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card review Solidify Celestial, Zerachiel

Card Review
Solidify Celestial, Zerachiel: click to enlarge
Solidify Celestial, Zerachiel

Card text:

[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage):During your turn, if you have a face up card named "Solidify Celestial, Zerachiel" in your damage zone, all of your units with "Celestial" in its card name get [Power]+3000.
[ACT](VC):[Counter Blast (2)-card with "Celestial" in its card name] This unit gets [Power]+5000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

What's most important is a compassionate heart. Do you understand?

  • Number: BT11-002
  • Rarity: RRR
  • Clan: Angel Feather
  • Nation: United Sanctuary
  • Race: Angel
  • Power: 11000
  • Grade / Skill: Grade 3 / Twin Drive!!
  • Trigger: None
Solidify Celestial, Zerachiel
written by revenger_1
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General description:
In any TCG (Trading Card Game), a few minor changes in your older decks can make a huge difference and Vanguard is no exception to that. The basic strategy of the deck remains the same but the changes may improve the peace, effectiveness, quality, and you have a wider variety of the units of your deck. This time we're going to improve an Angel Feather deck.
Angel Feathers are known for their manipulation of the damage zone. They first debuted in Set 6 and then gain some offensive and defensive support in both Set 7 and 9. Set 11 gave them a new Sub-Clan called Celestial, a build that gives a different spin on damage manipulation. Their first appearance was sorta.. Boring. There was nothing interesting other than vanilla power columns and it wasn't until Set 13 came out that they were given new toys that actually fit into Angel Feather's damage manipulation gimmick.
Angel Feather debuted in the the sixth set (Breaker of Limits) that introduced a new mechanic: Limit Break. The clan evolved further and got support for the Limit Break mechanic spin-off: Break Ride. After that the clan got, fairly said, a constant support.
The core of their strategy is to manipulate the damage zone transforming it into a "second hand." In the 11th set they've a sub-clan (archetype.) named "Celestial."Now, swapping cards from your hand with those from the damage zone comes second. The first priority is to have a certain card in the damage zone that will enable your vanguard to activate a quite head aching skill (for your opponent that is). So that you can understand what I'm talking about let's review the elder angel - Solidify Celestial Zerachiel :


CONT](VC) Limit Break 4 (This ability is active if you have four or more damage)uring your turn, if you have a face up card named "Solidify Celestial, Zerachiel" in your damage zone, all of your units with "Celestial" in its card name get [Power]+3000.
[ACT](VC):[Counter Blast (2)-card with "Celestial" in its card name] This unit gets [Power]+5000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
This unit's Limit Break is "cloned" from another unit from a different clan. The only difference between those two is the amount of support which makes her a better option when comes to breaking numbers but there aren't good when comes to pressure (if the attack hits, than you can activate that unit's skill. Usually it enables you to perform a powerfull combo.)

Grade 0:
1x First Aid Celestial, Peniel
4x Critical Hit Angel
4x Hot Shot Celestial, Samyaza
4x Rampage Cart Angel
4x Recovery Celestial, Ramuel

Grade 1:
4x Adamantine Celestial, Aniel
4x Underlay Celestial, Hesediel
4x Marking Celestial, Arabhaki
3x Battle Cupid, Nociel.

Grade 2:
4x Wild Shot Celestial, Raguel
4x Essence Celestial, Becca
3x Candle Celestial, Sariel

Grade 3:
4x Solidify Celestial Zerachiel
3x Prophecy Celestial, Remiel.



The deck is pretty much vanilla. Battle Cupid, Nociel has a 6,000 power base and allows you to swap one card from your hand with one card from your damage zone when you guard with it and it's not affected by Zerachiel's Limit Break. Essence Celestial Becca is a 10,000 vanilla and with Zerachiel turns her into 13k rearguard. Back then, the variety of choices was not that big. More than that, the break ride that they've got (Prophecy Celestial, Ramiel.) is quite weak considering other clan's break rides so that means riding straight.into Zerachiel. The BT-13 gives us the opportunity to make some minor upgrades that increases the performance of the deck but we can't replace the breakride.

Grade 0:
1x First Aid Celestial, Peniel
4x Critical Hit Angel
4x Hot Shot Celestial, Samyaza
4x Rampage Cart Angel
4x Recovery Celestial, Ramuel

Grade 1:
4x Adamantine Celestial, Aniel (null guard.)
4x Underlay Celestial, Hesediel
4x Nursing Celestial Narelle
2x Marking Celestial, Arabhaki

Grade 2:
4x Wild Shot Celestial, Raguel
4x Emergency Celestial, Danielle
4x Candle Celestial, Sariel

Grade 3:
4x Solidify Celestial Zerachiel
3x Prophecy Celestial, Ramiel.


This version of the deck is a little bit better than the 11th set version. As you can see, we've replaced Battle Cupid Nociel with Nursing Celestial, Narelle and the 10,000 vanilla was removed for Emergency Celestial, Danielle. Now, time for an more detailed analysis of the deck.

In a deck that specializes on breaking numbers and doesn't have any units with skills that allows them to stand on their own, the best option is to run critical triggers.
The minimum column, by Zerachiel standards, is 21,000 and the maximum is 27,000. Powered up by a critical trigger (+5000 power and extra critical.) you'll have 26,000 and 32,000 column respectively. This will give your opponent's deck a run for his price.
Another side bonus is the swapping part. During the game, a couple of triggers will always end up in your damage zone. You won't get the effect in your turn but you can swap them with your grade 3's from your hand. This way you get rid of no shield cards and get 10,000 shield value cards.

The starter or the first vanguard is First Aid Celestial, Peniel.

[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[ACT](RC):[Put this unit into your soul] If you have an «Angel Feather» vanguard, choose one face up card from your damage zone with "Celestial" in its card name, call it to (RC), and put the top card of your deck into your damage zone face down.
The starter is the best Celestial starter that Angel Feather clan has at moment. This starter, at least, can replace himself with something better. But, a dragon monkey asks: So what?!. Most of the times you will call something lame from your damage zone. You can't everything you need, not even Zerachiel.Penuel is Celestial's first starter with a really good skill. Her skill lets us to wash her for a better card in the damage zone and then take a top card from the deck to put it in the damage zone face down. This pretty much acts as a single counter blast.
Marking Celestial, Arabhaki

[AUTO](RC): When this unit attacks, if you have a vanguard with "Celestial" in its card name, this unit gets [Power]+3000.

Standard power gainer. As usual, she's a good way to rush early, there's no reason to not run her.

Order Celestial, Yeqon

[AUTO]: [Choose a card from your hand, and discard it] When this unit is placed on (RC), if you have a «Angel Feather» vanguard, if you have a face up card named "Solidify Celestial, Zerachiel" in your damage zone, you may pay the cost. If you do, draw a card.

This is the beginning of Celestial's playstyle. Her skill lets us recycle a card in our hand for a new card when she's called and you have a copy of Zerachiel in the damage zone. Not a bad unit, but there's really no room to run her.

Candle Celestial, Sariel bursts in, here.

[AUTO]:[Counter Blast (1)] When this unit is placed on (RC), if you have an «Angel Feather» vanguard, you may pay the cost. If you do, search your deck for up to one «Angel Feather», put it into your damage zone, and shuffle your deck. If you put a card into the damage zone this way, choose a face up card from your damage zone, and put it into your drop zone.
STAPLE STAPLE STAPLE. Arguably the BEST Angel Feather card ever printed. Her skill lets you take a copy of whatever card you need in the deck to the damage zone. This eases up the condition of most Celestial cards a lot. It's stupid not to run her at 4 in a Celestial build. Heck, even some other Angel Feather builds need her for tool boxing purposes. A really good card.
First of all, this unit can be used in any Angel Feather deck. Secondly, this allows you to put in your damage zone, literally, anything for later targeting. The fact that has an 8,000 powerbase is compensated by Zerachiel's limit break tranforming her into a 11k beater which makes a good attacker as well. The only real downside you you must put a face-up card from your damage zone into the drop zone (can't grap anything from there.) In result, a restriction appears: you need to have at least two face-up cards in your damage zone. While we are at puting cards in damage zone, it's really nice to have some bonsues from there too.
Wild Shot Celestial, Raguel

[AUTO](RC): When this unit attacks, if you have a vanguard with "Celestial" in its card name, this unit gets [Power]+3000 until end of that battle.

Standard power gainer. As usual, she's a staple in the current meta.

Meet Emergency Celestial, Danielle.

[AUTO](Damage zone):[Counter Blast (1)-another card with "Celestial" in its card name] When another card is put into your damage zone, if you have an «Angel Feather» vanguard, you may pay the cost. If you do, call this card to (RC), and put the top card of your deck into your damage zone.
YES. Such a nice way to gain advantage right on. Use Narelle's skill to switch cards and then Danielle's skill can activate, using the Celestial card that Narelle switched as the cost and giving you a direct +1. Neat card.

This unit took Becca's place in this deck. You can get this unit out of your damage zone during your turn if you lack some attackers as well as when you take damage during your opponent''s turn to use it as 5,000 shield. The only dissadvantage (and an unsigifigant one) that this unit has in front of Becca is that she has a 9,000 power base and Becca's has a 10,000 power base.


Since we are at swaping and replacing, it's time for Nursing Celestial Narelle to shine.
[AUTO]:[Choose a card with "Celestial" in its card name from your hand, and put it into your damage zone] When this unit is placed on (RC), if you have an «Angel Feather» vanguard, you may pay the cost. If you do, choose a card from your damage zone, and put it into your hand.
FINALLY. This card is the missing piece in every Celestial build. Now they don't have to rely on Nociel to get the stuff they need. A neat staple card.
The card can be used in combo with Daniele (if Daniele is already there.) Besides that, it replaced Battle Cupid Nociel. Why do you ask?. The first reason, she is a Celestial which means she falls under the Zerachiel's Limit Break. Second, she has a 7k base (turned into a 10k base) being a better booster. Battle Cupid Nociel activates it's skill during battle phase and early game, you can't use it in possible combos with Sariel or Peniel.
Some Celestial units are gaining power not only through Zerachiel's Limit Break but also through their own skill. Wild Shot Celestial, Raguel it's the common 12,000 attacker (a 9,000 power base and gains 3,000 power when attacks.) and with the additional 3000, it becomes 15,000. Pretty good on her own.
If you thought the Zerachiel which is in the damage zone enables only Zerachiel skill, you are wrong. Underlay Celestial, Hesediel packs some heat in her.

[CONT](VC/RC)uring your turn, if you have a face up card named "Solidify Celestial, Zerachiel" in your damage zone, this unit gets [Power]+3000.
One sentence that convinces you should run 4 copies. So, practically she doubles her power. And let's keep in mind she is a grade one unit which means she can boost the front row units. That is what I call a big boom.Like Yeqon, she too requires a copy of Zerachiel in the damage zone to be a 9k booster. Two units with a similar condition... Now it starts to make sense. Celestial is not a tool box build like other AF builds, they play differently. They are based around having a certain copy of a card in the damage zone to unlock various different skills. Their damage zone is their source of power, not their VG. Anyways, she's a 9k booster, a staple at 4 for Zerachiel builds.
A lot of Vanguard players tend to add in the decks either a break ride (if it is available) or a unit that works as vanguard. I take the same precautions as well and that's why I play Prophecy Celestial, Remiel.

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When an «Angel Feather» rides this unit, choose a card from your damage zone, put it into your hand, and put the top card of your deck into your damage zone, and choose your vanguard, and that unit gets [Power]+10000 until end of 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)
The Breakride for Angel Feathers with Celestial in her name. Her effect is... Underpowered. She only gives a wash to your hand. The only reason she was ever used is simply because of her name. It has not changed until today either.

This unit will work only if you have less than four damage. Otherwise, ride Zerachiel and skip the break riding part. The only reason I have this is as a precaution in case something goes wrong.

Solidify Celestial, Zerachiel

[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage): During your turn, if you have a face up card named "Solidify Celestial, Zerachiel" in your damage zone, all of your units with "Celestial" in its card name get [Power]+3000.

[ACT](VC): [Counter Blast (2) - Cards with "Celestial" in its card name] This unit gets [Power]+5000 until end of turn.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Celestial's first boss card, Zerachiel. Back then, I thought she was BROKEN because of her stupidly easy condition, thanks to Sariel. But after thinking a bit more, she's actually pretty standard. Two +3k in the same column means a +6k overall which means she only gives an additional stage to both columns in late game. We've seen a lot of cards that can easily reach 3 stage columns on its own without the need of late game so really, she's pretty decent. Celestials don't have any pressuring cards either so it's basically a straight vanilla beat down.

So far...
Yeah... As I said before, they were pretty much boring. Straight beat down with Zerachiel and some power gainers with a 9k booster. Nothing much to be said. The deck whole deck is very reliant on Sariel, and it pretty much remains that way because of Celestial's gimmick.

Penetrate Celestial, Gedael

[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))

[AUTO](RC): [Counter Blast (1) & Put this unit into soul] At the beginning of your ride phase, if you have an «Angel Feather» vanguard, you may pay the cost. If you do, put the top card of your deck into your damage zone, and at the end of that turn, choose a card from your damage zone, return it to your deck, and shuffle your deck.

The second starter for Celestial introduced to us in Set 13. Gedael, here, can activate Limit Break a turn earlier, giving you a slight advantage since the main bosses of Celestial are all Limit Break. Not to mention.. Early Breakride! Her effect is pretty okay but not sure if that -1 is worth an early Limit Break.

Operation Celestial, Armen



[CONT](VC/RC): During your turn, this unit gets [Power]+2000 for each card named "Operation Celestial, Armen" face up in your damage zone.

These guys have all the same effect. For each Armen, the G3 on the right, is in the damage zone, they all gain +2k. They all actually make a nice budget Celestial deck, due to all of them being a common or a rare. The G2 is pretty useless since we have a 12k attacker already. The G1, however, is pretty neat. Once you have two Armens in the damage zone, he's now a solid 10k booster. Getting those two Armens though, can be a little troublesome. A nice addition, nonetheless.

Cleanup Celestial, Ramiel "Яeverse"

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage): [Choose two of your rear-guards with "Celestial" in its card name, and lock them] Choose up to three of your units with "Celestial" in its card name in the front row, those units get [Power]+5000 until end of turn, and if you have a face up card named "Cleanup Celestial, Ramiel "Reverse"" in your damage zone, choose one card from your opponent's damage zone, put it into the drop zone, and your opponent chooses one of his or her rear-guards, and puts it into the damage zone.
(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 "Prophecy Celestial, Ramiel" 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)

Ha! I knew it, Ramiel finally got Reversed! Still fitting onto Celestial's theme, her skill is pretty decent. Lock two rearguards or should I say, back rows to give all your front row +5k power and then if there's a copy of her in the damage zone, your opponent must choose to sacrifice a rear. In a full field, this easily gives you a +2 every turn. The +5k nullifies the lock cost as long as you have an 11k or above attacker in front of a locked back row but one column will get an extra stage boost, so you'll have a 3/2/2 field. The retire is pretty meh since your opponent gets to choose, but hey, that's still a +1. The only counter to this is if you're fighting a mirror match against another Angel Feather player which would be pretty hilarious.

Finally...
Yep, now they finally do have some interesting toys to play with. Celestials finally have a way to switch cards around, without the need of Nociels, and they also have a card advantage engine. Ramiel "Reverse" is the most unique one of all, giving a twisted spin on Angel's gimmick. There are only two main builds for this particular Sub-Clan, each based on one boss card but for this one, I decided to mix them up into one single build.

G0- First Aid Celestial, Penuel (SVG)
4x Punishment Celestial, Shamihaza (Crit)
4x Another Trigger (Crit)
4x Another Trigger (Crit)
4x Healing Celestial, Ramiel (Heal)

G1: 14
4x Adamantine Celestial, Aniel (PG)
4x Nursing Celestial, Narelle (Staple Card Switch)
4x Underlay Celestial, Hesediel
2x Marking Celestial, Arabhaki

G2: 11
4x Wild Shot, Raguel (Staple Beater)
4x Candle Celestial, Sariel (Backbone Card)
3x Emergency Celestial, Danielle

G3: 8
4x Solidify Celestial, Zerachiel
4x Cleanup Celestial, Ramiel "Reverse"


Winning Image
This deck is pretty weird, I know, but I just don't want to use the Breakride since she's pretty meh. This build focuses on different options, but the main card to have should be Zerachiel. Zerachiel should be in the damage zone at first to activate that delicious 9k booster through Sariel. The whole build is pretty much similar to the last one, pure beat down but with more variety of tools to make it entertaining.

Triggers are purely Crits and Heals to force more additional guards. The starter, I decided to stick with Penuel for an easy wash because Gadael just doesn't seem worth it. Feel free to test her out yourself.

For the G1s, we have Narelle, a staple card for some card switch to put copies of Zerachiels in the damage zone or simply for a little bit of tool box. Hesediel is a solid 9k booster, reaching 2 stages with anything and reaching 3 stages with a 12k attacker. And as usual, there's a standard power gainer for some early rush. She also helps in becoming a 13k attacker when Zerachiel's LB is active.

As I said before, Sariel is the backbone for every Celestial build. It's stupid not to run 4 of her. Get a Zerachiel ASAP and if another copy of Sariel is present, put whatever you might need later to be fetched via Narelle. Standard power gainers are needed to force additional guard and make up higher columns when Zerachiel's LB is activated or as the 11k+ attacker that Ramiel needs for her LB. And lastly Danielle is used for some card advantage.

G3s are fairly standard. 4 Zerachiel because of our 9k booster and 4 Ramiel "Reverse" to act as a backup VG. Zerachiel should be the main card to have in the damage zone and if possible, to ride. Ramiel "Reverse" is simply there to be a replacement if you don't get Zerachiel. Zerachiel should always be first priority with Ramiel being second. Sometimes though, if you don't have a Zerachiel and only a Ramiel "Reverse" in hand, you might want to take Ramiel "Reverse" into your damage zone for that +2 instead of Zerachiel. Those 9k boosters can always be a Lock fodder if you fail to get a Zerachiel. It really depends on the situation.

So, let's make a summary at what this deck is good at:
1. Two hands. Angel Feather turns the damage zone into a second hand making you able not only to grab but also to drop something there.
2. Breaking numbers. With a full field and Zerachiel skill activated, your opponent will need either a bunch of 10,000 shield or a bunch of damaged heal triggers to win the game.
3. Minimum costs. If you already have msot of the Celestial stuff from the 11th set, the 14th set version isn't that expensive.

Gloomy part:
1. No field regeneration. If your field is wiped out, the other units can compensates but the attacks won't be very strong.
2. No pressure. Besides the occasional critical triggers, besides dealing damage you don't get any side bonuses. I consider this as a backfire. You can't have both things that makes your opponent guard your attacks.


Rating: 9/10

 

Modified on May 14, 2014 06:12 pm



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cinedd
India

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Subject: make it better   Posted: April 16, 2014 02:34 am Reply with quote Report content icon

narielle didn't came bcoz they wanted to replace nociel it was just mere support and if u think they were replaced then ur gravely mistaken. Also even if ur tellin something about deck there are still alot more combos to go with zerachiel build.
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cinedd
India

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Subject: really?   Posted: April 19, 2014 01:34 am Reply with quote Report content icon

I gave u my reasons clearly and now its even more messed up.
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cinedd
India

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Subject: really?   Posted: April 19, 2014 01:35 am Reply with quote Report content icon

I gave u my reasons clearly and now its even more messed up.
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