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Blazing Lion, Platina Ezel

- #BT09/006EN (RRR)

Date Reviewed: June 24, 2013

[ACT](VC) Limit Break 5 (This ability is active if you have five or more damage):[Counter Blast (3)] Choose up to five of your «Gold Paladin» rear-guards, and those units get [Power]+5000 until end of turn. [CONT](VC):If you have a card named "Incandescent Lion, Blond Ezel" in your soul, this unit gets [Power]+2000. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Rating:  4.50

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 is up, you guys?! This week is going to be pretty interesting as we are going to be taking a look at the Crossride units from Set 9, and today, we are starting off with...

Blazing Lion, Platina Ezel
Power: 11000
Grade 3
Clan: Gold Paladin
Race: Human
[ACT](VC) Limit Break 5 (This ability is active if you have five or more damage):[Counter Blast (3)] Choose up to five of your «Gold Paladin» rear-guards, and those units get [Power]+5000 until end of turn.
[CONT](VC):If you have a card named "Incandescent Lion, Blond Ezel" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

I'd figure that we would start with the main protagonist's Crossride. Just like everything else on this list, Platina Ezel will be at 13,000 if it is Cross-riden on top of Blond Ezel. Anyone who has had to face Great Daiyusha, Phantom Blaster Overlord or...*disgruntled grumble*...Dragonic Overlord The End knows very well that having to face off against that static 13,000 can be a uphill battle for both offense and defense as it would force you to attack harder and think more on defending its attack.

Speaking of its attack, this is where his Ultimate Break kicks in: when you're at 5 damage, you can Counterblast 3 to give all of your rear-guards +5,000 power! That basically means that it would force an extra 10,000 power in shield to guard each of the rear-guard attacks alone! In a late-game status, this is basically a game ender as by then, you wouldn't really have enough to guard the supercharged attacks. However, its strength is its weakness; the best way to utilize this ability is with a full field, but if facing a clan that can pick off precious back-row units, it can sometimes be hard to pull off a full field Ultimate Break. Also, the price of Counterblast 3 means that unless you get a 6th damage Heal Trigger, you're only going to be able to pull off this trick once, so you better make it count or else you odds are aren't going to be able to do it again that game.

Overall, it's a solid card, but there are some chinks in this platinum warrior.

Rating: 4/5
Art: 3/5 (His pose confuses me)
Next Time: THINK OF THE CHILDREN, AMMY!!!

Go Rogue...Go Pro!!!

Destiny
Heroic

Blazing Lion, Platina Ezel

At long last, we have the crossride for Blond Ezel. Like all crossrides, Platina is an 11k body that gains 2k more if his lesser version is in the soul. Platina is also one of the first units to feature the “lord” test. Lords cannot attack if you control something from another clan, whether they are in the vanguard or rear guard circles. That shouldn’t be an issue, though, since, especially in Gold Paladin, you want to stick to the core clan as much as you can so you don’t miss any of your superior calls.

What we really want to talk about is the limit break. Platina is one of three units with the “limit break 5” skill, where it is not active until you have five damage. Risky, but with a big potential payoff. For a counterblast of three, up to five of your Gold Paladin units gain 5k for the turn. To put it in perspective, that’s adding 10k to both your side columns, and 5k to your vanguard column. That’s big trouble for a late game opponent, but its also, most likely, a one shot deal. Typically, barring heal triggers and damage unflippers, a counterblast of three cannot be repeated, so you need to make sure as much as possible that you are maximizing the pressure on your opponent. You’ll need to keep track of what they drive check, so you know when to push.

I would like to stress a personal opinion here. Just because a unit is a crossride, does not mean you HAVE to use the lesser version. At the end of the day, its the crossride unit you want to ride, not necessarily the lesser, because the high pressure, game ending skill is on the crossride.

Rating: 5/5 – A revival of the Gold Paladins is at hand.

 


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