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DragonáMasquerade, Harri - #G-BT05/002EN

Date Reviewed: Jan. 28, 2016

[Stride]-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. Magia-[AUTO](VC) Generation Break 3:[Counter Blast (2) & Choose one of your rear-guards, and put it into your soul] When this unit attacks a vanguard, you may pay the cost. If you do, choose up to three cards from your soul, and call them to separate (RC). Then, if you have five or more rear-guards, your opponent chooses two of his or her rear-guards, and puts them into his or her soul. At the end of that turn, put the units called with this effect into your soul.

Rating:  3.25

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

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Dragon Masquerade, Harri


Harri. The most stable and most likely end goal for G Pale Moon. His skill is GB3 and a Magia skill: upon attacking the Vanguard, suck a rear-guard into the soul and Counterblast 2. You then call 3 new rear-guards from the soul, and then the opponent must choose two of their own rear-guards to put in the soul. At the end of the turn, the units you called with the skill go back to the soul.


Well, as much as I hate temporary rear-guards, at least the manages to get rid of opponent's cards forever so I guess I can forgive that, as long as temporary advantage is properly supported. The GB3 is a big turn off for some, which basically requires that the user use Lunatec Dragon early without the extra Critical just to have this card be as fast as a regular GB2 G-Unit.


Not a chase card so you might be able to get away with minimal copies of this but to be honest, I'll take whatever permanent advantage I can get.




Dragon Masquerade, Harri
So, the SSS for Pale Moon, at GB3, CB2, put a rear guard into soul on attack and then superior call three units from the soul, and if your rear guard line is full, really easy to do, mind you, your opponent puts two rear guards into their soul.  Then at the end of the turn the units called by this skill are back into the soul.
So, Purple Trapezist and a few others that work when units pop out of the soul make that skill go bananas.
Not a great finisher, but a good way to keep your opponent from being able to mount too much of a comeback.
Sadly, they get to choose, but, hey, at least it's some form of field control for the deck.
Not a great finisher, but a good way to set up your final turn.
Rating: 3.5/5


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