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Great Cosmic Hero, Grand Gallop
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#G-EB01/003EN
Date Reviewed:
April 13, 2015
[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):When this unit attacks a vanguard, if this unit's [Power] is 22000 or greater, this unit gets drive+1 until end of that battle.
[AUTO](VC):During your turn, when your G unit Stride, choose one of your vanguards, until end of turn, it gets [Power]+4000 and "[AUTO](VC):[Counter Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, draw a card.".
Rating: 3.75
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
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Saikyo
Cardfighter
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Great Cosmic Hero, Grand Gallop
Oh Nanya, you know exactly how to warm a guy's cockles.
It's Cosmic Roar week, and we're reviewing some of the
more important cards of the first G-Extra Booster,
starring the Dimension Police clan. Starting us off is
the Stride-based Grade 3 ace, Grand Gallop. Generation
Break 2 ability is to grant a Triple Drive instead of a
Twin Drive, as long as it's attacking for 22k+. Sort of
like Metalborg Sin Buster. As for its on-Stride skill,
the Vanguard gets 4k and the ability to draw a card for
Counterblast 1 if the attack hits the Vanguard.
Okay, the first ability is...actually a little faster
compared to other Gen-Break 2 skills. Largely because
you can get 2 face up G-units quickly in the form of
Super Cosmic Hero, X Tiger and still have another skill
to fall back on. Of course, you will need outside
assistance to make 22k, if you have something like Glory
Maker and throw in something like the long forgotten
Masked Police Grander, but most of the time you'll have
to spend CB to pump the Vanguard, so every turn (if you
have the right cards) it's a CB1 or thereabouts for a
good chance at a trigger and an extra +1.
Second ability is not unwelcome and CB1 for a +1 is
pretty much what we've seen on all the other cards like
Grand Gallop, but its payoff is that it's
not guaranteed, hence the extra 4k bonus, I suppose.
Grand Gallop's pretty decent. It needs a reasonably pure
strategy to make the most of it but it's a good ace for
the deck it's in.
3.5/5
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Nanya |
Welcome to our Cosmic Roar week.
AKA,
Nanya-forgot-about-the-Promo-Stride-that-came-with-the-set-if-you-bought-into-the-Pre-Release
week.
AKA, the-reason-Commander-Laurel-is-at-one week
Anyway, to start us off, we're looking at the leader of
the Cosmic Heroes, who are effectively Vanguard's
version of the Green Lantern Corps.
Grand Gallop is the "Break Stride" of Dimension Police,
when you Stride with him in the Heart, you give the
Vanguard that strides over it +4000 power and the
ability to CB1 to draw a card if it hits, effectively
turning all Dimension Police Strides into on-hit units.
That's really good, but what about the GB2 skill?
Oh, well... That's something pretty dang good!
If you manage to double the attack of Grand Gallop, it
gains +1 drive check.
Well, THAT'S not too hard, a 7K booster + a 4K pump and
Grand Gallop gets Triple Drive. Sheesh, Break Ride
via Daikaiser and give it a boost and you're swinging
for G-unit power here.
It should be noted that Commander Laurel's limitation in
Japan happened/was announced, I can't remember which
exactly, on the VERY SAME DAY that this card was
revealed.
Note that the wording is the same as Sin Buster's, so
you don't need to hit that number before you attack, you
just need to hit that number on attack.
If you're running Dimension Police but not running
Dimension Robos, use these heroes. Exceedingly
useful in the right situation. Plus with Blizza,
which comes out soon, you can get this one's GB2 skill
going off really fast.
Only downside? He's from an Extra Booster, the
price ain't dropping very much very quickly.
Rating: 4/5 (in a non D-Robo D-Police deck)
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