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Echo of Nemesis

- #FC02/019EN

Date Reviewed: Nov. 11, 2014

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks, if the number of cards in your soul is ten or more, until end of that battle, this unit gets [Power]+10000, and your opponent cannot call grade 1 or greater units from hand to (GC). [ACT](VC):[Soul Blast (1)-grade 0 card] Soul Charge (2). This ability cannot be used for the rest of that turn.

Rating:  3.38

Ratings are based on a 1 to 5 scale.
1 being the worst.  3 ... average.  5 is the highest rating.

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Echo of Nemesis

Second card of the week is considerably less horrible. He's a Limit Break as usual, but this one's actually warranting a restriction. Because when he attacks and you have 10 soul, he gains 10k and the opponent cannot guard from the hand with Grade 1 or above units. So screw your Perfect Guard in the eye. Second skill is to Soulcharge 2 by Soulblasting a Grade 0 once per turn.
PG sealing is definitely a useful ability for Late Game given that it is now no longer possible to guard everything and power gain now actually matters. Setting it up's pretty much as easy as setting up Master of Fifth Element, especially since a card like the Greedy Hand/Dimension Creeper combo nets you a fast way to Soulcharge quickly. So it's easy to count on.
The big downside is that Nemesis has no recovery option if it gets sacked by the opponent. If you're on 4 damage and the opponent's on 3, the opponent won't be inclined to guard the Vanguard at that point anyway and so basically nothing happens. Thankfully, such a weakness can be addressed as long as you can open with a revenge killer and THEN drop Nemesis as a finisher. Something like (and I can't believe I'm recommending this) Amon Reverse. Use it to close the damage gap and make them drop guard before finishing with this, since there's no way to tell when you'll be sacked.
Nemesis is exclusively a finisher since it has no other skill that can back it up like fast damage inflicting but it's definitely far from horrible.

Echo of Nemesis
Meet Dark Irregular's newest boss.  You can Soul Blast a grade 0 from the soul to soul charge 2, effectively turning any triggers you got from soul charging into Dimension Creepers.  Granted, you're hoping that you don't get triggers, but we all know that happens with Dark Irregulars.
The Limit Break skill, when you have 10 in the soul, you get an extra 10000 when attacking and a Glory Maelstrom skill?  ...Ouch.  Basically you get to say no to perfect guards while forcing out an extra two levels of shield?  And then if you did it on the turn you did your Break Ride...
...That's very likely to hit and there's nothing your opponent can do about it.
Only downside is that you need 10 in the soul to get the effect, otherwise there's no power boost.  But, like I said, you could combine this with the Break Ride and get some absurd numbers really fast.
I'd give this card a chance if you're playing Dark Irregulars.  After all, trying to run Amon, Amon R. and the Break Ride in the same deck isn't easy to do.
Rating: 3.75/5


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