Wednesday, 11 January 2017

Trinity Dragon Remnants Part 2

Turns out there were fewer DP card to talk about that I haven't covered yet than I thought there was so this may prove to be a very quick post. With speed being a decent lead in for the first card to cover.

Hyper Metalborg, Guilt Digger

[ACT](VC)[1/Turn]:[Choose a face down card with "Metalborg" in its card name from your G zone, and turn it face up] If the number of heart cards you have is two, this unit gets [Power]+20000/[Critical]+1 until end of turn. If the number of your heart cards with "Metalborg" in its card name is one, search your deck for up to one card that can Legion with your heart card, place it as a heart in Legion with that card on your (VC), shuffle your deck, and draw a card.

And Already I can see Blogger isn't going to make this easy today...

This stride for Metalborgs fills out slots in the G-Zone for the deck nicely as an accelerator of the legion centric gambit. If you have a solo Vanguard and don't want to miss out on a turn where you could stride, so long as that Vangaurd is Metalborg, this fellah has you covered. What's more he rewards you for using him in this express purpose, recovering from the stride cost with a +1 return atop the built in acceleration this card offers. The only drawback to this skill is card's such as Metalborg, Ur Buster will not have their abilities triggered since the event trigger for the auto is that you Vanguard is performing Legion. In this case the Vanguard isn't performing Legion, rather instead the heart is, heart sate units are not considered to be part of the active Vanguard even if their Name and Power attributes were taken by the Stridden G-Unit.
  I guess I should also point this out only because I've seen it asked, no you can not return 4 cards from Drop to deck as part of this skill. The only reason you do that with Sin Buster and other Legion Leaders is because returning 4 cards is the "cost" for those units to put themselves into Legion.

I've focused on the way this card accelerates the deck up to this point, which means I ignored the first part of this card's ability. If you are on a Legion, any Legion that is, this this card gains +20000 and +1 Critical, that a lot of power, and the critical already makes for built in pressure, but for best results, probably being predictable with where this is going but Commander Laurel, the Grade 1 that is, Full Board ready to go and swing. Opponent must guard a hefty number, not impossible but without a PG it's going to cost them, however it is a price they must pay as to not do so will be even further damaging to them.
The problem for this card is the Archtype it is intended to support is on the whole rather lacklustre and that hasn't changed at all with this set. Strong Vanguards but below par, and on occasions out right horrible rearguard support. Fortunately you can use Cosmic Heroes to build your Rearguard support up, yet whilst these are better they are still yet not enough to put Metalborgs over, and when you compare this card to Daimax he comes across as a slightly weaker version of the exact same gambit.

A note of his cost, you can flip either himself for the cost or Heavyduke. It's an option that I'll admit I'm glad is there.

Aside from that RR there's only a couple of cards left to cover that are new.

We get more Engiman Triggers, with this set, a Critical, a Heal, and a Draw. The draw being DP's Margal clone, those aside only one card remains.

Enigman Swirl

[AUTO](RC) Generation Break 1:When this unit boosts a unit with a burst ability, the boosted unit gets [Power]+2000 until end of that battle.

Being Generation Break 1 I don't even Advise this card in a Draft, in a full deck it take a unit that has +4000 on it and turns it into a +6000 so a 20k Rearguard Lane will become 22000 instead, marking another stage, so it is effective despite being small, but the unit boosted must be a Burst unit.There's better Grade 1s but it gets the job done.

And that's your lot.


Now if you'll lend me an extra moment of your time there is a card whom when I first looked at it I treated it worse than it deserved, this is because of a key detail that slipped past my eye.
I am talking about Enigman Giga Storm.
This is about to turn into a V-Rules segment because we're getting technical.

Burst-[AUTO](VC) GB2:At the beginning of your attack step, if this unit's [Power] is 15000 or greater, Soul Charge (1). Then, if the [Power] is 20000 or greater, until the end of turn, all of your units with "Enigman" in its card name in the front row get [Power]+4000.
[AUTO](VC)[CB1 SB1] When this unit's attack hits a vanguard, you may pay the cost. If you do, choose one of your rear-guards with "Enigman" in its card name, and increase that unit's [Power] by this unit's [Power] until the end of turn.

The trick is in paying proper attention to the card.

The last time I spoke of this card I glanced over his Generation Break 2 perhaps too briefly, as a consequence I gave myself the impression the card was slightly worse than it is, I'm not turning round to now say it's good, but I'm going to say it is better than I gave it credit for.
First important note, "At the beginning of your attack step." while I already knew what this meant this wasn't why I disapproved of this card at first. During 1 Battle Phase you have Multiple Attack Steps, to be exact combat in the Battle Phase looks like this.

(Start of Attack Phase check timing)
Attack Step
Boost Step
When this unit Unit Attacks/Boosts Check Timing)
Guard Step
Drive Check Step
Damage Step
(At the of the Battle Check Timing)

During either these Steps when opposing skills are triggered the active turn player gets priority play timing to resolve their abilities first, after them the defending player may then resolve their own abilities.
At the end of each combat you come back around to a pre-attack play timing, when you initiate combat you trigger the Attack Step so you only run of attack steps when you have no standing units left who can attack.

Now for the condition within the skill than I missed. "Until end of turn" Not Battle but Turn.
Simply Combat 1: +4000, Combat 2: +8000, Combat 3: +12000 Which when you think about that means you're 3rd attack is 3 Stages higher than it was originally, accumulate power resulting in an increasing threat.

Honestly it's not that bad, not bad at all. It's better than other GB2s I've seen and given this new, better inform perspective it could have just about passed as a RR, a cheap RR but a RR all the same. Still, this GB2 doesn't come close to comparing to the power of G-Units and it's one of those abilities you'd rather not be using as if you are it means you missed a Stride, not good for your chance of winning the game. However if I was to grade Giga Storm I'd say given this revalation he goes from a D to a C-