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card review Knight of Fury, Agravain: An Implosion of Defense

Card Review
Knight of Fury, Agravain: click to enlarge
Knight of Fury, Agravain

Card text:

[AUTO](VC):At the beginning of your main phase, Soul Charge (1), and this unit gets [Power]+2000 until end of turn.
[ACT](VC):[Soul Blast (8) & Counter Blast (5)] Until end of the game, this unit gets [Critical]+1, and gets "[CONT](VC):This unit gets [Power]+1000 for each of your «Gold Paladin» rear-guards".

Wipe that smile off your face. Vendetta Berserk!

  • Number: BT06-015
  • Rarity: RR
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: Demon
  • Power: 10000
  • Grade / Skill: Grade 3 / Twin Drive!!
Knight of Fury, Agravain
An Implosion of Defense

written by fivedex LV7
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General description:
Welcome to Gold Paladin, one of the most common types of Vanguard deck on this site. A lot of the Gold Paladin centerpieces are really good, and it's conceivably possible to have a deck containing all of them. Except one. Meet Knight of Fury, Agravain, a card that I see far too little of in a GP-infested world.

Uses:
As a Megablast, most people would immediately write off Agravain as useless and move on to deciding whether Duke Dragon or Pellinore is a better support for Blond Ezel. Those people are completely missing the point. Agravain is in fact a megablast, but he's one of the most usable Megablasters in the game. When his megablast goes off, he gets power +1k for each Gold Paladin rearguard. (sarc) yay. now he does what ezel already does. (/sarc) The difference between this guy and Ezel is that Agravain gets the bonus on the opponent's turn as well. With a full field of Gold Paladins, you have a 15k defensive vanguard, the best defensive guard in the game. Additionally, during your turn you get some bonuses: the soulcharge gets you an additional power +2k, and you also get a critical, making this guy a must-guard every single turn. These bonuses last forever.

Strategies and game play:
Good for you Agravain, but that super Megablast means absolutely nothing if you can't get eight units in the soul. This is where I bring up the "most usable" part from before. Gold Paladins have War-Horse Raging Storm, which can soul-fill one Gold Paladin unit from the hand when played. Try to have a draw trigger ready to soul-fill. In fact, after Agravain megablasts, even draw triggers will bring your guard up a lot. Agravain decks can get away with running a lot more draw triggers than most other decks because of this. But there are a few other ways to increase the soul. Typical to megablasters, Agravain gets +1 soul at the start of every turn (and power +2k!). However, Gold Paladins have more options than that. GP can use a Rock the Wall clone named Coongal. There is also a superior ride option for Gold Paladins not unlike Dragon Knight Aleph and Blazing Core Dragon. Unlike those particular chains though, Gold Paladins need to soul-fill a Forerunner (Kyrph) and an 8k booster (Gareth) while your vanguard is a 10k Grade Two (Beaumains). Something else of note is that, as with Future Knight Llew, you can pay the cost even if you can't fulfill the rest of the effect. You can soul-fill two units even if you don't have a Grade Two vanguard just to make it to eight soul faster. You may notice that Gareth and Beaumains are in most decks anyway, and Kyrph can be used as a starter (and doesn't cost a counterblast, unlike the other chains). However Kyrph superior rides Blond Ezel. Why am I mentioning him? Imagine this: Turn One, ride Raging Storm, soul-fill a draw trigger, move Kyrph. Turn two, ride Beaumains, call Gareth, soul-fill both RGs for Blond Ezel from the deck. Turn three, ride Agravain and soulcharge. Your soul is now seven.

Combos with other cards:
I would recommend combining this guy with Coongal, Kyrph, and Raging Storm (as described in detail above). Flame of Victory is a must for this deck (and any Gold Paladin deck), as it fills up the soul and powers up a rearguard for a turn. I would also advise using Nemean Lion (the 10k intercept) for additional defensive help (Agravain is incredibly defensive, but first it has to work, and it's important to be able to survive until then). With a lot of draw triggers and drawing effects like Providence Strategist, you can replace the units that you soulfill when you use Kyrph's effect. Blond Ezel can work as a backup, but I would recommend Pellinore more (since it doesn't require using any counterblasts). "Combos" really well with heal triggers, even more so than anything else in the game. You need to be at five damage to use Agravain, so you are guaranteed to heal, even if it's your turn and you twin drive into it. This means you have one less damage and still have a 15k defensive vanguard.

Ways to counteract it:
Win before eight soul. If that is impossible I can make four recommendations: the first is to kill as many rearguards as possible. Even if it's just eliminating the front row by attacking them or forcing them to be used as intercepts, it drags Agravain's defense down to 13k. The second option is to use Stil Vampir against this guy. Turning a 15k defensive vanguard into a weaker one is impressive enough as is, but when Agravain "returns" to the VG circle it's technically a new Agravain (one that hasn't megablasted yet). The last option, which I can personally guarantee works, is to use Dragonic Lawkeeper on it. At first I thought it was a waste when my opponent removed all of my units for the turn, but then I realized that I was no longer 15k defensive. Never made it to my next turn (the loss of intercepts and having no rearguards to give the power +1k defense each meant I simply didn't have enough guardability). Or, if you prefer Agravain never get to power, the fourth option is to hold Agravain at four damage, use your vanguard's attack on a rearguard, and only attack the vanguard with a rearguard under the influence of a critical trigger.

Strengths/Pros:
15k defensive VG on full field is, this cannot be stressed enough, really good for defending yourself for another turn.

Weaknesses/Cons:
This guy requires a lot of setup and can be defeated rather easily if he never gets a chance to go off. Slow down the rate of soul increase somehow (or hope the Agravain user is just having a hard time soul-filling) or only aim at Agravain at four damage with a critical trigger, and even this tank will crumble before the other side's power. Deck devotion is required on the part of the deck builder, so an improper Agravain build is a disaster already. A single counterblast can ruin the chance for a megablast (even with combining Cron and Tripp, which is why I didn't recommend that combination; from experience it's just not worth it).

Variations:
Short print version is available, but the picture is still the same (in other words, the only difference is in the flavor text and the shininess on the card).

Artwork and aesthetics:
You have a demon carrying a lightsaber offering your opponent a vendetta and a taunt (the specifics varying from RR to SP).

Overall rating:
The effect warrants an 8, with a -1 modifier for having the weaknesses a Megablast has, and a -2 modifier for the skill required to build a suitable deck for him. All modifiers included and assuming a proper build, Agravain merits a score of

Seven out of ten

 

Modified on October 9, 2013 06:55 am



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