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card review Wolf Fang Liberator, Garmore: Retire all my rearguards? I'll put 5 more!

Card Review
Wolf Fang Liberator, Garmore: click to enlarge
Wolf Fang Liberator, Garmore

Card text:

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3)-card with "Liberator" in its card name] Look at the top card of your deck, search for up to one «Gold Paladin» from among them, call it to an open (RC), and put the rest on the bottom of your deck. If you called, and you have an open (RC), repeat this effect without paying the cost.
[AUTO](VC):[Choose a rear-guard with "Liberator" in its card name, and put it on the bottom of your deck] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+4000 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 Wolf Fang knight is a living legend, and what the young knights aspire to be someday.

  • Number: BT12-002
  • Rarity: RRR
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: Human
  • Power: 11000
  • Grade / Skill: Grade 3 / Twin Drive!!
  • Trigger: None
Wolf Fang Liberator, Garmore
Retire all my rearguards? I'll put 5 more!

written by colbaltflash13 LV9
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General description:
What I like about Lib Garmore is his lore stories between his royal paladin life and into the new age of warriors, the Gold Paladins. Unlike some of his clan mates, he chose to stay with the new generation. Even those he could of easily gone back to his original clan and dogs(thats if their still alive). I also like about having to keep the field empty to save up your hand and using his limit Break to his full potential.

Uses:
What I expect in people in using this unit is to keep your rearguards empty and taking advantage of Garmore'sm secondary skill. Another predictable use of using this unit is to use cheer up trumpeter own skill. In my opinion the best trigger line up to use with Garmore is the normal kind, as in the draw, Critical, Heal and of course stands.

Strategies and game play:
Tatic # 1:Recycle-Blaster Blade Liberator, Wolf Fang Liberator, Garmore and Barcgal Liberator. As mentioned above this involve these units. First Step is for Barcal to boost Blaster Blade and if the attack hits a vanguard, this allows it to pick 1 out of 3 cards and act as ammo for Garmore. Second step is to use that ammo by using Gamore's secondary skill giving him 4000 plus.

Tactic 2: Courage is magic-Blaster Blade, Wingal Liberator, Garmore and random Liberator.
Now this strategy is both complicated and risky to use, but if pulled off, then you accomplished something. The first step is to attack with your weaker column, this can be done with or without a boost. The Second step is regardless what happened in the first step, send the front row unit to the bottom and give garmore 4000 power. This is the hard part, see you dont know if your opponent will guard or not, ether way you still lose something. The third step if the vanguard's attack hit, send wingal to the soul and call blaster blade to the front open rearguard and depending on damage, use blaster blade's skill to retire unit.

Combos with other cards:

-Wingal Liberator: To be used as a way to get a fourth or third attack out during battle by moving this unit into the soul and calling a blaster blade.


-Throw Blade Knight, Maleagant: Used to remedy the lost of counterblast, like with Garmore's Limit Break.


-May Rain Liberator, Bruno: Mainly used in conjunction with Garmore's limit Break and gaining +3000 for each unit called from the deck.


-Cloudy Sky Liberator, Geraint: Same as Bruno's description, as Garmore can truly make them shine.


-Knight of Far Arrows, Safir: Mainly used to increse the soul usage of other cards and to unflip 1 damage.


-Liberator, Cheer Up Trumpeter:Said to be Garmore's prefered starting vanguard in the game, since its able to go into the soul and the vanguard gets 3k for each unit being called from the deck.


- Barcgal Liberator: Along with Blaster Blade to act as ammo for garmore when using its secondary skill.


-Blaster Blade Liberator: Same as Barcgal and to take outany intercepts depending the damage.


-Fast Chase Liberator, Josephus: When surpeior called by soul blasting 1, allowing you to draw 1 card and savng your hand for defense in case of your hand being really small even before Garmore's limit Break.


Ways to counteract it:
One way to protect yourself from this unit is to attack with multiple units in one turn and would be forced to guard with some cards or just take all of that damage early.

Strengths/Pros:
List of Advantages of Garmore:
- Keeping a large hand size.
-its able to return units in order to use his Limit Break
-Able to save up your hand.
-Calling a maximum of 5 other rearguards.

Weaknesses/Cons:
Disadvantages of using Garmore:
-The tactic is predictable.
- Retiring your units after the use of limit break.
- Heavy use of counterblast
- Thining out your triggers(if you call triggers during limit break)

Variations:
There are at least two kinds, there are RRR and SP versions which are both from booster set 12: Binding force of the black Rings.

Artwork and aesthetics:
I like the artwork overall, it relates to Garmore's lore in his battle against link joker. Ready to crush the black rings with his fangs, which he is practically doing in his artwork. The vanguard circle that is near to the side of his head, represents garmore's ability to call more paladins into the fray.

Overall rating:
To be Honest i would give this unit a 9 or a 10.

 

Modified on June 9, 2014 04:36 pm



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Current score for this Card Review, based on 36 votes:
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