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Unrivaled Blade Rogue, Cyclomatooth

- #BT15/019EN (RR)  

Date Reviewed: Oct. 10, 2014

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Megacolony» rides this unit, choose your vanguard, that unit gets [Power]+10000 until end of turn, and [Rest] all of your opponent's units, and all of your opponent's units cannot [Stand] during your opponent's next stand phase. [CONT](VC):During your turn, if all of your opponent's vanguard and rear-guards are [Rest], 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)

Rating:  4.0

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

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Unrivaled Blade Rogue, Cyclomatooth
Uh...welp. What an end note to wrap up the week with. Meet Megacolony's Break Ride unit. Gains 2k on attack, standard (if all your units are rested, that is). But what he's used for is the FRANKLY ludicrous Break Ride effect. He grants the new Vanguard 10k and then rests all standing units the opponent has, before rendering all units unable to Stand on the next Stand Phase.
Yes, that's UNITS.
As in, your Vanguard too. Shutting down the Vanguard is a claim not even Link Joker can make. (Well, until December approaches, he he he...)
That's really insane, especially as there is no Counterblast cost to this card. If the opponent's on a Break Ride, okay, maybe this can be mitigated but that assumes the opponent HAS one to use. If not, they're down 2 cards from no Twin Drive and you're UP 2 from not guarding. Virtual +3 (I count the extra ride as a -1) for no other cost is pretty unbalanced.
Even in the scenario where the opponent CAN ride, you're still ahead of the game because they had to -1 from Riding again, not to mention they have to work with paralyzed rear-guards for more virtual plusses for you. You have no idea how angry the opponent will be as you ride Cyclomatooth ON Cyclomatooth OVER AND OVER.
This is the whole reason anyone wants to play Megacolony anymore. I won't fault you for using what is probably the ultimate troll card. Because this is pretty cool.

Unrivaled Blade Rogue, Cyclomatooth
Ending this week on a high note.
My god, Megacolony needed a big boost, and boy did they get one.  Holy dang!  That Break Ride skill.  Keep everything, including the Vanguard, from restanding when you Break Ride with this thing.  On top of that, rest anything that's still standing, so any Megacolony skills that need everything resting would activate.   It's...  Almost obscene.  If not for Infinite Zero Dragon, this would be the best Break Ride in the game, bar none.  Yes, I know, in theory it's really broken, but in actual game-play, it doesn't seem to top very much.
Mostly because it's not a Machining, but then again, if you do use this more than once and your opponent can't ride a new Grade 3 (assuming they're at Grade 3) every time you Break Ride, they just get a single draw and have to hold out for the next turn.  And while you can call new rear guards out to attack, you're still losing Drive Checks, so this...
This card is really badly designed and is dang near game-breaking all by itself.  Megacolony was one of the worst clans in the game, but now that they can start stunning the Vanguard, they've been propelled upwards pretty quickly in terms of how good they are.  If you see your opponent running Megacolony, you better hope that Morikawa possess you when playing the game, otherwise you won't get enough Grade 3s to get out of the hole that these bugs are going to put you in very quickly.
Rating: 4.5/5


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