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card review Armed Instructor, Bison: Second fiddle for other vanguards? Careful, you may get the horn

Card Review
Armed Instructor, Bison: click to enlarge
Armed Instructor, Bison

Card text:

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage): 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 turn them face up.
[ACT](VC):[Counter Blast (2)] Choose one of your «Great Nature» rear-guards, and that unit gets [Power]+4000 until end of turn, and at the beginning of the end phase of that turn, retire that unit.

That's against the school's regulations. Brace yourselves, Armored Horn!

  • Number: BT08-020
  • Rarity: RR
  • Clan: Great Nature
  • Nation: Zoo
  • Race: High Beast
  • Power: 10000
  • Grade / Skill: Grade 3 / Twin Drive!!
  • Trigger: None
Armed Instructor, Bison
Second fiddle for other vanguards? Careful, you may get the horn

written by greatnature55
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General description:
Released in: VG-BT08 Blue Storm Armada
Bison is often used as the backup vanguard for other Great Nature Vanguards suh as School Hunter, Leo-pald and Battler of Twin Brush, Polaris. However, Bison can shine on his own too, as he is able to use his ability more than once unlike Leo-pald and Polaris.

Bison has two abilities. The second ability is an ACT skill that gives a GN RG +4k power at cost of cb2 and retiring that unit at the end of the turn. This is a signature ability shared also by Flask Marmoset and Mad Scientist Rue. It can be used to force more guard from the opponent.
The first skill is a limit break 4. It allows the player to unflip 2 damage in damage zone for every GN unit retired at the end of the turn, basically letting Bison's second skill to be able to activate forever.

Strategies and game play:
Bison's skill negates his or other GN units'counterblast, so it is actually a defensive card, like Leo-pald. As using Bison's Limit Break means you lose at least one unit, you need to make-up for the lost of the unit using either a big hand-size or card skills.

Combos with other cards:
GN is not the most intelligence clan without a reason. Not only you need great intelligence to place your +4k boost smartly in the right place, there are also a lot of combos you can explore.
Combo with the first skill:
The first skill of Bison is his Limit Break to unflip damage. Theoratically any cards that ccounterblasts can work well with this skill. Lamp Camel, Dumbbell Kangaroo, the Hammsuke series are some examples. It work especially well with the band series(Recoder Dog, Pianikia Cat and Vocal Chicken), as when the band series activate their skill, they can superior call a unit over another band series unit, retiring them and activate Bison and band series's skills over and over again, eccentially thin out the deck for more trigger poosibilty and unflipping all damage at the same time. Also, any card that can retire GN units for free can activate Bison's Limit Break as well. So cards like the Tiger brothers, Compass Lion and the Mouse brothers can combo with Bison.
The Second skill of Bison powers up GN RG by cb2 and retiring them at end phase. Cards which activate their skills when a unit is retired can combo with this effect. Such cards include:
G0: Blackboard Ohm, Gardening Mole, Ruler Chameleon.
G1: Loop-the-Loop Duckbill, Tic-Toc Flamingo, Pencil Squire, Hammsuke, Soft Tank Sloth(PR, sb1 when this card is retired at end phase, unflip 2 card in damag zone), Recorder Dog
G2: Pencil Knight, Hammsuke, Pianikia Cat
G3: Pencil Hero, Hammsuke, Vocal Chicken

Ways to counteract it:
When facing powered-up units from GN, perfect guard is always a choice, although GN tends to focus on powering up more than just 1 lane so you should be careful on where to use your negator. As Bison's skill decreases the number of RG on the field, taking out your opponent's RG when fighting against Bison, especially those who can combo with Bison mentioned above is a good way to thin out the hand and win in the long run.

ACT skill which can be used more than once.
More counterblasting available for the counterblast heavy GN clan.

Offensively and defensively weak on his own
Retiring of own RG detrimental in the long run.


Overall rating:


Modified on January 24, 2013 05:05 am

Current score for this Card Review, based on 3 votes:
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LV12 Yugoslavia send message

Avatar for ibuki01
Member since
December 17, 2014
Subject:    Posted: January 20, 2015 11:26 pm Reply with quote Report content icon

your review is nice and easy to understand
keep it up
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