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Dream Card Full Moon Dragon, Midnight Star

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Dream Card "Full Moon Dragon, Midnight Star"
by   for Cardfight!! Vanguard
Full Moon Dragon, Midnight Star card image: click to enlarge
Full Moon Dragon, Midnight Star
[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage): All of your «Link Joker» get "[AUTO](VC/RC): [Counter Blast (1)] During your turn, when this unit's attack hits a vanguard, you may pay the cost. If you do, select up to one face-up card in your opponent's damage zone, and turn that card face-down. At the end of your opponent's next turn, your opponent chooses up to one card from their damage zone, and turns it face-up."
[ACT] (RG): [Counter Blast (2) & put this card into your soul] select up to two face-up cards in your opponent's damage zone, and turn those cards face-down. At the end of your opponent's next turn, your opponent chooses up to two cards from their damage zone, and turns them face-up.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Your sacrifice was obsolete, and so is your life! Starlight Nova!

  • Rarity: RRR
  • Clan: Link Joker
  • Nation: Star Gate
  • Race: Cosmo Dragon
  • Power: 11000
  • Grade / Skill: 3 - Twin Drive!!
[Modified on August 9, 2013 07:35 am]
Comment from the author:
Link Joker ties up the field with its Lock mechanic, so the next logical step is to tie up resources. As the vanguard, it turns any successful attack into a CB1 to tie up an enemy CB for a turn. As a rearguard, at a slightly bigger cost of CB2 and itself, it takes away 2 of the opponent's CBs for their next turn (Used to take away soul, but I didn't like the VG and RG skills affecting different things, so I turned both effs into CB blockers). Not sure if "Lock" was the proper mechanic to do these things (therefore the directions might be worded badly, let me know if that's the case), so I simplified it to turning over cards from the damage zone and restoring them after a turn.

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