Pojo's Cardfight Vanguard Site
Pojo Home
Cardfight Home
Message Board
Card of the Day
Cardfight News
Contact Us
Saikyo Presents: Cardfight!! Bad-guard
This Space
For
Rent
|
|
Pojo's
Cardfight!! Vanguard
Card of the Day
Check out our
Message Boards where you can trade
cards, discuss deck ideas, discuss upcoming tournaments and a whole lot more.
|
|
Chief Nurse, Shamsiel
- #BT07/008EN
Date Reviewed:
Feb. 15, 2013
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose an «Angel Feather» from your hand, and put it into your damage zone] When this unit attacks a vanguard, you may pay the cost. If you do, choose a card from your damage zone, and put it into your hand.
[AUTO](VC):When a card is put into your damage zone, this unit gets [Power]+2000 until end of turn.
Ratings
Summary
Rating: 4.67
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average.
5 is the highest rating.
Back to the main COTD
Page
|
3D |
According to her lore, Chief Nurse Shamsiel is
multi-talented and her Limit Break holds true to that in
every aspect.
Said Limit Break allows Angel Feathers to exchange
any Angel Feather in their hand for any Angel Feather in
their Damage Zone. There are various reasons this is
amazing, most notably due to the fact that it is
essentially one of the only few cards (and by extension,
clan) that grants Players over the previously
universally taboo zone.
Every clan made could chose what they ride, they
call, the guard with or what goes to the Drop Zone
(unless of course, they were facing Kagero, Narukami or
Blaster Blade in which case the last choice isn't
entirely theirs) but no clan, not one clan got to chose
what their damage zone was. It was the only entirely
“random” zone.
That is until Angel Feathers who between Hope Child
Turiel, Battle Cupid Nociel, Love Machine Gun & Chief
Nurse Shamsiel give players a practically limitless
stream of cards that manipulate the Damage Zone to
almost every whim of the Player with no end. This is
especially true in the case of Chief Nurse Shamsiel who
is basically free. Angel Feathers are an epitome of
consistency.
The other reason that this ability is amazing is
because it lets you improve your card quality advantage
each turn. A brief detour in the world of misunderstood
card advantage.
Card advantage has two aspects to it; Quantity (the
amount of cards generated) and Quality (the usefulness
of the cards generated). Just because a card can create
an additional card for free, doesn't instantly make it
good.
Take Gigantech Charger for example, a 9000 power
grade 2 from Set 2 that superior calls the top card of
your deck (if it is a Royal Paladin) when it's called to
the field. 9000 power is not the greatest, especially if
you get stuck with it on the Vanguard Circle and open
yourself to more brutal attacks which essentially does a
lot worse for your overall advantage than the good that
was done from Gigantech Charger's call.
Compare that to Garmore in Gold Paladins. When you
ride Garmore, you may pay 2 counterblast to superior
call any grade 2 or lower Gold Paladin from your deck.
If you examine this situation carefully (and for this
example “Sliver Fang Witch” and “Listener of Truth,
Dindrane” do not exist) you'll see that Garmore didn't
create any advantage, riding Garmore was a -1, calling
the Gold Paladin Unit with his ability was a +1
ultimately resulting in a +0 however that unit
Garmore just called was a Charjgal which lets Garmore
reach 21000 for the battle this turn which in turn
breaks the barrier to Stage 3 (the Opponent now requires
to guard with 15000 Shield instead of 10000 Shield
ignoring Trigger Checks).
So while Garmore didn't actually create any
advantage, he did help improve the quality of the
player's field.
Chief Nurse Shamsiel accomplishes this, both in the
action of performing her Limit Break and the reaction to
her performing it by other cards.
It should be simple enough to notice that on attack,
a Player throws in a card, most preferably a spare Chief
Nurse Shamsiel or Draw Trigger to reach in and
preferably grab a Non-Draw Trigger to increase their
total Shield value by 5 to 10000. Alternatively you
could also grab Battle Cupid Nociel which is essentially
7000 Shield (which for nearly all intents and purpose
may as well be treated as a 10000 Shield the majority of
time). As a sweet side addition to this, you can select
cards that are face-down in your damage zone and replace
them with face-up cards from your hand, giving you a
practically limitless supply of counterblast for the
Angel Feather deck.
The reaction I'm talking about is none other than the
+2000 power increase per card that enters the Damage
Zone until the end of the turn skill shared by Chief
Nurse Shamsiel, The Phoenix Calamity Flame, Million Ray
Pegasus & Thousand Ray Pegasus. I like to call this the
“My Little Pain” series, otherwise known as MLP.
When Shamsiel activates her ability, against a 10000
or 11000 base Vanguard while having a Thousand Ray
Pegasus behind her, the combined reaction from her
second skill and Thousand Ray's only skill helps that
column break Stage 3 which is worth another 5000 power,
which can also be gained by a Phoenix/Pegasus rearguard
column if they were active. This power increase is an
incredibly powerful form of card quality advantage at
work granting the deck ease at generating the notably
“perfect” columns this game has to offer.
Not only that but this +2000 increase, which is also
Shamsiel's second ability, is also incredibly helpful on
the defensive end. A misconception people have about
Angel Feathers is that they want to take damage earlier
than most decks. This is wrong, very very wrong. Angel
Feathers are not Tsukuyomi who can enjoy a beating if it
helps speeding the deck faster and enable quicker access
to their stack. Angel Feathers want to prevent as much
damage as is feasible in so that later, when they ride
Thousand Ray Pegasus/Million Ray Pegasus/The Phoenix,
Calamity Flame they can tank out with their signature
MLP skill which would essentially invalidate any
standard perfect columns they would make.
Let me repeat that so you heard. Angel Feathers
invalidate standard perfect columns. Decks like Royal or
Gold Paladin can no longer rely on the standard
20000 power columns that they would prepare against a
normal 10000 base power Vanguard. During the early game,
Thousand & Million Ray Pegasus prevent any full on
rushing so guarding early is very easy, during mid-game
Shamsiel's ability lets you tank out from every
inevitable piece of damage and during late game, you can
finish the chain of extremely powerful defense off with
a stream of Battle Cupid Nociels.
It's strange, The MLP ability isn't much of an
ability, it's a mere +2000 but it becomes dangerous when
you consider at which time it activates the most often,
the battle phase. Consider that nearly every competitive
deck wishes to ultimately attack with their Vanguard
first (usually due to the high concentration of Critical
Triggers in the deck) add onto the fact that during the
mid-game, it is custom to take the hit from the Vanguard
because you have damage to spare.
So due to the mere existence of this ability (and
somewhat due to the existence of Battle Cupid Nociel)
nearly every other deck that face Angel Feather have to
under pretty much every circumstance forget about making
perfect stage 3 columns (that force out 15000 guard) and
instead focus on making Stage 2 columns that increase in
skips of 2000 power in anticipation for MLP triggering
that force out a mere 5000 guard per attack. If you add
the increased defense with the the increased columns,
you'll notice that during late game Angel Feathers can
be gaining and or conserving up to an additional 25000
(3 to 5 cards) while also improving the quality of the
cards they already have for an even scarier amount.
The one decks that doesn't suffer the effects of
Angel Feather as brutally as others would most likely be
Tsukyomi Oracle Think Tank who just simply have a much
more outstanding late game. In this case, Angel Feathers
would have to take advantage of the fact that they have
something of a mid-game while Tsukuyomi doesn't to get a
heads up for the finish.
Chief Nurse Shamsiel edges so close to being broken,
that it's not even funny.
5/5 (So good and such a technical card)
|
Elliot
"Gale" Gaylord |
As it so happens, we've arrived at my personal
favorite from Rampage of the Beast King, the "lovely"
Chief Nurse, Shamsiel. When I saw the Angel Feather clan
debut in Breaker of Limits, I took immediate interest
despite my heavy belief that they were destined to be a
one-shot clan. It turns out that Bushiroad proved me
wrong in the best way possible!
Shamsiel ties together the Angel Feather strategy in a
way unlike anything the game has ever seen. Where one's
means of swapping cards in and out of the damage zone
were previously limited, this behemoth allows you to do
so every single turn upon reaching 4 damage. The result
is a constant stream of power from Thousand Ray Pegasus,
Million Ray Pegasus, and The Phoenix, Calamity Flame -
all key units that had trouble offensively the set
prior. Much like them, Shamsiel also recieves a power
bonus each time a card enters the damage zone, which
makes her terrifying on offense and irritating (to say
the least) on defense.
Further your offensive pushes with Love Machine Gun,
Nociel. When guarding, toss out Battle Cupid, Nociel to
fend off attacks from middling columns on the cheap;
Shamsiel will appreciate the bonus power.
It'll be quite some time before a viable alternative to
Shamsiel hits the shelves, so be sure to pick up a set
if your heart is set on this attractive, technical clan!
4/5
|
Pokefan362 |
Friday 2/15: Chief Nurse, Shamsiel
And finally, a great card to end this Rampage of the
Beast Kings week.
Shamsiel is, personally, one of my favorite cards
in the entire game in terms of her capabilities.
She is unique, fun, nuanced, requires thought to
use effectively (I still mess up with it sometimes), and
pretty much single-handedly builds the whole deck by
being just that
versatile and in-tune with all aspects of Angel
Feathers’ theme of swapping damage.
Although her complexities make her more difficult
to use than her predecessors, and her elderly appearance
and weird hairstyle may turn you away, in using her you
may truly find out how it feels to play Angel Feathers
as I believe they are meant to be played and get to
enjoy the only deck in existence that can guard for 7K
and change defensive power in the middle of the
opponent’s turn.
Both of her skills go hand-in-hand, although neither are
exactly unique.
The Limit Break can be achieved, under more
conditional terms, by any of the Nociel cards, and the
second skill can be seen in the RG circles by the Pegasi
and Calamity Flame (who will be your key offensive units
for the deck).
The Limit Break does so many things once you gain
access to it.
By allowing you to swap cards between your hand
and damage zone freely, every turn, you can essentially
unflip damage every turn (possibly more than once in a
turn, consider all the other swapping skills Angel
Feather has) and, more importantly, have the best damn
quality control of any deck in the game (to be used
cautiously and with foresight, this is the hardest and
funnest part).
Not only that, but the Limit Break by itself
buffs Shamsiel, Million Ray Pegasus, Thousand Ray
Pegasus, and The Phoenix, Calamity Flame to levels where
they can realistically (though not without some effort)
hit a clean 20 or 21K attack.
This is really, really good and you should take
good care to craft columns in such a manner that you can
hit high numbers multiple turns.
Think of each attack in that manner as being a +1
for you (or rather, a -1 for the opponent, since Angel
Feathers don’t actually +1 very well) compared to that
of a typical attack forcing 10K.
If supplemented by Hope Child, Turiel or Love
Machine Gun, Nociel in the same turn, the 20 and 21K
columns become even EASIER and can be achieved even with
a less than optimal setup and you can even realistically
hit 25K columns.
The second skill of Shamsiel also works
wonderfully on the defensive.
Alongside Calamity Flame, she’s far more bulky on
the defensive than the 10K written on the card would
suggest and can throw off opponents (including those who
are already familiar with Shamsiel).
A large part of this is because of Battle Cupid,
Nociel. If
opponents try and play under the assumption (or rather,
just because they have no other choice) that Shamsiel
only gains power when their attack hits, this can put a
wrench in their plans.
It feels great to watch your opponent’s carefully
crafted 15K or 16K column fall apart by doing a 7K guard
and preparing your hand better to either survive this
turn or prepare to go on the offensive next turn.
No need to fear Silent Tom at all when you have
this. In
general, the skill just makes it a lot more troublesome
for the opponent to set up columns if they expect to
damage you more than once in a single turn and can
easily be worth more than a base 11K Vanguard.
The weakness of a good Shamsiel deck is that it’s
sort of a “combo” deck in regards to how the columns are
set up, and can be put into a difficult position if you
do not get too many of your offensive units for too
long.
Indeed, its offensive capability in the early and
midgame is lacking compared to most decks and the deck
is bad at generating straight advantage, to compensate
for their lategame potential as a master of both offense
and defense.
Remember always to think turns ahead as best you can
when handling Shamsiel and her deck, perhaps more so
than other decks.
|
TehNACHO |
To wrap up this week, we have Chief Nurse,
Shamsiel. Another notable Limit Break of BT07 and one of
the more powerful boss units to come from it.
Let’s focus on its second skill first. Every time
a card is put into your damage zone, it will gain +2000
power, which is just nifty at first until you notice,
there is no ‘during your turn’ or such clause on it.
That’s right,
every damage you take will give her a power bump for
the turn, greatly invalidating many columns the opponent
can set up against it and pushing around their resources
all the wrong way. This quickly leads to 12K, and
sometimes even 14K defense and otherwise shutting down
almost a lot of forward push the opponent could muster,
allowing for cheaper and cheaper guard requirements and
saving you tons of card advantage in the process.
Of course, one can notice, this sounds like a
fine and dandy strategy for a few turns, but what about
when you’re already at high damage? Shouldn’t I be
really concerned if the greatest defensive measure in my
deck won’t be there for me if I can’t use its skill by
the late game, when every bit of defense can make all
the difference between winning and losing? Whelp, good
news is, there’s still so much more Shamsiel can offer
for you. In tandem with another unit known as Battle
Cupid, Nociel, Shamsiel’s 12K defense can still be
achieved with something as simple as guarding an attack.
Before I continue, I must stress how amazing 12K
defense, and in some occasions 14K defense is. Let’s
think of it like this. My opponent, being a pretty
decent player at least, sets up 16K attacks all across
his field. Normally, I’d need at least 10K shield per
attack in order to stop these attacks. Of course, this
isn’t nearly the case with Shamsiel. Let’s say that
first attack gets through, you take damage, and
Shamsiel’s skill gives it +2K. At 12K defense, the
opponent’s 16K attacks can now only force out 5K shield.
In these kinds of situations, you can save 10K and maybe
even more shield while taking the exact same amount of
damage and not having to stretch yourself further down
the road. Furthermore, 14K defense takes this even a
step further, shutting out any 17K and 18K attacks.
Unless one is using Nociel, you probably shouldn’t be
getting much higher than that, but keep in mind that
with every step you’d take with it, more and more of the
opponent’s power becomes invalidated in the process,
leaving cheap to guard attacks that could only barely
make any difference to you. With good balance between
taking hits and guarding, a Shamsiel player can
easily get
away with a long and prosperous streak of card advantage
and in extension, be so much closer to victory than most
decks can only hope to offer.
Now, returning back to the Grade 1 Nociel.
Nociel’s skill triggers Shamsiel by switching a card in
the damage zone with a card in your hand when called to
the Guard Circle. While this is a trick for Angel
Feather in general, this opens up a world of
opportunities for Shamsiel. One can use Nociel early on
or somewhere in the midgame of a match to stop a 16K
attack, an attack if I may remind you is getting stopped
by a 5K shield when it normally should normally cost 10K
shield, and you proceed to place a unit with a good
amount of shield like a trigger or Perfect Guard into
your damage zone. Now this may sound weird at first, but
here’s where the combo fits together. In exchange for
that defensive unit you just gave up, you can dig out a
good Grade 2 or 3 beater or booster to set up your field
that much faster, or into better form. And to answer for
your defensive unit just placed into the damage zone is
where Shamsiel’s Limit Break comes in. When Shamsiel
attacks, she can switch out an Angel Feather in your
hand with one in the damage zone. Firstly, this means
that Shamsiel’s 12K defense is also a 12K offensive for
one to use and hopefully abuse for later rushes. This
also means, at probably the most important time you’d
need higher amounts of guarding material, there is a
reserve of probably great defensively orientated units
that you literally can just go ahead and switch out any
unsightly cards for, leading to massive chain plays over
the course of the match for setting up powerful fields
right from the get go, while still having amazing
defensive options for later. This leads me to say that
Shamsiel’s usefulness extends far past the raw numbers
of attacking and defending, and works its way straight
into the very flexibility of the deck and playstyle,
giving a Shamsiel player the options to keep the
pressure on in a match and still probably one upping
most opponents in the late game attrition.
Even further past this, are the Pegasi and
Phoenix. Thousand Ray Pegasus, Million Ray Pegasus, and
The Phoenix, Calamity Flame, a Grade 1 with 7K base,
Grade 2 with 9K base, and Grade 3 with 10K base
respectively, all are equipped with Shamsiel’s damage
orientated secondary skill. These cards already deserved
a place for honorable mentions in Angel Feather’s ranks
before set 7, as a solid 7K booster that can end up with
9K defense and invalidate much of the opponent’s
possible attempts at early game advantage? A Grade 2
who’s skill can end up outperforming Vanilla 10K units
both defensively and offensively without having to
plunge to 8K base? A Grade 3 who can sub in as a
powerful tank that can net huge amounts of advantage
over the course of the migame? All of them already
powerful units with only greater roles to play when
Shamsiel’s in charge. Including already complementing
Shamsiel’s defensive measures, Shamsiel’s Limit Break
turns their normally defensive skills into near
condition-less attackers. Thousand Ray Pegasus serves as
a solid 9K to boost your 12K attacks into 21K power, and
can sub in as a beater when times get rough. Million Ray
and Calamity both become beaters that can utilize
practically any
booster the deck can offer and still hit more than
optimal power ranges, while also comboing off of
Thousand Ray for powerful columns all across the field.
Push a Thousand Ray+Shamsiel/Phoenix column even further
with, for example, the Grade 2 Nociel, and one can put
out huge 25K attacks even without the help of triggers
beforehand.
To sum up, Shamsiel is an amazing unit overall.
She has the defensive measures to more than
easily
outlast most every other non Cross-Ride Vanguard, the
flexibility for a constantly shifting, dynamic, and well
distributed strategy to keep up solid numbers where they
count the most at the best times, all the time, and she
has the offensive capabilities with the support to
follow through and finish many other decks off that
could’ve possibly kept up with the auxiliary advantage
Shamsiel’s defense has kept up through the whole game.
All in all, I can’t think of too much of a good reason
to rate it down if at all, so out of me, an outstanding
5/5.
|
|