Some of my OC Cards: 'Kagero' Pt. 5

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As you can guess from the title, I decided to go with «Kagero» on this one. I'll give you some «Narukami» stuff after the next article, which I'll be using to introduce you guys to some new «Pale Moon» units. But for now, time to enter the eternal flames of the Dragon Empire!

1. “Supreme Heavenly Emperor Dragon, Dragonic Valblade “Miekka””

Clan: «Kagero»

Race: Flame 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)Generation Break 3:[Choose a grade 3 <Flame Dragon> from your drop zone, and put it on the bottom of your deck] When this unit attacks a vanguard, if you have a <Flame Dragon> heart, you may pay the cost. If you do, choose one of your opponent’s rear-guards, retire it, and [CC(1)]. If you have a face up <Flame Dragon> in your G zone, this unit gets drive +1 until end of that battle.

[AUTO](VC)Generation Break 2: When this unit’s drive check reveals a grade 1 or greater <Flame Dragon>, choose one of your units, and that unit gets [POWER]+5000 until end of turn.

This is my most recent design for a «Kagero» unit, particularly for the <Flame Dragon> deck. It's not exactly a finisher, but it's great for a build-up. I was recently inspired by "Holy Divine Knight, Gancelot Peace Saver", where you get to countercharge 1 and gain an additional drive check for certain conditions. A lot of people find it more dangerous due to its potential use as a first stride. In this case, this unit is a Generation Break 3 card. I based this partly off the old promo grade 3 "Sword Emperor, Dragonic Valblade" giving it the title "Miekka", which is Finnish for "Sword". Anyway, onto the abilities... When "Miekka" attacks a vanguard, as long as your heart card is a <Flame Dragon> unit, you place a grade 3 <Flame Dragon> card from your drop zone onto the bottom of your deck in order to retire an opposing rear-guard, and countercharge 1. Plus, as long as there's a face up <Flame Dragon> in the G-zone, you get to add an extra drive check to the attack. And that really helps out with the second skill! Whenever "Miekka's" drive check reveals a grade 1 or greater <Flame Dragon> card, you get to add +5000 power to one of your units, making it a much more ferocious version of the old "Dragonic Valblade".

2. “Flame Emperor Dragon King, Heat Blast Dragon”

Clan: «Kagero»

Race: Flame 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/RC): Blaze

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

[ACT](VC)[1/Turn]:[CB(1) & Choose a card from your hand, and discard it] Choose two of your opponent’s rear-guards, retire them, and until end of turn, this unit gets “[AUTO](VC): When this unit attacks, if this unit is blazing, [CC(1)].”.

A new addition to the Blaze deck, based off of one of my «Gear Chronicle» units of similar design. This guy comes with two abilities, as well as the Blaze text. Once each turn, you can use the ACT ability to retire two of your opponent's rear-guards after discarding one card from your hand with a counterblast of 1. Thanks to paying that cost, you also gain the ability to countercharge 1 when attacking as long as your vanguard is blazing. This skill also triggers this card's AUTO ability. Once each turn, when an opposing rear-guard is retired due to a card effect, you get to draw a card and add +5000 power to your vanguard for the rest of the turn. Makes a pretty good first stride for the Blaze deck, if you ask me.

3. “Flame Emperor Dragon King, Blaze Eruption Dragon”

Clan: «Kagero»

Race: Flame 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/RC): Blaze

[AUTO](VC)[1/Turn]:[CB(1)] When your rear-guard attacks, if this unit is not blazing, you may pay the cost. If you do, choose one of your opponent’s rear-guards, and retire it.

[CONT](VC)Generation Break 3: During your turn, if this unit is blazing, and the number of cards in your opponent’s drop zone is twelve or more, this unit gets drive +1.

Another potential finisher in the Blaze deck, "Blaze Eruption Dragon" has a great way to enable you're blazing during the battle phase, depending on the size of your forces compared to your opponent's forces. The first time your rear-guard attacks, if you haven't met the conditions for Blaze yet, you get to counterblast 1 and retire one of your opponent's rear-guard units. That gets you one step closer to initiating your vanguard's Generation Break 3. During your turn, whilst in the Blaze state, if your opponent has twelve cards in the drop zone, your vanguard receives an additional drive check. If that doesn't apply massive pressure before finishing off your opponent with cards such as "Flare Arms, Zeigenburg", I'm not sure what will.

4. “Helldeity Seal Dragon, Blockadecross”

Clan: «Kagero»

Race: Flame 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) & SB(1)] Choose one of your opponent’s rear-guards, retire it, your opponent reveals the top four cards of his or her deck, searches for up to one grade 2 card from amongst them, calls it to an open (RC), and shuffles his or her deck.

[AUTO](VC)Generation Break 2:[Choose a face down card with the same card name as this unit from your G zone, and turn it face up] When this unit attacks a vanguard, if you have a heart card with “Seal Dragon” in its card name, you may pay the cost. If you do, retire all of your opponent’s grade 2 rear-guards, and this unit gets [POWER]+10000/[CRITICAL]+1 until end of that battle.

With "Seal Dragons" getting some added support, I thought I'd have a go at making some new units for them. One of the new units I've included is a future form of "Hellfire Seal Dragon, Blockade Inferno". Once per turn, you pay a counterblast and a soulblast of 1 each with its ACT ability to retire one of your opponent's rear-guards, and force out a grade 2 card to your opponent's field from the top four cards of their deck, shuffling it afterwards. This helps lead to a major field wipe with "Blockadecross's" Generation Break. When attacking, you turn a copy of "Blockadecross" face up in the G-zone to retire all of your opponent's grade 2 rear-guards, and add an additional +10000 power and +1 critical until the end of that battle, so long as you have a "Seal Dragon" heart. I dunno if this would help the "Seal Dragon" deck much, but it's something to add to the artillery.

5. “Hellfire Seal Dragon, Weathercloth “Embargo””

Clan: «Kagero»

Race: Flame Dragon

Power: 11000

Critical: +1

Grade: 3

Skill: Twin Drive!!

Abilities:

[AUTO](VC)[LB(4)]:[Choose a card with “Seal Dragon” from your hand, and discard it] At the end of your turn, if the number of grade 2 rear-guards your opponent has is three or more, you may pay the cost. If you do, choose a card from your soul with “Weathercloth” in its card name, ride it, choose a card with the same card name as this unit from your soul, and put it into your hand.

[ACT](VC)[1/Turn]:[CB(1) – card with “Seal Dragon” in its card name & Choose a card with “Seal Dragon” in its card name, and put it into your soul] Choose one of your opponent’s rear-guards, retire it, your opponent reveals the top four cards of his or her deck, chooses one grade 2 card from among them, calls it to an open (RC), and shuffles his or her deck.

I know, it's a cross-ride, don't get mad at me! This was a great way to gain stride fodder to use on one turn, so long as you don't reach the point to stride before your opponent. As a vanguard, you get to counterblast a "Seal Dragon" and move a "Seal Dragon" to the soul from your hand once per turn, allowing you to retire an opposing rear-guard and force a grade 2 from the top four cards of your opponent's deck out to the field. That helps to increase your chances of using "Embargo's" Limit Break. Now you'll probably need "Seal Dragon Sprite, Mulciber" on the battlefield beforehand. At the end of your turn, if your opponent has at least three grade 2 rear-guards, you can discard a "Seal Dragon" from your hand to ride another "Weathercloth" unit from your soul, and then move "Embargo" from your soul to your hand, ensuring that you get to stride on your following turn if you aren't holding onto any other grade 3s or stride fodders in your hand.

6. “Blue Burn Dragon”

Clan: «Kagero»

Race: Flame Dragon

Power: 7000

Critical: +1

Grade: 1

Skill: Boost

Shield: 5000

Abilities:

[CONT](Hand): During your turn, whilst paying the cost for [STRIDE], if you have a <Flame Dragon> vanguard, this card gets grade +1.

[AUTO]:[Choose a grade 3 <Flame Dragon> from your drop zone, and put on the bottom of your deck] When this unit is discarded as the cost for [STRIDE], if you have a <Flame Dragon> vanguard, you may pay the cost. If you do, [CC(1)], and call this card to (RC).

Final turn! Yeah, I did a stride fodder card for the <Flame Dragon> deck, this time a future version of "Blue Ray Dracokid"! As with the others, this guy's grade goes up by +1 when paying the stride cost while you have a <Flame Dragon> vanguard. Once discarded for the stride cost, you can return a grade 3 <Flame Dragon> to the bottom of your deck in order to call it back to the rear-guard and countercharge 1, so long as your vanguard is a <Flame Dragon> unit. This may just give a bit of a boost for the "Overlord" deck as much as anything. But I'll leave that up to you guys to decide!

And so brings us to the end of our journal for tonight. Until the next time, friends!
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