What's up, you guys?! It's Thursday, and today, we
are looking at a personal favorite of mine from Set
Hellfire Seal Dragon, Blockade Inferno
Race: Flame Dragon
[ACT](VC) Limit Break 4 (This ability is active if you
have four or more damage):[Counter Blast (2)-card with
"Seal Dragon" in its card name] Retire all of your
opponent's grade 2 rear-guards, and this unit gets
[Power]+10000 until end of turn.
[CONT](VC):If you have a card named "Seal Dragon,
Blockade" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same
clan as this unit, this unit cannot attack)
...Blockade Inferno is definitely an interesting card
seeing how it has a unique ability to retire multiple
things. However, what exactly he retires and his cost
are pretty restricted seeing how you have to Especial
Counterblast 2 Seal Dragons to retire all Grade 2 units
on your opponent's field and give Inferno an extra
10,000 boost. With that in mind, the whole objective of
the Seal Dragon deck is to retire out the non-Grade 2's
and try to clog your opponent's field with their own
Grade 2's. Using this method with Blockade Inferno, it's
made to try and knock out at least 2 units when done
successfully, but unless you are facing Cat & Jack (A
certain deck profile on my channel ;-)), then it's not
going to always clog out a Grade 2. With that being
said, Inferno still gets the 10,000 boost even if it
doesn't retire anything, so, if Crossridden, Inferno can
be sitting at 23,000 by itself, which isn't very shabby.
In short, Inferno is a pretty fun card, but shouldn't
be taken very seriously in a tournament structure.
Art: 10/5 (I'm breaking the out of 5 ruling because this
art is THAT FREAKING AWESOME!!!)
Next Time: The one card that most people will Neverend
with the amount of questions...
Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!