Aurora Star, Coral
– #V-EB11/002EN (VR)
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
RULING: The skill sets the Critical of all Coral units to 2, so if you have Force 2 active it won’t add that on for a Critical of 3.
But that condition is a bit of a pain. Coral herself only fulfills half the Soulblast threshold so you’re going to have to use other means to empty the soul and/or charge it up. Granted, an entire Coral focused deck can do that without much difficulty. And what’s the end result? Basically the capacity to return certain dead cards and initiate bounce skills and columns on the vanguard. Granted some normal units may be worth recycling (so Grade 1 Perfect Guards are ideal targets to fetch back), but really, it’s a bit of a pain in the ass to do compared to other shit like, say, Gauntlet Buster Dragon, who’s self sufficient in that he can fulfill his own Critical and power lanes by himself and has no need for other rear-guards to tie to his skill: Zuitan’s a bonus, not a requirement.
There’s better early game decks that can do what Coral does with less hoops. Don’t expect to see her top except with her engine to fuel Riviere, but that hardly counts as it would be all about Riviere instead.
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