  
			AzureWings | 
              
						 Hey guys, Azure here. Sorry its been so long, haven't 
						really had much to say on days I'm really available to 
						write. But here we have Imperial Daughter. 
						  
						Okay so her effect is pretty straight forward, if you 
						have no field, she gains +10k Power and 1 Critical. So 
						basically if you're getting wrecked and have nothing, 
						you get this, which basically requires 20k shield and 
						yeah its game over. What makes this card even worse is 
						her restraint. Lets say Imperial Daughter has a friend 
						over for dinner, but because of her restraints she is 
						unable to get up and get the food for said Oracle Think 
						Tank friend. So Imperial Daughter asks the friend to 
						come remove her restraint and she eats her friend after 
						the restraints are removed. 
						  
						At this day and age, most players are used to deal with 
						21k attacks, dealing with them is not difficult. Guard 
						for 20k and unless they sack two triggers well then then 
						they get nothing. If the defending player perfect guards 
						or guards for 25k, nothing again and you can't even pass 
						the trigger off. This card is pretty bad between the 
						fact it requires an empty field and has restraint. Its 
						highlight is mainly its 11k defense or if its late game 
						you can MAYBE push through, I really dont see this card 
						being useful outside of being extremely situational. 
						  
						1.5/5 
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          			WarLycan36 
			
			
			Go Rogue,  
			Go Pro 
			YouTube 
			Page | 
              
						 What's up, you guys?! This is WarLycan36 here doing 
						day 4 of our Extra Pack 1 COTDs, and today, we have...
						 
						Imperial Daughter 
						Power: 11000 
						Grade 3 
						Clan: Oracle Think Tank 
						Race: Human 
						[CONT](VC/RC):Restraint (This unit cannot attack.) 
						[ACT](VC/RC):[Counter Blast (1) & Choose another of your 
						«Oracle Think Tank» rear-guards, and put it into your 
						soul] This unit loses "Restraint" until end of turn. 
						[CONT](VC):During your turn, if you do not have any 
						rear-guards, this unit gets [Power]+10000/[Critical]+1 
						and loses "Restraint".  
						So Oracle Think Tanks have another ace unit, huh? I 
						guess Amaterasu, Tsukuyomi, Sakuya and CoCo weren't 
						enough then! Anyway, There IS one thing that Imperial 
						Daughter has over the other 4 and that's the face that 
						she is 11000. That extra 1000 power makes it so much 
						easier to guard than normally (don't believe me? try 
						throwing down a 10000 shield against a 20000 attack then 
						give me a call. xP). Now with that said, there's one 
						glaring drawback that I think was pretty stupid in my 
						opinion, and that's that unlike other 11000 Grade 3's 
						where they would just lose 2000 power if there was a 
						unit that wasn't in the same clan as it, it instead has 
						Restraint?! Restraints were made for Grade 2 11000 
						units, NOT Grade 3's, but before I go on a huge rampage 
						about this, let's take a look at how she would lose her 
						Restraint.  
						At the cost of a Counterblast 1 and putting a Oracle 
						Think Tank unit into your soul, she loses Restraint. 
						That's not bad especially if you were using a deck that 
						utilize the 6+ soul as it would feed the reason why you 
						would play some of those cards. However, there IS one 
						extremely special loop that can be used and abused with 
						Imperial Daughter and Little Witch, LuLu. Obviously, 
						LuLu would be your starting Vanguard, and when you ride 
						into Imperial Daughter, you would bring LuLu out of the 
						soul, Soulblast 2 and draw a card. After that, you would 
						use Imperial Daughter's skill to lose Restraint by 
						putting LuLu back into the soul. After that, normally, 
						you would use a Psychic Bird or other means to add 
						another soul in and then ride into another Imperial 
						Daughter thus looping LuLu's skill.  
						Now, with that being said, I haven't covered her 
						final skill, and that's if she's all alone on your 
						field, then she automatically loses Restraint, gains a 
						bonus 10000 power and +1 Critical. That right there is 
						both good and bad for various reasons. It's excellent in 
						an early game basis seeing how you can sneak in a few 
						critical hits before your opponent devotes to the field. 
						However, in a mid-late game status, seeing how you will 
						only be getting 1 attack in per turn, it'll make it 
						easier on the opponent to guard the "Lone Wolf" of the 
						Imperial Daughter.  
						In conclusion, Imperial Daughter is an excellent unit 
						to have in a early-mid game time period, but once things 
						are going down to the wire, she will sooner or later be 
						needing to call for reinforcements.  
						Rating: 3/5  
						Go Rogue, Go Pro!!! 
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