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King of Knights, Alfred
- #BT01/SO1EN
Date Reviewed:
February 5, 2013
Ratings
Summary
Rating: 4.25
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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3D |
Firstly, I apologize for the oversight of Blaster
Blade's Vanguard ability in my review yesterday but as
you could see in the other reviews which dealt swiftly
with the point was that it isn't the most efficient of
his uses. Today, I won't make the same mistake because
now I have King of Knights Alfred open in a Wiki Tab and
will be constantly checking it through out this review
to make sure I'm not forgetting something.
Reviewing King of Knights Alfred after just reviewing
Blaster Blade is just as fitting as it was to have
Blaster Blade lead off the premiere of the COTD section
yesterday, the reason being (for anyone who is not well
unacquaintated with the lore) is that Blaster Blade is
the right hand man of Alfred. He was also the poster boy
for the very first Cardfight!! Vanguard Booster Set and
why wouldn't he be with that intimidating armor riding
upon majestic flaming stallion that is rearing it's head
while swinging his double edge meat cleaver.
Alfred is a Grade 3 with a base 10000 Power, which is
okay for the current English Meta. It's neither
particularly great nor particularly bad, just okay.
Upon our first inspection of his overwhelmingly
threefold skill text, we are greeted with a restriction
that doesn't let us boost Alfred while he is on the
Vanguard Circle which is a bit concerning but somewhat
softened by the fact that a Twin Drive adds the pressure
of a potential Trigger so his power is virtually 15000
on the Vanguard Circle, which at times can be
underwhelming against any Vanguard with a static 11000
power (or higher).
It becomes readily apparent why this restriction exists
when we move our attention to his second skill, for each
Royal Paladin rearguard he gets +2000 power, getting a
mighty addition of +10000 power when you have assembled
an army of Royal Paladin units in each of your rearguard
Circles totaling to a concerning 20000 power. Again
though, we are at the same problem as we were before in
the last paragraph, while 20000 is indeed quite a bit of
power and can force 15000 Guard (with a potential
additional 5000 from the Twin Drive!!) it still falls
short against any Vanguard with a static power of 11000
(or higher). This is because, while the 20000 power may
have helped up to Set 3 against a format with all
preferable Vanguard possessing a static
10000 base power, King of Knights, Alfred true power
lies within the oncoming storm that exists in “Booster
Set 5: Awakening of Twin Blades” which is to have it's
English Debut in late February.
In Set 5, Three particular noteworthy cards exist, two
of these cards have a static 11000 base which is already
a problem for many decks but addition to that when they
fulfill certain conditions, which aren't too hard to do
in a practical manner, they gain a static +2000 increase
in power. Stop and think about it for a moment.
Done thinking? Okay, what that means is they are the
first cards in existence to have a static power above
11000. You know those Godzilla-esque films were a new
beast comes rampaging and terrorizing a city and the
military always (I mean ALWAYS) gets called in to shoot
it down but to their dismay all of their weapons are
useless against this undocumented threat. That's
basically what these new cards are to Vanguard, the
usual way to fight has to be refined and we are
essentially birthing the idea of Anti-Meta to Vanguard.
With these troop of Godzilla cards reaching 12000-13000
static power, we can't rely on the usual method of a
Grade 3 Unit that is 12000 on Attack with a conditional
9000 power booster to create a Stage 3 Column which
ascertains that these new decks won't need to guard the
extra potential 15000 Total from three separate hits
from Stage 3 Columns. The best way to deal with this,
other than joining them, is to forget about hitting
Stage 3 altogether and focus on quickly and constantly
assembling Stage 2 Columns.
Finally we're back to King of Knights, Alfred his true
power lies in the fact that he can reach 18000 without
the need of a Booster simply by setting up, hopefully
just as potent, columns on the Rearguard circle. There
also exists the hidden bonus of conservation here
whereby a Player who doesn't need to play that
additional Vanguard Booster Unit has essentially just
conserved himself a 5000 Shield, against a deck that's
conserving up to a potential 15000 Shield each turn (if
not more) shortcuts of field set up and backwards
advantage like this are very much welcome and I daresay
necessary to keep up with Godzilla, King Kong and the
Loch Ness Monster.
Finally, after that long trip in the previously
mentioned oncoming storm, we are back out into the clear
and can look at Alfred's last skill. For the expensive
price of Counter Blast 3, you may Superior Call any
Grade 2 or lower Royal Paladin from your deck, this has
some nifty plays such as calling a Blaster Blade to
retire a Unit (for a total of +2 in advantage, ignoring
conservation and whatever auxillaries potentials you
messed with) or High Dog Breeder Akane who can go into
another Unit to grab yourself an entire Column out of
the play or Alfred could even go into Pongal who could
go into Soul Saver Dragon to set up for a finishing blow
for their next turn. Of course each of these would run
you of essentially all your counterblast outside of
checking a Heal Trigger and for that reason alone it's
usually ignored in the favor of using extra High Dog
Breeder Akanes, Blaster Blades or Pongals but is always
handy to keep track of in case of emergencies.
Regardless, even if King of Blondes, Blondie isn't
officially overpowered or broken, it is quite no
surprise that it got restricted in the Japanese format.
4/5 (5 being broken. Run without question. 4 being very
Good, questionably powerful).
(Apologies if my Wall of Text squished you).
|
Elliot
"Gale" Gaylord |
The King of Knights, Alfred leads the United Sanctuary
as her monarch and is the figurehead leader of the Royal
Paladin clan. Unsurprisingly, he's one of the most
unique and flexible bosses in the game.
As a Grade 3, 10000 base power is a little on the low
end, as it renders one susceptible to the numerous means
of reaching 20000 total power in the rear-guard, not to
mention the midling columns of 15000 everyone and their
mother can form. Alfred also cannot receive boosts while
he's in the Vanguard Circle, so his offensive power cap
is considerably lower than some of the more modern
cards.
In exchange, Alfred gains 2000 power for each of one's
Royal Paladin rear-guards during their turn, and this
adds up quickly! With a modest field of 3 rear-guard
units, King Alfred enters the fray with 16000 power -
enough to convince opponents to let his attack through
until the late game. If the field is full? 20000 strikes
fear into fellow 10000 base units. It's best to leave
the slot behind him vacant in most match-ups for the
sake of conserving potential guardians, but the best way
to use it is with Lake Maiden, Lien or an excess Grade
3.
Alfred has another nifty ability. Whether he's in the
Vanguard or Rear-guard Circles, a somewhat hefty
counterblast of 3 grants access to any Grade 2 or lower
Royal Paladin from the deck, which of course serves to
feed his Vanguard-only power buff. It's a nice safety
net to fall back on if other, more economical units like
High-Dog Breeder, Akane don't make an appearance to fill
up the rear-guard, or if their scope of recruitment
doesn't suit the situation.
Without a more viable, moving First Vanguard than Brugal,
Alfred is having a bit of trouble keeping up with the
rest of the game, but expect that to change with the
release of Wingal Brave in Awakening of Twin Blades.
His simple and quick-to-mobilize beat down strategy just
might be the bane of the up-and-coming terrors. 3/5
right now, 4/5 post-BT05.
|
CrazyCat
Team's YouTube Channel |
King of Knights, Alfred
Rating: 5/5
Alfred isn’t called the “King” for nothing. Despite
being released in the first set of the game, he is still
a tournament-topper and key unit in any Royal Paladin
deck. But what makes him the King that all knights bow
to? Let’s delve deeper into each of his skills:
1. “Your units cannot
boost this unit.” This is a Vanguard-only skill, so he
makes a viable Rear Guard, but due to his other skill,
this is an almost meaningless restriction, although with
newer cards coming out, this is slowly invalidating him.
2. “This unit gains 2000
Power for each of your Royal Paladin Rear Guards.” This
is the skill that has kept him relevant since the dawn
of the game. A full field allows him to attack for
20,000 Power every turn, which draws 15,000 Power of
guard from a 10,000 Power Vanguard for a simple 1
trigger to pass. With 11,000 Power Vanguards, however,
he is slightly less effective, but still forces 10,000
Guard for a 1-trigger to pass. As most boss units are
becoming 11,000 Power now, and 10,000 Power Vanguards
are getting rarer and rarer, this 20,000 Power is slowly
losing its potency. However, the biggest aspect of this
skill that has kept him alive is the fact that with 4
Rear Guards he is 18,000 Power, which forces 10,000
Guard from Crossrides, some of the most potent and
powerful units in the game.
3. “Counterblast 3: Call 1
Grade 2 or lower Royal Paladin Rear Guard from your
deck.” This skill can be used in the Vanguard OR the
Rear Guard slot. That’s right. The ability to recruit
nearly anything from the deck no matter what zone you
put him in is insane. It works in tandem with his second
skill to increase your number of Rear Guards, thus
making him stronger on the offensive. Since Royal
Paladin is a toolbox deck, you can easily use this skill
to call something that does something else; Call a
Blaster Blade to retire an opponent’s unit, or call a
High Dog Breeder Akane to call a good booster.
|
David NavyCherub Lynn |
King of Knights, Alfred
Alfred is a behemoth. He only has one major flaw, so
I'll cover that first: his defensive capabilities are
not great since he is only a 10k vanguard. But he makes
up for it in a myriad of ways.
His first ability is a bit strange. When he's in the
vanguard circle, he can't be boosted? What? Of course,
that's where his second ability comes in. During your
turn as the vanguard, he gets +2k for each other Royal
Paladin on your side of the field. So, with a full field
(not very difficult with Royal Paladins), Alfred swings
for a respectable 20k, forcing 20k worth of guard out of
your opponent for two to pass if they have a 10k
vanguard. "But," you say, "vanguards with 11k or higher
defense aren't really affected that badly by a 20k
attack!" And that is true. But that is another area in
which Alfred finds himself versatile and useful. That is
to say, against 11k or even 13k vanguards, you can get
away with never having to commit any cards to the spot
behind your vanguard because Alfred simply doesn't need
it. With four rearguards, Alfred swings for 18k, which
may not be as threatening as the previously mentioned
scenario but is certainly nothing to scoff at when
considering the versatility Alfred offers and the pure
strength of Royal Paladin rearguards.
His third ability is yet another effect that simply
refuses to compromise. For three counterblast, he can
superior call any grade 2 or less Royal Paladin from the
deck. Yet another testament to Alfred's ridiculous
versatility and consistency. Normally, 3 counterblast
for a +1 would be considered expensive, but in this case
you are paying one extra for the convenience and
quality, which is more than welcome. Not only does this
effect allow you to fill the field to hit the numbers
you want Alfred to hit, but it also allows you to fill
any holes in your field that need filling, and if that
wasn't enough, Alfred doesn't even need to be the
vanguard to use this ability. Nope, it can be used from
pretty much any circle whenever you want. Pretty great.
If you're using Royal Paladins, there is almost never a
reason not to consider Alfred in your deck.
5/5
|
Pokefan362 |
Wednesday 2/5: King of Knights, Alfred
Here we have yet another Royal Paladin and the image
card of the game’s very first set. Alfred
exemplifies the Royal Paladin theme of selectively
searching out units from the deck and gaining power from
allies. Though he does have some marked flaws, he
was and still is one of Royal Paladin’s best Grade 3s,
and his rather flexible abilities can give him a place,
if not as the main Vanguard, then as a nice tech option
in Royal Paladin decks. Although I do wonder why,
if Alfred is the king, that Blaster Blade was depicted
more as a leader and gets more of the cool stories and
support cards.
In the Vanguard slot, Alfred can’t be boosted. But
that’s perfectly okay, because he gains +2K for every
Royal Paladin in a rearguard circle when he attacks, and
thus can hit for the same decently high power level turn
after turn. This gives you a lot more flexibility,
as at this point you won’t even care how weak or strong
any unit behind Alfred is, and in some cases, if one
even exists at all. And if you happen to have a
Lian behind Alfred, you can basically filter your hand
every turn without hurting your offensive abilities
either. That’s definitely a beneficial ability.
Unless the opponent’s Vanguard is also a 10K on defense,
however, Alfred may not be quite as powerful in the long
run as other Royal Paladin Grade 3s. Alfred’s
second skill is also pretty appealing: It allows you to
Counterblast 3 to call any Grade 2 or lower Royal
Paladin from your deck. This usually means any
rearguard you could possibly want aside from (sadly)
Palamedes, with Gordon being a fairly popular target for
his intercept. It’s a rather heavy cost in a deck
that already likes using Counterblasts, but is justified
by its status as an ACT skill and its sheer flexibility
in getting you exactly what you need while thinning your
deck. Although this is really weird for a non-Megablast
Vanguard-oriented unit, the superior call can also be
used by Alfred on a rearguard circle, which makes him
even more flexible and techable. This is an option
worthy of consideration.
Rating: 4/5 – Not very remarkable on offense or defense,
has a rather heavy cost in an already Counterblast-heavy
deck, but he has incredibly stable power and one heck of
a tutoring skill. Basically exemplifies
flexibility.
Art: 2/5
|
Redsmas |
King of Knights, Alfred:
Some believe he is based Alfred the great who was the
first king of the west Saxons and was know for improving
the UK's Military structure (hence King of
Knights). Alfred for a time was considered the main
character's trump card.
The first thing you notice about this Unit is that he
can't be boosted, but reading its other effects will
help you understand why.
So it gets +2000 power for each royal paladin rear
guard, so with a full field he will be a whopping 20k
power. Although you normally wouldn't have a unit behind
him (making him 18k) so he would be the equivalent to
any Grade 3 vanguard with 10k power and an 8k booster.
Its counterblast effect lets you call out a royal
paladin from deck and this can be used on the rear-guard
and vanguard circles, this is what Royal Paladins are
mostly know for. This can allow you to get his power up
to the standard 18k or to set up your other columns for
more powerful attacks. A classic combo with him is to
call his disciple Blaster Blade and go in for the
finishing blow.
Trouble is even though he is a good card there have been
better options released since him, he is still often
used as a 1 of card though.
As for the art it doesn't impress me that much. His
armour is overly complicated with the pauldrons pointing
up so much as it seems they were trying too hard to make
him look different to Blaster Blade. And with the angle
its hard to see his cape.
I give this card a 3.5/5
But I give the artwork a 3/5.
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