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card review Star-vader, Chaos Breaker Dragon: Anything BUT THIS F***ING card!

Card Review
Star-vader, Chaos Breaker Dragon: click to enlarge
Star-vader, Chaos Breaker Dragon

Card text:

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (1)-card with "Star-vader" in its card name] During your opponent's end phase, when an opponent's locked card is unlocked, you may pay the cost. If you do, retire that unit, and draw a card.
[ACT](VC):[Counter Blast (1) & Choose a card with "Star-vader" in its card name from your hand, and discard it] Choose one of your opponent's rear-guards, and lock it. This ability cannot be used for the rest of that turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

My declaration. You will request to be locked.

  • Number: BT13-007
  • Rarity: RRR
  • Clan: Link Joker
  • Nation: Star Gate
  • Race: Cyber Dragon
  • Power: 11000
  • Grade / Skill: Grade 3 / Twin Drive!!
  • Trigger: None
Star-vader, Chaos Breaker Dragon
Anything BUT THIS F***ING card!

written by bladevanguard
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Before I go into details about this card, please make sure to give this review a good read and also rate, comment, and share this with other Cardfighters who might be interested in this subject. Thank you!

Let's start off with a reenactment of what happened when I challenged my friends to a card fight just two weeks after the release of Booster Set 13: Catastrophic Outbreak:
Me: Hey, let's Cardfight!
Friend: OK!
Me and Friend: Stand Up! Vanguard!!
*3 minutes later...*
Friend: Ride! Star-vader, Chaos Breaker Dragon!
Me:....... (DERP!!!)
*The rest, I'll leave it up to you to figure out *
And so let's get one thing clear: I DO NOT want to go up against this card! Why? Here's a recap of its skills:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (1)-card with "Star-vader" in its card name] During your opponent's end phase, when an opponent's locked card is unlocked, you may pay the cost. If you do, retire that unit, and draw a card.
[ACT](VC):[Counter Blast (1) & Choose a card with "Star-vader" in its card name from your hand, and discard it] Choose one of your opponent's rear-guards, and lock it. This ability cannot be used for the rest of that turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

With a base power of 11000 along with the skills listed above, I think that alone speaks for itself. ENOUGH SAID!
Considering the fact that Link Joker is a relatively new clan in the Vanguard Universe, you would think that the creator couldn't possibly make its late debut such a big success. WRONG!! The clan itself came with the introduction of the newest game mechanic aka 'Lock', which is slightly similar to that of Megacolony 'Rest' strategy, but much more effective. When a unit is locked, first come shock, then come realization, follow by inexplicable rage. You literally can't touch it! You can't move it or retire it, just leave it there until the end of your turn and it will come back, and that is the end of it, right? NOPE!! Chaos Breaker will have none of that!

First is the locking. Chaos Breaker skill allows you to do 1CB and discard 1 "Star-vader" from your hand to lock any of your opponent's RGs once per turn. So in total, you can lock a maximum of 5 RGs at the cost of 5CBs and 5 cards from your hand, in progression, leaving your opponent with only at most his/her VG to attack with.
Annoying as that already maybe, Chaos Breaker still has its Limit Break that activates at the end of your opponent's turn. By doing 1SB when a locked unit is turned face up, you immediately retire it and get to draw 1 card. That brings it up to a maximum of 5RGs getting retired at the cost of 5SBs and you also get a return of 5 cards. MIND BLOWN!!!
Without a doubt, the most ridiculous skills set ever utilizing both the damage zone and the soul.

So to make it even more deadly, here are some of my tips and combos that goes well with it:
_Whatever you do, try to preserve as many face up cards in the damage zone as possible.
_Chaos Breaker decks tend to use up your hand very quickly to activate its skill, to prevent this try to add more draw triggers to build up your hand, and make sure to use its skill wisely. You should always lock the following first:
+Front row RGs to reduce your opponent's number of attacks
+Back row RG that boost the VG to reduce your opponent's main attacking power, putting it down to only base power and triggers
_If your opponent try to use a stall tactic to build up his hand and keep as many of his/her RG circles empty as possible, try not to use Chaos Breaker skill and hold out until he/she starts going on the offensive (I'll elaborate more on this later in its weaknesses)
_Combos FTW:

1. Break Ride

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Link Joker» rides this unit, choose one of your opponent's rear-guards in the front row and back row, lock them, and choose your vanguard, and that unit gets [Power]+10000 until end of turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Truly the most modern way in Cardfight to decide victory. By putting your opponent in a tight spot with 2 units getting locked and an added power bonus, you can go all out and push adversaries deeper into a corner.

2. Lock-Return-Boost

[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[AUTO](RC):When an opponent's rear-guard is locked by your effects from cards, if you have a «Link Joker» vanguard, you may return this card to your hand.


[AUTO](RC):When this unit boosts a unit named "Star-vader, Chaos Breaker Dragon", if your opponent has a locked card, the boosted unit gets [Power]+5000 until end of that battle.
By activating either Break Ride or Chaos Breaker skill, returning Selenium to you hand allows you to increase your defensive abilities coming into next turn, leaving behind an open RG circle to call Chaos Beat in as a boost for Chaos Breaker with a total of 22000 power, not counting triggers or other additional boosts. If anyone can have 3 Chaos Breaker in front and 3 Chaos Beat in the back while your opponent has a locked unit, I'll be very impressed and utterly terrified at the same time .

3.Locking=Powering Up

[AUTO](RC):When an opponent's rear-guard is locked by your effects from cards, if you have a «Link Joker» vanguard, this unit gets [Power]+2000 until end of turn.


[AUTO](RC):When an opponent’s rear-guard is locked by your effects from cards, if you have a «Link Joker» vanguard, this unit gets [Power]+2000 until end of turn.
Having the same skill and only different in terms of Grade and Power, this alone warrants it as Claw-ception. Forget about my Breaker and Beat combo, this one can seriously bring the hurt. With every locked unit, that is an additional 2000 power, so with a maximum of 5 units that can be locked, in theory, that is also a total of 10000 power. So if Demonic boosts Furious for and attack at max power, that would mean a staggering 36000 attack straight to the face. Imagine having Chaos Breaker as the VG and that kind of line up as RGs in late game. Whoever is on the receiving end of this better be prepared to press the surrender button .

To the best of my knowledge, these are my most guaranteed advice. If you have any other combos or tips you would like to add, please do so in the comments below.

Now you may think that it is almost impossible to win against a Chaos Breaker deck, but you'll find that it is actually very simple, now that I think about it, to make it through with a chance of winning. The vital points are:
_The Lock game mechanic specifically states that it can only be applied to RGs, so I find the strategy of stalling for the right time to get on the offensive can be quite effective. Just simply leave only your VG and a RG as boost to do most of the attacking, saving your hand for guarding and later on the game, when your opponent is at about 4 damage, take the opportunity and go completely berserk on him/her.
*This strategy does come with a lot of risks considering that your opponent will be pushing you relatively hard, and you would need to keep it up for a minimum 6 turns, counting yours only, before you can set it in motion*


[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose three of your rear-guards with "Revenger" in its card name, and retire them] At the end of the battle that this unit attacked, you may pay the cost. If you do, choose up to one card named "Revenger, Raging Form Dragon" from your hand, ride it as [Stand], choose your vanguard, and that unit gets [Power]+10000 until end of turn.
[AUTO](VC):[Counter Blast (1)] When this unit attacks, you may pay the cost, if you do, this unit gets [Power]+3000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)



[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):At the end of the battle that this unit attacked a vanguard, if it is the second battle of that turn, this unit gets "[AUTO](VC):[Counter Blast (2) & Choose two «Aqua Force» from your hand, and discard them] At the end of the battle that one of your rear-guards attacked a vanguard, if it is the fourth battle of that turn, you may pay the cost. If you do, [Stand] this unit." until end of turn.
[ACT](VC):[Counter Blast (1)] This unit gets [Power]+2000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

_The above are to name but a few units and clans that I believe can be absolute game changers in late game, with each capable of dealing 4+ attacks. Sticking with the Dragon theme, I suppose these two are the most appropriate for the job!
_Part of the strategy is also to keep Chaos Breaker at bay. As long as it can do CB and your opponent has Star-vader cards in their hand, it would be a never ending nightmare. So another way to approach this is to make sure your opponent can no longer CB. Even more dangerous than the original stall tactic, this requires you to use up most of your hand to call and attack, luring your opponent into using the skill, resulting in not only getting locked but soon to be retired as well.
_If you don't like to play it smart and boring and drag the match out for too long, then I suggest you become spartan. Hit quick and hit hard! Don't give your opponent any chance to use Chaos Breaker skill and just keep on hitting, hoping to get as many critical triggers as you can and finishing up the match immediately.


[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] This unit gets [Power]+3000 until end of turn, and search your deck for up to two cards named "Covert Demonic Dragon, Magatsu Storm", call them to separate (RC), shuffle your deck, and at the end of that turn, put the units called with this effect on the bottom of your deck in any order.
[CONT](VC):If you have a card named "Stealth Dragon, Magatsu Gale" in your soul, this unit gets [Power]+1000.



[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3)] When this unit attacks a vanguard, you may pay the cost. If you do, choose up to two of your rear-guards with "Beast Deity" in its card name, and [Stand] them.
[CONT](VC):If you have a card named "Beast Deity, Azure Dragon" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

_On that note, Murakumo would certainly be what you are looking for considering its ninja-style-like attack and retreat strategy is perfect for the task of taking on Chaos Breaker. I guess Nova Grappler would be too with its continuous attack pattern, but it has higher risks of failing compared to Murakumo, just saying.


[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Kagerō» rides this unit, choose your vanguard, that unit gets [Power]+10000 and "[AUTO](VC):[Choose three cards from your hand, and discard them] At the end of the battle that this unit attacked, if this unit did not [Stand] during this turn, you may pay the cost. If you do, [Stand] this unit." until end of turn.
[AUTO](VC):When this unit attacks, if the number of rear-guards you have is more than your opponent's, this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)



[CONT](VC/RC):If you have a non-«Kagero» vanguard or rear-guard, this unit gets [Power]-2000.
[CONT](VC):If you have a card named "Dragonic Overlord" in your soul, this unit gets [Power]+2000.
[AUTO] (VC):[Counter Blast (2) & Choose a card named "Dragonic Overlord the End" from your hand, and discard it] When this unit's attack hits, you may pay the cost. If you do, [Stand] this unit.

_Here is one more, straight from the anime, the relentless combo of attacks done mostly by the VG is truly one of my favorites. Straight-forward and overpowered. Well done, Cardfight creators! Well done indeed !
_There is also a hot topic about what would happen if two Link Joker decks were to face off in battle. Well, I guess it will then come down to luck, deck balance, and which one can pull off the lock and attack first.



[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage): During your turn, all of your «Link Joker» in your front row get [Power]+3000 for each of your opponent's locked units.
[ACT](VC):[Counter Blast (2)] Choose one of your opponent's rear-guards in the back row, and lock it.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

*Base on recent popularity, Chaos Breaker has a larger following compared to Nebula Lord. What do you think? Which of these two is the most powerful Star-vader Dragon? I would do a Nebula Lord review too to clarify on this but it just doesn't seem as threatening to me as Chaos Breaker. Please leave your thoughts in the comments*

On the subject of being overpowered, I would like to say that since the release of Link Joker, I've found this clan to be seriously over the top. They really went all out when they came up with this clan along with its mind boggling game mechanic. Would I call it overpowered..... NO! I just find it to be really annoying to deal with since I'm not the type that likes to be strategic when it comes to a game as straight-forward as Vanguard. I'm all about going all out and having a blast, Link Joker and Lock just spoil the fun for me. #Real Talk
Of course, having say that, I also like a challenge, even an unfair one. In general, Link Joker is an exciting clan to go up against, and you just won't know what kind of playing style you might come up to beat it with. With the addition of Chaos Breaker, taking on the challenge and winning in the end makes it all worthwhile.

Finally, my overall rating of this card would have to be an 8 out of 10, simply because it has been the bane of my Cardfighter existence ever since that one of many battles against my friend .

 

Modified on October 14, 2013 11:24 pm



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