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Axe Diver
- #G-TCB01/018EN

Date Reviewed: Mar. 4, 2016

[AUTO]:Charge (When this unit is placed on (RC) due to an effect, you may have it become charging for that turn. If you do, put it on the bottom of your deck at the end of its battle) [AUTO] Generation Break 1:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), if you have a vanguard with "Rising" in its card name, you may pay the cost. If you do, choose up to one of your other rear-guards, bind it face up, and call that card from the bind zone to an open (RC). Then, if this unit is charging, the unit called with this effect and this unit get [Power]+5000 until end of turn.

Rating: 2.50

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

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Saikyo
Cardfighter
R
Axe Diver
 
Similarly, if this card is placed on RG circle and the Vanguard's Rising Nova, CB1 and SB1 to bind one of your rear-guards, then call it back immediately afterwards, and then Axe Diver and the called card gain 5k if your called card has Charge and enters charge state. Oh and Axe Diver has Charge himself. Neat.
 
But for Christ's sake, we get a Fighter's Collection card later that just says "pick a card with charge, bam, it now is in charge state". What a to-do. But anyway, not a fan of how again, this doesn't entirely balance the hard advantage, it just makes one or maybe two attacks a little harder to guard, but not to Dragger/Ogle levels. You need to keep Counterblasting to keep calling to keep attacking, which this doesn't seem to do.
 
I want to like G Spikes but so many flaws appear that turn me off. Again, for G Spikes, falls under "well-what-the-fuck-else-is-there" syndrome, so whatever.
 
Skill's not exactly what you really want.
 
2.5/5

 


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