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Tick-away Dragon
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#PR/0254EN
Reviewed:
Sept. 26, 2016
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):When your other unit is placed on (RC) due to the effect of your time leap ability, choose up to one card from your drop zone, and put it on the bottom of your deck.
Rating: 2.50
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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Tick-away Dragon
We only have this week before we get started on the
juicy set of Generation Break money-traps that is G
Booster 8, so let's take this moment to resort to this
moment of desperation and review some promos! Tick-away
Dragon's skill activates every time you perform a call
via Time Leap, sending a card in your drop zone to the
bottom of the deck.
This would only have any real application with the combo
of raining death that is Melem with History Maker and/or
Phoenix. Otherwise this doesn't seem like worth the
effort, and it would force you to run it over things
such as Timebreak Dragon because I'm assuming you won't
lose PGs, Steam Breath or Melem for it.
As much as shuffling triggers and other dead shit goes,
it's nice, but not statistically game-changing enough to
warrant running over more relevant cards. Miss this off.
2/5
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Winston Fairwinds |
[Tick-away Dragon]
What is Legion, anyway? While
Tick-away is on the field, every time you call something
via Time Leap, you put a card (normal unit or trigger)
from your drop into the deck.
If you damage checked then healed
key combo pieces (Melem, Ur-Watar, etc.), you can get
them back without having to wait till you can G-Guard
with Uluru. If you really think your games are gonna
last enough you need Tick-away's recycle ability, shove
1 or 2 into your deck. But usually Gears are proactive
enough to end the game before you really need to worry
about decking out, especially with Uluru already
recycling for you.
3/5
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