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card review Conviction Dragon, Chromejailer Dragon: Black Dragon of Gold Paladins

Card Review
Conviction Dragon, Chromejailer Dragon: click to enlarge
Conviction Dragon, Chromejailer Dragon

Card text:

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose two of your «Gold Paladin» rear-guards, and retire them] This unit gets [Power]+10000/[Critical]+1 until end of turn.
[ACT] (VC):[Counter Blast (1) & Choose a card named "Conviction Dragon, Chromejailer Dragon" from your hand, and discard it] Look at up to four cards from the top of your deck, search for up to two «Gold Paladin» from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order.

  • Number: BT09-007
  • Rarity: RRR
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: Abyss Dragon
  • Power: 10000
  • Grade / Skill: Grade 3 / Twin Drive!!
  • Trigger: None
Conviction Dragon, Chromejailer Dragon
Black Dragon of Gold Paladins

written by happyperson LV4
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General description:
This Conviction Dragon, Chromejailer Dragon. If we were to talk about appearance, it looks similar to Spectral Duke Dragon. When it comes to skill, it mostly similar to the Plantom Blaster Dragon of Shadow Paladin.

Uses:
It depend on how you use it. Using this unit, yoou really got to think twice of using its limitbreak or you might mess this match up. If you are using this unit with Vortimer chain ride deck, the best is to have 3 Conviction Dragon, Chromejailer Dragon and 3 Spectral Duke Dragon and any 2 grade 3 Gold paladin to use as rgs. Or rather, 4 Conviction Dragon, Chromejailer Dragon and 4 Spectral Duke Dragon. The best is to use 4 of this Conviction Dragon, Chromejailer Dragon because you need its personnal blast.

Strategies and game play:
The skill is quite useful. As the personal blast allows you to look up top four card and choose up to 2 Gold Paladin units and call them onto the field. It a great skill as it might help you to conserve your hands. Or rather, if your current unit on the field gets retired by any of your opponent cards' effect, the next turn if you still had this Dragon as vg plus another copy of this Dragon in your hand, use the personal blast and seperior call two units to replaced the current units who were retired earlier. 1 counterblast is required. Next, is the limitbreak. Try to use it in moderate time. It needs 2 counterblast and sacrafice 2 GP units to gain 10k plus 1 critical. I should say this skill is quite dangerous but not so dangerous compared to the PBD which required three SP units to retired and 2 counterblast. Because, Once you use the limitbreak to gain the critical and 10k and having two GP units to be retired, at the same time when you still have this Dragon in your hand, use personal blast to replace the units which were retired by this limitbreak effects. It is possible to gain at least 2 criticals and 20k when using limitbreak twice. But I suggest try not to use it as you might not know if the opponent had pg or not in his or her hand. Like I mentioned, it really depends on how you use it. So you don't have to follow this exact same way. Feel free to come up with your own strategies as you can.

Combos with other cards:
This units required most of the counterblast for the skill to be activated. So Mage Of Calamity, Tripp is best recommended in order to unflip the counterblast in damage zone. Secondly, Flash Edge Valkyrie and Loop Ear Shooter is also the best unit to support as when you had use Conviction Dragon's personal blast and just in luck to have any one of this unit, seperior call it and any of Valkyrie and Loop Ear skill will help to call another GP unit onto field just by looking at top card plus it also help to conserve your hand for guarding. Mostly, Loop Ear is best recommended because firstly, it does not need counterblast but to just discard one card from your hand. Secondly, it lets you look up three top card and choose one GP units to seperior call. Which is unlike Valkyrie that required 1 counterblast and look only one top card.

Ways to counteract it:
Perfect guards are useful to protect against this card's limitbreak. Secondly, try to retire many GP rgs as possible to prevent from this card's limitbreak ussage. Also a great way to reduce opponent's hand. Or even, use new method, "Lock" for those who already use Link Joker. Lock at least Four units, so it won't be able to retire units for limitbreak. Or even, if your opponent had less cards and one of them is this Dragon unit just in hand, try to had your vg with more power so your opponent had no choice but to use pg and discard any shieldless grade 3 or even this card. So in next turn, even if your opponent survives, he/she won't be able to use personal blast to seperior call.

Strengths/Pros:
-It maximise power and gain critical to deal massive damage on your opponent.
-Only two GP units to retired for limitbreak.
-It can really caught opponent off guard when using limitbreak at the same time when opponent had less cards in hand to guard.
-Seperior call units, it is also possible to replace the other GP units which were retired by limitbreak effect or some other card's effect like Blasterblade and Berserk Dragon.

Weaknesses/Cons:
-The unit's main power is 10k so is not sightly strong as 11k unit
-The skill is quite rather exposed. Expert Opponent tends to get smart and will find ways to counter back this card's skill.
-Heavily depend on counterblast for every skill so this unit tends to be Counterblast waster.

Artwork and aesthetics:
I like the artwork. It may be scary, but the colour and texture is nice. I'm not so surprised about the abilities as it was somehow related to PBD. The abilities are quite linked and supportive to each other.

Overall rating:
Fanastic job of this card. So I give it rate 9.

 

Modified on October 9, 2013 03:05 am



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