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King of Demonic Seas, Basskirk
- #BT02/011
Date Reviewed:
Mar. 26, 2013
AUTO 【V】: At the beginning of your main phase, Soul Charge (1), and this unit gets Power +2000 until end of turn.
ACT 【V/R】: [Soul Blast (8), Counterblast (5)] Choose up to five 《Granblue》 from your Drop Zone and call them to separate Rear-guard Circles.
Ratings
Summary
Rating: 3.0
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 |
King of Demonic Seas, Basskirk is probably my
favorite unit of the Megablasting class after CEO
Amaterasu. He offers tons of neat possibilities for his
clan, both gimmicky and practical, and when your best
Grade 3 otherwise is a simple Garmore clone, I think
Basskirk is that much more respectable.
The routine Soul Charge Basskirk makes unlocks a lot of
wiggle room for both Dancing Cutlass and Deadly Spirit
(plus the lesser-used Deadly Nightmare), allowing your
to generate card advantage and mold your field to suit
any situation. Since he's not normally using any
Counterblasts, you're free to spend them on the likes of
Negromarl and Samurai Spirit, perhaps even a rogue
Captain Nightmist, which leads to an overall booming
efficiency in terms of cost payment.
As for Megablasting here... it's usually out of reach,
lest you decide to play four copies of Guiding Zombie to
rush into said play. That's rather silly, though, given
that you'd be swinging with a bunch of unboosted attacks
for most of the match and never truly be able to push
your opponent with the Megablast when the time comes.
But hey, sometimes you get overloaded on Banshees, so
there's always that possibility.
For the next year or so, expect Basskirk to be one of
Granblue's best Vanguards. While he's not impressive in
comparison to... just about any other Grade 3 boss and
will easily be knocked off the map when the inevitable
Granblue reboot comes along, I can easily respect him
for allowing the deck to attain forward momentum in a
fashion not many others do. 3/5
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XrosHawk |
Rating: 4.0
Continuing this week’s theme of megablast units, we have
one of the better-known megablasts belonging to Granblue,
King of Demonic Seas, Basskirk.
With the standard megablast cost, Basskirk allows you to
superior call up to five Granblue units from your drop
zone. This allows a player to take advantage of the
built up drop zone to play a perfect field for any given
situation, including making columns that hit magic
numbers, providing more intercepts, etc. Also a standard
feature of megablasts that Basskirk possesses is his
soul charge, which grants him +2000 power until the end
of your turn.
While most megablasts aren’t exactly a wise choice to
use in most clans, Basskirk has a few handy tools
provided for him within his clan that makes his skill
more viable to use. These include a Psychic Bird clone
(Rough Seas Banshee), a superior ride (Spirit Exceed),
and a moveable starter that can go back to the soul for
no counterblast (Guiding Zombie). Basskirk also has the
advantage of having units within his clan that can make
use of the soul that he builds up should you not aim for
the megablast, such as Dancing Cutlass and the Deadly
series.
Another useful feature of Basskirk that puts him a cut
above other megablasts is that his is an Activate skill
rather then an Auto on-hit skill. This means that your
opponent won’t get the choice of halting your pirate’s
resurrection late game, which is typically where most
megablasts fail, due to your opponent being roughly
around the same damage by the time you hit your fifth.
One downside for Basskirk however, is that he is still a
megablast unit and decks focusing on him won’t have as
much impact during the early to mid game as decks
focusing on the clan limit breaker, Cocytus, because of
the limited unflipping capabilities of Granblue that
limits the use of units who use counterblast, such as
Captain Nightkid, Captain Nightmist, Samurai Spirit,
etc. Fortunately, Basskirk can see use as a back-up to
Cocytus, while also fueling the soul for powerful
rearguard attacks with Cocytus and his personal booster,
Dragon Spirit.
Basskirk is definitely one of the better megablast units
in the game, easily being able to have a deck centered
around himself and being useful back up to decks that
don’t require his skill. He also sticks to the classic
Granblue creed. “Pirates can be resurrected any number
of times!”
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Chrisser07 |
hey guys what's up? =)
we're now on our second day of the Megablast-Themed week
and next up in the list is the proud ruler King of the
Demonic Seas, Basskirk.
now, this guy's art reminds me of the great Davy Jones
in Pirates of the Carribean; kinda regal looking with
his old british inspired attire. well you can't expect
less in a pirate themed clan. =)
now on to the skills: he soulcharges and gains a 2k
boost like majority of the megablasters, which makes it
easy to set up a sturdy offensive vanguard column with
dandy guy romario at the back for a 20k power, or even
pair it up with evil shade to bypass the tank defenses
of 11k vanguards, shamsiel or even the famed majesty
lord blaster.
the soulcharging can also be useful in with deadly
spirit, nightmare and dancing cutlass; soulblast all the
cards that you need to be placed in the drop zone, in
order to be called later on.
also, in the current english format, a basskirk based
deck is one of the three builds you can make in the
granblue clan, the others being cocytus and the superior
ride combination (frank,swordsmaster,cocytus,exceed)
build.
in a basskirk themed deck, i can suggest in focusing on
a powerhouse 3stage line ups. you can either go for
nightstorm-romario or even a cocytus-dragon spirit rear
(you have unli soul for spirit for a 21k rear) be
careful though, too much soulcharging and milling can
lead to early deck outs - and you don't want that.
next we have the megablast: the great thing about his
megablast skill is it's ACTIVE. it means you won't have
to worry about "on hit" kabooms anymore. the moment you
have the requirements and you have cards to revive, you
can use it right away. the skill can be used both
offensively and defensively: you either fill your drop
zone will beaters like blueblood or nightstorm or undead
shark for the offensive, or prolong the game
by continuously pestering the opponents vanguard with
your attacks, while you defend with a double skeleton
swordsman in his turn then just megablast them back to
the field - that could annoy your opponent because of
the 10k guarding capability of the intercepts. it can
also come in handy if you are in a tight corner because
of field disadvantage; this can help even out the odds
and even rearrange your line up for more stronger
columns. also, don't forget to minimize counterblast
skills for the big guy.. =p
if we're going to base it in a competitive scene,
cocytus outshines basskirk due to power and on ride
skill. also a basskirk centred build is a bit slower
than a cocytus, which is why cocytus granblue users are
more eminent in the scene.
they die, but they don't stay dead for long. this guy
can give you units without using your hand, what more
can you ask? =) for beginners, this is also a good deck
to begin with due to its affordability and easy to
build.
now for the rating! =)
competitiveness: 1.5 (a bit slow to cope up)
fun factor: 2.5 (open the bermuda gate and unleash hell
from the depths!)
art: 3.0 (arr, you will walk the plank matey! )
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