BT08 - Blue Storm Armada
The recent pack that Bushiroad has shown is BT08 - Blue Storm Armada. This coverage will break down general strategies that you can try out. To look for a specific card in the series, use CTRL+F and either put in the full name of the card or the card number, BT08 - ###. Also, give it a couple of minutes to load up all of the card images. For the Card Images, if you want to look at a specific image, pause the slideshow by clicking on "Pause" on the top left of the image, and moving your mouse left or right to the corresponding number of the card.
Card Images
BT08 - 001
Ultimate Dimensional Robo, Great Daiyusha
Grade 3 ~ Clan: Dimensional Police
Battroid ~ Star Gate
Twin Drive!! ~ When this unit Drive Checks, Drive Check twice.
Continuous (V): [Limit Break (4)] During your turn, if the number of cards in your Soul with "Dimensional Robo" in their card name is three or more, this unit gets Power +2000 and Critical +1.
Continuous (V/R): If you have a non-<<Dimension Police>> Vanguard or Rearguard, this unit gets Power -2000.
Continous (V): If you have a card named "Super Dimensional Robo, Daiyusha" in your Soul, this unit gets Power +2000.
Power: 11000 ~ Critical +1
Grade 3 ~ Clan: Dimensional Police
Battroid ~ Star Gate
Twin Drive!! ~ When this unit Drive Checks, Drive Check twice.
Continuous (V): [Limit Break (4)] During your turn, if the number of cards in your Soul with "Dimensional Robo" in their card name is three or more, this unit gets Power +2000 and Critical +1.
Continuous (V/R): If you have a non-<<Dimension Police>> Vanguard or Rearguard, this unit gets Power -2000.
Continous (V): If you have a card named "Super Dimensional Robo, Daiyusha" in your Soul, this unit gets Power +2000.
Power: 11000 ~ Critical +1
Card Comments
This is the Dimensional Police version of Dragonic Overlord The End and Phantom Blaster Overlord. The great thing about this card is that you don't have to pay anything to activate ANY of his 3 abilities. His first ability is a better version of Super Dimensional Robo, Daiyusha, where you can have 4 damage, and gain the power and critical necessary to run over your opponent.
The second and third ability is the standard abilities of all Crossride Grade 3s, where if you have a non-Dimensional Police unit, this card loses 2000 power on both turns, and if you have Super Dimensional Robo, Daiyusha in your Soul, this unit gains 2000 Power on both turns.
The second and third ability is the standard abilities of all Crossride Grade 3s, where if you have a non-Dimensional Police unit, this card loses 2000 power on both turns, and if you have Super Dimensional Robo, Daiyusha in your Soul, this unit gains 2000 Power on both turns.
BT008 - 002
Galaxy Super Beast, Zeal
Grade: 3 ~ Clan: Dimensional Police
Alien ~ Star Gate
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Activate (V): [Limit Break (4), Counter Blast (2)] Choose 1 opponent's Vanguard, the chosen unit get Power -1000 for each of your <<Dimensional Police>> Rear Guards until end of your Turn. This ability can only be used once per turn.
Continuous (V): If you have a card named "Devourer of Planets, Zeal" in your Soul, this unit gets Power +1000
Power: 10000 ~ Critical: +1
Grade: 3 ~ Clan: Dimensional Police
Alien ~ Star Gate
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Activate (V): [Limit Break (4), Counter Blast (2)] Choose 1 opponent's Vanguard, the chosen unit get Power -1000 for each of your <<Dimensional Police>> Rear Guards until end of your Turn. This ability can only be used once per turn.
Continuous (V): If you have a card named "Devourer of Planets, Zeal" in your Soul, this unit gets Power +1000
Power: 10000 ~ Critical: +1
Card Comments
Galaxy Star Beast, Zeal's Limit Break ability is a scary, nasty ability, similar to Stil Vampyr, except you can use this ability, more than once. The downside of this ability is that it's not the same as Stil Vampyr, which is your opponent still has ways to guard against it, unlike Stil Vampyr's ability where you can only have your opponent call Guardians from their hand which has a Grade that has equal to less than your current Vanguard that your opponent called by using Stil Vampyr's ability, however your opponent will take some sort of damage due to Galaxy Star Beast, Zeal's ability, regardless if your opponent is ready or not.
The second ability is the standard ability for chain riding, where if you have Devourer of Planets, Zeal in the Soul Pile, Galaxy Star Beast, Zeal gains an addition 1000 Power.
The second ability is the standard ability for chain riding, where if you have Devourer of Planets, Zeal in the Soul Pile, Galaxy Star Beast, Zeal gains an addition 1000 Power.
BT008 - 003
Arboros Dragon, Sephirot
Grade: 3 ~ Clan: Neo Nectar
Forest Dragon ~ Zoo
Twin Drive!! ~ When this unit Drive Checks, Drive Check twice.
Continuous (V): [Limit Break (4)] All your <<Neo-Nectar>> gain the following effect: "Continuous (V/R): During your turn, if there is a Unit with the same name as this Unit in your Vanguard or Rearguard Circle, this Unit gains Power +3000."
Continuous (V): If you have an "Arboros Dragon, Timber" in your Soul, this unit gets Power +1000.
Power: 10000 ~ Critical: +1
Grade: 3 ~ Clan: Neo Nectar
Forest Dragon ~ Zoo
Twin Drive!! ~ When this unit Drive Checks, Drive Check twice.
Continuous (V): [Limit Break (4)] All your <<Neo-Nectar>> gain the following effect: "Continuous (V/R): During your turn, if there is a Unit with the same name as this Unit in your Vanguard or Rearguard Circle, this Unit gains Power +3000."
Continuous (V): If you have an "Arboros Dragon, Timber" in your Soul, this unit gets Power +1000.
Power: 10000 ~ Critical: +1
Card Comments
For Arboros Dragon, Sephirot's Limit Break ability, you grant all Neo-Nectar the ability to gain 3000 Power if there's another copy on the Field. This ability can set all Power Lanes above 20000, which can leave you a hard time guarding against oncoming attacks.
The second ability grants Arboros Dragon, Sephirot 1000 Power if Arboros Dragon, Timber is in your Soul pile.
The second ability grants Arboros Dragon, Sephirot 1000 Power if Arboros Dragon, Timber is in your Soul pile.
BT008 - 004
White Lily Musketeer, Cecilia
Grade: 3 ~ Clan: Neo Nectar
Bioroid ~ Zoo
Twin Drive!! ~ When this unit Drive Checks, Drive Check twice.
Activate: [Limit Break (4), Counter Blast(1), choose five Normal Units with "Musketeer" in their card name from your Drop Zone, and put them on the bottom of your Deck in any order] Search your deck for up to two cards named "White Lily Musketeer, Cecilia", call them to separate Rearguard Circles, and shuffle your deck. This ability can only be used once per turn.
Activate (V): [Choose one of your Rearguards with "Musketeer" in its card name, and retire it] Look at up to five cards from the top of your Deck, search for up to one card with "Musketeer" in its card name from among them, call it to a Rearguard Circle, and shuffle your deck. This ability can only be used once per turn.
Power: 10000 ~ Critical: +1
Grade: 3 ~ Clan: Neo Nectar
Bioroid ~ Zoo
Twin Drive!! ~ When this unit Drive Checks, Drive Check twice.
Activate: [Limit Break (4), Counter Blast(1), choose five Normal Units with "Musketeer" in their card name from your Drop Zone, and put them on the bottom of your Deck in any order] Search your deck for up to two cards named "White Lily Musketeer, Cecilia", call them to separate Rearguard Circles, and shuffle your deck. This ability can only be used once per turn.
Activate (V): [Choose one of your Rearguards with "Musketeer" in its card name, and retire it] Look at up to five cards from the top of your Deck, search for up to one card with "Musketeer" in its card name from among them, call it to a Rearguard Circle, and shuffle your deck. This ability can only be used once per turn.
Power: 10000 ~ Critical: +1
Card Comments
White Lily Musketeer, Cecilia's Limit Break ability has a cost of Counterblasting once and returning 5 Normal Musketeer units to the bottom of the Deck. After you pay the cost, you can search for 2 White Lily Musketeer, Cecilia and call them to separate Rear Guard Circles. Through this ability, you don't have to waste cards to call for attacking your opponent with, outside of Grade 2s and Grade 3s, which you don't want to waste meaningless cards, outside of calling Grade 2s.
Second ability searches through your deck for a different Musketeer unit by sacrificing a Musketeer unit, where you can search out potential outs against your opponent.
Second ability searches through your deck for a different Musketeer unit by sacrificing a Musketeer unit, where you can search out potential outs against your opponent.
BT008 - 005
Blue Storm Dragon, Maelstrom
Grade 3 ~ Clan: Aqua Force
Tear Dragon ~ Magallanica
Twin Drive!! ~ When this unit Drive Checks, Drive Check twice.
Auto (V): [Limit Break (4)] When this unit attacks a Vanguard, if this is the fourth or more battle during this turn, this unit gains Power +5000 and the ability, "Auto (V): [Counter Blast (1)] When this unit's attack hits, you may pay the cost. If you do, draw a card, choose an opponent's Rearguard, and retire it" until the end of that battle.
Continuous (V/R): If you have a non-<<Aqua Force>> Vanguard or Rearguard, this unit loses Power -2000.
Power: 11000 ~ Critical: +1
Grade 3 ~ Clan: Aqua Force
Tear Dragon ~ Magallanica
Twin Drive!! ~ When this unit Drive Checks, Drive Check twice.
Auto (V): [Limit Break (4)] When this unit attacks a Vanguard, if this is the fourth or more battle during this turn, this unit gains Power +5000 and the ability, "Auto (V): [Counter Blast (1)] When this unit's attack hits, you may pay the cost. If you do, draw a card, choose an opponent's Rearguard, and retire it" until the end of that battle.
Continuous (V/R): If you have a non-<<Aqua Force>> Vanguard or Rearguard, this unit loses Power -2000.
Power: 11000 ~ Critical: +1
Card Comments
For Blue Storm Dragon, Malestrom's Limit Break, you have to somehow stand it again as the fourth unit that has battled during that turn, because if you do, and if the attack hits the mark, you can do a Counterblast 1, draw one card, and retire 1 of your opponent's Rearguards. A fitting card for a clan that focuses in on standing and using abilities after you attacked multiple times.
The second ability is the standard 11000 Power Grade 3 Unit, where if you have a non-"Aqua Force" unit anywhere on your Field, this unit loses 2000 Power.
The second ability is the standard 11000 Power Grade 3 Unit, where if you have a non-"Aqua Force" unit anywhere on your Field, this unit loses 2000 Power.
BT008 - 006
Hydro Hurricane Dragon
Grade: 3 ~ Clan: Aqua Force
Tear Dragon ~ Magallanica
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Activate (V): [Limit Break (4), Counter Blast (2)] During this turn, this unit gains Power +3000 and the ability, "Auto (V): When this unit's attack hits a Vanguard, if this is the fourth or more battle during this turn, retire all of your opponent's Rearguards".
Auto (V): When this unit attacks a Vanguard, this unit gets Power +3000 until the end of that battle.
Power: 10000 ~ Critical: +1
Grade: 3 ~ Clan: Aqua Force
Tear Dragon ~ Magallanica
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Activate (V): [Limit Break (4), Counter Blast (2)] During this turn, this unit gains Power +3000 and the ability, "Auto (V): When this unit's attack hits a Vanguard, if this is the fourth or more battle during this turn, retire all of your opponent's Rearguards".
Auto (V): When this unit attacks a Vanguard, this unit gets Power +3000 until the end of that battle.
Power: 10000 ~ Critical: +1
Card Comments
For Hydro Hurricane Dragon's Limit Break ability, you must pay for Counterblasting twice. His ability grants him an addition 3000 Power, and if he hits the Vanguard, if it's the fourth attack of the turn, he retires all of your opponent's Rear Guards. Quite handy to force your opponent to keep a Perfect Guard when Hydro Hurricane Dragon attacks, and if it is the fourth attack that turn. (Yes, it could be the fifth battle or more, but to get access to that ability, you would go with the fourth battle, rather than aim higher.)
His second ability grants him 3000 Power when he's attacking a Vanguard, which would give him a 6000 boost when his Limit Break is active.
His second ability grants him 3000 Power when he's attacking a Vanguard, which would give him a 6000 boost when his Limit Break is active.
BT008 - 007
Storm Rider, Basil
Grade: 2 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (R): When this unit attacks a Vanguard, and you have an <<Aqua Force>> Vanguard, if it is the first battle during that turn, this unit gets Power +2000 until the end of that battle. At the beginning of the Close Step of that battle, you may choose one of your <<Aqua Force>> Rearguards in the same column as this unit and exchange its position with this unit. (The position of the cards do not change)
Power: 8000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (R): When this unit attacks a Vanguard, and you have an <<Aqua Force>> Vanguard, if it is the first battle during that turn, this unit gets Power +2000 until the end of that battle. At the beginning of the Close Step of that battle, you may choose one of your <<Aqua Force>> Rearguards in the same column as this unit and exchange its position with this unit. (The position of the cards do not change)
Power: 8000 ~ Shield: 5000 ~ Critical: +1
Card Comments
By using Storm Rider, Basil's ability, you can ensure that you can get more than 3 attacks in. The problem is that once it goes up to 10000, if your opponent's Vanguard is 11000 or 13000, then you can't use this ability, and you have to stay with 3 attacks.
The problem with this strategy is this:
The problem with this strategy is this:
- You'll have 2 Power Lanes which probably range from 15k to 21k.
- Your third power lane would be split in two. One holding a 10k Power Lane. One holding an 11k Power Lane, which your opponent decides to ride into a unit that has greater than 10k Power, then you're stuck with keeping that power lane in range of the other two Power Lanes.
BT008 - 008
Divine Seal Dragon, Dungaree
Grade: 3 ~ Clan: Narukami
Thunder Dragon ~ Dragon Empire
Twin Drive!! ~ When this Unit Drive Checks. Drive Check twice.
Activate (V): [Limit Break (4), Counter Blast (1), Choose a card that was bound with this card's effect, and put it on the bottom of your Deck] Choose one of your opponent's front row Rear Guards, and retire it. This ability can only be used once per turn.
Continuous (V/R): If you do not have any cards in your Bind Zone that were bound with this card's effect, this unit gets Power -2000.
Auto: When this unit is placed on the Vanguard Circle, bind two cards from the top of your Deck.
Power: 11000 ~ Critical: +1
Grade: 3 ~ Clan: Narukami
Thunder Dragon ~ Dragon Empire
Twin Drive!! ~ When this Unit Drive Checks. Drive Check twice.
Activate (V): [Limit Break (4), Counter Blast (1), Choose a card that was bound with this card's effect, and put it on the bottom of your Deck] Choose one of your opponent's front row Rear Guards, and retire it. This ability can only be used once per turn.
Continuous (V/R): If you do not have any cards in your Bind Zone that were bound with this card's effect, this unit gets Power -2000.
Auto: When this unit is placed on the Vanguard Circle, bind two cards from the top of your Deck.
Power: 11000 ~ Critical: +1
Card Comments
Divine Seal Dragon, Dungaree's Limit Break ability has a cost of Counterblasting once, taking a card that was bound by this cards effect, and putting it at the bottom of your Deck. The plus side is that if you want to get rid of an Interceptor, you can. The minus side is that if you don't have any cards bound by this card's effect, then you can't use this ability anymore.
His second ability would also kick in if you no longer have any cards bound by this card's effect giving Divine Seal Dragon, Dungaree -2000 Power.
His third ability activates when he's called to the Vanguard Circle by binding two cards from the top of your Deck, which you can use the Limit Break ability once to avoid activating the second ability, or twice and take the decrease of Power for an amount of time, until you ride another Divine Seal Dragon, Dungaree.
His second ability would also kick in if you no longer have any cards bound by this card's effect giving Divine Seal Dragon, Dungaree -2000 Power.
His third ability activates when he's called to the Vanguard Circle by binding two cards from the top of your Deck, which you can use the Limit Break ability once to avoid activating the second ability, or twice and take the decrease of Power for an amount of time, until you ride another Divine Seal Dragon, Dungaree.
BT008 - 009
Operator Girl, Mika
Grade: 2 ~ Clan: Dimension Police
Human ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): [Counter Blast (2)] When this unit's attack hits, if you have a <<Dimension Police>> Vanguard, you may pay the cost. If you do, draw a card.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Dimension Police
Human ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): [Counter Blast (2)] When this unit's attack hits, if you have a <<Dimension Police>> Vanguard, you may pay the cost. If you do, draw a card.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Operator Girl, Mika's ability is whenever she hits an opponent's Vanguard or Rear Guard, she can Counterblast twice to draw one card. Good if you need extra cards for later use.
BT008 - 010
Dimensional Robo, Daidragon
Grade: 2 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (R): When this unit attacks, if you have a Vanguard with "Dimensional Robo" in its card name, this Unit gets Power +3000 until the end of that battle.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (R): When this unit attacks, if you have a Vanguard with "Dimensional Robo" in its card name, this Unit gets Power +3000 until the end of that battle.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Dimensional Robo, Daidragon's ability is whenever this unit attacks, if you have a Vanguard with "Dimensional Robo" in its card name, Dimensional Robo, Daidragon gains 3000 Power. This ability can help you establish better power lanes when facing off against your opponent.
BT008 - 011
Cherry Blossom Musketeer, August
Grade: 2 ~ Clan: Neo Nectar
Bioroid ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (R): When this unit attacks, if you have a Vanguard with "Musketeer" in its card name, this Unit gets Power +3000 until the end of that battle.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Neo Nectar
Bioroid ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (R): When this unit attacks, if you have a Vanguard with "Musketeer" in its card name, this Unit gets Power +3000 until the end of that battle.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Cherry Blossom Musketeer, August's ability is whenever this unit attacks, if you have a Vanguard with "Musketeer" in its card name, Cherry Blossom Musketeer, August gains 3000 Power. This ability can help you establish better power lanes when facing off against your opponent.
BT008 - 012
Lily of the Valley Musketeer, Kaivant
Grade: 2 ~ Clan: Neo Nectar
Bioroid ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto: [Counter Blast (1), Choose another of your Rear Guards with "Musketeer" in its card name, and retire it] When this unit is placed on the Vanguard Circle or Rear Guard Circle, if you have a <<Neo Nectar>> Vanguard, you may pay this cost. If you do, look up to four cards from the top of your Deck, search for up to one card with "Musketeer" in its card name from among them, call it to a Rear Guard Circle, and shuffle your Deck.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Neo Nectar
Bioroid ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto: [Counter Blast (1), Choose another of your Rear Guards with "Musketeer" in its card name, and retire it] When this unit is placed on the Vanguard Circle or Rear Guard Circle, if you have a <<Neo Nectar>> Vanguard, you may pay this cost. If you do, look up to four cards from the top of your Deck, search for up to one card with "Musketeer" in its card name from among them, call it to a Rear Guard Circle, and shuffle your Deck.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Lily of the Valley Musketeer, Kaivant's ability requires you to Counterblast once and to retire a "Musketeer" Unit from your Field. In exchange, you can check the top 4 cards for a "Musketeer" Unit and call it to your Rear Guard Circle. This ability can help you get a better Power Lane much sooner, in exchange, if you do not find a "Musketeer" Unit within those four cards, then you wasted a card for nothing.
Higher the risk. Higher the reward.
Higher the risk. Higher the reward.
BT008 - 013
Maiden of Rainbow Wood
Grade: 2 ~ Clan: Neo Nectar
Dryad ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): [Counter Blast (2)] When this unit's attack hits, if you have a <<Neo Nectar>> Vanguard, you may pay the cost. If you do, draw a card.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Neo Nectar
Dryad ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): [Counter Blast (2)] When this unit's attack hits, if you have a <<Neo Nectar>> Vanguard, you may pay the cost. If you do, draw a card.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Maiden of Rainbow Wood's ability is whenever she hits an opponent's Vanguard or Rear Guard, she can Counterblast twice to draw one card. Good if you need extra cards for later use.
BT008 - 014
Musketeer of Water Lily, Ruth
Grade: 1 ~ Clan: Neo Nectar
Bioroid ~ Zoo
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto (R): When this unit attacks, if you have a Vanguard with "Musketeer" in its card name, this Unit gets Power +3000 until the end of that battle.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Grade: 1 ~ Clan: Neo Nectar
Bioroid ~ Zoo
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto (R): When this unit attacks, if you have a Vanguard with "Musketeer" in its card name, this Unit gets Power +3000 until the end of that battle.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Musketeer of Water Lily, Ruth's ability is whenever this unit attacks, if you have a Vanguard with "Musketeer" in its card name, Musketeer of Water Lily, Ruth gains 3000 Power. This ability can help you establish better power lanes when facing off against your opponent.
BT008 - 015
Lily of the Valley Musketeer, Rebecca
Grade: 1 ~ Clan: Neo Nectar
Bioroid ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto: [Counter Blast (1), Choose another of your Rear Guards with "Musketeer" in its card name, and retire it] When this unit is placed on the Vanguard Circle or Rear Guard Circle, if you have a <<Neo Nectar>> Vanguard, you may pay this cost. If you do, look up to four cards from the top of your Deck, search for up to one card with "Musketeer" in its card name from among them, call it to a Rear Guard Circle, and shuffle your Deck.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Grade: 1 ~ Clan: Neo Nectar
Bioroid ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto: [Counter Blast (1), Choose another of your Rear Guards with "Musketeer" in its card name, and retire it] When this unit is placed on the Vanguard Circle or Rear Guard Circle, if you have a <<Neo Nectar>> Vanguard, you may pay this cost. If you do, look up to four cards from the top of your Deck, search for up to one card with "Musketeer" in its card name from among them, call it to a Rear Guard Circle, and shuffle your Deck.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Lily of the Valley Musketeer, Rebecca's ability requires you to Counterblast once and to retire a "Musketeer" Unit from your Field. In exchange, you can check the top 4 cards for a "Musketeer" Unit and call it to your Rear Guard Circle. This ability can help you get a better Power Lane much sooner, in exchange, if you do not find a "Musketeer" Unit within those four cards, then you wasted a card for nothing.
Higher the risk. Higher the reward.
Higher the risk. Higher the reward.
BT008 - 016
Military Dragon, Raptor Colonel
Grade: 3 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (V): [Limit Break (4), Counter Blast (1), Choose two of your <<Tachikaze>> Rear Guards, and retire them.] When this unit attacks a Vanguard, you may pay this cost. If you do, increase this Unit's Power by the original Power of the Units retired with this effect, until the end of the battle.
Continuous (V): If you have a card named "Military Dragon, Raptor Captain" in your Soul, this unit gets Power +1000.
Power: 10000 ~ Critical: +1
Grade: 3 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (V): [Limit Break (4), Counter Blast (1), Choose two of your <<Tachikaze>> Rear Guards, and retire them.] When this unit attacks a Vanguard, you may pay this cost. If you do, increase this Unit's Power by the original Power of the Units retired with this effect, until the end of the battle.
Continuous (V): If you have a card named "Military Dragon, Raptor Captain" in your Soul, this unit gets Power +1000.
Power: 10000 ~ Critical: +1
Card Comments
Military Dragon, Raptor Colonel's Limit Break ability requires a cost of Counterblasting once and retiring two of your Tachikaze Rear Guards. In exchange, when you pay the cost when you're attacking with Military Dragon, Raptor Colonel, you gain the Power of both Tachikaze Units that were sacrificed.
Military Dragon, Raptor Colonel's second ability is when you have "Military Dragon, Raptor Captain" in your Soul, Military Dragon, Raptor Colonel gains 1000 Power.
Military Dragon, Raptor Colonel's second ability is when you have "Military Dragon, Raptor Captain" in your Soul, Military Dragon, Raptor Colonel gains 1000 Power.
BT008 - 017
Destruction Dragon, Dark Rex
Grade: 3 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (V): [Limit Break (4), Choose three of your <<Tachikaze>> Rear Guards, and retire them.] At the beginning of the close step of your Grade 3 or Greater <<Tachikaze>> Vanguard's attack, if the attack did not hit during that battle, you may pay this cost. If you do, ride this card.
Activate (Hand): [Bind this card] Choose up to one of your <<Tachikaze>> units, and that unit gets Power +3000 until the end of your turn.
Power: 10000 ~ Critical: +1
Grade: 3 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (V): [Limit Break (4), Choose three of your <<Tachikaze>> Rear Guards, and retire them.] At the beginning of the close step of your Grade 3 or Greater <<Tachikaze>> Vanguard's attack, if the attack did not hit during that battle, you may pay this cost. If you do, ride this card.
Activate (Hand): [Bind this card] Choose up to one of your <<Tachikaze>> units, and that unit gets Power +3000 until the end of your turn.
Power: 10000 ~ Critical: +1
Card Comments
Destruction Dragon, Dark Rex's Limit Break ability requires of cost of 3 Tachikaze Rear Guards to be retired. In exchange, if your Grade 3 or Higher Vanguard didn't hit, then you can ride this unit, and attack again. Great for an all-out push to the finish.
Destruction Dragon, Dark Rex's second ability requires of itself to be bound in the Hand to increase the Power of one of your Tachikaze Units by 3000.
Destruction Dragon, Dark Rex's second ability requires of itself to be bound in the Hand to increase the Power of one of your Tachikaze Units by 3000.
BT008 - 018
Tear Knight, Valeria
Grade: 2 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): When this unit attack hits a Vanguard, and you have an «Aqua Force» Vanguard, if it is the fourth battle during that turn, choose one of your opponent's Rear Guards, and retire it.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): When this unit attack hits a Vanguard, and you have an «Aqua Force» Vanguard, if it is the fourth battle during that turn, choose one of your opponent's Rear Guards, and retire it.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Tear Knight, Valeria's ability activates when the attack hits a Vanguard, if you have an Aqua Force Vanguard, and if it is the fourth battle during that turn. After you satisfy the activation requirement, you get to choose one of your opponent's Rear Guards and retire them. Great if you need to clear out your opponent's Rear Guard Zones.
BT008 - 019
Emerald Sheild, Paschal
Grade: 1 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: [Choose an <<Aqua Force>> from your Hand, and discard it] When this unit is placed on the Guardian Circle, you may pay this cost. If you do, choose one of your <<Aqua Force>> that is being attacked, and that unit cannot be hit until the end of that battle.
Power: 6000 ~ Shield: 0 ~ Critical: +1
Grade: 1 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: [Choose an <<Aqua Force>> from your Hand, and discard it] When this unit is placed on the Guardian Circle, you may pay this cost. If you do, choose one of your <<Aqua Force>> that is being attacked, and that unit cannot be hit until the end of that battle.
Power: 6000 ~ Shield: 0 ~ Critical: +1
Card Comments
Just another Perfect Guard variant for Aqua Force.
BT008 - 020
Armed Instructor, Bison
Grade: 3 ~ Clan: Great Nature
High Beast ~ Zoo
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Activate (V): (Limit Break (4)) During your End Phase, when one of your <<Great Nature>> Rear Guards is put into the Drop Zone, choose up to two cards from your Damage Zone, and unflip them.
Activate (V): [Counter Blast (2)] Choose one of your <<Great Nature>> Rear Guards, and that unit gets Power +4000 until end of that turn, and at the beginning of the End Phase of that turn, retire that unit.
Power: 10000 ~ Critical: +1
Grade: 3 ~ Clan: Great Nature
High Beast ~ Zoo
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Activate (V): (Limit Break (4)) During your End Phase, when one of your <<Great Nature>> Rear Guards is put into the Drop Zone, choose up to two cards from your Damage Zone, and unflip them.
Activate (V): [Counter Blast (2)] Choose one of your <<Great Nature>> Rear Guards, and that unit gets Power +4000 until end of that turn, and at the beginning of the End Phase of that turn, retire that unit.
Power: 10000 ~ Critical: +1
Card Comments
Armed Instructor, Bison's Limit Break ability is when one of your Great Nature units is retired during the start of your End Phase, you can unflip two cards in your Damage Zone. This ability helps you Counterblast easier and conserves as much cards as you can.
Armed Instructor, Bison's second ability requires you to Counterblast twice. In exchange, you select one Great Nature unit, it gains 4000 Power, and it retires during the End Phase.
Armed Instructor, Bison's second ability requires you to Counterblast twice. In exchange, you select one Great Nature unit, it gains 4000 Power, and it retires during the End Phase.
BT008 - 021
Enigman Cyclone
Grade: 3 ~ Clan: Dimension Police
Alien ~ Star Gate
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (V): At the beginning of youra ttack step, if this unit's Power is 14000 or greater, this unit gets "AUTO (V): When this unit's attack hits a Vanguard, choose one of your opponent's Rear Guards, and retire it." until end of that battle.
Power: 10000 ~ Critical: +1
Grade: 3 ~ Clan: Dimension Police
Alien ~ Star Gate
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (V): At the beginning of youra ttack step, if this unit's Power is 14000 or greater, this unit gets "AUTO (V): When this unit's attack hits a Vanguard, choose one of your opponent's Rear Guards, and retire it." until end of that battle.
Power: 10000 ~ Critical: +1
Card Comments
Enigman Cyclone's ability is granted if it's original attack before it battles is 14000 or greater. When that ability activates, if Enigman Cyclone hits a Vanguard, you can choose one of your opponent's Rear Guards and retire it. Not very many effects involving retiring an opponent's Rear Guard in Dimension Police, so it may be used in a Retire Hybrid Variant.
BT008 - 022
Lady Justice
Grade: 3 ~ Clan: Dimension Police
Human ~ Star Gate
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (V/R): When this unit attacks a Vanguard, if you have a <<Dimension Police>> Vanguard, this unit gets Power +2000 until end of that battle.
Power: 10000 ~ Critical: +1
Grade: 3 ~ Clan: Dimension Police
Human ~ Star Gate
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (V/R): When this unit attacks a Vanguard, if you have a <<Dimension Police>> Vanguard, this unit gets Power +2000 until end of that battle.
Power: 10000 ~ Critical: +1
Card Comments
Lady Justice's effect is when she attacks a Vanguard, if there's a Dimension Police Vanguard present, Lady Justice gains 2000 Power until the end of that battle. Great to atttack 11000 Vanguard units alone.
BT008 - 023
Underground Beast, Magmalord
Grade: 3 ~ Clan: Dimension Police
Alien ~ Star Gate
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (V): At the start of your Main Phase, Soul Charge (1) and this unit gets power +2000 until end of your turn.
Activate (V): [Counter Blast (5) & Soul Blast (8)] Choose an opponent's Vanguard, it gets Power -5000 until end of turn, and retire all opponent's Rear Guards with Power 5000 or less.
Power: 10000 ~ Critical: +1
Grade: 3 ~ Clan: Dimension Police
Alien ~ Star Gate
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (V): At the start of your Main Phase, Soul Charge (1) and this unit gets power +2000 until end of your turn.
Activate (V): [Counter Blast (5) & Soul Blast (8)] Choose an opponent's Vanguard, it gets Power -5000 until end of turn, and retire all opponent's Rear Guards with Power 5000 or less.
Power: 10000 ~ Critical: +1
Card Comments
Underground Beast, Magmalord gains 2000 Power every turn when you Soul Charge once.
Underground Beast, Magmalord's Megablast targets an opponent's Vanguard, decreases it by 5000 Power until end of that turn, and retires all opposing Rear Guards with a Power of 5000 or less. Unfortunately, the first part can be covered easily by using the Galaxy Super Beast, Zeal's Chain Ride, and the second part would only hit 1 Rear Guard at most, if you're lucky. You may find a use through Underground Beast, Magmalord's Soul Charge ability, other than that, I wouldn't recommend using the Underground Beast, Magmalord's Megablast.
Underground Beast, Magmalord's Megablast targets an opponent's Vanguard, decreases it by 5000 Power until end of that turn, and retires all opposing Rear Guards with a Power of 5000 or less. Unfortunately, the first part can be covered easily by using the Galaxy Super Beast, Zeal's Chain Ride, and the second part would only hit 1 Rear Guard at most, if you're lucky. You may find a use through Underground Beast, Magmalord's Soul Charge ability, other than that, I wouldn't recommend using the Underground Beast, Magmalord's Megablast.
BT008 - 024
Devourer of Planets, Zeal
Grade: 2 ~ Clan: Dimension Police
Alien ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Continuous (V): If you have a card named "Eye of Destruction, Zeal" in your Soul, this unit gets Power +1000.
Auto: When a card named "Galaxy Super Beast, Zeal" rides this unit, if you have a card named "Eye of Destruction, Zeal" in your Soul, choose 1 of your opponent's Vanguards, it gets Power -3000 until end of your turn.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Dimension Police
Alien ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Continuous (V): If you have a card named "Eye of Destruction, Zeal" in your Soul, this unit gets Power +1000.
Auto: When a card named "Galaxy Super Beast, Zeal" rides this unit, if you have a card named "Eye of Destruction, Zeal" in your Soul, choose 1 of your opponent's Vanguards, it gets Power -3000 until end of your turn.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Devourer of Planets, Zeal's first ability is when you have Eye of Destruction, Zeal in your Soul, Devourer of Planets, Zeal gets 1000 Power while it is in the Vanguard Zone.
Devourer of Planets, Zeal's second ability is when you Chain Ride successfully all the way up to Grade 3. If you are able to have Eye of Destruction, Zeal in your Soul, and if you are able to ride with Galaxy Super Beast, Zeal, you can decrease the power of your opponent's Vanguard by 3000 until the end of your turn. This'll make it much easier for Power Lane access if you want to strike down your opponent quickly and cleanly.
Devourer of Planets, Zeal's second ability is when you Chain Ride successfully all the way up to Grade 3. If you are able to have Eye of Destruction, Zeal in your Soul, and if you are able to ride with Galaxy Super Beast, Zeal, you can decrease the power of your opponent's Vanguard by 3000 until the end of your turn. This'll make it much easier for Power Lane access if you want to strike down your opponent quickly and cleanly.
BT008 - 025
Dimensional Robo, Dailander
Grade: 1 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: [Counter Blast (1)] When this unit is placed on the Rear Guard Circle, you may pay this cost. If you do, choose one of your Units with "Dimensional Robo" in its card name, and that unit gets Power +4000 until end of your turn.
Power: 6000 ~ Shield: 5000 ~ Critical: +1
Grade: 1 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: [Counter Blast (1)] When this unit is placed on the Rear Guard Circle, you may pay this cost. If you do, choose one of your Units with "Dimensional Robo" in its card name, and that unit gets Power +4000 until end of your turn.
Power: 6000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Dimensional Robo, Dailander's ability activates when you place him in the Rear Guard Circle and by Counterblast once. In exchange, you can give a "Dimensional Robo" unit 4000 Power until the end of your turn. This'll grant some abilities that require a certain amount of power to be active until the end of your turn as well. Good card overall to use in a "Dimensional Robo" Dimensional Police deck.
BT008 - 026
Dimensional Robo, Goyusha
Grade: 0 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: When another <<Dimension Police>> rides this unit, you may call this card to a Rear Guard Circle.
Activate (R): [Choose four of your Rear Guards with "Dimensional Robo" in its card name, and put them into your Soul] If you have a Grade 2 or Greater Vanguard with "Dimensional Robo" in its name, search your deck for up to one Grade 3 with "Dimensional Robo" in its name, ride it, and shuffle your Deck.
Power: 5000 ~ Shield: 10000 ~ Critical: +1
Grade: 0 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: When another <<Dimension Police>> rides this unit, you may call this card to a Rear Guard Circle.
Activate (R): [Choose four of your Rear Guards with "Dimensional Robo" in its card name, and put them into your Soul] If you have a Grade 2 or Greater Vanguard with "Dimensional Robo" in its name, search your deck for up to one Grade 3 with "Dimensional Robo" in its name, ride it, and shuffle your Deck.
Power: 5000 ~ Shield: 10000 ~ Critical: +1
Card Comments
Dimensional Robo, Goyusha's first ability is the standard ability for all starters, where if you ride another Dimension Police above this unit, you can pull this unit out of your Soul and place it in a Rear Guard Circle.
Dimensional Robo, Goyusha's second ability gives an easy access to any Grade 3 "Dimensional Robo" unit in your Deck, by using up four of your Rear Guard "Dimensional Robo" units, put them to your Soul, then call out one Grade 3 "Dimensional Robo" unit from your Deck. Grants easy access to riding and easy access to cross-riding, if necessary.
Dimensional Robo, Goyusha's second ability gives an easy access to any Grade 3 "Dimensional Robo" unit in your Deck, by using up four of your Rear Guard "Dimensional Robo" units, put them to your Soul, then call out one Grade 3 "Dimensional Robo" unit from your Deck. Grants easy access to riding and easy access to cross-riding, if necessary.
BT008 - 027
Larva Beast, Zeal
Grade: 0 ~ Clan: Dimension Police
Alien ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: When a card named "Eye of Destruction, Zeal" rides this unit, look up to seven cards from the top of your Deck, search for up to one card named "Galaxy Super Beast, Zeal" or "Devourer of Planets, Zeal" from among them, reveal it to your opponent, put it into your Hand and shuffle your Deck.
Auto: When another <<Dimension Police>> other than "Eye of Destruction, Zeal" rides this unit, you may call this card to a Rear Guard Circle.
Power: 4000 ~ Shield: 10000 ~ Critical: +1
Grade: 0 ~ Clan: Dimension Police
Alien ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: When a card named "Eye of Destruction, Zeal" rides this unit, look up to seven cards from the top of your Deck, search for up to one card named "Galaxy Super Beast, Zeal" or "Devourer of Planets, Zeal" from among them, reveal it to your opponent, put it into your Hand and shuffle your Deck.
Auto: When another <<Dimension Police>> other than "Eye of Destruction, Zeal" rides this unit, you may call this card to a Rear Guard Circle.
Power: 4000 ~ Shield: 10000 ~ Critical: +1
Card Comments
The Starting Vanguard for the Galaxy Super Beast, Zeal Chain Ride would be Larva Beast. If you ride Eye of Destruction, Zeal, you can check the top 7 cards for Devourer of Planets, Zeal or Galaxy Super Beast, Zeal and put it into your Hand.
If you don't ride Eye of Destruction, Zeal, then you move this unit out of your Soul, and place it in an empty Rear Guard Circle.
If you don't ride Eye of Destruction, Zeal, then you move this unit out of your Soul, and place it in an empty Rear Guard Circle.
BT008 - 028
Arboros Dragon, Timber
Grade: 2 ~ Clan: Neo Nectar
Forest Dragon ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Continuous (V): If you have a card named "Arboros Dragon, Branch" in your Soul, this unit gets Power +1000.
Auto: When a card named "Arboros Dragon, Sephirot" rides this unit, if you have a card named "Arboros Dragon, Branch" in your Soul, choose one of your <<Neo Nectar>> Rear Guards, search your Deck for up to one card with the same name as that Unit, call it to an empty Rear Guard Circle, and shuffle your Deck.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Neo Nectar
Forest Dragon ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Continuous (V): If you have a card named "Arboros Dragon, Branch" in your Soul, this unit gets Power +1000.
Auto: When a card named "Arboros Dragon, Sephirot" rides this unit, if you have a card named "Arboros Dragon, Branch" in your Soul, choose one of your <<Neo Nectar>> Rear Guards, search your Deck for up to one card with the same name as that Unit, call it to an empty Rear Guard Circle, and shuffle your Deck.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Arboros Dragon, Timber's first ability is when Arboros Dragon, Branch is in your Soul, Arboros Dragon, Timber gains 1000 Power while Arboros Dragon, Timber is in the Vanguard Circle.
Arboros Dragon, Timber's second ability is when you ride Arboros Dragon, Sephirot over it, while you have Arboros Dragon, Branch in your Soul, you can choose one of your Neo Nectar Rear Guards, and call a second one of the same name from your Deck. Very nice if you want to set up for Arboros Dragon, Sephirot's Limit Break ability.
Arboros Dragon, Timber's second ability is when you ride Arboros Dragon, Sephirot over it, while you have Arboros Dragon, Branch in your Soul, you can choose one of your Neo Nectar Rear Guards, and call a second one of the same name from your Deck. Very nice if you want to set up for Arboros Dragon, Sephirot's Limit Break ability.
BT008 - 029
Arboros Dragon, Ratoon
Grade: 0 ~ Clan: Neo Nectar
Forest Dragon ~ Zoo
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: When a card named "Arboros Dragon, Branch" rides this unit, look up to seven cards from the top of your Deck, search for up to one card named "Arboros Dragon, Sephirot" or "Arboros Dragon, Timber" from among them, reveal it to your opponent, put it into your Hand and shuffle your Deck.
Auto: When another <<Neo Nectar>> other than "Arboros Dragon, Branch" rides this unit, you may call this card to a Rear Guard Circle.
Power: 4000 ~ Shield: 10000 ~ Critical: +1
Grade: 0 ~ Clan: Neo Nectar
Forest Dragon ~ Zoo
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: When a card named "Arboros Dragon, Branch" rides this unit, look up to seven cards from the top of your Deck, search for up to one card named "Arboros Dragon, Sephirot" or "Arboros Dragon, Timber" from among them, reveal it to your opponent, put it into your Hand and shuffle your Deck.
Auto: When another <<Neo Nectar>> other than "Arboros Dragon, Branch" rides this unit, you may call this card to a Rear Guard Circle.
Power: 4000 ~ Shield: 10000 ~ Critical: +1
Card Comments
The Starting Vanguard for the Arboros Dragon, Sephirot Chain Ride would be Arboros Dragon, Ratoon. If you ride Arboros Dragon, Branch, you can check the top 7 cards for Arboros Dragon, Timber or Arboros Dragon, Sephirot and put it into your Hand.
If you don't ride Arboros Dragon, Branch, then you move this unit out of your Soul, and place it in an empty Rear Guard Circle.
If you don't ride Arboros Dragon, Branch, then you move this unit out of your Soul, and place it in an empty Rear Guard Circle.
BT008 - 030
Military Dragon, Raptor Captain
Grade: 2 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Continuous (V): If you have a card named "Military Dragon, Raptor Sergeant" in your soul, this unit gains +1000.
Auto: When a card named "Military Dragon, Raptor Colonel" rides this unit, if you have a card named "Military Dragon, Raptor Sergeant" in your Soul, search your Deck for up to one card named "Military Dragon, Raptor Captain", call it to a Rear Guard Circle, and shuffle your Deck.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Continuous (V): If you have a card named "Military Dragon, Raptor Sergeant" in your soul, this unit gains +1000.
Auto: When a card named "Military Dragon, Raptor Colonel" rides this unit, if you have a card named "Military Dragon, Raptor Sergeant" in your Soul, search your Deck for up to one card named "Military Dragon, Raptor Captain", call it to a Rear Guard Circle, and shuffle your Deck.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Military Dragon, Raptor Captain's first ability is the standard ability for Grade 2s in a Chain Ride series. If you have the Grade 1 variant called "Military Dragon, Raptor Sergeant" in your Soul, "Military Dragon, Raptor Captain" gains 1000 Power while it is in the Vanguard circle.
The second ability is triggered when you have "Military Dragon, Raptor Sergeant" in your Soul, when you ride "Military Dragon, Raptor Colonel" over "Military Dragon, Raptor Captain", you can search for a copy of "Military Dragon, Raptor Captain" and place it in a Rear Guard Circle, then shuffle your Deck. Pretty handy to get units onto the field if you successfully Chain Ride.
The second ability is triggered when you have "Military Dragon, Raptor Sergeant" in your Soul, when you ride "Military Dragon, Raptor Colonel" over "Military Dragon, Raptor Captain", you can search for a copy of "Military Dragon, Raptor Captain" and place it in a Rear Guard Circle, then shuffle your Deck. Pretty handy to get units onto the field if you successfully Chain Ride.
BT008 - 031
Winged Dragon, Slashptera
Grade: 2 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto: During your Battle Phase, when this unit is put into the Drop Zone from the Rear Guard Circle, choose one of your <<Tachikaze>> units, and that unit gets Power +3000 until end of turn.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto: During your Battle Phase, when this unit is put into the Drop Zone from the Rear Guard Circle, choose one of your <<Tachikaze>> units, and that unit gets Power +3000 until end of turn.
Power: 9000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Winged Dragon, Slashptera's ability allows it to grant 3000 Power to a Tachikaze Unit when Winged Dragon, Slashptera is retired. There's better options to take besides this card, so I wouldn't recommend using this card for any build.
BT008 - 032
Assault Dragon, Pachyphalos
Grade: 2 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): When this unit attacks, if a <<Tachikaze>> unit is put into the Drop Zone from the Rear Guard Circle during this turn, this unit gets Power +3000 until end of that battle.
Power: 8000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): When this unit attacks, if a <<Tachikaze>> unit is put into the Drop Zone from the Rear Guard Circle during this turn, this unit gets Power +3000 until end of that battle.
Power: 8000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Assault Dragon, Pachyphalos's ability grants him 3000 Power, when he attacks, and if a Tachikaze unit is put into the Drop Zone from the Rear Guard Circle. This ability helps Assault Dragon, Pachyphalos hit units that have a Power Level of 11000 alone. Very good effect if you're running short on options.
BT008 - 033
Winged Dragon, Beamptera
Grade: 1 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: During your Battle Phase, when this unit is put into the Drop Zone from the Rear Guard Circle, choose one of your <<Tachikaze>> units, and that unit gets Power +3000 until end of turn.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Grade: 1 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: During your Battle Phase, when this unit is put into the Drop Zone from the Rear Guard Circle, choose one of your <<Tachikaze>> units, and that unit gets Power +3000 until end of turn.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Winged Dragon, Beamptera's ability allows it to grant 3000 Power to a Tachikaze Unit when Winged Dragon, Beamptera is retired. There's better options to take besides this card, so I wouldn't recommend using this card for any build.
BT008 - 034
Military Dragon, Raptor Soldier
Grade: 0 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: When a card named "Military Dragon, Raptor Sergeant" rides this unit, look up to seven cards from the top of your Deck, search for up to one card named "Military Dragon, Raptor Colonel" or "Military Dragon, Raptor Captain" from among them, reveal it to your opponent, put it into your Hand and shuffle your Deck.
Auto: When another <<Tachikaze>> other than "Military Dragon, Raptor Sergeant" rides this unit, you may call this card to a Rear Guard Circle.
Power: 4000 ~ Shield: 10000 ~ Critical: +1
Grade: 0 ~ Clan: Tachikaze
Dinodragon ~ Dragon Empire
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: When a card named "Military Dragon, Raptor Sergeant" rides this unit, look up to seven cards from the top of your Deck, search for up to one card named "Military Dragon, Raptor Colonel" or "Military Dragon, Raptor Captain" from among them, reveal it to your opponent, put it into your Hand and shuffle your Deck.
Auto: When another <<Tachikaze>> other than "Military Dragon, Raptor Sergeant" rides this unit, you may call this card to a Rear Guard Circle.
Power: 4000 ~ Shield: 10000 ~ Critical: +1
Card Comments
The Starting Vanguard for the Military Dragon, Raptor Colonel Chain Ride would be Military Dragon, Raptor Soldier. If you ride Military Dragon, Raptor Sergeant, you can check the top 7 cards for Military Dragon, Raptor Captain or Military Dragon, Raptor Colonel and put it into your Hand.
If you don't ride Military Dragon, Raptor Sergeant, then you move this unit out of your Soul, and place it in an empty Rear Guard Circle.
If you don't ride Military Dragon, Raptor Sergeant, then you move this unit out of your Soul, and place it in an empty Rear Guard Circle.
BT008 - 035
Storm Rider, Diamantes
Grade: 3 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (R): When this unit attacks a Vanguard, and you have an «Aqua Force» Vanguard, if it is the first battle during that turn, this unit gets Power +2000 until the end of that battle. At the beginning of the Close Step of that battle, you may choose one of your <<Aqua Force>> Rearguards in the same column as this unit and exchange its position with this unit. (The position of the cards do not change)
Power: 9000 ~ Critical: +1
Grade: 3 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Twin Drive!! ~ When this Unit Drive Checks, Drive Check twice.
Auto (R): When this unit attacks a Vanguard, and you have an «Aqua Force» Vanguard, if it is the first battle during that turn, this unit gets Power +2000 until the end of that battle. At the beginning of the Close Step of that battle, you may choose one of your <<Aqua Force>> Rearguards in the same column as this unit and exchange its position with this unit. (The position of the cards do not change)
Power: 9000 ~ Critical: +1
Card Comments
By using Storm Rider, Diamantes's ability, you can ensure that you can get more than 3 attacks in. The problem is that once it goes up to 11000, if your opponent's Vanguard is 13000, then you can't use this ability, and you have to stay with 3 attacks.
The problem with this strategy is this:
The problem with this strategy is this:
- You'll have 2 Power Lanes which probably range from 15k to 21k.
- Your third power lane would be split in two. One holding a 11k Power Lane. One holding an 10k Power Lane, which your opponent decides to ride into a unit that has greater than 10k Power, then you're stuck with keeping that power lane in range of the other two Power Lanes.
BT008 - 036
Tear Knight, Lazarus
Grade: 2 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Power: 10000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Power: 10000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Tear Knight, Lazarus is another 10,000 unit variant with no effect for Aqua Force. If you have problems keeping your 8000 Power Units or 9000 Power Units on the Field, then switch them out for a 10000 Power Unit.
BT008 - 037
Storm Rider, Eugene
Grade: 1 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto (R): When this unit attacks a Vanguard, and you have an «Aqua Force» Vanguard, if it is the first battle during that turn, this unit gets Power +2000 until the end of that battle. At the beginning of the Close Step of that battle, you may choose one of your <<Aqua Force>> Rearguards in the same column as this unit and exchange its position with this unit. (The position of the cards do not change)
Power: 6000 ~ Shield: 5000 ~ Critical: +1
Grade: 1 ~ Clan: Aqua Force
Aquaroid ~ Megallanica
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto (R): When this unit attacks a Vanguard, and you have an «Aqua Force» Vanguard, if it is the first battle during that turn, this unit gets Power +2000 until the end of that battle. At the beginning of the Close Step of that battle, you may choose one of your <<Aqua Force>> Rearguards in the same column as this unit and exchange its position with this unit. (The position of the cards do not change)
Power: 6000 ~ Shield: 5000 ~ Critical: +1
Card Comments
By using Storm Rider, Eugene's ability, you can ensure that you can get more than 3 attacks in. The problem is that once it goes up to 11000, if your opponent's Vanguard's Power is between 7000 and 13000, then you can't use this ability, and you have to stay with 3 attacks.
The problem with this strategy is this:
The problem with this strategy is this:
- You'll have 2 Power Lanes which probably range from 15k to 21k.
- Your third power lane would be split in two. One holding a 6k Power Lane. One holding an 11k Power Lane, which your opponent decides to ride into a unit that has greater than 7k Power, then you're stuck with keeping that power lane in range of the other two Power Lanes.
BT008 - 038
Torpedorush Dragon
Grade: 1 ~ Clan: Aqua Force
Tear Dragon ~ Megallanica
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto (R): When this unit boosts an <<Aqua Force>>, if you have an <<Aqua Force>> Vanguard, if the number of battles during that turn is four or more, the boosted unit gets Power +3000 until end of that battle.
Power: 6000 ~ Shield: 5000 ~ Critical: +1
Grade: 1 ~ Clan: Aqua Force
Tear Dragon ~ Megallanica
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto (R): When this unit boosts an <<Aqua Force>>, if you have an <<Aqua Force>> Vanguard, if the number of battles during that turn is four or more, the boosted unit gets Power +3000 until end of that battle.
Power: 6000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Torpedorush Dragon's effect grants 3000 more Power if it boosts a unit, and if it's the fourth or more battle this turn. This'll be most likely used with a Vanguard that also requires an effect that activates if it's the fourth or more battle this turn.
BT008 - 039
Aqua Breath Dracokid
Grade: 0 ~ Clan: Aqua Force
Tear Dragon ~ Megallanica
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: When another <<Aqua Force>> unit rides this unit, you may put this card from your Soul to a Rear Guard Circle.
Activate (R): [Put this unit into your Soul] Choose one of your <<Aqua Force>> units, that unit gets Power +1000, and gets this ability "Auto (V/R): When this unit's attack hits a Vanguard, if you have an <<Aqua Force>> Vanguard, if the number of battles during that turn is four or more, draw a card." until end of your turn.
Power: 5000 ~ Shield: 10000 ~ Critical: +1
Grade: 0 ~ Clan: Aqua Force
Tear Dragon ~ Megallanica
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: When another <<Aqua Force>> unit rides this unit, you may put this card from your Soul to a Rear Guard Circle.
Activate (R): [Put this unit into your Soul] Choose one of your <<Aqua Force>> units, that unit gets Power +1000, and gets this ability "Auto (V/R): When this unit's attack hits a Vanguard, if you have an <<Aqua Force>> Vanguard, if the number of battles during that turn is four or more, draw a card." until end of your turn.
Power: 5000 ~ Shield: 10000 ~ Critical: +1
Card Comments
Another Aqua Force Starter. Aqua Breath Dracokid's second ability activates when you put him to your Soul, it grants another Aqua Force unit 1000 Power, and the ability: "If this unit's attack hits a Vanguard, if you have an <<Aqua Force>> Vanguard, if the number of battles during that turn is four or more, draw a card."
I wouldn't recommend using it, because what'll be the odds of you getting access to both effects. At most, you may be able to force your opponent to waste another 5000 worth of Shield, but not much more.
I wouldn't recommend using it, because what'll be the odds of you getting access to both effects. At most, you may be able to force your opponent to waste another 5000 worth of Shield, but not much more.
BT008 - 040
Seal Knight of Demonic Lance, Thunder Fang
Grade: 2 ~ Clan: Narukami
Human ~ Dragon Empire
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Continuous (V/R): Restraint (This unit cannot attack.)
Activate (V/R): [Counter Blast (1)] Until end of your turn, if you have a <<Narukami>> Vanguard, this unit loses Restraint.
Auto (V/R): When this unit attacks, if you have a <<Narukami>> Vanguard, this unit gets Power +2000 until end of that battle.
Power: 10000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Narukami
Human ~ Dragon Empire
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Continuous (V/R): Restraint (This unit cannot attack.)
Activate (V/R): [Counter Blast (1)] Until end of your turn, if you have a <<Narukami>> Vanguard, this unit loses Restraint.
Auto (V/R): When this unit attacks, if you have a <<Narukami>> Vanguard, this unit gets Power +2000 until end of that battle.
Power: 10000 ~ Shield: 5000 ~ Critical: +1
Card Comments
If you want to remove the restraint on Knight of Demonic Lance, Thunder Fang, you must have a Narukami Vanguard and Counterblast once. If Seal Knight of Demonic Lance, Thunder Fang attacks, it can gain 2000 Power, if you have a Narukami Vanguard, until the end of that battle. Great if you need to get over units that have 11000 Power.
BT008 - 041
Compass Lion
Grade: 2 ~ Clan: Great Nature
High Beast ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): At the beginning of your End Phase, choose one of your Rear Guards, and retire it.
Power: 11000 ~ Shield: 5000 ~ Critical: +1edit.
Grade: 2 ~ Clan: Great Nature
High Beast ~ Zoo
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): At the beginning of your End Phase, choose one of your Rear Guards, and retire it.
Power: 11000 ~ Shield: 5000 ~ Critical: +1edit.
Card Comments
Compass Lion is a 11000 Grade 2 attacker with a downside of retiring a unit at the beginning of your End Phase. Great if you need to trigger abilities that require a unit to be sacrificed during the End Phase.
BT008 - 042
Loop-the-Loop, Duckbill
Grade: 1 ~ Clan: Great Nature
High Beast ~ Zoo
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: During your Main Phase, when this unit is placed into a Rear Guard Circle, choose another of your <<Great Nature>> Rear Guard Units, and that unit gets "Auto: During your End Phase, when this unit is put into the Drop Zone from Rear Guard Circle, draw a card" until end of your turn.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Grade: 1 ~ Clan: Great Nature
High Beast ~ Zoo
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto: During your Main Phase, when this unit is placed into a Rear Guard Circle, choose another of your <<Great Nature>> Rear Guard Units, and that unit gets "Auto: During your End Phase, when this unit is put into the Drop Zone from Rear Guard Circle, draw a card" until end of your turn.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Card Comments
When you know you're going to have to force a unit to be retired during the End Phase, you can activate Loop-the-Loop, Duckbill's ability on that unit that'll be retired. By using Loop-the-Loop, Duckbill's effect, you'll draw a card when that unit is retired during the End Phase. Good way to conserve on Counterblasting, and a good way to not lose card advantage.
BT008 - 043
Time-Space Ninja, Tsukikage
Grade: 3 ~ Clan: Dimension Police
Alien ~ Star Gate
Twin Drive!! ~ When this unit Drive Checks, Drive Check twice.
Auto (V/R): When this unit is boosted by a <<Dimension Police>>, this unit gets Power +2000 until end of that battle.
Power: 10000 ~ Critical: +1
Grade: 3 ~ Clan: Dimension Police
Alien ~ Star Gate
Twin Drive!! ~ When this unit Drive Checks, Drive Check twice.
Auto (V/R): When this unit is boosted by a <<Dimension Police>>, this unit gets Power +2000 until end of that battle.
Power: 10000 ~ Critical: +1
Card Comments
If Time-Space Ninja, Tsukikage is boosted by a Dimesion Police unit, it gains 2000 Power. Great if you decide to go away from the Dimension Police Vanguard area, and more focused into the hybrid of Dimension Police with something else.
BT008 - 044
Cosmic Mothership
Grade: 2 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto: [Counter Blast (1)] When this unit is placed on a Vanguard Circle or Rear Guard Circle, if you have a <<Dimension Police>> Vanguard, you may pay this cost. If you do, put the top card of your Deck into your Damage Zone, and at the beginning of your End Phase, choose a card from your Damage Zone, and return it to your Deck, and shuffle your Deck.
Power: 8000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto: [Counter Blast (1)] When this unit is placed on a Vanguard Circle or Rear Guard Circle, if you have a <<Dimension Police>> Vanguard, you may pay this cost. If you do, put the top card of your Deck into your Damage Zone, and at the beginning of your End Phase, choose a card from your Damage Zone, and return it to your Deck, and shuffle your Deck.
Power: 8000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Another way to ensure that you can get your Limit Break ability early is to use these effects where you Counterblast once, and add one card from top of your Deck to your Damage Zone. Great ability to ensure Limit Breaks and recycling Triggers.
BT008 - 045
Cosmic Rider
Grade: 2 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto: When this unit is placed on a Rear Guard Circle, choose another of your <<Dimension Police>>, and that unit gets Power +2000 until end of your turn.
Power: 8000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto: When this unit is placed on a Rear Guard Circle, choose another of your <<Dimension Police>>, and that unit gets Power +2000 until end of your turn.
Power: 8000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Cosmic Rider's ability grants another Dimension Police unit a 2000 boost. Great if you want to decrease your Counterblasting ratio.
BT008 - 046
Strike Beast Gunlock
Grade: 2 ~ Clan: Dimension Police
Alien ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): When this unit attacks, if the defending unit has 8000 Power or less, this unit gets Power+3000 until end of that battle.
Power: 8000 ~ Shield: 5000 ~ Critical: +1
Grade: 2 ~ Clan: Dimension Police
Alien ~ Star Gate
Intercept ~ When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
Auto (V/R): When this unit attacks, if the defending unit has 8000 Power or less, this unit gets Power+3000 until end of that battle.
Power: 8000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Strike Beast Gunlock's ability grants itself 3000 Power if the defending unit has 8000 Power or less. Great if you focus in on Zeal's Chain Ride. Other than that, it's not worth it to run.
BT008 - 047
Eye of Destruction, Zeal
Grade: 1 ~ Clan: Dimension Police
Alien ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Continuous (V): If you have a card named "Larva Beast, Zeal" in your Soul, this unit gets Power +1000.
Auto: When a card named "Devourer of Planets, Zeal" rides this unit, if you have a card named "Larva Beast, Zeal" in your Soul, choose 1 of your opponent's Vanguards, it gets Power -3000 until end of your turn.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Grade: 1 ~ Clan: Dimension Police
Alien ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Continuous (V): If you have a card named "Larva Beast, Zeal" in your Soul, this unit gets Power +1000.
Auto: When a card named "Devourer of Planets, Zeal" rides this unit, if you have a card named "Larva Beast, Zeal" in your Soul, choose 1 of your opponent's Vanguards, it gets Power -3000 until end of your turn.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Eye of Destruction, Zeal's first ability is when you have Larva Beast, Zeal in your Soul, Eye of Destruction, Zeal gets 1000 Power while it is in the Vanguard Zone.
Eye of Destruction, Zeal's second ability is when you Chain Ride successfully all the way up to Grade 2. If you are able to have Larva Beast, Zeal in your Soul, and if you are able to ride with Devourer of Planets, Zeal, you can decrease the power of your opponent's Vanguard by 3000 until the end of your turn. This'll make it much easier for Power Lane access if you want to strike down your opponent quickly and cleanly.
Eye of Destruction, Zeal's second ability is when you Chain Ride successfully all the way up to Grade 2. If you are able to have Larva Beast, Zeal in your Soul, and if you are able to ride with Devourer of Planets, Zeal, you can decrease the power of your opponent's Vanguard by 3000 until the end of your turn. This'll make it much easier for Power Lane access if you want to strike down your opponent quickly and cleanly.
BT008 - 048
Dimensional Robo, Daimariner
Grade: 1 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Activate (Soul): [Put this unit into your Drop Zone] Choose one of your <<Dimension Police>> Vanguards, and that unit gets Power+3000 until end of turn.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Grade: 1 ~ Clan: Dimension Police
Battleroid ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Activate (Soul): [Put this unit into your Drop Zone] Choose one of your <<Dimension Police>> Vanguards, and that unit gets Power+3000 until end of turn.
Power: 7000 ~ Shield: 5000 ~ Critical: +1
Card Comments
This would be another out to make sure that you get enough Power to get the ability; however, you must have Dimensional Robo, Daimariner in your Soul. In exchange from moving this card from your Soul to your Drop Zone, you can grant 3000 Power to a Dimension Police Vanguard. Great for Soul Charge decks and great for granting effects with ease.
BT008 - 049
Beast Army Admiral, Gogott
Grade: 1 ~ Clan: Dimension Police
Alien ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto (R): During the battle when this unit boosts a <<Dimension Police>>, and the attack hits a Vanguard, you may return this unit to your Hand.
Power: 6000 ~ Shield: 5000 ~ Critical: +1
Grade: 1 ~ Clan: Dimension Police
Alien ~ Star Gate
Boost ~ When declaring an attack with this Unit behind the attacker, put this Unit to Rest and add its power to the attacker.
Auto (R): During the battle when this unit boosts a <<Dimension Police>>, and the attack hits a Vanguard, you may return this unit to your Hand.
Power: 6000 ~ Shield: 5000 ~ Critical: +1
Card Comments
Just a Dimension Police variant of returning a booster to your Hand after a successful hit against your opponent's Vanguard.