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Blue Storm Karma Dragon, Maelstrom "Reverse"
Sep. 15, 2014
text: See Below
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
Back to the main COTD
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"
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
[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.
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,
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.
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.
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
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.