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Planet Idol, Pacifica -
#PR/0116EN
Date Reviewed:
Oct. 1, 2014
AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When a «Bermuda Triangle» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and "[AUTO](VC):When your other «Bermuda Triangle» units are returned to your hand from (RC), search your deck for up to one «Bermuda Triangle», call it to (RC), and shuffle your deck. This ability cannot be used for the rest of that turn.".
[ACT](Soul):[Counter Blast (1) & Choose one "Top Idol, Pacifica" from your (RC), and put it into your soul] Put this card to your hand, choose up to one of your «Bermuda Triangle» rear-guards, and return it to your hand.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Rating: 2.50
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Saikyo
Cardfighter
R |
Planet Idol, Pacifica
It's Bermuda's THIRD Break Ride today, Planet Idol
Pacifica. As usual, you ride a Bermuda in Late Game,
your VG gains 10k. And then, she grants a skill that
lets you, once per turn, call a new rear-guard from the
deck whenever you bounce one of your units back to the
hand. Second skill...is, for once, NOT a generic power
gaining effect. What she ACTUALLY does is...when she's
in the soul (so more often than not, after Break Riding)
you counterblast 1 to move a Top Idol Pacifica into the
soul to bounce a rear-guard AND Planet Idol back to the
hand.
First ability's kind of meh, without a combo piece. You
get some guard quality out by bouncing, that is true,
but without her skill or some other bounce source all
you'll really do is eat resources you'd normally use up
anyway, whereas Meer for Duos can sack EVERYTHING by
herself. Meer's better at the job, so there's not much
point.
Second skill's not brilliant either. I know she's meant
to be combined with the Eternal Idol Pacifica build, but
to be honest, having to jump through this many hoops for
a simple CB3 for a +1 (it is, you -1 from riding again,
then use Eternal Idol's LB, then the Break Ride for +2)
isn't any different from the usual combo save for the
10k increase in power.
However, it's not all doom and gloom for her, because
tomorrow's card can be combined with her for quite the
effect. Gimmicky, but it's actually not a bad tanking
team. You'll find out what I mean.
But for now, unless you're going to go for that build
specifically, I wouldn't go nuts trying to get her.
2/5 |
Nanya |
Planet Idol, Pacifica
And promo week continues.
Now we have a Break Ride. And boy does this have
some random effects. Let's look at the non Break
Ride skill first. So, if you have this in the
soul, you can CB1, take a Top Idol, Pacifica from the
Rear guard and put it into the soul and then return this
card to the hand and bounce on of your other Bermuda
rear guards. This... is kind of weird for a Break
Ride, so, I wonder...
Oh, the Break Ride skill, any time a rear guard is put
into hand from the rear guard, you can superior call a
new unit to the field.
Still, why would this work like that unless... Ah!
Now I get it, it works with Eternal Idol, Pacifica.
Put the Top Idol into the soul so Eternal Idol gets the
crossride defense without needing to ride a second time,
then get EIP's Limit Break to bounce 2 more and call 3
units from the deck on top of the 4th one you called
this turn.
Yeah, okay, I admit, this is pretty neat and useful.
A bit random and totally useless outside of Pacifica,
but, hey, it could work.
If you run a non-Duo Bermuda deck, give it a whirl, you
might like it.
Rating: 3/5 |
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