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Majesty Lord Blaster  

- #BT05/002

Date Reviewed: Feb. 25, 2013

[CONT](VC):If you have a card named "Blaster Blade", and a card named "Blaster Dark" in your soul, this unit gets [Power]+2000/[Critical]+1. [AUTO](VC):[Choose a unit named "Blaster Blade", and a unit named "Blaster Dark" from your (RC), and put them into your soul] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+10000 until end of that battle.

Ratings Summary

Rating: 5.00

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

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"Gale" Gaylord

With Awakening of Twin Blades now out and about, we're in for a serious shift on the competitive front of the game, and it's about time we explored the behemoths one can expect to see in the coming qualifiers. Today, Majesty Lord Blaster takes center stage. This is the form Blaster Blade took after besting Blaster Dark in battle and wielding the swords of both light (courage) and darkness (resolve). Or, if you would believe the anime, it's a fusion of the two individuals for a brief period of time. Regardless, Majesty Lord Blaster is quite the doozy. 

When this card attacks, you have the option of taking one copy each of Blaster Blade and Blaster Dark from the rear-guard and moving them to the soul, effectively trading 10K shield for a 10K offensive push. This alone is fairly balanced, but doing so also triggers Majesty Lord Blaster's passive ability - a permanent 2K Power bonus and +1 Critical at all times. And given that this card has been placed in the most consistent deck of all time, you can expect the 3-card combination of Majesty Lord Blaster, Blaster Blade, and Blaster Dark to even end the game on the third turn from time to time. In more prolonged games, Blaster Blade will be weakening the opponent's offensive and defensive options, making it even easier to score that finishing blow while capitalizing on your newfound defensive buff. 

It's all a matter of reeling in the pieces. With 4 each of Blaster Blade, Blaster Dark, Majesty Lord Blaster, and Star Call Trumpeter on top of Wingal Brave, you'd have to be pretty unlucky not be able to assemble the trio. Just be sure to ride a Blaster at Grade 2 and take a shot at a 9K or less unit for the best results.

I've had very little experience personally using the deck, however, and I'm sure a couple of our other reviewers will have more in-depth rundowns in terms of statistics and long-term game effects in regards to the deck as a whole, so I'll be cutting this short by saying that if you can afford 4 of this card and are incredibly competitive, or simply like the idea of opposing forces joining under a common goal, then you should be playing the deck. Majesty Lord Blaster is an easy 5/5, even under the recent Japanese restriction list that effectively limited it to one copy per deck.

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Majesty Lord Blaster
Rating: 5/5

Majesty Lord Blaster (MLB, for short) is possibly the most consistent tournament-topping deck in Japan, and has been called the “most consistent deck in the game” by quite a few, and with good reason. MLB in and of itself is an incredibly potent card, and quite deadly if the combo goes off correctly, but the scariest factor is the deck based around him. 

His scariest factor is in his first skill which, if “Blaster Blade” and “Blaster Dark” are in the soul, gives him +2,000 Power and +1 Critical all the time. Even on your opponent’s turn, he’s a 12,000 Power wall. They thought they could beat you with their pitiful 16,000 Power Rear Guards and their wimpy 21,000 Power Vanguard? Ha! MLB singlehandedly creates the need for new Powerlines; 17,000 Power to force a 10,000 Guard, and 22,000 Power to force 15,000 Guard. This can easily throw off unsuspecting opponents, or those who got too rush-happy and didn’t set up their powerlines correctly. 

But wait, 2 Grade 2’s in the soul? That means you have to ride a Grade 2 on a Grade 2! This card is bad! 

Not so, ladies and gentlemen, because MLB has yet another wonderful skill! For the second act to his circus of victory, when he attacks, he can move one “Blaster Dark” Rear Guard and one “Blaster Blade” Rear Guard to the soul in order to give him 10,000 Power this turn. So, not only does he boost himself, but in doing so, he triggers his passive 2,000 Power, +1 crit, allowing him to swing for 22,000 Power (before boost) on the turn he activates this skill, and for 12,000 Power on the following turns. With such a potent first skill, and the ability to trigger it no matter your soul situation with his second, he is a self-sufficient machine of victory! 

But what’s more is the deck supporting him. The starter, “Wingal Brave,” lets you search ANY “Blaster” unit, letting you snag this guy for your Grade 3 ride, or any of the pieces he needs in his soul to trigger his skill. Additionally, he has access to “Starcall Trumpeter” who can search any “Blaster” and call it to a Rear Guard, to let you activate his second skill even more consistently!


          One of the most powerful cards in the game, Majesty Lord Blaster takes as a powerful Vanguard for Royal Paladin forces. Before I can continue, I need to highlight a very important part about its skill. It permanently gains +2K power and a Critical, no ‘during your turn’ clause anywhere. If you have read a bit about Chief Nurse Shamsiel already, which I highly suggest, that 12K defense is glorious for saving up shielding. Warping the standards for the power ranges the opponent has to hit, Majesty’s defensive capabilities places a much higher demand on your opponent’s field set up in order to force out as much as usual. Completely disregarding that quite a few clans have problems hitting 22K in the Rearguard circle, its change to a 17K standard for power throws off many deck’s general set ups, forcing either uneven fields/field development and a lot of shielding saved. This defensive capability alone puts MLB far above many other Vanguards in a game where proper resource conservation can make all the difference, and I’ve only touched up on only part of what makes MLB so powerful. 

            With the lack of precision soul chargers in Royal Paladins, there’s really just one consistent way to enable MLB’s first skill, and that’s through its secondary skill. Easily doubled up by Wingal Brave and Star Call Trumpeter’s skills, MLB can set up its powerful 12K defense as early as turn 3. 

            And to wrap this card up is the +1 Critical MLB gains with its 12K base. And here’s also where everything about MLB falls just perfectly together. When MLB uses its secondary skill to power up, without even considering boosters like Toypugal and Maron pushing this even further, we find a powerful unboosted 22K attack. Worst case scenario, the opponent drops a Perfect Guard, which is still pretty awesome for all the things you could’ve sniped out that early on in the match. In every other case, unboosted that’s 20K shield out of the opponent’s hand and at least 2 cards having been forced out by then. Now not forgetting boosts, this can lead upwards to 30K shield forced out and at least but probably more than 3 cards out of the opponent’s hand right then and there. And the worst part is the opponent can’t even take comfort of just letting that attack through and saving cards in hand. Should they do so, MLB’s extra critical, and I told you this Critical was going to play so nicely into MLB’s other skills, will punish them with 2 (maybe even 3, considering the high crit counts Royal Paladin has access to) damage. If the opponent started at 2 damage, that attack alone can nearly guarantee to throw them into 4 damage, which along with many other things is dangerous and horrible for their resources overall. Even if they try to save up hand by just not guarding MLB, so much more resources will be burned out in their attempt to not fall into 6 damage. 

            Along with this scary powerful early game burst, MLB will overtake almost every other Vanguard in the entire game through attrition alone. Its Critical boost almost always demands the opponent to drop 15-20K shield every turn, compared to other Vanguards only being able to force out those high amounts by the late game. On top of this is the 12K defense I’ve already covered earlier, which over the course of the match will continuously build and force out card advantage so that by the time a match reaches its final stretch, the card advantage MLB would’ve built up by then will probably far outpace the opponents and push them even further down. 

To sum up, extremely powerful. With its explosive power up, extra critical, and constant 12K power, MLB is a Vanguard to be feared for its ability to build up so much auxiliary advantage throughout the match. Along with being in an extremely noteworthy deck, I give MLB a big ol’ 5/5


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