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							Military Dragon, Raptor Colonel  - 
							#BT08/016EN (RR)   
							Date Reviewed: 
							February 7, 2014 
							text: See Below 
							
							Rating:  3.00 
							Ratings are based
                            on a 1 to 5 scale. 
                            1 being the worst. 
							3 ... average.  5 is the highest rating.
 
							
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              |  WarLycan36
 
 Go Rogue,
 Go Pro
 YouTube
 Page
 | What's up, you guys?! So for the last day of the 
						Re-visiting Week, we're looking at a boss card that I 
						used to run for a while but decided to change the deck 
						around, but I still am using the sleeves of this card as 
						it reminds me of what it was before...  Military Dragon, Raptor ColonelPower: 10000
 Grade 3
 Clan: Tachikaze
 Race: Dinodragon
 [AUTO](VC) Limit Break 4 (This ability is active if you 
						have four or more damage):[Counter Blast (1) & Choose 
						two of your «Tachikaze» rear-guards, and retire them] 
						When this unit attacks a vanguard, you may pay the cost. 
						If you do, increase this unit's [Power] by the sum of 
						the original [Power] of the units retired as the cost 
						until end of that battle.
 [CONT](VC):If you have a card named "Military Dragon, 
						Raptor Captain" in your soul, this unit gets 
						[Power]+1000.
 ...Raptor Colonel is definitely a beast of a Ride 
						Chain as far as Power goes. It's at the regular 10,000 
						if the chain isn't successful, but if it is, then it's 
						at a constant 11,000 power, which is nice and all, but 
						its Power is from it's Limit Break. When the Colonel 
						attacks the Vanguard, you can Counterblast 1 can 
						sacrifice 2 Tachikaze units. If you do, then their 
						combine Power gets added to the Colonel's Power. This 
						means that, at best, Colonel can attack for a whopping 
						35,000 Power UNBOOSTED (2 Slashpteros and using their 
						power boosts to boost Colonel)! Combined with Sonic Noa, 
						Colonel would be at a staggering 43,000 Power, which 
						begs for either a Sentinel, at least 35,000 worth of 
						Shield or even force out the "No Guard" that you need to 
						win. However, outside of their main Legion, Ancient 
						Dragons, the Tachikaze clan doesn't have much on 
						revocering after sacrificing many units aside from 
						Skyptero, the Raptor Chain itself and the 
						Brachio-series, which is mediocre itself with poor 
						stats.  If there were more units that would give more 
						benefits when retired, then I'd say that Raptors would 
						be a solid deck in a tournament, but as is, I'm sticking 
						with my Ancient Dragons.  Rating: 3/5Art: 3/5 (Make things go BOOM!!!)
 Next Time: Ummmmmm.........Buddyfighting? I dunno...xP
 Go Rogue...Go Pro!...and DON'T be a Sackboy!!!
 |  
              |  Saikyo
 Cardfighter
 R
 | Military Dragon, Raptor Colonel  Today we have what I consider to be one of the better 
						versions of his type of Ride Chain. Oh, and Raptor 
						Colonel himself, but more on him later. His Ride Chain, 
						assuming you can pull it off, clones the Grade 1 when 
						you hit Grade 2, and clones the Grade 2 when you hit 
						Grade 3. That's actually pretty good, since unlike some 
						other chains, you search for you plus, it's not random 
						unlike Spectral Duke or Riviere, and assuming you're 
						successful, you could actually make an entire column 
						with the skill. Not bad for nothing extra needed in 
						return.  But that's enough about the minor bonus gambits. 
						Raptor Colonel himself. His skill in Late Game is that 
						you can retire two of your rear guards to gain power 
						equal to the total power of the retired units, when he 
						attacks for Counterblast 1. Now, obviously, the column 
						you do retire usually will eat up about 16000 worth of 
						power, assuming the column you ate was scaled properly 
						in terms of numbers. So it's usually 15000 more shield 
						packed into the attack. Okay, but by the time this 
						happens, the opponent will have reserved their Perfect 
						Guards for scenarios like this, so it doesn't really do 
						very much except force one from the hand.  However, I'm not going to be lazy and say this is bad 
						because Power in Late Game's not good. There is a way to 
						turn this around. With Destruction Dragon Dark Rex. His 
						Limit Break will pretty much either hit the opponent, in 
						the best case scenario, or it forces the Perfect Guard, 
						you don't hit, and then you Superior Ride Dark Rex for 
						another Vanguard attack. Now, obviously if you do do 
						this, you keep in mind that both Rear-Guard columns have 
						to attack first, so any Criticals you do check will 
						fizzle most of the time, since there won't be a column 
						to assign triggers to. So actually, it may do better 
						with more Draw Triggers than usual in it.  He's okay, and his Chain's nice for no other 
						penalties added on other than the prospect of a poor 
						booster. Solid enough, but not my type.  3/5 |  
					 
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