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Sprout Jewel Knight, Camille

- #FC02/004EN 

Date Reviewed: Nov. 4, 2014

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] At the beginning of your main phase, if the number of rear-guards you have is three or less, you may pay the cost. If you do, search your deck for up to one card with "Jewel Knight" in its card name, call it to (RC), and shuffle your deck. [AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.

Rating: 1.25

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

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Sprout Jewel Knight, Camille


Next up is Royal Paladin's turn. Camille's a Limit Break unit and her skill is to summon a new Jewel Knight from the deck at the start of the Main Phase if you have 3 or less rear guards. Oh, and her normal skills to gain 2k on attacking the Vanguard.


GRIND. ALL THE BORING GRIND. Perdur was merely boring; this is actually pretty bad. So Late Game, when the field should be reasonably set up, it's basically all relying on you having no front row. Cool story, bro, but for Counterblast 1 for +1, Ashlei "Reverse" could have netted basically the same thing AND gotten rid of something problematic to boot. Because should the field be full when Camille springs, she's dead in the water.


Camille is actively damaging to look at. I'm moving on before any more of my brain cells die.



Sprout Jewel Knight, Camille
So...  The non-LB skill is pretty meh, just a +2000 when you attack the Vanguard.
The Limit Break skill though...  I do like that one.  Three or fewer rear guards?  Get any Jewel Knight in the deck to the field.  Doesn't matter if you're running pure Jewel Knights or not, you get a free Jewel Knight out of it.
That being said, of course you want to run a pure Jewel Knight deck for this.  And since Jewel Knights get to their full ability when there's 4 or more in play...  Yeah, I think this is a very nice final boss for the Jewel Knights.  Not quite as good as Ashlei R, but, hey, a nearly-free unit is never a bad thing in Vanguard.  It'll thin your deck and make it a little easier to get more triggers during the drive checks.
Also, it should be noted, you can do this effect more than once a turn, so even if you have an empty field, you can fill it right up with ease.
Over-all, not a bad card, much better than yesterday's card, though it has to compete with Salome and Ashlei R for deck space.
Rating: 1.5

(Next Day Edit:  It seems that I mis-read the card and thought it was better than it really was.)


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