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Unrivaled Blade Rogue, Cyclomatooth
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#BT15/019EN (RR)
Date Reviewed:
Oct. 10, 2014
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Megacolony» rides this unit, choose your vanguard, that unit gets [Power]+10000 until end of turn, and [Rest] all of your opponent's units, and all of your opponent's units cannot [Stand] during your opponent's next stand phase.
[CONT](VC):During your turn, if all of your opponent's vanguard and rear-guards are [Rest], this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Rating: 4.0
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
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Saikyo
Cardfighter
R |
Unrivaled Blade Rogue, Cyclomatooth
Uh...welp. What an end note to wrap up the week with.
Meet Megacolony's Break Ride unit. Gains 2k on attack,
standard (if all your units are rested, that is). But
what he's used for is the FRANKLY ludicrous Break Ride
effect. He grants the new Vanguard 10k and then rests
all standing units the opponent has, before rendering
all units unable to Stand on the next Stand Phase.
Yes, that's UNITS.
As in, your Vanguard too. Shutting down the Vanguard is
a claim not even Link Joker can make. (Well, until
December approaches, he he he...)
That's really insane, especially as there is no
Counterblast cost to this card. If the opponent's on a
Break Ride, okay, maybe this can be mitigated but that
assumes the opponent HAS one to use. If not, they're
down 2 cards from no Twin Drive and you're UP 2 from not
guarding. Virtual +3 (I count the extra ride as a -1)
for no other cost is pretty unbalanced.
Even in the scenario where the opponent CAN ride, you're
still ahead of the game because they had to -1 from
Riding again, not to mention they have to work with
paralyzed rear-guards for more virtual plusses for you.
You have no idea how angry the opponent will be as you
ride Cyclomatooth ON Cyclomatooth OVER AND OVER.
This is the whole reason anyone wants to play Megacolony
anymore. I won't fault you for using what is probably
the ultimate troll card. Because this is pretty cool.
3.5/5 |
Nanya |
Unrivaled Blade Rogue, Cyclomatooth
Ending this week on a high note.
My god, Megacolony needed a big boost, and boy did they
get one. Holy dang! That Break Ride skill.
Keep everything, including the Vanguard, from restanding
when you Break Ride with this thing. On top of
that, rest anything that's still standing, so any
Megacolony skills that need everything resting would
activate. It's... Almost obscene.
If not for Infinite Zero Dragon, this would be the best
Break Ride in the game, bar none. Yes, I know, in
theory it's really broken, but in actual game-play, it
doesn't seem to top very much.
Mostly because it's not a Machining, but then again, if
you do use this more than once and your opponent can't
ride a new Grade 3 (assuming they're at Grade 3) every
time you Break Ride, they just get a single draw and
have to hold out for the next turn. And while you
can call new rear guards out to attack, you're still
losing Drive Checks, so this...
This card is really badly designed and is dang near
game-breaking all by itself. Megacolony was one of
the worst clans in the game, but now that they can start
stunning the Vanguard, they've been propelled upwards
pretty quickly in terms of how good they are. If
you see your opponent running Megacolony, you better
hope that Morikawa possess you when playing the game,
otherwise you won't get enough Grade 3s to get out of
the hole that these bugs are going to put you in very
quickly.
Rating: 4.5/5 |
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