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Knight of Heavenly Decree, Altmile
- #G-CHB01/005EN

Reviewed: March 6, 2017

[AUTO](VC) Generation Break 2 Brave (Active when you have three or less cards in your hand):When this unit attacks, choose up to five of your rear-guards, and they get [Power]+4000 until end of turn. [AUTO](VC):At the beginning of your ride phase, choose up to one card from your hand, call it to (RC), and that unit gets [Power]+4000 until end of turn. [AUTO](VC):When your G unit Stride during your turn, choose up to one card from your hand, call it to (RC), choose one of your units with the brave ability, and it gets [Power]+4000 until end of turn.

Rating: 3.25

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

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Saikyo
Cardfighter
R

Knight of Heavenly Decree, Altmile

Let's swing back into releases that matter and review the Character Booster proper. New Altmile's GB2 Brave activates on attack, granting 4k to up to 5 rear-guards. Second skill: At the start of the ride phase, you can call something to RG circle and give it 4k power until end of turn, and THIRD skill (Jesus) activates on Stride, calling up to one card from your hand, then choosing a unit with Brave to grant 4k until end of turn.

Well, for the deck he's supposed to be in, the 4k isn't THAT much of a deal as most Brave units power themselves up so that you can still hit magic numbers anyway. The GB2 is for situations where you're losing pretty badly and is therefore largely uninteresting. His start of ride phase skill...well, again, that's not really something you should be invested in unless you tend to lose boosters like Scouting Owl since front-row tends to be called via your many, MANY skills. Just about the best thing going for him is that all his skills are Counterblast free.

Preferable to the old Altmile given he keeps options open damage-wise and the columns he makes with GB2 have potential to be bigger.

3/5


Winston Fairwinds

[Knight of Heavenly Decree, Altmile]

Let's start top to bottom on this one. Heavenly Decree Altmile's Gen Break 2 isn't a continuous skill like Blue Sky Altmile, but HD Altmile can actually buff the whole board. You'll have to swing with HD Remastered Altmile first, so it incentives you to get up on that 12 critical lifestyle. (Like Shion does.) In the end, it's a very good buff for trying to end the game if both you and your opponent are on your last lifelines. You know, if both of y'all exausted y'all's stride fodder and are just throwing units at each other.

Blue Sky Altmile's on-stride skill got split into Heavenly Decree Altmile's second and third skills. Second skill is nice for grind games if your opponent didn't ride to Grade 3. In a lot of cases, that extra 4k to a rearguard will force 15k shield from an opponent if their Vanguard is a squishy 9k or 7k unit. The effect is applicable every turn past the first one you rode into Altmile, so it's solid. Third skill can only target one unit, a Brave unit at that, but it's absolutely free, and you're running more Brave units nowadays. So, you can only give 4k buffs to two units rather than 5k, but you don't pay a counterblast. Definitely still a boon in HD Altmile's favor.

Some stride bosses' new Grade 3 forms aren't as impressive as their first incarnations, but Heavenly Decree Altmile kicks his old self's ass. Grab your 4, spam rearguards, pass around buffs, do Royal Pal things.

3.5/5

 


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