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Blue Storm Dragon, Maelstrom
-
#BT08/005EN
Date Reviewed:
May 20, 2013
BT08/005EN
Rating: 4.40
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
Back to the main COTD
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Elliot
"Gale" Gaylord |
It appears we're on an Aqua Force binge this week,
and leading the charge is the clan's most iconic Grade 3
- Blue Storm Dragon, Maelstrom. I gotta say, nothing
quite screams "Boss" like doubling as a battleship.
11,000 base power continues to be an invaluable asset
to anything that occupies the Vanguard slot. Maelstrom
lacks any noteworthy abilities until reaching Limit
Break, but once you've got the prerequisite 4 damage,
he's a bit of a doozy. The fourth or later attack on the
opposing Vanguard grants Maelstrom an additional 5,000
power as well as the ability to counterblast 1 for a
draw and a retire of your choice when his attack hits.
In tandem with Battle Siren, Dorothea this makes for a
26,000 power center lane that threatens to considerably
widen the gap in card advantage each and every turn.
If you're wondering how a Vanguard can possibly make
the fourth attack in a turn, look no further than the
Storm Riders. Both Basil and Diamantes (okay, Eugen
exits too, but...) shift themselves to the back of their
column after attacking the Vanguard on the first swing
of the turn, allowing you to then attack with the unit
that was behind them, followed by the remaining
rear-guard column, and lastly Maelstrom himself. Since
this order of operations invalidates (either partially
or in full) all trigger types except Stands, you'll want
as many of them as possible in your deck, even if it
means eschewing Criticals altogether. Late game will
come slowly as a result, so make it a point to
religiously attack rear-guards.
This setup has the distinct disadvantage of requiring
many specific units, so the retire-based strategies of
Kagero and Narukami can be expected to give you trouble.
Crossrides also nullify any solo swing that hasn't been
buffed by Accelerated Command, etc. Repeat perfect
guards can spell doom. Given all this, I wouldn't expect
Maelstrom and his buddies to make a large splash at the
moment, but in a less tanky format? Everything points
toward the pros outweighing the cons. 4/5
|
TehNACHO |
Where the heck is everyone else? Bah, that’s not
important anyway.
Onto Maelstrom. Honestly, I kinda don’t like its
Limit Break, at all. As an on-hit unit, and a pretty
devastating one if it were to hit, you’d almost
certainly expect the main source of advantage out of it
to be the pressure it can generate in a fight. Instead,
the entirety of this skill is near nullified by the fact
that it’s a Limit Break, meaning the opponent is not
placed into the position where they must guard for
haphazard amounts during a time they would otherwise not
need to, or not drop these haphazard amount of guards
but face the wrath of the on hit skill. No pressure
generated means very little actual advantage being drawn
out of that, which quite plainly sucks.
On the other hand however, it still gets a +5000
power boost when attacking fourth. In fact, with an
ideal field of a Storm Rider and a beater column at one
side, any regular column on the other, along with a
Dorothea behind Maelstrom, the field can actually
average out to 45K shield forced out of the opponent in
the form of up to 6 cards per turn. Impressive, right?
Well…sure, depending on how you look at it. Many other
decks of the metagame can more than easily match this
value with their own ideal fields, some by leaps and
bounds with the use of their Limit Breaks, though their
fields can often take less effort for that output. Also,
this is assuming everything lands just right. The
attacker behind your Storm Rider can be anything over 9K
to kill an intercept, which is fine, but the Storm Rider
itself must attack the opponent’s Vanguard. Along with
this, the 26K total of Maelstrom and Dorothea together
will force out 3 cards in total, but 5K less, or with
the presence of a Perfect Guard, and the opponent could
get away with just 2 cards.
If you haven’t caught on yet, think of it like this.
Once everything’s aligned and ready, but you’re facing
against a Cross-Ride deck, the average amount of shield
and cards forced out drops to a minimum of 35K shield,
and only 4 cards. This is literally a drop down all the
way to the equivalent of 18K columns all across to face
these Cross-Rides, a huge fall from grace from all that
effort you put into getting Dorothea, a Storm Rider,
another attacker, and pieces for a regular 18K column.
With the advent of Limit Break allowing other clans and
their decktypes to further exceed these regular column
powered tactics, and the existing king of the
Cross-Rides, Dragonic Overlord the End, viable and ready
within competitive play, I honestly see no chance for
this card and its deck.
Overall, a poorly misplaced skill, a decently
impressive maximum output once the work has been put
into it, but a terribly lame ability to fight
competitively. I can only give Maelstrom a meh, at 3/5
|
XrosHawk |
Okay, so I’m finally done with High school, which’ll
allow me to do these on a much more regular basis.
Starting our Aqua Force-themed week, we take a look at
one of the most, if not the most, iconic card of the
entire clan and the cover card for Set 8: Blue Storm
Armada: Blue Storm Dragon, Maelstrom.
Being an 11,000 power unit, Maelstrom grants its user a
good defense to work with, requiring their opponent’s to
reach 21,000 power and above to force out at least
15,000 shield, but this alone doesn’t make Maelstrom a
great primary vanguard. What makes Maelstrom great is
its limit break skill, which is:
[AUTO](VC) Limit Break 4 (This ability is active if you
have four or more damage): When this unit attacks a
vanguard, if it is the fourth battle of that turn or
more, until end of that battle, this unit gets
[Power]+5000 and "[AUTO](VC): [Counter Blast (1)] When
this unit's attack hits, you may pay the cost.
If you do, draw a card, choose one opponent's
rear-guards, and retire it."
Now, unlike his fellow Tear Dragons, Naval Gazer and
Hydro Hurricane, Maelstrom doesn’t require any
counterblasts to be paid to use his skill, which means
you have much more freedom with how many counterblast
units you can include within a Maelstrom-centered deck.
The initial part of his limit break makes Maelstrom an
incredible offensive unit, requiring 15,000 shield to
safely block it with a 10,000-11,000 vanguard while also
allowing Maelstrom to hit cross-rides unboosted. If you
stick a Dorothea behind him, Maelstrom is hitting for
26,000, forcing 20,000-25,000 shields from the opponent
every time Maelstrom attacks. The limit break is also
great because it grants its user a +2 in raw advantage
should the attack succeed. Another advantage to his
skill, which is shared by the other dragons, is that
Maelstrom is always (or should be) the last attacking
unit, meaning stand triggers are going to be your best
friend when using it and will further allow you to force
cards from the opponents hand and field.
Unfortunately, his skill requires him to reach the
fourth battle in order to use him, so other units which
require a fourth battle, such as Algos and Valeria,
won’t get as much mileage out of the deck as they would
in others. This also means that Maelstrom is entirely
dependent on having units out that can help to achieve
the fourth battle, meaning that clans with retire and
stall skill, such as Kagero and Megacolony, can severely
hamper your ability to use Maelstrom’s limit break when
it’s needed.
Maelstrom is definitely the go-to build for anyone
interested in Aqua Force and he is sure to get even more
popular when his cross-ride, Glory Maelstrom, releases
in June with set 9.
Rating: 4.75
|
WarLycan36
Go Rogue,
Go Pro
YouTube
Page |
What's up, you guys?! It's a new week of COTD, and
for this week, we are looking at purely Aqua Force
cards, and what better way to start this off than with
the current main ace of the Aqua Force?
Blue Storm Dragon, Maelstrom
Power: 11000
Grade 3
Clan: Aqua Force
Race: Tear Dragon
[AUTO](VC) Limit Break 4 (This ability is active if you
have four or more damage):When this unit attacks a
vanguard, if it is the fourth battle of that turn or
more, until end of that battle, this unit gets
[Power]+5000 and "[AUTO](VC):[Counter Blast (1)] When
this unit's attack hits, you may pay the cost. If you
do, draw a card, choose one opponent's rear-guards, and
retire it.".
[CONT](VC/RC):If you have a non-«Aqua Force» vanguard or
rear-guard, this unit gets [Power]-2000.
The fact that this card is the only 11,000 base unit
in it's clan is noteworthy enough, but there's more to
this beast's madness. One thing that needs to be noted
with Aqua Force is that they are a very high combo based
deck, but if the combo does go off, it's devastating!
Look at Maelstrom here for example; if you can pull off
making him the 4th attack when your Limit Break is
online, then he automatically gains 5,000 power and a
very pressuring ability which can let you draw a card
and retire any of the opposing rear-guards at the cost
of a single Counterblast! This is like taking Algos and
Valeria's abilities and putting them together as a giant
dragon! Personally, second to Dragonic Overlord The End,
Maelstrom is quite possibly the most pressuring Vanguard
in the game as letting him hit can cause dire
consequences to your opponent but in a different way
than his fiery rival in The End. With this in mind,
Maelstrom can easily cause a +2 card advantage against
your opponent as it allows you to gain a card and making
you opponent lose a card in return...and did I mention
that it's 11,000?
Overall, until when other Aqua Force cards come out,
Maelstrom is the main boss for a reason.
Rating: 5/5
Next Time: Maelstrom's little brother...
Go Rogue...Go Pro!!!
|
Destiny
Heroic |
Blue Storm Dragon, Maelstrom
Today we look at Blue Storm Dragon Maelstrom, one of
three Aqua Force grade 3 vanguards to be released thus
far. Maelstrom sports a solid 11k power, which instantly
makes him more defensible than his 10k counterparts. As
is not surprising, his limit break is what he is all
about. When his attack is the fourth or later during the
turn, he gains 5k, then if he hits, you can counterblast
one, draw a card, and retire an opponent’s rear guard.
The beauty of this skill is that it doesn’t need to be
activated in the main phase like Navalgazer or Hydro
Hurricane; you only counterblast when the attack hits.
This can put monstrous pressure on the opponent,
especially when backed by a 10k booster, since they are
forced to lose either field presence or hand presence.
The limit break will put you up two cards either way;
either they guard with two cards, or they don’t and you
gain a free card while they lose one of theirs.
The downside of Maelstrom is that he must be the fourth
attack in order for anything to happen. This means that
you must have a Storm rider rear guard at the ready in
order to do anything. Having a storm rider out isn’t
that hard for Aqua Force to pull off; chances are you’ll
have drawn one by the time the limit break is active.
The real problem with getting to that fourth attack will
be the nature of the opponent’s deck. Clans like Kagero,
Narukami, and Megacolony specialize in reducing the
effectiveness of the rear guard, and since Aqua Force
requires heavy field investment, it can be put at quite
a disadvantage to these decks.
Rating: 5/5 – 11k body, cheap and deadly limit break.
Need I say more?
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