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Feb. 26, 2016
[AUTO]:[Choose a card from your hand, and discard it] When this unit is placed on (GC) from hand, you may pay the cost. If you do, choose up to one of your vanguards that is being attacked, and that unit cannot be hit until end of that battle.
[AUTO]:Charge (When this unit is placed on (RC) due to an effect, you may have it become charging for that turn. If you do, put it on the bottom of your deck at the end of its battle)
[AUTO](RC) Generation Break 1:[Choose a card from your hand, and discard it] When this unit's attack hits a vanguard, if this unit is charging, you may pay the cost. If you do, return this unit to your hand.
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
Back to the main COTD
Spike's new Perfect Guard packs Charge and if it hits
the opponent while Charging, you bounce her back to the
...Again, budget card. Unflipping damage means not
having to sit on your ass waiting for a turn of
explosive bullshit: good for the not patient Spikes
player. Also don't like how she's too weak to make a hit
likely without help like Bad End Dragger.
Man, I should have started with the bosses for this
week. This is a low note.
Okay, I admit, I don't like this one.
While it has Charge, which, if called by another effect
to the field, lets it return to the bottom of the deck.
At GB1, you have to pitch a card to bounce this to your
hand after it hits the Vanguard.
...Yeah, no, sorry, this doesn't tickle my fancy.
Use Marilyn or Alma instead.