So with the revival collection less than a week away and the full set revealed it’s pretty obvious this is an exceptional set, even if some of the reprints aren’t the best this set helps deal with the ridiculous prices of the secondary market.
But we also have some “new” cards to look at. These are cards printed as either promos or in Japan only releases that never made the journey to the west.
I wanted to bring spotlight to a few units I feel are worth taking a look at.
Sanctuary Guard Arc
[CONT](VC) Generation Break 2:During your turn, all of your grade 1 or less units get [Power]+5000.
[AUTO](VC):[Choose a card from your hand, and discard it] During your turn, when your G unit with “Sanctuary Guard” in its original card name Stride, you may pay the cost. If you do, search your deck for up to one grade 1 or less card, call it to (RC), that unit gets [Power]+3000 until end of turn, shuffle your deck, choose one of your vanguards, and it gets [Power]+3000 until end of turn.
This cards been a long time coming, released in April for Japan this card has seen a lot of play beside the original Sanctuary Guard Dragon interestingly though it is generally the secondary ride choice to Dragon being run at 3 or less. However I get the feeling that the English meta will much prefer this version. The stride bonus is a massive consistency boost to an already consistent deck allowing you to search for missing pieces of the blaster engine or even just plus with Richard. Even missing stride doesn’t hurt this card too much with a GB2 that puts Altmile to shame.
Also being RR is pretty awesome especially since it’s the cover card.
[AUTO] Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):When this unit is placed on (RC), look at three cards from the top of your deck, search for up to one card from among them, put it into your soul, and put the rest on the bottom of your deck in any order.
More consistency for pale moon, this card lets you set up your soul a little more selectively that random soul charging helping you find anything you might be missing. That said this card is hurt slightly by the GB restriction and in some situations might be a little too late to help.
Shading Star-vader Sulfur
[AUTO](RC):[Counter Blast (1) & Put this unit into your soul] When your opponent’s locked card is unlocked during your opponent’s end phase, you may pay the cost. If you do, lock that unit.
Palladium is a popular card in Chaos builds due to the synergy with CBD‘s limit break skill allowing you to draw a card while still keeping a space locked. This card is that in a grade 2. Of course it will be fighting for space with the other grade 2 of the deck but I think it could certainly be fit in if you wanted easier access to the combo.
Dragon Knight, Rulen
[AUTO] Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):When this unit intercepts, choose one of your vanguards, and until end of that battle, it gets “[AUTO](VC):At the end of the battle this unit was attacked, if the attack did not hit, choose one of your opponent’s [Rest] rear-guards, and retire it.”.
Continuing with the theme of grade 2 versions of grade 1s. This card is essentially a grade 2 Bellog with the rather annoying drawback of needing to intercept. It’s also a human which is pretty relevant in Overlord builds since it can’t be fetched by the Legend’s on ride skill. I think this card is worth trying out especially in areas with a lot of gear chronicle having another way to counter Melem is obviously pretty great and besides that counter-attack skills are good on their own. It might be able to find a home in your tech slots.
[AUTO] Limit Break 5:When this unit is placed on (VC) by riding from a grade 3 or greater unit with “Ezel” in its card name, until end of turn, this unit gets [Power]+10000, and your opponent cannot call cards other than grade 1 from hand to (GC).
I don’t think this will see play but I do think it’s worth mentioning. This card is basically a reverse breakride gaining 10k and an interesting form of guard restrict when ridden on top of an Ezel. This card is going to cause some confusion as rather than restrict grade 1s and up as with most guard restrict skills this card prevents guarding with anything other than grade 1s from hand. I thought this card was worth pointing out due to its unique guard restrict.
EDIT – It was pointed out to me on reddit (Credit to /u/TheFluffyJacket) that the guard restrict skill from Raven-haired actually carries over to strides which makes it even more interesting as it can add an extra edge to your strides. Even more worth noting is that this skill applies to your rearguard attacks too. All that said this card has a lot of potential but the LB5 and Ezel restriction do hold it back somewhat. I’ll definitely be interested to see where people go with this card.
I don’t care that it isn’t new.
Look at it.
perfection in paper form.
Oh and thanks for reading