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Majesty Lord Blaster
- #BT05/002
Date Reviewed:
Feb. 25, 2013
[CONT](VC):If you have a card named "Blaster Blade", and a card named "Blaster Dark" in your soul, this unit gets [Power]+2000/[Critical]+1.
[AUTO](VC):[Choose a unit named "Blaster Blade", and a unit named "Blaster Dark" from your (RC), and put them into your soul] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+10000 until end of that battle.
Ratings
Summary
Rating: 5.00
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
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Elliot
"Gale" Gaylord |
With Awakening of Twin Blades now out and about, we're in for a
serious shift on the competitive front of the game, and
it's about time we explored the behemoths one can expect
to see in the coming qualifiers. Today, Majesty Lord
Blaster takes center stage. This is the form Blaster
Blade took after besting Blaster Dark in battle and
wielding the swords of both light (courage) and darkness
(resolve). Or, if you would believe the anime, it's a
fusion of the two individuals for a brief period of
time. Regardless, Majesty Lord Blaster is quite the
doozy.
When this card attacks, you have the option of taking one copy each of
Blaster Blade and Blaster Dark from the rear-guard and
moving them to the soul, effectively trading 10K shield
for a 10K offensive push. This alone is fairly balanced,
but doing so also triggers Majesty Lord Blaster's
passive ability - a permanent 2K Power bonus and +1
Critical at all times. And given that this card has been
placed in the most consistent deck of all time, you can
expect the 3-card combination of Majesty Lord Blaster,
Blaster Blade, and Blaster Dark to even end the game on
the third turn from time to time. In more prolonged
games, Blaster Blade will be weakening the opponent's
offensive and defensive options, making it even easier
to score that finishing blow while capitalizing on your
newfound defensive buff.
It's all a matter of reeling in the pieces. With 4 each of Blaster
Blade, Blaster Dark, Majesty Lord Blaster, and Star Call
Trumpeter on top of Wingal Brave, you'd have to be
pretty unlucky not be able to assemble the trio.
Just be sure to ride a Blaster at Grade 2 and take a
shot at a 9K or less unit for the best results.
I've had very little experience personally using the deck, however, and
I'm sure a couple of our other reviewers will have more
in-depth rundowns in terms of statistics and long-term
game effects in regards to the deck as a whole, so I'll
be cutting this short by saying that if you can afford 4
of this card and are incredibly competitive, or simply
like the idea of opposing forces joining under a common
goal, then you should be playing the deck. Majesty Lord
Blaster is an easy 5/5, even under the recent Japanese
restriction list that effectively limited it to one copy
per deck.
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CrazyCat
Team's YouTube Channel |
Majesty Lord Blaster
Rating: 5/5
Majesty Lord
Blaster (MLB, for short) is possibly the most consistent
tournament-topping deck in Japan, and has been called
the “most consistent deck in the game” by quite a few,
and with good reason. MLB in and of itself is an
incredibly potent card, and quite deadly if the combo
goes off correctly, but the scariest factor is the deck
based around him.
His scariest factor
is in his first skill which, if “Blaster Blade” and
“Blaster Dark” are in the soul, gives him +2,000 Power
and +1 Critical
all the time. Even on your opponent’s turn, he’s a
12,000 Power wall. They thought they could beat you with
their pitiful 16,000 Power Rear Guards and their wimpy
21,000 Power Vanguard? Ha! MLB singlehandedly creates
the need for new Powerlines; 17,000 Power to force a
10,000 Guard, and 22,000 Power to force 15,000 Guard.
This can easily throw off unsuspecting opponents, or
those who got too rush-happy and didn’t set up their
powerlines correctly.
But wait, 2 Grade
2’s in the soul? That means you have to ride a Grade 2
on a Grade 2! This card is bad!
Not so, ladies and
gentlemen, because MLB has yet
another
wonderful skill! For the second act to his circus of
victory, when he attacks, he can move one “Blaster Dark”
Rear Guard and one “Blaster Blade” Rear Guard to the
soul in order to give him 10,000 Power this turn. So,
not only does he boost himself, but in doing so, he
triggers his passive 2,000 Power, +1 crit, allowing him
to swing for 22,000 Power (before boost) on the turn he
activates this skill, and for 12,000 Power on the
following turns. With such a potent first skill, and the
ability to trigger it no matter your soul situation with
his second, he is a self-sufficient machine of victory!
But what’s more is
the deck supporting him. The starter, “Wingal Brave,”
lets you search ANY “Blaster” unit, letting you snag
this guy for your Grade 3 ride, or any of the pieces he
needs in his soul to trigger his skill. Additionally, he
has access to “Starcall Trumpeter” who can search any
“Blaster” and call it to a Rear Guard, to let you
activate his second skill even more consistently!
|
TehNACHO |
One of the most powerful cards in the game, Majesty Lord
Blaster takes as a powerful Vanguard for Royal Paladin
forces. Before I can continue, I need to highlight a
very important part about its skill. It permanently
gains +2K power and a Critical, no ‘during your turn’
clause anywhere. If you have read a bit about Chief
Nurse Shamsiel already, which I highly suggest, that 12K
defense is glorious for saving up shielding. Warping the
standards for the power ranges the opponent has to hit,
Majesty’s defensive capabilities places a much higher
demand on your opponent’s field set up in order to force
out as much as usual. Completely disregarding that quite
a few clans have problems hitting 22K in the Rearguard
circle, its change to a 17K standard for power throws
off many deck’s general set ups, forcing either uneven
fields/field development and a
lot of
shielding saved. This defensive capability alone puts
MLB far above many other Vanguards in a game where
proper resource conservation can make all the
difference, and I’ve only touched up on only part of
what makes MLB so powerful.
With the lack of precision soul chargers in Royal
Paladins, there’s really just one consistent way to
enable MLB’s first skill, and that’s through its
secondary skill. Easily doubled up by Wingal Brave and
Star Call Trumpeter’s skills, MLB can set up its
powerful 12K defense as early as turn 3.
And to wrap this card up is the +1 Critical MLB
gains with its 12K base. And here’s also where
everything about MLB falls just perfectly together. When
MLB uses its secondary skill to power up, without even
considering boosters like Toypugal and Maron pushing
this even further, we find a powerful unboosted 22K
attack. Worst case scenario, the opponent drops a
Perfect Guard, which is still pretty awesome for all the
things you could’ve sniped out that early on in the
match. In every other case, unboosted that’s 20K shield
out of the opponent’s hand and at least 2 cards having
been forced out by then. Now not forgetting boosts, this
can lead upwards to 30K shield forced out and at least
but probably more than 3 cards out of the opponent’s
hand right then and there. And the worst part is the
opponent can’t even take comfort of just letting that
attack through and saving cards in hand. Should they do
so, MLB’s extra critical, and I told you this Critical
was going to play so nicely into MLB’s other skills,
will punish them with 2 (maybe even 3, considering the
high crit counts Royal Paladin has access to) damage. If
the opponent started at 2 damage, that attack alone can
nearly guarantee to throw them into 4 damage, which
along with many other things is dangerous and horrible
for their resources overall. Even if they try to save up
hand by just not guarding MLB, so much more resources
will be burned out in their attempt to not fall into 6
damage.
Along with this scary powerful early game burst,
MLB will overtake almost every other Vanguard in the
entire game through attrition alone. Its Critical boost
almost always demands the opponent to drop 15-20K shield
every turn, compared to other Vanguards only being able
to force out those high amounts by the late game. On top
of this is the 12K defense I’ve already covered earlier,
which over the course of the match will continuously
build and force out card advantage so that by the time a
match reaches its final stretch, the card advantage MLB
would’ve built up by then will probably far outpace the
opponents and push them even further down.
To sum up, extremely powerful. With
its explosive power up, extra critical, and constant 12K
power, MLB is a Vanguard to be feared for its ability to
build up so much auxiliary advantage throughout the
match. Along with being in an extremely noteworthy deck,
I give MLB a big ol’ 5/5
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