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Lord of the Seven Seas, Nightmist

- #BT13/016EN

Date Reviewed: May 13, 2014

text: See Below

Rating:  4.0

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 today, I might as well warn you that I'm more than likely going to be bias as we're looking at what I like to call my new ace from my ace clan, the PIRATES, BABAY*!!!

Lord of the Seven Seas, Nightmist
Power: 11000
Grade 3
Clan: Granblue
Race: Vampire
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Granblue» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000, and choose up to two «Granblue» from your drop zone, call them to (RC), those units called with this effect get [Power]+5000 until end of turn, and at the end of that turn, retire those units.
[CONT](VC):During your turn, if the number of «Granblue» rear-guards you have is four or more, 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)

...it feels SO good to be able to play with the pirates in a competitive format again, and Nightmist is responsible for a numerous amount of wins recently. The Break Ride of Granblue gives the new Vanguard a 10,000 Power point boost AND allows you to resurrect 2 units from the Drop Zone with a 5,000 Power bonus. The downside with that bonus is that they die at the end of the turn, so their presence will only be there temporarily, and I know CERTAIN people are going to compare it to another Break Ride *looks at the other reviewer directly above/below me*, but since Set 13 has been released, I can safely say that Granblue is no longer just this brain dead power based deck with a few flashy tricks of resurrection. The Break Ride's ability to resurrect two units for a "pseudo field presence" can actually be more solid than you think. For example, recieving those two free units can allow you to activate their effects when they are revived, like Corrupt Dragon or Sea Strolling Banshee, and if you want to make the presence more permanent, you can use Samurai Spirit or Deadly Spirit to sacrifice the Sea Strolling Banshee (which lets you have an opportunity to use her effect again if you can re-resurrect her) to permanently resurrect the aforementioned units. That and combined with Cocytus Я, whatever resurrected unit you Lock with his Limit Break will allow you to keep the Locked unit at the End Phase as you decide the order of when you want to kill off the resurrected units and Unlocking, so you only lose a minimal amount of units at the end of the turn.

Also, while for most clans the 2,000 bonus isn't really mentioned as much, for Granblue, it should be mentioned as they're one of the few Clans in the games that does NOT have a proper Sub-clan like Revengers, Eradicators, Star-vaders, etc., so with that mentioned, Granblue have a lot more freedom to put whatever cards they like, as they don't have to worry about Especial Counterblasting, including say...their 8,000 Vanilla unit like Romario, and putting him behind the Vanguard with the 2,000 power bonus makes it 21,000 Power, and Crossrides aside, that magic number makes it a bit more difficult to guard against in a Mid-Late game scenario.

Overall, the Pirates of Cray are back in full force, and I'm honored to call Nightmist my avatar of the clan!

Rating: 5/5
Art: 5/5 (He's looks just so...damn...pimpin!!!)
Next Time: From a pirate Break Ride to a...kitty?

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

Lord of the Seven Seas, Nightmist
Well, it's a far cry from his old self, that's for sure. What we have here is Granblue's Break Ride. So 10k when you ride a new unit, obviously, and then you can call any two from the Drop Zone, give them 5k, and then retire them again at the end of the turn.
This thing is actually really good. With the new toys that he came with he's better: You target 2 units like Sea Strolling Banshees and that's a +2 to the hand. Now, obviously the intent is to use the extra power gains to have a big column or columns, but there's a more creative way to use him. Because the units die at the end of the turn, you can swap them for stuff that WON'T die, such as sacrificing your targets for Samurai Spirit, or reviving a purposeful 1:1 such as Rough Seas Banshee. And bam; you've gotten your plusses for pretty much free. No need to commit from the hand (letting it tank like mad) and you have your full field. Personally, I prefer it this way, since hand size that late in the game trumps all.
So yeah, Nightmist CAN be a finisher, but his most optimal usage is through plussing with the right combo pieces. Granblue may not have a straight up murder-beast, but they'll stave off other murder-beasts with this thing's hand size and that's just as good.


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