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Blue Storm Karma Dragon, Maelstrom "Reverse"

- #BT15/008EN (RRR)

Date Reviewed: Sep. 15, 2014

text: See Below

Rating:  3.67

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

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Go Rogue,
Go Pro

What's up, Rogue Squad?! So with the Set 15 Sneak Preview come and gone (along with my birthday yesterday), we're going to take a look at some of the better cards of the set, so without further adieu, let's take a look at today's card:

Blue Storm Karma Dragon, Maelstrom "Reverse"
Power: 11000
Grade 3
Clan: Aqua Force
Race: Tear Dragon
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your rear-guards, [Rest] it, andlock it] When this unit attacks a vanguard, if it is the fourth battle of that turn or more, you may pay the cost. If you do, until end of that battle, this unit gets [Power]+5000/[Critical]+1 and "[AUTO](VC): At the end of the battle that this unit attacked, if the attack did not hit during that battle, draw a card, choose one of your opponent's rear-guards, and retire it.".
(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 "Blue Storm Dragon, Maelstrom" 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)

...so this is probably one of the better Reverse units out there now. Maelstrom R ends up gaining both of the original Maelstrom's effects but done with a twist. Much like the original, Maelstrom R needs to be the 4th or higher attack, which is an easy feat for a well crafted Aqua Force deck, and if done so, then you have to both Rest and Lock a unit meaning that that particular unit cannot be a part of any attack before. Most people would be using the Forerunner of the deck to help fulfill that requirement, which is an easy sacrifice to make. Once done, Maelstrom R essentially gains a free Critical Trigger, Power boost and all. For most cards, that alone would be enough, however, Maelstrom has another gained skill where if he misses, then you draw a card and retire any of the opponent's rear-guards. This is a VERY hard effect to go around for most oppositions mainly because if you take it, then you're taking 2+ damage, but if you block it, then you're taking a deficit in cards as you have to lose cards to guard and you lose part of your formation.

Overall, it does demand a particular setup, but the payoff is pretty instrumental as it'll either win you the game or make the opponent delay the inevitable.

Rating: 4/5
Art: 4/5
Next Time: I thought I was at four damage...where'd I get this hit from???

Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!


Blue Storm Karma Dragon, Maelstrom "Reverse"


Here's what we've got coming next week (well, a small fraction of it anyway), and as always I felt it was our duty to inform you all of what's a good buy and what isn't. So starting us off is the first of the final Reverse cards, Karma Maelstrom. He works like the original in that he has a Limit Break that's only on if he attacks 4th, but this one has a catch. His skill costs CB1 and requires you lock a standing rear-guard (the only "Reverse" unit with an AUTO lock skill) to give him 5k. And a Critical. So immediately that's his own booster covered since he won't need it to force 10k guard minimum.


However, I won't write this Crit gaining LB unit off because he has ANOTHER trick. If he doesn't hit after triggering the LB, you retire an opponent's unit and then draw a card. So it's 2 damage if he succeeds, 2 cards up in advantage if not. That's not bad. On paper.


Problem is, while repeatable, unless you can be assured that you can have the 3 attacks matter, Maelstrom "Reverse" generally won't exert the same sort of pressure as a re-standing Vanguard. He certainly doesn't have the insurance of one; he's almost always attacking last, so you can bid adieu to any triggers you check when they drop the PG in his face (and they will, the extra crit is more than enough to convince them to). I'm not really a fan of his mix of offense and defense since hand-on-heart, I know that a good deck could probably take away enough advantage for the hand turtling to matter very little. But at least he seems to be a little better than his base form in that it's a plus for you either way.


He's alright, if a bit setup reliant and therefore chance reliant. But he's not for me.




Blue Storm Karma Dragon, Maelstrom "Яeverse"
Hoo boy, what can be said about this card?  Well, for something from an alternate future timeline, it's pretty powerful.  First of all, it's a Crossride of Blue Dragon Storm, Maelstrom, which was already a pretty good card.  So, it's ability as a Reverse Unit should be similar, yet different from the original, right?
Well, Glory Maelstrom was an Ultimate Break that stopped any Grade 1 or higher from touching the guardian circle from your hand.  How does this thing do as a Crossride with its Limit Break?
If it's the fourth battle and you attack, so, basically it works like most of the other Aqua Force bosses do, it gains +5000/+1 critical, if you lock one of your rear guards (and rest it beforehand).
I can just hear Saikyo going "Late Game Crits suck!"
However, it should be noted that, for the most part, any Vanguard, regardless of when they get a critical, kind of sucks. The only exceptions are Great Daiyusha, Majesty Lord Blaster and, well, this one now. The first two because they're always active, and this guy, well...  If he only gained power and crit, yeah, he wouldn't be very good.  BUT!  If the attack *IS* nullified by a Perfect Guard, or just blocked by too much power, you get to draw a card after twin driving and then you smite one of the rear guards.
That is a VERY solid ability and more than makes up for the whole "Vanguards that gain crits suck" tag that Saikyo likes to throw around.
If you're running Aqua Force, give this guy a try, he's a nice alternative to Tetra Drive Dragon at least.
Rating: 4/5


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