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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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