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Goddess of the Full Moon, Tsukuyomi
- #BT03/006
Date Reviewed:
Mar. 4, 2013
[CONT](VC/RC):If you do not have a card named "Goddess of the Half Moon, Tsukuyomi", a card named "Goddess of the Crescent Moon, Tsukuyomi", and a card named "Godhawk, Ichibyoshi" in your soul, this unit gets [Power]-2000.
[ACT](VC):[Counter Blast (2)] If the number of «Oracle Think Tank» in your soul is six or more, draw two cards, choose a card from your hand, and put it into your soul.
Ratings
Summary
Rating: 4.87
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 |
I suppose the time has finally come. Those who know
me are well aware of Tsukuyomi being my favorite deck,
and it wouldn't be anywhere near as potent as it is
without today's card - Goddess of the Full Moon. There's
no way to judge her in a vacuum, but in the interest of
keeping this short and sweet I'll be making a lot of
more general statements rather than some grand
breakdown.
Goddess of the Full Moon, Tsukuyomi boasts a strong 11K
defense alongside an ability that strengthens the hand
up to three times per game (after a single heal); she's
one of the tankiest Vanguards a player can expect to
come across during a tournament. On top of this, she
becomes a ticking time bomb due to the natural run of
her ride chain placing no less than 12 (and regularly
closer to 20) cards in a player-chosen order on the
bottom of the deck. If a game doesn't end quickly, it's
ending painfully for Tsukuyomi's opponent.
Tsukuyomi is surrounded by tons of other powerful cards,
too - namely Silent Tom and Battle Maiden, Tagitsuhime,
with CEO Amaterasu making guest appearances. Even the
basic building blocks in Lozenge Magus and Psychic Bird
have very specific purposes in making sure the Moon is,
indeed, Full. Toss in Oracle Guardian, Red Eye and
personal techs to complete the equation.
I will be honest, though - sometimes (I'd estimate one
game in six) you're gonna get stuck with the 2K debuff
due to something going wrong, and it sucks. It takes a
very strong and suitably lucky player to tough it out
through this development, as they'll need three
additional soul to even begin drawing, plus whatever
missing Moons need to be slotted in to restore the Full
Moon's 11K base, and even still they won't have any
long-term game plan. If you don't like consequences of
this nature, or just don't have the greatest of memory,
this deck might not be for you.
Tsukuyomi has only managed to improve over time, and
she's the first thing I re-examine whenever Oracle Think
Tank receives new cards. And why not? She's got a ton
going for her, including brilliant match-ups with the
BT05 behemoths. The deck probably won't be changing at
all this year, but I eagerly await what time has in
store (yes, even potential restrictions). 5/5
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David NavyCherub Lynn |
Goddess of the Full Moon, Tsukuyomi
Tsukuyomi is a behemoth of a card. She comes at the end
of the first kind of ride chain ever, one only shared by
the Galahad line that was released in the same booster
set. However, what makes her truly unique is how she
takes advantage of every part of her chain's effects,
more so than possibly any other ride chain to date.
But, before we go into that, let's go over her
abilities. She herself only has two, and they are fairly
simple. The first of these abilities causes her to lose
2000 power when every other piece of her chain is not
present in the soul. This drops her from a very nice
11000 to a pretty terrible 9000 defense, which is pretty
painful but unlikely given the nature of her ride chain.
Her second ability is a powerful one: for two
counterblast, you can draw two cards and put one card in
your hand into your soul. This is pretty great, since
you get both a +1 in concrete advantage and a chance to
increase the quality of your hand for what would
normally only be the cost of a regular old +1. You can
even fix her defense if you messed up the ride chain by
putting the missing pieces into your soul with this
ability, if you're so inclined. Now, you have to have
six or more Oracle Think Tank units in your soul to use
this ability, but once again this is not really an issue
since both her chain and the support her clan gives her,
like Oracle Guardian Red Eye and Psychic Bird, allows
this to be an incredibly easy condition to fulfill.
Having six soul also turns on the abilities of a series
of cards that only work when you have at least that many
in your soul - in particular, Battle Maiden, Tagitsuhime.
Now, what really makes Tsukuyomi such a force to be
reckoned with is how she so gracefully mixes her
incredible defensive capabilities with a fearsome
offensive power. You see, her chain works like this:
before you ride each turn, you can check the top five
cards of your deck for the next card in the chain, and
if you find it, you can ride it and put the rest of the
cards at the bottom of your deck in any order. This has
three distinct uses all in one. First of all, and
probably the most obvious part, is that it increases
your chances of successfully riding the chain at every
step, preventing both misrides and the chances of
messing up Full Moon's soul and power. Second, superior
riding in this way makes your ride a wash instead of a
-1, allowing you to potentially save cards in your hand
during all of your rides, making it even easier to
defend yourself as the game goes on. Third, the cards
that go to the bottom of the deck can go in any order
you wish, allowing you to set up for one of the most
deadly endgames possible in Vanguard - perfect knowledge
of the order of cards in your deck.
First of all, you may be thinking, is that even
possible? You'd have to not only thin your deck all the
way to 12-15 cards, but also even survive that long! The
answer, though, is yes, this is not only possible but
basically your win condition, too. The Oracle Think Tank
clan is known for their ability to draw and force their
way through the deck, and Tsukuyomi takes advantage of
this by having all that drawing and soul charging lead
to absolute victory. Her ability to draw two cards even
enables this in addition to whatever other abilities you
use throughout the game. Heck, sometimes it's not even
that bad to not be able to ride to grade 3 right away -
sitting on the grade 2 Tsukuyomi makes filtering through
your deck even faster, making the endgame come even
sooner at the cost of defending yourself becoming a
little harder.
Now that you have full knowledge of your deck, you can
plan every step and even make your opponent's moves work
in your favor. If your opponent guards for two triggers
to pass, you will know if giving that first trigger to
your vanguard will work out in your favor, probably even
stacking multiple criticals on top of the hit. You can
plan heal triggers ahead of time and take a sixth damage
knowing full well that you will survive that turn, as
well as reaping the benefits of the extra 5000 defense
for the rest of the turn. You'll even know exactly what
you will draw during these turns, and cards like Psychic
Bird become your best friend as you manipulate your deck
to work out exactly as you want it to. Before you even
hit those last cards, you'll know what to expect in the
rest of your deck as you will know what you sent to the
bottom of the deck and therefore know not to expect
those cards until then. The entire fight is your oyster
because you have the most knowledge about the current
state of the game possible. And as they say, knowledge
is power.
5/5 |
TehNACHO |
A first generation Ride Chain, Tsukuyomi’s Oracle
Think Tank traits are a prominent feature of the deck,
leading to become one of the most devastating late games
in almost all of Cardfight Vanguard. Coupled with its
solid 11K base, and its own drawing skill to cycle
through cards to refresh your hand and go through even
more of your deck, Tsukuyomi sizes up as one of the
stronger Vanguards in the game.
Before I go into Tsukuyomi, I’ll have to touch up
on its Ride Chain. Tsukuyomi’s ride chain is just 1 of 2
that work similarly, where every Vanguard of each grade
will check the top 5 cards of your deck for the next
grade. If it’s there, you may Superior Ride into it.
After that, you may place the rest of the cards back to
the bottom of your deck in any order you want at the end
of the turn.
To start off, let’s talk consistency. While your overall
riding consistency is obviously going to be increased,
one still has to worry about actually getting Tsukuyomi
to go off. Luckily, as one who knows how to work with
these kinds of numbers, I’ve found out that Tsukuyomi
has about a 50% chance of going off by turn 3,
approximately a coinflip. To put this in perspective,
most decktypes without a mechanic like a Ride Chain will
ride up approximately 80% of the time. 50%:80% puts up
over 60% proficiency to ride up this ride chain compared
to normally riding into anything, by turn 3. Of course,
this isn’t nearly as bad as one might misinterpret, in
fact because of how the Ride Chain is designed, one can
easily justify not riding into their Grade 3 until turn
4. Why, you might ask? Because, when you check the top 5
cards for the next Grade up, you may place the rest of
the cards back to the bottom of your deck in
any order you
want. That means that the bottom 12-15 cards will
all appear in any order you want. Stack triggers
together so that you’d consecutively twin drive into
double triggers turn by turn. Stack Perfect Guards or
Silent Toms immediately after Draw Triggers to set up
for the perfect defense or the perfect offense. Take
this a step further with an extra topdeck check, where
16-20 cards can all be in the exact order you choose.
Of course, even with this devastating late game
assault, you still need to worry about actually making
it to your stack…well, you don’t have to worry at all,
really. Once again because of how the Ride Chain works,
you can end up saving cards in your hand that you didn’t
have to ride into, indefinitely saving you shielding or
giving you more options for field commitment, which
basically leads to saving you shielding. Along with
this, Tsukuyomi’s base 11K power sits on top of the
power curve, allowing you to get away with much more
solid plays and not having to guard as much throughout
the fight without burning out as quickly. But to finally
top it all off is its skill. When you have 6 or more
soul, you may Counter-Blast 2 to draw 2 cards and
Soul-Charge 1. A direct +1 on your behalf, and probably
cycling out a more lackluster card in your hand for even
more favorable ones. On top of giving you more shielding
to protect yourself, it also cycles through 4 more cards
from your deck should you use it twice, quickening your
pace into your stack. To put it short, turtling into the
late game nearly isn’t even a challenge for Tsukuyomi to
do.
To sum up, Tsukuyomi is a powerful card thanks to
its Ride Chain. Stacking your deck to set up for the
most devastating late game shenanigans in the game,
along with being overall extremely consistent
and able to
follow through almost easily, Tsukuyomi is not a card
nor a decktype to shrug off. I give it a solid 4.5/5
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