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Spiral Celestial, Hellm - #FC02/008EN 

Date Reviewed: Nov. 7, 2014

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose a card from your hand, and put it into your damage zone] Choose a face up card from your damage zone, put it into your hand, and this unit gets [Power]+5000 until end of turn, if you have a face up card named "Spiral Celestial, Hellm" in your damage zone, this unit gets [Critical]+1 until end of turn. This ability cannot be used for the rest of that turn. [ACT](VC):[Counter Blast (1)] This unit gets [Power]+2000 until end of turn.

Rating:  1.50

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Spiral Celestial, Hellm


Final card of this week is the new Celestial ace. On Limit Break, she can CB1 on attack to swap a FACE-UP card in the damage zone with a card in the hand. And then she gains 5k and a Crit is you have another copy of Hellm face up in the damage zone. Oh, and she can CB2 to gain 2k as an ACT skill.





...nope. Nope nope nope nope. Putting aside LGCSSG, this is basically Shamshiel with less choice. In Shamshiel, you can swap ANY damage, so you counterblasted what you wanted then swapped them out with Shammy. This can't do that, and indeed, as the game goes on she gets even LESS choice.


Angel Feather never get anything good relative to the support of others. It's a piss-take.


Spiral Celestial, Hellm
Oh look, it's an Angel Feather unit.  I'm...  Not sure what to say about this, but the card gets +5000 if you CB1 and put a card from your hand into the damage zone and then add one face up card from the damage zone to your hand.  And, if you happen to have a Hellm in the damage zone after doing that, you get +1 critical.  Plus you can CB1 to have this unit get +2000 for the turn.
Sadly, not much that I can say about this one, pretty bland, even yesterday's card had more to it than this one does.
Sorry folks, ending the week on a bad note.  Hopefully you'll join us next week when we look at some good cards!
Rating: 1.5/5


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