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July 8, 2013
[AUTO](RC):When the drive check of the vanguard that this unit boosted reveals a grade 3 «Pale Moon», this unit gets "[AUTO](RC):[Put this unit into your soul] At the end of the battle that this unit boosted, you may pay the cost. If you do, choose a «Pale Moon» not named "Fire Juggler" from your soul, and call it to (RC)." until end of that battle.
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
What's up, you guys?! Apparently, this week is all
about Set 9 rares, so lets see what we have up to look
Clan: Pale Moon
[AUTO](RC):When the drive check of the vanguard that
this unit boosted reveals a grade 3 «Pale Moon», this
unit gets "[AUTO](RC):[Put this unit into your soul] At
the end of the battle that this unit boosted, you may
pay the cost. If you do, choose a «Pale Moon» not named
"Fire Juggler" from your soul, and call it to (RC)."
until end of that battle.
As a Pale Moon player myself (for the record, I own 9
decks, so the odds are high. xP), it's sometimes hard to
make space for Grade 1s seeing how they have a nice
variety of them. Midnight Bunny, Hades Hypnotist,
Turquoise Beast Tamer (in a Tamer based deck) and Purple
Trapezist to name a solid few are in a majority of
players' decks with a few people adding techs like
Magician of Quantum Mechanics or See-saw Game Winner.
However, once I saw Fire Juggler, I knew that I had to
try and put this in my deck because this card is pretty
solid. Fire Juggler will obviously be the booster for
your Vanguard seeing how her effect will only work when
you Drive Check a Grade 3 during the time she is
boosting, but if you do end up checking one, then it
practically turns into a Midnight Bunny without the
Counterblasting, and don't even get me started on
combining this with Sword Magician, Sarah! Those two can
practically give you a brand new attack with a booster
if done correctly. With this being said, it really
depends on what exactly to pull out with Fire Juggler
when this happens, but that's where both skill and
timing play a key part as manipulating the Soul to use
such effects is all part of the appeal to Pale Moon, and
personally, Fire Juggler fits the part pretty well.
Art: 3/5 (The girl has a monkey face...kinda creepy...)
Next Time: Blackmane Witch, you're officially obsolete!
Go Rogue...Go Pro!!!
Fire Juggler is
a new grade one Pale Moon to be introduced in Clash of
Knights and Dragons. It comes with a 7k body, and a
nifty skill that makes one think of Sword Magician
Sarah... sort of.
Her skill only
applies when boosting the vanguard. When the drive check
reveals a grade three Pale Moon, Fire Juggler gains a
new skill; when that battle is complete, you can put the
Juggler into the soul and call out another unit, except
a copy of itself. This is a much better arrangement than
Sarah’s skill, which required choosing a grade three
rear guard, putting it in soul, and then calling out
One of the big
benefits of this skill is that the attack doesn’t have
to hit, nor does it require any counterblast. All it
requires is a little bit of luck, which is a factor that
can be controlled to some extent with cards like Dusk
Illusionist Robert. The unpredictability of drive
checking a grade three is mitigated slightly by the
situation-specific requirement of having to boost the
vanguard to gain the skill, but as long as you keep
pressing, you will eventually check a grade three.
One of the perks
of Pale Moon is that you can pull off three or more
attacks in a turn without committing to a full field,
providing you have a decently filled soul. Fire Juggler
helps you add attacks without using counterblast, and
will always leave a space for your new unit to jump
into. With units like Purple Trapezist being ideal to
call out of the soul, you can either reset the Juggler,
or add another standing unit to your front line.
Rating: 3/5 –
It’s definitely situational, but with a good payoff,
especially if you can place it early.