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Force Spear Mutant Deity, Stun Beetle
- #G-BT04/008EN

Date Reviewed: Oct. 30, 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](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):[Counter Blast (2) & Choose a face down card named "Force Spear Mutant Deity, Stun Beetle" from your G zone, and turn it face up] When this unit's attack hits a vanguard, you may pay the cost. If you do, all of your opponent's vanguards cannot [Stand] during your opponent's next stand phase, and your opponent cannot normal ride during your opponent's next ride phase. (He or she can ride by card effects)

Rating:  3.75

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

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Force Spear Mutant Deity, Stun Beetle
We end the week on the main trump card for Megacolony in G-Units, Stun Beetle. As a GB2 skill, upon hitting the Vanguard, you CB2 and G Persona Blast to stun the enemy Vanguard. And to make things worse, the opponent can't normal Ride on the next turn.
Sounds INCREDIBLY nasty, and it is. Unfortunately, it's not entirely as broken as you would think. Being GB2 restricted it can't ever work as a first Stride, so it's Late Game by the time he appears, and that's Perfect Guard time usually, as is the case for almost everything needing to hit Late Game. Secondly, he cannot be run at a minimum of two copies, otherwise if the first Stun Beetle is fluffed, without another copy of itself the other Stun Beetle's useless too. It HAS to be run at 4 to work, leaving only room for Paraspear really.
A player using Stun Beetle hasn't a hope in hell of succeeding if the opponent hoards hand or you know their Drive Check was a Perfect Guard. Not subtle by any stretch which is its biggest weakness but when he goes off, expect a win next turn.


Force Spear Mutant Deity, Stun Beetle
And here we have the Stride that makes the deck work.  The SSS of Megacolony lets you...
Lets you...
...EWWW!  That ability...  EWWW!!!
On hit, stun the opponent's whole field and they can't normal ride?!  Eww!  That's worse than Cyclomatooth and the Deletor Oxy-clean combined.
Um, yeah, this makes the deck work SO well it's not funny.  Thank goodness that strides can't happen until both players are at Grade 3.
Suffice to say, if this hits, I hope you like only drawing one card a turn, because that's all you're going to be doing for a couple of turns!
At least it has to hit to get the skill off, that's the ONLY thing that keeps it from getting a perfect score.
Rating: 4.5/5


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