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School Hunter,
Leo-Pald
- #BT07-001EN
Date Reviewed:
February 12, 2013
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] During your end phase, when one of your «Great Nature» rear-guards is put into the drop zone, you may pay the cost. If you do, call that card to an open (RC).
[AUTO](VC):When this unit attacks a vanguard, choose another of your «Great Nature» rear-guards, and you may have that unit get [Power]+4000 until end of turn. If you do, at the beginning of your end phase, retire that unit.
Ratings
Summary
Rating: 3.83
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average.
5 is the highest rating.
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|
3D |
School Hunter Leopald is some form of authority
figure in the University of Great Nature, I can't
actually remember if he's the headmaster or just head of
the disciplinary committee. Regardless, standing proudly
atop that pinnacle with all of his blades shooting out,
he does capture that commanding presence.
His first skill is one that is shared by a line of Units
(Monoculus Tiger, Binoculus Tiger and himself) that can
grant +4000 power merely on declaration of attack to a
rearguard Unit and then forcing it to retire at the end
phase. It should be noted that boosting happens after
you declare the attack so you can boost the Unit behind
Leopald and it will gain the bonus in their overall sum
of power.
There really isn't much to say about this ability, it's
a power boost on attack that eats up your Units at the
end phase. It will most likely break even in terms of
quality (your interceptor) against their extra shield.
His Limit Break however is interesting, it's not a
necessary skill by any means but it has some neat
tricks. Most notably using it with the Grade 1 Hammsuke,
so you can counterblast 1 to revive Hammsuke and then
counterblast an extra 1 for Hammsukes ability to grab an
extra 5000 guard or with Duckbill to draw a card for
essentially 1 Counterblast.
Really. Not much to say.
3/5 (Decent card)
|
Elliot
"Gale" Gaylord |
Leo-pald (do you see what they did there?) heads the
Great Nature university's disciplinary committee, keeping
order as necessary. Evidently, he's also half SWORD. How
cool is that? In all seriousness, though, Leo-pald is
the go-to guy in terms of Great Nature bosses. The
alternatives leave much to be desired - School
Dominator, Apt for example would have been better placed
in Tachikaze, as he triggers none of the effects of
other Great Nature cards. Meanwhile, Magnet Crocodile
and Calculator Hippo aren't exactly Vanguard material.
By simply attacking the Vanguard, you get the option of
applying a 4000 power bonus to any of your Great Nature
rear-guards for the duration of the turn. In exchange,
they're retired at the end of the turn. The potential
loss can be mitigated, however, as the Hammsuke family
replace themselves, while other cards like Stamp Sea
Otter can't be retired by card effects at all. In other
words, you're gonna be draining at least one more card
from the opponent's hand with each instance of this
skill should they wish to guard, and it'll happen each
and every turn.
Leo-pald's Limit Break allows a Great Nature unit that
falls during the End Phase to return to the field with a
single counterblast. Paired with any given Grade 1 or 2
Hammsuke, this makes for a net gain of 5000 shield,
which is always nice to have come late game.
Despite being a must-have for modern Great Nature decks,
though, he's nothing notably over-the-top. He's simply a
solid card that works well with the current state of the
clan. 3/5
|
CrazyCat
Team's YouTube Channel |
Leo-pald is an example of a card doing exactly what a
deck needs it to do. He synergizes perfectly with what
his deck is supposed to do; give power to the Rear
Guards, and attempt to not minus themselves while doing
so. Since he’s in the Vanguard circle, Leo-pald provides
a very consistent way of giving the power boosts the
deck thrives on. The only other units that are capable
of doing that are either highly susceptible to getting
attacked, or just plain suck.
His other skill is what really makes him shine, at least
in my opinion. While he has the ability to give a unit
4,000 power at the cost of retiring it at the end of the
turn, he can also revive that unit with a cheap cost of
1 counterblast. Essentially, that’s 4000 power every
turn for 1 counterblast, which seems like a great deal
to me. However, the benefits of this skill go far beyond
the obvious. Think about the skills of the rest of the
deck; The “Hammsuke” series focus on replacing
themselves when they’re retired, in order to maintain
advantage after using skills like Leo-pald’s first.
Combine a card that searches another copy of itself when
it dies, and an ability that revives those dead cards,
and you have a nice stream of +1’s coming your way.
The other benefit of his Limit Break is that it lets you
keep up the pressure even when the game isn’t going your
way. You know that you won’t always have your perfect
field every time you play. There are games where you
won’t get those Hammsuke units, or where you won’t draw
into the cards that work in-tandem with getting retired.
If any other deck can’t get to such a key piece of its
strategy, it usually falls behind very quickly. But if
Leo-pald is your Vanguard, you can use his skill to give
ANY unit a power boost, then use his Limit Break to
revive it and make sure you don’t lose a crucial
attacker, and that you can keep the pressure up even if
your ideal strategy is going the way you want it to.
The only real downside to him is that if you use him
in-tandem with something like the Hammsuke series,
you’ll find yourself blowing through your counterblasts
real quick. Overall, in his deck, I give Leo-pald a 4.5.
|
David NavyCherub Lynn |
School Hunter, Leo-pald
Something desirable in just about any deck is synergy.
As an extension of that, it is usually nice if there is
some sort of card that pulls all that synergy together
and makes it work consistently. Leo-pald is basically
the definition of this. His abilities work both together
like peanut butter and jelly.
His first ability allows you to re-call any units sent
to the drop zone during your end phase for the tiny cost
of counterblast 1. This is amazing, since it works on
all of your Great Nature units and makes saving your
resources incredibly easy. However, it is a limit break,
which ironically limits him a bit since it's very good
all the time and you'll wish you had it around for more
than just end game. That doesn't mean it's bad, though;
in fact, quite the opposite - it's cheap, flexible, and
works directly with his second ability to allow for the
cheapest Great Nature doping you will ever have that
doesn't involve Otters.
That second ability being, whenever he attacks, you can
dope any of your Great Nature cards for no counterblast
cost, only the usual retire at the end phase. This is
great for the same reason that his first ability is
great - this is as cheap as these kinds of abilities
come. There are basically no downsides to this as long
as you play your cards right. Before limit break, give
the power to a strategically placed Stamp Otter, or if
that isn't an option, stack this ability with ones like
Binoculus Tiger all on the same unit to keep from losing
too many cards. After limit break, you can essentially
do whatever you want because it only costs 1
counterblast to save your unit - the world is your
oyster.
The only thing holding Leo-pald back, then, is his own
power. While he's great at giving power away, he doesn't
pack as big a punch himself. He's only 10k, making him
easily abused by very easy to make 20k lines and early
unboosted attackers, and he never gains any power
himself, making it difficult to hit 21k+ numbers in your
center line. Of course, these things are in a way
mitigated by the huge lines you'll be making on the
sides (or even in the middle if you choose to give power
to his booster), but that doesn't make his own lack of
power any less a flaw.
4/5
|
Pokefan362 |
Tuesday 2/12: School Hunter, Leo-Pald
Another card from Set 7, this time it’s the unofficial
leader of the set’s main clan and the fearsome head of
Great Nature University’s Disciplinary Committee.
School Hunter, Leo-Pald is without doubt the best
Grade 3 Vanguard that Great Nature has as of this time,
and he very much fits the established theme of the clan.
Great Nature is both about buffing allies with
power at the cost
of destroying them in the End Phase, and mitigating the
loss in advantage in various ways.
Leo-Pald does both at once all by himself.
Leo-Pald’s Limit Break is one of those where it’s not
the main perk of the card, but serves as a nice
supplement to a secondary skill and is nonetheless quite
helpful. For
a light cost of Counterblast 1, if a unit was buffed and
retired during your turn through Great Nature
techniques, you can bring it right back to the Rearguard
circle.
Since the unit was still treated as being sent to the
Drop Zone, this can stack with the skills of the
Hammsuke series and also causes skills like Tic-Toc
Flamingo’s to trigger and turn the mitigation to
outright advantage.
Pretty good, eh?
Leo-Pald’s second skill is the same as that of Monoculus
Tiger and Binoculus Tiger.
When attacking, you can pump another unit by 4000
power and retire it during the End Phase.
Although Leo-Pald himself is rather weak on the
offense compared to other modern Vanguards, the 4000
will probably allow another rearguard unit to force
extra shield from the opponent that it wouldn’t have
otherwise, which is arguably even better than having a
stronger Vanguard attack (to explain, a 21K Vanguard
attack will generally require 20 shield to deal with,
minimum 2 cards, while a 16K attack should also require
at least 2 cards of 15 shield.
A 16K rearguard attack will force minimum 1 card,
while a 21 will force minimum 2.
You’re more likely to make the opponent expend
more cards with a 16K Vanguard attack supplemented by a
21K rearguard attack, rather than the other way around).
The defensively-weak 10K base power, the inability to
hit for high numbers alone, and the potential
advantage-gaining aspect of him being rather situational
all count against Leo-Pald, but he is by no means a bad
card and will likely continue to a great option for
Great Nature for a long time.
Rating: 3.5/5 (Though great in context of the clan, not
too great compared to other clan bosses)
Art: 4.5/5 (Coolness!)
|
Redsmas |
School Hunter, Leo-Pald
So here we have a a unit from the Zoo nation's Great
Nature University. He is the leader of the "Discipline
Committee Enforcement Squad" that was formed to protect
the University.
I'm not an expert on Great Nature most of what I know
is that the are very combo orientated, but here is my
take on the card.
Our leopard here has an interesting Limit Break to
say the least. Now if a great nature unit goes to the
drop zone form the rear-guard you can call it back to
the rear guard. What is interesting about this is that
several great nature units gain effects when retired, so
this will allow you to be able to get extra uses out of
those units.
Whats more important is his second skill. He give a
unit 4k power when he attacks and that unit gets
retired. Normally retiring a unit would be a bad thing,
but this is great nature and it can be very advantageous
when used with Hammsuke and other units such as
Loop-the-Loop, Duckbill.
An example combo would be: Have a Pencil Knight,
Hammsuke in your front rear-guard. Call Loop-the-Loop,
Duckbill behind Hammsuke hand give it the when retired
skill. Next you attack with Leo-pald and give Hammsuke
the power boost. Continue the turn with the rest of the
attacks then proceed to the end phase.
1. Leo-pald skill, retire Hammsuke.
2. Duckbill skill, draw a card
3. Hammsuke in the drop zone, activate ability, search
for another Hammsuke.
4. Leo-pald Limit Break (If condition is met), call back
Hammsuke.
5. Compass Lion skill, retire Hammsuke.
6. Hammsuke in the drop zone, activate ability, search
for another Hammsuke.
7. Leo-pald Limit Break, call back Hammsuke.
Tick Tock Flamingo can be used in this combination
instead to un-flip damage allowing you more counter
blasts to use a similar combo next turn. Another thing
to note about Leo-Pald's limit break is that it can be
used multiple times per turn.
The art on most great nature cards is amazing and he
is no exception.
As a Unit I give is a 5/5. I have a thing for combo
orientated units in Vanguard For art 4/5. If it had
fewer big fangs it would get a 5
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