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Nightmare Doll, Alice
Mar. 8, 2013
[AUTO](RC):[Counter Blast (1) & Put this unit into your soul] When this unit's attack hits, if you have a «Pale Moon» vanguard, you may pay the cost. If you do, choose a «Pale Moon» other than a card named "Nightmare Doll, Alice" from your soul, and call it to (RC).
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
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We close the week with one of the cards most characteristic of the Pale
Moon clan: Nightmare Doll, Alice. It seems she's lost in
wonderland, though, because all the other
similarly-themed cards are part of the Dark Irregulars.
Perhaps these two clans were once one in the design
Not many Grade 3s are created specifically for the rear-guard, so Alice
is a tad special. When her attack hits, you can
counterblast 1 to have her trade places with any Pale
Moon in the soul, allowing you to attack again. This
causes her to become a 'must guard' for any opponent
looking to prevent a bunch of card loss or damage, more
so when you consider that she can tag into Purple
Trapezist, who can bring Alice right back out for
another complete column. With two copies of Trapezist,
this becomes a loop that doesn't stop until all
counterblasts are used. Alice can easily become the bane
of an ill-prepared and ill-handed opponent.
But that's all she's got. Alice is neither strong nor incredibly
economical at her best, and she's not going to
intimidate more experienced players very much. She's
also sitting at a grade that should primarily be
dominated by Vanguard candidates. Nonetheless, it's fun
to use Alice alongside Dusk Illusionist, Robert and
Stand Triggers. It's a pretty card, too. 2/5