WarLycan36
Go Rogue,
Go Pro
YouTube
Page |
What's up, you guys?! It's Tuesday in our pseudo
Oracle Think Tank week, and today, we're looking at a
new card that isn't a Magus or a Battle Stster:
Oracle Agent, Royce
Power: 9000
Grade 2
Clan: Oracle Think Tank
Race: Human
[AUTO](VC/RC):[Counter Blast (1)] When this unit's
attack hits a vanguard, you may pay the cost. If you do,
look at up to five cards from the top of your deck,
search for up to one grade 3 or greater «Oracle Think
Tank» from among them, reveal it to your opponent, put
it into your hand, and shuffle your deck.
...is it bad that I think it's weird that we aren't
reviewing a Magus or Battle Sister today? Royce is a
Grade 2 with 9,000 Power, which is always a plus, with
an effect where, when you hit the Vanguard, you get to
Counterblast 1 to look at the top 5 cards of your deck
for a Grade 3 (or higher) and add it to your hand. Now,
given how Saikyo hasn't been a fan of chance and
probability (ironic seeing how the game of Cardfight
Vanguard IS a majority of chance and probabilities xP),
we should take a look at this in a more sensible matter,
and that's in early game (neither player at Grade 3 and
roughly 1-3 damage), mid game (both players at Grade 3
for only a few turns and roughly 3-4 damage) and late
game (both players at Grade 3 for at least 5 turns and
at 4-5 damage).
In an early game scenario, I believe this is probably
where this card is going to shine best especially if you
don't have a Grade 3 in hand as it gives you multiple
opportunities to grab that necessary Grade 3 you need to
continue on. That and the fact that most players would
conserve their hands for later turns actually adds a bit
of pressure as it forces them to decide whether to get
rid of their resources that they were going to use in
later turns or guard against it and prevent the chance
of giving them something they want. It also helps even
if you already have a Grade 3 in hand as 1.) It adds
another potential offensive unit in later turns and 2.)
It extracts a Grade 3 out of the deck, which increases
probability of getting more Triggers in dire moments.
Mid game scenario is a bit more iffy. Sure, it helps
in the fact that it'll still add Grade 3's into your
hand, which is always good especially if you are in an
opportunity to Break Ride later on, it's the fact that
most players probably wouldn't let this hit at that
stage as by then, they're already putting their end game
scenario into work and can easily afford guarding
against Royce.
You don't want this card late game. Period. Royce is
always nice to have as a regular attacker, as its 9,000
Power can easily fight off rear-guard Interceptors, but
if you're trying to still pull off the effect by now,
when a majority of Grade 3's are already extracted out
of the deck by now, then there's something wrong with
that scenario. By this stage of the game, both players
will be starting to slowly dwindle away the other's hand
by using Break Rides, but while they're using a majority
of their Shield to block the other's Vanguard attack,
that still doesn't say that they couldn't block
rear-guard attacks. As a matter of fact, the average
amount you would need to guard against a rear-guard
attack is 10,000, which is basically any Trigger minus a
Draw Trigger, so getting rid of something like that is
simple pickings for a seasoned player and can easily
null out Royce in a late game.
Overall, the more time that passes by in the game,
the less useful Royce will become though Royce is still
a really solid and underestimated card, so if you aren't
running a sub-clan deck, like Magus or Battle Sisters,
I'd say that he deserves a second glance.
Rating: 2.5/5
Art: 3/5 (Kinda looks like dominoparis21 if he was in a
suit...XD)
Next Time: A card that was previously reviewed...but I
never had the chance to speak about it myself...
Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!
|