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Super Dimensional Robo, Daikaiser

- #TD12/001EN

Date Reviewed: Mar. 17, 2014

text: See Below

Rating:  3.25

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, you guys?! So I kinda goofed in thinking that Mystical Magus came out this month when it's really next month, so in celebration of the new Dimension Police trial deck that has come out this past week along with my idiocy, I've decided that we take a look at some of the exclusive cards that are in the trial deck, and what better card than the headlining card itself?

Super Dimensional Robo, Daikaiser
Power: 11000
Grade 3
Clan: Dimension Police
Race: Battleroid
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When a źDimension Police╗ rides this unit, you may pay the cost. If you do, choose your vanguard, and until end of turn, that unit gets [Power]+10000/[Critical]+1, and "[AUTO](VC):When this unit's drive check reveals a grade 3 źDimension Police╗, choose one of your opponent's guardians, retire it, and that unit's effects with "cannot be hit" is nullified.".
[AUTO](VC):When this unit is boosted by a źDimension Police╗, this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

...Daikaiser is definitely one of the more intimidating Break Rides that have been announced recently and for good reason. A solid 11,000 Power with the ability to become 13,000 when booster. However, unless you're basing your ace around something non...robotic...you're more than likely going to be using Dimensional Robos as boosters for Daikaiser, and while hitting 20,000 is nice, that extra 1,000 Power can really mean victory or defeat, so that's rather unfortunate. The real threat is where the Break Ride comes into effect. At the cost of a Counterblast, your new Vanguard gains 10,000 Power (Average effect), an extra Critical (A nice touch), and the ability to destroy Guardians...WHAT?! Now, there is a catch to doing this: you need to Drive Check a Grade 3 unit, but the potential to only destroy a Guardian but to also completely negate any effect from a Perfect Guard Sentinel is insane especially seeing how Daikaiser is, literally, the only unit in the game that can destroy a Guardian! Now personally, I believe that this effect is only hype as while it's nice to destroy Guardians, a more seasoned player would be expecting Daikaiser's Break Ride and would be hoarding their Sentinels for the Break Ride, so they can just play them by the pairs, so that way, the only way that it would hit is to Drive Check 2 consecutive Grade 3's, which is improbable in its own mark.

Daikaiser is still an intimidating figure on the field, but if prepared for the Break Ride, you should be alright.

Rating: 3.5/5
Art: 4/5 (It definitely screams out. "DAI...KAI...SEEEEEEEEEERRRRRRR!!!")
Next Time: This robo is probably going to kick your ass...

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


Dimensional Robo, Daikaiser


Welp, last week turned out to be rather interesting. And no, I didn't call it that name because of what you think. I'm from England, after all. I'll leave it up to you as to why.


We now return to our regularly scheduled program with this week being Mr Robotto Week. First up is the Break Ride for Dimensional Robos, Daikaiser. 10k when you ride a new unit, standard. Unique features? For CB1, he gains a Critical, and for that turn, if you Drive Check a Grade 3 on attack, you can kill an opponent's guardian, and if said guardian can nullify an attack, that skill is negated.


I wanted to hate this thing. At first, you may think he's crap because he has so many flaws at first glance: He's gaining Critical at the worst possible time, most of his check targets will be gone from the deck come Late Game, and you have to wait FOREVER to use him. And he does suck. In a normal deck with normal Grade ratios. He's just an optional extra in case you hate 13k and want to milk Great Daiyusha some other way apart from play the vanilla game.


That is, until one clever sod in Japan played this guy in a deck called "Crazy Diamond". What it did was run a ton of Grade 3s so that Daikaiser had a better chance to insta-kill on the spot, riding something that gained ANOTHER Critical such as Daiyusha, to accomplish the deadliest Revenge Kill in the game. To make up for bad rides, he secured himself using the Enigman Ride chain, which searched for the pieces he needs.


This thing is the nuts in Crazy Diamond. If you run like 13 Grade 3s in there like that guy did, half the time it's gg on the spot if you check a Grade 3. It's like Dragonic Descendant with 12 Critical; you COULD Perfect Guard and hope to God he doesn't hit it, but it's not really a good choice despite the fact it's the best you've got. Same with Descendant; taking the first attack isn't the BEST plan, but it's all you can do.


If they normal guard it, obviously you retire whatever has the highest shield. So if they 2 to pass you with a 10k shield included and you hit a Grade 3, they die. So they have to guard in 5k shield increments to minimise the damage. Which in Late Game is pretty bloody impossible. So they overguard (and it has to be 40k total to insure against EVERYTHING) and you win out, or they -2 in vain with a PG and it's game on the spot.


Crazy Diamond is pretty much a less-consistent (but still ass-destroyingly scary) Dragonic Descendant. If you want a budget destroyer, Crazy Diamond's a good choice. Just don't use Daikaiser anywhere else or you will scrub out.





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