One thing about Dark Irregular's before I start. Their pluses are hugely limited and their lines aren't as good as Royal Paladin's but eh close enough.
First off Amon is your main Vanguard. Once you have 8 soul he is Alfred Level meaning he no longer needs a boost to be a threat. But now you need equally reasonable Rearguard lines to hit at least 18000.
So possible 18000 Minimum Rearguard Lines:
G1 Amon> G2 Amon
G1 Amon> Evil-Eye Basilisk
G1 Amon> Blue Dust
2 Demon Bike in Soul > Dark Soul Conductor
Prisoner Beast> Werewolf Seiger
Prisoner Beast> Stil Vampir
Prisoner Beast> Any 10k Grade 3
G1 Amon> Any 9k Grade 2
Meaning as long as you have G1 Amon and Prisoner Beast's Boosting you can hit 18k.
Standard Field:
V: Demon World Marquis, Amon (8 Soul)
R Line Left Top: Blue Dust
R Line Left Bottom: G1 Amon
R Line Right Top: Evil-Eye Basilisk
R Line Right Bottom: Prisoner Beast
V Bottom: Empty
This would mean you have 3 lines that hit for 18k. Which makes Crossrides look like normal 10k Vanguards. (Considering the Lack of Megablasting Unit's here we can use our Counterblast Freely)
Anti- Crossride Build: (Also Anti-11k because of the easy 16k Lines)
Grade 3: 7
4x Demon World Marquis, Amon
3x Evil-Eye Basilisk
Grade 2: 12
3x Blue Dust
4x Werewolf Seiger
3x Flirtatious Succubus
2x Emblem Master
Grade 1: 14
2x Devil Child (In case you want to force unblockable 28k Amon swings)
2x Bloody Calf (Hitting Their Boosts is useful after all and 7k on a Basilisk is still 19k)
4x Poet of Darkness, Amon
3x Prisoner Beast
3x March Rabbit of Nightmareland
Grade 0: 17
1x Vermillion Gatekeeper
4x Cheshire Cat of Nightmareland
4x Dark Knight of Nightmareland
3x Blitz Ritter
4x Mad Hatter of Nightmareland
1x Hysteric Shirley
Turn 1 Ride anything over Gatekeeper SC 1 (2 Soul)
Turn 2 Ride to any non-Seiger Grade 2 (3 Soul)
- Flirtatious Succubus SC 1 (4 Soul)
- Blue Dust hits SC 1 (4 Soul)
- Emblem Master hits CB 1 SC 3 (6 Soul)
- Ride Emblem Master call Succubus and Blue Dust, Dust and Master hit SC 5 CB1 (8 Soul)
- Ride Succubus Call Blue Dust with Amon behind. Blue Dust hits SC 2 (5 Soul)
- Ride Emblem Master Call Blue Dust. Both hit SC 4 CB 1 (7 Soul)
Turn 3 Ride to Amon (5-9 Soul)
If you got 8 Soul against a Crossride you are fine if you got 6 Soul against an 11k you are fine. if you got 5 (Which is always going to happen) against an 10k you are fine.
Now about Dark Soul Conductor he'd fill an Akane Style role in that his only purpose is his effect. If I ran him I'd drop 1 Bloody Calf and 1 Seiger simply because he is only good as a blocker.
This build has not been tested but in theory it's fine just make sure to get off Emblem Master's hit against the Vanguard because RG Blue Dusts will do their magic just fine.
Next Time I don't know what I'll do next time maybe Neo Nectar or something.
Showing posts with label Card Reviews. Show all posts
Showing posts with label Card Reviews. Show all posts
Thursday, November 8, 2012
Thursday, November 1, 2012
Defeating the Crossride: The Crossride Decks
The first of this series of posts will be about what the different Crossrides are and the limited information we have about the new ones.
First here are the clans with Crossrides:
Kagero: Dragonic Overlord The End
Shadow Paladin: Phantom Blaster Overlord
Aqua Force: Supreme Blue Storm Dragon, Glorious Malestrom
Narukami: Dragonic Kaiser Vermillion, "The BLOOD"
Gold Paladin: Radiant Lion, Platinum Ezel
Nova Grappler: Super Beast Diety, Illuminal Dragon
Oracle Think Tank: Goddess of the Sun, Amaterasu
Starting with Kagero:
Dragonic Overlord, The End

[CONT](VC/RC): If have a non-«Kagero» vanguard or rear-guard, this unit gets [Power]-2000.
[CONT](VC): If you have a unit named "Dragonic Overlord" in your soul, this unit gets [Power]+2000.
[AUTO](VC): [Counter Blast (2) & Choose a "Dragonic Overlord The End" from your hand, and discard it.] When this unit's attack hits, you may pay the cost. If you do, [Stand] this unit.
So this unit will never be in a mix clan deck but it is a 13k Defense which isn't the most scary part of this card... If you don't block this cards attack you will automatically give your opponent the huge chance to pitch a useless Grade 3 after twin drive check and do it again keeping the twin drive check...
So no matter what if this attack hits you will probably be too far behind to win unless they do not have the Persona Blast available.
Next we have Shadow Paladin:

CONT 【V/R】: If you have a non-«Shadow Paladin» Vanguard or rear-guard, this unit gets Power -2000.
CONT 【V】: If you have a unit named "Phantom Blaster Dragon" in your soul, this unit gets Power +2000.
AUTO 【V】: [Counter Blast (3) & Choose a Phantom Blaster Overlord from your hand, and discard it.] When this unit attacks, you may pay the cost. If you do, this unit gets Power +10000/Critical +1 until end of that turn.
Basically this isn't nearly as scary as The End. Your opponent has to time this effect correctly for it to matter. If they Persona Blast at the wrong time and it's blocked they can no longer use it without unflipping damage and obtaining a third Phantom Blaster Overlord.
Then we have Gold Paladin

[ACT](VC): Limit Break 5 (This ability is active if you have five or more damage):[Counter Blast(3)] Choose up to five of your «Gold Paladin» rear-guards, and those units get [Power]+5000 until end of turn.
[CONT](VC): If you have a card named "Incandescent Lion, Blond Ezel" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Leader (If you have a unit with a different clan from this unit, this unit cannot attack)
This is a new breed of Crossride. It's ability can only be used when Limit Break 5 is active but it's extremely powerful and a really dangerous card. Basically Soul Saver Dragon on crack. Instead of 3 units getting a huge boost it makes every line except for it's own gain 10k while it's line only gets 5k... But think of it this way... Opponent is at 5 damage with 3 open... you have 8 cards in hand 4 10k Shields 2 Grade 3 and 2 5k Shields and 1 Grade 2 on field 55k Shield total... You have 5 damage and a 11k Vanguard they have 2 16k RG lines and Platinum Ezel with a Tron behind it. You can easily guard this turn even a no trigger pass on vanguard if you wanted. They Limit Break suddenly they have 2 26k Lines and a 11k Tron behind the 13k Platinum Ezel. They swing with the Vanguard for 28k... Pre-Triggers... you have to use 20k for a 1 trigger pass 30k for a no trigger pass... say you put up 25k for 2 trigger pass. They check a Critical Trigger and give the power to a Rearguard... now you have 30k Shield left... 26k Rearguard line swings in you put up 20k. 10k Shield left 31k Rearguard Line swings in you have no guard left...
OR
You have a Full Guard in hand instead of one of those 5k Shields. You Full Guard the Vanguard and he checks that same trigger... you still have 50k Shield left. Rearguard swings in you put down 20k to stop that line. 30k left... they swing in with their 31. you put up 25k to stop that... So at 5 damage you needed a minimum of 7 cards in hand to survive the turn. Nasty right.
Next we have Nova Grappler

[AUTO](VC): Limit Break 4 (This ability is active if you have four or more damage.):[Counter Blast (3)] When this unit attacks a vanguard, you may pay the cost. If you do, choose up to two of your rear-guards with "Beast Deity" in their name, and [Stand] them.
[CONT](VC): If you have a card named "Beast Deity, Azure Dragon" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Leader (If you have a unit with a different clan from this unit, this unit cannot attack.)
This is a far weaker Crossride but still extremely powerful. It swings in and lets two units that already attacked battle again pre-trigger check. Meaning if you can get the rest of the lines to stand you can get a ton more attacks in... if you have a Death Army Guy behind each of two Yamata Drake. against a 10k Vanguard you can force 30k Shield before the Vanguard attack and then if you check a Grade 3 and Stand both Beast Diety's you can force another 30k shield. even against an 11k Vanguard you can force 20k Shield before the Vanguard attack which if a 8k is behind it you can force another 20k Shield to guard for 2 trigger pass. You stand the Yamata Drakes and check a grade 3... you get to swing in and force another 20k shield... your opponent needs 60k shield to survive... if you played right the entire game the opponent shouldn't have more than 6 cards in hand... if one is a full guard and 2 are known triggers... your opponent will have to full guard the vanguard use a trigger on each Rearguard attack... and then would need 2 more 5k Shields to stop the standed rearguard units barring a Grade 3 check or Trigger check of any kind on your side.
I don't have effects for the other Crossrides but tomorrow I should have a guide for 3 different clans and how they can deal with Crossrides sucessfully Mostly the 13k Defense portion. The most Dangerous crossride will probably be Goddess of the Sun, Amaterasu due to the highly defensive nature of that clan.
One thing about Crossrides is that their entire Grade 3 Line-up is Crossride related and their Grade 3's are often bad Rearguards. Meaning most decks early game if they can apply pressure early enough before the Crossride is completed you can come out on top... Also if they miss the Crossride they often can't put the rest into the Soul meaning you can then treat it like a less flexible deck that has limited options and run it over as if it was nothing special. If you can keep their rearguards out of the game then their huge defense won't matter much when their vanguard is the only threat to you.
First here are the clans with Crossrides:
Kagero: Dragonic Overlord The End
Shadow Paladin: Phantom Blaster Overlord
Aqua Force: Supreme Blue Storm Dragon, Glorious Malestrom
Narukami: Dragonic Kaiser Vermillion, "The BLOOD"
Gold Paladin: Radiant Lion, Platinum Ezel
Nova Grappler: Super Beast Diety, Illuminal Dragon
Oracle Think Tank: Goddess of the Sun, Amaterasu
Starting with Kagero:
Dragonic Overlord, The End
[CONT](VC/RC): If have a non-«Kagero» vanguard or rear-guard, this unit gets [Power]-2000.
[CONT](VC): If you have a unit named "Dragonic Overlord" in your soul, this unit gets [Power]+2000.
[AUTO](VC): [Counter Blast (2) & Choose a "Dragonic Overlord The End" from your hand, and discard it.] When this unit's attack hits, you may pay the cost. If you do, [Stand] this unit.
So this unit will never be in a mix clan deck but it is a 13k Defense which isn't the most scary part of this card... If you don't block this cards attack you will automatically give your opponent the huge chance to pitch a useless Grade 3 after twin drive check and do it again keeping the twin drive check...
So no matter what if this attack hits you will probably be too far behind to win unless they do not have the Persona Blast available.
Next we have Shadow Paladin:
CONT 【V/R】: If you have a non-«Shadow Paladin» Vanguard or rear-guard, this unit gets Power -2000.
CONT 【V】: If you have a unit named "Phantom Blaster Dragon" in your soul, this unit gets Power +2000.
AUTO 【V】: [Counter Blast (3) & Choose a Phantom Blaster Overlord from your hand, and discard it.] When this unit attacks, you may pay the cost. If you do, this unit gets Power +10000/Critical +1 until end of that turn.
Basically this isn't nearly as scary as The End. Your opponent has to time this effect correctly for it to matter. If they Persona Blast at the wrong time and it's blocked they can no longer use it without unflipping damage and obtaining a third Phantom Blaster Overlord.
Then we have Gold Paladin
[ACT](VC): Limit Break 5 (This ability is active if you have five or more damage):[Counter Blast(3)] Choose up to five of your «Gold Paladin» rear-guards, and those units get [Power]+5000 until end of turn.
[CONT](VC): If you have a card named "Incandescent Lion, Blond Ezel" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Leader (If you have a unit with a different clan from this unit, this unit cannot attack)
This is a new breed of Crossride. It's ability can only be used when Limit Break 5 is active but it's extremely powerful and a really dangerous card. Basically Soul Saver Dragon on crack. Instead of 3 units getting a huge boost it makes every line except for it's own gain 10k while it's line only gets 5k... But think of it this way... Opponent is at 5 damage with 3 open... you have 8 cards in hand 4 10k Shields 2 Grade 3 and 2 5k Shields and 1 Grade 2 on field 55k Shield total... You have 5 damage and a 11k Vanguard they have 2 16k RG lines and Platinum Ezel with a Tron behind it. You can easily guard this turn even a no trigger pass on vanguard if you wanted. They Limit Break suddenly they have 2 26k Lines and a 11k Tron behind the 13k Platinum Ezel. They swing with the Vanguard for 28k... Pre-Triggers... you have to use 20k for a 1 trigger pass 30k for a no trigger pass... say you put up 25k for 2 trigger pass. They check a Critical Trigger and give the power to a Rearguard... now you have 30k Shield left... 26k Rearguard line swings in you put up 20k. 10k Shield left 31k Rearguard Line swings in you have no guard left...
OR
You have a Full Guard in hand instead of one of those 5k Shields. You Full Guard the Vanguard and he checks that same trigger... you still have 50k Shield left. Rearguard swings in you put down 20k to stop that line. 30k left... they swing in with their 31. you put up 25k to stop that... So at 5 damage you needed a minimum of 7 cards in hand to survive the turn. Nasty right.
Next we have Nova Grappler
[AUTO](VC): Limit Break 4 (This ability is active if you have four or more damage.):[Counter Blast (3)] When this unit attacks a vanguard, you may pay the cost. If you do, choose up to two of your rear-guards with "Beast Deity" in their name, and [Stand] them.
[CONT](VC): If you have a card named "Beast Deity, Azure Dragon" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Leader (If you have a unit with a different clan from this unit, this unit cannot attack.)
This is a far weaker Crossride but still extremely powerful. It swings in and lets two units that already attacked battle again pre-trigger check. Meaning if you can get the rest of the lines to stand you can get a ton more attacks in... if you have a Death Army Guy behind each of two Yamata Drake. against a 10k Vanguard you can force 30k Shield before the Vanguard attack and then if you check a Grade 3 and Stand both Beast Diety's you can force another 30k shield. even against an 11k Vanguard you can force 20k Shield before the Vanguard attack which if a 8k is behind it you can force another 20k Shield to guard for 2 trigger pass. You stand the Yamata Drakes and check a grade 3... you get to swing in and force another 20k shield... your opponent needs 60k shield to survive... if you played right the entire game the opponent shouldn't have more than 6 cards in hand... if one is a full guard and 2 are known triggers... your opponent will have to full guard the vanguard use a trigger on each Rearguard attack... and then would need 2 more 5k Shields to stop the standed rearguard units barring a Grade 3 check or Trigger check of any kind on your side.
I don't have effects for the other Crossrides but tomorrow I should have a guide for 3 different clans and how they can deal with Crossrides sucessfully Mostly the 13k Defense portion. The most Dangerous crossride will probably be Goddess of the Sun, Amaterasu due to the highly defensive nature of that clan.
One thing about Crossrides is that their entire Grade 3 Line-up is Crossride related and their Grade 3's are often bad Rearguards. Meaning most decks early game if they can apply pressure early enough before the Crossride is completed you can come out on top... Also if they miss the Crossride they often can't put the rest into the Soul meaning you can then treat it like a less flexible deck that has limited options and run it over as if it was nothing special. If you can keep their rearguards out of the game then their huge defense won't matter much when their vanguard is the only threat to you.
Wednesday, October 31, 2012
Final Turn!!! and some Dark Irregular Clan Discussions
Yes that's the title of this blogpost... and no i'm not qutting blogging. I'm actually coming back after not having anything to post for awhile. I've been working on deck builds using proxies and such because well why not. So I have also obtained most of my Dark Irregular deck and have noticed a lot of interesting things.
Thursday, July 26, 2012
Demonic Lord Invasion Breakdown
With Booster Set 3 on the way practically next week (Ok fine 2 weeks) people are starting to wonder about the new boosts decks are getting so I'll highlight a few of the major and important ones.
First off Dark Irregular and Pale Moon become playable decks. Dimensional Police are introduced.
On to the specific boosts. (I will not speak on Tachikaze because I'm not qualified to speak for them (I know very little about them))
Royal Paladin:
This deck after losing their starting Barcgal they finally receive a good Grade 0 Starter in Dorangal which gives them a rather consistent ride chain and the ability to stack triggers if they feel the need. Which rides into G1 and G2 Galahad. The Grade 3 is mostly useless as you are better off stopping at 2 and riding to SDD or King of Knights.
Also they receive Toypugal the best booster Royal Paladin will ever have as just for controlling 2 Grade 3's he becomes a 9000 Booster.
Then there is Swordsman of the Explosive Flames, Palamedes the best Rear Guard in Royal Paladin history. with the same trigger as Toypugal you can attack every turn with a 13k Rearguard pre-boost and with Toypugal's boost you can hit for 22k which is major on a Rearguard swing. As an honorable mention there is Borugal which gains 3k when you have 6 soul but as your final turn will probably be soul blast for 3 it won't happen and you shouldn't be soul charging much more than necessary anyway.
They also receive another Critical Trigger not bad really. These changes will most likely move them back up to Amazing status.
Nova Grappler:
This clan finally becomes a consistent beater and with the Azure Dragon build a lot of things get better.
Due to the smaller reliance on unflipping damage you can now stop using Brutal Jack and start using more Kirara, Black Tortoise, and other such things. But also you get Death Army Lady and Death Army Guy, these two units can stand when you reveal a Grade 3 during a drive check so you have Lady in the front and Guy in the back you can get another full power Attack out of your Drive check.
They also receive another Stand Trigger but this is unnecessary as the Asura Azure build probably wants more Critical and Draw triggers. (Their grade 3's both stand a ton of units on their own anyway)
Oracle Think Tank:
This clan reaches one of it's penultimate forms and the best possible way to run it until Booster Set 7 comes out in the TCG (Then we can see how Soulless will perform). Like Royal Paladin there is a new ride chain but unlike Royal Paladin the ride chain is easy to perform and does the most dangerous thing in the game as a side effect. A stack of 15+ cards at the bottom of the deck that are all stacked triggers. Not to mention Full Moon's effect to Counterblast 2 draw 2 cards and then put one to soul if you have 6 soul.
They also receive Oracle Guardian Red-Eye which at 9k Grade 2 status when it hits anything you can soul charge 1 giving you the 6th soul needed for Tsukuyomi but also getting you closer to your trigger stack but also possibly soul charging any tsukuyomi ride that you happened to miss which can save you if things didn't go too well.
Battle Sister Vanilla though not the greatest can be extremely powerful as a 6k boost that can be a 10k shield when you have 6 soul it's quite nice.
Victory Maker is another Draw Trigger which is something Oracle Think Tank needed as I think there is a Draw Trigger in the Starter deck we didn't receive curses Bushiroad curses!!!
Unlike the OCG we get Circle Magus as a set card and not a promo card. This card is like Cocoa as a 7k boost that can also check the top card of the deck it's alright not greatness but it's alright as Amaterasu will do that for you every turn for free.
Kagero:
This clan doesn't get very much but what it does get are things that help it out somewhat. Dual Axe Archdragon makes Lawkeeper decks a bit better in the TCG being a Palamedes with a harsher condition that can be met thanks to Lawkeeper and all. Also in that vein they get Dragon Dancer, Lourdes but it's quite bad as it becomes a 9k swing grade 1 but doesn't work when it boosts so it's quite bad. When Raopia comes out it'll be a different story.
Kagero also gets another Critical Trigger this time as a Common so you can actually pull it. though 12 crit 4 heal may be overkill I think it's cool.
Thats' all for well established clans and their boosts. In Order of magnitude of boost:
1. Oracle Think Tank
2. Royal Paladin
3. Nova Grappler
4. Kagero
Gonna be interesting soon. Now then to get rid of all my Angel Feather stuff to build a ton of decks while it's still worth something lol.
First off Dark Irregular and Pale Moon become playable decks. Dimensional Police are introduced.
On to the specific boosts. (I will not speak on Tachikaze because I'm not qualified to speak for them (I know very little about them))
Royal Paladin:
This deck after losing their starting Barcgal they finally receive a good Grade 0 Starter in Dorangal which gives them a rather consistent ride chain and the ability to stack triggers if they feel the need. Which rides into G1 and G2 Galahad. The Grade 3 is mostly useless as you are better off stopping at 2 and riding to SDD or King of Knights.
Also they receive Toypugal the best booster Royal Paladin will ever have as just for controlling 2 Grade 3's he becomes a 9000 Booster.
Then there is Swordsman of the Explosive Flames, Palamedes the best Rear Guard in Royal Paladin history. with the same trigger as Toypugal you can attack every turn with a 13k Rearguard pre-boost and with Toypugal's boost you can hit for 22k which is major on a Rearguard swing. As an honorable mention there is Borugal which gains 3k when you have 6 soul but as your final turn will probably be soul blast for 3 it won't happen and you shouldn't be soul charging much more than necessary anyway.
They also receive another Critical Trigger not bad really. These changes will most likely move them back up to Amazing status.
Nova Grappler:
This clan finally becomes a consistent beater and with the Azure Dragon build a lot of things get better.
Due to the smaller reliance on unflipping damage you can now stop using Brutal Jack and start using more Kirara, Black Tortoise, and other such things. But also you get Death Army Lady and Death Army Guy, these two units can stand when you reveal a Grade 3 during a drive check so you have Lady in the front and Guy in the back you can get another full power Attack out of your Drive check.
They also receive another Stand Trigger but this is unnecessary as the Asura Azure build probably wants more Critical and Draw triggers. (Their grade 3's both stand a ton of units on their own anyway)
Oracle Think Tank:
This clan reaches one of it's penultimate forms and the best possible way to run it until Booster Set 7 comes out in the TCG (Then we can see how Soulless will perform). Like Royal Paladin there is a new ride chain but unlike Royal Paladin the ride chain is easy to perform and does the most dangerous thing in the game as a side effect. A stack of 15+ cards at the bottom of the deck that are all stacked triggers. Not to mention Full Moon's effect to Counterblast 2 draw 2 cards and then put one to soul if you have 6 soul.
They also receive Oracle Guardian Red-Eye which at 9k Grade 2 status when it hits anything you can soul charge 1 giving you the 6th soul needed for Tsukuyomi but also getting you closer to your trigger stack but also possibly soul charging any tsukuyomi ride that you happened to miss which can save you if things didn't go too well.
Battle Sister Vanilla though not the greatest can be extremely powerful as a 6k boost that can be a 10k shield when you have 6 soul it's quite nice.
Victory Maker is another Draw Trigger which is something Oracle Think Tank needed as I think there is a Draw Trigger in the Starter deck we didn't receive curses Bushiroad curses!!!
Unlike the OCG we get Circle Magus as a set card and not a promo card. This card is like Cocoa as a 7k boost that can also check the top card of the deck it's alright not greatness but it's alright as Amaterasu will do that for you every turn for free.
Kagero:
This clan doesn't get very much but what it does get are things that help it out somewhat. Dual Axe Archdragon makes Lawkeeper decks a bit better in the TCG being a Palamedes with a harsher condition that can be met thanks to Lawkeeper and all. Also in that vein they get Dragon Dancer, Lourdes but it's quite bad as it becomes a 9k swing grade 1 but doesn't work when it boosts so it's quite bad. When Raopia comes out it'll be a different story.
Kagero also gets another Critical Trigger this time as a Common so you can actually pull it. though 12 crit 4 heal may be overkill I think it's cool.
Thats' all for well established clans and their boosts. In Order of magnitude of boost:
1. Oracle Think Tank
2. Royal Paladin
3. Nova Grappler
4. Kagero
Gonna be interesting soon. Now then to get rid of all my Angel Feather stuff to build a ton of decks while it's still worth something lol.
Saturday, July 14, 2012
Extra Booster 3 Gold Paladin Review
So now I shall commence with a review of all that Gold Paladin love received from the new pack... OK not really love more like a new way to run it but meh same thing. Read More for the full set of reviews!!
Tuesday, July 10, 2012
Extra Booster 3: Cavalry of Black Steel: Part: Megacolony
Alrighty after having a lot of things to play around with in MTG and Yugioh I finally remembered to make this blog post lol. After the Read More button or w/e it's called I will have my Extra Booster 3 Megacolony Full Review. NOTE: According to the English Official Website Barcgal will be banned as Starting Vanguard effective August 1st. So yeah Wingal Brave why couldn't you be released first lol.
BTW: Megacolony won't be actually playable until Set 4 where we get Triggers aside from the 1 Stand in EB03 so this Review is taking into count the cards we get from Set 4 for Megacolony ...
Tuesday, July 3, 2012
Extra Booster 3: Cavalry of the Black Steel Review 1 Spike Brothers
EDIT: This took forever just forever... Every picture from the Wikia had a White Background which spread to everything typed after the picture... So from now on I'm just gonna download the wikia's pictures and reupload them here.
So for this first Review I'll be going over the new support for Spike Brothers in the Extra Booster including the Japanese Imported promos. I will not be doing all of these reviews on a day by day basis or anything of that sort. They will be spread out somewhat and interspersed with other things that may be fun to see. (Especially interesting rulings on new cards from Booster Set 7 Roar of the Beast King.) Starting now though please click the Read More button to see the reviews.
So for this first Review I'll be going over the new support for Spike Brothers in the Extra Booster including the Japanese Imported promos. I will not be doing all of these reviews on a day by day basis or anything of that sort. They will be spread out somewhat and interspersed with other things that may be fun to see. (Especially interesting rulings on new cards from Booster Set 7 Roar of the Beast King.) Starting now though please click the Read More button to see the reviews.
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