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April 22, 2013
[ACT](VC/RC):[Counter Blast (1)] If you have four or more other «Gold Paladin» rear-guards, this unit gets [Power]+2000 until end of turn.
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
Back to the main COTD
Welcome to utility week, wherein the spotlight is
placed on the little guys. After all, the Vanguard isn't
alone in its crusade, and you want your deck to move
like a well-oiled machine. Today's card helps you
achieve just that!
Sleygal Dagger is undeniably one of the strongest Grade
1 units in the game, adding more firepower to an already
loaded field. A single counterblast grants it 2000 power
for the turn, which you can use as many times as you see
fit as long as you can keep paying away. This pairs well
with many cards:
Tripp, with any luck, will mitigate half or more of the
cost you just payed to use Dagger.
12K attackers like Gigantech Destroyer are ramped up to
the dangerous 21K threshold.
Even fellow Grade 1s easily reach respectable 16s and
Since it's a Grade 1 and will typically be in the back
row, Sleygal Dagger tends to be safe from harm and
continually serve as a thorn in the opponent's side.
It's easily recruitable by way of Garmore, too, so
availability is never a problem. Fuel isn't unlimited...
but I just can't count that against Daggergal when the
same is true for most other cards.
If you're not packing at least a pair in your Gold
Paladin deck, you're probably doing it wrong. 4/5,
edging on overpowered.
David NavyCherub Lynn
Sleygal Dagger is easily one of the best boosters in the
game. Almost every clan has access to the generic 7k
booster that gains 1k per counterblast spent, but
Sleygal Dagger one-ups all of them by gaining 2k per
counterblast instead. This comes with the stipulation
that your field be entirely full, but considering both
the ability of Gold Paladins to easily fill their field
and that you probably wouldn't want to use his effect
until late game anyway, that is not really an issue at
all. This makes Sleygal Dagger incredibly flexible. He
helps boost 12k beaters into the 21k range for cheap;
for two counterblast, he can do the same for 10k
attackers; he makes hitting 18k against crossrides with
9k attackers completely doable. No matter what he is
behind, if you have the counterblasts to spare, he has a
way to improve the situation.
Today we take a look at a favored card amongst most Gold
Paladin fighters, Sleygal Dagger.
When you have
4 other Gold Paladin rearguards beside Dagger, you can
use his/her skill, which is by counter-blasting one
card, you add 2000 power onto Dagger’s base power. The
best part about this skill is that it is an activation
skill, so as long as you can pay the cost, you can keep
boosting its power. This allows your attacking rearguard
units to more easily hit magic numbers, even allowing
9000 power units to force some cards from cross-rides
and can help out on your final turns by creating attacks
that your opponent simply can’t guard.
have a minor downside in that he/she uses counterblast
in an already counterblast intensive clan, so you won't
be able to make use of it turn after turn without
getting in the way of your other rearguard's and, more
importantly, Vanguard's skills.
dog isn’t just all bark, he/she can bite (and also stab)
you and still look bad-ass while doing so.
Review Score: 3.5
What’s up, you guys?! It’s Monday, and another
week of COTD! This week, it seems like our theme
is, “Grade 1, 7000” seeing how 4 out of 5 of these
cards’ stats are Grade 1 with 7000 power. First
up, we have…
Clan: Gold Paladin
Race: High Beast
[ACT](VC/RC):[Counter Blast (1)] If you have four or
more other «Gold
Paladin» rear-guards, this unit gets [Power]+2000
until end of turn.
Back when I had a Gold Paladin deck, I was running a
couple of these. The fact that this card starts at
7000 is excellent as it’s only second to the generic
8000 power vanillas (in this case, Gareth). That
and its skill grants an extra 2000 power for each
Counterblast. The downside is that you have to
basically have a full field, as it requires 4 or more
other Gold Paladins to be on your field. Not that
there’s anything wrong with that, but the thing is that
you won’t always have a full field to benefit it’s
skill. With that said, the fact that it can be a
9000, if not a 11000, booster is pretty nice as it
behind a Viviane can possibly make 20000. However,
it does drain a lot of Counterblasts should you attempt
to do something like that. Another somewhat of a
downside is that Gold Paladins already use an essential
amount of staple cards like Gareth, Dindrane. Mark,
Vortimer (if you are using a Spectral Duke Dragon deck)
and even Nimue sees more use than this pup.
In conclusion, this is a very good card, but there’s
already so many good cards in Gold Paladins that
Next time: This oddball needs to be Gunned down for not
matching with everyone else!
Go Rogue…Go Pro!!!
Sleygal Dagger is a grade 1 Gold Paladin with a very
nice, stackable boosting skill. As long as you control
four or more Gold Paladin rear guards (which shouldn’t
be hard to do), you can counterblast one to add 2k power
for the turn. This is an activated ability, so you can
use it as many times as you can, if you like. Dagger is
very useful to the Gold Paladin end game; letting you
adjust the power of your columns so that you can hit
those magic numbers as much as possible. What is nice
about him is that he can function as a variable booster
in the back row, or a decent attacker for the front row.
In Spectral Duke Dragon strategies in which you are
eating three rear guards once or twice, you can run out
of your more heavy hitting units easily. Sleygal Dagger
can help fill the void if your Duke pushes don’t pan out
and you need to apply a little more pressure to win.
Rating: 5/5 – A solid option for any Gold Paladin grade