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Revenger, Desperate Dragon -
#BT15/001
Date Reviewed:
Sep. 22, 2014
AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)-card with "Revenger" in its card name] When this unit attacks a vanguard, if the number of rear-guards you have is more than your opponent's, you may pay the cost. If you do, this unit gets [Power]+5000/[Critical]+1 until end of that battle.
[AUTO](VC):[Choose one of your «Shadow Paladin» rear-guards, and retire it] At the beginning of your main phase, you may pay the cost. If you do, your opponent chooses one of his or her rear-guards, and retires it.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Rating: 2.0
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 |
Revenger, Desperate Dragon
We continue our BT15 Interesting stuff crackdown with
another new Revenger, Desperate Dragon. Limit
Break-wise, you Counterblast a Revenger when he attacks
a vanguard and you have more rear-guards than your
opponent to gain 5k and a Crit. LGCSSG applies MOVING ON
Second non-LB skill is slightly more interesting. At
the start of the Main Phase, you can sack away a
rear-guard to kill an enemy rear-guard of the opponent's
choice. So it's basically 1:1-ing yourself at the start
of every turn.
I personally don't like him much. Not just because
Raging Form or hell, Dragruler basically outclass him in
effectiveness. It's because he basically doesn't DO
anything to actually screw the opponent in a way that
they can almost never recover. He has no capacity to
finish the opponent, and all he's really good for is a
field cleanup on a 1:1 basis. Nice trick, but field
consistency isn't enough to win anything anymore.
Is it any wonder this guy's so desperate?
1.5/5
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Nanya |
Revenger, Desperate Dragon
Well, this is the least wanted RRR in the set. While
not a horribly bad card by any means, it's vastly
over-shadowed by Dragruler Phantom and others in the
set.
"Vanguards that gain crits suck!"
Yes, Saikyo, we know that.
I am kind of inclined to agree with Saikyo on this
one. The Limit Break isn't too useful, though it can
make it harder to guard. And, no, you aren't always
going to slam into a Sentinel with these kinds of units
either.
At the start of each of your main phases, you can
retire any Shadow Paladin rear guard to make your
opponent have to retire one of their rear guards. In
essence, it's a free one-for-one trade. One of yours for
one of theirs. Of course, the advantage to this is that
you can replace yours right away while your opponent
can't. However, the disadvantage of it is that your
opponent gets to choose what they retire.
So, overall, not horrid, at least the non-Limit Break
skill is interesting, a free retire every turn, and if
you ride it off the Break Ride, well, at least you can
retire what you got if you so choose to, like if you got
Skull Witch Nemian or something.
Rating: 2.5/5
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