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Super Cosmic Hero, X-Gallop
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#G-BT07/006EN
Date Reviewed:
June 14, 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.
Burst-[AUTO](VC) Generation Break 2:[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] When this unit attacks a vanguard, if this unit's [Power] is 35000 or greater, you may pay the cost. If you do, this unit gets drive +1 until end of that battle, and if this unit's [Power] is 40000 or greater, all of the rear-guards in your front row get [Power]+4000 for each face up card named "Super Cosmic Hero, X-gallop" in your G zone until end of turn.
Rating: 3.25
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
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Saikyo
Cardfighter
R |
Super Cosmic Hero, X-Gallop
Feel that manly spirit. X-Gallop, like Black Seraph, is
a GB2 skill: upon attacking the Vanguard, if the power
is 35k or greater, Counterblast 1 and flip a G Zone card
face-up to give him +1 Drive Check until end of the
battle. Then if his power is 40k or greater, the front
row rear-guards gains 4k for every face-up X-Gallop in
the G Zone until end of turn.
35k? Easy enough as long as Grandgallop exists and you
have a 5k booster. 40k requires you chain several Power
increase skills together, but since a lot of the Burst
cards and the older stuff in the Cosmic Roar pack are
pretty useful either way, it's easy enough to fulfill in
its own deck.
For all your trouble, you basically have a hard +1 for
CB1 plus a chance of soft advantage through another
trigger. For the best output on the first Stride, you'd
have to open with X-Tiger and flip this for 8k to your
front row (meaning 18k+ to force more guard out the
opponent). So all in all, I guess it's more efficient
than Takemikazuchi or something, but a Perfect Guard and
a sufficient number of G Guardians will probably nerf
this by a bit.
But as long as Laurel exists this can be as
hypothetically shit as it wants, it's still pressure
either way.
3/5 |
Winston Fairwinds |
[Super Cosmic Hero, X-Gallop]
Cosmic Heroes really needed a boost to make them not
completely overshadowed by Dimensional Robos, or simply
tech options in Sin Buster. What they got is straight-up
4 drive checks, without the inherent minus designed into
every stride restander. It's not the flashiest, but:
A) Your opponent absolutely HAS to see at least two of
their PGs to survive you. If they don't, then they'll
have to rely on their G-Guards to guard, and they'll be
clenching their buttholes even if they give you a
4-to-pass. (If you're a DP player, you're most likely
balsy as hell and are just gonna bet al your triggers on
then vanguard anyway.) I don't even need to mention how
Laurel becomes the most annoying Grade 1 now.
B) Cosmic Heroes are a more rearguard-reliant deck, due
to X-Gallop also handing power to the rearguards so they
can do some actual work, unlike other Dimensional Police
decks who just call a board so that Laurel has things to
rest. On the plus side, your opponent can't just PG your
vanguard and shrug off the rearguards easily. And you
have a Resist Grade 2 now. On the other hand, Link Joker
gets more annoying, cause you do need the liberty to
call Cosmic Heroes and pass around buffs.
You can also stride into X-gallop more than two times,
since he's not a persona flip. But the 4k stacks to the
rearguards only come from the amount of X-Gallop face-up
in the G-Zone. Plan out how to make the 4k stacks to the
rearguards force more guard from the opponent, and
you'll be fine.
3.5/5 |
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