AzureWings |
Hey guys, Azure here. Sorry its been so long, haven't
really had much to say on days I'm really available to
write. But here we have Imperial Daughter.
Okay so her effect is pretty straight forward, if you
have no field, she gains +10k Power and 1 Critical. So
basically if you're getting wrecked and have nothing,
you get this, which basically requires 20k shield and
yeah its game over. What makes this card even worse is
her restraint. Lets say Imperial Daughter has a friend
over for dinner, but because of her restraints she is
unable to get up and get the food for said Oracle Think
Tank friend. So Imperial Daughter asks the friend to
come remove her restraint and she eats her friend after
the restraints are removed.
At this day and age, most players are used to deal with
21k attacks, dealing with them is not difficult. Guard
for 20k and unless they sack two triggers well then then
they get nothing. If the defending player perfect guards
or guards for 25k, nothing again and you can't even pass
the trigger off. This card is pretty bad between the
fact it requires an empty field and has restraint. Its
highlight is mainly its 11k defense or if its late game
you can MAYBE push through, I really dont see this card
being useful outside of being extremely situational.
1.5/5
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WarLycan36
Go Rogue,
Go Pro
YouTube
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What's up, you guys?! This is WarLycan36 here doing
day 4 of our Extra Pack 1 COTDs, and today, we have...
Imperial Daughter
Power: 11000
Grade 3
Clan: Oracle Think Tank
Race: Human
[CONT](VC/RC):Restraint (This unit cannot attack.)
[ACT](VC/RC):[Counter Blast (1) & Choose another of your
«Oracle Think Tank» rear-guards, and put it into your
soul] This unit loses "Restraint" until end of turn.
[CONT](VC):During your turn, if you do not have any
rear-guards, this unit gets [Power]+10000/[Critical]+1
and loses "Restraint".
So Oracle Think Tanks have another ace unit, huh? I
guess Amaterasu, Tsukuyomi, Sakuya and CoCo weren't
enough then! Anyway, There IS one thing that Imperial
Daughter has over the other 4 and that's the face that
she is 11000. That extra 1000 power makes it so much
easier to guard than normally (don't believe me? try
throwing down a 10000 shield against a 20000 attack then
give me a call. xP). Now with that said, there's one
glaring drawback that I think was pretty stupid in my
opinion, and that's that unlike other 11000 Grade 3's
where they would just lose 2000 power if there was a
unit that wasn't in the same clan as it, it instead has
Restraint?! Restraints were made for Grade 2 11000
units, NOT Grade 3's, but before I go on a huge rampage
about this, let's take a look at how she would lose her
Restraint.
At the cost of a Counterblast 1 and putting a Oracle
Think Tank unit into your soul, she loses Restraint.
That's not bad especially if you were using a deck that
utilize the 6+ soul as it would feed the reason why you
would play some of those cards. However, there IS one
extremely special loop that can be used and abused with
Imperial Daughter and Little Witch, LuLu. Obviously,
LuLu would be your starting Vanguard, and when you ride
into Imperial Daughter, you would bring LuLu out of the
soul, Soulblast 2 and draw a card. After that, you would
use Imperial Daughter's skill to lose Restraint by
putting LuLu back into the soul. After that, normally,
you would use a Psychic Bird or other means to add
another soul in and then ride into another Imperial
Daughter thus looping LuLu's skill.
Now, with that being said, I haven't covered her
final skill, and that's if she's all alone on your
field, then she automatically loses Restraint, gains a
bonus 10000 power and +1 Critical. That right there is
both good and bad for various reasons. It's excellent in
an early game basis seeing how you can sneak in a few
critical hits before your opponent devotes to the field.
However, in a mid-late game status, seeing how you will
only be getting 1 attack in per turn, it'll make it
easier on the opponent to guard the "Lone Wolf" of the
Imperial Daughter.
In conclusion, Imperial Daughter is an excellent unit
to have in a early-mid game time period, but once things
are going down to the wire, she will sooner or later be
needing to call for reinforcements.
Rating: 3/5
Go Rogue, Go Pro!!!
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