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Phantom Blaster Dragon

- #BT04/001EN

Date Reviewed: 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.

Rating: 3.50

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

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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.

Go Rogue,
Go Pro

What's up, you guys?! It's Thursday, and another day, another COTD review! Today, we have...

Phantom Blaster Dragon
Power: 10000
Grade 3
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 the Overlord.

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.

Rating: 3/5

Next Time: Hey! Wingal Brave! I seeeeeeeee yoooooooouuuuuuuu!!! >:D

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 soul.

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 use.

Rating: 4/5 – Still really good in Shadows, even in the shadow of PBO.


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