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White Hare in the Moon’s Shadow, Pellinore - #BT07/007
AUTO](VC): Limit Break 4 (This ability is active if you have four or more damage): [Choose two of your «Gold Paladin» rear-guards, and put them on the bottom of your deck in any order] When this unit attacks, you may pay the cost. If you do, choose up to two of your «Gold Paladin», and those units get [Power]+5000 until end of turn.
[AUTO]: [Choose a «Gold Paladin» from your hand, and discard it] When this unit is placed on (RC) from your deck, if your opponent has a grade 2 or greater vanguard, you may pay the cost. If you do, put this unit on your (VC).
February 11, 2013
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average.
5 is the highest rating.
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Monday 2/11: White Hare in the Moon’s Shadow, Pellinore
Starting off this week, we’re jumping ahead all the way
to Set 7 and reviewing the super-fast leader of the Gold
Paladin’s White Rabbit Corps.
Just to note, the rabbit is my favorite animal,
although this particular rabbit isn’t fluffy or cute.
Pellinore seems to be a rather controversial and
hated card, for his very design promotes and rewards
large strokes of luck.
Personally though, I believe that Pellinore is a
rather mediocre card because it’s difficult to make full
use of his first skill, and his second skill generally
pales in comparison to that of his colleagues Garmore,
Spectral Duke, and Ezel.
The first skill is Soul Saver Dragon-lite, but not
nearly as powerful, and the cost makes it seldom worth
doing outside of an endgame push for damage.
Limit Break is hardly a limitation for this,
because it’s unlikely you’ll even want the skill before
By putting 2 rearguards in the bottom of the deck, you
can distribute 10,000 power amongst your units.
This can make the difference between victory and
defeat, but if you use it too early, the loss in card
advantage can be crippling.
The combination of Pellinore’s defensively-weak
10,000 base power, his inability to gain power without
his skill, and the fact that his skill is only at all
useful endgame makes it a rather poor initial ride.
For this reason, Pellinore is often used
alongside Garmore, who is a fantastic ride and instantly
can set off the skills of the other members of the White
The second skill is
pretty much what makes Pellinore, Pellinore.
When called to a Rearguard circle from the deck,
discard a card to move him to the Vanguard slot.
Decks that use Pellinore should have many cards
that calls units in the middle of the Battle Phase, and
that can also take advantage of being called from the
deck, such as Spring Breeze Messenger, Lop Ear Shooter,
Listener of Truth, Dindrane, and Player of the Holy Bow,
is virtually never worth using Pellinore’s skill in a
Main Phase if you ever get the chance to, because you’re
sacrificing a card from your hand and Pellinore as a
rearguard in order to have a subpar Grade 3.
However, if Pellinore is rode in the Battle Phase
after the Vanguard has attacked, Pellinore comes standed
and can procure another Twin Drive to replace the loss
in advantage, as well as whittle down even more of the
opponent’s cards: this is very much worth doing, and
this technique is Pellinore’s saving grace and the
greatest play a Pellinore-using deck can make.
Rating: 3/5 (Playable, competitive, but not the best
option Gold Paladins can use)
Art: 2/5 (Looks a bit too dirty, although it makes
Oh my, Pellinore also known as “THAT GUY”
Firstly, his Superior Ride is inconsistent as all hell,
it isn't even always useful half the time you do it. Not
to mention his Superior Ride breaks even as shown below
“Scenario” - Gross Advantage/Net Advantage
A) Discard a Card -1/-1
B) Move Pellinore to Vanguard Circle -1/-2
Twin Drive +2/+0
Sure you might add on some extra pressure but that
requires you to both superior ride consistently AND do
it at a time where it will help you most, which is late
game, which is something of a contradiction because the
later the game gets, the less consistent Pellinore gets.
Secondly, his other ability isn't all that amazing
either. When you break it down into base game concepts
(which you should do everytime when looking at a card),
It's +5000 for -1. Sure you get to choose your targets
but when comparing it to the likes of Garmore or Ezel,
who get +5000 for a mere condition rather than a cost,
practically costing nothing.
It could be argued that Pellinore can grant the power
bonus to rearguards because people usually don't guard
the Vanguard however by nature of being a Limit Break
you're already in the late game where people have the
guard the Vanguard, so again Ezel/Gamore are simply more
cost efficient and don't have to force you to sacrifice
necessary shield or offense for what is a mere temporary
It could also be argued that Pellinore clears the field
for cards like Player of the Holy Bow, Viviane who
superior call something when they hit a Vanguard but
again the same damn problem, it's a Limit Break, it's
late game and they just won't let it hit, even if they
did let it hit more often than not, they've probably
just lost. At most, you would get one single extra
superior call from Viviane and friends during late game.
So yeah, Pellinore is basically a Limit Break who
doesn't want to be a Limit Break. All of it's abilities
are AT BEST break evens and don't create any noteworthy
2/5 (Better cards exist).
White Hare in the Moon's Shadow, Pellinore commands
the White Rabbit division of the Gold Paladin Clan, and
serves as something of a mid boss and miraculous
turnaround card for Aichi Sendou in the second season of
Notably, Pellinore can 'hop' into the Vanguard Circle
under the correct conditions. First and foremost he must
be placed on a Rear-guard Circle from the deck, but how
does one go about this? Well, there are few options.
Spring Breeze Messenger is one of the many Gold Paladin
First Vanguard options, who's successful boost lets one
trade it for a Gold Paladin amongst the top 3 cards of
the deck. No Pellinore? No problem - Lop Ear Shooter may
make an appearance along the way, who's ability
similarly triggers when called from the deck. By
dropping a card, another call is made from amongst the
top 3, causing a potential stream of troops to spew
forth, albeit in a slightly awkward manner. And let's
not forget the (albeit slim) chance of cards such as
Viviane and Nimue being able to pull off a desirable top
Provided Pellinore comes into play properly, the only
other requirement for him to make his move is for the
opponent to have a Grade 2 or higher Vanguard. Should
this be the case, even if you're somehow sitting at
Grade 1, the drop of a card lets Pellinore take charge,
ready to attack again after he changes circles. Thanks
to the extra attack and drive checks provided by the
move, the even exchange of card presence tends to turn
into an advantage.
Pellinore's Limit Break ("Moonlight Energy Raise") sends
two rear-guards to the bottom of the deck in order to
grant two units a bonus 5000 power for the turn when he
attacks. This tends to be an equivalent exchange that
causes the opponent to drop 2 additional cards, matching
your loss, and since it doesn't require any
counterblasts, the rest of the deck is free to use them
for whatever purpose you see fit (ideally, power buffs
for Battlefield Storm, Sagramore and/or Sleygal Double
Edge). Be careful with the division of power and timing,
though! Perfect Guards can really ruin Pellinore's day.
Pellinore makes for an overall interesting experience,
but a dedicated deck is on the lower end of the
viability spectrum for Gold Paladins. The likes of
Spectral Duke Dragon and the standard Ezel/Garmore
simply hit harder while being more consistent at what
they do, and future sets will only continue to favor
them in terms of support. 2/5