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February 6, 2013
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
Blaster Blade, the first incarnation of Aichi's
personal “Avatar” in the anime is a fitting start to the
Blaster Blade being a Grade 2 with a power of 9000
already makes him a respectable attacker as well as an
interceptor. Paying 2 Counterblast on call may seem like
a hefty price to some but when you can deal with
particularly annoying Units such as Swordsman of
Explosive Flames, Palamedes or Dragonic Overlord as
directly as Blaster Blade does to avoid any further
threat from Stage 3* Columns or other shenanigans.
As a bonus, if you retire an Interceptor you also just
lowered your Opponent's defense and offense in one swift
My only problem with Blaster Blade is that (unlike his
partial counterpart in Kagero, Berserk Dragon) he can't
hit the back row which is the real sweet spot when you
can retire hard to get atUnits such as any deck's
precious and limited 8000 power boosters, giving a
severe blow to your opponent's offense. The problem with
only hitting the front row is the fact that all of the
Units in front are still in line of fire and can be
simply attacked off if they are becoming a nuisance.
Take the particular scenario of having a full field
except for an Open Rearguard circle in front of a
“Little Sage Marron”, I could choose to call Blaster
Blade, Counterblast 2 and retire a Unit or I could call
Swordsman of Explosive Flames and hit the same Unit for
3 Stages which now forces the Opponent to choose between
two to three cards OR the Unit to send to the Drop Zone
(generally speaking, the latter is what they should
*Stages – A Stage is the amount of guard required
against a column.
Each Stage is worth 5000 Guard (e.g. 3XStages = 3x5000 =
I use the term Stages because it's a much less clunky
term than the alternative “Magic Number”.
All in All, I give Blaster Blade a 3/5 rating. It's a
good card with no doubt in my mind and it will fight for
space in many Royal Paladin decks but won't always win
Regarding ratings, my values are this
1/5 – Toilet Paper that even a Bear wouldn't use. Burn
2/5 – Okay. Better options or alternatives or variations
3/5 – Undoubtedly good.
4/5 – Very good, questionably powerful.
5/5 – Broken. Overpowered. Awesome (Awe Inspiring). Why
are you not playing this?
As Aichi Sendou's most cherrished card and the posterchild for Vanguard
in general, few to none can claim to be as iconic as
Blaster Blade. On the fictional planet Cray in which the
lore of the game takes place, Blaster Blade is right
hand to the King of Knights, having been close friends
for many years. As a unit, he's just about as good as
Blaster Blade is a Grade 2 Royal Paladin with a respectable power of
9000 and the usual shield of 5000 plus Intercept. When
placed on the Vanguard Circle, he's free to eliminate
any opposing rear-guard with a Counterblast of 2. Since
First Vanguards and Grade 1 units play integral roles in
deciding games, this commonly deters more aggressive
openings for fear of losing said cards. As a result,
don't expect to be using this skill often.
It's not all about scare tactics, though! When placed on a Rear-guard
Circle, Blaster Blade can retire any opposing Grade 2 or
higher Rear-guard with the same Counterblast of 2. This
serves the two-fold purpose of reducing enemy attacking
potential and striking a minor blow to their guarding
options (should the target be exactly Grade 2). It's a
close to unavoidable land mine that can be sprung during
any stage of the game, so those who fail to consider the
consequences of what they field and when will often find
themselves on the losing end of this skill.
In a deck dynamic, Blaster Blade's retire comes second only to the
usual Royal Paladin tactic of hand-picking allies.
Blaster Blade himself is easily accessible, however.
Solitary Knight, Gancelot can be swapped from the hand
into the deck for a copy of Blaster Blade, and in the
coming weeks, Awakening of Twin Blades will bring
two additional ways to get your hands on him - Wingal
Brave and Star Call Trumpeter. He even becomes an
essential component to one of the most consistent and
powerful decks in the history of the game, the dreaded
Majesty Lord Blaster.
Blaster Blade possesses very few weaknesses. It frequently comes up
short on power against future Vanguards with static
defense greater than 11000, and it can be hit by lone
9000 power units - true statements about most other
Grade 2s in the game. The most trouble one can expect to
run into with Blaster Blade is an opposing 10000 power
ride, which renders a Wingal Brave boost ineffectual in
the face of a 10000 shield. Even then, that's less
defense to be spent on the much bigger and more deadly
attack next turn, provided a good enough opening
While Vanguard is a game where almost no cards are considered 'must
play', Blaster Blade is pretty close and an easy 5/5 for
its overall utility.
Team's YouTube Channel
Blaster Blade is one of the poster children of the game
itself, as well as the avatar of the main character,
Aichi Sendo, and I must say, this is a well-earned
He is a member of the Royal Paladin clan, a
well-supported clan and once a very meta deck. Blaster
Blade is a Grade 2 unit with 9,000 Power, a respectable
level for any unit with a skill. For a cost of 2
counterblasts, when called, he can retire any Grade 2 or
higher Rear Guard the opponent controls.
Royal Paladins, while they make a lot of use of
their counterblasts, are still very capable of using
this skill once a game, or even twice if you feel the
need to do so. Most cards of similar merit, such as
“Berserk Dragon” or “Gwyn the Ripper,” can only retire
Grade 2 or less
Rear Guards. The ability to take out key Grade 3
attackers - such as “Storm Rider Diamantes” or
“Swordsman of Explosive Flames Palamedes” – that are
otherwise safe from retiring skills makes Blaster Blade
a great asset. And, if you happen to ride him, his skill
changes from a Grade 2 or greater Rear Guard to
Guard, giving you the option of killing off a
troublesome booster, like “Charjgal” or “Photon Bomber
More important than his skill, however, is the fact that
he has “Blaster” in his name. “Wingal Brave” can search
him with its skill, and boosting Blaster Blade allows
Wingal’s skill to activate. “Starcall Trumpeter” can
call “Blaster” units with its skill, so if you have 4
open counterblasts, you can call an extra unit AND
retire one of your opponent’s units. “Solitary Knight
Gancelot” can return itself to the deck from your hand
to add Blaster Blade to your hand. Additionally, if you
ride Gancelot and have Blaster Blade in your soul,
Gancelot’s ability can be activated to give itself 5000
Power and an extra critical. Perhaps the most prominent
support is “Majesty Lord Blaster,” who gains a permanent
critical and 2,000 Power when Blaster Blade and “Blaster
Dark” are in the soul.
While as a stand-alone card, Blaster Blade may simply be
“good,” but due to the huge support network involving
him, he is nothing short of a key card in a Royal
David NavyCherub Lynn
The one card everyone knows, and probably the first
Vanguard card most people ever came across. This was
even Aichi's main "avatar" back in the day. But, as a
card, is it really that amazing?
Its abilities are pretty much exactly on par with most
other cards as far as cost to reward ratio goes. That
is, in Vanguard it is most typical to expect a +1 for
every two counterblast spent. In that sense, Blaster
Blade does exactly what it should be expected to do, as
far as its first ability goes, anyway (retire any
rearguard for two counterblast). The main issue with
this ability is the inconvenient time that it is
available. No matter who went first, you have to have
been hit twice within the span of a single turn to
activate it, which is simply not ideal considering how
little you have to spend to guard against attacks in the
early game, especially if you went first. In other
words, the +1 you got from Blaster Blade's effect is
sort of washed by the fact that you now have to guard
against more strong attacks later since you didn't
Its second ability is active any time you call Blaster
Blade, but it has a weakness, too; that is, he can only
retire grade 2 or higher units. That isn't the worst
limitation in the world, since you snipe an attacker
your opponent may or may not be able to replace, and you
potentially remove 5k worth of shielding from your
opponent's resources if you retire a grade 2. But, as
Kagero can attest to, it is usually more effective to
retire the back row since that is harder to replace,
especially if there are key units hiding back there
causing you headaches. Blaster Blade doesn't really get
much flack for this, though, since he has the only hard
retiring ability in the entire Royal Paladin lineup
except Blaster Blade Spirit, who is significantly more
useful in Gold Paladins anyway, and Lohengrin, who is
not used for his incredibly inconsistent megablast. So,
this ability is fine, but nothing amazing.
What really redeems Blaster Blade is not really anything
he does himself, but his high utility when combined with
other cards that seem to worship him. Llew superior
rides him, which stacks up soul for Soul Saver Dragon
(though this hasn't been consistent since he got
restricted), Star Call Trumpeter superior calls him, and
Majesty Lord Blaster's entire gimmick rides on having
Blaster Blade ready to eat. Heck, Kay, Bedivere, and
even Masquerade are all active and ready to swing for
good numbers on your second turn just by having Blaster
Blade as your vanguard. If you REALLY want to, you can
even have Apocalypse Bat or Wingal boost Blaster Blade
for 10k, though that isn't really recommended unless
your opponent's vanguard is Yaksha or something like
that (which is never).
So, the moral of the story is that Blaster Blade himself
is not an amazing card, but having "Blaster" in his name
makes him useful in ways unrelated to what he himself
Tuesday 2/4: Blaster Blade
First Pojo Card of the Day ever
for Cardfight!! Vanguard and the subject couldn’t be
Blaster Blade, as main character Sendou Aichi’s
avatar, is pretty much the poster child of the
franchise, much like Pikachu is to Pokemon or the Dark
Magician is to Yu-Gi-Oh!
As far as the skill goes
though, it’s suprisingly not all that unique or
representative of what Royal Paladins do, although it is
definitely still good even after all these years.
On a ride or call, you can Counterblast 2 to
retire a Grade 2 or higher.
This basically ensures that Royal Paladin does
not intrude upon Kagero’s territory in the latter’s
unique ability to retire key boosters, but still allows
them a surefire, advantage-gaining way of retiring those
rearguards that would normally be attackable anyways.
Especially good targets for retirement include
the 10K interceptors, Silent Tom, Swordsman of the
Explosive Flames, Palamedes, and for those playing the
Japanese game, Storm Rider Diamantes.
In any typical Royal Paladin deck, Blaster
Blade’s skill still stands as one of the best ways to
use the deck’s Counterblasts, right next to the superior
call units (namely High Dog Breeder, Akane, King of
Knights, Alfred, Starcall Trumpeter).
The 9K power also makes it fairly easy to hit for
good numbers with Blaster Blade with a booster behind
him, and allows him to tackle most Grade 2 rearguards by
himself even if you can’t boost.
Put it all together, and even Royal Paladin decks
that don’t run any form of Blaster Blade support can
easily justify playing him.
Speaking of support though,
Blaster Blade does have a bunch.
Although this is supposed to be a review of
Blaster Blade, it’s difficult to evaluate it completely
without examining the deck and the cards that interact
with it. At
the start, there was Barcgal, who basically made Blaster
Blade a guaranteed Grade 2 Superior ride.
There was also Gancelot, who could move himself
back to the deck from your hand and get you a Blaster
Blade directly to the hand.
But most of the Blaster Blade support, or should
I say Blaster support in general, comes from the
fast-upcoming BT05: Awakening of Twin Blades that will
be released later in the month.
Wingal Brave will be the staple starter for
almost all builds of Royal Paladin, and it can move
itself to the Soul with no extra cost to search any
“Blaster” unit if it boosts another “Blaster” that has
Brave single-handedly solidifies Blaster Blade’s place
as a 3-4 of in almost all Royal Paladin builds
Blaster Blade is also an integral part of any deck using
Majesty Lord Blaster, as a requirement for Majesty Lord
Blaster to reach full power.
Rating: 4.5/5 – Blaster Blade
is merely decent standalone, but does serve as a staple
to tie the different Royal Paladin decks together almost
as well as Flash Shield, Iseult and Little Sage, Marron
Art (TD): 4/5
What a strong start for the vanguard card of the day. We
have the main character's iconic avatar Blaster Blade.
Previously this was always used in Royal paladin decks
due to a combo using the starting vanguard Barcgal. But
even though that's no longer available, he can still be
a solid grade 2 unit.
Being able to retire any rear-guard when you ride this
unit can help destroy any any early set-up your opponent
has. Its effect when you call is to a rear guard slot to
get interceptors out of the way help and push for
This card is one of the few that is consistently run as
a 4 of card in Royal Paladin decks.
I give this card a 4/5
But I give it a 3/5 on its artwork. The rarity pattern
on it ruins the art.