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card review School Hunter, Leo-pald: Roar of the Wild

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Card Review
School Hunter, Leo-pald: click to enlarge
School Hunter, Leo-pald

Card text:

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] During your end phase, when one of your «Great Nature» rear-guards is put into the drop zone, you may pay the cost. If you do, call that card to an open (RC).
[AUTO](VC):When this unit attacks a vanguard, choose another of your «Great Nature» rear-guards, and you may have that unit get [Power]+4000 until end of turn. If you do, at the beginning of your end phase, retire that unit.

Researchers run through the plains of knowledge hunting for the truth.

  • Number: BT07-001
  • Rarity: RRR
  • Clan: Great Nature
  • Nation: Zoo
  • Race: High Beast
  • Power: 10000
  • Grade / Skill: Grade 3 / Twin Drive!!
  • Trigger: None
School Hunter, Leo-pald
Roar of the Wild

written by wereborg Premium Member LV18
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Hi everyone, this is my first review and I hope you all like it. If there are bad tenses, you can PM me and I will try to fix it, sorry that my english is bad T_T

General Leo-Pald Description:

Here's his Lore according to Bushiroad
Although he is just a student of the University, he is the leader of the “Discipline Committee Enforcement Squad” that was formed to protect the safety of the Academy. As a young man, full of the ideal of Justice, he spends nearly all his time outside of lectures doing things for the Discipline Committee. The blades stretching from his body, are incredibly sharp and never break or bend, as if they were physical embodiments of his own will. Villains miserable enough to sneak onto the academy grounds will quickly be reminded of the unpleasent horrors of a “Hunter” who burns with Justice.


Usage:

Let's see from the second skill

AUTO【V】: When this unit attacks a vanguard, choose one of your «Great Nature» rear-guards, and that unit may gets Power +4000 until end of turn. Once it gets Power +4000, at the beginning of the end phase of that turn, retire that unit

“4000 for retiring the chosen unit at the end phase? Rather than use that rear guard as one-drop I prefer having it on field continuosly, except for final turn” that was most people say when they first see “Great Nature” at BT02. Now when we already got BT06, people open their mind, most of “Great Nature” work well with others. And they have their own “mission”, what they need to od. One of them is Leo-Pald. His second Skill allows one of our rear-gua rd get +4k with the consequence of being retired at the end phase. Good for make opponent guard with more cards, orr even make they can't guard against our attack. The proper target for this skill will be described on Strategies and Game play.

Second? Did I just say second? That means we have the first skill, let's see it
AUTO【V】: Limit Break (4) (This ability is active if you have four or more damage): [Counter Blast (1)] During the end phase, when a «Great Nature» rear-guard is placed into the drop zone, you may pay the cost. If you do, call that card to an open Rear-guard Circle.

Nothing to be said, this skill is to nullify the negative part of the second skill of being retired, and you can also abuse this skill lol.

Strategies and Game Play:


The main function of this cards is using the power-up skill and target your great nature rear-guard, it will be better if it was unit that have “skill” when retired at end phase like hammsuke series (get one copy to hand), or unit that already given “skill” by another unit, like flamingo (unflip 1 damage) and duckbill (draw 1 card). Also using same skill by another unit (tigers brother) and only target 1 unit to minimalize drawback (read:unflipped damage). And then get them back to rear-guard circle to get neutralize the destroyed effects

Strength/Pros & Combos with other cards:

does we talk about combo? If yes, then you got your answer on Great Nature
Power-up Course


→ Use it along with tigers to overpower one rear-guard, and then destroy it ( you only destroy one) this skill needs them to attack vanguard

→ Use it along with Rue or Marmorset to overpower one rear-guard, and then destroy it (you only destroy one) this skill cost CB2 but as it ACT skill can be used multiple times

→ Use it along with Intelli-mouse or Tank-Mouse to overpower one rear-guard, and then destroy it (you only destroy one) this skill needs them to be rested

→ I can said the same thing three times and I just need to changes the subject and requirement lol, this is joke line
→ Use Compass Lion's Skill to retire the card you power-up, so you can only retire 1 unit, or you can also spread the retirement to many unit.


Target Course


→ Use it to destroy your hammsuke and then get them back to field to get a free card alongside filtering deck, you can also destroy ruler chameleon, but it's not advised to do that

→ Use it to destroy your musical series, to filtering deck and call 1 musical series from deck, you can also make this a chain of retire .

→ Use it to destroy Soft Tank Sloth if you run out of face-up damage to unflip 2 damage, the cost is cheap since great nature almost didn't use Soul.

→ Use it along with element glider, if you are lucky enough to make it boost and hit (the percentage of hitting is bigger than other clan, as we overpower element glider), you can return element glider to hand and avoid retirement at end phase

→ Use it along with Stamp Sea-Otter, as it cant be retired by skill and can be abused (see another 3 means to overpower unit I said) good when you doesnt have unflipped damage.


Support Course


→ During the turn you call Flamingo / Duckbill or use Ohm skill, destroy your chosen unit to get some pluses effect. REMEMBER THIS SKILL CAN STACK.!!

→ To using Limit Break faster, use Ponkichi or Bunta, also to avoid the Limit Break failed because of heal trigger. they can also return your trigger/important unit to deck

→ In case you need more hand rather than field advantage, use Gardening Mole's skill instead




And something that is very important:
Use it to make unit behind this 10/11/12k booster, remember the order of attack and boost is :
1. Declare which unit to attack and boost
2. “When Attack” skill is activated (your booster get +4000)
3. “When Boost” skill is activated
4. Add the power of boosting unit to the boosted unit

And this unit really disturbing Megacolony lol, since you can retire the affected unit and revive it
Weaknesses/Cons & Ways to counteract it:
Solve everything with perfect guard. Also retiring rear-guard, either by skill or by attacking hurt him a lot. And then he need to use CB every turn, if hammsuke alsoused, that makes 2 CB every turn, and his Limit Break is good but aren't “Giving Push to Win on the Turn it Used”

Variations & Artwork

For now, there are only 2 rarities of this card, RRR and SP with difference in Foil and Flavour Text
I like his pose, depicting his pride as discipline committee,

Overall rating:

For this cards efficiency, I will give it 8/10, because if we choose to consentrate all power to only 1 unit (if that unit isnt boosting Leo-Pald) , then this unit won't have much power. And usage of CB every turn make him lost his fang is the game goes too long

 

Modified on June 2, 2013 06:46 pm



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Current score for this Card Review, based on 24 votes:
 4.42
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