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Dragonic Overlord the End
Feb. 26, 2013
[CONT](VC/RC):If have a non-«Kagero» vanguard or rear-guard, this unit gets [Power]-2000.
[CONT](VC):If you have a unit named "Dragonic Overlord" in your soul, this unit gets [Power]+2000.
[AUTO](VC):[Counter Blast (2) & Choose a "Dragonic Overlord the End" from your hand, and discard it.] When this unit's attack hits, you may pay the cost. If you do, [Stand] this unit.
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
Apologies for my absence
from this, I plan to do it a lot more consistently from
now on (you shouldn't expect a-grade work every time
Dragonic Overlord The End
Well, we were going to come
around to this part of town eventually. So I'm not going
spend long on why Ji Endo's static 13000 is an
absolutely straight up stupid good advantage
conservation mechanic. If you would like to find out
why, read my past review on “Chief Nurse, Shamsiel”. In
addition to the static 13000, Ji Endo is in Kagero which
can pretty much at will annihilate any of those already
hard to achieve Stage 2 columns. Ji Endo, without a
doubt, is the ultimate Tank.
All Cross-Rides (cards that
go up to a static 13000 on the Vanguard Circle if their
previous incarnation is in soul) have the inherently
stupid advantage generator but Ji Endo is so much more
than that. With his second ability, if he hits, he can
pay 2 counterblast and discard a copy of himself to
Stand retaining Twin Drive!! This has a few nuances to
it, firstly if it activates, it's an inherent +1 which
is always good but it's also a second twin drive which
means not only more trigger checks but the ability to
stack triggers onto himself from the first drive check
around. Get a critical trigger in your first check while
your opponent no guarded? Great, now attack with your
18000/2 Critical/Twin Driving Ji Endo for LOTS OF
ADVANTAGE. Basically, it has stupid rewards and it's
also pretty easy to get off because it can strike
rearguards as well (anything that is 8000 power or less,
such as Silent Tom or a Special Intercept is a straight
up gift for Ji Endo, assuming it's Cross-Ridden that's 3
Stages without a boost (2 Stages against Tom, with an
additional virtual stage from the Drive Check).
The real beauty of Ji Endo
is when it doesn't hit. “Wait? What? When it fails!
You're cray cray 3D”. Yep, because your Opponent is
often quite fearful of what that extra Twin Drive could
bring, which as noted is quite a bit, most will go out
of their way to stop it which means guarding much
earlier than they would need to. Since guarding the
Vanguard is generally a bad idea mid-game (because
players have damage to spare around then so it's usually
unnecessary) this is quite a bonus created by Dragonic
Overlord The End.
So not only is Dragonic
Overlord The End the ultimate tank, it's also the
ultimate pressure unit (Majesty Lord Blaster comes in
second because being a critical on hit and therefore
only triggering off the Vanguard, it has a much lower
window to open. It's still dumb-level good though).
I'd actually want vote
something like 6 out of 5 for this card because that's
how good it is but I'll just max it out legally at a
Team's YouTube Channel
An absurd rating?
Yes it is. An absurd card? Even more so. DOTE has been
hailed as the single most powerful card in the game, and
with good reason. Like yesterday’s card, Majesty Lord
Blaster, he is not only a ridiculously powerful card on
his own, but his deck pushes him past his limits to
become a true powerhouse.
The most basic of
“DOTE’s” two skills is his second one, being what
classifies him as a “Crossride.” Essentially, a
Crossride is a Grade 3 that gains 2000 Power for having
a certain other Grade 3 in your soul, making them 13,000
Power units on both turns, even more defensively capable
than yesterday’s Majesty Lord Blaster. This means the
opponent must make 18,000 Power powerlines to make you
guard for 10,000 power. Without any special
power-gaining units, this means you
have to have your 8,000 Power Grade 1’s as boosters for your 10,000
Power Grade 2’s or 3’s.
His second skill is
the frightening one, however. By counterblasting 2 and
discarding another copy of himself, when his attack
hits, DOTE can re-stand himself. That’s right,
re-stand. And the leniency of this skill is amazing. He can hit
you want to re-stand him especially bad, you can attack
a Rear Guard. Its madness to try to guard a Rear Guard
from a 20,000 + Power Vanguard with Twin Drive, unless
they have a Perfect Guard. But you should be using a
Perfect Guard to guard DOTE every attack; the second he
hits, he can easily win. Since you don’t know what’s in
their hand, you should always assume they have another
copy (i.e. a Persona Blast) to discard. Since he
re-stands, any Criticals or trigger power you applied to
him stays. So, say you break through the opponent’s
guard with DOTE via a critical trigger. By applying
everything to your Vanguard, you have just dealt 2
damage to them, and DOTE is 18,000 Power. With a Persona
Blast, he will re-stand, retaining that 18,000 Power and
extra critical. And he still has twin drive. Another
critical trigger will deal them 3 damage. That’s a
potential 5 damage from one card in one turn.
So, with a Vanguard
that you essentially
have to guard
every turn, what could make it more powerful? Easy:
Kagero. With their theme focusing on retiring the
opponent’s Rear Guards (namely boosters), a DOTE-based
deck is capable of retiring those pesky, key 8,000 Power
boosters the opponent has, making it so they can’t make
powerlines that require more than 5,000 Power to guard.
With the ability to essentially reduce how much you need
to guard with, as well as a built-in ability that
reduces it even more so, on top of another ability that
forces the opponent to guard
more than they
usually should, DOTE is an advantage-generating monster.
David NavyCherub Lynn
Dragonic Overlord the End
The End is a fairly simple card, yet like Vanguard
itself its power comes in that simplicity. Let's just
step through his abilities one by one to see how he
His first ability is a fairly generic one - he loses
2000 power for having a non-Kagero vanguard or rear
guard. This is pretty meaningless, and all you really
need to remember is that it's just a bad idea to play
the End with any clan other than Kagero. Not that you
would ever want to - Kagero has one of the most robust
and useful card pools of any clan in the entire game.
His next ability gives him 2000 power in the vanguard
circle on both turns while you have Dragonic Overlord in
your soul. This makes the End a huge tank, extremely
difficult to hit strong numbers against, and in fact
pretty much invalidating the powers that a row should
ideally hit - 16000 and increments of 5000 above that.
This, combined with Kagero's ability to easily and
effortlessly pick off boosters or whatever other rear
guards might be bothering you, makes it so the End finds
it incredibly easy to defend himself and drag the game
out as long as he wants.You might even find draw
triggers becoming your best friend as you will likely
not have to block each attack for very much.
His last ability is really what makes him probably the
best card in the game. When his attack hits anything at
all, you can counterblast two and discard another copy
of the End from your hand to stand him. He doesn't lose
Twin Drive, which means this is a +1 in raw advantage in
addition to whatever extra cards you might force from
your opponent's hand as they guard the End's next attack
- not that it's too likely that they even can if they
let the first attack through. There are basically no
downsides to this ability and the End applies pressure
from every turn forward once you've ridden him, even if
you don't have your crossride bonus.
One small point to remember is that the only 10k
vanguard booster Kagero has isn't really that great,
especially not in a the End deck, so while the 13000 the
End swings with might make for easy good numbers against
11k or lower vanguards, it's harder to pressure other
crossrides in the same way. Not that it makes a huge
difference, but I thought it important to note since
it's pretty much the only thing I can think of to even
come close to faulting the End for.
Tuesday 2/26: Dragonic Overlord the End:
Veterans of the game may already know that, for a very
long time, Dragonic Overlord the End has been considered
the most powerful card in the game, and the centerpiece
of the most powerful decktype to exist.
This is owing both to its own skill and the
potential for having an incredibly 13K defensive power
backed by Kagero’s retiring mechanics.
It, along with Phantom Blaster Overlord, is the
first “crossride” (term for Grade 3s with 11K power that
have “if you have a unit named _____ in your Soul, this
card gets Power +2000) and seems to have been conceived
of before Bushiroad really understood how to balance
these types of cards, as they have for future crossrides.
Aside from the skills common to all crossrides,
Dragonic Overlord the End’s unique trait is that, when
his attack hits, you can Counterblast 2 and discard
another copy of him to stand up.
Unlike many such skills, it isn’t even limited to
hitting the Vanguard, so watch out if this guy goes for
a weaker rearguard.
If you have ever been beaten by Stern Blaukluger
or Spectral Duke Dragon, just one look at this skill
should tell you how powerful it is when pulled off.
Not only does Dragonic Overlord the End have a
far lesser (if more conditional) cost than the
aforementioned cards, being a -2 and a -3 to card
advantage respectively, it doesn’t even lose Twin Drive,
which means you’re actually
in addition to getting another attack and increasing
your trigger possibilities.
And while a Dragonic Overlord the End user won’t
always be able to pull this off even if they hit, the
most irritating thing is that the opponent will
virtually never be able to know for certain that they
won’t so long as they have 2 unflipped damage.
And because the skill, when executed, is such a
game-changer, players playing against Dragonic Overlord
the End are encouraged to guard every attack; and
therein lies his greatest strength in pushing cautious
players to constantly have to guard stronger attacks
rather than weaker ones and taking a large toll on their
If all that were not enough, Dragonic Overlord
the End stands at a constant 11K with a possibility of
making 13K rather than being 10K with a possible 11K
like the aforementioned two are.
Although it may not be immediately obvious,
Kagero is also probably the single best clan for a
defensively-powerful Vanguard such as a crossride to
By pressuring the opponent with selective retires
and being able to hit both frontrow and backrow
Rearguards via cards like Kimnara, Berserk Dragon, and
Tejas, it’s possible to disrupt attempts by an opponent
to mount any respectable offense, and that’s likely to
save Dragonic Overlord the End players a ton of cards in
the long run and allow them to dominate in a battle of
If all those still
were not enough, Dragonic Overlord the End just has
to, for some reason, have one of the best pieces of
artwork in the game.
Although not completely without its flaws,
Dragonic Overlord the End is undoubtedly a powerful
force and is likely to make a large impact on the
English Edition of Cardfight!! Vanguard for a long time
Rating: 5/5 (As expected)
(Did I mention it had one of the best pieces of
Dragonic Overlord the End!
Well I didn’t
really want to start with this kind of statement for any
card ever but Dragonic Overlord the End is hands down
the best standalone Vanguard in the entire game, and
with Kagero’s ability to wipe out any troublesome
forces, sits in one of the strongest decks in the game.
Okay so the first
thing I really have to address since I did so just
yesterday is defense. MLB and Shamsiel have access to
12K defense which basically put screws power lines. It’s
this defensive skill that allows MLB and Shamsiel to
outpace nearly every other lower powered Vangaurd in the
game in terms of guarding efficiency, and allows for
much longer and in extension far more prosperous games
for you in the end. This guarding efficiency cannot be
understated by any means, but for DOtE, this defense
only goes so much farther forward. For a start, sitting
at 11K base, DOtE is already sitting on the higher end
of the defensive curve by literally having to have done
nothing to achieve it. Couple this with Dragonic
Overlord, its previous form, having 11K base as well,
and the deck becomes one with more than the ability to
tank out when necessary.
But aside from
double assurance in the form of 2 11K base Vanguards,
Dragonic Overlord the End pushes even further than MLB
could and Shamsiel should ever be defending for, sitting
at a solid 13K defense. Remember, 12K defense, just 1K
stronger than that of what should be considered an 11K
norm, already throws off the mechanics of the game’s
power distribution. Have you ever noticed how 8K Vanilla
boosters and 8K beaters with good effects make a 16K
column? 7K utility units and 9K utility units make 16K?
6K units with good effects and 10K Vanilla beaters make
16K? Even in the extreme power ranges in the game, 9K
boosters and 7K beaters, succeed to create 16K together.
This game is literally tailored around that 16K norm,
and decks flow best when facing an enemy within that
range. But not the End. In general, about 3/5 of your
games will have Dragonic Overlord as your turn 3
Vanguard, which immediately follows into Dragonic
Overlord the End’s power up skill. When Dragonic
Overlord is in the soul, the End gains +2K power
permanently. Where MLB and Shamsiel will probably mess up power
distribution with only their annoying 12K defense, the
End’s 13K defense
will destroy so many deck’s abilities to mount a
proper offense. Since continuing from here on out will
be a repeat of MLB which is in turn a repeat of Shamsiel…wow
I repeat a lot, I’ll leave the defensive power here.
Dragonic Overlord the End more than has the capability
outperform almost everything simply from riding up units
And that thing I
said about where I’m done with all this defensive talk?
Well, I lied. Dragonic Overlord the End’s defensive
capabilities go even further than base power beatdown
alone. And in comes the rest of Kagero support. Kagero’s
retiring skills are, to put it simply, thorough. With
utility units in the form of Kimnara and Heatnail
Salamander tipping the balance of power forever in your
favor, and straight up advantage grabbing retiring in
the form of Berserk Dragon, Kagero’s greatest strength,
its ability to tear down the opponent’s power, is one of
the greatest defensive traits in the entire game. And
here’s where DOtE’s reign of defensive advantage goes
even beyond what Shamsiel and MLB and nearly
any non-Kagero (or Narukami) Cross-Ride can ever hope to achieve.
The End’s 13K defense ruining power distribution on the
opponent’s field, and Kagero’s retiring skills killing
off anything that can even hope to threaten the End, and
what we have is a deck that nearly never has to worry
about the opponent ever mounting a powerful force ever.
Good job the End, you are an untouchable behemoth that
other decks can’t even hope to directly outpace through
Of course, being an
untouchable behemoth isn’t the only thing that makes
DOtE such a powerful Vanguard. There’s also the matter
of his dreaded Persona Blast. Persona Blast is a term to
describe a skill with a certain cost, which basically
means any skill that requires you to discard another
copy of the card to activate its skill. After a bit of
crunching, I’ve found that The End has about a ~55.6%
chance of Persona Blasting by turn 4, about the expected
time for it to consider, due to the normal Dragonic
Overlord being the ideal turn 3 ride. Anyway, at
basically a coinflip to activate from that point and
only continuing to drive higher and higher throughout
the match, you are crazy to ever let the End ever hit,
never want it to do if you can help it. When
Dragonic Overlord the End successfully hits, it pays a
Counter-Blast 2 Persona Blast to restand itself. No loss
of Twin Drive, no restrictions, nada. In fact, unlike
cards like Stern Blaukruger or Spectral Duke Dragon,
Dragonic Overlord the End’s skill is a direct
gain in your own card count. So not only will hitting the opponent
ensure a second attack to force out more cards or deal
more damage to the opponent, he also reinforces your
hand with direct +’s in card advantage. This alone makes
DOtE’s skill on of the most dangerous and potent skills
you will ever find in the game ever.
mentioning MLB of which I apologize if I’m annoying
someone, well, the End just takes everything that MLB
can do and takes it beyond the next level. The pressure
attack at every stage of the game not only will drive out 15-20K shield in the
form of at least 2 cards from the opponent’s hand nearly
every turn, but even if it does go through it will not
only forward the pace of the game ahead in your favor,
but provide raw, tangible and auxiliary advantage that
will only proceed to place the End even further ahead in
victor. Along with that, the opponent can’t even hope to
fight back very hard without all of their forces being
destroyed immediately after getting over a horribly
warped power demand and having still gotten blocked out
for probably just 10K shield alone. Overall, the threat,
raw advantage, and the decktype of the End only leads me
to repeat, Dragonic Overlord the End is one of, if not
powerful card in the game.
Overall, 5/5 hands
surpasses the core standards of the game, and has the
power behind it to boot. If possible, I’d very seriously
would like to place 6/5 for this monster)