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June 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
What's up, you guys?! It's Friday, and it's time to
start off this weekend with...
Race: Zombie...wait what???
...so...we're looking at a Draw Trigger...with no
effect...ummmm...wonderful...I think. I really don't
know what to say; if you like using Draw Triggers in
your deck, then you use her...it's really that simple,
and personally, I believe that Narukamies can really
benefit from using Draw Triggers even with their third
Critical Trigger coming soon in Spark Edge Dracokid.
Honestly, I can't really give a Trigger a low rating
as Triggers are practically the engine of a good
Vanguard deck and are essential to the game, so that's
where personal preference some into play.
Rating: 5/5 (Triggers are mandatory to play...can't
be anymore of a staple than that. xD)
Art: 3/5 (It's a zombie...in a Narukami
Next Time: Going to North Carolina to win the Team
League Regionals with The NovaBolts! xP
Go Rogue...Go Pro!!!
Mischievous Girl, Kyon-she
Kyon-she is the
second draw trigger to become available to the Narukami
clan in the TCG. At 5k power, and 5k shield, she has
standard stats for a vanilla draw trigger.
Narukami builds, where Vermillion is the primary
vanguard, adding some extra draw power can help to draw
into the important pieces of your strategy, like
Vermillion himself, Photon Bomber Wyvern, and Garudas.
The big bonus of a Vermillion limit break, though, is
hitting critical triggers when they guard their
vanguard, but not their rear guards, and exerting
pressure with the rear guards. That being said,
criticals exert more pressure, psychologically, than
draw triggers, even though they both pump by the same
amount, so Narukami players may prefer to stick to the
eight crit builds. It comes down to a balance between
attacking power and deck consistency.
preference is to go for deck consistency, since getting
grade locked sucks, and so does riding something like
Breakthrough Dragon. Extra draw power helps you get to
your preferred vanguards, and helps keep you defensible
by increasing your hand size.
Rating: 3/5 –
Adding additional draws improves consistency, but makes
the limit break less frightening.