Advanced Vanguard
Discussion: Revenger, Dragruler Phantom
"Because despair has manifested itself; it is I, from the very depths of the abyss, Dragruler Phantom!" |
Since set 12 the shadow paladin clan, in their great revival through their "Revengers" archetype, has set their place in the meta of vanguard alongside Link Joker (Chaos-Breaker Dragon), their then rivaled clan - both of which vying for the spot of being the strongest clan in the current format. BT14 onwards, and almost simultaneous with the release of EB08 (Champions of the Galaxy) and EB09 (Divine Dragon Progression), shadow paladins became 'overshadowed' by clans such as Kagero, Gold Paladin, and Genesis, with such clans getting new support. This was the case, until almost 3 months later, set 15 (Infinite Rebirth) was released and along with it were the last support cards for the "Revenger" archetype based from the third season of the animated series - most notable of which, is the clan's new boss card, "Revenger, Dragruler Phantom".
A direct ascendant of the clan's first breakride (Mordred Phantom), Dragruler is the much awaited cross-breakride unit of the shadow paladins (such gimick was first introduced with Vowing Sabre Яeverse Dragon from set 12 and was again repeated with Gancelot in set 14). During the turn Dragruler rides over Mordred, it is a fearsome 23k beater, with the 10k power from the breakride and the extra 2k power coming from his [CONT] (continuous) skill of having Mordred Phantom in the soul. With itself being a crossride, it provides easy guarding defense for it's user during his/her opponent's turn.
But what this card really brings to the game, and not just to the clan itself, is its one of a kind skill. At limit break (having four damage), Dragruler can retire two (2) Revenger units for the cost of one (1) counterblast, and deal a damage directly to the opponent; I repeat, DIRECTLY. No guards. Just deal pure damage directly to the opponent (damage check still applies for this though, and there is a chance for the opponent to get a trigger). It also get +10k power from the said ability. However, this ability can't be used when the opponent is already at five (5) damage, making it into just a 13k vanilla vanguard when the opponent's is at five damage. Units such as Dark Bond Trumpeter, Mana, and Swordbreaker, or even triggers are great fodder target units for this card's skill. And with this unit's skill pushing the opponent - at most - to five damage, shadow paladins are now opting to run stand triggers instead of their standard critical triggers (albeit some bring both and try to balance the distribution of the two said trigger types) in order to dish our more damage to the opponent, and quite possibly finishing the game during the turn Dragruler's ability is activated.. But be wary of this unit's skill, as it could otherwise favor your opponent by activating their ultimate break abilities (which in many case is very devastating, as with "Vermillion, THE BLOOD" or "Ω Glendios"). And with so many of this card's setbacks, as what most people claim of it (i.e. being useless when opponent is at 5 damage, or favoring ultimate break decks instead, etc.), Revenger players have inferred to stay and continue using Raging Form Dragon instead as the main boss card of the deck.
However, what most players forget about Dragruler Phantom is that it's a crossride unit (of Mordred Phantom). And as such, crossrides have always been famous for their solid 13k defense, thus having an edge over the populace of 11k vanguard units. Guarding against them will now only require 5k shield (for 18k) to make it 2-to-pass for the opponent. And getting a damage trigger allows you a bigger chance of surviving, and easing out your pace during late games. And such factor, is Dragruler's advantage over Raging Form, making it in a way equal to it, and not inferior. Overall, Dragruler is the only card with this ability, and hopefully there will be more play of it (compared to Japan) when it's released in its English version later this 2014.