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Phantom Blaster Dragon
May 9, 2013
[CONT](VC):If you have a card named "Blaster Dark" in your soul, this unit gets [Power]+1000.
[ACT](VC):[Counter Blast (2) & Choose three of your «Shadow Paladin» rear-guards, and retire them] This unit gets [Power]+10000/[Critical]+1 until end of turn.
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
Phantom Blaster Dragon. The I guess you could call it
"Original" boss unit of the Shadow Paladins. This clan
in general bases its effects around gaining power from
retiring rearguard units.. and this one is no different.
Phantom Blaster Dragon gains +10000 power and an extra
critical by retiring three rearguard units. A heavy cost
for a big power bonus. However this may not be as
effective as some may think.
Firstly, its generally not a good idea to destroy
your field in favour of one effect. Two or three decent
attacks is better then one solid column. A full field in
Vanguard is 5 rearguards and your Vanguard.
When you retire 3 rearguards for Phantom's effect, thats
over half your field minimum. So now that you have
wrecked your field. Its time to attack for roughly
25k(assuming you still have a booster). Thats a pretty
strong attack. However because as everyone knows, Shadow
Paladin's run more then 4 criticals, and this attack
already has the additional critical, so 9 times out of
10, this attack will not be let through, and because of
the effect that caused you to retire your field, you
have no where to really pass triggers. However generally
this effect is only used as a last resort.
Now, with all this negativity being said, it does
have some positive features. For starters, if you
followed the ride chain, you have yourself a lovely 11k
base Vanguard who is also the gateway to your 13k base
crossride, Phantom Blaster Overlord. Even though I did
knock on his effect quite a bit, there is a positive to
it as well; It does since gain 10000 power thus
increasing the amount of shield required to stop this
attack, and again because of the extra critical,
opponents WILL try to stop this. If you leave your field
set up half decently, it does help to get another
rearguard attack through and because odds are they used
up the majority of their shield on the Vanguard attack,
triggers that were passed on(If any) will be also be
easier to get through(Criticals all day).
This brings us to the close. I'm having a hard time
giving this guy a number. I mean, he does have quite a
few positives and yet also some negative. So I think
I'll just have to play it safe and slap it with a 3.5/5.
What's up, you guys?! It's Thursday, and another day,
another COTD review! Today, we have...
Phantom Blaster Dragon
Clan: Shadow Paladin
Race: Abyss Dragon
[CONT](VC):If you have a card named "Blaster Dark" in
your soul, this unit gets [Power]+1000.
[ACT](VC):[Counter Blast (2) & Choose three of your
«Shadow Paladin» rear-guards, and retire them] This unit
gets [Power]+10000/[Critical]+1 until end of turn.
So aside from having one of the most badass artworks
I've seen on a card, Phantom Blaster Dragon is
considered to be one of the ace cards for Shadow
Paladins. As it is part of the Blaster ride chain, if
you have Blaster Dark in the Soul, then Phantom Blaster
Dragon will be at 11000 which is a pretty solid number
to have and is one of the only units in Shadow Paladin
that is currently out that can make the 11000 mark alone
aside from his Crossride form, Phantom Blaster Overlord.
This alone is reason enough to run him along with the
fact that he can help make said Crossride whether the
regular way by ways of riding and the combo where you
would actually ride Phantom Blaster Overlord first, call
Darkness Maiden, Macha, use her Counterblast to call a
Nightmare Painter and use Nightmare Painter's skill to
put the Phantom Blaster Dragon in your hand into the
soul thus saving you a turn to ride from the Dragon to
Now before I get too much off topic, we still have to
look at the other skill. For 2 Counterblast and
sacrificing 3 Shadow Paladin rear-guards, Phantom
Blaster Dragon gains 10000 power and +1 Critical. While
this may seem excellent on paper, it is an extremely
high costing effect as it saps away some much needed
Counterblast and practically can cripple your field for
a point boost and damage booster. Also, this doesn't
really guarantee that you will hit with this skill as
well especially if your opponent has a Sentinel in hand
and make all of your sacrifices in vain.
Overall, Phantom Blaster Dragon IS a decent card, but
I personally prefer Origin Mage, Ildona over this; at
least you gain what you lose with him.
Next Time: Hey! Wingal Brave! I seeeeeeeee
Go Rogue...Go Pro!!!
Phantom Blaster Dragon
PBD was the big
baddie of the Shadow Paladin clan when they were first
released. Shadows employed the same type of ride chain
as three other clans in the same set, which, if
completed, left you with an 11k static power vanguard
and a free grade 2 ride. PBD is a little less popular as
a main vanguard now that Phantom Blaster Overlord has
been released in the TCG, but is still highly beneficial
to the deck, providing the extra 2k the PBO if you pull
of the cross ride or somehow otherwise get him in the
Lets talk about
PBD’s main skill. Counterblast two, eat three Shadow
Paladins and gain 10k power and an extra critical. This
is an activated ability, so, conceivably, if you had the
calling power you could do it twice in the same turn.
Shadow Paladins sport a great deal of calling power
between Darkness Maiden Macha and Dark Mage Badhabh Caar,
each netting you a free guy to the field upon hitting it
themselves, so getting enough Paladins to eat isn’t very
much of a problem. The skill is best used against an
opponent who has only a few cards in hand, while you
have used your free calling to fill your field without
expending your hand. Attacking for 21k unboosted for 2
damage with the potential to hit additional criticals is
very frightening, indeed, and will most likely ferret
out a perfect guard or force them to over guard, leaving
your rear guards to finish the opponent off.
At the end of
the day, how do we feel about this skill? The
conservative player will make use of the superior
calling properties of Shadows, but save the PBD skill,
or not use it at all, for fear of using up all their
cards to fast. The existence of perfect guards really
make the use of the skill very risky, particularly too
early in the game. It would be better to wait and see a
few perfect guards get dropped before committing to its
Rating: 4/5 –
Still really good in Shadows, even in the shadow of PBO.