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Wonderful Voice, Lauris -
Reviewed: Aug. 1, 2017
[AUTO](VC/RC):Harmony (When your other unit is placed in the same column as this unit, both units become in harmony until end of turn)
[CONT](VC/RC) Generation Break 2:If this unit is in harmony, this unit gets [Power]+5000. Then, if this unit is on (VC), [Critical]+1.
[AUTO](VC):[Counter Blast (1) & Soul Blast (1)] When your G unit Stride, you may pay the cost. If you do, draw a card, choose up to two of your rear-guards, and return them to your hand.
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
Back to the main COTD
is basically pretty much the old Lauris warts and all.
At least at first glance: this one costs 1 Soul as well
for the Stride skill, but in exchange, you don't need a
field, unlike old Lauris who was weak to board-wipe. Oh
and she can gain 5k even on RG circle.
So which is
better? Against anything that doesn't murder fields,
original Lauris beats this due to less Soul
requirements. Also there's a bit of a difference in the
GB2 wording, so if for whatever reason OG Lauris loses
the unit it's in Harmony with, she keeps the 5k bonus,
so there's more defensive plays with your G-Guardians,
unlike this Lauris who needs to BE in Harmony, not
BECOME in Harmony.
But name is
name, and she has relevance on RG circle, so run both.
Just focus on old Lauris as the ride against non-RG
More Harmony supports! Lauris here isn't quite as
good as her original counterpart apart from her ability
to function as a rear guard. Her stride skill at least
is able to draw regardless of rear guard totals so
that's a plus. Not bad, but harmony needs more to be the
upper Bermuda deck in the game.