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Richard A. Pugh
Artist | Hobbyist | Design & Interfaces
United Kingdom
I'm a big fan of the trading card game "Cardfight!! Vanguard", and so I have a tenancy to design playmats for the game. This account will be my showcase for possible playmats for release through Patriot Games of Sheffield, thanks to owners Jim Freeman and Paul Moore. Please, enjoy.
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Alrighty boys and girls, time we had a look at some of my other custom «Gear Chronicle» units. Today's collection is pretty much going to be mainly strides I think, just like my previous article, supporting "Demiurge", <Zodiac Time Beast>, and one or two generic cards. Let's take a look at our first entry for today...

1. “Interdimensional Dragon, Tempus Rupture Dragon”

Clan: «Gear Chronicle»

Race: Gear Dragon

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[AUTO](VC)[1/Turn]: When your opponent’s rear-guard is put into his or her deck due to an effect of one of your cards, draw a card, and until end of turn, this unit gets [POWR]+5000.

[ACT](VC)[1/Turn]:[CB(1) & Choose a card from your hand, and bind it face up] Choose two of your opponent’s rear-guards, your opponent puts them on the bottom of his or her deck, reveals the top four cards of his or her deck, chooses up to two cards that are a grade less than the chosen units, calls them to (RC), and shuffles his or her deck.

So, this guy is made as a first stride for the Rewind style deck, with a bit of an added support piece for the "Chronofang"/"Demiurge" build. As you can see, "Tempus Rupture Dragon" is equipped with two abilities. The first ability activates the first time an opponent's rear-guard is sent back into the opposing deck due to a card effect, allowing you to draw a card and add +5000 power to your vanguard. The second ability helps you to meet the conditions for the Automatic skill. Once each turn, you pay a counterblast of 1 and bind one of the cards in your hand face up so you can send two of your opponent's rear-guards back to their deck, and then call up to two cards that are a grade below each unit returned to your opponent's deck with this effect from the top four cards of their deck. After that, they shuffle their deck. Simple but effective, as most first strides are meant to be I think. Though I could probably see this in a RR spot in a booster set listing.

2. “Metapulsar, Faith Leap Dragon”

Clan: «Gear Chronicle»

Race: Gear Dragon/Zodiac Time Beast

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]:[CB(1) & Choose a face down card from your G zone, and turn it face up & Choose one of your grade 2 or less rear-guards, and bind it face up] Choose one of your opponent’s rear-guards, your opponent puts that unit on the bottom of his or her deck, search your deck for up to one grade 1 or less card, call it to (RC), shuffle your deck, and that unit gets [POWER]+5000 until end of turn.

This is more beneficial as a first stride in the "Chronofang/Demiurge" deck, much like "Tempus Rupture Dragon". Here's what you do; once a turn, you counterblast for 1, turn a face down card in the G-zone face up, and bind one of your grade 2 or less rear-guards to send one of your opponent's rear-guards back to their deck and call a grade 1 or lower unit to the field with an added +5000 power. I guess that also makes it pretty handy for the "Chronojet" Time Leap deck, as you're calling out a potential target for Time Leaping whilst maintaining a small bit of control on your opponent's side of the field. Would you run just the one of these, or would two be efficient enough?

3. “Metapulsar, Aurora Bison”

Clan: «Gear Chronicle»

Race: Gear Beast/Zodiac Time Beast

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]Generation Break 2:[CB(1) & Choose a face down <Zodiac Time Beast> from your G zone, and turn it face up] Until end of turn, this unit gets “[CONT](VC): During your turn, all of the units in your front row get [POWER]+3000 for each of your <Zodiac Time Beast> rear-guards.”.

So I was wondering to myself the other week why the <Zodiac Time Beast> beat-down deck hasn't received a sort of clone of "Holy Dragon, Sanctuary Guard Regalie" yet. Maybe because they want <Zodiac Time Beasts> to be a non-competitive build like how the "Chronoscommand" deck is right now? Well, dunno if it'll give you a boost guys, but it's something. The cost for "Aurora Bison's" Generation Break 2 is a simple counterblast of 1 and turning a face down <Zodiac Time Beast> card face up, allowing your vanguard access to a Continuous skill that powers up the front row by +3000 power for each of your <Zodiac Time Beast> rear-guards. Think of the havoc you could use on your opponent in concert with Time Leap!

4. “Metapulsar, Obstruction Colossus”

Clan: «Gear Chronicle»

Race: Gear Colossus/Zodiac Time Beast

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]Generation Break 2:[CB(1) & Choose a face down card from your G zone, and turn it face up] For each face up card with the same card name as this unit in your G zone, bind the top card of your deck face up, your opponent chooses one of his or her rear-guards of equal grade to the card bound with this effect, and puts it on the bottom of his or her deck. If you have a <Gear Colossus> or <Zodiac Time Beast> heart card, [CC(1)], and this unit gets [POWER]+3000 for each card returned to your opponent’s deck with this effect.

So, I always believed that the «Gear Chronicle» clan at least deserved its own version of "Supreme Heavenly Emperor Dragon, Dragonic Blademaster "Taiten"", and though I have previously developed a "Chronodragon" unit like that in the past, I felt one might be beneficial in the <Zodiac Time Beast> "Demiurge" deck. With this Generation Break 2, "Obstruction Colossus" allows you to bind one of your rear-guards for each face up copy of itself in the G-zone, and then forces your opponent to place one of their rear-guards of the same grade onto the bottom of their deck, all with a counterblast of 1 and the flip of a face down G-unit to face up. Better still, if you have a <Gear Colossus> or <Zodiac Time Beast> heart card, you get to countercharge 1 and then for each card returned to the opposing deck, +3000 power goes to your vanguard! Not bad, huh?

5. “Pulsar Tamer, Kuul-Ure”

Clan: «Gear Chronicle»

Race: Gearoid/Zodiac Time Beast

Power: 9000

Critical: +1

Grade: 2

Skill: Intercept

Shield: 5000

Abilities:

Time Leap-[AUTO](RC)Generation Break 1: When your vanguard with “Chronojet” in its card name attacks, choose a card from your drop zone, put it on the bottom of your deck, and time leap this unit.

[AUTO](RC): When your grade 3 or greater card with “Chronojet” in its card name is placed on (VC), this unit gets grade -1 until end of turn.

So, I thought I'd try to make a few more <Zodiac Time Beast> units that supported the "Chronojet" Time Leap deck. If ever you place a grade 3 or greater "Chronojet" unit onto your vanguard circle, "Kuul-Ure's" grade goes down by -1, so that when you Time Leap him, you can replace him with another grade 2 unit. The next ability is activated whenever your "Chronojet" vanguard attacks, allowing you to Time Leap "Kuul-Ure" into a new unit! Time Leaping at its best, and when combined with "Chronojet Dragon G's" Continuous ability, your Time Lept columns can still potentially hit for big numbers! (I'm actually considering making the second ability so that his grade reduces by -1 whenever you stride rather than when you place a grade 3 or greater "Chronojet" unit onto the vanguard circle, what do you think?)

6. “Pulsar, Sturdy Fox”

Clan: «Gear Chronicle»

Race: Gear Beast/Zodiac Time Beast

Power: 9000

Critical: +1

Grade: 2

Skill: Intercept

Shield: 5000

Abilities:

[AUTO](RC): When this unit attacks, if you have a vanguard with “Chronojet” in its card name, this unit gets [POWER]+2000 until end of that battle.

Time Leap-[AUTO](RC):[CB(1)] At the end of the battle that this unit attacked a vanguard, if you have a vanguard with “Chronojet” in its card name, you may pay the cost. If you do, time leap this unit.

Another grade 2 unit based around Time Leaping, and support for the "Chronojet" deck. Like all other +2k attackers, this unit gets +2000 power whenever it attacks as long as your vanguard is a "Chronojet" unit, straightforward enough. Following that up, we have a secondary ability that can actually be used pre-stride. After attacking a vanguard, as long as your vanguard is a "Chronojet" unit, you counterblast 1 and Time Leap "Sturdy Fox"! This combination of skills means you can strike for the minimum power of your opponent's vanguard without using a boosting unit in the back row, and then bring out another attacker that you can boost and hit for a heavy number! Replace "History Maker Dragon" in a Time Leap deck with this? I'd say so!

And that concludes our article for today folks, until the next time!

Activity


Alrighty boys and girls, time we had a look at some of my other custom «Gear Chronicle» units. Today's collection is pretty much going to be mainly strides I think, just like my previous article, supporting "Demiurge", <Zodiac Time Beast>, and one or two generic cards. Let's take a look at our first entry for today...

1. “Interdimensional Dragon, Tempus Rupture Dragon”

Clan: «Gear Chronicle»

Race: Gear Dragon

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[AUTO](VC)[1/Turn]: When your opponent’s rear-guard is put into his or her deck due to an effect of one of your cards, draw a card, and until end of turn, this unit gets [POWR]+5000.

[ACT](VC)[1/Turn]:[CB(1) & Choose a card from your hand, and bind it face up] Choose two of your opponent’s rear-guards, your opponent puts them on the bottom of his or her deck, reveals the top four cards of his or her deck, chooses up to two cards that are a grade less than the chosen units, calls them to (RC), and shuffles his or her deck.

So, this guy is made as a first stride for the Rewind style deck, with a bit of an added support piece for the "Chronofang"/"Demiurge" build. As you can see, "Tempus Rupture Dragon" is equipped with two abilities. The first ability activates the first time an opponent's rear-guard is sent back into the opposing deck due to a card effect, allowing you to draw a card and add +5000 power to your vanguard. The second ability helps you to meet the conditions for the Automatic skill. Once each turn, you pay a counterblast of 1 and bind one of the cards in your hand face up so you can send two of your opponent's rear-guards back to their deck, and then call up to two cards that are a grade below each unit returned to your opponent's deck with this effect from the top four cards of their deck. After that, they shuffle their deck. Simple but effective, as most first strides are meant to be I think. Though I could probably see this in a RR spot in a booster set listing.

2. “Metapulsar, Faith Leap Dragon”

Clan: «Gear Chronicle»

Race: Gear Dragon/Zodiac Time Beast

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]:[CB(1) & Choose a face down card from your G zone, and turn it face up & Choose one of your grade 2 or less rear-guards, and bind it face up] Choose one of your opponent’s rear-guards, your opponent puts that unit on the bottom of his or her deck, search your deck for up to one grade 1 or less card, call it to (RC), shuffle your deck, and that unit gets [POWER]+5000 until end of turn.

This is more beneficial as a first stride in the "Chronofang/Demiurge" deck, much like "Tempus Rupture Dragon". Here's what you do; once a turn, you counterblast for 1, turn a face down card in the G-zone face up, and bind one of your grade 2 or less rear-guards to send one of your opponent's rear-guards back to their deck and call a grade 1 or lower unit to the field with an added +5000 power. I guess that also makes it pretty handy for the "Chronojet" Time Leap deck, as you're calling out a potential target for Time Leaping whilst maintaining a small bit of control on your opponent's side of the field. Would you run just the one of these, or would two be efficient enough?

3. “Metapulsar, Aurora Bison”

Clan: «Gear Chronicle»

Race: Gear Beast/Zodiac Time Beast

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]Generation Break 2:[CB(1) & Choose a face down <Zodiac Time Beast> from your G zone, and turn it face up] Until end of turn, this unit gets “[CONT](VC): During your turn, all of the units in your front row get [POWER]+3000 for each of your <Zodiac Time Beast> rear-guards.”.

So I was wondering to myself the other week why the <Zodiac Time Beast> beat-down deck hasn't received a sort of clone of "Holy Dragon, Sanctuary Guard Regalie" yet. Maybe because they want <Zodiac Time Beasts> to be a non-competitive build like how the "Chronoscommand" deck is right now? Well, dunno if it'll give you a boost guys, but it's something. The cost for "Aurora Bison's" Generation Break 2 is a simple counterblast of 1 and turning a face down <Zodiac Time Beast> card face up, allowing your vanguard access to a Continuous skill that powers up the front row by +3000 power for each of your <Zodiac Time Beast> rear-guards. Think of the havoc you could use on your opponent in concert with Time Leap!

4. “Metapulsar, Obstruction Colossus”

Clan: «Gear Chronicle»

Race: Gear Colossus/Zodiac Time Beast

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]Generation Break 2:[CB(1) & Choose a face down card from your G zone, and turn it face up] For each face up card with the same card name as this unit in your G zone, bind the top card of your deck face up, your opponent chooses one of his or her rear-guards of equal grade to the card bound with this effect, and puts it on the bottom of his or her deck. If you have a <Gear Colossus> or <Zodiac Time Beast> heart card, [CC(1)], and this unit gets [POWER]+3000 for each card returned to your opponent’s deck with this effect.

So, I always believed that the «Gear Chronicle» clan at least deserved its own version of "Supreme Heavenly Emperor Dragon, Dragonic Blademaster "Taiten"", and though I have previously developed a "Chronodragon" unit like that in the past, I felt one might be beneficial in the <Zodiac Time Beast> "Demiurge" deck. With this Generation Break 2, "Obstruction Colossus" allows you to bind one of your rear-guards for each face up copy of itself in the G-zone, and then forces your opponent to place one of their rear-guards of the same grade onto the bottom of their deck, all with a counterblast of 1 and the flip of a face down G-unit to face up. Better still, if you have a <Gear Colossus> or <Zodiac Time Beast> heart card, you get to countercharge 1 and then for each card returned to the opposing deck, +3000 power goes to your vanguard! Not bad, huh?

5. “Pulsar Tamer, Kuul-Ure”

Clan: «Gear Chronicle»

Race: Gearoid/Zodiac Time Beast

Power: 9000

Critical: +1

Grade: 2

Skill: Intercept

Shield: 5000

Abilities:

Time Leap-[AUTO](RC)Generation Break 1: When your vanguard with “Chronojet” in its card name attacks, choose a card from your drop zone, put it on the bottom of your deck, and time leap this unit.

[AUTO](RC): When your grade 3 or greater card with “Chronojet” in its card name is placed on (VC), this unit gets grade -1 until end of turn.

So, I thought I'd try to make a few more <Zodiac Time Beast> units that supported the "Chronojet" Time Leap deck. If ever you place a grade 3 or greater "Chronojet" unit onto your vanguard circle, "Kuul-Ure's" grade goes down by -1, so that when you Time Leap him, you can replace him with another grade 2 unit. The next ability is activated whenever your "Chronojet" vanguard attacks, allowing you to Time Leap "Kuul-Ure" into a new unit! Time Leaping at its best, and when combined with "Chronojet Dragon G's" Continuous ability, your Time Lept columns can still potentially hit for big numbers! (I'm actually considering making the second ability so that his grade reduces by -1 whenever you stride rather than when you place a grade 3 or greater "Chronojet" unit onto the vanguard circle, what do you think?)

6. “Pulsar, Sturdy Fox”

Clan: «Gear Chronicle»

Race: Gear Beast/Zodiac Time Beast

Power: 9000

Critical: +1

Grade: 2

Skill: Intercept

Shield: 5000

Abilities:

[AUTO](RC): When this unit attacks, if you have a vanguard with “Chronojet” in its card name, this unit gets [POWER]+2000 until end of that battle.

Time Leap-[AUTO](RC):[CB(1)] At the end of the battle that this unit attacked a vanguard, if you have a vanguard with “Chronojet” in its card name, you may pay the cost. If you do, time leap this unit.

Another grade 2 unit based around Time Leaping, and support for the "Chronojet" deck. Like all other +2k attackers, this unit gets +2000 power whenever it attacks as long as your vanguard is a "Chronojet" unit, straightforward enough. Following that up, we have a secondary ability that can actually be used pre-stride. After attacking a vanguard, as long as your vanguard is a "Chronojet" unit, you counterblast 1 and Time Leap "Sturdy Fox"! This combination of skills means you can strike for the minimum power of your opponent's vanguard without using a boosting unit in the back row, and then bring out another attacker that you can boost and hit for a heavy number! Replace "History Maker Dragon" in a Time Leap deck with this? I'd say so!

And that concludes our article for today folks, until the next time!
So, today we shall be looking at a bunch of new units I developed for the «Gold Paladin» clan, particularly some support for the "Liberator" series. I'm mainly going to be sharing with you a number of G-units, as I feel that's what the "Liberator" deck is really lacking in, as well as a couple of lower grade cards. This first one should really attract the attention of those who enjoyed playing the "Bluish Flame" deck...

1. “Bluish Flame True Liberator, Prominence Burst”

Clan: «Gold Paladin»

Race: Cosmo Dragon

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]:[CB(1) & Choose a face down card with the same card name as this unit from your G zone, and turn it face up] If you have a heart card with “Bluish Flame” in its card name, look at the top five cards of your deck, search for up to two cards with “Liberator” in its card name, call them each to separate open (RC), shuffle your deck, and this unit gets [POWER]+5000/[CRITICAL]+1 until end of turn. If the number of face up cards in your G zone is two or more, until end of turn, this unit gets “[AUTO](VC): When this unit attacks a vanguard, until end of that battle, your opponent cannot call grade 1 cards from his or her hand to (GC).”.

So, here's how this bad boy works; if you have a "Bluish Flame" heart card, you counterblast 1 and turn a copy of "Prominence Burst" face up in your G-zone and superior call up to two "Liberator" units from the top five cards of your deck, granting your vanguard an extra +5000 power and +1 critical in the process. Then, if you have at least two cards face up in your G-zone, "Prominence Burst" gains a new ability, preventing your opponent from guarding with grade 1 cards during your vanguard's attack, remaining true to the original "Bluish Flame Liberator, Prominence Glare" grade 3 unit. What do you think?

2. “True Liberator, Golden Crest Dragon”

Clan: «Gold Paladin»

Race: Cosmo Dragon

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]:[Choose a face down card with the same card name as this unit from your G zone, and turn it face up] Until end of turn, this unit gets “[CONT](VC): During your turn, all of the units in your front row get [POWER]+2000 for each of your rear-guards.” and “[AUTO](VC)Generation Break 3:[Choose a card from your hand, and discard it] When this unit attacks a vanguard, if the number of rear-guards you have is four or more, you may pay the cost. If you do, this unit gets drive +1 until end of that battle.”.

Now, you might find this looks familiar if you've seen my more recent article on some of my OC «Shadow Paladin» units. Well, I'd originally come up with this unit before I created "True Revenger, Black Desperado Dragon". Once each turn, you turn a copy of "Golden Crest Dragon" face up in your G zone to give this unit access to two abilities. The first is a continuous effect, allowing you to grant +2000 attack power for each of your rear-guards to each unit in your front row, allowing all front row attackers to swing in for an extra +10000 power when you have a full battle formation. Not as good as "Holy Dragon, Sanctuary Guard Regalie's" continuous effect, but it's something. Besides, in combination with the other added skill, granting +3000 power to your front row units for each of your rear-guards might be considered as a bit over-powering. The second effect "Golden Crest Dragon" requires is a Generation Break 3 activated during your vanguard's attack. As long as you have at least four rear-guards, you get to discard one card from your hand during your attack in order to gain an additional drive check! Best of all, this card isn't heart restricted, so it can be used in any deck! This a beast or what?

3. “True Twin Blade Liberator, Margeaux”

Clan: «Gold Paladin»

Race: Cosmo Dragon

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]:[CB(2) & Choose a face down card with the same card name as this unit from your G zone, and turn it face up & Choose one of your rear-guards with “Liberator” in its card name, and put it on the bottom of your deck] Look at up to four cards from the top of your deck, search for up to three cards with “Liberator” in its card name from among them, call them each to an open (RC), put the rest on the bottom of your deck in any order, and until end of turn, those units and this unit get [POWER]+5000 until end of turn.

So, I guess you could consider this as more of a first stride compared to my other previous «Gold Paladin» G-units, especially the ones in this article. Now, as you can tell, this unit is based off of the grade 3 "Liberator" unit originally featured in FC02 "Fighter's Collection 2014", "Twin Blade Liberator, Margeaux". Well, who said that most G-units have to be totally new characters? Why not give "Margeaux" a hopeful future? Once during your turn, "True Twin Blade Liberator" will have you pay a counterblast of 2, turn a face down copy of itself in the G-zone face up, and place one of your "Liberator" rear-guards on the bottom of your deck in order to check the top four cards of your deck, and superior call up to three "Liberator" units from among them, placing the remaining few on the bottom of your deck. As if that weren't enough, "Margeaux", as well as the newly called rear-guards, each gain an extra +5000 power until the end of the turn! Not bad for some early game pressure, huh?

4. “True Liberator of Torrential Storms, Coil”

Clan: «Gold Paladin»

Race: Cosmo Dragon

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]:[Choose a face down card with “Liberator” in its card name from your G zone, and turn it face up & Choose two normal units from your drop zone with “Liberator” in its card name, and put them on the bottom of your deck] If the number of hearts you have is two, look at the top five cards of your deck, search for up to two cards with “Liberator” in its card name, call them to (RC), and shuffle your deck. If the number of hearts you have is one, search your deck for up to one card that can [LEGION] with that card, put it on (VC) as a heart card that is [LEGION] with that card, and shuffle your deck.

Something to go along with "Prominence Burst" if you're focused on a "Liberator" Legion deck. Once per turn, "True Liberator of Torrential Storms, Coil" lets you turn a face down "Liberator" G-unit face up and return two "Liberator" units from your drop zone to your deck in order to activate one of two effects (much like "Hyper Metalborg, Guilt Digger" of the «Dimension Police» clan). If you have two heart cards, you get to look at the top five cards of your deck and superior call two "Liberator" units from among them, shuffling your deck afterwards. If you only have one heart card, you can search your deck for a card that becomes your heart card's Legion Mate, and place it on the vanguard circle as a heart that is in Legion with your grade 3 heart card. Helpful if you don't want to miss a turn of striding just to accomplish Legion.

5. “Hard Stance Liberator, Roduex”

Clan: «Gold Paladin»

Race: Human

Power: 9000

Critical: +1

Grade: 2

Skill: Intercept

Shield: 5000

Abilities:

[CONT](RC): During your turn, if you have a grade 3 or greater vanguard with “Liberator” in its card name, this unit gets [POWER]+1000 for each of your other rear-guards with “Liberator” in its card name.

[AUTO](RC):[Choose a card with “Liberator” in its card name from your drop zone, and put it on the bottom of your deck] When your grade 3 or greater card with “Liberator” in its card name is placed on (VC), you may pay the cost. If you do, [CC(1)], choose one of your other units, and that unit and this unit get [POWER]+2000 until end of turn.

So, onto some lower-grade units, starting off with the grade 2 unit "Hard Stance Liberator, Roduex". This neat guy comes with two abilities. The first is a continuous ability that will only trigger if your vanguard is a grade 3 "Liberator" unit, which increases "Roduex's" power by +1000 power for each of your other "Liberator" rear-guards. The other ability is an automatic skill, triggering whenever you place a grade 3 or greater "Liberator" unit onto your vanguard circle. When that condition is met, you get to place a "Liberator" card from your drop zone onto the bottom of your deck as the cost for you to countercharge 1, and add +2000 power to one of your other units as well as "Roduex". With all these other "Liberator" strides I've come up with, this would come in real handy in any "Liberator" deck!

6. “Constellation Liberator, Guinevere”

Clan: «Gold Paladin»

Race: Golem

Power: 6000

Critical: +1

Grade: 1

Skill: Boost

Shield: 0

Abilities:

[CONT]: Sentinel

[AUTO]:[Choose a card from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose your vanguard, and that unit cannot be hit until end of that battle.

[AUTO]: When this unit is placed on (RC) from your deck, until end of turn, this unit gets “[AUTO](RC):[SB(1) & Choose a card from your drop zone with the same name as this unit, and put it on the bottom of your deck] At the end of your turn, you may pay the cost. If you do, return this unit to your hand.”.

The final card for today is a new perfect guard for the "Liberator" deck, which is a new form of the old "Starry Skies Liberator, Guinevere" unit! Like all the rest, she comes with the standard prevent-attack-from-hitting-your-vanguard skill, so don't have to talk much about that. So, onto her other skill. One thing that bothers me is whenever I have any superior call options during my turn, my best option is a copy of "Halo Liberator, Mark", which is frustrating because I then miss out on using a major defence card, and I'm sure there are others out there who go through the same thing. So, I came up with this neat ability, which can be used in any deck outside "Liberators" as well as inside! When called from the deck, "Constellation Liberator" gains a new ability which is paid by soulblasting 1 and placing a copy of this "Guinevere" onto the bottom of your deck from your drop zone, allowing you to return this unit from the rear-guard to your hand at the end of your turn! A must-have for «Gold Paladin» decks.

And so, that brings tonight's entry to a close. Until then, fellow cardfighters!
Decided to share some more new units for «Link Joker», this time focusing back on the "Deletor" series, with some added support for the "Grei" deck to allow "Waving Deletor, Greidhol" to potentially become a more viable option! First off, let's take a look at some new G-units I recently designed for the deck...

1. “Infectious Deletor, Venom”

Clan: «Link Joker»

Race: Alien

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]:[CB(1) & Choose a face down card with “Deletor” in its card name from your G zone, and turn it face up & Choose one of your rear-guards, and retire it] Delete all of your opponent’s vanguards, your opponent chooses a card from his or her drop zone, and binds it face down (vanish delete).

Now, as we all know, one of the things that the "Deletor" deck is really lacking in at this time is something that could be used as a first stride. I also figured we needed a couple of extra generic G-flippers after designing my custom G-unit "Obliteration Deletor, Giedroz" mentioned in a previous article. This guy should help to get a better first use for "Giedroz". Once each turn, after you pay a counterblast of 1, turn a face down "Deletor" unit face up in the G-zone and retire one of your rear-guards, you get to delete your opponent's vanguard, and force your opponent to vanish delete one of the cards in their drop zone. A simply and effective skill for a first stride, and also useful for reaching the conditions for Generation Break 2s or Generation Break 3s sooner. Should be a staple in any "Deletor" deck.

2. “Overbearing Deletor, Oksizz”

Clan: «Link Joker»

Race: Alien

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]Generation Break 3:[CB(2) – cards with “Deletor” in its card name & Choose one of your rear-guards, and retire it] If you have a heart card with “Deletor” in its card name, delete all of your opponent’s vanguards, choose up to two of your opponent’s rear-guards, and lock them. Choose your opponent’s vanguard, and until end of your opponent's next turn, that unit gets “[AUTO](VC): At the beginning of your ride phase, you may choose a grade 3 card from your hand, and discard it. If you do not, you cannot [STRIDE] until end of turn.”.

And why doesn't the leader of the "Deletors" faction get a stride? Well, he's got one now! If they did another Comic Booster, this might be a GR in that set, depending on whether or not both "Alfred" and "Deletor" decks get a GR each. "Overbearing Deletor, Oksizz" is a unit equipped with a Generation Break 3 activated only once each turn. When you pay a counterblast of 2 "Deletor" cards and retire one of your rear-guards, you get to delete your opponent's vanguard, as well as lock two of your opponent's rear-guards, as long as you have a "Deletor" heart card. But then, you get to choose your opponent's vanguard and give it a new skill until your opponent's next turn ends. This skill will make it so that your opponent has the option of discarding a grade 3 card from their hand at the start of their ride phase, preventing them from striding if they don't. After all, "Daunting Deletor, Oksizz" prevents your opponent from riding onto a deleted vanguard unless they discard one card from their hand, so why not allow his future form to do the same?

3. “Mutating Deletor, Greiols”

Clan: «Link Joker»

Race: Alien

Power: 9000

Critical: +1

Grade: 2

Skill: Intercept

Shield: 5000

Abilities:

[AUTO](VC/RC):[CB(1) – card with “Deletor” in its card name] When this unit’s attack hits a vanguard, you may pay the cost. If you do, look at the top seven cards of your deck, search for up to one card named “Docking Deletor, Greion” from among them, reveal it to your opponent, put it into your hand or your soul, and shuffle your deck. If you put a card into your hand or soul, your opponent chooses a card from his or her drop zone, and binds it face down (vanish delete).

Now then, onto the "Grei" support. Our first example is "Mutating Deletor, Greiols", who's pretty useful once you've made it to a grade 2 vanguard. After making a successful attack against an opposing vanguard from either the vanguard or rear-guard circles, you can pay an especial counterblast of 1 "Deletor" card in order to check the top seven cards of your deck and put a copy of "Docking Deletor, Greion" from amongst them into either your hand or your soul, shuffling afterwards. Best yet, if you manage to put a copy of "Greion" into your hand or soul with this ability, your opponent is forced to vanish delete a card from their drop zone. Excellent for ensuring you have a grade 3 in hand to either ride, pay a stride cost with, or increase your chances of using "Waving Deletor, Greidhol's" skill later on in the game.

4. “Summoning Deletor, Greibohld”

Clan: «Link Joker»

Race: Alien

Power: 9000

Critical: +1

Grade: 2

Skill: Intercept

Shield: 5000

Abilities:

[AUTO]: When this unit is placed on (RC), if you have a grade 3 vanguard with “Grei” in its card name, and all of your vanguards are [STAND], search your deck for up to one grade 3 card with “Grei” in its card name, ride it as [STAND], shuffle your deck, and that unit gets [POWER]+5000 until end of turn.

You guys should know me well enough by now to know that I'll come up with a card like this for one group of cards or another. And in the "Grei" build, I feel this would be beneficial. Let's say you ride "Greion", but you want to get "Greidhol" into play so that you can delete your opponent's vanguard without necessarily having to pay "Greion's" counterblast. Only problem is, you have no other "Greidhols" in your hand, but you have "Greibohld" in hand. So, you call "Greibohld" to the battlefield, allowing you to superior ride "Greidhol" from the deck with the added +5000 power. Now you can delete your opponent's vanguard and begin a rush to vanish delete more of the cards from their drop zone before they begin to stride! Satisfactory?

5. “Slithering Deletor, Scayel”

Clan: «Link Joker»

Race: Alien

Power: 7000

Critical: +1

Grade: 1

Skill: Boost

Shield: 5000

Abilities:

[CONT](Soul): If you have a vanguard with “Grei” in its card name, this card is regarded as “Docking Deletor, Greion”.

[AUTO]:[Put this unit into your soul] When this unit is retired for the cost of your vanguard’s ability, you may pay the cost. If you do, draw a card, your opponent chooses a card from his or her drop zone, and binds it face down (vanish delete).

This is pretty good for a first ride, or a retire target for one of your vanguards' abilities ("Greion", "Greidhol", etc.). Whilst "Scayel" resides in the soul, as long as your vanguard is a "Grei" unit, he can be treated as though he were a copy of "Docking Deletor, Greion", which will enable you to pay the cost for "Greidhol's" especial soulblast more than you normally might. But wait, what if you don't ride this guy and need another way to get him into the soul? I've already sorted that! Whenever "Scayel" is retired for your vanguard's ability cost, you get to move him to the soul as an ability cost, allowing you to draw a card and force your opponent to vanish delete another card from the drop zone, ensuring you have the opportunity to pay for "Greidhol's" skill in the event you can't stride for whatever reason. Not bad, huh?

6. “Burst Deletor, Zhuhl”

Clan: «Link Joker»

Race: Alien

Power: 4000

Critical: +1

Grade: 0

Skill: Boost

Shield: 10000

Trigger: [STAND]+1, [POWER]+5000

Abilities:

[AUTO]:[Put this unit on the bottom of your deck] When this unit is retired as the cost for the ability of your vanguard with “Grei” in its card name, you may pay the cost. If you do, choose a grade 3 card from your drop zone with “Grei” in its card name, put it into your soul, your opponent chooses a card from his or her drop zone, and binds it face down (vanish delete).

Another useful method of ensuring you have enough copies of "Greion" in the soul for "Greidhol's" ability. When retired from the rear-guard as part of your "Grei" vanguard's ability cost, this stand trigger will place itself on the bottom of your deck in order for you to place a grade 3 "Grei" card from your drop zone into your soul, meaning you'll be able to consistently maintain the conditions to pay for "Greidhol's" ability cost later on. Like most other "Deletors", this unit will also force your opponent to vanish delete another card from their drop zone, allowing you to kill two birds with one stone and further meet the conditions for cards such as "Original Deletor, Egorg" and his Generation Break 2.

And that concludes our article for today, catch you all for the next one!
So, surprised that we were given only a small handful of «Royal Paladin» units, but then not surprised at the amount of cards that were introduced for the "Blaster/Alfred" deck. I personally wasn't too fond of "Blaster Blade Exceed", and I don't feel that "New Style Blaster, Llew" is a particularly great grade 3 to be used as an alternate ace. So, whilst I was working on ideas for possible new "Saver" G-units, I thought I'd try experimenting with some other grade 3 "Blaster/Alfred" aces. So, today you'll be seeing three G-units and three potential new grade 3 ace cards. Let's take a look at what we got, shall we?

1. “Divine Protectorate Knight, Gordon Honest Saver”

Clan: «Royal Paladin»

Race: Giant

Power: 0

Critical: 0

Grade: 4

Skill: G Guardian

Abilities:

G Guardian (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “HEAL” from your hand, and discard it] Call this card to your (GC) from face down.

[AUTO]:[Choose two normal cards and one trigger card from your drop zone, and put them on the bottom of your deck] When this unit is placed on (GC), you may pay the cost. If you do, this unit gets [SHIELD]+10000 until end of turn. If a card with “Blaster Blade” in its card name was placed on the bottom of your deck with this effect, choose your vanguard with “Blaster” or “Alfred” in its card name, and that unit gets [POWER]+5000 until end of turn.

Don't get me wrong, I found "Little Great Sage, Marron" to be a pretty fair G-guardian for the deck, however I was somewhat surprised that we didn't get more in the way of recycling cards (especially "Blaster Blade" units) than "New Style Blaster". So, I came up with this, a future form of the "Knight of Truth, Gordon". So here's what happens; you place "Gordon Honest Saver" onto the Guardian circle, and place two normal cards as well as a trigger unit from your drop zone onto the bottom of your deck, adding +10000 shield onto "Gordon", giving you a total minimum defence of 36000 (35000 if your vanguard is "King of Knights, Alfred". If one of the cards returned to your deck for this cost was a card carrying a "Blaster Blade" title, you can allow your "Blaster" or "Alfred" vanguard to gain an extra +5000 power until the turn has ended. Now, you're probably wondering why I decided to put "Saver" in his card name. Well, I'll get to that a little later...

2. “Holy Dragon, Prosperous Soul Saver”

Clan: «Royal Paladin»

Race: Cosmo Dragon

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[CONT](VC): During your turn, if you have a heart card with “Alfred” or “Blaster” in its card name, all of your units get [POWER]+1000 for each face up card in your G zone with “Saver” in its card name. If the number of face up cards in your G zone with “Saver” in its card name is four or more, this unit gets [CRITICAL]+1.

[ACT](VC)[1/Turn]Generation Break 2:[Choose a face down card from your G zone, and turn it face up & Choose two cards from your drop zone, and put them on the bottom of your deck] If you have a heart card with “Alfred” or “Blaster” in its card name, search your deck for up to one card for each face up card in your G zone with “Saver” in its card name, call them each to separate open (RC), and shuffle your deck. If you called a unit with “Blaster Blade” in its card name with this effect, [CC(1)].

A new form of "Soul Saver", possibly with the appearance of "Arc Saver Dragon". One of the things that's been slightly annoying about most current «Royal Paladin» stride units is that hardly any of them superior call without being focused around the Brave ability associated with modern "Altmile" builds. Even the recent RRR stride for the clan in G-BT11 "Demonic Advent" is heavily restricted on calling due to Brave. So, I decided to try making a mass superior-calling vanguard that has nothing to do with Brave builds. "Holy Dragon, Prosperous Soul Saver" is the end result. During your turn, if your heart card has "Alfred" or "Blaster" in its card name, each of the units in your battle formation gain +1000 power for every face up "Saver" unit in your G-zone, and your vanguard gains an additional critical as long as you have at least four face up "Saver" cards in the G-zone. Its other ability is pretty useful in helping increase the power output. Once each turn, its Generation Break 2 allows you to call a unit from your deck for each face up "Saver" in your G-zone, as long as you have an "Alfred" or "Blaster" heart. The cost: turning a face down card face up in your G-zone and returning two cards from the drop zone onto the bottom of your deck. And, if a "Blaster Blade" unit was called through this ability, you get to countercharge 1. How's that for mass calling?

3. “Divine Knight Blaster, Chivalry Lord Saver”

Clan: «Royal Paladin»

Race: Human

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[CONT](VC)Generation Break 2: During your turn, if you have a heart with “Alfred” or “Blaster” in its card name, this unit gets [POWER]+5000. If you have a card with “Blaster Blade” in its card name in your soul, this unit gets [CRITICAL]+1.

[AUTO](VC)Generation Break 3:[Choose one of your rear-guards with “Blaster Blade” in its card name, and put it into your soul] When this unit attacks a vanguard, if you have a heart card with “Alfred” or “Blaster” in its card name, you may pay the cost. If you do, until end of turn, your opponent cannot call grade 1 cards from his or her hand to (GC).

This is probably my favourite out of these three strides. As you can see, "Divine Knight Blaster, Chivalry Lord Saver" is partly based on "Majesty Lord Blaster". Thanks to his Generation Break 2, "Chivalry Lord Saver's" power increases by +5000 as long as you have a heart card with "Alfred" or "Blaster" in its name. Better still, if you have a unit with a "Blaster Blade" title in your soul, +1 critical is added at all times. If that didn't make this unit ferocious enough, his Generation Break 3 is something to really watch out for. Whenever you attack with "Chivalry Lord Saver", if you have a "Blaster" or "Alfred" heart, you choose one of your "Blaster Blade" rear-guards and send it to the soul, which will prevent your opponent from guarding the attack with any cards that are grade 1. If "Gancelot Peace Saver" doesn't bring the game to an end, this sure might!

4. “Alfred’s Craftsman, Blaster Meister Blasteed”

Clan: «Royal Paladin»

Race: Human

Power: 11000

Critical: +1

Grade: 3

Skill: Twin Drive!!

Abilities:

[CONT](VC): During your turn, all of your units get [POWER]+2000 for each of your units with “Swordsman of Light” or “Blaster” in its card name. If the number of units you have with “Swordsman of Light” or “Blaster” in its card name is five or more, this unit gets [CRITICAL]+1.

[AUTO](VC):[CB(1) & SB(1)] When your G unit [STRIDE], you may pay the cost. If you do, search your deck for up to two cards, call them to (RC), shuffle your deck, and until end of turn, those units and your vanguard get [POWER]+3000.

Onto the grade 3s we go! This unit was mainly designed in focus around the "Swordsman of Light" deck, based on the lores of the "Blaster" series. This is "The Dark Dictator" in his disguise as the "Blaster Meister" in service to "Alfred" and his group of elite warriors. During your turn, his continuous effect will increase the power of all of your units by +2000 for each "Swordsman of Light" or "Blaster" unit on the battlefield, allowing you to hit for decent numbers without necessarily having to stride on every turn. Better still, if you have five or more "Swordsman of Light" or "Blaster" units in play, "Blasteed" gains +1 critical. And now, onto his stride skill. This works really well with "Knight of Virtue, Bedivere" and "Knight of Benevolence, Kay", which makes this skill free to use. When striding onto "Blasteed", you pay a counterblast and soulblast of 1 each in order to superior call two units from your deck to the rear-guard, and granthing +3000 power to your vanguard and the newly called units after shuffling your deck. Call "Bedivere" and "Kay" with this effect, and you can instantly countercharge 1 and soulcharge 1, ensuring that you always have enough to pay for this unit's cost.

5. “Grand Blaster King of Knights, Alfred Majesty”

Clan: «Royal Paladin»

Race: Human

Power: 11000

Critical: +1          

Grade: 3

Skill: Twin Drive!!

Abilities:

[CONT](VC): During your turn, this unit gets [POWER]+2000 for each of your rear-guards. If you have a face up card with "Saver" in its card name in your G zone, this unit gets [POWER]+5000/drive +1.

[AUTO](VC):[CB(1)] During your turn, when your G unit with "Saver" in its card name [STRIDE], you may pay the cost. If you do, search your deck for up to one card, call it to an open (RC), and if the unit called with this effect has "Blaster" in its card name, [CC(1)].

Since "Alfred Oath" wasn't that great, I decided to work on a new "Alfred" grade 3 that could work a bit better in the "Saver" deck. Like the old "King of Knights", this card gains +2000 power during your turn for each of your rear-guards. But, if there's a "Saver" sitting face up in the G-zone, "Alfred Majesty" gets an extra +5000 power, and an additional drive check. Give him a full battle formation, and you'll be able to get your vanguard to hit for the minimum power of a G-unit, without the boost from the back-row supporter that is. Next, his stride skill. Whenever you have a "Saver" stride onto him, you pay a counterblast of 1 to superior call one unit from your deck, and if you call a "Blaster" unit from the deck with this skill, you get to countercharge 1. It's worth considering if you want an alternate grade 3 ace to "Blaster Blade Exceed" without running the heavy-costed "Alfred Oath" or the "Seeker" restricted "Alfred Exiv".

6. “Blaster Dragon, Arc Saver Dragon”

Clan: «Royal Paladin»

Race: Cosmo Dragon

Power: 11000

Critical: +1          

Grade: 3

Skill: Twin Drive!!

Abilities:

[AUTO](VC):[CB(1) & SB(1)] At the beginning of your ride phase, if you have a face up card with “Saver” in its card name in your G zone, you may pay the cost. If you do, search your deck for up to two cards, call it to (RC), shuffle your deck, and until end of turn, those units get [POWER]+3000.

[AUTO](VC):[CB(1)] During your turn, when your G unit with "Saver" in its card name [STRIDE], you may pay the cost. If you do, search your deck for up to one card, call it to an open (RC), and if the unit called with this effect has "Blaster" in its card name, [CC(1)].

I'm not entirely sure as to where I got the idea of turning "Arc Saver Dragon" into a grade 3 "Blaster" unit, but somehow it just felt like it might fit in. His first ability is similar to that of the original "Arc Saver Dragon" unit released in the English-only "Revival Collection". At the start of the ride phase, if you have a face up "Saver" unit in your G-zone, you pay a counterblast of 1 and soulblast of 1 to superior call two units from your deck with an added +3000 power. Similar to "Blasteed's" ability, however you don't have quite so much in the way of title restrictions when you're performing the superior call. Plus, just like with "Blasteed's" stride skill, you can make this unit's ability free of cost if your call targets are "Knight of Virtue, Bedivere" and "Knight of Benevolence, Kay", as their skills will refund the cost you paid to superior call them in the first place. As for the stride skill, I couldn't really come up with anything different to what I'd used for "Alfred Majesty", so I decided to stick with what I'd got. Either way, one of these units would be pretty beneficial when needed.

Well, that's all we've got time for tonight, so I'll see you guys next time!
As promised in my last article, time to charge things up with a new batch of units for the «Narukami» Thunderstrike deck! Now, most of these are clones of some of the support I did for the «Kagero» Blaze deck, so if anything looks at all familiar, you'll know why. Time to bring out the beasts!

1. “Conquering Supreme Dragon, Cataclysmic Thunder Dragon”

Clan: «Narukami»

Race: Thunder Dragon

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]Generation Break 2:[CB(1) & Choose a face down card from your G zone, and turn it face up] Choose one of your opponent's rear-guards for each face up card in your G zone with the same card name as this unit, retire them, and your opponent binds them face up. Until end of turn, this unit gets "[AUTO](VC)Thunderstrike 5: When this unit attacks, your opponent cannot call grade 1 cards from hand to (GC) until end of that battle.".

I'm surprised that the «Narukami» clan hasn't had one of these added to the Thunderstrike deck already (I'll be surprised if we have one of these things introduced in G-BT12 "Awakening Dragon Emperor"). Here's what you do with this guy; once you've reached the conditions for a Generation Break 2, you pay a counterblast of 1 and turn a face down card in your G-zone face up so that you can retire one of your opponent's rear-guards for each of the face up copies of "Cataclysmic Thunder Dragon" in your G-zone, binding them afterwards. Then, until the end of the turn, "Cataclysmic Thunder" gains an additional ability that activates whenever your vanguard attacks. As long as there are five cards in your opponent's bind zone, this unit's Thunderstrike ability will prevent your opponent from guarding with grade 1 units from their hand. A "Nouvelle Vague L'Express" style card for the «Narukami» deck!

2. “Conquering Supreme Dragon, Punch Bolt Dragon”

Clan: «Narukami»

Race: Thunder Dragon

Power: 15000+

Critical: +1

Grade: 4

Skill: Triple Drive!!!

Abilities:

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn]:[Choose a face down card with the same name as this unit from your G zone, and turn it face up] Until end of turn, this unit gets “[AUTO](VC):[CB(2)] When this unit attacks, you may pay the cost. If you do, draw a card, retire all of your opponent’s rear-guards in the front row, and bind those units face up.” and “[CONT](VC)Generation Break 3Thunderstrike 5: During your turn, this unit gets [POWER]+3000 for every three face up cards in your opponent’s bind zone.”.

You'll probably look at this unit and think to yourself "Didn't he do one of these before?" Well, yes, I did. But not for this clan. I had originally designed something like this for the Blaze deck, where it gained power for every few cards in your opponent's drop zone as long as it were blazing. As you can see, I managed to adapt it for the Thunderstrike mechanic. One time each turn, you turn a face down copy of "Punch Bolt Dragon" face up in the G-zone in order to acquire two new skills. The first activates whenever you attack, requiring you to counterblast 2 as payment. That cost will allow you to draw a card, and retire your opponent's front row rear-guards, binding them face up when they hit the drop zone. The other skill is a Generation Break 3, which is a Thunderstrike 5 ability. As a continuous effect, it gives your vanguard +3000 attack power for every three face up cards in your opponent's bind zone. Depending on how much you're able to retire and bind your opponent's side of the field, this could hit pretty heavily!

3. “Dragon Knight, Zorrat”

Clan: «Narukami»

Race: Human

Power: 9000

Critical: +1

Grade: 2

Skill: Intercept

Shield: 5000

Abilities:

[CONT](RC)Generation Break 1: During your turn, if you have a vanguard with “Vanquisher” in its card name, this unit gets [POWER]+1000 for every two face up cards in your opponent’s bind zone.

[AUTO]:[CB(1) & SB(1)] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, choose one of your opponent’s grade 2 or lower rear-guards, retire it, bind it face up, and draw a card.

I'm guessing you're going to recognise this skillset as well, haha! This was based off of a unit I did for the "Blademaster" Blaze deck, which in turn was partly based off of "Martial Arts Dragon" from G-BT09 "Divine Dragon Caper". Though this is a slightly better version. Whenever placed on the vanguard or rear-guard circles, "Dragon Knight, Zorrat" lets you retire one of your opponent's grade 2 or lower rear-guards, bind it face up and draw a card, compared to "Martial Arts Dragon", who can only use this type of skill when you ride it, not when you call it. Then there's the continuous Generation Break 1 effect, which gives this unit +1000 power for every two face up cards in the opponent's bind zone, as long as your vanguard is a "Vanquisher" unit. Much like "Punch Bolt Dragon", this would allow a unit like this to hit heavy when you've got the right number of face up cards in your opponent's bind zone. Worth considering!

4. “High-kick Dragon”

Clan: «Narukami»

Race: Thunder Dragon

Power: 9000

Critical: +1

Grade: 2

Skill: Intercept

Shield: 5000

Abilities:

[CONT](RC)Generation Break 1Thunderstrike 2: During your turn, if you have a vanguard with “Vanquisher” in its card name, this unit gets [POWER]+3000 and “[AUTO](RC):[SB(1)] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, draw a card, choose one of your vanguards, and until end of turn that unit gets [POWER]+5000.”.

Similar to another of my Blaze support cards, I know... I figured they were ideas worth incorporating into the Thunderstrike deck, what can I say? Well, this unit's a simple and easy effect to use. During your turn, "High-kick Dragon's" GB1 will be active as long as you've met the Thunderstrike 2 condition. During that period, as long as your vanguard is a "Vanquisher" unit, then +3000 power will be added to "High-kick Dragon" at all times, as well as an ability which triggers after attacking. You pay a soulblast of 1 after attacking a vanguard with "High-kick Dragon" in order to draw a card and add +5000 power to your vanguard. Simple and easy to use, and it helps you defensively too!

5. “Low-kick Dragon”

Clan: «Narukami»

Race: Thunder Dragon

Power: 7000

Critical: +1

Grade: 1

Skill: Boost

Shield: 5000

Abilities:

[CONT](RC)Thunderstrike 2: During your turn, this unit gets [POWER]+3000 and “[AUTO](RC)Generation Break 1: When an attack hits a vanguard during the battle that this unit [BOOST], [CC(2)].”.

Now, unless I've overlooked something or someone, there currently isn't much in the way of countercharging capabilities in the «Narukami» clan, especially in the Thunderstrike deck. Much like "High-kick Dragon", "Low-kick Dragon's" ability is a continuous skill, though it has no Generation Break restrictions. As long as two cards reside face up in your opponent's bind zone, this unit will be able to boost for 10000 power thanks to its continuous effect. What's even better about this guy is that the continuous effect grants him an additional skill, a Generation Break 1, which will allow you to countercharge 2 whenever "Low-kick" boosts a successful attack! That any help to you guys?

6. “Purple Gem Carbuncle”

Clan: «Narukami»

Race: High Beast

Power: 4000

Critical: +1

Grade: 0

Skill: Boost

Shield: 5000

Trigger: [DRAW]+1, [POWER]+5000

Abilities:

[ACT](RC):[CB(1) & Put this unit into your soul] Choose one of your opponent’s grade 0 rear-guards, retire it, and bind it face up.

And finally, a brand new trigger unit that will help to further boost the capabilities of the Thunderstrike deck, allowing you to meet the Thunderstrike conditions earlier than ever! All you have to do with "Purple Gem Carbuncle" is counterblast 1 and move him to the soul in order to retire an opposing grade 0 rear-guard, and bind it face up. That's all, pure and simple. You can use this on your second turn to take out your opponent's starting vanguard once you've received some damage, and begin disrupting their plans from the get-go, as well as bring about the power of Thunderstrike before you make grade 3! I'd probably have this run at a full x4?

And so that concludes our article for today, hope you guys enjoyed it. Until the next time!

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:iconangiemariedreams:
AngieMarieDreams Featured By Owner Jun 20, 2017  Hobbyist Photographer
Thank you for the watch!
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blackwidow69x Featured By Owner Jun 18, 2017
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