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card review Battler of the Twin Brush, Polaris: Giving Rearguards a Second Wind

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Card Review
Battler of the Twin Brush, Polaris: click to enlarge
Battler of the Twin Brush, Polaris

Card text:

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] When this unit attacks a vanguard, you may pay the cost. If you do, choose another of your «Great Nature» rear-guards, [Stand] it, and that unit gets [Power]+4000 until end of turn, and at the end of that turn, retire that unit.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+3000 until end of that battle.

  • Number: BT09-013
  • Rarity: RR
  • Clan: Great Nature
  • Nation: Zoo
  • Race: High Beast
  • Power: 10000
  • Grade / Skill: Grade 3 / Twin Drive!!
  • Trigger: None
Battler of the Twin Brush, Polaris
Giving Rearguards a Second Wind

written by ascriptmaster
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Second Wind, let's show them the power that lies beyond the limits!


Clash of the Knights & Dragons - BT09/013 (RR)

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] When this unit attacks a vanguard, you may pay the cost. If you do, choose another of your «Great Nature» rear-guards, [Stand] it, and that unit gets [Power]+4000 until end of turn, and at the beginning of your end phase, retire that unit.

[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+3000 until end of battle.


General description:
By itself, Polaris can already attack for 13000 every turn against opposing Vanguards, which in itself is already very good as it can hit a Crossride without needing a boost, and can quickly hit 20000+ with a boost, high numbers which can be crucial for depleting your opponent's hand by guarding. However, its true strength lies in its ability to Stand one of your Rearguards and give it additional power, which can be a crucial attack when your opponent is already at 5 damage.

Uses:
The main use for Polaris is simple: Attack with one of your Rearguard columns, then attack with Polaris as your Vanguard, using its Limit Break to stand your Rearguard, then attacking with the Rearguard again. That unit will be retired at the end phase, though, so be careful with what you are willing to retire, because you cannot get that unit back. Naturally, this unit will only work in a Great Nature deck, preferably with various support units that give you bonuses when your Great Nature units retire.

Strategies and game play:
Being able to Stand a unit during the battle phase without relying on a Stand Trigger can be lethal at high damage as you get a final attack in after depleting their hand with your other attacks. However, just because you can use the Limit Break doesn't mean you should. At medium damage, your opponent would most likely conserve hand by no guarding your stronger attacks and guarding your weaker attacks with a trigger, so while it will whittle down your opponent's hand, it will not be as effective as with high damage.

Not only that, it is best to use this card with units that will be able to hit against the next highest key number against your Vanguard, or gain effects when retired. This means that against a 10000 Power Vanguard, Standing and giving power to a Rearguard Polaris, which will force the same amount of guard as attacking unboosted, will not be as effective as Standing a Compass Lion, which will be able to attack for 15000, or Standing a Pencil Knight, Hammsuke, which will gain an effect when it retires, and would not have been able to damage the Vanguard without the power gain.

A deck revolving around this card works well with either Stand Triggers or Critical Triggers, depending on which you prefer. Stand Triggers allow you to stand the unit behind the unit you just used the Limit Break on, and Critical Triggers threaten your opponent with the chance of defeating them while they are still at four damage. In general, however, Critical Triggers could arguably be preferred because while Standing a booster unit can increase the amount of guard needed to defend the front row Rearguard, having an extra Critical on your units can force guards that your opponent would normally allow to hit.

Combos with other cards:

Gardening Mole from Clash of the Knights & Dragons - BT09/091 (C)

Unlike School Hunter, Leo-pald, which can recover Great Nature units that retire during the end phase using its Limit Break, Polaris cannot. As such, it can be beneficial to use Gardening Mole as your Starting Vanguard, as its skill can recover one of your retired Great Nature units that you would like to use later, such as Magnet Crocodile.

Tick Tock Flamingo from Rampage of the Beast King - BT07/052 (C)

Battler of the Twin Brush Polaris tends to use up your Counterblast rather quickly when you use its Limit Break, especially when used in conjunction with Pencil Knight, Hammsuke or Vocal Chicken and its related cards. Because of this, Tick Tock Flamingo can be crucial in unflipping the cards in your Damage Zone so that they can be used again later.

Binoculus Tiger from Rampage of the Beast King - BT07/003 (RRR) • BT07/S03 (SP)

Since the unit that Stands because of Polaris will be retired during the end phase, then it is perfectly fine to use your other Great Nature cards to give it additional power to reach another key number, as it will be retired during the end phase anyways. Binoculus Tiger (and its lower-grade counterpart, Monoculus Tiger) is especially useful for this, as its skill is costless and will not use up your Counterblast. Alternatively, you can use Polaris' Limit Break to stand Binoculus Tiger, allowing it to use its effect one more time on your other Rearguard column for +8000 power to the other Rearguard, and allowing Binoculus to attack one more time for 13000, enough to hit any Vanguard that does not have power bonuses from Damage Triggers.

Ways to counteract it:
The main way to counteract this card's Limit Break is to conserve your hand so that you are ready to take a heavy assault from re-standing. Early game, primarily guard against Rearguards that can be blocked with just one card, preferably with just 5000 shield, and don't be afraid to attack rearguards if you don't think you can handle the Limit Break just yet. That being said, you also should keep your damage below five so that you can afford to let a big attack through if you need to.

When attacking Rearguards, you definitely want to target your opponent's Binoculus Tigers first, as you risk allowing them to increase their Rearguards' power levels dangerously.

Strengths/Pros:
  1. Stands a Rearguard, allowing you to attack one more time with extra power
  2. Attacks with a base of 13000 as Vanguard, hitting higher key numbers

Weaknesses/Cons:
  1. Uses quite a bit of Counterblast
  2. Requires four damage to use its primary skill
  3. Rearguards that Stand from this skill can be guarded slightly easier

Variations:
This card only has an RR rarity, and no SP counterpart.

Artwork and aesthetics:
Polaris appears as a large polar bear rushing towards the screen, reflecting its skill, which allows you to rush the opponent with additional attacks. It depicts intense action as a Vanguard ready to take down its enemy. Its flavor text also reflects its skill, referring to giving its Rearguards a "second wind" to attack again.

Overall rating: 8/10

 

Modified on January 24, 2013 04:54 am



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