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No Life King, Death Anchor
- #PR/003IEN
Date Reviewed:
Mar. 20, 2013
[CONT](VC):If the number of «Dark Irregulars» in your soul is eight or more, this unit gets [Power]+1000.
[AUTO](VC):At the beginning of your main phase, Soul Charge (1), and this unit gets [Power]+2000 until end of turn.
[AUTO](VC):[Choose five face up «Dark Irregulars» from your damage zone, and put them into your soul] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+10000/[Critical]+1 until end of turn, and at the beginning of the end phase of that turn, put five cards from the top of your deck into your damage zone.
Ratings
Summary
Rating: 2.95
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
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Elliot
"Gale" Gaylord |
Today's entry into the books is oddly similar to yesterday's Dragonic
Waterfall in that it can hit obscenely high numbers. The
difference? No Life King, Death Anchor plays a key role
in one of the more potent Dark Irregulars variants in
the game!
At the beginning of the Main Phase, he Soul Charges a single card for
+2000 power, much like any given Megablast unit. And
since this is Dark Irregulars we're talking about, any
Doreen the Thruster that's deployed is going to
appreciate this. Additionally, Death Anchor gains a
passive +1000 power at all times once the Soul reaches 8
or more. This makes him a somewhat unconditional 11K
body, which is always good for defensive purposes. All
things in total, he'll commonly be 13K before a boost,
which leaves room for Devil Child to bring him up to the
crossride-slaughtering 23K. Beautiful.
But that's not all! When Death Anchor performs his attack, you can move
5 face-up Dark Irregulars from your damage zone to the
soul, adding a bonus 10K power and +1 Critical. After
doing the deed, the top 5 cards of the deck enter the
damage zone. No heals allowed! Unfortunately, this skill
leads to obscenely fast deck-out scenarios, so it's not
something to use often, especially when you consider the
fact that an opponent can lock you at 4 damage with
relative ease to deny its use in the first place.
Instead, spread the love with Stil Vampyr's Megablast.
In a clan that's all about piling up soul for power buffs, it doesn't
get much better than this. I'd have to side with Dark
Lord of Abyss when it comes to combo plays, though. 3/5
|
David NavyCherub Lynn |
No Life King, Death Anchor
Like yesterday's card, Death Anchor is a card that
relies too much on a single, easily stopped gambit, only
his cost is even harsher. He functions much like a
megablasting unit - at the beginning of every turn, you
get to soul charge, and he gains 2000 power for the
turn. In addition, though, when you have eight or more
Dark Irregulars in your soul, he gains 1000 power
permanently, and if there's anything Dark Irregulars do
it is soul charge, so their usual shenanigans combined
with his own effect make it so Death Anchor is pretty
much at 11000 power all the time.
The effect that makes him unique, though, is his last
one. You can move five unflipped Dark Irregulars from
your damage zone to your soul when Death Anchor attacks
to give him 10000 power and another critical for the
turn, and then at the end of your turn you move five
cards from the top of your deck to your damage zone.
Now, this extra power is all nice and good, but consider
once again how meaningless it is - a single perfect
guard stops your onslaught, and since you are at five
damage the extra critical probably doesn't mean anything
either because if you've been playing half decently your
opponent is at four or probably five damage, too, so
they will have accepted their loss taking a hit at that
point anyway. And, to make it worse, you have a pretty
crappy early game and mid game, too, since you can't use
any counterblasts or else Death Anchor never gets to use
his effect and is only really good for his 11k body and
a guaranteed soulcharge every turn. You also can't use
the healing effect of drive checked heal triggers during
this turn, since you don't have any damage when they go
off.
Of course, things aren't all bad for Death Anchor. He
goes well with Doreen the Thruster, making her boost for
at least 9k every turn guaranteed. He also teams up with
Stil Vampir pretty well, since the damage that comes to
you after using Death Anchor's effect is unflipped, you
can use Stil Vampir's effect the next turn to seal the
deal, or just use Stil Vampir as a great backup vanguard
since he soul charges every turn, meshing well with
whatever plans you had for Death Anchor's same effect.
Basically, Anchor's use comes in how he still synergizes
decently well with what the clan as a whole does.
2/5
|
CrazyCat
Team's YouTube Channel |
No Life King, Death
Anchor
Rating: 3.95/5
NLK (not to be
confused with MLK, the civil rights extraordinaire) is
quite an odd card. First off, it embodies what I feel
every Promo Card should; it is a good, cool card that
has spawned a fun, new deck type, but is in no way
necessary or a staple for the deck. I, personally, have
a soft spot for the card as it has been one of my
favorites ever since I started the game. However, to
truly explain his importance and usefulness, we need to
delve into each of his skills:
If there are 8 or
more <Dark Irregulars> in your soul, NLK gains 1,000
Power. This may seem pretty pitiful at first, but then
you notice that this is an all-the-time deal. The deck
generally hordes 10-15 soul, and you’re doing something
wrong if you don’t have that, so the 8 soul is chump
change for them. This guy essentially becomes a free
11,000 Power Vanguard. Considering that, aside from him,
there are only two other 11,000 Base Vanguard available
to the clan, those being Dark Lord of the Abyss and King
of Diptera Beelzebub, the addition of a third one opens
tons of more options for the deck.
His second skill is
a generic soul charging skill. At the beginning of your
main phase you must soul charge 1, and then NLK gains
2,000 Power for the turn. If you have his first skill
active, that makes him a 13,000 Power attacker (perfect
for those pesky Crossrides), and if you’re only a couple
cards off from that extra 1,000 Power, then this skill
will just get you that much closer. This even combo’s
well with cards like Doreen the Thruster, to make her a
9,000 Power booster.
NLK’s third and
final skill is where he gets interesting, though. It
requires you to have 5 face-up damage to use,
essentially making him the very first Ultimate Break to
exist. When he attacks, you may put all of your damage
into the soul to give him 10,000 Power and +1 critical
until the end of the turn. This skill alone almost
fulfills the conditions for his 11,000 Power. This guy
is like Phantom Blaster Dragon on steroids; same power
boost, but without any of the cost. The implications of
this skill, however, are the biggest reasons he doesn’t
see much play. Since he requires you to move 5 face-up
damage to the soul, you can’t use any counterblasts
before using the skill. That means you can’t use Greedy
Hand as (an effective) starter, nor can you include
cards like Emblem Master. Being unable to access your
resources for most of the game, while the opponent has
full access to theirs, can really put you at a
disadvantage sometimes. It also locks you out of any
Heal Triggers you may Drive Check after attacking, which
could really turn the game around for you. At the end of
the turn, you place the top 5 cards of your deck into
the damage zone to replace the ones you fed to NLK,
which rapidly increases the rate at which you will deck
out. Using this skill more than once can become fatal,
especially if you had already done a lot of soul
charging earlier in the game. It should also be noted
that this skill doesn’t work in tandem with Doreen the
Thruster, unlike Dark Lord of the Abyss’s skill.
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