What's up, you guys?! It's Wednesday, and to get
through the middle of the week, we have...
Guardian of Truth, Lox
Power: 10000
Grade 3
Clan: Great Nature
Race: High Beast
[CONT](VC): If you have a card named "Law Official, Lox"
in your soul, this unit gets Power +1000.
[ACT] (VC):[Counter Blast (2) & Choose a card named
"Guardian of Truth, Lox" from your hand, and discard it]
Choose one of your «Great Nature» rear-guards, and that
unit gets Power +4000/Critical +1 until end of turn, and
at the beginning of your end phase, retire that unit.
Lox holds a nice place in my heart as my first ever
Ride Chain; I never took a shining to Tsukuyomi of
Galahad, but this elephant was pretty cool to me. As it
is a Gen 2 Ride Chain, Lox gains 1,000 power if the
Grade 2 Lox is in the Soul, and 11,000 Vanguards are
always welcomed in my eyes.
The one thing we also have to mention is how the Lox
chain works, and it's basically like Coiling Duckbill
twice over if you are making successful Rides. It sounds
like an excellent concept on paper, however, it is
flawed as it basically means that you have to already
have rear-guards on the field by the time you are
riding, and it can sometimes make the effect useless
from when you're riding from Grade 1 to 2 Lox as there
are normally only so many cards to call and use the
effect on early game.
Back to Grade 3 Lox, at the cost of 2 Counterblast
and a Persona Blast, you can give one of your
rear-guards +4,000 power and an extra Critical at the
cost of it retiring at the end of the turn. Again, it
sounds devastating, but it's flawed as you normally have
to give it to a front row rear-guard to take advantage
of the Critical, and most of the frontline rear-guards
that Great Nature have normally shouldn't be squandered
like that.
In short, Lox is a nice card, but only for fun decks.
Rating: 2/5
Art: 3/5 (ELEPHANTS!!!)
Next Time: ...this isn't a Great Nature...where's the
consistency?!
Go Rogue...Go Pro!!!
...and DON'T be a Sackboy!!!