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Blazing Lion, Platina Ezel
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#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
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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!!!
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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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