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Ambush Demon Stealth Rogue, Yasuie Tenma
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#G-TCB02/004EN
Date Reviewed:
Aug. 26, 2016
[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn] Generation Break 2:[Choose a face down card named "Ambush Demon Stealth Rogue, Yasuie Tenma" from your G zone, and turn it face up] Until end of turn, this unit gets "Shadowstitch-[AUTO](VC):[Counter Blast (1)] At the end of the battle that your unit attacked a vanguard, if the attack did not hit, you may pay the cost. If you do, search your deck for up to one card with the same card name as the unit that attacked, call it to (RC), and shuffle your deck.".
Rating: 4.0 / 5.0
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Saikyo
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Ambush Demon Stealth Rogue, Yasuie Tenma
If At First You Don't Succeed: the card. Yasuie Tenma's
skill is GB2, is once per turn, requires a G Persona
Blast, and then he gains a Shadowstitch skill: any time
one of your rear-guards fails to hit the vanguard, you
Counterblast 1 to call another unit with the same name
as that unit (and yes, you can even call it over the
unit that finished attacking).
Just one of the many reasons to go Critical-wild with
Murakumo: can't kill them with Late Game skills if you
won't send them into Late Game in the first place.
Works pretty well with Yashabayashi (and they're
supposed to be used in the same deck anyway, so of
course synergy) for essentially saving yourself
Counterblast to keep the multi-attack hate train going.
This is THE go-to finisher of choice as long as you go
light on Counterblasting or have a damn good
Countercharge engine going on 5 damage. The problem lies
in his annoyingly specific timing, so it sometimes isn't
worth wasting a G Guardian just to rush to him unless
the opponent is basically going to die (you got the
opponent to 4 damage on your Grade 3 turn ride and he
stayed that way) but overall all the extra attacks can
whittle him down.
Has basically little merit outside of dedicated Yasuie
builds but since people ought to be grateful they have a
useable Murakumo deck at all, I won't complain. This is
probably the best finisher next to Homura Raider.
4/5
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Winston Fairwinds |
[Ambush Demon Stealth Rouge, Yasuie
Tenma]
For being a clan about stealth and
hit-and-run tactics, Yasuie Tenma is looking like a
Spike Bro, emulating that clan's Hail Mary-ish style of
smashing in face till you can't no more, or the opponent
loses.
Yasuie Tenma is a "my opponent is
at 3 to 5 damage" kind of stride, because at anything
less, they can just let you hit and carry on with their
day. Conveniently, Yasuie has a Grade 2 that can attack
the Vanguard from the backrow all by himself, combined
with other Shadowstich buffs that can be passed around
like Halloween candy.
You run the risk of burning out
since you're gonna be calling units over other units
most of the time, and the only things that can put
things back in your deck is Murakumo's Generation Rare
and the new starting Vanguard from the set. (Forget
about Legion; it's abysmal compared to the Shadowstich
stuff.) That being said, your opponent is gonna have to
damage check a trigger for their 4th or 5th damage to be
safe from all the poke you're gonna be throwing out.
Or, be playing Gavrial. X-Carivou can be annoying for
you as well.
Murakumo is shaping up to be the
brilliant multi-attack deck it was meant to be. Get your
4 copies and live out those long-forgotten teenage
Naruto dreams.
4/5
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