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Mischievous Girl,
Kyon-she

- #BT08/101 (C)

Date Reviewed: June 6, 2013

Rating:  4.00

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 Friday, and it's time to start off this weekend with...

Mischievous_Girl,_Kyon-she
Power: 5000
Grade 0
Trigger: Draw
Clan: Narukami
Race: Zombie...wait what???

...so...we're looking at a Draw Trigger...with no effect...ummmm...wonderful...I think. I really don't know what to say; if you like using Draw Triggers in your deck, then you use her...it's really that simple, and personally, I believe that Narukamies can really benefit from using Draw Triggers even with their third Critical Trigger coming soon in Spark Edge Dracokid.

Honestly, I can't really give a Trigger a low rating as Triggers are practically the engine of a good Vanguard deck and are essential to the game, so that's where personal preference some into play.

Rating: 5/5 (Triggers are mandatory to play...can't be anymore of a staple than that. xD)
Art: 3/5 (It's a zombie...in a Narukami deck.....alright...I think...>.>)

Next Time: Going to North Carolina to win the Team League Regionals with The NovaBolts! xP

Go Rogue...Go Pro!!!

Destiny
Heroic

Mischievous Girl, Kyon-she

Kyon-she is the second draw trigger to become available to the Narukami clan in the TCG. At 5k power, and 5k shield, she has standard stats for a vanilla draw trigger.

In current Narukami builds, where Vermillion is the primary vanguard, adding some extra draw power can help to draw into the important pieces of your strategy, like Vermillion himself, Photon Bomber Wyvern, and Garudas. The big bonus of a Vermillion limit break, though, is hitting critical triggers when they guard their vanguard, but not their rear guards, and exerting pressure with the rear guards. That being said, criticals exert more pressure, psychologically, than draw triggers, even though they both pump by the same amount, so Narukami players may prefer to stick to the eight crit builds. It comes down to a balance between attacking power and deck consistency.

My personal preference is to go for deck consistency, since getting grade locked sucks, and so does riding something like Breakthrough Dragon. Extra draw power helps you get to your preferred vanguards, and helps keep you defensible by increasing your hand size.

Rating: 3/5 – Adding additional draws improves consistency, but makes the limit break less frightening.

 


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