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Great Cosmic Hero, Grand Gallop

- #G-EB01/003EN

Date Reviewed: April 13, 2015

[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):When this unit attacks a vanguard, if this unit's [Power] is 22000 or greater, this unit gets drive+1 until end of that battle. [AUTO](VC):During your turn, when your G unit Stride, choose one of your vanguards, until end of turn, it gets [Power]+4000 and "[AUTO](VC):[Counter Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, draw a card.".

Rating:  3.75

Ratings are based on a 1 to 5 scale.
1 - Horrible  3 - Average.  5 - Awesome

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Great Cosmic Hero, Grand Gallop
Oh Nanya, you know exactly how to warm a guy's cockles.
It's Cosmic Roar week, and we're reviewing some of the more important cards of the first G-Extra Booster, starring the Dimension Police clan. Starting us off is the Stride-based Grade 3 ace, Grand Gallop. Generation Break 2 ability is to grant a Triple Drive instead of a Twin Drive, as long as it's attacking for 22k+. Sort of like Metalborg Sin Buster. As for its on-Stride skill, the Vanguard gets 4k and the ability to draw a card for Counterblast 1 if the attack hits the Vanguard.
Okay, the first ability is...actually a little faster compared to other Gen-Break 2 skills. Largely because you can get 2 face up G-units quickly in the form of Super Cosmic Hero, X Tiger and still have another skill to fall back on. Of course, you will need outside assistance to make 22k, if you have something like Glory Maker and throw in something like the long forgotten Masked Police Grander, but most of the time you'll have to spend CB to pump the Vanguard, so every turn (if you have the right cards) it's a CB1 or thereabouts for a good chance at a trigger and an extra +1.
Second ability is not unwelcome and CB1 for a +1 is pretty much what we've seen on all the other cards like Grand Gallop, but its payoff is that it's not guaranteed, hence the extra 4k bonus, I suppose.

Grand Gallop's pretty decent. It needs a reasonably pure strategy to make the most of it but it's a good ace for the deck it's in.


Welcome to our Cosmic Roar week.
AKA, Nanya-forgot-about-the-Promo-Stride-that-came-with-the-set-if-you-bought-into-the-Pre-Release week.
AKA, the-reason-Commander-Laurel-is-at-one week
Anyway, to start us off, we're looking at the leader of the Cosmic Heroes, who are effectively Vanguard's version of the Green Lantern Corps.
Grand Gallop is the "Break Stride" of Dimension Police, when you Stride with him in the Heart, you give the Vanguard that strides over it +4000 power and the ability to CB1 to draw a card if it hits, effectively turning all Dimension Police Strides into on-hit units.
That's really good, but what about the GB2 skill?
Oh, well...  That's something pretty dang good!  If you manage to double the attack of Grand Gallop, it gains +1 drive check.
Well, THAT'S not too hard, a 7K booster + a 4K pump and Grand Gallop gets Triple Drive.  Sheesh, Break Ride via Daikaiser and give it a boost and you're swinging for G-unit power here.
It should be noted that Commander Laurel's limitation in Japan happened/was announced, I can't remember which exactly, on the VERY SAME DAY that this card was revealed.
Note that the wording is the same as Sin Buster's, so you don't need to hit that number before you attack, you just need to hit that number on attack.
If you're running Dimension Police but not running Dimension Robos, use these heroes.  Exceedingly useful in the right situation.  Plus with Blizza, which comes out soon, you can get this one's GB2 skill going off really fast.
Only downside?  He's from an Extra Booster, the price ain't dropping very much very quickly.
Rating: 4/5 (in a non D-Robo D-Police deck)


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