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School Dominator, Apt

-  #BT07/009EN  
May 3, 2013

AUTO【V】: 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【V】: [Choose one of your «Great Nature» rear-guards, and retire it] When this unit's attack hits a vanguard, you may pay the cost. If you do, choose up to one «Great Nature» from your hand, and call it to Rear-guard Circle.

Ratings Summary

Rating: 2.0

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

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WarLycan36
Go Rogue,
Go Pro
YouTube
Page

What's up, you guys?! It's Friday and time to end this week...on a pretty sour note...yeah...

School Dominator, Apt
Power: 10000
Grade 3
Clan: Great Nature
Race: High Beast
AUTO【V】: 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【V】: [Choose one of your «Great Nature» rear-guards, and retire it] When this unit's attack hits a vanguard, you may pay the cost. If you do, choose up to one «Great Nature» from your hand, and call it to Rear-guard Circle.

This card is probably the worst ace to have for your deck (I even would rather have the Magnet Crocodile, Calculator Hippo, or even that Sea Lion over this card!) Why? Well, first off, Leo-pald's Limit Break is much more superior than Apt as resurrection techniques are normally reserved for Granblue and Leo's other skill at least gives the rear-guards their 4000 point boost and END PHASE retirement (keep in mind that I emphasize End Phase as this will be important to any future Great Nature players). As for Apt, this stupid penguin thinks it's smart to retire something in the Battle Phase?! Really?! When almost every, if not all, Great Nature retirement effects activate when they specifically retire at the End Phase, this card makes you retire them too early just to call another Great Nature unit from your hand, and no, you can't cheat this effect with Stamp Sea Otter because something needs to actually be retired to resolve Apt's skill.

Also, like I mentioned before, Leo-pald and the soon to come out Polaris have much more superior Limit Breaks than Apt, so there goes this card's only redeeming quality. Heck, I'd rather play Lox over this...and I actually did...and I loved that freaking elephant! xD

In short, this card should've been in something that could've liked the retirement in the Battle Phase effects, like Tachikaze or even Granblue, but in Great Nature, this is just the dunce of the clan.

Rating: 1/5

Next Time: Set 8 cards...maybe? I dunno! :P

Go Rogue...Go Pro!!!

Destiny
Heroic

 

School Dominator, Apt

 We close the week with a lesser known card from the Great Nature clan. As with the others this week, he has a limit break that allots him 5k extra power if he is attacking a vanguard, and a unique booster (Feather Penguin) that lets him swing for 26k when combined with the limit break.

Once again, the skill of this card demonstrates simply, though indirectly, the aim of its clan: retire its own rear guards, and benefit from doing so. Most great nature cards work to apply pressure by boosting a rear guard by some number and then retiring it at the end of turn, thereby triggering some ability of the retired card to somehow replace itself. Apt is a little different, and he doesn’t work with card power, he works with cards themselves. If his attack hits a vanguard, retire a Great Nature rear guard, and call another Great Nature from your hand. That seems pretty straightforward, right? Sacrifice a little bit of hand presence for some added pressure, then just replace what you lost? Wrong. Great Nature units that replace themselves in the endphase (ie. the Hammsuke series) must be retired specifically during the end phase to trigger, so the card you retire with Apt will be a negative to your card presence. That’s a bit of a bummer, sure, but think of it this way: Apt can swing for big numbers, so he’ll either get perfect guarded or hit. Ferreting out those perfect guards is always good, and if you hit, you can add additional attacks to your battle phase. In that sense, Apt serves as a “check” for perfect guards.

Because of the incompatibility with other, more mainstream Great Nature themes, Apt really needs his own deck. One that makes use of large attackers that can swing for 10-12k unboosted. He is most definitely not that splashable.

Rating: 3/5 – Needs his own deck, but other GN themes are probably better.

 


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