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Shangri-La Star, Coral - #PR/0117EN

Date Reviewed: Oct. 3, 2014

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Soul Blast (1)] Choose one of your «Bermuda Triangle» rear-guards, return it to your hand, and this unit gets [Power]+3000 until end of turn. You may choose up to one card with "Coral" in its card name from your hand, and put it into your soul. If you do, draw two cards. This ability cannot be used for the rest of that turn. [CONT](VC):If you have a card named "Aurora Star, Coral" in your soul, this unit gets [Power]+2000. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Rating:  2.75

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Saikyo
Cardfighter
R
Shangri-La Star, Coral
 
Aaaand on the opposite end of the spectrum is a card that fails to stir my loins. The apex of the Coral deck. Limit Break ability is to Counterbast 1 and Soulblast 1 on attack to bounce a rear-guard and gain 3k power. Then you can move a Coral unit in your hand into the soul, drawing 2 if you do.
 
...Bleh. All the second skill is really going to be used for is de-screwing a Crossride base, but 13k, when every new deck is gaining archetypal attackers and gainers, is growing less relevant. And for CB1, a +1 come Late Game isn't really all that. Particularly when it's delayed and the cost encroaches on your bounce targets.
 
Coral can't tank as hard as Duos or toolbox as much as Alk. So save for insanity there's little reason to even use this thing at all. The original Coral was outclassed by every other Bermuda deck relative to its release anyway (and yes, I'm prepared to elaborate if bugged: CB2 for 5k when generic LBers get it for free AND SC2 at a point when it can't ever use it anyway), and the fact that you have to run the entire chain just to have this thing be used optimally is really not a liberty I want to take.
 
Coral isn't all that. Forget this and try Duos if you really want a good Bermuda deck.
 
2/5

Nanya
Shangri-La Star, Coral
 
This, hmm, a cross ride of Aurora Star, Coral.  Okay, that's easy enough to figure out, now, what about the other effect?
 
Oh, hey!  That's pretty neat!  SB1 and CB1 to return a unit to the hand for an extra 3000 power boost, making her 14000 for the turn, but, her other ability...  Put a Coral unit into the soul?  Like, say Aurora Star, Coral?
 
Very neat, able to hit the crossride without needing to wait and getting an extra 2 cards in the process.  Lovely.
 
Yeah, this is how Ride Chains should work, being able to put cards into the soul that you need to make them work.
 
Rating: 3.5/5

 


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