[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose one of your «Great Nature» rear-guards and lock it] Choose up to two of your «Great Nature» rear-guards, those units get [Power]+4000 and "[AUTO](RC):At the end of your turn, retire this unit." and "[AUTO]:During your end phase, when this unit is put into the drop zone from (RC), call it to an open (RC)." until end of turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC):If you have a card named "School Hunter, Leo-pald" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a sameclan as this unit, this unit cannot attack)
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC):If you have a card named "School Hunter, Leo-pald" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a sameclan as this unit, this unit cannot attack)
This card is better than Cocytus in my opinion. This card combos very well with the break ride of the clan. you get to add insane amounts of power to your RG and at the end turn get them back and draw cards for free. There are so much possibilities with this card now. combo this with blackboard ohm and you draw 1 card for free. you can even play 4 lamp camel as the deck requires no counter blast. pair the camel with a 8k booster and you be hitting for 21k every turn while forcing your opponent to guard or allow you to draw 1 card for free. And not to mention the defense this card will provide with its cross ride ability. basically you have a solid hard hitting and defensive deck. I will post up more combos and shenanigans that can be achieved using this deck soon.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Put three cards from the top of your deck into your drop zone & Choose one of your «Granblue» rear-guards, and lock it] Choose one «Granblue» from your drop zone, call it to (RC), and that unit gets [Power]+3000 until end of turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC):If you have a card named "Ice Prison Necromancer, Cocytus" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a sameclan as this unit, this unit cannot attack)
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC):If you have a card named "Ice Prison Necromancer, Cocytus" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a sameclan as this unit, this unit cannot attack)
The first thing that comes into my mind is the new dindrane clone that they will be getting soon. This is also a card with many possibilities. call the dindrane clone, draw a card and have a 9k booster for that turn. next turn use samurai sword to retire your dindrane clone and use cocytus effect to call it back for another draw. Both this and leopald share the same strategy. Hit hard with RG while defend with VG. But leopald does it better as you get 2 hard hitting RG for the cost of 1 locked unit. Thats why i said earlier that leopald R is better. Basically both these card give you draw power of some sort when combed with certain cards from their clans. I am eager to try out leopald more than cocytus due to the fact the i love nature hahah and also i love doing combos!
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