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Perdition Dragon, Vortex Dragonnewt
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Perdition Dragon, Vortex Dragonnewt
So since Legion for Cardfight has come out, I had mixed feelings about it. What it does is it lets you send 4 cards back from your drop zone to call another vanguard into your vanguard circle. With this your can respam used or missed triggers, or restock on mates for your next legion.
Before I thought legions were just a little depressing, and maybe a little too easy to abuse. Until This bad boy bursted onto the scene:
His effect:
[ACT](VC): Legion 20000 "Perdition Dragon, Whirlwind Dragon" (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) & Choose one card with the same name as a unit in your (VC) from your hand, and discard it] If this unit is in Legion, choose up to two of your opponent's grade 2 or less rear-guards, and retire them. Then, if the number of cards in your opponent's damage zone is four or less, choose one of your opponent's vanguard, deal it one damage, and during that damage check, all trigger effects are nullified. This ability cannot be used for the rest of that turn.
[AUTO](VC):During your main phase, when your opponent's rear-guard is put into the drop zone, this unit gets [Power]+3000 until end of turn.
his mate- Perdition Dragon, Whirlwind Dragon:
http://img4.wikia.nocookie.net/__cb20140730020638/cardfight/images/thumb/b/b1/BT17-L04-LR_%28Sample%29.jpg/273px-BT17-L04-LR_%28Sample%29.jpg
[AUTO](RC):When this unit attacks, if you have a vanguard with "Perdition" in its card name, this unit gets [Power]+3000 until end of that battle.
Pros:
+ If you have another copy of Dragonnewt or Whirlwind in your hand,
you can pay 2 counterblast to discard them, retire any 2 rearguards your opponent has, and if they have 4 or less damage, deals your opponent 1 point of damage (even going so far as to negate any trigger effects.)
+every time you retire an opponent's rearguard, Dragonnewt will gain power +3000. Whenever he attacks he will attack for 27000+ unboosted.
+very effective against clans that require particular units to work, such as: Nova Grapplers, Great Nature, and Shadow Paladins; but a pretty neutral match-up against: Royal Paladins, Gold Paladins, Granblue, and Neo Nectar (since they can replace their units as fast or faster than you can retire them.)
+that 11k body helps with defending on your opponents turn.
Cons:
-since this unit requires certain units in hand to activate, Dragonnewt can be prone to being rushed early. Had Nubatama continued with their "opponent discards a card for everything we do" gimmick, Dragonnewt wouldn't last long (nor would anyone for that matter.) Nubatama actually do technically do that, but differently now.
-Some clans, such as Tachikaze, actually WANT you to retire their units. Against clans like that, be very careful with who you retire, or else you might help your opponent more than hurt him.
-Being controlling by nature, the Kagero clan (Dragonnewt's clan) have a hard time taking down other control clans IMO, like Link Joker and their "lock" ability, and Murakumo's ability to sap your attacking units of strength. It all comes down to who controls who the fastest.
Overall:
this unit deserves some of its hype, but not all of it. In the end, it's just another substitute to Dragonic Overlord. its a worthy 8.5/10.
Before I thought legions were just a little depressing, and maybe a little too easy to abuse. Until This bad boy bursted onto the scene:
His effect:
[ACT](VC): Legion 20000 "Perdition Dragon, Whirlwind Dragon" (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) & Choose one card with the same name as a unit in your (VC) from your hand, and discard it] If this unit is in Legion, choose up to two of your opponent's grade 2 or less rear-guards, and retire them. Then, if the number of cards in your opponent's damage zone is four or less, choose one of your opponent's vanguard, deal it one damage, and during that damage check, all trigger effects are nullified. This ability cannot be used for the rest of that turn.
[AUTO](VC):During your main phase, when your opponent's rear-guard is put into the drop zone, this unit gets [Power]+3000 until end of turn.
his mate- Perdition Dragon, Whirlwind Dragon:
http://img4.wikia.nocookie.net/__cb20140730020638/cardfight/images/thumb/b/b1/BT17-L04-LR_%28Sample%29.jpg/273px-BT17-L04-LR_%28Sample%29.jpg
[AUTO](RC):When this unit attacks, if you have a vanguard with "Perdition" in its card name, this unit gets [Power]+3000 until end of that battle.
Pros:
+ If you have another copy of Dragonnewt or Whirlwind in your hand,
you can pay 2 counterblast to discard them, retire any 2 rearguards your opponent has, and if they have 4 or less damage, deals your opponent 1 point of damage (even going so far as to negate any trigger effects.)
+every time you retire an opponent's rearguard, Dragonnewt will gain power +3000. Whenever he attacks he will attack for 27000+ unboosted.
+very effective against clans that require particular units to work, such as: Nova Grapplers, Great Nature, and Shadow Paladins; but a pretty neutral match-up against: Royal Paladins, Gold Paladins, Granblue, and Neo Nectar (since they can replace their units as fast or faster than you can retire them.)
+that 11k body helps with defending on your opponents turn.
Cons:
-since this unit requires certain units in hand to activate, Dragonnewt can be prone to being rushed early. Had Nubatama continued with their "opponent discards a card for everything we do" gimmick, Dragonnewt wouldn't last long (nor would anyone for that matter.) Nubatama actually do technically do that, but differently now.
-Some clans, such as Tachikaze, actually WANT you to retire their units. Against clans like that, be very careful with who you retire, or else you might help your opponent more than hurt him.
-Being controlling by nature, the Kagero clan (Dragonnewt's clan) have a hard time taking down other control clans IMO, like Link Joker and their "lock" ability, and Murakumo's ability to sap your attacking units of strength. It all comes down to who controls who the fastest.
Overall:
this unit deserves some of its hype, but not all of it. In the end, it's just another substitute to Dragonic Overlord. its a worthy 8.5/10.
Dullahan- Senior Member
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Re: Perdition Dragon, Vortex Dragonnewt
It always makes me wonder why kageros always appear oped in my point of view but that just looks way to oped especially for a kagero.
Zaio Volnutt- King Of Posts
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Re: Perdition Dragon, Vortex Dragonnewt
oh trust me, its OP. I use this on Cardfight Area, and the thing is MERCILESS if you can pull off its skill. then combine that with either Perdition Dragon, Pain Laser Dragon or Perdition Dragon, Vile Claw Dragon, and you got yourself a nasty fight.
Perdition Dragons don't fight to control- they fight to opress.
Perdition Dragons don't fight to control- they fight to opress.
Dullahan- Senior Member
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Re: Perdition Dragon, Vortex Dragonnewt
Hence I don't think that card effect is kagero material now I'll be frequently seein kagero users on cf area
Zaio Volnutt- King Of Posts
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Re: Perdition Dragon, Vortex Dragonnewt
remarkably I haven't seen very many people use Dragonnewt. I've seen more use Mordred Pantom/Phantom Blaster "Abyss" and I couldn't get over the ridiculous card advantage THAT produces.
Dullahan- Senior Member
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