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Conviction Dragon, Chromejailer Dragon
- #BT09/007 (RRR)

Date Reviewed: July 22, 2013

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose two of your «Gold Paladin» rear-guards, and retire them] This unit gets [Power]+10000/[Critical]+1 until end of turn. [ACT] (VC):[Counter Blast (1) & Choose a card named "Conviction Dragon, Chromejailer Dragon" from your hand, and discard it] Look at up to four cards from the top of your deck, search for up to two «Gold Paladin» from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order.

Rating:  3.75

Ratings are based on a 1 to 5 scale.
1 being the worst.  3 ... average.  5 is the highest rating.

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WarLycan36

Go Rogue,
Go Pro
YouTube
Page

What's up, you guys?! So Pojo decided to give me this week to decide what cards to review...not sure if that was a good idea or not, but let's see...

Conviction Dragon, Chromejailer Dragon
Power: 10000
Grade 3
Clan: Gold Paladin
Race: Abyss Dragon
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose two of your «Gold Paladin» rear-guards, and retire them] This unit gets [Power]+10000/[Critical]+1 until end of turn.
[ACT] (VC):[Counter Blast (1) & Choose a card named "Conviction Dragon, Chromejailer Dragon" from your hand, and discard it] Look at up to four cards from the top of your deck, search for up to two «Gold Paladin» from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order.

Yeah, I figure that we should check out the little brother of Spectral Duke Dragon. This one is a relatively interesting one seeing how It's practically a hybrid of both Spectral Duke (as in the Ride Chain for it) and Phantom Blaster Dragon (for the Limit Break). Speaking of which, Chromejailer's Limit Break is almost a carbon copy of Phantom Blaster Dragon but with two huge exceptions in that it's a Limit Break, which is unfortunate, and that it requires you to retire one less rear-guard, which is excellent seeing how you can pull off this skill with ease and replenish your field just as easily with the toolbox style that Gold Paladins naturally have.

It's Persona Blast is also unique in it's own way. If you discard a copy of itself and Counterblast 1, then you can look at the TOP FOUR CARDS of your deck and call up to two of them! This is insane as normally, you would either have to look at 1-2 cards and only call the same amount, but this one gives you four opportunities so you don't have to put triggers onto the field for Chromejailer with the extra options.

If there are downsides, it's the fact that 1.) it's a 10,000 power unit (and I'm pretty sure most of y'all know how much I hate them in this format), but I think that the abilities can compensate for it seeing how it has an ebb and flow feel, but that brings it to it's other con, which is 2.) it is an extremely Counterblast heavy card; using both effects in one turn requires 3 Counterblast, so if you are using Chromejailer, then you would have to keep Counterblasts to a bare minimum or be playing 4 copies of Mage of Calamity, Tripp.

Overall, Chromejailer is still a pretty stellar card, but I highly doubt that it'll be making a splash in tournaments with what is currently out and is planning to come out.

Rating: 3.5/5
Art: 4.5/5 (Probably one of the best arts in the set if not the game)
Next Time: A Storm is coming...

Go Rogue...Go Pro!!!
...and don't be a Sackboy!!!

Destiny
Heroic

Conviction Dragon, Chromejailer Dragon

Here is a Gold Paladin that, much like Spectral Duke Dragon, is more reminiscent of Shadow Paladin’s theme than Royal Paladin (ie. powering up by getting rid of guys instead of powering up by having more guys). Chromejailer has some very nice skills that function well in a Gold Paladin theme.

The first skill we will look at is the non-limit break skill. For a counterblast of one, and a persona blast of one, you can call two Gold Paladins from the top four cards of your deck. So, in exchange for losing one card from your hand, you get two back. This is a really nice skill, especially if you run cards like Dindrane and Lop-ear Shooter, plus you get the largest choice of units to call of any Gold Paladin released thus far. The only drawback is that, since it requires a persona blast, you won’t be doing it very much. That balances things out, especially when you consider it’s synergy with the next skill.

Skill number two (one?) is the limit break. By counterblasting two and eating two Gold Paladins, Chromejailer gains 10k and another critical. Sound familiar? Phantom Blaster Dragon has a similar, non-limit break skill. Combined with the persona blast, you can basically turn extra Chromejailers into giant late game pushes for victory. When it comes to skills like these, you really have to keep track of your opponent’s hand, so that you can choose the best time to push. Any PBD player will tell you that it sucks when you do the skill only to run into a perfect guard. If you have all the extra Chromejailers, though, you can make a campaign of attacks over a few turns; first to reduce their hand size, then later to win. Drawing out perfect guards when you still have a lot of attack potential is a very smart thing to do.

Rating: 4/5 – This guy would be so much better as an 11k.

 

 


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