Ultimate Dimensional Robo, Great Daikaiser
[AUTO](VC) Limit Break 4: [Counter Blast (2)-card with
"Dimensional Robo" in its card name] When this unit attacks, you may
pay the cost. If you do, this unit gets drive check+1 until end of that battle.
This ability cannot be used for the rest of that turn. (Even if you do not pay
the cost, this ability cannot be used for the rest of that turn.)
[CONT](VC): If you have a card named "Super Dimensional
Robo, Daikaiser" in your soul, this unit gets [Power]+2000.
Super Dimensional Robo, Shadowkaiser
[AUTO](VC) Limit Break 4: When this unit attacks a vanguard,
this unit gets [Power]+5000 until end of that battle.
[ACT](RC):[Counter Blast (1) & Put this unit into your
soul] If you have a unit named "Super Dimensional Robo, Daikaiser" on
your (VC), search your deck for up to one card named "Ultimate Dimensional
Robo, Great Daikaiser", ride it as [Stand], and shuffle your deck.
Super Dimensional Robo, Daiyard
[ACT](VC) Limit Break 4: [Choose one of your rear-guards
with "Dimensional Robo" in its card name, and put it into your soul]
Search your deck for up to one grade 3 card with "Dimensional Robo"
in its card name, ride it as [Stand], shuffle your deck, and that unit gets
[Power]+4000 until end of turn.
[AUTO](VC):At the beginning of your attack step, if this
unit’s [Power] is 15000 or greater, this unit gets [Critical]+1 until end of
that battle.
If there is one clan that can maximize the potential of its
Fighter’s Collection cards, it’s the Dimension Police. Not only did they get
the most support of Grade 3 cards, but all of them work in perfect synch,
creating the One, the Ultimate, The Great Daikaiser, who has Triple Drive Check
even before Stride (At the cost of 2 especial counterblasts) A Cross-Break-Ride
with this card is almost devastating, since aside from Reverse Link Joker
decks, Dimensional Robo decks have the highest Grade 3 ratios. The Ultimate
Justice Break is real! If you are a Dimensional Robo player, do not pass these
cards up, cause you won’t be seeing much more because of Metalborgs
Ice Floe Swordsman, Nightsnow
[ACT](VC) Limit Break 4: [Counter Blast (1) & Choose one
of your rear-guards, and retire it] Choose one card from your drop zone, call
it to (RC), and that unit gets [Power]+5000 until end of turn. This ability
cannot be used for the rest of that turn.
[ACT](Drop zone):[Counter Blast (2) & Soul Blast (2)] If
you have a grade 3 or greater vanguard, ride this card as [Stand].
Aside from the superior ride that can be used with the Break
Ride, not much to say about Nightsnow. His Superior call ability is pretty
handy, and Granblue has a good amount of cards that can combo with it. If you
are a Granblue player, I recommend it over Cocytus Reverse.
Duo Delicious Girl, Ciao
[AUTO](VC) Limit Break 4: [Counter Blast (1)] At the
beginning of your main phase, you may pay the cost. If you do, choose one of
your rear-guards with "Duo" in its card name, return it to your hand,
choose one of your rear-guards with the same card name as that unit, and return
it to your hand.
[AUTO](VC):When your other unit is returned to your hand
from (RC), this unit gets [Power]+3000 until end of turn
With Duos topping in competitions, you wouldn’t expect a bit
of a downgrade from the clan. While returning 2 units is nice, there are other cards
that can do this better, and the main phase only part makes it worse, since you
won’t be able to set up your field beforehand. Stick with the other Duos for
this.
Blue Storm Marine General, Demetrius
[AUTO] Limit Break 4:[Counter Blast (1)] When an «Aqua
Force» rides this unit, you may pay the cost. If you do, choose your vanguard,
and until end of turn, that unit gets [Power]+10000, and "[AUTO](VC):When
this unit attacks a vanguard, if it is the fourth battle of that turn or more,
draw two cards, choose one of your opponent's rear-guards, and retire
it.".
[AUTO](VC):When this unit attacks a vanguard, this unit gets
[Power]+2000 until end of that battle.
Now here is another clan who actually deserves the Break
Ride. It’s not as ideal as Trans-Core, but for decks that don’t focus on the
discarding as much, like Maelstrom Reverse, it’s a nice change of pace as it
returns to the roots of having your Vanguard attack last, and gives you a bonus
of 2 cards as well as the retiring of a rearguard. I can see it used in other
decks, just not with Tetra Drive Dragon.
[AUTO](VC) Limit Break 4: [Counter Blast (2)] At the end of
the battle that this unit attacked a vanguard, if the attack did not hit during
that battle, you may pay the cost. If you do, choose one of your opponent's
vanguard, and that unit cannot [Stand] during your opponent's next stand phase.
[AUTO]:[Counter Blast (1)-card with "Machining" in
its card name] When this unit is placed on (VC), you may pay the cost. If you
do, choose one card with "Machining" in its card name from your soul,
and call it to (RC) as [Rest].
Oh, now this is nice. Not only does the Break Ride work
perfectly with this card, it pressures your opponent even more into re-riding,
as the Vanguard can easily be rested for quite a while, since at this point
guarding is essential. Megacolony may not have the fancy locks Link Joker has,
but even so their little annoyances can still be useful, if not more depending
on if the opponent actually replaces the rested units or not.
Trainee Sage, Minette
[ACT](VC) Limit Break 4:[Counter Blast (2)] Choose one of
your rear-guards, that unit gets [Power]+4000 until end of turn, at the end of
that turn, draw a card, and retire that unit.
[AUTO](VC):During your end phase, when your rear-guard is
put into your drop zone, choose a card from your damage zone, and turn it face
up.
Well, this is a nice development for Great Nature. And by
nice I mean it’s amazing! The damage unflipping effect helps a lot, but also
how the cards can combo with this Vanguard for a serious boost. Great Nature
has been an underwhelmed clan, and it’s nice to see them getting ahead, if not
by much considering the they have no support aside from one Legion in the near
future.
Holly Musketeer, Elvira
[AUTO](VC) Limit Break 4:[Counter Blast (1)] When your card
with "Musketeer" in its card name is placed on (RC) due to an effect
from one of your cards, you may pay the cost. If you do, this unit gets
[Critical]+1 until end of turn.
[ACT](VC):[Soul Blast (1) & Choose one of your rear-guards
with "Musketeer" in its card name, and retire it] Look at five cards
from the top of your deck, search for up to one card with "Musketeer"
in its card name, call it to (RC), and shuffle your deck
Musketeers have been lacking in the Limit Break Support, and
I was surprised when they weren’t picked as the Reversed clan. But now this
card helps them get back on their feet before Legion comes around. Considering
this is one of the few Musketeer Grade 3’s, it’s safe to say you may want to
pick it up, at least until they get their Legion. A critical effect is something
not usually put into a Neo Nectar deck, and it’s something that is desperately needed.
And for a soulblasting call instead of a counterblast, it’s another fresh
change for the archetype.
Well, there you go. That’s my personal take on the Fighter’s
Collection 2014 Booster. If you have any questions, concerns, or if you just
want to say how biased I am against a few cards, please leave a comment. I’ll
be reading them.
Until next time,
Daltorus
No comments:
Post a Comment