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							School Hunter, Leo-Pald
  - #BT07-001EN 
							Date Reviewed: 
							February 12, 2013
 
							[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] During your end phase, when one of your «Great Nature» rear-guards is put into the drop zone, you may pay the cost. If you do, call that card to an open (RC).
[AUTO](VC):When this unit attacks a vanguard, choose another of your «Great Nature» rear-guards, and you may have that unit get [Power]+4000 until end of turn. If you do, at the beginning of your end phase, retire that unit.  
							
							Ratings
                            Summary
 Rating: 3.83
 
							Ratings are based
                            on a 1 to 5 scale. 1 being the worst.
 3 ... average.
 5 is the highest rating.
 
							
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							 |  
 
            
              |  3D
 | School Hunter Leopald is some form of authority 
						figure in the University of Great Nature, I can't 
						actually remember if he's the headmaster or just head of 
						the disciplinary committee. Regardless, standing proudly 
						atop that pinnacle with all of his blades shooting out, 
						he does capture that commanding presence.
 His first skill is one that is shared by a line of Units 
						(Monoculus Tiger, Binoculus Tiger and himself) that can 
						grant +4000 power merely on declaration of attack to a 
						rearguard Unit and then forcing it to retire at the end 
						phase. It should be noted that boosting happens after 
						you declare the attack so you can boost the Unit behind 
						Leopald and it will gain the bonus in their overall sum 
						of power.
 
 There really isn't much to say about this ability, it's 
						a power boost on attack that eats up your Units at the 
						end phase. It will most likely break even in terms of 
						quality (your interceptor) against their extra shield.
 
 His Limit Break however is interesting, it's not a 
						necessary skill by any means but it has some neat 
						tricks. Most notably using it with the Grade 1 Hammsuke, 
						so you can counterblast 1 to revive Hammsuke and then 
						counterblast an extra 1 for Hammsukes ability to grab an 
						extra 5000 guard or with Duckbill to draw a card for 
						essentially 1 Counterblast.
 
 Really. Not much to say.
 
 3/5 (Decent card)
 |  
              | Elliot "Gale" Gaylord
 | Leo-pald (do you see what they did there?) heads the 
						Great Nature university's disciplinary committee, keeping 
						order as necessary. Evidently, he's also half SWORD. How 
						cool is that? In all seriousness, though, Leo-pald is 
						the go-to guy in terms of Great Nature bosses. The 
						alternatives leave much to be desired - School 
						Dominator, Apt for example would have been better placed 
						in Tachikaze, as he triggers none of the effects of 
						other Great Nature cards. Meanwhile, Magnet Crocodile 
						and Calculator Hippo aren't exactly Vanguard material.
 By simply attacking the Vanguard, you get the option of 
						applying a 4000 power bonus to any of your Great Nature 
						rear-guards for the duration of the turn. In exchange, 
						they're retired at the end of the turn. The potential 
						loss can be mitigated, however, as the Hammsuke family 
						replace themselves, while other cards like Stamp Sea 
						Otter can't be retired by card effects at all. In other 
						words, you're gonna be draining at least one more card 
						from the opponent's hand with each instance of this 
						skill should they wish to guard, and it'll happen each 
						and every turn.
 
 Leo-pald's Limit Break allows a Great Nature unit that 
						falls during the End Phase to return to the field with a 
						single counterblast. Paired with any given Grade 1 or 2 
						Hammsuke, this makes for a net gain of 5000 shield, 
						which is always nice to have come late game.
 
 Despite being a must-have for modern Great Nature decks, 
						though, he's nothing notably over-the-top. He's simply a 
						solid card that works well with the current state of the 
						clan. 3/5
 |  
              | CrazyCat 
			Team's YouTube Channel | Leo-pald is an example of a card doing exactly what a 
						deck needs it to do. He synergizes perfectly with what 
						his deck is supposed to do; give power to the Rear 
						Guards, and attempt to not minus themselves while doing 
						so. Since he’s in the Vanguard circle, Leo-pald provides 
						a very consistent way of giving the power boosts the 
						deck thrives on. The only other units that are capable 
						of doing that are either highly susceptible to getting 
						attacked, or just plain suck.
 His other skill is what really makes him shine, at least 
						in my opinion. While he has the ability to give a unit 
						4,000 power at the cost of retiring it at the end of the 
						turn, he can also revive that unit with a cheap cost of 
						1 counterblast. Essentially, that’s 4000 power every 
						turn for 1 counterblast, which seems like a great deal 
						to me. However, the benefits of this skill go far beyond 
						the obvious. Think about the skills of the rest of the 
						deck; The “Hammsuke” series focus on replacing 
						themselves when they’re retired, in order to maintain 
						advantage after using skills like Leo-pald’s first. 
						Combine a card that searches another copy of itself when 
						it dies, and an ability that revives those dead cards, 
						and you have a nice stream of +1’s coming your way.
 
 The other benefit of his Limit Break is that it lets you 
						keep up the pressure even when the game isn’t going your 
						way. You know that you won’t always have your perfect 
						field every time you play. There are games where you 
						won’t get those Hammsuke units, or where you won’t draw 
						into the cards that work in-tandem with getting retired. 
						If any other deck can’t get to such a key piece of its 
						strategy, it usually falls behind very quickly. But if 
						Leo-pald is your Vanguard, you can use his skill to give 
						ANY unit a power boost, then use his Limit Break to 
						revive it and make sure you don’t lose a crucial 
						attacker, and that you can keep the pressure up even if 
						your ideal strategy is going the way you want it to.
 
 The only real downside to him is that if you use him 
						in-tandem with something like the Hammsuke series, 
						you’ll find yourself blowing through your counterblasts 
						real quick. Overall, in his deck, I give Leo-pald a 4.5.
 |  
              | David NavyCherub Lynn | School Hunter, Leo-pald
 Something desirable in just about any deck is synergy. 
						As an extension of that, it is usually nice if there is 
						some sort of card that pulls all that synergy together 
						and makes it work consistently. Leo-pald is basically 
						the definition of this. His abilities work both together 
						like peanut butter and jelly.
 
 His first ability allows you to re-call any units sent 
						to the drop zone during your end phase for the tiny cost 
						of counterblast 1. This is amazing, since it works on 
						all of your Great Nature units and makes saving your 
						resources incredibly easy. However, it is a limit break, 
						which ironically limits him a bit since it's very good 
						all the time and you'll wish you had it around for more 
						than just end game. That doesn't mean it's bad, though; 
						in fact, quite the opposite - it's cheap, flexible, and 
						works directly with his second ability to allow for the 
						cheapest Great Nature doping you will ever have that 
						doesn't involve Otters.
 
 That second ability being, whenever he attacks, you can 
						dope any of your Great Nature cards for no counterblast 
						cost, only the usual retire at the end phase. This is 
						great for the same reason that his first ability is 
						great - this is as cheap as these kinds of abilities 
						come. There are basically no downsides to this as long 
						as you play your cards right. Before limit break, give 
						the power to a strategically placed Stamp Otter, or if 
						that isn't an option, stack this ability with ones like 
						Binoculus Tiger all on the same unit to keep from losing 
						too many cards. After limit break, you can essentially 
						do whatever you want because it only costs 1 
						counterblast to save your unit - the world is your 
						oyster.
 
 The only thing holding Leo-pald back, then, is his own 
						power. While he's great at giving power away, he doesn't 
						pack as big a punch himself. He's only 10k, making him 
						easily abused by very easy to make 20k lines and early 
						unboosted attackers, and he never gains any power 
						himself, making it difficult to hit 21k+ numbers in your 
						center line. Of course, these things are in a way 
						mitigated by the huge lines you'll be making on the 
						sides (or even in the middle if you choose to give power 
						to his booster), but that doesn't make his own lack of 
						power any less a flaw.
 
 4/5
 |  
              |  Pokefan362
 | 
						
						Tuesday 2/12: School Hunter, Leo-Pald 
						
						Another card from Set 7, this time it’s the unofficial 
						leader of the set’s main clan and the fearsome head of 
						Great Nature University’s Disciplinary Committee. 
						School Hunter, Leo-Pald is without doubt the best 
						Grade 3 Vanguard that Great Nature has as of this time, 
						and he very much fits the established theme of the clan. 
						Great Nature is both about buffing allies with 
						power  at the cost 
						of destroying them in the End Phase, and mitigating the 
						loss in advantage in various ways. 
						Leo-Pald does both at once all by himself. 
						 
						
						Leo-Pald’s Limit Break is one of those where it’s not 
						the main perk of the card, but serves as a nice 
						supplement to a secondary skill and is nonetheless quite 
						helpful.  For 
						a light cost of Counterblast 1, if a unit was buffed and 
						retired during your turn through Great Nature 
						techniques, you can bring it right back to the Rearguard 
						circle.  
						Since the unit was still treated as being sent to the 
						Drop Zone, this can stack with the skills of the 
						Hammsuke series and also causes skills like Tic-Toc 
						Flamingo’s to trigger and turn the mitigation to 
						outright advantage. 
						Pretty good, eh? 
						
						Leo-Pald’s second skill is the same as that of Monoculus 
						Tiger and Binoculus Tiger. 
						When attacking, you can pump another unit by 4000 
						power and retire it during the End Phase. 
						Although Leo-Pald himself is rather weak on the 
						offense compared to other modern Vanguards, the 4000 
						will probably allow another rearguard unit to force 
						extra shield from the opponent that it wouldn’t have 
						otherwise, which is arguably even better than having a 
						stronger Vanguard attack (to explain, a 21K Vanguard 
						attack will generally require 20 shield to deal with, 
						minimum 2 cards, while a 16K attack should also require 
						at least 2 cards of 15 shield. 
						A 16K rearguard attack will force minimum 1 card, 
						while a 21 will force minimum 2. 
						You’re more likely to make the opponent expend 
						more cards with a 16K Vanguard attack supplemented by a 
						21K rearguard attack, rather than the other way around). 
						 
						
						The defensively-weak 10K base power, the inability to 
						hit for high numbers alone, and the potential 
						advantage-gaining aspect of him being rather situational 
						all count against Leo-Pald, but he is by no means a bad 
						card and will likely continue to a great option for 
						Great Nature for a long time. 
						
						Rating: 3.5/5 (Though great in context of the clan, not 
						too great compared to other clan bosses) 
						
						Art: 4.5/5 (Coolness!) |  
              |  Redsmas
 | School Hunter, Leo-Pald  So here we have a a unit from the Zoo nation's Great 
						Nature University. He is the leader of the "Discipline 
						Committee Enforcement Squad" that was formed to protect 
						the University.  I'm not an expert on Great Nature most of what I know 
						is that the are very combo orientated, but here is my 
						take on the card.  Our leopard here has an interesting Limit Break to 
						say the least. Now if a great nature unit goes to the 
						drop zone form the rear-guard you can call it back to 
						the rear guard. What is interesting about this is that 
						several great nature units gain effects when retired, so 
						this will allow you to be able to get extra uses out of 
						those units.  Whats more important is his second skill. He give a 
						unit 4k power when he attacks and that unit gets 
						retired. Normally retiring a unit would be a bad thing, 
						but this is great nature and it can be very advantageous 
						when used with Hammsuke and other units such as 
						Loop-the-Loop, Duckbill.  An example combo would be: Have a Pencil Knight, 
						Hammsuke in your front rear-guard. Call Loop-the-Loop, 
						Duckbill behind Hammsuke hand give it the when retired 
						skill. Next you attack with Leo-pald and give Hammsuke 
						the power boost. Continue the turn with the rest of the 
						attacks then proceed to the end phase.1. Leo-pald skill, retire Hammsuke.
 2. Duckbill skill, draw a card
 3. Hammsuke in the drop zone, activate ability, search 
						for another Hammsuke.
 4. Leo-pald Limit Break (If condition is met), call back 
						Hammsuke.
 5. Compass Lion skill, retire Hammsuke.
 6. Hammsuke in the drop zone, activate ability, search 
						for another Hammsuke.
 7. Leo-pald Limit Break, call back Hammsuke.
 Tick Tock Flamingo can be used in this combination 
						instead to un-flip damage allowing you more counter 
						blasts to use a similar combo next turn. Another thing 
						to note about Leo-Pald's limit break is that it can be 
						used multiple times per turn.  The art on most great nature cards is amazing and he 
						is no exception.  As a Unit I give is a 5/5. I have a thing for combo 
						orientated units in Vanguard For art 4/5. If it had 
						fewer big fangs it would get a 5 |  
					 
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