Stealth Rogue of Revenge, Ooboshi
Stealth Rogue of Revenge, Ooboshi

Stealth Rogue of Revenge, Ooboshi
– #G-BT13/043EN

[AUTO](RC):When this unit is chosen due to the effects of your opponent’s card, choose up to two of your cards in your circles other than (VC) and (GC), and return them to your deck. If you returned one or more cards, search your deck for up to two “Stealth Rogue of Revenge, Ooboshi”, call them to separate (RC), and shuffle your deck. Shadowstitch-[AUTO](RC)[1/Turn] Generation Break 2:At the end of the battle that your other unit attacked a vanguard, and that attack did not hit, if you have a vanguard with “Yasuie” in its card name, until end of turn, this unit can attack from the back row, and it gets [Power]+7000.
Date Reviewed: January 15, 2018

Rating: 3.50

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

Reviews Below:


It’s been pretty disappointing for Murakumo all-round, truth be told, so enjoy your Shirayuki-themed week and what little was good in this G-Booster. Ooboshi has caused much grief for me. Not because of its practical use, it’s about what scrublords THINK this can do. So I’m going to say it straight: By the rules of effect resolution, if I throw a Denial Griffin in its face, or any sort of retire skill, you cannot then use this card’s skill to ‘dodge’ the retire. The skill involving the retire resolves entirely first, you then attempt to proc this, but as it’s no longer on a RG circle, you cannot bounce itself: you have to instead choose other cards on your circles.

It still works if it’s Locked, or paralyzed by Megacolony, as long as it was chosen to do so.

Rules for idiots aside, procc’ing the GB2 isn’t hard, with Yasuie Genma as a first Stride or just using a G Guardian, so you’re basically looking at a Kagamijishi turn along with whatever else your G Unit does, which is helpful enough. The opponent generally won’t want to let a load of weak attacks through for a turn just to avoid this thing.



What’s up, Rogue Squad?!  For this week, we’re going to be looking at some ninjas and ghosts (not of the pirate variety), and today, we’re going to have a look at, arguably, the best Grade 2 Murakumo card that the clan in its entirety has in Ooboshi.

What makes Ooboshi so great?  Well, a few reasons.  First off, at GB2 (which Murakumo can easily get to now on first Stride), if it ever sees an attack miss, then Ooboshi becomes 16k and can attack from the back row, so if you call this out via Yasuie or a Hiden Scroll and have a full front line, then you can throw him into the back row and have him waiting to see someone fail on their attack so he can jump in from out of nowhere and give an extra attack or two in.

Its second effect is also pretty damn interesting, especially against Messiah, Chaos and Megacolony. If Ooboshi gets targeted by a cardboard effect, you can send up to two cards on your field back to the deck, and as long as you sent back at least one, then you can call out two more Ooboshi to the field.  This makes Ooboshi incredibly slippery and almost unlockable and unstunable.  The only drawback is that if it gets hit by Denial Griffin, then you do lose one Ooboshi, but the exchange is that you can return one other card on the field to get two more attackers, and the best thing about this is that they actually see the attack miss as the damage step resolved after they get called, so they get to attack at 16k.

If you’re playing Murakumo, whether it’s Yasuie, Shirayuki, the Dueling Dragons or whatever build, play this…it’s that simple.

Rating: 4/5
Artwork: 3/5

Next Time: Revisiting an old ex.

Go Rogue…Go Pro…and Fight the Meta!!!

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