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Transcendence Dragon, Dragonic Nouvelle Vague

- #EB09/001EN (RRR)

Date Reviewed: June 2, 2014

text: See Below

Rating:  4.25

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 for this week's Cards of the Day, we're going to take a look at some of the newer cards from the new Kagero extra booster, and what better card to start with than the second ever created Grade 4 card in the game?

Transcendence Dragon, Dragonic Nouvelle Vague
Power: 13000
Grade 4
Clan: Kagero
Race: Flame Dragon
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3) & Soul Blast (3) & Choose a card named "Transcendence Dragon, Dragonic Nouvelle Vague" from your hand, and discard it] Retire all of your opponent's rear-guards.
[CONT](VC):During your turn, all of your opponent's trigger effects are nullified.
[CONT](VC):During the battle that this unit attacks a vanguard, your opponent cannot call grade 0 units from hand to (GC).
[CONT](RC):This unit gets [Power]-1000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

...I don't think I've seen so much text on a card since Exculpate the Blaster...the thing with that though is that Exculpate the Blaster doesn't make me want to rage quit the second I see him hit the field unlike Nouvelle Vague here! A base 13,000 power makes it so that you're basically facing off against a permanent Crossride unit. That's not so bad seeing how most players are accustomed to that magic 13,000 number...unlike the effect that COMPLETELY NEGATES DAMAGE CHECKS!!! THIS is the one problem I have with this card! The fact that this card not only prevents the power boost from Triggers, but also nullifies the effects of Draw and Heal Triggers means that you will not be able to survive off of a Miracle Trigger and will make you muscle on against a permanent Crossride unit basically means that you will eventually be out of shields and out of options, which will basically make you lose your game in a matter of turns. Add in the fact that you're forbidden to guard with Grade 0's and a persona blast that basically nukes the opponent's field, and you have a card that's bound to apply rage whenever you see it in action! The drawback with this card? Well, the only one I can think of is the fact that this is a Grade 4, which will affect how exactly you build your deck! Most people usually will take out one of each of the other grades, others just remodify their Grade 3's while others just use Nouvelle's support like Nouvelleroman Dragon to help fix their hand in case they're at a case of being at Grade Lock, so that actually lessens the drawback of Nouvelle Vague!

Aside from the Grade 4 issue, Nouvelle Vague is the definition of a perfect card as in as soon as you have this as your Vanguard, you're in a near perfect position to win the match as it freezes the opponent's defensive luck factor and will slowly drain his/her field away as more time passes by. If you're on the defending end of this card, all I can say is good luck...because you'll need it and then some!

Rating: 5/5
Art: 4/5
Next Time: Not as Cruel of a card as Nouvelle

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


Transcendence Dragon, Dragonic Nouvelle Vague
Iiiiiiiiit's Divine Dragon Progression Week at last! And the best part is after we're bored with these we have another Extra Booster to keep us occupied!
But let us put that aside for another time and instead focus on what you entered the Sneak Peek for: Nouvelle Vague, the only tournament legal Grade 4 in existence.
This thing has LOT of skills going for it. Firstly, the Limit Break. Counterblast 3, Soulblast 3 and Persona Blast to retire all of the opponent's Rear Guards. That's not so difficult, considering Late Game is when you've sped through a lot of deck and should have another copy of it by then. The 3 soul of course comes from your rides from 1-3.
The rest of its Mid Game skills pack something to. On VG circle, it's a perma-Tom; the opponent can't guard with Grade 0s when it attacks. Eh, okay, that's not THAT relevant in the middle of the game when you don't want to guard the Vanguard at that point, and Late Game is when the opponent's stocked up on Perfect Guards. It's nice to have to kill irrational opponents who don't run that many, however.
THIRD skill is that it negates opponent's damage triggers. Now that's pretty neat. If you have a nice full field you can pass triggers onto your units and have big meaty attacks the opponent can't tank with trigger effects, which helps in a big damage gap, which in turn compliments the previous skill.
And the only drawback apart from Lord? It's a 12k unit on RG. That's it.
Well, I say that, but Nouvelle Vague does have some hidden costs. You have to be efficient at hitting Grade 3 despite the liberties taken including this card at more than 1 copy (because duh, you need at least 2 to use its Limit Break, AND draw the bloody thing). Thankfully, Nouvelle Roman Dragon exists to turn a copy of Vague INTO a Grade 3 (helps that Bushiroad don't plan on restricting Conroe for English meta), but exactly WHAT Grade 3 is up in the air. Do you take the slow route of complimenting Draco-Tom with Dauntless Drive Dragon, or take advantage of the good Mid Game by riding quickly with Cruel Dragon?  I suppose there's no reason you can't have both, I suppose, but take it with a pinch of salt: I haven't built a Vague deck I was totally happy with.
On the whole, Vague needs the user to take a few liberties, but may be the key to a walking nuke.


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