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Military Dragon, Raptor Colonel

- #BT08/016EN (RR)

Date Reviewed: June 10, 2013

AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose two of your «Tachikaze» rear-guards, and retire them] When this unit attacks a vanguard, you may pay the cost. If you do, increase this unit's [Power] by the sum of the original [Power] of the units retired as the cost until end of that battle. [CONT](VC):If you have a card named "Military Dragon, Raptor Captain" in your soul, this unit gets [Power]+1000.

Rating:  5.0

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

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Military Dragon, Raptor Colonel

Raptor Colonel is at the top of the food chain in Tachikaze’s only ride chain. Sporting a 10k body, or 11k if his subordinate, Raptor Captain, is in soul, the Colonel has a limit break that makes Phantom Blaster Dragon’s skill seem much too expensive for what it does. For a counterblast of one, and the retiring of two Tachikaze rear guards when he attacks a vanguard, the Colonel gains the power of the two units he retired. That’s what Tachikaze does: cannibalism. Of course, most of the rear guards that you would retire with this skill have some sort of skill of their own that balances out their being retired. Units like Dragon Egg and Skyptero return to the hand when retired, while units like the Brachio-series call each other from the deck when retired. The fact that most of these edible Tachikaze units require a counterblast of their own make the Colonel’s skill indirectly more expensive than meets the eye, unless you aren’t concerned with breaking even on what you lose to the limit break.

Back to the Colonel himself, the skill is very deadly. Typically, attack powers over 31k will force a perfect guard, a no guard, or an expensive high risk guard. Assuming you are breaking even on the limit break, you will be forcing at least two cards from your opponent’s hand if you aren’t automatically hitting. This can place tremendous pressure on your opponent if you can keep it up over the following few turns, and they don’t wise up and kill off your rear guards. If you do want the keep the pressure on, you will quickly run out of counterblast, though, and probably rear guards too, so maybe some extra draw triggers will be in order. However the deck is built, though, two or three turns of 31k attacks from just the vanguard is scary.

Rating: 5/5 – Currently the best direction to go with Tachikaze.


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