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Legend of the Glass Shoe, Amoris

- #G-FC01/044EN

Date Reviewed: June 22, 2015

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down. [AUTO]:When this unit is placed on (VC), choose up to two of your rear-guards, and return them to your hand.

Rating: 3.0

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

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Legend of the Glass Shoe, Amoris
Since it shouldn't take long to review what's actually interesting in the Legend Deck and the new Trial Deck can't really be reviewed without referring to G Booster 3, we soldier on with the generic G-Units that are, you know, unique and not 'hit, do some shit' cards. So we start with Amoris. On Stride, you bounce 2 rear-guards to your hand. Simple as they come.
This would have been pretty meh if it came with a cost. But it doesn't, so this is actually pretty good. A cost-less way to start off a Duo advantage engine without needing some restriction such as hitting or doubling CB cost to bounce and draw is a big plus. It doesn't really come with a whole lot else, but for what it's worth, it's a good way to save a Darling for a turn.
A good unit to fall back on for those who bounce to draw more stuff. Get some for Duos. (Since Academy of Divas doesn't come until later...)


Legend of the Glass Shoe, Amoris
So, we have a Bermuda Stride today.  When placed on V, return up to two Bermudas to your hand.  You know how Bermuda's work, when bounced to the hand, you get nice skills.  Sadly, it does require you to have a field set up, but at least it gives them something until they start getting Harmony in the next Extra Booster.
P.S. if anyone hates the cards this week, blame Saikyo, he chose them.
Rating: 3/5


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