapt is a wonderful addition to all you Ren-worshiping
edgelords' decks. Side note: don't bother running the
Abyss legion. Just streamline your deck to punch really
hard with Raging Form, and ride Slay Hex Dragon if you
need to. Lord knows y'all can kill the opponent even
before y'all have a chance to Legion, so why even bother
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