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card review School Punisher, Leo-pald 'Яeverse': helps upgrading Great Nature...Big Time!

Card Review
School Punisher, Leo-pald "Яeverse": click to enlarge
School Punisher, Leo-pald "Яeverse"

Card text:

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose one of your «Great Nature» rear-guards, and lock it] Choose up to two of your «Great Nature» rear-guards, those units get [Power]+4000 and "[AUTO](RC):At the end of your turn, retire this unit." and "[AUTO]:During your end phase, when this unit is put into the drop zone from (RC), call this card to an open (RC)." 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)
[CONT](VC):If you have a card named "School Hunter, Leo-pald" 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)

Yes, that 'was' the ultimate truth. But from here on, this is the truth!

  • Number: BT13-019
  • Rarity: RR
  • Clan: Great Nature
  • Nation: Zoo
  • Race: High Beast
  • Power: 11000
  • Grade / Skill: Grade 3 / Twin Drive!!
  • Trigger: None
School Punisher, Leo-pald "Яeverse"
helps upgrading Great Nature...Big Time!

written by monchehian_13
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General Description
Ok,this is a review about the first 11k non-ride-chain G3 for Great Nature,which also happen to be a "Reverse" unit.You lock RGs and activate skill,eh?Actually it is not a simple as that.With right combos and cards,you can pull off a very powerful trick that is even better than any other units in the clan and in this case,the Great Nature.

Great Nature is mostly about giving power to RG,powering them up by 4k or more and at the end phase,you got to put it in the drop zone.But with this card,you will get to call back the retired units.No casualties.But you need to lock one unit to before the skill is online.About this "lock",before you lock units,try to get the most out of them.I mean what can you do with the RG before they get locked?Yes,you can rest them before they got locked.No need to enter the battle phase to rest them.Just do it during the main phase.And you can't do it unless you get these guys on your side of the field.

Strategies and game play
And now to the numbers,we take Silver Wolf cause he has the highest power among G1s and Crocodile for his additional 2k when attacking vanguard.It is also best noted that all of this combos is valid for a 11k vg.

#Silver Wolf and Croc Not Locked
Let say you have a Silver Wolf on each left and right backrow,got two Crocodile as the front,and Punisher as VG.Without locking,that's two 20k row.20k G.

#Silver Wolf and Croc Locked
And now just lock one Silver Wolf and naturally give the power to Crocodiles.You will see that one Croc attack with 16k and other 16 + 8 = 24k.10k G + 15k G = 25k G.Lock two RGs with this combo is a mistake actually.Forgive me.Two Cross are also not mandatory.You just need one Croc on one side and just have any 17k row on the other and it will be just the same.

But when you get those Mouses,it will be a lot more powerful assault.Let's look at these in terms of combos.

#Rest-Lock Backrow-Mouses
You have those Mouses on the horizontal backrow and rest them to give power to their exact front.Then,you lock them.8k from mouses.16k from locking them.It means a 12k boost for either front respectively.But giving power to their exact front is not mandatory.You just need to make sure the boost is significant.It is to make sure 17k pwr become 21k.5k G turns to 10k cause 16k pwr to 20k won't change much.

#Rest-Lock Vertical-Mouses
You have those Mouses on one vertical line and rest them.Then,you lock them.8k from mouses.16k from locking them.24k boost for one row.

You will see:-

Silver Wolf and Croc Locked or Not Locked has not much different between them-
you just add another 5k to their guard cost.

But Rest-Lock Backrow-Mouses Combo making you hit for a 21k if you have a 9k rg at least.On-hit unit such as Lamp Camel will greatly benefit from this.There is also a greater power-boost combo that I will describe later.

Rest-Lock Vertical-Mouses Combo is just as good at power term.If you have a Crocodile and with just a 5k booster at least you will pack a fearsome 41k punch to your opponent's vanguard,totally wreck his/her when it comes to guarding.

In the end,you realize the Mouses-Combos really give you the upper hand.No need to worry about your RGs being worn out.Punisher"s LB solves it.It is a total cool....

But to have the likes of Duckbill or Flamingo on the back are not going to hurt with Punisher.
You just have to know when to do it.And that's why I put our old pal in his build so that after Duckbill and Flamingo job's are done,they are retired and provide spaces for better units.But again this is also not a "must".You can use old pal's LB to keep the RGs alive.With Punisher's LB,there is no choice.You MUST call them back.

The two-best formation with Mouses:
Using #Rest-Lock Backrow-Mouses
Binoculus Tiger and Crocodile on the left and right respectively

>With 12k boost,Tiger attacks with 21k as you activate his skill and give 4k to Croc.Now,Croc hit for 28k from 24k.This is what I mean about significant attacks.From 15k to block Croc's attack,it becomes 20k.Tiger's attack hit the line of 10k guard and now your opponent need 15k to stop him.

Using #Rest-Lock Vertical-Mouses
Binoculus Tiger and a 4k booster(I use Intelli-Mouse to show you how sometimes 8k booster is no better than 4k one)at least in one row

>With 24k boost,Tiger just need a little 4k mouse to hit on par with an 8k booster.33k Tiger attacks and his skill enables Mouse's power to be up to 8k and that is 33 + 8 = 41k.Even you have Wolf as booster 33 + 12 = 44k.It still doesn't change the fact that your opponent needs to have 35k shield to prevent a hit.

#Backrow and Vertical Combos force a same number of guard-35k.

#3 Break Ride
When you do a Breakride with Punisher,I recommend only one 'lock'.The Mouse,of course is the best choice.This is the best formation that I can think right now when you Breakride with Punisher.

B.Tiger and vanilla(the most beneficial significant booster with this trick)take left,Crocodile and Mouse man the right half.

>A part of Chatnoir's skill is just like Tiger's = "When one of your <GN> RG attacks,choose another <GN> RG and that unit gets 4k and are retired during end phase.Here how it goes.You Rest-Lock Mouse,choose the booster and Crocodile as Punisher's LB target in addition of 4k rest-skill of Mouse on booster.Crocodile attacks with 16k and Chatnoir's skill activates.Give the 4k power to booster.Tiger's row attacks and two skill activates #1 Tiger's #2 Chatnoir"s.Give both to booster.This means Tiger's row is at 41k.There are more.Another part of Chatnoir's awesome skill is "When one of your <GN> RG attacks,at the end phase,draw one card".This means it doesn't matter how much RG are/is retired.What is important is HOW MANY ATTACK you make on that turn.This is where Stand trigger is just NICE!!!....You'll got to draw two cards or more.See the *Rulings

#4 Real Fun with Sloth

When this guy is put into drop zone during end phase,with 1 SoulBlast,you got to unflip 2 damages and with Punisher's LB,he will come back for more.Just like Bison

#5 The S-Special intercept

>I don't know how to intro this,but yes,the S-special intercept unit are really great with Punisher cause with a mere 8k power,he can only attack for a 16k if you got a 8k booster on the back.But with Punisher,everyone are 8k boosters.

There are many other combos that can be pull off with Punisher's LB.Here,I just list the combos that I think are the most good ones.I'm very sure you can figure out the others.Hey,when you come out from Great Nature University,the highest educational institution on Cray,there are not much things you can't figure out,right?

So you know with the arrival of Punisher,Great Nature is really up there.No doubts.With the right cards,anyway.

Counteracting Punisher
If you are facing Punisher and opponent put the Mouse in,you know you got to retire it.Get rid of front row as well,they are just as dangerous.

Hmmm,after I do some thinking and hear opinions from others,I do realize that Punisher has cons.Punisher really needs his RGs.He can't locks without them and even if he locks,RGs are still his skill's target.He needs good RGs like Duckbill and Tiger to really make his skill worthy.Personally,you really need Break Ride with this guy.

Hmmm..I'm a bit sad after discovering Punisher's weaknesses
( he is my favourite unit)But I need to finish this review.LET'S MOVE ON .Ok,here are the pros.Punisher's LB requires no CounterBlast.Protractor Peacock and again,Lamp Camel could make way in his build.You could even insert our old pal again so your vanguard's base power is 13k.So three aspects are covered up in Great Nature,<Power Boost> <Increasing hand Size> <Defensive Capability>.Megacolony is one clan that will get personal problems with Great Nature.This is because at the end of turn,when you return RGs from Drop zone,they will come back as [Stand],which something Megacolony really hate.

Punisher appears in the BT13,along with Chatnoir and others.In Japanese with 3 variations: RRR(sample),RRR and SP.

Punisher got 8(I'm becoming sad again).He needs RGs for his life.And they must be the good ones to make it all worth it.


And hey guys,if there are any mistake in the review,could you please tell me?
Cya. (Try to be cool)">


Modified on November 6, 2013 11:46 pm

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Discussion about this Card Review
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Avatar for ray_cronote
Subject: Great   Posted: October 11, 2013 03:58 am Reply with quote Report content icon

Nothing much to say but its a good review...
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Avatar for monchehian_13
Subject: Say My Thanks   Posted: October 12, 2013 05:59 pm Reply with quote Report content icon

Thank you everyone for supporting me.
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United Kingdom

Avatar for shadowseeker2
Subject:    Posted: October 13, 2013 09:37 am Reply with quote Report content icon

Nice combo
Keep these rolling
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