Sanctuary Guard Dragon – #V-SS06/001EN
Ratings are based on a 1 to 5 scale: 1 is awful. 3 is average. 5 is great.
Damn you Royal Paladin, I just wanted SOMETHING that belonged to Kagero, and then you invent a re-standing Vanguard. So first, it gains Critical. A bit slow if you go first but can be lived with to a point. The lateness is probably to balance the second skill. Now, it DOES need to swing alone without a boost, so you’re either going to need to put Force 1 onto it or use Ballizal to make it a 23k swing with Critical (maybe BOTH to make it 33k, that’s Dragonic Overlord level swings), and then rest three Grade 1s to get up again. Thankfully the 10k bonus extends to the whole front row, so you compensate for the fact you will not be boosting anything this turn. What’s a bit less good is that it means Sanctuary is forced to attack first every turn just to gain mileage, and if the Crit does not happen to be online one damage trigger can suddenly cut off the good plays.
Good, but not perfect, since a mass murder deck like Narukami for example means it’s difficult to keep re-standing as a reversal tactic. You can’t even call triggers to rest because it specifies G1 EXACTLY, so Sanctuary Guard’s skill is going to be for moments when you are already winning. I’d rather have a unit that can re-stand regardless of situation. But still, a feasible boss unit.
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