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Mar. 4, 2016
[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] Generation Break 1:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), if you have a vanguard with "Rising" in its card name, you may pay the cost. If you do, choose up to one of your other rear-guards, bind it face up, and call that card from the bind zone to an open (RC). Then, if this unit is charging, the unit called with this effect and this unit get [Power]+5000 until end of turn.
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
Back to the main COTD
Similarly, if this card is placed on RG circle and the
Vanguard's Rising Nova, CB1 and SB1 to bind one of your
rear-guards, then call it back immediately afterwards,
and then Axe Diver and the called card gain 5k if your
called card has Charge and enters charge state. Oh and
Axe Diver has Charge himself. Neat.
But for Christ's sake, we get a Fighter's Collection
card later that just says "pick a card with charge, bam,
it now is in charge state". What a to-do. But anyway,
not a fan of how again, this doesn't entirely balance
the hard advantage, it just makes one or maybe two
attacks a little harder to guard, but not to
Dragger/Ogle levels. You need to keep Counterblasting to
keep calling to keep attacking, which this doesn't seem
I want to like G Spikes but so many flaws appear that
turn me off. Again, for G Spikes, falls
under "well-what-the-fuck-else-is-there" syndrome, so
Skill's not exactly what you really want.