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Star-vader, Colony Maker

- #BT13/015 (RR)

Date Reviewed: May 19, 2014

text: See Below


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 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 Maker
Power: 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: 4.5/5
Art: 4/5 (Like a queen)
Next Time: See those bound cards? ...what bound cards?

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


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.


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