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Star-vader, "Omega" Glendios - #BT15/000EN (RRR) 

Date Reviewed: Sep. 25, 2014

[AUTO](VC) Limit Break 5 (This ability is active if you have five or more damage):At the beginning of your main phase, if the number of your opponent's locked cards is five or more, you win the game. [ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose a card with "Я" in its card name from your hand, and discard it] All your opponent's locked cards cannot be unlocked during his or her next end phase. [AUTO](VC):When your unit with "Я" in its card name is placed on (RC), choose one of your opponent's rear-guards, and lock it. This ability cannot be used for the rest of that turn. [CONT](VC):All of your rear-guards with "Я" in its card name is also a «Link Joker», and during your turn get [Power]+4000.

Rating:  3.13

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Star-Vader, "Omega" Glendios

What the hell is a Glendios? Should have been translated to Grandiose, proving once again Bushiroad can't even English (see what SHOULD have been called Star-Vader, Jailer Tail to see my point).

This has Monarch Sanctuary Syndrome in that it's got a LOT of skills. So let's work our way down. He has an Ultimate Break that when your Main Phase starts, and the opponent has 5 or more locked units, you auto-win. The only problem is getting those units to stay locked for long enough...

Well, that's what the second skill is for. By tossing a Reverse unit from the hand and Counterblasting 1, the opponent's units don't unlock on their next turn, but the turn after. So the idea is you lock their cards one by one, toss Reverse units, then use the UB to win. In theory.

Unfortunately, the requirements to even pull this off at all are so technical and so reliant on chance it is basically not feasible as a main gambit at all. The Ultimate Break is automatically a bust since the gambit couldn't telegraph itself any harder when you ride it, and because a Critical will damn you to an instant loss most of the time, it is difficult to even reach 5 damage while having 5 locked at the same time.

And that's unfortunate since his THIRD skill, which is Reverse Cradle's skill except the locking isn't Limit Break restricted, only locks one thing per turn. Granted, coupled with his second skill you can turn shield-less Reverse units into what effectively translates as 10k or above shields, but it's still almost impossible to accomplish without a ton of liberties being taken.

Forth and final skill is that Reverse rear-guards become Link Joker and gain 4k during your turn. Well, that's neat, combined with a 6k booster they reach 21k, enough to force 15k guard against most opponents.

So is this worth your time? Not really. Infinite Zero and Chaos Breaker have not only better fail-conditions, but can also gain much more advantage from locking as well in the form of a field nuke. But if you ABSOLUTELY must use Glendios, don't shoot for the Ultimate Break, since it's useless. Just use Glendios's mid-game lock capacity to screw the opponent's formation by using the Omega Lock to stave off attacks.

If Glendios was supposed to be Link Joker's ultimate weapon then it's no wonder these guys are about to lose.



Star-vader, "Omega" Glendios

As Ezel Scissors looked at the defeated form of Infinite Zero Dragon, he proudly proclaimed that the invasion war was over and that nothing the Link Joker could do would work anymore. Infinite Zero Dragon could only laugh as the Star-Vaders unleashed their most powerful, horrible weapon to ever exist, Omega Glendios. Ezel could only stare in shock as his power was no longer useful against a weapon designed to destroy whole worlds. It was not long before Ezel was completely defeated and Glendios turned his attention towards the rest of Cray.

Wow, okay, so, I haven't seen this many effects on a card in awhile, even Monarch Alfred didn't have this many, I think.

Anyway, first thing that I have to point out about this card... There is no Lord, nor is there any -2000 power, anywhere on this card, making it the first (but not the last) unit with 11000 base power to not have a negative side effect associated with it.

The first real effect of the card is the same "Ascendant Joker" from Яeverse Cradle. Only this one gives all Яeverse units an extra 4000 power on top of it. Yikes! 15000 power without a boost? Kind of scary. Thankfully that only works during the owner's turn, not both turns.

The second effect is whenever a unit with Я in the name is placed on a rear guard circle, you can lock one of your opponent's rear guards once a turn. Sheesh, this is getting ridiculous, what's next?

Oh right, the Limit Break. The name is... "Omega Lock". To put it simply, if you counterblast 1 and discard a Я unit from your hand, not only are the cards locked, but they're stuck there an extra turn. Basically, the locks don't end when they would normally. It should also be noted, for all the Яeverse players out there, that Omega Lock doesn't end until your turn ends. So if you lock a unit with your own effect, it's STUCK there until the Omega Lock ends.

And, well, you REALLY don't want to use a Reverse unit against this guy, Chaos Breaker Dragon's got nothing on what this thing does next.

Ultimate Break, this is the first (and hopefully only) alternate win condition in Vanguard. The name? World's End

The Omega Lock sets this up completely. Yes, you have to be at 5 damage, but this, this... Wow, just, just wow. Beyond the fact that Glendios is the rarest card in the set, it's also the single most hyped card in the set, making it very valuable. Quite simply, if your opponent has 5 or more locked units at the start of your turn and you have 5 damage, you automatically win.

That being said, this is not an easy deck to run. It takes a lot of practice and testing to make it work right. But, if you do, this deck is well worth the time to put together...

If you have the time, resources and cash to do so.

Bottom line: If you can get the deck together, try and run it, it's a very combo-oriented deck, so you're going to run more draw triggers than crits for once.

This is a very good, but difficult deck to master.

Rating: 4.75/5


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