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							Carnivorous Megatrick, Prana 
							- 
							#G-BT08/008  
							
							Reviewed: 
							Oct. 5, 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-[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up & Choose a card from your hand, and put it into your soul] Choose up to the same number of cards with the magia ability from your soul as the number of face up cards in your G zone, and call them to separate (RC). At the end of that turn, if the number of face up cards named "Carnivorous Megatrick, Prana" in your G zone is one or less, put the units called with this effect into your soul, if the number is two or more, choose any number of units called with this effect, and put them into your soul. 
                            
							
							Rating: 2.75 / 5.00  
							
							
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					Saikyo 
					Cardfighter 
					R | 
              
						
						Carnivorous Megatrick, Prana 
						  
						...Um, sure. Prana's...okay? Her ACT skill is once per 
						turn and requires Counterblast one, flipping a G Zone 
						card face-up and moving a card in the hand into the 
						soul. Then for every face-up G Unit in the G Zone with 
						Magia you have, you can call a unit from the soul with 
						Magia. When the turn ends, every card called with the 
						skill goes back to the soul if the number of face-up 
						Pranas in the G Zone is 1 or less. Any more, and you get 
						to choose how many go back to soul and how many stay 
						out. 
						  
						...I don't like it. The problem here is sheer 
						redundancy. Harri's Stride skill already can bring out a 
						handy Peryton/Paratrooper who then calls another, then 
						Cat Knight calls himself then one other unit, possibly 
						another Peryton or Paratrooper...you get the idea. What 
						sucks even more is that this unit's skill is restricted 
						only to Magia units, so really, this cannot be splashed 
						into anything other than Harri and even then, this is 
						purely for the occasions you must ride your backup Grade 
						3 instead. Or if you need to sacrifice cards for the 
						occasional Phantom Blaster Diablo play. Any other time 
						you'd want to send everything back to soul where they 
						cannot be sniped. 
						  
						P.S It was ruled that when your turn ends, you can send 
						Prana to the G Zone before resolving the rest of her 
						skill, so on the first Stride, you can get the option of 
						keeping cards as long as your first flip was another 
						Prana. 
						  
						An awkward counter to Diablo was not what they needed. 
						Use at 2 at the very most because all you want is the 
						fail-con play.  
						  
						2.5/5 | 
             
            
              
					
					  
					Winston Fairwinds | 
              
						
						[Carnivorous Megatrick, Prana] 
						 
						This card is a bit redundant as far as Pale Moon strides 
						go, except for some choice situations. Since you have to 
						put a card from the hand into the Soul for Prana's cost, 
						you get a chance to put Cutie Paratrooper in there if 
						you didn't ride it on turn one. (And we all know how 
						important she is in Harri.dek. I wholeheartedly believe 
						this unit exists only so Harri.dek can leave units on 
						board against Megacolony opponents. You want to keep 
						units on board so the opponent thinks twice about using 
						Lawless Mutant Deity. It's much better to have to recall 
						units over the ones Grade 4 Dankface stunned rather than 
						not being able to call anything at all. Pale moon has no 
						restanding Vanguard or Glory clone to pick up the slack, 
						so you need the option to call things. 
						 
						I will say Prana's lack of splashability is a bit 
						off-putting; she only calls Magia units. But Silver 
						Thorns and Nightmare Dolls will be fine without Prana 
						anyway. 
						Prana, like Gouach from yesterday, exists for more 
						options and utility rather than power plays. Grab about 
						3 Prana though, since she's still a Magia stride that'll 
						help out Mephisto.  
						 
						3/5 | 
             
             
					
					 
					
					  
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