Divine Knight of Flashing Flame, Samuel
Divine Knight of Flashing Flame, Samuel

Divine Knight of Flashing Flame, Samuel
– #G-BT02/002EN (RRR)

[Stride] (Released when both players’ vanguards are grade 3 or greater!)-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. [AUTO](VC):[Counter Blast (2)] When this unit attacks a vanguard, if the number of cards in your opponent’s damage zone is four or less, and the number of rear-guards you have is five or more, you may pay the cost. If you do, choose one of your opponent’s vanguards, and deal one damage. (Perform a damage check.)
Date Reviewed: August 27, 2020

Rating: 1.75

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below:

Saikyo's Avatar

Ah, yes, this was among the first G Units to actually do something different – we were coming off the generic on-hit, and the GB2-esque ones acting as our main Stride options…I guess, if you don’t count Chronoscommand, Mystery-flare and Ragnaclock, because GC had to be the first to beat everyone to the punch. Anyway, CB2 to inflict 1 damage was even back then rather pricey, considering the resources you had to spend to actually fill the board. Even in Altmile you couldn’t really afford the Stride skill if you wanted to use Samuel, so…

Different, but not necessarily better unless you could Rainbow Guardian your way back up.


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