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April 9, 2013
[AUTO](VC/RC):[Choose an «Oracle Think Tank» from your hand, and discard it] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+5000 until end of that battle.
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3 ... average. 5 is the highest rating.
Back to the main COTD
I feel like I should apologize for my absence as of
late, but a man can get distracted fairly easily when
he's got priorities like job hunting and preparation for
the coming Team League 2013 on his hands. xD
But I'm excited for today! We're looking at Promise
Daughter, arguably the best card in Comic Style. Since
most of the set is unwieldy, underwhelming, or both,
it's a bit of a shock to see something that flows so
darn well with its clan and the inner workings of the
game as a whole.
When Promise Daughter attacks, you can discard any
Oracle to grant her 5000 power for the battle. That's a
big jump, and an opponent at five damage is going to
have to answer with an additional guardian whether they
like it or not. By feeding her excess Grade 3s or Draw
Triggers, nothing of significance is lost while the game
state continues to get simpler and simpler. This
especially works to your advantage if triggers are
turning up during your drive checks, as you can throw
them to your other rear-guard column for the sake of
burning 6 cards minimum per turn.
Promise has some shortcomings, though. For starters, she
isn't doing anything special for your early and mid
game, obviously due to the fact that there's no
incentive to guard her attacks at these points. Losing a
card to deal one damage may work for Spike Brothers,
but... not so much the majority, Oracles included.
Promise Daughter also has to compete with a slew of
other amazing Grade 2 units for deck space - namely
Silent Tom and any in-theme pluspower attacker, which
perform similar jobs on the cheap. She's incapable of
reaching key numbers against crossrides as well, so
she's not exactly practical in the current competitive
Don't throw away your copies, though. Promise Daughter
could easily rise to power depending on adjustments to
the restriction list in the future, not to mention
significant cardpool shifts that we've yet to see. 3/5
David NavyCherub Lynn
Like yesterday's card, Promise Daughter is a very simple
card that does what it does effectively, but is not at
all a staple. Everyone and their mothers know that
Oracle Think Tank frequently has plenty of cards in
their hands to spare, but they don't have any easy ways
to make strong rearguard columns that don't involve
Silent Tom trolling. Enter Promise Daughter, who lets
you exchange a card in your hand for 5000 power, pushing
her attack another stage ahead no matter what she is
being boosted by. It's not mandatory or anything, so you
can save this ability for when your opponent is at five
damage (or four with a critical), forcing your opponent
to drop extra cards to defend your attack. Technically,
this ability is a 1-for-1 at best, since the extra cards
your opponent uses to defend washes the card you used to
gain the power. However, since you would only be using
this ability late game, its use in creating winning
situations outweighs how it doesn't actually create
What's up, you guys?! Another day, another card for
me to dissect and have you, the readers, question my
already twisted mind. What do we have today?
Clan: Oracle Think Tank
[AUTO](VC/RC):[Choose an «Oracle Think Tank» from your
hand, and discard it] When this unit attacks, you may
pay the cost. If you do, this unit gets [Power]+5000
until end of that battle.
I'm not going to lie; when I first saw this card, I
was wondering why every Oracle Think Tank player was
getting so riled up about this card...and then I faced
it...and now I see why. This card is extremely
impressive, and really should've been a RR over Miss
Mist. The reason I say this is because Oracle Think
Tanks in general can make a pretty big hand size to
begin with thanks to all of the different drawing skills
that they have. With that being said, that gives plenty
of ammo for Promise Daughter to activate her skill every
turn that she's on the field, so she will be at 14,000
when she's attacking by discarding either a random Draw
Trigger or a clogged up Grade 3 in hand. Put that in
front of a Gemini, and she's attacking every turn with
22,000 which is enough to even force out more shield to
Majesty Lord Blaster. She helps make it easier to force
out that extra point of damage to set up and go in for
game and is definitely deserving of a spot in any Oracle
Think Tank deck!
Next time: I think we need a new guide...