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						Barrier Witch, 
						Grainne 
						  
						From 
						Tuesday onward, I intend to demonstrate exactly how if I 
						could, I'd just leave everything at like one or two 
						sentences which sum up my feelings on the card exactly, 
						mostly just to demonstrate to Nanya that we REALLY 
						shouldn't worry about the November clusterfuck since 
						they're pretty same-y anyway. I can't do it with this 
						card, since I need to explain this and others like it in 
						a bit more detail. 
						  
						So with that in 
						mind, here's my revised blanket review for Quintet 
						Walls: 
						  
										
										
										They aren't as good as Perfect Guards 
										owing to a higher chance at failure 
										(Grade 3s or other Quintets revealed 
										screw you)
										
										Trying to use them to set up Legion is 
										overkill considering just guarding 
										naturally should net you 2-3 cards in 
										the drop, not including soulblast or 
										cards that cycle from the hand.
										
										I don't care about upcoming Granblue 
										either, it doesn't want everything in 
										the drop zone (HINT: 
										Deck Out) 
						  
						In Short, The conditions in 
						which they're good is outweighed by the conditions where 
						it's bad. Don't run them unless for some reason 
						you can't get PGs. Not even at one teched copy either, 
						unless your starter is Mecha Trainer or something 
						chances are it won't show up when you want it. 
						  
						3/5 
						  
						(Note: I'm solving a 
						problem I had with my scoring system where I sometimes 
						haven't given a card the score it deserves. I know I 
						should in hindsight given higher or lower numbers. So 
						I've concocted a new system which hopefully should solve 
						it. 
						  
						1: Bad. Reserved for cards 
						whose costs and requirements just don't match the 
						effort. Should be used casual only. 
						2: Boring. Not quite as bad 
						as the ones that score a 1, but still aren't good enough 
						for a competitive foot in the door. Used for cards where 
						the investment equals an end result that's been seen 
						before and is easily stopped, like PRISMs using bouncing 
						to achieve a Late Game Crit, which means a PG to the 
						face. Blame Bushiroad for having more clans than 
						mechanics, guys. 
						3: Functional: Works well 
						enough if you can't afford superior alternatives, but 
						seeing as how I review cards based on their individual 
						merit I don't recommend them unless you're poor. 
						Generally used for those who achieve what should be a 
						top-tier strategy but has stricter requirements and/or a 
						harder time not getting stopped compared to other decks. 
						Tetra Drive Dragon for Aqua Force springs to mind here. 
						4: Decent: The slightly 
						lower kings of the hill who can match the current top 
						decks but may have a slight disadvantage due to several 
						reasons. Generally not noticeable unless you play 
						several games (at least 50 or something). 
						5: The God Kings of Space 
						and Time (subject to time of writing): If you can afford 
						these, get them. These are almost always non-negotiable 
						staples for whatever deck they belong to.) |