What's up, you guys?! In case you have been living
under a rock for the past couple of week, we're doing
the Top 10 Cards of 2013, and today, we're looking at
#4, which is...
Dragonic Kaiser Vermillion "THE BLOOD"
Race: Thunder Dragon
[ACT](VC) Limit Break 5 (This ability is active if you
have five or more damage):[Counter Blast (3)] Until end
of turn, this unit gets [Power]+5000/[Critical]+1 and
"[CONT](VC):This unit battles all of your opponent's
units in the front row in one attack.".
[CONT](VC):If you have a card named "Dragonic Kaiser
Vermillion" 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)
...Blood is debatably the best Narukami unit that's
not part of a Legion in the game. A Crossride unit that
can strike down the entire frontline with an extra 5,000
power and extra Critical can really change an opponent's
entire battle strategy as soon as the Ultimate Break
goes off...if they are able to survive the strike. There
are only 2 main drawbacks to Blood, and that's the fact
that you need to be at 5 damage and that you need 3
Counterblasts to use this effect, but that can easily
accounted for by just 1 card: Dragon Monk, Ginkaku. For
those that don't know, Ginkaku is the Self-Damage
Inflictor for Narukami, so if you have an opponent that
only keeps you at 4 Damage, then you can use Ginkaku to
put yourself at 5 temporarily, pull off the Ultimate
Break and put back yourself at 4 Damage at the end of
the turn minus any Heal Triggers you might pull off, and
if you do get a Heal Trigger, then you can pull off a
second Ultimate Break later on! The fact that I'm only
talking about this card's Ultimate Break and not even
the fact that it's a Crossride shows how much of a
threat that this card can be! Mix that with it's
potential 13,000 base makes it more so harder to hit
especially after getting hit with the Break and missing
2 frontline units to try and attack with!
The Blood is known for leaving nothing but
catastrophe once it goes off, and combining the
defensive potential of a Crossride with the destructive
force of its Ultimate Break makes this a threat on the
field regardless of who or what comes against this.
Next Time: #3 is part of the hellacious Neverending
Go Rogue...go Pro!
...and DON'T be a Sackboy!!!