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Star-vader, Colony Maker
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#BT13/015 (RR)
Date Reviewed:
May 19, 2014
text: See Below
Rating:
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
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WarLycan36
Go Rogue,
Go Pro
YouTube
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What's up, Rogue Squad?! So for this week's Card of
the Days, we're going to look at some VICs (Very
Important Cards for the initially challenged) that are
going to be seen more often in their respective clans.
First off, we have a card that can help set up and
continue applying pressure in your Link Joker decks:
Star-vader, Colony Maker
Power: 9000
Grade 2
Clan: Link Joker
Race: Cyber Fairy
[AUTO]:[Counter Blast (1)] When this unit is placed on
(RC), if you have a «Link Joker» vanguard, and if your
opponent has a locked card, you may pay the cost. If you
do, search your deck for up to one grade 1 or less card
with "Star-vader" in its card name, call it to (RC), and
shuffle your deck.
...this card is a definite must in your Link Joker
deck. Colony Maker has 9,000 Power, which is kind of the
norm for any good non-vanilla Grade 2, and an effect,
while reliant of having your opponent have a Locked
card, is still an excellent card as it's basically a
Star-vader version of Tartu but even more efficient.
Want to relock one of your opponent's units? Get a
Palladium. Need a quick power unit to attack
interceptors? Get a Neon. Colony Maker allows you to
turn a good portion of your deck into a toolbox and
gives you that small leverage you need over your
opponent. Also, the fact that Colony Maker's 9,000 power
with a majority of the Grade 1's being at 7,000
powermakes it so that you're still going to be hitting
for a good number as 16,000 is a very good number to be
at at all times minus against Crossrides.
Overall, if you're Reversed, get 3-4 of these because
they're a personal necessity in Link Jokers.
Rating: 4.5/5
Art: 4/5 (Like a queen)
Next Time: See those bound cards? ...what bound cards?
Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!
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Saikyo
Cardfighter
R |
Star-Vader, Colony Maker
So, I think this is probably as much as we can
reasonably squeeze out regarding anything remotely
interesting in BT13. So let's get them out of the way
before we enter the slow period before the Extra
Boosters. So we start things off with Star-Vader, Colony
Maker. When you call her and you've locked an opponent's
unit, you can CB1 to call any Star-Vader booster from
the deck.
First thing you notice is that she unfortunately doesn't
sit and wait for something to lock, so you'll have
to wait to call her, usually after locking something
with Infinite Zero Dragon or one of your
boss's skills. Thing is, this implies that the field
will have somewhere open by the time this happens. In a
deck with Chaos Breaker, this is somewhat plausible for
when you unfortunately have to ride Chaos first, and I
guess Late Game Dust Tail Unicorn is a thing, so you can
basically unilaterally replace the Vanguard booster.
I wouldn't go riding straight into your boss just for
this though. Because If Chaos Breaker locks a unit for
CB1 and a -1, then this thing grabs something for CB1,
what you've done is turn Chaos into a +0 for CB2. Blegh.
At the same time though, don't deliberately hold her
back just for a +1 if you're suffering in terms of
columns, because unless you need a booster for setup
purposes such as fetching Chaos Beat, it tends to not be
worth the cost. Not unless you're tossing a Grade 3 with
CBD to initiate Colony because in terms of shield lost
compared to calling a booster normally it works out the
same. If you need a 10k guarding column, call her
normally.
All in all, she's a welcome new addition, but can lead
to mistakes if you don't know her. Don't let her skill
hold you back.
3/5
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