Friday 13 May 2016

Set Review: Figher's Collection 2016

Five Years of Cardfight Vanguard!
Alrighty, here comes Fighter's Collection 2016!

In less than a week Fighter's Collection is releasing. I'm really hyped up for this set. Not just for G-Guardians, but for the new units that we will be adding to our now big and empty G-Zone. I'll be giving a brief review and analysis on each and every card in this new set so you can see what you need to pick up quick!

Let's dig right in!




GR
#1. Divine Knight of Rainbow Brocade, Clotenus - That potential +3 is amazing, but Brave and the Grade 2 restriction doesn't exactly make it splashable. Great in its own deck with Altmile and Brave support, but not in much else.

#2. Lord of Guidance, Wakahirume - It's skill is pretty interesting. Stacking the deck with any trigger you like is pretty good, especially Heals and Crits, but it's not some amazing finisher. Only run this if you have the room(which you probably do now).

#3. Meteokaiser, Bustered - It's got sweet rearguard restand skill AND it has a vanguard restand? That's some good shit. A deck built around using this can be really, really effective. The straightup beatdown that G-Nova Grappler can do with this unit is just bonkers.

#4. Genesis Dragon, Trans-else Messiah - Ah... This card... Is super situational. Locking the entire field is really redundant and I would ONLY run this as a budget alternative to Amnesty as an anti-Chaos Breaker unit. I mean, you have 16 G-Zone slots so I guess it can take up two so you can play against other Link Joker decks without Amnesty.

#5. Dreamiy Axel, Milward - Daaaaamn a Mephisto that calls two early game. Milward's Magia-2 is really good, since it pretty much has zero cost. Mephisto is better as the game progresses(since it can potentially Magia 3-4 Units once you have enough Magia units face up) but Milward can do Mephisto's job as early as first or second stride. As good as that first skill is, I don't really see any practical use for the second skill... but I'm sure there's some way to make it work.

#6. Interdimensional Dragon, Warp Drive Dragon - At first Warp Drive seems a bit pointless an  I.. gave this a lot less credit than it deserved. It may seem a bit basic and mediocre, but the utility that the mass Time Leaping provides is astounding. With the right rearguard lineup this card is really, really, good. Might write about a dedicated deck sometime in the future.

#7. Demon Sea Queen, Maread - It's a budget Nightrose, since we don't really have anything else that can replacer her. Maread's slow, since she requires setup, and isn't nearly as close to as aggressive as Nightrose, but still works. That power up alone is pretty good, though, so it depends on how much it costs once it comes out.

#8. Flower Princess of Perpetual Summer, Verano - DAT BOO... Never mind that. This is just amazing. Combining this card with Katrina or Greenshot can results in the monstrous columns that Neo Nectar is known to make. It also helps recover against control decks, with the exception of Vanquisher and Chaos Universe, by returning key units back into the deck and, again, making the huge as hell columns that nobody can withstand. Other than the skill, she has, in my opinion, the best art in the set. Great alternative to both Bloom Ahsha and Dream-spinning Ahsha and, hopefully, is cheap enough to make a budget Neo Nectar deck.

RRR
#9. Holy Seraph, Zachariel - The power-up to rearguards is pretty great and helps hit columns, but that +10k is pretty lackluster, since it's basically Atmos with LB5 strapped onto it. It also enables GB2 on first stride for Gavrail, so it takes Blizza's job as well. At first I really underestimated that +3k to front row, but it actually works wonders.

#10. Dark Dragon, Distress Dragon
- This card... is crazy. Not good, but crazy. For the humongous cost of CB3/SB3 he forces both players to retire rearguards and if 6 rearguards are retired he gives himself +20,000 and refunds part of the cost. It grants you some pretty good advantage, but overall it's not that great. It's a good tech-in at 1, but it's pretty unwieldy, so run at your own risk.

#11. Golden Knight of Incandescence, Ebraucus
- A simple call from the deck. Nothing much to say. It does it's job and it does it relatively well. Whether you should pick this up or not is entirely dependent on how much it costs. If you do, don't run any more than 1.

#12. Beast-Slayer Military Deity, Tyr
- Increases the chances of hitting triggers and can potentially Soulcharge 9. It's pretty good for setting up early in decks that aren't Fenrir and might find a use even there.

#13. Flame Emperor Dragon King, Iresist Dragon
- For the simple, easy cost of Soulblast One this Stride unit retires a row of choice on-hit. An entire row. Front row or back row, boosters or attackers, one of them is going to get demolished. Just lovely.

#14. Rikudo Stealth Dragon, Gounraken
- Heavily punishes players for calling out a full field, especially Sanctuary Guard, but doesn't do much outside of that. A good tech-in in most Nubatama builds, but I wouldn't run any more than one because of how situational it is.

#15. Destruction Tyrant, Gradogigant
- Useful unit to just power up and Engorge off all your rearguards if you have a bunch of Tyrannobites or other units that trigger off of getting eaten. The best Tachikase first stride and can result in a fresh, new field that's ready to attack when used with the right rearguard setup or with Gaia Emperor's skill.

#16. Ambush Demon Stealth Dragon, Onibi Blader
- Great backup option and alternative to Kagemijin in the event that you can't successfully clone enough rearguards. Also a great stride option against control decks.

#17. Conquering Supreme Dragon, Voltech Zapper Dragon
- This card is stupid good in Vanquisher decks. Once you get enough cards into your opponent's bind zone this thing becomes a field sweeping monster like no other.

#18. Super Cosmic Hero, X-phoenix
- It's like an inverse X-rogue. If it doesn't hit, draw! Like that's gonna stop anybody from guarding that. But still, this guy's draw is pretty nice once your opponent hits that 4-5 damage guard everything mark. This becomes better than on-hit strides once the late game comes around and provides Dimension Police decks with more flexibility. Again, all of your On-hit strides become useless once your opponent is in the danger zone of damage so having this option is just great.

#19. Superheavy Tank, Tiger Centurion
- This card makes up for the flaw that Spikes can only start Charging when called from an effect. Tiger Centurion makes your entire field start charging and even gives non-chargers +2000 Power. It's what G-Spikes have been needing all this time.

#20. Rebellious Retainer of Fresh Blood, Frederick
- Great offensive stride that helps with setting up the soul and powering up your front row. The power is pretty ridiculous once you hit 15-20 cards in soul and is a really, really good finisher alternative to Gilles de Rais if you can't afford him(but Gilles de Rais is still better).

#21. Lucky Rise, Elprina
- Improvement to Amoris. If you've been using Amoris, use this instead. Unless your build relies on soulblasting Elprina is better than Amoris in every single way.

#22. Marine General of Heavenly Silk, Khristos
- A little splash of Drawqua Force in every deck. Powers up Tidal Assaults so they can be used effectively once your opponent hits Grade 3 and gives Aquas some lovely draw power. If you build a deck around this... the hand size is going to get really, really scary.

#23. Wild Strike Mutant Deity, Struggle Dipper
- Great, something that isn't Jaggydevil that we can use to fill up slots in our G-Zone! The power up is just great. It provides some great offensive power, which Megacolony are lacking in and lets them actually do something with their attacks instead of just paralyzing.

#24. Omniscience Dragon, Hrimthurs
- It's a really simple +8000 and draw a card at end of turn when it's retired. Even more draw power for Great Nature, yay! Extra draw power is never a bad thing.

RR
For the G-Guardians, I'm going to be really brief and give them a rating of 1-5, 5 being the best.

#25. Holy Dragon, Laserguard Dragon - 2

#26. Sunrise-on-high Godhawk Ichibyoshi -3

#27. Holy Seraph, Orifiel -2

#28. Dark Knight, Ludvik -3

#29. Sacred Heaven Prayer Master, Reia -3

#30. Goddess of the Seven Colors, Iris -5

#31. Flame Dragon Emperor King, Asile Orb Dragon -3

#32. Jinx Stealth Hermit, Abudatashi -2

#33. Iron Armor Chancellor, Dimor Phalanx -3

#34. Ambush Demon Stealth Fiend, Hogen Wing -4

#35. Lightning King Spirit Emperor, Vitra -3 (4 if playing Vanquisher)

#36. Righteous Superhuman, Blue Prison -3

#37. Enigman Patriot -4

#38. Death Star-vader, Demon Maxwell -1 (5 if playing Messiahs)

#39. Excellent Cheer Leader, Aery -4

#40. False Dark Wings, Agra bat Mahlat -5

#41. Chainsaw Megatrick, Furnival -5

#42. Retroactive Time Maiden, Uluru -5

#43. Eclipse Dragonhulk, Deep Corpse Dragon -4

#44. Sailor's Medley, Nasha -3

#45. Guard Leader of Sky and Water, Flotia -2

#46. Dream Mutant Deity, Scarabgas -3

#47. Immortality Professor, Kundali -4

#48. Sacred Tree Dragon, Rain Breath Dragon -2

#49. Metal Element, Scryew -4

#50. Dark Element, Doxic -5

#51: Air Element, Sebreeze - Tech-in at 1 for EVERY Generation Break deck, no exceptions. It makes games against grade-stall decks playable and less one-sided. Ripples are making a comeback and Seeker Rush is just plain annoying, so if you want to make sure you don't get demolished by gradestall decks tech it in.

Final Words:
This concludes my review of Fighter's Collection 2016. I hope this helped all of our readers know what they need to get from this fresh, new set. I, and I'm sure Tachi once he has free time, are excited to write new blogs with all of the new  G-Units that we'll be getting next week(Don't worry Tachi. Summer's coming soon).

Speaking of Tachi, special thanks to him for providing his own critique and analysis to make this set review much, much better.

Until next time!
-Robot

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