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[ACT](RC)[1/Turn] Ritual 3 (Active if there are three or more grade 1 cards in your drop zone):[Counter Blast (1)] If you have a vanguard with "Luard" in its card name, choose a grade 1 card from your drop zone, and increase this unit's [Power] by the chosen card's [Power] until end of turn. You may put that card on the bottom of your deck.
[AUTO](RC) Generation Break 1:[Choose one of your other rear-guards, and retire it] When this unit's attack hits, you may pay the cost. If you do, draw a card.
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
Back to the main COTD
Speaking of retiring, on the opposite end of the
spectrum (and field, and by extension target audience),
Uscias here can facilitate a field cleanup to replenish
hand, as long as he hits that is. The first skill makes
it a bit easier, but given the G1 lineup in most Luard
decks, you're looking at "CB1 to give me 7k power. I can
now make 16k without a booster". Throw a 7k booster on
top of that, and you're looking at a 23k column before
triggers. A fair cost to be sure, but I'd rather all
this Counterblast go into something a with a bt more
substance to it, unless for whatever reason I have a lt
of open damage.
Useful enough placeholder for those not fond of 10k
vanilla Grade 2s.
Does Luard really need another way to recycle units?
Uscias lets you keep your resource engine flowing while
also hitting hefty numbers on his own. Put back a
Morfessa (yep she counts as a 1 here) and use a Howl Owl
to instantly hit 21k on his own. It's another CB which
can be costly but Luard usually can manage it