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Cosmic Hero, Grandvolver
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#G-BT07/007EN
Date Reviewed:
July 6, 2016
Burst-[ACT](RC)[1/Turn]:[Counter Blast (1)] If your vanguard's [Power] is 15000 or greater, choose up to one of your other rear-guards, that unit and this unit get [Power]+4000 until end of turn. If your vanguard's [Power] is 30000 or greater, until end of turn, this unit gets "[AUTO](RC):When this unit's attack hits a vanguard, Counter Charge (2).".
[CONT](VC/RC/GC):Resist (This unit cannot be chosen by the effects of your opponent's cards)
Rating: 3.25
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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Cosmic Hero, Grandvolver
Here's something a bit more meaty. Grandvolver has Resist, and his
second skill is a GB1 ACT. You Counterblast 1, and if
the Vanguard's power is 15k+, he and another rear-guard
gain 4k until end of turn. Then if your Vanguard's power
is 30k+, he gains another skill: when his attack hits,
Countercharge 2.
Both conditions thanks to Grandgallop are easy enough to fulfill.
Pretty sad the Countercharge isn't really reliable
unless several power-ups are stacked all at once on him,
but pressure is always pretty neat, not to mention cards
like Grandsub and Grandchopper. Not much else though,
which is kind of a bummer.
Having said that, both are pretty neat cards to run, so there you
have it. I still think the Vanguard ought to be the main
focus and this seems a bit elaborate, but it's still
good.
3/5
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Winston Fairwinds |
[Cosmic Hero, Grandvolver]
Resist in this day and age is
happily accepted in any clan, and even more so because
Cosmic Heroes rely on their rearguards a lot.
Furthermore, none of these unit's effects are attached
to Gen Break. That alone makes this good support. If
you're striding every turn like you're supposed to be,
your vanguard is always going to be higher than 15k. He
gives himself and another rearguard 4k, which will help
force more cards out the opponent's hand when paired
with X-Gallop's 4K buffs. If your vanguard is higher
than 30k when you use Grandvolver's skill (again, very
easy), this unit countercharges 2 if it hits.
Betting everything on the vanguard
sometimes doesn't work, but let's be real: your opponent
isn't always gonna have the PG to deal with your
X-Gallop, etc. Besides, you still have Grandguard for
unflip.
3.5/5
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