Showing posts with label Charharlot vampir. Show all posts
Showing posts with label Charharlot vampir. Show all posts

Monday, 25 July 2016

Glenzend Vampir & Demented Executioner!

Glenzend Vampir
[AUTO](VC) Generation Break 1 Darkness:[Choose one of your rear-guards or a card from your hand with the darkness ability, and put it into your soul] At the end of your turn, if the number of cards in your soul is six or more, you may pay the cost. If you do, draw a card, and if the number of cards in your soul is fifteen or more, Counter Charge (1), choose one of your opponent's rear-guards, and retire it.
[AUTO]:[Counter Blast (1)] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, look at five cards from the top of your deck, search for up to five cards with the darkness ability from among them, put them into your soul, and put the rest on the bottom of your deck in any order. This unit gets [Power]+1000 for each card put into your soul with this effect until end of turn.
I'm so glad to see the new supports for one of my most favorite deck/unit, Charharlot Vampir. Glenzend Vampir can be use as the grade 3 support for Charharlot. What makes him more reliable is his second skill which allow you to Soul Charge up to 5 cards with darkness ability when he is placed on rear-guard circle. However, the disadvantage is your deck must have enough of units with darkness ability to do so.

Demented Executioner
[ACT](RC)[1/Turn] Darkness (This ability is active if cards have been put into your soul during this turn):[Counter Blast (1)] If the number of cards in your soul is six or more, this unit gets [Power]+2000 until end of turn, and if the number of cards in your soul is ten or more, this unit gets [Power]+3000 until end of turn.
[AUTO]:When this unit is placed on (RC), look at seven cards from the top of your deck, search for up to one card with the darkness ability from among them, put it into your soul, and shuffle your deck.
Demented Executioner is also the new support for Charharlot Vampir or Darkness deck. If you are lucky enough, you are allow to Soul Charge 1 card with darkness ability when placing this unit on your rear-guard circle. The Darkness skill is booster skill where the more soul you have, the power he gets boost.

Both of these card can be bought from "Absolute Judgment" is the 8th G Booster Set released in August 26, 2016 for Japanese and October 7, 2016 for English formats.

Tuesday, 28 April 2015

Charharlot Vampir Card Review!

Charharlot Vampir
[CONT](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):During your turn, if the number of cards in your soul is six or more, this unit gets [Power]+10000. Then, if the number of cards in your soul is ten or more, this unit gets [Critical]+1.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, Soul Charge (2), choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):When this unit attacks a vanguard, if the number of cards in your soul is six or more, your opponent chooses one of his or her rear-guards, and retires it.".
Dark Irregulars always be one of my best choice to play Cardfight!! Vanguard. I love their playing style (Soul Charge), powerful skills, and of course their dark features.

Today I'm gonna make a review about the new released Dark Irregulars' grade 3 unit named Charharlot Vampir.

I can say this unit is so good and credit to the card game company because of creating a grade 3 unit like him for Dark Irregulars deck.

Charharlot Vampir focuses on giving extra retiring skill to G unit when attacking and soul charge 2. Back to old school Dark Irregulars, Charharlot Vampir skill can only be activate only he has 6 souls or more. You just need to soul charge 2 only early game to meet his requirement and it is super easy for Dark Irregulars deck.

For his GB2, he gain 10k power for 6 souls or more and gain extra critical if souls are ten or more. How I wish the critical can change into guard restriction skill but this also can be much pressure to your opponent in late game.

Dark Irregulars always good in late game but be careful your deck, cause with Stride and all, your deck will be fast to dry up.