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Barrier Witch, Grainne

- #EB11/008EN (RR)

Date Reviewed: Dec. 1, 2014

[CONT]: Sentinel (You may only have up to four cards with "[CONT]: Sentinel" in a deck) [AUTO]:[Counter Blast (1)] When this is placed on (GC) from hand, you may pay the cost. If you do, call five cards from the top of your deck to (GC) at [Rest].


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

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Barrier Witch, Grainne


From Tuesday onward, I intend to demonstrate exactly how if I could, I'd just leave everything at like one or two sentences which sum up my feelings on the card exactly, mostly just to demonstrate to Nanya that we REALLY shouldn't worry about the November clusterfuck since they're pretty same-y anyway. I can't do it with this card, since I need to explain this and others like it in a bit more detail.


So with that in mind, here's my revised blanket review for Quintet Walls:


  1. They aren't as good as Perfect Guards owing to a higher chance at failure (Grade 3s or other Quintets revealed screw you)
  2. Trying to use them to set up Legion is overkill considering just guarding naturally should net you 2-3 cards in the drop, not including soulblast or cards that cycle from the hand.
  3. I don't care about upcoming Granblue either, it doesn't want everything in the drop zone (HINT: Deck Out)


In Short, The conditions in which they're good is outweighed by the conditions where it's bad. Don't run them unless for some reason you can't get PGs. Not even at one teched copy either, unless your starter is Mecha Trainer or something chances are it won't show up when you want it.




(Note: I'm solving a problem I had with my scoring system where I sometimes haven't given a card the score it deserves. I know I should in hindsight given higher or lower numbers. So I've concocted a new system which hopefully should solve it.


1: Bad. Reserved for cards whose costs and requirements just don't match the effort. Should be used casual only.

2: Boring. Not quite as bad as the ones that score a 1, but still aren't good enough for a competitive foot in the door. Used for cards where the investment equals an end result that's been seen before and is easily stopped, like PRISMs using bouncing to achieve a Late Game Crit, which means a PG to the face. Blame Bushiroad for having more clans than mechanics, guys.

3: Functional: Works well enough if you can't afford superior alternatives, but seeing as how I review cards based on their individual merit I don't recommend them unless you're poor. Generally used for those who achieve what should be a top-tier strategy but has stricter requirements and/or a harder time not getting stopped compared to other decks. Tetra Drive Dragon for Aqua Force springs to mind here.

4: Decent: The slightly lower kings of the hill who can match the current top decks but may have a slight disadvantage due to several reasons. Generally not noticeable unless you play several games (at least 50 or something).

5: The God Kings of Space and Time (subject to time of writing): If you can afford these, get them. These are almost always non-negotiable staples for whatever deck they belong to.)


Barrier Witch, Grainne
It's Cyber Monday today, and it's officially the Christmas season.  So, what better way to greet the new season than a cute little witch?
So, let's look at our new Quintent Wall, Grainne.
First of all, the new wording on Grainne carries over to all Quintent Walls from here on out.  That is, there's no clan restrictions anymore.  Sentinels don't have any restrictions on what they guard or what you can use to power them.
Secondly, Quintent Walls in the Legion era are a lot better than they were before.  Putting six cards into the drop zone instantly sets you up for Legion.
I know, it eats a counter blast and some people will go "if you optimum guard, you should have three in the drop zone by turn three."
First: What is optimum guarding?  Guarding everything?  Guarding the vanguard?  Guarding the rear guards?  Second: There's no guarantee you'll even be able to guard with three units by turn three.  Especially if you get really hit hard and have units of higher grades than your vanguard and your opponent zerg rushes you early.
Unless you have a deck that eats counterblasts like they're going out of style or need all your counterblasts for a specific reason, there's no reason not to run Quintent Walls in the Legion-era.  Sure, there will be decks that won't/can't use it, but they have reasons for it.  Most decks can slip a Q. Wall or two in.
Rating: 4/5

Jonathan Mindham

Barrier Witch, Grainne
Well here we again with another week of exciting cards from the newly released extra boosters.  And we start off with a interesting but yet lack luster card.  I say that because Grainne is a quintet wall and with the quintet walls they all do the same wonderful trick of calling the top 5 cards of your deck to the guardian circle for a counter blast. 
I think it is great that the Witch sub clan get their own but I feel they would have been better suited with a perfect guard or they should have received both.  The other thing is most of the Witch clan require the sacrifice of a witch and do not really use especial counter blasts so you could get away with running regular perfect guards over her.  
My feelings on quintet walls is that you should never run more than 2 in a deck, unless you are Genesis, so this would be a great card at 2 of in an any Witch deck.  The one true thing I love about this card than I do most quintet walls is that they released her as an Special Parallel in the set......so pretty. That wraps up this one.     


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