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Revenger, Desperate Dragon - #BT15/001

Date Reviewed: Sep. 22, 2014

AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)-card with "Revenger" in its card name] When this unit attacks a vanguard, if the number of rear-guards you have is more than your opponent's, you may pay the cost. If you do, this unit gets [Power]+5000/[Critical]+1 until end of that battle. [AUTO](VC):[Choose one of your «Shadow Paladin» rear-guards, and retire it] At the beginning of your main phase, you may pay the cost. If you do, your opponent chooses one of his or her rear-guards, and retires it. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Rating:  2.0

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

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Revenger, Desperate Dragon

We continue our BT15 Interesting stuff crackdown with another new Revenger, Desperate Dragon. Limit Break-wise, you Counterblast a Revenger when he attacks a vanguard and you have more rear-guards than your opponent to gain 5k and a Crit. LGCSSG applies MOVING ON

Second non-LB skill is slightly more interesting. At the start of the Main Phase, you can sack away a rear-guard to kill an enemy rear-guard of the opponent's choice. So it's basically 1:1-ing yourself at the start of every turn.

I personally don't like him much. Not just because Raging Form or hell, Dragruler basically outclass him in effectiveness. It's because he basically doesn't DO anything to actually screw the opponent in a way that they can almost never recover. He has no capacity to finish the opponent, and all he's really good for is a field cleanup on a 1:1 basis. Nice trick, but field consistency isn't enough to win anything anymore.

Is it any wonder this guy's so desperate?



Revenger, Desperate Dragon

Well, this is the least wanted RRR in the set. While not a horribly bad card by any means, it's vastly over-shadowed by Dragruler Phantom and others in the set.

"Vanguards that gain crits suck!"

Yes, Saikyo, we know that.

I am kind of inclined to agree with Saikyo on this one. The Limit Break isn't too useful, though it can make it harder to guard. And, no, you aren't always going to slam into a Sentinel with these kinds of units either.

At the start of each of your main phases, you can retire any Shadow Paladin rear guard to make your opponent have to retire one of their rear guards. In essence, it's a free one-for-one trade. One of yours for one of theirs. Of course, the advantage to this is that you can replace yours right away while your opponent can't. However, the disadvantage of it is that your opponent gets to choose what they retire.

So, overall, not horrid, at least the non-Limit Break skill is interesting, a free retire every turn, and if you ride it off the Break Ride, well, at least you can retire what you got if you so choose to, like if you got Skull Witch Nemian or something.

Rating: 2.5/5


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