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card review The SpearLighMachineDeity Kugel-Horn

Card Review
The SpearLighMachineDeity Kugel-Horn: click to enlarge
The SpearLighMachineDeity Kugel-Horn

Card text:

[LV1][LV2][LV3] All of your Spirits with Charge are unaffected by opposing Spirit effects. [LV2][LV3] Charge- Increase the number of Spirits refreshed by your effects by 1. [LV3] (Your Opponent's Turn) When your opponent uses a Magic card, by moving 2 cores from this Spirit to your Trash, that effect won't work.

  • Number: 89
  • Rarity: X Rare
  • Card Type: Spirit
  • Color: White
  • Spirit Type: Armed Machine
  • Cost: 7
  • Reduction: DDD
  • Gems: 2
The SpearLighMachineDeity Kugel-Horn
written by darkzoroark Premium Member LV4
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General description:
Released at BS21 was the white spirit of light, The SpearLighMachineDeity Kugel-Horn.
This spirit cost's 7, quite good for an x-rare. Plus, it has 3 reduction symbols, making it summon even easier. As white decks usually have some low-cost spirits, it shouldn't be difficult to summon Kugel-Horn.
It has a quite low BP at Lvl. 1, with 5000BP. Adding one core for it brings it up to the Lvl. 2, with 7000BP. Finally, with 4 cores, it is brought up for the Lvl. 3 with 11000BP.While it isn't as high as many other spirits, Kugel-Horn has a double-symbol, meaning it can deal two damages at once even when not braved.

Uses:
The first thing you should note on Kugel-Horn is it double-symbol. This can be a good thing booth to take the foe's life more quickly or to pay the cost for other cards on your hand. At all levels, it has the ability of making all your Charge spirits unaffected by opposing spirits effects. This can be a major point specially when facing red or purple decks, that can usually ravage your field. From the Lvl.2 ownards it got the Charge ability, making itself immune to the spirits effects and also giving you more play options.
At level 3 it get's his final ability; when the opponent plays a magic card, by sending two cores from this spirit to the trash, the same is negated. This is indeed very good against any deck and might give you a quickly advantage at the game.

Strategies and game play:
As his 1st effect activates only at charge spirits this is the kind you should invest. Most of those are Armored Machines, so you can easily create a deck around'em.

Combos with other cards:
This card main combo is allongside the brave The SkyLightSword Crown-Solar. As this card gives it +7000BP when braved and more one charge it becames a very good combination. Furthermore, it has the battle eff of refreshing one exhauted non-brave spirit you control, meaning it can be used booth for attack or defense.
Charge spirits like The Sacred Gaelborg, Prod-Falcon and The ExertedBrave Saikyo-King might be a good adition to it's deck, but other spirits like Tank Mobil-Hertzer and The FatePrincessDeity Verthandy can be a good combination for it. Ultimate-Grand-Woden usually works well with it, as it can discard a Burst Card from the oponnent by resting one of your Armed Machines; an effect that is, by the way, really good in a white charge deck. Finally, some magic cards like Perfect Repair and Regain are usefull to add even more attacks or blocks at a turn.

Ways to counteract it:
Ultimates are it's main weakness, so you should keep some trigger-counters in it's deck. Some nexus can also be bit problematic for it.

Strengths/Pros:
- Double-Symbol Spirit;
- Great Defensive Effects;

Weaknesses/Cons:
- Somewhat Low BP;
- Frail in front of Ultimates;

Overall rating:
8/10. It's a good card that, while may not be the game setter, can be very helpfull in the right deck.

 


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