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							Star-vader, Colony Maker  - 
							#BT13/015 (RR)  
							Date Reviewed: 
							May 19, 2014 
							text: See Below 
							
							Rating:    
							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, Rogue Squad?! So for this week's Card of 
						the Days, we're going to look at some VICs (Very 
						Important Cards for the initially challenged) that are 
						going to be seen more often in their respective clans. 
						First off, we have a card that can help set up and 
						continue applying pressure in your Link Joker decks:  Star-vader, Colony MakerPower: 9000
 Grade 2
 Clan: Link Joker
 Race: Cyber Fairy
 [AUTO]:[Counter Blast (1)] When this unit is placed on 
						(RC), if you have a «Link Joker» vanguard, and if your 
						opponent has a locked card, you may pay the cost. If you 
						do, search your deck for up to one grade 1 or less card 
						with "Star-vader" in its card name, call it to (RC), and 
						shuffle your deck.
 ...this card is a definite must in your Link Joker 
						deck. Colony Maker has 9,000 Power, which is kind of the 
						norm for any good non-vanilla Grade 2, and an effect, 
						while reliant of having your opponent have a Locked 
						card, is still an excellent card as it's basically a 
						Star-vader version of Tartu but even more efficient. 
						Want to relock one of your opponent's units? Get a 
						Palladium. Need a quick power unit to attack 
						interceptors? Get a Neon. Colony Maker allows you to 
						turn a good portion of your deck into a toolbox and 
						gives you that small leverage you need over your 
						opponent. Also, the fact that Colony Maker's 9,000 power 
						with a majority of the Grade 1's being at 7,000 
						powermakes it so that you're still going to be hitting 
						for a good number as 16,000 is a very good number to be 
						at at all times minus against Crossrides.  Overall, if you're Reversed, get 3-4 of these because 
						they're a personal necessity in Link Jokers.  Rating: 4.5/5Art: 4/5 (Like a queen)
 Next Time: See those bound cards? ...what bound cards?
 Go Rogue...Go Pro!...and DON'T be a Sackboy!!!
 |  
              |  Saikyo
 Cardfighter
 R
 | Star-Vader, Colony Maker
 So, I think this is probably as much as we can 
						reasonably squeeze out regarding anything remotely 
						interesting in BT13. So let's get them out of the way 
						before we enter the slow period before the Extra 
						Boosters. So we start things off with Star-Vader, Colony 
						Maker. When you call her and you've locked an opponent's 
						unit, you can CB1 to call any Star-Vader booster from 
						the deck.
 
 First thing you notice is that she unfortunately doesn't 
						sit and wait for something to lock, so you'll have 
						to wait to call her, usually after locking something 
						with Infinite Zero Dragon or one of your 
						boss's skills. Thing is, this implies that the field 
						will have somewhere open by the time this happens. In a 
						deck with Chaos Breaker, this is somewhat plausible for 
						when you unfortunately have to ride Chaos first, and I 
						guess Late Game Dust Tail Unicorn is a thing, so you can 
						basically unilaterally replace the Vanguard booster.
 
 I wouldn't go riding straight into your boss just for 
						this though. Because If Chaos Breaker locks a unit for 
						CB1 and a -1, then this thing grabs something for CB1, 
						what you've done is turn Chaos into a +0 for CB2. Blegh.
 
 At the same time though, don't deliberately hold her 
						back just for a +1 if you're suffering in terms of 
						columns, because unless you need a booster for setup 
						purposes such as fetching Chaos Beat, it tends to not be 
						worth the cost. Not unless you're tossing a Grade 3 with 
						CBD to initiate Colony because in terms of shield lost 
						compared to calling a booster normally it works out the 
						same. If you need a 10k guarding column, call her 
						normally.
 
 All in all, she's a welcome new addition, but can lead 
						to mistakes if you don't know her. Don't let her skill 
						hold you back.
 
 3/5
 
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