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Blue Storm Dragon, Maelstrom (Break Ride)
- #G-CB02/004EN

Date Reviewed: Dec. 10, 2015

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, if it is the fourth battle of that turn or more, until end of that battle, this unit gets [Power]+5000 and "[AUTO](VC):[Counter Blast (1)] When this unit's attack hits, you may pay the cost. If you do, draw a card, choose one of your opponent's rear-guards, and retire it.". [CONT](VC/RC):If you have a non-«Aqua Force» vanguard or rear-guard, this unit gets [Power]-2000.

Rating: 4.00 

Ratings are based on a 1 to 5 scale.
1 - Horrible  3 - Average.  5 - Awesome

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Saikyo
Cardfighter
R
Blue Storm Dragon, Maelstrom
 
The third in the series of units re-trained into a Break Ride unit, Maelstrom 2.0 here, when on 4 damage and you ride an Aqua Force on top, Counterblasts 1 to grant the unit 10k and a skill: upon attacking, if it's the fourth battle or more, it retires an enemy rear-guard, lets you draw a card, and seals off Grade 0 guard from the hand for that one attack. The second skill is also, surprisingly, not entirely useless: when its attack hits and it's the third or more battle, add ANY Maelstrom unit from the deck to the hand.
 
So looking at it initially, it's Break Ride skill is basically, a +1 in terms of overall advantage for CB1, including the minus from the ride. Not unusual given precedence from Ignition Dragon and similar Break Ride units from BT14 onwards. Sealing G0 guard in Late Game sounds pointless given it's Perfect Guard time, so this is supposed to be combined with Glory Maelstrom's Ultimate Break to ensure the opponent cannot guard at all. Not reliable given the different damage requirements, but you can use Dark Elemental Doxic for times like this (and I'm sure everyone using this deck will).
 
Second skill is odd in that it at least gives you something to do before Break Ride by applying pressure, since it's a free +1 if it hits, really. Only good once though if you're going first, or perhaps not at all since you'd be Striding first if you go second. Still, it's a good way to ensure Stride Fodder or the absolute Guard Seal play next turn (RUN 12 CRITICAL TRIGGERS FOR EASIER TIMES OF IT).
 
Strong once the combo hits, but owing to the fact the deck would then rely on Break Riding and thus wouldn't play well with GB1 re-standing units, this is the most vulnerable to field-fucking decks. But it'll do good work clearing up the rest of the riff-raff.
 
3/5

Nanya
Blue Storm Dragon, Maelstrom
 
Oh, look at that, Maelstrom joins Phantom Blaster Dragon and Dragonic Overlord with a retrained Break Ride version.  The normal skill is...  Actually pretty good.  If it's the 3rd wave or more, if this attack hits the Vanguard, you can search for any Maelstrom card and add it to your hand.
 
Like...  Glory Maelstrom?  Ewww...  I hated that starter that let you search for Maelstroms, this is just evil.
 
So, what's the Break Ride ability?  And I'm going to assume you're using Glory Maelstrom as the ride.  I'm also going to assume you're using the Ultimate Break enabler so that you don't have to be at 5 damage to use the Glory skill.
 
CB1, standard +10K, and...
 
...  Eww...
 
On the 4th wave, the attacking Vanguard gets the Maelstrom skill of drawing a card and retiring a rear-guard unit regardless if it hits or not, so basically, the perfect version of original and Reverse Maelstrom's skill, and...
 
...Oh, you evil, evil, EVIL jerks.
 
Sure, let's just give Glory Maelstrom Silent Tom's ability!  Can't go wrong there!  For 2 CB, it would seal off all your opponent's cards, save for intercepts, from being used to guard.
 
...Um, ouch.  Just, ouch.
 
Combine with that stupidly broken Stride, well...  Yeah, Aqua Force, you really are a powerful clan.
 
So, yes, run this if you run a Maelstrom deck.
 
Rating: 5/5

 


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