What's up, Яogue Squad?! We're in our mid card of the
week with our Set 13 Яeverse Week, and today, we're
looking at an evil kitty...yeah...
School Punisher, Leo-Pald "Яeverse"
Clan: Great Nature
Race: High Beast
[ACT](VC) Limit Break 4 (This ability is active if you
have four or more damage):[Choose one of your «Great
Nature» rear-guards, andlock it] Choose up to two of
your «Great Nature» rear-guards, and until end of turn,
those units get [Power]+4000 and "[AUTO](RC):At the end
of your turn, retire this unit." "[AUTO]:During your end
phase, when this unit is put into the drop zone from
(RC), call this card to an open (RC).". (The locked card
is turned face down, and cannot do anything. It turns
face up at the end of the owner's turn.)
[CONT](VC):If you have a card named "School Hunter, Leo-pald"
in your soul, 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)
...god that's a lot of text just for a cat...let's
break it down. Leo Я has 11,000 Power, which is unique
to Great Nature aside from its Break Ride, Chatnoir, and
a very interesting Limit Break. At the cost of Locking a
single unit, two of your rear-guards gain 4,000 Power,
and at the End Phase, not only do they get destroyed,
but they also get resurrected immediately afterwards, so
overall, there's no harm done to your field in the end.
Now, people might be asking what's the point of
mentioning that they retire at the End Phase just to
comeback 5 seconds later? Simple. Certain Great Nature
cards activate when they are destroyed in the End Phase,
like Hammsuke, Raccoon, Coiling Duckbill and Tick-Tock
Flamingo, so it allows them to get their effects off
before coming back ready and raring to continue the
cycle of death-search-resurrection. Even Locking a
single unit like this for a combined 8,000 power boost
is pretty beneficiary as in the right hands, Leo Я is
most certainly a threat when he arrives.
Combined with Chatnoir and Duckbill, Leo Я is
definitely a perfect choice for a solid balance of
offense and defense for Great Nature.
Art: 4/5 (Definitely a scary cat...literally...)
Next Time: Welp...time to be bias!
Go Яogue...Go Pro!
...and DON'T be a Sackboy!!!
School Punisher, Leo-pald "Reverse"
Third in the week is School Punisher, Leo-pald
"Reverse". Late Game you lock a rear-guard to give two
units 4k, at the cost of retiring them during the End
Phase. And then they instantly revive when retired?
So what is this good for, exactly? It can't be for a
field change up because not much would change in terms
of optimal column forming. No, this card is supposed to
be for recyclers such as the Hammsuke series, or the
musical cards (Vocal Chicken, Recorder Dog and Pianika
Cat) so that they can constantly spring their skills and
increase your hand. Although keep in mind the music
cards require taking up a Grade 3 slot, which is quite a
lot to sacrifice for one gambit, so it's pretty
restrictive. But the new Wash Up Raccoon that can
recycle appropriate targets is a thing so there you go.
And yes, I am fully aware of the combo that exists
with this guy that people rave about (rest Tank Mouse to
grant power, then lock Tank Mouse for more power) but to
be honest I'm having to refer to MoFE once again in
terms of having the same gambit. Leo-pald "Reverse" gets
outpaced by him too by virtue of not needing specific
units, being easier to set up and requiring less
liberties. So honestly, recycling and increasing hand is
pretty much the only viable way to use Leo-pald in my
It's the better strategy since converting both your
Rear-guard boosters into essentially 8k boosters will
make up for your losses in power and hand size late in
the game trumps all. He's okay, as far as tankers go,
but he's not the best one...