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Liberator, Monarch Sanctuary Alfred - #BT15/003EN (RRR)

Date Reviewed: 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)

Rating:  3.25

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Liberator, Monarch Sanctuary Alfred


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.
Rating: 4.5/5
See you guys next week!


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