A new generation has spurred, and Justice has taken a new form! From the fame of the Dimensional Robos comes a new clan that will change how the Dimension Police play! Get ready to meet the Cosmic Heroes!
This new archetype follows the pattern of Extreme Battlers, where instead of focusing on the name of the cards, they more have a general playstyle that comes with the name. This gives yet another fresh take on the Dimension Police lineup, as Dimensional Robos and Metalborgs have both had current support, and continue to get support.
Unlike the majority of the Dimension Police, Cosmic Heroes do not give all the power to the Vanguard. Instead, they rely on spreading the power, while still giving the Vanguard it's power to achieve the threshold for its abilities. This archetype also focuses on the Stride mechanic a lot more heavily than other Dimension Police, as the G Unit Cosmic Heroes focus on hitting a power threshold for their abilities to activate.
Cosmic Hero support is mostly giving units, sometimes just the Vanguard, a 4000 power boost. Some support cards also need to be powered up before their abilities can activate. Supercharging the field with this tactic is interesting, as Dimension Police usually try to make the Vanguard unstoppable. But now the Cosmic Heroes are ensuring they have strong backup should their Vanguard not succeed.
Leading the charge of these Heroes is a robot known as Great Cosmic Hero, Grand Gallop!
[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):When this unit attacks a vanguard, if this unit's [Power] is 22000 or greater, this unit gets drive+1 until end of that battle.
[AUTO](VC):During your turn, when your G unit Stride, choose one of your vanguards, until end of turn, it gets [Power]+4000 and "[AUTO](VC):[Counter Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, draw a card.".
This card is one of the cards known as Heart Break. These cards have Generation Break 2 effects as well as an added effect for when you Stride on top of them. This makes them the leaders of most Stride based decks.
Gallop's Generation Break lets him add a drive check when he attacks with 22000 or more power. This does include the boost of the unit behind it, so if you use a 7000 power booster, you'll only need a 4000 power boost, which all the Cosmic Heroes seem to give.
His Heart Break effect makes it easier to play your Vanguard's effects and pressure your opponent even more. It not only adds 4000 power to the Vanguard, but if the Vanguard hits, you can Counter Blast 1 in order to draw. This helps you maximize your hand advantage after also getting a triple drive check with your Stride unit.
Next is the actual Stride units. The first is the promotional card known as X Rogue:
Super Cosmic Hero, X Rogue
Stride
[AUTO](VC):When this unit's attack hits a vanguard, if this unit's [Power] is 37000 or more, draw a card, your opponent chooses one of his or her rear-guards, and retires it.
X Rogue is what is called a vanilla G Unit. Every clan has one, as it is an on-hit ability tied to the clan's basic motifs. X Rogue draws and retires a unit when he hits at 37000 power. Striding him onto Gallop automatically brings his power high enough to where a 7000 power booster will get him to that power level.
Next the star of the Cosmic Roar Extra Booster: X Tiger
Super Cosmic Hero, X Rogue
Stride
[AUTO](VC):When this unit's attack hits a vanguard, if this unit's [Power] is 37000 or more, draw a card, your opponent chooses one of his or her rear-guards, and retires it.
X Rogue is what is called a vanilla G Unit. Every clan has one, as it is an on-hit ability tied to the clan's basic motifs. X Rogue draws and retires a unit when he hits at 37000 power. Striding him onto Gallop automatically brings his power high enough to where a 7000 power booster will get him to that power level.
Next the star of the Cosmic Roar Extra Booster: X Tiger
Stride
[AUTO](VC):[Choose a face down card from your G zone, and turn it face up] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+4000 for each face up card in your G zone until end of that battle, and if this unit's [Power] is 45000 or greater, this unit gets [Critical]+1 until end of that battle.
X Tiger seems to have the same effect as Blizza of the Cray Elementals, but this card has a different approach and has more potential. When he attacks, he flips a G Unit face up, then gains 4000 power for every face up G Unit in the G Zone. Then, if his collective power (his + the booster) is 45000 or more, he gains an extra critical. This means depending on how many G Units you have face up before the attack, you need to power up X Tiger accordingly to get the extra critical. With Grand Gallop's boost, if this is the first time Striding in the game, you'll only need 4000 more power in order to get the critical. This shouldn't be hard with the abilities of the support.
Next to be introduced is the one most fans of Dragruler will be loving: X Falcon.
Super Cosmic Hero, X Falcon
Stride
[AUTO](VC):[Counter Blast (2) and Choose a card from your hand, and discard it] When this unit's attack hits a vanguard, if this unit's [Power] is 45000 or greater, you may pay the cost. If you do, choose one of your opponent's rear-guards, and your opponent puts it into his or her damage zone face down.
X Falcon. The Falcon Punch, This is one of the biggest uproars of the Cosmic Heroes. This card is a mixture of Dragruler and Ramiel "Reverse" as on-hit, if the card is at 45000 power, you can Counter Blast 2 to send a rearguard to the damage zone. This can give your opponent the fatal damage without the chance of healing should it happen. With its collective power, if you have a 7000 power booster, you'll need to raise his attack by 12000 power. With Gallop, you'll only need a 8000 power boost. This card also is one of the few to only need the power after it attacks, so if you use triggers to boost its power, the effect will go off should it hit.
The cards themselves are very powerful, but to get this much power, they need the help of their support cards. Cosmic Hero support cards mostly have the ability to give more power to other units, as well as giving the Vanguard extra skills such as drawing or retiring.
Great Cosmic Hero, Grand Bazooka
[AUTO](VC/RC) Generation Break 1:When this unit's attack hits a vanguard, choose up to two of your other units, and they get [Power]+4000 until end of turn.
Cosmic Hero, Grandfire
[AUTO](RC) Generation Break 1:[Counter Blast (1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, choose two of your other units, and they get [Power]+4000 until end of turn.
Cosmic Hero, Grandsub
[AUTO](RC)[1/Turn] Generation Break 1:When this unit's [Power] is increased due to an effect from one of your cards, if this unit's [Power] is 13000 or greater, choose one of your vanguards, until end of turn, it gets [Power]+4000 and "[AUTO](VC):When this unit's attack hits a vanguard, choose one of your opponent's rear-guards, and retire it.". (This ability is not active due to the increase from a boost and guard)
Cosmic Hero, Grandchopper
[AUTO](RC)[1/Turn]:[Counter Blast (1)] When this unit's [Power] is increased due to an effect from one of your cards, if this unit's [Power] is 11000 or greater, you may pay the cost. If you do, choose up to two of your other units, and they get [Power]+4000 until end of turn. (This ability is not active due to the increase from a boost and guard)
Cosmic Hero, Grand Beat
[AUTO](RC):[Put this unit into your soul] When your vanguard attacks, if you have a grade 3 or greater vanguard with "Gallop" in its card name, you may pay the cost. If you do, draw a card, choose one of your vanguards, and it gets [Power]+5000 until end of that battle.
Operator Girl, Reika
[ACT](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):[Put this unit on top of your deck] Choose one of your vanguards, until end of turn, it gets [Power]+4000 and "[AUTO](VC):When this unit attacks a vanguard, if this unit's [Power] is 37000 or greater, draw a card.", and shuffle your deck.
This new trove of support units give the Cosmic Heroes the efficiency to keep up the pressure, as well as fortify their own field and hand. With these new cards, its also opened up new possibilities with the current support of the Dimension Police.
Justice Generation! Cosmic Heroes Deck List:
Grade 0 x17
1x Dinensional Robo, Daimagnum (Starting Vanguard)
4x Cosmic Hero, Grand Beat (Critical)
4x Dimensional Robo, Daiwolf (Critical)
4x Operator Girl, Reika (Stand)
4x Cosmic Hero, Grand Rescue (Heal)
Grade 1 x14
4x Cosmic Hero, Grandguard (G Perfect Guard)
4x Cosmic Hero, Grandseil
4x Cosmic Hero, Grandchopper
2x Metalborg, Death Blade
Grade 2 x11
4x Cosmic Hero, Grandfire
4x Cosmic Hero, Grandsub
3x Cosmic Hero, Grand Kungfu
Grade 3 x8
4x Great Cosmic Hero, Grand Gallop
4x Great Cosmic Hero, Grand Bazooka
Grade 4
2x Super Cosmic Hero, X Rogue
3x Super Cosmic Hero, X Tiger
3x Super Cosmic Hero, X Falcon
Winning Image:
Cosmic Heroes are all about pressure and their power boosts. With the abundance of drawing effects and triple drives, I've put in 8 criticals and 4 stands. Grand Beat helps give an extra 5000 power boost to Gallop or any G Unit with Gallop in the Heart, and getting another card, and Reika recycles herself while giving a 4000 power boost with a draw skill.
Daimagnum is the main starting Vanguard, as it give the Vanguard an easy +4000. This helps when you don't have the best setup for the field and need a little extra boost to get the effects going.
For Grade 1's, Dimension Police have been given their G Guard, a new type of perfect guard that allows you to unflip damage if you have another copy of it in the Drop Zone. Handy for keeping those Counter Blasts in check. Grandseil is a Stride Unit, these cards having the ability to search for their lead card if you have a grade 3 in hand, then discard any card. They can also become Grade 3 when used for Striding, meaning you can use one of these cards for an entire Stride. Grandchopper is a boosting unit, as it gives two units 4000 power by using a Counter Blast after it's powered up itself. Lastly, Metalborg, Death Blade may not be a Cosmic Hero, but he makes use of the soul with a 5000 power boost.
For Grade 2's Grandfire is the main unit. When it's boosted for an attack, you can Counter Blast 1 to give 2 units 4000 power. You can combine this with Grandchopper for even more power all around. Grandsub is also like Grandchopper. When the unit is powered up by an effect, it gives the Vanguard an extra 4000 power as well as a retire ability. Grand Kung Fu is a basic 12000 power attack, but all three of these cards have a Generation Break 1, meaning you must Stride at least once to activate their effects.
Grand Gallop is our main Grade 3, as you will always want him as your Vanguard. Grand Bazooka is more of a rearguard fighter than he is on the Vanguard, as his Generation Break allows him to give 2 units 4000 power when he hits a Vanguard. Needless to say, your opponent will be thinking twice before letting him hit.
The G Units in this deck were already discussed. Most likely you'll want either X Rogue or X Tiger to pressure your opponent before coming in for the kill with X Falcon's effect. Make sure you don't abuse X Tiger's effect, as it limits how many times you can Stride.
Final Thoughts:
The Dimensional Robos have been a great clan, yet recently have been deluded by the effects of negating Perfect Guards. Cosmic Heroes makes the mechanic of Dimension Police fresh and interesting, with several combos in it's own archetype and even splashed into the older generation. May justice reign as these new robos come into play.
That's my honest opinion.
Daltorus
Can Grandfire work in any deck, including DRobo?
ReplyDelete