Friday, 12 September 2014

First Impressions: Blaster Joker, it's all hype.

[ACT](VC): Legion 20000"Companion Star-vader, Photon" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)
[ACT](VC):[Counter Blast (2) & Soul Blast (2) & Choose one of your rear-guards with "Star-vader" in its card name, and lock it] If this unit is in Legion, lock all of your opponent's rear-guards, choose one of your opponent's Legion Mate, and retire it.
[AUTO](VC):[Choose one card with the same name as a unit in your (VC) from your hand, and put it into your soul] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Critical]+1 until end of that battle.

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I wasn't going to do this post but it seems there are way too many over-reacting to this card.
Firstly I want to say to all those complainers that are making the exclamations "this is OP!" This is mot Over Powered. Secondly I will explain why by looking at each part of it's skills.

COST: "[ACT](VC):[Counter Blast (2) & Soul Blast (2) & Choose one of your rear-guards with "Star-vader" in its card name, and lock it]"

First notice, counter blast 2 which means your usage of this will be 2.4 times a game, you'll need a heal trigger or an unflipper to use the skill a third time.

Additionally the soul cost. As Link Joker does not have Soul Charge support (with exception to Blaster Joker's third skill.) when at grade 3 the contents of your soul are only going to be a Grade 1 and a Grade 2 and possibly, but not definite your Grade 0 forerunner, having been returned to the soul.
 
That's 3 Soul MAX if you ride normally, and hit Blaster Joker before an alternate Grade 3, so in fact you can really only use this skill once under normal circumstances, not twice.

But what do you get for this hefty cost (by Link Joker standards)

 Affect 1: "If this unit is in Legion, lock all of your opponent's rear-guards,"

Unless you're opponent is Dimension Police, this no different to tri-locking them. Nothing new here, nothing that can't be overcome, all you're doing is stalling them by making them loose pressure a for a turn but you don't actually minus your opponent in anyway. All you have here is theoretical/virtual advantage. 

Affect 2: "choose one of your opponent's Legion Mate, and retire it."

Bear in mind that so far there's been no physical advantage generated. Well for this part of the skill all you achieve is a minus 1 to your opponent, and even then you may have just helped them.
That's right all you score is a -1 to opponent, and one that may in fact be of benefit to them if they've ran out of Mate's for Legion so Congratu-freaking-lations.

For paying the cost of this skill, OK, so you slowed you're opponent down but you probably just helped them at the same time. Well done.

But what about it's secondary skill? Surely there's some saving grace right? This one I'm not going to bother to split up

"[AUTO](VC):[Choose one card with the same name as a unit in your (VC) from your hand, and put it into your soul]When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Critical]+1 until end of that battle."

This is where the Persona skill hinted at by Dilation comes into effect. You place either a copy of Blaster Joker, or if in Legion possibly Photon, from you hand to soul, your reward for doing so? An extra Critical.... it's unnecessary, and you only half recharged for the main skill.
If you have a Blaster Joker in hand, even if you're already in Legion, you're just better off re-riding as then both units from your previous Legion may be used as you cost the main skill. Doing this allows to recycle your Legionnaire and Mate which in-turn will allow you the possibility of using them to perform Legion again later on in the the game and top up your deck if you trigger count drops too low.

I'm not saying this card is crap, it does have it's uses. But it's over costed for what it does and will be expensive anyway because hype, all in all, a typical Blaster Blade. Do I feel the card could have been better? Yes I do, by making a change to the first skill that instead of retiring the Vanguard, you could send one (or possibly even two) of your opponent's locked cards to the Drop Zone. But that's just me.

This unit's biggest strength is that when used optimally, you can recycle and repetitively re-legion, stacking the deck to be filled with Triggers as you go. Of course this also prevents decking out so it's a plus both ways. Use QW's to mill the deck, and unflippers to apply pressure and improve your capability for damage/recourse management. Together with the right cards you can created a combo with an insane amount of field pressure and that's never really a bad thing. But in a vacuum, this card is not impressive at all. 

Still, FEUL THE HYPE as much as you like.