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Liberator, Monarch Sanctuary Alfred
- #BT15/003EN (RRR)
Sep. 19, 2014
[AUTO](VC) Limit Break 5 (This ability is active if you have five or more damage):When your "Blaster Blade Liberator" is placed on (RC) from your deck, this unit gets [Power]+10000/[Critical]+1 until end of turn.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3) & Soul Blast (2)] Put all of your rear-guards and locked cards on top of your deck in any order, look at five cards from the top of your deck, search for up to five cards with "Liberator" in its card name from among them, call them to separate (RC), and put the rest on the bottom of your deck in any order. This ability cannot be used for the rest of that turn.
[CONT](VC):During your turn, this unit gets [Power]+1000 for each of your rear-guards.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Back to the main COTD
How the hell can that guy
even WALK anymore!?
Well, what we have here is
a Grade 3 with quite possibly the most skills I've seen
on one unit including Lord. He came here to stop Link
Joker, and can he succeed? Probably. Can he defeat
anything else? Probably nothing that really matters.
Alfred has a lot to cover
so let's start with the beginning. He has an Ultimate
Break, which gives him 10k and a Critical if you call
Blaster Blade Liberator from the deck. LGCSSG applies
here. More so than the others actually, because at least
normal LB4 Crit gainers can recover when the opponent's
on 3. Most of the time, you'll be on 5 and the opponent
will be on 4. So they'll STILL block it because Critical
Triggers exist so this has even LESS chance of ever
being meaningful. And let's not start on the stupid
chance-based activation requirements.
Limit Break-wise, you can
Counterblast 3 and Soulblast 2 to return all rear-guards
and locked units you have to the top of the deck (DON'T
SHUFFLE), then call the top 5 to rear-guard circles as
long as they are Liberators. Useful for powering up a
Bruno I guess, but again as mentioned in my Luquier
Venus review, you should never assume your field will
suck enough to warrant sacking it back. At least since
it puts cards back and calls them again you can clean
the field but apart from that it's good for nothing else
except bypassing Link Joker.
Finally, as a normal skill,
he gains 1000 for every rear-guard you have during your
turn. Generally not useful Mid Game since no-one guards
the Vanguard at that point anyway, and Late Game is
exactly when people drop the PG in his face. More so if
you pulled the Ultimate Break off somehow.
Frigging hell, three skills
and not one of them really matter that much? Bushiroad
really hedged their bets with 3 skills hoping at least
one would make an impact.
What actually happened was
that they tossed 3 coins and all of them came up tails.
Liberator, Monarch Sanctuary Alfred
As he listened to the reports of the Link Joker's newest
power, as well as sightings of Dragonic Overlord, Alfred
would don the armor of the United Sanctuary and look at
Blaster Blade. The two would walk the battlefield
together to stop Link Joker once and for all. Their
only worry was that the Overlord had gone berserk like
the reports said he did. They had a battle to win, and
a planet to save.
Alright, so Alfred here has four different effects, when
was the last time we saw that many on one unit? First
is the Lord, which we all know, the second is that this
Alfred gains only 1000 for each rear-guard. If not for
Lord, you could actually mix your clans up with him.
Though that would hurt the consistency of the deck, so
it's not a good idea.
Next is the Limit Break. Which is known as...
"Liberate the Lock!" Though the cost *IS* pretty high
at CB3 and Soul Blast 2.
That's right! Alfred here can do what Grand Ezel
Scissors did, but this guy does it even better. First,
he can take an empty field and completely fill it up.
Secondly, the five units are all called at the same
time, unlike with Garmore, so units like Bruno get their
effects even if they weren't on the field at that time.
And, lastly, he undoes the Lock that Link Joker places
on the field. However, unlike other Unlockers, or even
Grand Ezel Scissors, this works even if you're not
facing a Link Joker deck, which is awesome.
And, finally, we have... One of two units with both a
Limit AND an Ultimate Break. If you use Liberate the
Lock and get a Blaster Blade Liberator, this unit gets
+10000/+1 critical (I can hear Saikyo stamping the whole
"Vanguard that gains crits suck" stamp on this ability),
but, it should be known that for EACH Blaster Blade
Liberator, it gains +10000/+1 critical. And, yes, you
should nullify that, because two Blaster Blade
Liberators is utterly stupid from this.
Overall, this is a very strong unit for Liberators and
is a really nice way for them to end Block 3.
See you guys next week!