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Top 10 New Cardfight Vanguard Cards of 2013

#4 - Dragonic Kaiser Vermillion “THE BLOOD”

- #BT09/008 EN RRR 

Date Reviewed: Dec. 30, 2013

text - See Below

Rating:  4.75

Ratings are based on a 1 to 5 scale.
1 being the worst.  3 ... average.  5 is the highest rating.

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Go Rogue,
Go Pro

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"
Power: 11000
Grade 3
Clan: Narukami
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.

Rating: 4.75
Art: 5/5
Next Time: #3 is part of the hellacious Neverending formation.

Go Rogue...go Pro!
...and DON'T be a Sackboy!!!


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