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Performing Zombie

- #BT17/136EN

Date Reviewed: Feb. 3, 2015

[AUTO]:When this unit is placed on (RC), look at ten cards from the top of your deck, search for up to one card from among them, put it into your drop zone, and shuffle your deck.

Rating:  3.17

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

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Performing Zombie
May WarLycan36 live on in the hearts of Pojo-goers everywhere. (Unless he's actually back for this week, in which case I apologize)
Performing Zombie is part of Bushiroad's subtle campaign to make Stand Triggers cool again. When called, you look at the top 10 cards of your deck, and choose one to send to the drop zone, shuffling the rest back into your deck.
...It's neat I guess...? Problem is, I think I'd rather have Hades Steerman. Hades Steerman can at least generate some actual plusses combined with cards like Samurai Spirit, whereas you use Performing Zombie almost always to set up such plays in the absence of cards like Chappie the Ghostie, so it's almost always going to be on a 1:1 basis. Maybe even then not always good ones; I don't really want to set up my drop zone by unnecessarily losing a 10k shield when the reward in guard quality is probably going to be floating at 10k back. 
It's not good enough to consider running over Critical Triggers, and Hades Steerman contributes to the strategy better. If you want to fill your drop zone, just use Chappie the Ghostie or guard with those Sea Strolling Banshees or Samurai Spirits. You're bound to draw several in excess.

Performing Zombie
Well, I guess even a captain needs entertainment.
Even though this is a stand trigger, for Granblue, that's never a bad thing, seeing as this easily replaces both Hades Steersman and Captain Nightkid with its ability.
Hades Steersman was a weak booster and only used as sacrifice fodder, and Captain Nightkid was a one-shot use.  Performing Zombie has a better boost and can use Nightkid's skill on call, which is really good, seeing as it sets up your drop zone for future turns and acts as sac fodder for units like Samurai Spirit.
Bottom line is, if running Granblue, give this guy a chance, you might be surprised at how good this one is.
Rating: 3.5/5


What's up, Rogue Squad?! So for today' card for Set 17 Pirates Week, or according to Nanya, WL Week...I like it!!! Let's see what we've got...

Performing Zombie
Power: 4000
Grade 0
Trigger: Stand
Clan: Granblue
Race: Zombie
[AUTO]:When this unit is placed on (RC), look at ten cards from the top of your deck, search for up to one card from among them, put it into your drop zone, and shuffle your deck.

...aside from it being a Stand Trigger, I really like this card! Whenever he's placed onto the rear-guard, you peek at the top 10 cards to drop one of them. I've been testing around with this as a tech trigger by putting onto the field, dropping a Samurai Spirit and sacrificing the Performer to resurrect the Samurai. Like I said earlier, the only drawback is that of all of the Triggers in the game, this just HAS to be a Stand Trigger. If it was any other rigger, it would be an instant 5/5 (especially if it was a Draw Trigger as you aren't losing as much Shield), but it's still got a pretty good appeal and is deserving as a fun test run.

Rating: 4/5
Art: 3.5/5
Next Time: We're reviewing a Starter?!

Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!


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