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Galaxy Blaukluger

- #EB08/002EN (RRR)

Date Reviewed: June 13, 2014

text: See Below

Rating: 3.13

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

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Go Rogue,
Go Pro

What's up, Rogue Squad?! So to wrap up this week's Card of the Day, we're looking at the newest boss of the Blau series:

Galaxy Blaukleuger
Power: 11000
Grade 3
Clan: Nova Grappler
Race: Battleroid
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose two źNova Grappler╗ from your hand, and discard them] When your vanguard or rear-guard with "Blau" in its card name's attack hits a vanguard, you may pay the cost. If you do, [Stand] all of your units in the same column as this unit. This ability cannot be used for the rest of that turn.(Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)
[CONT](VC):If you have a card named "Stern Blaukluger" 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)

...so the Blue Wisdoms definitely gained a lot of firepower over the time in this monstrosity. A Crossride to Stern Blaukleuger is pretty mundane honestly seeing how Stern Blau doesn't exactly see play nowadays, but that doesn't matter as this card with its Limit Break is what really makes this shine. Whenever a Blau unit would hit the Vanguard, you can Counterblast 2 and discard 2 cards to restand Galaxy. This is a rather interesting effect as this would be the first Vanguard that I know of that can restand even from a battle that doesn't involve itself seeing how it doesn't matter if it's the Vanguard or a rear guard Blau to make this Limit Break go off. By itself, it's not a huge threat as all you would need to do is to block the attack to prevent the Limit Break from going off (much like Stern Blau), but once the field starts to fill up with more Blau cards, this starts to be seen as more and more of a threat as time goes by though that in itself is the problem as a smart player would start picking apart the opponent's field to minimize the threat level of this card.

Definitely a good card, but nothing that we should really be sweating.

Rating: 4/5
Art: 5/5
Next Time: Why not both?

Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!


Galaxy Blaukluger

Final card of the week is Galaxy Blaukluger, the ultimate Gundam. Late Game, when a Blau hits a Vanguard, you can Counterblast 2 and ditch 2 from the hand to let him and his booster re-stand.

I covered in Mond’s review why pairing Galaxy with Mond’s not a great idea, so how about pairing him with his Crossride base Stern Blaukluger? On paper, it sounds much better. Riding Stern first means pressuring the opponent from Mid Game, causing over guarding, then when the opponent’s on 4, drop Galaxy, and you’ll have pressure extending almost EVERYWHERE as opposed to just the Vanguard. The inherent problem with restricting everything to Late Game is that anything interesting in the middle doesn’t happen. You just play a Vanilla Beat, managing cards and damage, so both sides have a lot of time to stock guard for when it matters. Having a card that could end you on 2 means the opponent has barely any time to enact their Late Game gambit.

Galaxy’s use is obvious and I advise sticking to that line of thought. As a follow up to The End-lite, it’s a beast.



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