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Knight of Fury, Agravain
- #BT06/S11EN
Date Reviewed:
Mar. 29, 2013
[AUTO](VC):At the beginning of your main phase, Soul Charge (1), and this unit gets [Power]+2000 until end of turn.
[ACT](VC):[Soul Blast (8) & Counter Blast (5)] Until end of the game, this unit gets [Critical]+1, and gets "[CONT](VC):This unit gets [Power]+1000 for each of your «Gold Paladin» rear-guards".
Ratings
Summary
Rating: 2.10
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 |
Knight of Fury, Agravain.
...
...
Yeah, this is an example of something that could be
really crazy, if there were any means of legitimately
setting it up with haste. As it stands, however, an
early 13-15K Agravain is but a pipe dream. Soul-building
in Gold Paladins, aside from his own, is limited to
Flame of Victory and the less-than-stellar Coongal - the
use of either being economically unsound.
He makes for a rather interesting way to fuel Silver
Fang Witch and Charjgal, however, unlocking the
possibility of easy 21K in all columns, much like
Lohengrin and Stil Vampyr. If Gold Paladins didn't
already achieve such things by default under just about
any other (superior) Grade 3's lead, Agravain would have
the potential for an interesting deck. As the clan gets
more and more cards, however, the option slips further
and further into obscurity and, unfortunately,
unplayability. 1/5
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XrosHawk |
To conclude this week we have Gold Paladin’s
megablast unit, Knight of Fury, Agravain.
We once again have the standard SC, +2k but having a
pretty unique skill for his megablast. Upon activation,
Agravain gains a permanent critical and also gains +1k
for every Gold Paladin rearguard, so he can get +5k in
all. That’s pretty cool but you know what’s even better
about the skill. Agravain never loses the power on the
opponents turn. So what you have is a 15k Vanguard (suck
it crossrides) during both turns, creating a near
unstoppable monster. Oh, and he doesn’t have to hit to
activate the skill, bonus.
Now that’s where his good points end and where we go to
his bad points. He is limited to the late game, as is
every megablast, but this isn’t what makes him bad. What
makes Agravain bad is that he is a Gold Paladin. In a
clan that counterblasts as much as Gold Paladins do, to
focus a deck on Agravain means you won’t be able to use
cards like Garmore or Vivian to field swarm. Gold
Paladin does have damage unflippers, but Tripp has to
hit the vanguard (which your opponent will be actively
trying to stop) and you have to call Safir from the
deck, which is to chance reliant to be effective.
Should you manage to activate Agravain’s megablast, you
will have a truly terrifying monster in your control
that can dish out as much offense as you want and shrug
off almost all your opponents’ attacks with an amazing
15k body. However, Agravain takes away what makes Gold
Paladin unique to acquire such power, which makes him a
subpar deck focus. He is a useful backup though, being
able to provide soul for Charjgal-Garmore columns to
deal out multiple 21k attacks and providing soul for
cards like Dindrane and Silver Fang Witch to get you
some extra cards. Overall, Agravain isn’t as bad a
megablast as many of his kin. He is also a scary as hell
looking bull lion man.
rating: 2.75
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Chrisser07 |
TGIF! Yahoo!
the last card of the day for the week, but certainly not
the least, we have the force of wrath, the renegade
Knight of Fury, Agravain!
i. love. the. art.
i gotta say that. the first time i saw this card, it
emits coolness and badass presence, not to mention its
really cool flavor text, Vendetta Berserk!!!
*ehem*
okay now on to the first skill: we have the typical
soulcharge and gain power +2k; nothing new about that.
this can also have a 3 stage column when paired with
gareth and tron. soulcharging is not also essential to
the clan except if you spam silver fang witches or
dindranes in your deck (which you can) or even have a
garmore-charjgal rear for an unlimited access of
soulsblasts.
the great thing about this card is his megablast:
first, its ACTIVE. yes sir, no more hassles on trying
hard to hit the opponent. once you got the requirements,
boom! Vendetta Berserk!!!
once the megablast pulls off, you sir, are now a tank.
as long as you have a full field, agravain gets
5k...PERMANENTLY. crossrides anyone? *pfft* please, i'm
15000...oh wait, i haven't mentioned, i got an extra +1
critical as well. >=)
that, is what it makes this card great. the continuous
skill it provides give a big edge both offense and
defense. those 3 stage attacks that your opponent will
throw at you will just be mere 2 stage. this card can go
alongside with the current crossrides in the english
meta and even earned respect to be called a pseudo
crossride. for the offense, once partnered with the 10k
booster tron, you're now at 4stage attacker; how's that
for power?
the disadvantage however, also lies in its strength. for
it to be at full 15k, you must have 5 rears all the
time. for every one out, that's a minus 1k. your
opponent can just focus his attacks (most likely their
rears) on your rears to whittle down agravain's power.
so be sure you have enough cards in your hand for
defending, or maybe even make sure that you have 10k
rears to lessen the guards needed.
don't forget, that like all the other megablast units,
his strength is also the weakness. not easy to make,
might be too late to do. so be wise on how you construct
your build around him. coongal perhaps? war horse?
flames?
he's also not that expensive for a RR. so for those who
just want to enjoy the game, or even those who are not a
fan of bandwagons, try this card and make a build around
it. go megablast and win!
strike everyone and let them feel your fury!!
rate time =)
competitiveness: 2.5
fun factor: 3.0
art: 4.0
see you next week..n_n
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