Angel Feathers have big control over the damage zone, and we have seen the strength of the pegasus cards and Grade 3's possession similar abilities. But there also different ways to approach using the damage zone to your advantage. Crimson Impact, Metatron has shown me ways to abuse the damage zone in more ways than you would expect in other builds and I will start explaining why I say this.
First off, its secondary ability grants it a +3.000 bonus against Vanguards when this card is on the Vanguard Circle, granting a power of 13.000, allowing it to hit cross rides on its own. Combining this again with a 8.000 power rear-guard, allows it to harass your opponent every turn with a powerful attack of 21.000. Still, that is not her limit, mind you.
Her first effect is a Limit Break ability that allows her to switch two rear-guards on the field for two in the damage zone. You could potentially switch two worthless rear-guards for two new better rear-guards that were unfortunate to land in your damage zone. But there are still other functions able to be used with this card that makes this card extremely versatile.
Strategies and game play:
This card works best as a vanguard, obviously, since she doesn't receive any advantage being a rear-guard. So use her as such. There are ways to get her on the vanguard if used with other cards, possibly taking her from the damage zone and ride her the new turn.
Combos with other cards:
Crimson Heart, Nahas: A Grade 0 starter that has the ability to sacrifice a Crimson Mind, Baruch along with itself when a Crimson Drive, Aphrodite is on your vanguard circle to Superior Ride Crimson Impact, Metatron. Always effective when you have no Grade 3's in your hand or just want to gain a quick advantage over the opponent. Don't have any of the cards currently in your hand or field? Think this starter has no function after that? Think again!
Nahas is a good candidate to be used in combination of Crimson Impact, Metatron Limit Break and sending it to the damage zone to be replaced for a stronger rear-guard boost unit. Furthermore, when you combine that along placing a Love Machine Gun, Nociel on the field, you can replace it again with a card you currently don't need (like a Grade 3) or cards like Fever Therapy Nurse, Crimson Mind, Baruch and Crimson Drive, Aphrodite when you can afford to send them to the damage zone. Despite all that, this unit is still a 5.000 Power boost unit that could support 10.000 Power units most excellently.
Crimson Mind, Baruch and Crimson Drive, Aphrodite: Despite the fact that they can be used to Superior call Crimson Impact, Metatron. The fact that they can grant a +3.000 Power bonus to a vanguard makes them good candidates to be send to the damage zone and support the vanguard from there. A Crimson Impact, Metatron without a boost unit behind it, could be granted a +3.000 bonus to make it attack for 16.000 for that turn.
Furthermore, in the end game, and you are certain your opponent has no means to block it with a perfect guard, you could grant Crimson Impact, Metatron a bonus from both of them and make Crimson Impact, Metatron with a 8.000 boost unit, attack for a whopping 27.000 Power. With three of them, 30.000 Power to hit. Against a 10.000 Power vanguard on your opponents side, that is going to be troublesome for him to block.
Besides all that, both Aphrodite and Baruch have good values to use in combat. With Aphrodite housing 9.000 Power and Baruch housing 7.000 Power, making it a very decent boost unit.
Fever Therapy Nurse: It houses only 4.000 Power, but it is a Draw Trigger that is always useful to gain more cards. Furthermore, it has the same ability as Crimson Mind, Baruch and Crimson Drive, Aphrodite. This card is a great sacrifice for the ability of Crimson Impact, Metatron, sending it to the damage zone and use its ability to grant a +3.000 bonus to your vanguard.
Love Machine Gun, Nociel and Battle Cupid, Nociel: Both cards can switch cards in the damage zone for other cards. Its a good way to get a Crimson Impact, Metatron or Medical Gunner, Hermieres from the damage zone and replace it with cards that could eventually boost your vanguard or that you simply don't need at the current time.
Its also very useful to use Crimson Impact, Metatron to retrieve LVM, Nociel from the damage zone and then use its ability. For example, you decide to call a Sunny Smile, Angel from your hand to the field. You can then bounce it to the damage zone with Crimson Impact, Metatron and call LVM, Nociel, then take back the Heal Trigger in your hand to take back your good defense card and instead place a Fever Therapy Nurse on the damage zone for later use.
Medical Gunner, Hiermieres: A good rear-guard support for this deck. When it hits the vanguard, it will switch itself with another card in your damage zone, so you could use that card for the continuation of the battle. This card is excellent for harassing your opponent and forcing him to block this card's attack.
Furthermore, you could call this card from the damage zone with the Crimson Impact, Metatron for continual use of the card, as long as you have damage to spare as payment.
Ways to counteract it:
The first thing you could do is keep the damage to 3 and instead take down the rear-guards to prevent this card from using its ability to early in the game against you.
A second way to counter this deck is probably to keep a perfect guard reserve when cards are flipped to boost the power of this card as a vanguard. It would be much harder then for this deck to use the damage zone for calling.
A third way is to destroy Crimson Heart, Nahas and prevent it from coming to the field early or possibly prevent your opponent from getting this card in the first place.
- Versatile, can combo with a lot of cards.
- Is still a good attacker on its own with the +3.000 bonus against vanguards.
- Its Limit Break ability isn't expensive and can be used multiple times throughout the battle.
- Doesn't function well as a rear-guard.
- Its ability to call cards from the damage zone can only be applied once per turn.
- It only has 10.000 Power in your opponent's turn, and is easy to hit by 10.000 power cards or higher.
BT09/005 and BT-09/S05 (Japanese only)
Artwork and aesthetics:
I like it when a unit is revealed in its entirety. She isn't the best looking card out there, but she is still looks decent enough for me to use her and like her.
8/10, she has her weaknesses as stated above, but her strengths are very fun to use in combat.