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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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              | Elliot "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. |  
              | CrazyCat 
			Team's YouTube Channel | 
						Majesty Lord BlasterRating: 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! |  
              | TehNACHO |           
						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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