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Aurora Star, Coral

- #EB06/004 (RR)

Date Reviewed: July 31, 2013

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] When this attacks a vanguard, you may pay the cost. If you do, Soul Charge (1), choose one of your «Bermuda Triangle» rear-guards, return it to your hand, and this unit gets [Power]+5000 until end of that battle. [CONT](VC):If you have a card named "Shiny Star, Coral" in your soul, this unit gets [Power]+1000.

Rating:  5.00

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?! It's the middle of Lolli week, and today, we have...

Aurora Star, Coral
Power: 10000
Grade 3
Clan: Bermuda Triangle
Race: Mermaid
[AUTO](VC) Limit Break 4(This ability is active if you have four or more damage):[Counter Blast (2)] When this attacks a vanguard, you may pay the cost. If you do, Soul Charge (1), choose one of your «Bermuda Triangle» rear-guards, return it to your hand, and this unit gets [Power]+5000 until end of that battle.
[CONT](VC):If you have a card named "Shiny Star, Coral" in your soul, this unit gets [Power]+1000.

...so we now have one of the new girls. It's also a fun fact that this is the first time that a single clan has two different Ride Chains in the case of Rivière and Coral. The way I review Ride Chains is that I judge based on not just the final form, but the entire chain itself as the chain sets up for the final form for most times.

As for the chain itself, for the Grade 1, if you miss the Grade 2, you get a second chance by looking at the top 7 cards of your deck and ride the Grade 2 if its in there. I have to admit that it's very nice to get a second chance like that. However, because of that effect, it literally has no other effect which is unfortunate.

For the Grade 2, whenever it hits the Vanguard as the Vanguard, you can bounce any front row unit you control to your hand and if you are following the chain, then you can bounce a back row unit also. This can potentially set up combos with Rio, Celtic or Clear because of this.

Which leads us to the final part. Her effect is a Limit Break where when she attacks the Vanguard, you can Counterblast 2, Soul Charge 1, bounce any rear guard back to your hand and Coral gains 5,000 power. Like I noted earlier, this combos extremely well with Rio, Celtic and Clear though mainly with C&C seeing how you aren't using as much Counterblast as you are already using up 2 for Coral.

Overall, it's a strong pseudo Power Breaker that sets up Bermuda combos during the Ride Chain, and it executes very smoothly...and did I mention that it also becomes 11,000 if the Chain is complete?

Rating: 5/5 (Definitely an excellent alternative to using PRISM or Pacifica.)
Art: 3/5 (Freaking Lollis...)
Next Time: This is going to take an Eternity for me to finish...no wait! The review is done! xD

Go Rogue...Go Pro!!!
...and DON'T be a Sackboy!!!

Destiny
Heroic

Aurora Star, Coral

Aurora Star, Coral is the grade three of the latest Bermuda Triangle ride chain. What is interesting about this ride chain is that it employs a new mechanic to ride chains, adding a little bit to their consistency. It is also, presently, unique since no other ride chains (in the TCG) employ this mechanic.

Aurora herself has a really good effect. Like all grade threes of any ride chain, she gains 1k power if the grade two of the chain is in soul, but her limit break is of the greatest interest. When attacking, you can counterblast two, soul charge one, and bounce a Bermuda unit, then Aurora gains 5k. The beauty of this skill is two-fold. First, you can bounce any Bermuda, not just PRISMs (a la Labrador), and second, you don’t have to hit in order to activate the limit break. The biggest problem with older generation Bermudas is that the attack had to hit the vanguard for you to be able to bounce a rear guard. Now, you can activate Girls Rock Rio, Carine, or even Celtic, simply by attacking. This skill would be good even if it didn’t add power, so the power boost is just gravy; forcing an extra 10k guard or perfect guard from the opponent.

I feel I should mention a few things about the ride chain. It closely resembles previous ride chains in the spirit of Vortimer and Riviere. The grade zero and one act similarly; the zero moving back if you ride the wrong one, but searching the top seven cards of the deck for the two or three if you ride the one. The one has an added skill, though, in that if you ride the wrong grade two, you can do another top check of seven cards and ride the two if you find it there. That’s pretty cool. There is another ride chain that works like this, but we’ll have to wait until October to see it. The bad part about this ride chain is that, unlike Vortimer and Riviere, riding the two and three does not net you a free card; it’s all about getting the right grade two in soul so that the grade three can be at full power. On the flip side, though, this opens up the possibility of using a break rider within the ride chain.

Aurora is the latest of strategies currently unique to the Bermuda Triangle clan. A repeatable bounce effect is a big plus to Bermudas.

Rating: 5/5 – Proactive bouncing that adds power.

 

 


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