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Bluish Flame Liberator, Prominence Glare is the latest unit that come out in movie booster 1: Neon Messiah before new season will come out. The legion mate for this grade 3 unit is Liberator of Destiny, Aglovale . At first glance, I thought that Prominence Glare is the crossride unit for Bluish Flame Liberator, Prominence Core since the artwork for both cards look almost the same but it didn't happened that way which make me quite disappointed. Just forget about that, Prominence Glare ability is very unique in my opinion. Let us look at Prominence Glare's skill first.
The reason why I say that this unit's skill is unique is because this unit gains critical +1 and opponent cannot guard using grade 1 or higher when you superior call a unit from your deck by paying the cost of 1 counterblast and by discarding a Bluish Flame unit from your hand. This is a huge advantage for Liberator deck because before this Gold Paladin (Liberator especially) is always mocked by people because it lack skills that allow the vanguard unit to pressure opponent constantly. More over, you will not need to worry about excess grade 3s in hand because you can discard them to pay for Prominence Glare's activation skill's cost as long as the grade 3 discarded is Bluish Flame. Hence, opponent may have to use grade 0s and intercepts to guard from this unit ( which also gain +1 critical) which greatly decrease the number of cards from opponent's hands (pressure increase tho).[ACT](VC): Legion 20000 "Liberator of Destiny, Aglovale" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[AUTO](VC):[Counter Blast (1) & Choose a card with "Bluish Flame" in its card name from your hand, and discard it] When your unit is placed on (RC) from your deck, if this is in Legion, you may pay the cost. If you do, until end of turn, this unit gets [Critical]+1 and "[CONT](VC):During the battle that this unit attacks, your opponent cannot call grade 1 or greater units to (GC) from his or her hand.".
[ACT](VC):[Counter Blast (1) & Choose one of your rear-guards, and retire it] Look at four cards from the top of your deck, search for up to one card with "Liberator" in its card name, call it to (RC), and put the rest on the bottom of your deck in any order. This ability cannot be used for the rest of that turn.
About its mate that is Liberator of Destiny, Aglovale, this unit acts as a searcher for getting a random copy of a Bluish Flame unit to your hand at a cost of soul blast 1 when superior call from deck. However, the probability to get a Bluish Flame unit will decrease during the late game because most of the Bluish Flame units may have been discarded or went to the damage zone at this time. As a result, Liberator of Destiny, Aglovale will become useless during late game. Luckily, Bushiroad saw this hence they put another skill to this unit that makes everyone smiles back. Yes, it is the ability for this unit to have a 11k attack power when at rear guard circle as long as the vanguard is Bluish flame which is really good for pressuring the opponent with a higher attacking power of the rear guard during late game especially.Ok, lets move on to the trigger list. In my opinion, I prefer to play 6 critical triggers, 2 draw triggers, 4 stand triggers (specific for Catchgal Liberator only) and 4 heal triggers. Here are the triggers lineup.
The reason I use Catchgal Liberator is because of its awesome skill that is;
This unit increases the efficiency of superior calling by alowing us to check again top 3 cards from our deck to find a better unit to be called to the rear guard circle besides helps us to shuffle our deck, thus reset back the arrangement of stack of cards that we put at the bottom of our deck because most Gold Paladin units' skill required us to put back the checked cards from top deck to the bottom deck. Futhermore, this card returns back to the deck as to pay the cost, so it does not use up our stand triggers.
For starting vanguard, there are two cards that can be used depending on the playing style of an individual.
This unit is suitable to be used if you want to add another extra high power back line booster rear guard. Very efficient when tag along with Bruno, Catchgal Liberator and Zorron. The only problem is this unit will only be useful when you have legioned but if you don't mind too much on this problem then this starting vanguard is a perfect choice for you.
This unit for me is the most suitable to be put into this deck. This is because of its ability to superior call a unit from your top 3 cards of your deck without costing a single counterblast which saves your unflipped cards to be used later to activate Prominence Glare's and Prominence Core's skill. Suitable for playing style that requires consistent and efficient superior calling. The same problem with the first starting vanguard just now that is this unit will only be useful when you have legioned and its skill can only be used once since it will enter into then soul later in order to pay the cost. Highly reccomended.
Grade 1 lineup:
Grade 2 lineup:

This card for me is one of the best grade 2 unit ever made for Gold Paladin. The reason? Obviously because of its ability to look at top 3 cards from your deck and select one from them and superior call it to open rear guard circle at a cost of only 1 counterblast. Very easy to use and straight to the point. Gold Paladin is a deck that practised superior calling policy combo, thus this card gives a great boost for efficieny of superior calling in Liberator deck. The cost is quite cheap too and this card is also the mate for Bluish Flame Liberator, Prominence Core so there is no reason to not run three to four copies of this card into this deck.
Now for grade 3 lineup:
Why this guy? The title of this post says it all. You can use as many copies as you like depending on your play style but for me i will stick to 4 copies in the deck. Consistent pressure because of the ability to gain critical easily and a Bluish Flame unit which is very helpful in activating Glare's skill describe why this card is very good in this deck as a support. Still not understand the idea? Let us see its skill first:
[ACT](VC): Legion 20000 "Liberator of Oath, Aglovale" (If
your opponent's vanguard is grade 3 or greater, this unit may return
four cards from your drop zone into your deck once, search your deck for
the specified card, and Legion)[AUTO](VC):When your unit with the same name as a unit in your (VC) is placed on (RC) from your deck, if this unit is in Legion, this unit gets [Power]+3000/[Critical]+1 until end of turn.
[ACT](VC):[Counter Blast (1) & Choose one of your rear-guards, and retire it] Look at four cards from the top of your deck, search for up to one card with "Liberator" in its card name, call it to (RC), and put the rest on the bottom of your deck in any order. This ability cannot be used for the rest of that turn.
I will explain how this unit operates in this deck. Firstly, the trick is this unit is best when you ride it first during early game before you proceed to Prominence Glare during late game. This is because this unit gives early game pressure to the opponent until the damage you deal to opponent is high enough for you to ride Prominence Glare and finish him or her off in one blow. This unit also gives you time to search, call and even superior call units that you need the most for preparation before you ride Prominence Glare. Maybe you will find the pace of the game when you played this unit is a little bit slow but it greatly decreases opponent's cards in hands since the opponent is pressured to guard from that extra critical.
Last but not least is this card.
Lastly, sorry for my poor English. Thanks.
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