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Dueling Dragon King, ZANGEKI
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#G-TCB02/011EN
Reviewed:
Aug. 29, 2016
[AUTO](VC): [Counter Blast (1)] At the beginning of your opponent's main phase, if you have a card named "Dueling Dragon, ZANBAKU" in your soul, you may pay the cost. If you do, choose one of your opponent's vanguards, and until end of turn, it gets "[AUTO](VC):When this unit attacks, choose a card from your hand, and you may discard it. If you do not, this unit gets drive -2 until end of that battle.".
[ACT](RC):[Counter Blast (1) & Retire this unit] Search your deck for up to two cards named "Dueling Dragon, ZANBAKU", put a card from among them into your soul, call the remaining card to (RC), shuffle your deck, and at the end of that turn, return the unit called with this effect to your hand.
Rating: 2.5 / 5.0
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Saikyo
Cardfighter
R |
Dueling Dragon King, ZANGEKI
Continuing on with the whole Technical Booster thing,
here is an archetype that absolutely no-one liked.
ZANGEKI here needs to have ZANBAKU (who rather stupidly
didn't get reprinted this set to even try and convince
anyone to try this out) in his soul to use the first
skill: at the start of the opponent's main phase, you
Counterblast one and choose your opponent's Vanguard,
and if it attacks, unless they discard a card from the
hand, they lose 2 of their Drive Checks. On RG circle,
he can Counterblast 1 and sacrifice himself to take 2
ZANBAKU from the deck, move one to the soul and call the
other. Bounce the called ZANBAKU to hand at the end of
the turn.
This had all the potential to be good. The real problem
lies in the fact his support cards are absolute wank.
And because he has almost nothing to do with the main
gimmick of Murakumo as a whole, the generic support he
can combine with just makes the whole deck sad and
pathetic. The only sort of saving grace is that if you
stride into G4 Shirayuki this is at least easy to set up
for the opponent's turn.
Trying to return to its Nubatama roots is not worth the
extra potential for taking away cards with more attacks
nor the loss of awesome bosses like Homura Raider.
Yasuie or GTFO.
2/5
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Winston Fairwinds |
Dueling Dragon, ZANGEKI
I love this unit. Does it mean it's
good? Not on the level that Yasuie is. Looking at the
broader picture, Duelingdragon.dek does have backrow
attack shenanigans like Yasuie.dek does, but it takes
more counterblasts to do so using the Dueling Dragon
support. You still could run Yashabayashi though, for
when you stride into G4 Yasuie. That's a lot of waiting
though, so you might as well bite the billet and run
either one of the on-hit Grade 2 counterchargers.
ZANGEKI is more of an annoyance
than a winning condition. It's not hard to set him up at
all, but most of Murakumo's countercharge engine is
either attached to Yasuie or on-hit effects, so you're
not going to be using ZANGEKI every time your opponent
takes a turn. But let's not dismiss the fact that when
you do use ZANGEKI's effect, your opponent essentially
*has* to discard a card. Getting 1 drive while on a
Stride, or no drives while on a Grade 3 or less Vanguard
will set back the opponent too much. This is especially
true if the opponent is going into a restanding Stride
(The Ace, Victoplasma, etc.) that lose drive checks from
their own effects. Discarding does affect their guarding
potential, so even if they can keep up in offense, their
defense will be lacking, especially since
Duelingdragon.dek will throw up 4+ attacks when you go
on the offensive.
Might as well bring this negative
up: if you find yourself sitting on ZANBAKU instead of
ZANGEKI, you're basically gonna be vanilla outside of,
say, two matchups (Seven Seas and Dankface/Cyclomatooth).
I hope people gave up on Legend/Dauntless...
Anyways, I could wrap this up with
"play Nubatama if you want to make your opponent discard
cards," but ZANGEKI can be fun, and his support isn't
straight-up garbage. Just know he's not the pinnacle of
Murakumo.
3/5
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