Zeroth Dragon of Distant Sea, Megiddo
Ratings are based on a 1 to 5 scale.
1 is bad. 3 is average. 5 is great.
Crappy New Year everyone. (Or at least a tolerable one) Now we can finally move on to actually reviewing G-BT13 in earnest. So let’s start on one of the two Zeroth Dragons, Megiddo. Now this dude works like a GB8-level of power for half the requirements, but in exchange if you don’t win that turn your G-Zone’s fucked. So the Zeroth Dragons are basically finishers. Or death-or-glory plays.
Anyway, this basically is a way to generate 6 attacks for basically no effort, using dead cards to attack with. It’s basically going to force the opponent to -6 at least to block everything, at least when they’re on 5 damage anyway, which shouldn’t be difficult in Aqua Force or Granblue if Hollow is used correctly. In the long run though, this is going to be largely unnecessary except as a desperation play or you just want to be flashy. Alexandros can fulfil all your needs without fucking the G-Zone, and Nightrose has enough in the way of soft advantage as it is. So Bermudas might want this so they have a finisher that isn’t horrible, or not Sunshine Vert, but he won’t amount to much. (Keep in mind swapping units will kill off Harmony)
Best used in: Thavas Aqua Force, where resources are cheap and where Resist units are plentiful so Impede can’t shit on this, or Nightrose Granblue, where Grenache can be spammed over and over and Nightstorm has room to be abused.
What’s up, Rogue Squad?! I hope everyone had a safe and fun New Year. Personally, I had to spend it going back to my base, so I didn’t have much time to actually bring in the new year, but enough about my woes; let’s have a look at the first card of 2018!
I think the biggest drawbacks to all of the Zeroth Dragons is that you need to have at least 3 G Units face up and to also discard the same name copy as your Vanguard, but if that wasn’t bad enough, should they survive a Zeroth Dragon turn, then you lose your entire G Deck for the rest of the game, so depending on the deck, playing a Zeroth Dragon is usually what would decide the game. Now that we’ve got the common theme that the Zeroth Dragons have, let’s get to Megiddo. When Megiddo hits the field, you can Counterblast 2, and when you do, you get to call 5 Units from either your hand or Drop Zone, give all of them a 5k boost and have them switch positions with other rear guards. In short, you’re guaranteed at least six attacks with Megiddo, if not even more should you combine it with other deck’s mechanics, like with Aqua Force’s Ripples or even with a dedicated Seven Seas deck with Nightmist. With the right deck, Megiddo is a formidable card that is a great introduction to the Zeroth Dragons.
Artwork: 4/5 (Most the Zeroth Dragons look pretty great)
Next Time: Ironic to purge our sins in hellfire…
Go Rogue…Go Pro…and fight the Meta!!!
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