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Silver Thorn Dragon Tamer, Luquier
February 14, 2013
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3)] Choose up to one grade 0, grade 1, grade 2, and grade 3 «Pale Moon» from your soul, and call them to separate (RC).
[AUTO](VC):When one of your «Pale Moon» is placed on (RC) from your soul, this unit gets [Power]+3000 until end of turn.
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
Back to the main COTD
When Luquier was first revealed, she was hyped all
the way to hell and back at the notion of the amount of
advantage her Limit Break could potentially create. It's
not a bad ability by any means but it forces you to wait
to late game where you should already have a field
established. If you didn't have a field established
beforehand you are already in a losing position or you
are playing one of either Kagero or Narukami. The second
annoyance is Luquier's clan, Pale Moon, is incredibly
heavy on counterblast so you will essentially need to
play vanilla if you wish to use it effectively.
Luquier's second ability is what she is most used for.
Players would use the likes of “Quantum Magician” into
“Jumping Glenn” behind Luquier for a good 26000 power
while also keeping the other more stylized plays of Pale
Moon in motion.
I don't think there's much to say, she's just a big body
with an optional, seemingly amazing Limit Break that is
actually just rather okay at best.
3/5 (Good Card)
Silver Thorn Dragon Tamer, Luquier is one of those
cards that looks utterly amazing on paper, but when put
into a practical setting doesn't pan out anywhere near
as well as the text might suggest.
Her Limit Break grants a free call of up to one unit of
each Grade from the Soul. That's great; the clan can set
up these options with ease. By the time this ability is
going to be used, though, chances are your field is
going to be close to full already, so the potential +4
is going to be closer to a +1 or +2 - and on top of
that, it's taking 3 counterblasts from a notably
counterblast-heavy deck. It's nothing special compared
to the likes of what we've reviewed thus far. This being
the case, decks that use Luquier tend to err away from
the Limit Break in favor of focusing on her other
When a Pale Moon unit enters the battlefield from the
Soul, Luquier gains 3000 power until end of turn. There
are plenty of ways to go about doing this, too, with my
personal favorite being the kooky Magician of Quantum
Mechanics. With a single Counterblast, he trades places
with a Pale Moon unit in the Soul until the end of the
turn. If the chosen unit is something like Jumping
Glenn, one can achieve two colossal power lines at a
very low price. Aside from Quantum, Girl Who Crossed the
Gap and Purple Trapezist make for nice soul-swappers as
necessary. In fact, pairing Quantum with Trapezist
allows for two swaps each turn, placing Luquier at a
respectable 16000 power all by her lonesome. That's
pretty awesome! The combo can even be expanded by having
Trapezist exchange another rear-guard for Jumping Glenn.
Luquier isn't what Pale Moon needed to be thrown into a
more competitive bracket. She's cool, but often upstaged
by the much more accessible and straightforward Sarah.
Expect her to fall off everyone's radar (if she was even
on it in the first place) as future support hits the
David NavyCherub Lynn
Silver Thorn Dragon Tamer, Luquier
Luquier is a card that made quite a splash when it was
first revealed. Her limit break does sound pretty
threatening - counterblast 3 to call up to four cards
from your soul? Insanity! That's almost a completely
full field by itself. Unfortunately, it is not as
convenient an advantage engine as it seems. See, there
are a couple issues with making the most out of this
The first being a very basic thing: it's a limit break!
That means it's late game, and you have probably had a
pretty well-established field for a few turns now, or at
least you had better hope you have, because otherwise
you're probably losing. In other words, unless you are
against very specific matchups and your opponent has
been picking at your backrow, the only spaces that even
might be open at this point of the game are your front
two, leaving you with only two places to reasonably
expect advantage gaining most games.
On top of that, to even gain that +2, you have to have a
completely empty front row, which means you have to plan
a reasonable amount of time ahead to make the best of
that. This may seem like a bad thing, but it is actually
one of the better points of this card. Luquier bounces
back from a Vermillion Thunderbolt better than almost
anyone else, and well-timed intercepts allow you to
defend yourself early and guarantee attacks at the same
time. Pretty nice.
But, of course, there is the issue of actually getting
the cards into your soul. Simply having a grade 2 and a
grade 1 in your soul is pretty much guaranteed, since
you have to have rode something to get to your grade 3,
but the quality of those cards is not guaranteed since
you have very little to choose from when riding early
game. A grade 0 is a bit harder to ask for, but there
are some nice plays that can be made with Girl Who
Crossed the Gap here, so that's not a huge issue either.
A grade 3, though, requires set up that is not quite as
easy - whether it be riding Luquier over another grade 3
or various Pale Moon soul swapping plays, it is
imperative that you get a grade 3 into the soul somehow
because otherwise you won't have quite as easy a time
getting the most out of your limit break.
The biggest issue with Luquier, though, is that her
limit break is expensive. Three counterblasts is quite a
bit to ask for in a clan so heavily invested in smaller
combo plays relying on various forms of payment, which
means she does not synergize with a lot of Pale Moon
cards and strategies. That being said, although it is a
bit more vanilla than most Pale Moon decks, this means
Luquier creates a strategy of her own.
Of course, it is important to keep in mind that Luquier
does not require you to call to empty rear guard
circles, meaning any and all creative Pale Moon
shenanigans you can think of within the limits of what
Luquier can call and the resources you will have
afterward are possible.
Luquier does have one other ability, which allows her to
gain +3000 whenever a unit is called from your soul
until the end of the turn. Once again, because her
ability is so expensive, you won't have many chances
before using her limit break or perhaps turns where
Purple Trapezist is called to take advantage of this
power gain. As such, Luquier is pretty weak on both
offense and defense - she's an abusable 10k on defense,
and will rarely if ever get to push for high numbers in
the vanguard circle on every turn but the one where you
use her limit break. Really a one trick pony, which is
not a lot of fun when you're at a circus.
Thursday 2/14: Silver Thorn Dragon Tamer, Luquier
“Oh my goodness, this girl is amazing!
Look at the Limit Break!
And she can gain 12K right off of that to boot,
even more if you have OTHER swapping shenanigans that
…Is what you may or may not be thinking.
I’m here to tell you that it’s not quite the
Luquier looks great on paper, she seldom performs at
her full capacity due to how situational everything
about the Limit Break is.
Although it may seem like the skills go well
together at first glance, her skills actually only
complement each other for a single big turn if you get
to use the Limit Break and instead interfere with each
other outside of that.
To understand why Luquier isn’t what she’s cracked up to
be on paper, we must first understand how Soul is
realistically amassed, how Pale Moon functions as a
clan, and how a game typically develops.
This will probably be a bit confusing, so bear
with me here.
Let’s start with how the Limit Break is supposed
Through normal riding (in which you ride Luquier over a
Grade 2), you will have only 2 cards in your Soul and 2
potential call targets that may or may not be any good.
But not to worry, Pale Moon has a lot of
There’s Poison Juggler and the upcoming Sky-High
Walker who can, if you’re willing to sacrifice the
shield, put themselves into the Soul for good use as a
future Luquier call target.
Purple Trapezist can put any other callable unit
into the Soul at the cost of taking another out, Dancing
Princess of the Night Sky can put in any Grade 2 or
lower at a small cost, and random Soulcharging by your
Juggler units is also liable to yield both good units
and bad units.
Although it’s troublesome to get exactly what you
want, filling up the Soul doesn’t seem to be a big
problem since 2 or 3 units will go in there with almost
no extra assistance.
The Counterblast 3 is a rather heavy cost, but in
a deck whose only Counterblasts are your Grade 0
starter, Dancing Princess and/or your “hit and swaps”
(Midnight Bunny, Mirror Demon, Nightmare Doll, Alice)
it’s probably realistically payable in some games, if
The biggest point against it, however, is the
At the stage in the game where Luquier’s Limit Break is
available, if you’re not doing poorly, there should
realistically only be 2 or 3 open slots
at most, which means you’re only getting +1, +2 or +3.
That alone wouldn’t be so bad, if you could
choose what you call or at least consistently ensure
that the targets were competent.
Luquier requires you to sacrifice a bunch of
little things (cards to help quality control, lack of
other Counterblasts, lack of field presence) in order to
be able to consistently and effectively abuse her Limit
Break, and that makes it a very subpar gameplan to base
a deck on since your deck will be subpar in literally
every other aspect.
The best way to abuse the Limit Break aspect of
Luquier is usually to tech her in as a 1-3 of and use
her as a finisher or backup plan rather than going too
far out of your way to focus on that.
It’s a flashy, effective way of ending a game.
If you still wish to play a Luquier-centric deck,
however, it’s actually a MUCH better idea to focus on
the SECOND skill, since you can realistically make
Luquier a 13 or 16K menance every turn while still
having a safety net in the Limit Break.
Such decks will almost invariably max out on
Purple Trapezist and play some amount (usually 2-3)
Magician of Quantum Mechanics.
The latter card is where the conflict between the
two skills come in.
Magician of Quantum Mechanics is by far the most
constant, consistent way to procure 13K or 16K on
Luquier every turn, but you need to use a Counterblast
every turn, which results in a deck that, when operating
correctly, has a hard time paying for Luquier’s own
Other, less consistent Soul-calling cards ALSO use
Counterblasts as well.
Purple Trapezist is the exception and she does do
work, but each one only works once on her own, so that
alone isn’t good enough.
Rating: 3/5 (Playable, can be good, but not quite staple
to Pale Moon)
Art: 5/5 (She looks both scary and beautiful, especially
with the red eye and dragon head in the back)
Silver Thorn Dragon Tamer, Luquier, who according to
her lore is one of a dozen people on Cray with the title
‘Dragon Tamer’, can easily be classified as Pale Moon’s
“Grand Finale” unit. Much like circus acts leading up to
a spectacular finish, a well-dedicated Luquier deck can
keep the opponent on the edge with pressure, leading up
to an explosive final turn.
Luquier’s Limit Break, in tandem with its secondary
skill, allows for big and near instantaneous fields to
form and take place when comboed off cards like Purple
Trapezist or set up through Dancing Princess of the
Night Sky. And when done so, Luquier’s secondary skill
can punch up its power up to as high as 22K unboosted,
which further tampering with Trapezist or Girl Who
Crossed the Gap can quickly lead to Luquier soaring
quickly over +30K after boosts. Throw in units like
Jumping Glen and Jumping Jill; a well-timed Limit Break
is more than capable of gigantic power bumps and
sometimes even the opponent outright losing then and
Sadly, it isn’t all milk and cookies and +30K attacks
with Luquier. A big problem with huge finishers is that
often, you need to actually push the opponent into a
good position in order to get the maximum effectiveness
out of a finisher’s skill. Which, despite the amazing
amount of pressure that Pale Moon decks tend offer,
isn’t exactly the easiest job for the deck, or at least
without effective planning ahead of time. Which leads to
a second problem for the card, its Limit Break’s cost of
Counter-Blast 3. While one can probably find a way to
play around, it is an expensive cost that can end up
even getting in the way for the rest of the deck to very
much do anything to forward one’s progress through the
match. Or, in another scenario, one can even end up
overshooting their Counter-Blasts when good
opportunities like when Nightmare Doll, Alice is able to
use its skill or other similar situations arise,
inevitably locking away the powerful skill.
Overall, a powerful card but however is rather gimmicky
and needs quite a bit of effort in order to get the best
out of. And even then, is somewhat constrained and/or
can just end up running into a Perfect Guard. Overall,
I’d give it a 3/5, a decent and more than usable card
but not exactly the best.