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Ice Prison Necromancer, Cocytus

- #BT06/S03EN

Date Reviewed: April 29, 2013

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, this unit gets [Power]+5000 until end of that battle. [AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, choose a «Granblue» from your drop zone, and call it to (RC).

Ratings Summary

Rating: 3.88

Ratings are based on a 1 to 5 scale. 1 being the worst. 
3 ... average.  5 is the highest rating.

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David NavyCherub Lynn

Ice Prison Necromancer, Cocytus

Cocytus is a pretty decent card. He gets you exactly what you pay for - one card for two counterblast, the most standard cost to reward ratio in the game. That said, it's really only a wash, since he requires you to ride him to use this effect. That isn't necessarily a bad thing on your first ride, since riding is important so it is a wash of a minus that you would have incurred anyway. However, this somewhat limits his usefulness, since re-riding him doesn't actually gain you any advantage. It could give you indirect advantage - riding him and superior calling a grade 2 where you would normally have put your extra copy of Cocytus, gaining 5k more shield than you would otherwise have, for example. His limit break is also pretty standard; a power boost of one stage for every attack he does late game. This is nice, as usual, because you don't even really need that extra power until late game anyway, so the limit break stipulation is not even really an issue. So, overall, Cocytus is an example of a good but average card.

3/5

TehNACHO

Alright, I’m back~
 
I guess I’ll be the one to spill the beans here and say it outright. This week is Limit Break week! Specifically, it’s the +5000 Limit Breakers we’re going to be focusing on, otherwise dubbed as Power Breakers by some, so I guess I’ll cover a few bases of how I think they work as a whole first.
 
Power Breakers, at least for a while, all focus in on CB2 skills that can often give you some form of card advantage. If used as the turn 3 Ride into a Grade 3, this can be treated as a +1 of sorts, and otherwise set you off on a good foot for the midgame, so long as you don’t have much else competing for those Counter-Blasts by that time. Anytime thereafter, re-riding into a Power Breaker and using its skill is a break even in card advantage. While yes, it can often translate a Grade 3 unit from your hand into a booster or intercept for your field, the 2 Counter-Blasts associated with this is a little costly for what you just got out of it. On that note however, this means that there’s almost no direct repercussions for not riding your Power Breaker unit by turn 3 if you didn’t have it, allowing you far greater deckbuilding flexibility, more than making those 2 CB worth it. Finally, almost all Power Breakers come with a 6K personal booster that gains +5K power with a Soulblast, meaning 21K Rear-Guard lines and when Limit Break is active, a ridiculous 26K Vanguard line when the two work in tandem with eachother.
 
This sort of information in mind, let’s look at the card no one knows how to pronounce correctly, Ice Prison Necromancer, Cocytus. Its on-ride CB2 skill allows it to revive 1 unit from your Drop Zone which, while cool sounding, has its fair share of problems. For a start is the consistency problems one may face. While the reality is that it’s not that big of a detriment on your overall ability to ride, if you don’t want to use Captain Nightkid, you’ll probably have to go with 4 Chappie the Ghostie if you really want to get the most bang for your buck. At 4, you can reliably get a Chappie about 64% of the games you can expect to ride directly into Cocytus, and while other opportunities do exist to get some worthwhile units into the Drop Zone right away, it really should put into perspective the sort of quirks and issues Cocytus may face earlier on.
 
 On the other hand however, Cocytus does a pretty good job at playing back up. Now, I haven’t played Granblue for a while so my view might be slightly skewed, but in general, Granblue isn’t the most Counter-Blast heavy clan, so that’s rarely much of an issue for Cocytus. Along with this, having to ride into it later on opens up a plethora of opportunities to get a good unit into the drop zone for you to utilize, so its toolboxing is almost always worth it to you. Its Limit Break also allows you to fulfill a niche role in Granblue that you’d really need for Basskirk builds. While Basskirk offers the rest of the deck a world of combo plays thanks to the amount of soul it can amass, Basskirk itself isn’t particularly powerful against Cross-Ride units or the like. Switching into Cocytus to optimize your field and gain its Limit Break however allows you to cap off whatever Soul based shenanigans that Basskirk could’ve allowed you with a great forward push from its power. Also considering allowing more techy Grade 3s a bit more breathing room, something that Granblue can very well utilize, it does fill a pretty important niche in Granblue in a pretty good manner.
 
Despite its clunkiness as an initial ride, the amount of flat out utility that Cocytus can offer and allow for the rest of the deck is absolutely nothing to overlook. From me, I say Cocytus deserves a solid 3.5/5.


WarLycan36
Go Rogue,
Go Pro
YouTube
Page

What's up, you guys?! Before we start covering Set 8 (no worries, we will. xD), I decided to do this week which I'm titling "Power Break Week" meaning that all 5 cards for this week have the Limit Break where they gain 5000 power when they attack. With that in mind, let's start this one off with one of my favorites (in case you couldn't guess from my photo)...

Ice Prison Necromancer, Cocytus
Power: 10000
Grade 3
Clan: Granblue
Race: Skeleton
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, this unit gets [Power]+5000 until end of that battle.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, choose a «Granblue» from your drop zone, and call it to (RC).

As it stands right now, Cocytus is one of, if not the best, Granblue card in the game. Not just in the TCG. In. The. Game. It may be the only Limit Break that Granblue has, so while the options are pretty scarce for the pirates (basically, your ace is either Basskirk or Cocytus...maybe Deadly Swordsmaster depending on the build), it's definitely the one you see a majority of Granblue players (which are rare to find as is) use for their decks. Also, the fact that he allows you to resurrect any Granblue unit at a cost of 2 Counterblast is pretty nice as it allows you to bring back Romario, Nightstorm, Blueblood, Ruin Shade among other undead pirates in your Drop Zone.

Overall, Cocytus should definitely be considered to be...dare I say...the king of the pirates.

Rating: 4/5

Next Time: I'm about to Break something...

Go Rogue...Go Pro!!!

Destiny
Heroic

Ice Prison Necromancer, Cocytus

Welcome to LB4/+5k week. The first card we’ll be looking at will be Granblue’s potentially best choice for a vanguard. Cocytus will call any unit from the drop zone, upon riding him, for a counterblast of 2. This is a great, simple skill to have in a Granblue vanguard, as calling from the drop zone is what Granblue aims to do. You are often limited in what you call, since you will have had to either mill, soulblast, or otherwise discard certain units to the drop zone to be called later. This is no big deal, what with the likes of Evil Shade, Ruin Shade, Dancing Cutlass, and Gust Jinn all being popular choices in Granblue decks. Cocytus is also part of one of the more unique ride chains in the game; the ride chain is progressed by riding from the drop zone, provided your vanguard is Skeleton Colossus or Skeleton Demon World Knight. You can set it up to work pretty consistently if your starter is Captain Nightkid. The problem is that you have to discard a Granblue to ride to the next grade (if you are riding from the drop zone), meaning you don’t net any card advantage by riding this way, except that you avoid getting yourself grade locked. Getting grade locked sucks, and any way to avoid it is generally good.

Cocytus’ limit break is very simple: +5k if he attacks the vanguard. This is a great skill to wrestle control back in the late game. Backed by an Evil Shade, he hits 25k. That is enough to draw out a perfect guard or the 10k guards your opponent has been hoarding for a while.

Rating: 5/5 – One of, if not the best vanguard available to Granblue.

 


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