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							Magical Charge, Vita  - 
							#G-CB03/010EN  
							Date Reviewed: 
							Aug. 4, 2016 
							[AUTO](VC/RC):Harmony (When your other unit is placed in the same column as this unit, both units become in harmony until end of turn)
[AUTO](RC) Generation Break 1:[Soul Blast (1) & Return this unit to your hand] At the beginning of each turn's main phase, you may pay the cost. If you do, choose up to one grade 1 or less card from your hand, call it to an open (RC), and if you have a grade 4 or greater vanguard, Counter Charge (1). 
							
							Rating:  2.75 
							Ratings are based
                            on a 1 to 5 scale. 
                            1 - Horrible  3 - Average.  5 - Awesome
 
							
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              |  Saikyo
 Cardfighter
 R
 | Magical Charge, Vita 
 Oh yeah, there's this. Vita also has Harmony, and a GB1 
						skill: at the start of your main phase, you can 
						Soulblast 1 and bounce herself to call a G1 or below 
						unit from your hand and then Countercharge 1 as long as 
						the Vanguard is G4 or greater.
 
 The calling and bouncing isn't such a headache in Lauris 
						who's Stride skill bounces the G1 you'll be calling back 
						anyway, and Countercharging at least gets you another 
						G2 Spica use, because I don't think G3 Spica ought to be 
						relied on too much. She's almost certainly going to be 
						sniped by RG hate decks or at the very least attacked, 
						but at least it draws away attacks and you have Dizmel 
						to at least keep her safe from attacks in time for the 
						main phase.
 
 Not entirely vital but she's a nice option to have. 
						Resource exchange is pretty neat.
 
 2.5/5
 |  
              |  Winston Fairwinds
 | [Magical Charge,Vita] Countercharge effects are always 
						welcome, even if a bit conditional. So, Vita can be 
						bounced back to your hand at the beginning of either 
						player's main phase (before any other effect is 
						performed), but you only get the countercharge if she 
						was bounced back on your turn. Now, some players might be worried 
						about their opponent attacking this rearguard if you 
						leave it on board during their turn. My answer: just let 
						them. There's some units in Vanguard I refer to as 
						"acceptable targets." Units like Silent Tom and Broken 
						Heart bait people into wasting their attacks to get rid 
						of these, assuming they're not playing a retire-oriented 
						deck. If the opponent wants to waste an attack that 
						would have otherwise forced you to drop 10k or more 
						shield on a card that would have only given you 5k, let 
						them. They will get outpaced in card advantage. Of 
						course, you could play like a punk and put this 
						Vita behind your Vanguard during your turn, but the 
						countercharge isn't that serious when you're still 
						running countercharge PGs and Magical Girl, Nina/Duo 
						Clear Parasol, Kura.  Also, never play like a punk. 
						Vanguard is a game that awards the aggressive player. Really, you just need 2 of this 
						unit max, because you have other countercharge sources, 
						and for the aforementioned bait factor in this card. 3/5 |  
					 
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