User blog:RaijinSenshi19/Buddyfight Informative - Buddy Rave, Hero World Portion

Hello ladies and gentlemen, Buddyfighters of all ages! It is that time again. The time where we all dress up in spandex and turn into the greatest heroes ever lived, or the most crude of all villains known to man! ....Or anti-Heroes, anti-Villains, sorta but not really heroes, neutrals, or whatever you want to truely be, because it is time for HERO WORLD to rain down with their bundle of support!

And we are actually in luck this time. While the support is really good, it is not Kaizerion-Meta levels of annoying to play against. Which is just good for everyone. Hero World got their needed boost of support, while most of it is for new decks, but it makes sure to stay in line and not screw everything because "lol Hero World".

But with that said and done, let us dive into this set and see what it has to offer for us.

Card Burn
Surprisingly, the Card Burn deck got buffed with this expansion. And while the deck still suffers from being a super linear combo deck, and being generally weak if it does not pull off the Ultimate Card Burn combo...it is still a fun deck to mess around with.

The new ace of the deck is Ultimate Card Burn, "D-Wing", and this bad boy is even more clunky to get out than the previous form, as you might expect. He is the first Size 5 in the game AND THIS DOES NOT MATTER AT ALL because you are just going to Ride him Seriously, stop making a big deal out of his size... He also has the monstrous 15000 / 3 / 10000 statline, he is a Brave Machine, and he has the keywords of Ride (duh), Penetrate and Triple Attack. You can only play him by the effect of Card Wyvern and while he is on the field, he cant be destroyed or returned to the hand.

So obviously, D-Wing is a very destructive card. This is Sieger Tempest Enforcer levels of strong, and more so. The problem lies in the way the Card Burn deck operates, but let us look at Card Wyvern before going into that.

Card Wyvern is a Size 2 Brave Machine with 3000 / 2 / 6000 stats, and the keyword of Move. Also, he has the Counter Act of paying 2 gauge while you are riding Ultimate Card Burn, and putting both him and Ultimate Card Burn into the drop, to Ride D-Wing from either your deck or hand (and shuffling the deck if you searched through it).

So to actually get out D-Wing, you spend 8 gauge, and lose an overall five (six with Hyper Energy) cards to just play this thing, not to mention you need to get all the needed combo pieces to pull it off. However, if you do manage this, you basicly just win the game in most instances. Card Wyvern really helps the deck gettign a bit bigger offense, and combining his ability with your attacks mean that you can push out six total attacks on the D-Wing turn at max. So the deck has an explosive combo, but without it, the deck is really weak. Overall though, these two cards make the deck more fun to play, and that is always good.



Lastly, the deck got their own support spell: I'll Lend You My Power! which is a Get spell with two abilities. You either search your deck for a Brave Machine with "Card" in the name, or if you are Ride on a monster with Card Burn in the name, you can charge two gauge and draw a card.

This is obviously a very good support card for the deck, allowing you to freely search a piece of the combo for free, or to boost your resources when it is needed. Still a super linear combo deck, but a bit easier to assemble and get off the combo these days.

Card Burn is still a novelty deck that you just play for fun, due to how easy it is to disrupt the combo, but now you can actally play it more frequently, have fun with it, and potentially get off the monster combo and just win.

Ride-Changers
Okay, now you are starting to speak my language Bushiroad: Transformers. The brand spanking new Attribute Ride-Changer are basicly Transformers, and I love this deck already.

The ace card of the deck is what is essentially Optimus Prime: Winning Maximum, "Soldier Form". A Size 3 Brave Machine / Ride-Changer with 6000 / 3 / 6000 as his solid baseline. He can only enter the field by the Act ability of his Ride-Changer form, and if you are at six life or less, he gains +2000 power, defense, and he gains Counterattack. Also, if he attacks while your life is at the same treshold (six or less), he gains Double Attack for the turn. He also has Ride.

So yeah, Optimus here is really strong when you reach that life treshold and this sets the tone for how Ride-Changers work: When your life is starting to get low, the robots get powered-up to their outmost potential. And Optimus here is not just the epitome of defense, but also offense, by becoming a 8000 / 3 / 8000 double attacking item with Counterattack, which is obviously incredibly strong, earning this the right to be called the ace of the deck. Building the deck right can cause you to just stop the opponent from attacking every single turn. As long as Optimus is not destroyed or bounced, that is.

Here we have the Ride-Changer form of Optimus: Ride-Changer Officer, Winning Maximum, a Size 1 Brave Machine / Ride-Changer, 3000 / 2 / 3000 with the ability to Ride for the cost of 1 gauge, and if your life is six or less, you can pay 2 gauge and send him from the field to the drop to either call or Ride the Soldier Form from your hand.

Again setting the tone of Ride-Changers. The fact you have to Ride or call the Soldier Form from your hand kinda balances out the power of the Soldier Form. But other than that, the RC form is also pretty strong, just having that 2 crit alone is a huge boon, and stuff like Body of Steel can help Optimus still be worth it before you get to the life treshold. The big thing is also the fact that the ability is a counter...so you can attack with Optimus RC, then activate his ability to get out the Soldier Form and attack more times. That is pretty strong.

The next Transformer on the list is Silver Beak, "Soldier Form". Size 3 Brave Machine / Ride-Changer with 7000 / 2 / 4000 stats. It can only enter the field or Ride through the Ride-Changer form of Silver Beak. Each time Silver Beak, "Soldier Form" attacks, you deal 2 damage to the opponent.

This is one of the simplest cards with a potent and destructive ability in this game. Remember how Jackknife Bonds dealing 1 damage per attack unconditionly was a big deal? Well, if you decide to call out or Ride Silver Beak before starting to attack, you can slap Sabird into his Soul, and gain a Double Attacking 2 crit beatstick that burns for 2 damage with each attack, for a total of 8 damage. That is kinda disgusting, but offset by the fact you need to be at six or less life to get this guy out. If Maximum is not an option for you, Silver Beak is certainly fitting as a finisher or ace as well.

I foresee an influx of Fifth Omni players in the future....



Ride Changer, Silver Beak is a Size 1, and just like the other Ride-Changers it is a Brave Machine / Ride-Changer with the Ride keyword, costing 1 gauge and 1 life to Ride. He has a 3000 / 1 / 1000 statline, with the same ability as Winning Maximum, needing you to be at six or less life and paying 2 gauge to get the Soldier Form out, from your hand, and each time Silver Beak attacks, he deals 1 damage to the opponent.

So by combining Silver Beak's RC form and Sildier form, you can deal up to 6 damage in one go, just by using those 2 cards, which is pretty darn good. A winning image would be to have Silver Beak on the field while Riding on Maximum to push out a lethal attack pattern that can push out 14 damage at least. Really explosive and strong final turn for the Transformers deck.



The last Transformer we got from this bundle of support is Spyker, "Soldier Form". Size 3 Brave Machine / Ride-Changer, with the beastly 9000 / 3 / 5000 stats, can only enter the field or Ride from his Ride-Changer form's ability, Ride, Penetrate and Move, and each time he attacks, you can put a soul from any card on your opponent's field into the drop zone.

Spyker is simple, but destructive as well. Soul-hate is something that is almost needed in these days to deal with Shades, Demon Lords, etc. Saddly, Spyker is not the one you should aim to get out, but you dont run him just because he is a Ride-Changer, he is good, just more situational than the other two Transformers. Useful none the less.



Ride Changer, Spyker, just like the others, is a Brave Machine / Ride-Changer. He is a Size 1 with 2000 / 2 / 1000 stats, the ability to Move, needing six or less life to get the Soldier Form out, and his Ride costs 1 life.

That is it. A mover to protect you in case you need it. The 2 crit makes Spyker usable, and the Move is always good to have just to have more meatshields. Spyker is not terrible, jsut basic and kinda bland. But he is still worth running because of how strong the Soldier Form is. Dont sleep on Spyker, he can cause you trouble.

Asking for Support! is a spell for the Transformers, baring the Ride-Changer / Charge / Get attributes, and costing 1 life and to discard a card from your hand to play, so it already helps by getting rid of excess cards and dropping your life down to the treshold by the cost alone. When it resolves, you charge one gauge, then look at the top five cards of your deck and add any two Ride-Changer cards from those five and add them to your hand, then put the rest at the bottom of your deck.

So this not only helps you search and dig for more of the Transformers in case Call, Super Machine! is not an option, but you can also find other copies of this spell, and other spells with the Ride-Changer attribute. This is very strong, obviously, and because it helps to get you to six life, it makes it even stronger. Staple card that is one you should aim to get for your deck as soon as possible.



I've Got This! is a Get spell with a cast cost of paying 1 gauge and life, and lets you add any two Ride-Changer monsters from your drop zone into your hand.

This is a pretty simple card that also lets you get to the life treshold of six or less, and you can get back any Soldier Form or RC form that you are missing to set up the winning image you are aiming for, and is especially useful if your Ride-Changers ended up in the gauge due to cards like Hyper Energy.

And it is not once per turn restricted either, so you can use multiple if it is absolutely needed. Pretty good.

Lastly in the line-up for Ride-Changer support, we have the spell Ride-Change! with the Move attribute. It can only be cast during the opponent's turn, and costs a gauge to cast. Counter of returning a Ride-Changer from your field to your hand to call out a Size 1 Ride-Changer from your drop zone with a different name than the card returned, without paying the call cost.

This is the card you use to protect your Size 3 Ride. And do note that it does not stop you from returning Maximum and calling out a RC Maximum, it just stops you from getting multiple copies of the same card. The ability to protect your ridden card is a much welcomed one, it is just sad that it cant be used during your turn, so cards that counter destroy items kinda makes you cry.

With that said, all of these cards are sure to make Ride-Changer a really strong deck, what with the Brave Machine general support and everything. Give it a try if you get the chance to do so.

Cardian
The new Cardian archetype is a small, simple yet interesting new deck that Super War Z introduced, focusing on using a belt to Transform into the appropriate form of Cardian befitting of the situation you are in, kinda like Gaigrander, but without Counter Transform, but in turn their stats are more evened out and they have bit stronger abilities than Gaigrander, as to not make either deck out-value the other.

The first form of Cardian is Guardian Deity of Steel, Cardian, a Size 2 Superhero with 5000 / 2 / 5000 stats, pretty respectable and balanced. He can only be Transformed into by using the belt, and to call him he costs 2 gauge. When he enters the field or is Transformed into, you can discard an Item or a Cardian from your hand to destroy a card on the opponent's field.

So this is obviously pretty simple yet good. It is a buffed Demon Lord, Asmodai for one thing, with the potential to defend you from smaller monsters that the opponent tries to attack you with. Plus, this is not once per turn restricted, so you can in theory Transform into him and call another copy, discarding two cards to pop two cards of your chosing, if you wish it so. Cant really say how effective this will be, but on paper he is incredibly strong.

Pfft, what am I saying. He pops anything just by entering the field or Transforming, basicly. He is good, really good.

Next up is Cardian, "Mode Speed" which is the main Cardian you want to Transform into. Size 2, 6000 / 2 / 4000 Superhero that can only be Transformed into by using the belt, he also has Move and is free to call. But at the end of battle while you are Transformed into him and have a Cardian in the drop zone, he gains Double Attack until the end of turn.

A simple and strong Double Attacker that also pack enough defense to block smaller attacks? Yes please.

There is really not much more to say. You use the other Superhero or Transform support to make Type Speed even stronger than he already is. Cards like Arduous Training to give him Penetrate and an extra critical to REALLY make your opponent cry when he attacks. It is such a good card in its simplicity.

When defense is what you need, you want to go into Cardian, "Mode Armor", which is a Size 2 Superhero with 3000 / 2 / 6000 statline, can only be Transformed into by using the belt. When he enters the field or is Transformed into you gain 1 life, he is free to call, and he has the Counter Act of discarding a Cardian or an Item from your hand to reduce the next amount of damage you take by 3.

So yeah, this is a very defensive card, being able to defend from many attacks, and even has the ability to reduce any other damage by 3. And it is not even once per turn. Sorry Bal Burst Smasher, you dont scare Cardians. Again, just a simple and effective card, but from what we see here, we do kinda need a lot of card draw to make them fully worth it. So remember to keep card draw in mind when building Cardian decks.

Also, this is arguably the best to Transform into if you can Transform on the first turn.

Builder, Buildian, while not a Cardian card himself, is a Cardian support card. Size 1, Superhero, 2000 / 1 / 3000 stats. When you Transform into a Cardian you get to charge a gauge, and as long as he is on the field, your Transformed Cardian gets +1000 power AND Penetrate.

So remember how I said Arduous Training was good with Mode Speed? This falls into the same area. And it is a Size 1 that you can use alongside your Cardians, so...he is pretty good actually. Mode Armor will only be 4000, which wont do much for him, but Guardian and Mode Speed gets a reasonable boost.

However, the other Transform and Superhero support monsters can easily substitute for this guy, as good as he is for the Cardians. The 1 crit does kinda hurt his usage a bit, but not too much.

And lastly, we have the belt itself: Transform Belt, Card Winder, which is an Item with the Superhero attribute, and 0 / 1 for stats. Thats right, zero power, no punching power at all. It is a belt, so it does not boost you, but you can still damage the opponent. Its equip cost is pay 1 life and you may return up to one Cardian you are Transformed into back to the hand, so you can keep recycling Cardians that way. And by paying 2 gauge and returning the belt to your hand, you can search your deck or hand for a Cardian and Transform into it, then shuffle your deck if you searched it.

So yeah, this is the card the deck resolves around. Without this, the deck is only at half power, but Cardians work with any items, so you can include a secondary Item if you so wish. Not something I reccomend however.

Now the issue is getting the belt...and we have just the card for that!

Starting Today, You are a Hero is a Get / Professor spell for Cardians, you can only use one of it per turn, but it searched out Card Winder from the deck. Simple as that.

No downside or anything, this just acts as extra copies of the card, letting you search it out.

What am I suppossed to say? Just run it, it is that important.

And that sums up everything we got from Cardians. A new variation of Gaigranders basicly. This deck might be hard to build and use, but it testing and actually usage shall show how good it is.

And my inner Kamen Rider fan scream in agony because none of these actually parody or pay homage to any of the riders spesificly! GAAAAAH!!

What? There is another card?

Oh.... Cardian OVER HEAT! ...

This Impact has the Fire Power attribute and it can only be cast if you are Transformed into a Cardian and the opponent has five or less life. Pay 3 gauge and deal 3 damage, but if you have three or more different Cardians in your drop zone, you deal 5 damage instead.

Okay, so the fact we only have four different Cardian cards right now, makes this kinda iffy. I guess it has uses because you CAN use it, but it is another one of these "dead until late-game" Impacts. If you want to use this, fine with me, I just dont like it.

Superheroine
Also known as the Sailor Moon deck. Superheroine down to the core is a deck that functions the most if you also have a Superhero monster on the field, or preferably have Transformed into, and your Superheroine monsters basicly do not die if you play the deck right, making you gain a huge advantage-based lead on the opponent.

Your main Transform is this mysterious masked fellow: Bandage Warrior, Masked Vantage. He is a Size 3 Superhero with 7000 / 2 / 6000 stats, and a call cost of 2 gauge (but you are most likely never going to call this guy), he returns to yoru hand at the end of your turn, and his main usage is his Counter Act. This ability can be activated when a Superheroine on your field is attacked and it lets you Transform into Masked Vantage and return the Superheroine to your hand. The Transform cost is just 1 gauge.

So yeah, this is what you might call the main ace for Superheroine decks. Masked Vantage is basicly a 1 gauge null that keeps recycling himself (Remember that some Superheroine cards have Move, and that is your cue for his usage), recycles your Superheroines, it has enough power and defense to actually sustain an appearance and cause some disruption/damage. He is really good.

You guys who want to play this deck: GET THIS CARD AS SOON AS YOU CAN. I am warning you right now, if you dont get this early, he is going to be hard and expensive to get later on.

The next card on the list, straight out of Prison School, is Uniform Warrior, Formal Frill. Size 2, 6000 / 2 / 2000 Superheroine with a call cost of 1 gauge. If you have a Superhero on the field, all your Superheroines gain the ability to Penetrate. Also, at the end of the battle when she battles, if you have another Superheroine, Formal Frill gains Double Attack for the turn.

Formal Frill is the generic Double Attacker that you use for pushing damage in this deck, and the fact that she gives all your Superheroines Penetrate is obviously very very strong, especially since nearly all Superheroine monsters have 2 crits at the very least.

She is just simple in what she does, and does it well, which makes her so strong. She is going to be a chase card, and I am just waiting for the waifu tax to do their damage on her price.

Uniform Warrior, Blazer Frill is next, also a Superheroine Size 2, 6000 / 2 / 2000, just like Formal Frill. She has Move, and each time she destroys a monster by battle you gain one gauge.

So, okay, why is Blazer Frill so good? Remember what I said about Move? Yeah, you block the center by using Blazer Frill's ability, and then you use Masked Vantage to bounce Blazer Frill, nulling the opposing attack, your monster survives, and now you are on Masked Vantage.

So yeah, little Sailor Moon here is not the strongest, but she is very useful by being part of the two-part shield combo that Masked Vantage has. But counter removal hates on your deck so much... Its just such a showstopper. So be vary of that and stock up on counter cards.

SPs is not a thing anymore, so no super waifu tax on this card.



Okay, so.... Remember Thunder Knights, Dragoarcher? That insanely good monster in Dragon World? Take that...and give it Move without needing anything else. Uniform Warrior, Racer Frill, Size 1, 2000 / 2 / 1000 with Move, and when it enters the field and you have another Superheroine on the field, you draw a card.

Again with the Move combination to use with Masked Vantage, and the ever so valuable card draw. Do I need to say anything else?



Uniform Warrior, Military Frill is a Size 1 Superheroine, 4000 / 2 / 1000, and her ability is to gain an extra critical as long as you have another Superheroine.

That is all.

She is very good, because it is basicly a free 3 crit swing, so if you dont run her, I have no idea what you are doing with your deck.

Here is one I really like, and it is the only Superheroine with 1 crit. Uniform Warrior, Sailor Frill with the 3000 / 1 / 3000 statline. Her ability is a Counter Act that can activate by discarding a Superheroine from your hand once per turn, to rest a Size 2 or less monster, or an item, that the opponent has.

So she is a walking Dragodesperate that can stop scary items and Double Attacking Size 2s. The ability to be so defensive does cost her that critical, but it is really worth it.

Can I just say I really like how the artwork catches the nature of the ability in contrast to Sailor Frill herself? Look at her, she does not give a damn about the opponent she is facing against, she is just going to wave her hand and blow them off. I like that.

Last monster for this support line-up is...quite unique. This is Familiar, Pleat, a Size 1 with 2000 / 1 / 2000 stats, and its current own unique typing of Mascot. It costs 1 gauge to call, and when it enters the field, you can search your deck for a Superheroine, or a copy of Bandage Warrior, Masked Vantage and add it to your hand.

Treat it as a spell that costs a gauge and searches out literally anything else in your deck. It is a really good card because of the sheer amount of stuff it can search.

Now I wonder what other Mascot cards can be like... It is an interesting concept they should expand on.

I am a Rose Who will Cut Down Evil is quite a mouthful of an Enhance spell, that you may only cast if you have a "Masked Vantage" on your field. The cast cost is 1 gauge, and you get to Counter stand a Masked Vantage, and for the turn, it gets 2000 power, 2000 defense, 1 crit, and Counterattack, and you can only cast one copy per turn.

So yeah, no real condition, you just stand a Masked Vantage and allows another attack, or you can use it for defensive purposes and making him a really big wall to get over. It is a really good spell with a multi-purpose befitting of your situation so it wont be dead as long as your Masked Vantage is there. Dont be shy about using it as a defensive card instead of an offensive one.

And dont forget the thorn-less roses. Putting thorny roses in your mouth is not always a good idea. Just no. Dont do that.



Military Launcher is a Fire Power / Destruction spell, and you can only cast it if you have a Superheroine. Pay 1 gauge to destroy any monster your opponent controls and deal 1 damage to the opponent.

What?

That is really undercosted, in my opinion. No restriction for what you destroy, and an additional burn damage on top of it?

This is kinda strong. Heh. Well, it is also a really funny looking card, so extra points for that as well.



Tears Don't Suit a Maiden is a Defense spell with a selective ability. You can either gain 1 life and add a Superheroine from your drop zone into your hand, or you can use it as a Counter, and basicly be the Dragoenergy for Superheroine.

Its a Dragoenergy. Do I need to say anything? The salvage is also good to get back Move monsters that fell victim to counter removal and stuff like that. Getting back Formal, Blazer or Racer is a good thing to have.

Oh look, Sailor Frill! This spell is called Sailor Barrier and it is a Magic Power / Defense spell which you can only cast while you have a Superheroine. You cast it as a Counter, with two different abilities. You either nullify an opposing attack, or you chose one of your Superheroines, and the next time she would be destroyed, she does not leave the field.

This is a better Dragobond without the life gain. This spell is argueably one of the most strongest spells in this entire game. Sure, it is nullable, but the options you get with this is just amazing, especially when we have stuff with unblockable attacks. Now you can just meatshield those attacks, and still keep your monster, while having the option of a shield if that instance never comes up. The only downside is that you need to control a Superheroine. I repeat: This is really good.

And lastly for our uniformed warriors and their masked adversary, we have this Enhance attribute Impact: Blazer Blaezer! This can only be cast if you have both a Superheroine and Masked Vantage on your field, and it costs 2 gauge to cast it. You stand a Superheroine, give her two extra crits and attack with her. That attack can not be nullified.

So the damage here ranges from 3 to 5, but will almost always be 4. It is a good option, and it is not one of those "Screw you and your Impacts" kinda card. This is a really good optional pushing card that can clinch games when needed.

And that is it for the Superheroine based support. This deck is brand spanking new, and it is AMAZING. Tier 1 material without a doubt, without being nerve wreckingly annoying or unfair.

Bushiroad has a "bad" track record with female-based decks in their games, but this time, I feel like they really nailed it on the spot. Now let us hope the community does not lose their heads over this deck.

Battle Poets
Battle Poets is yet another new archetype for Brave Machines, and this deck is beatdown incarnate. Many seem to shrug these off as nothing special, due to how few Battle Poets there actually are, but these things pack some of the most hard packed punches in the entire game.

First up is Battle Poet, Talking. Talking is a Size 3 Brave Machine with 6000 / 2 / 6000 stats, call cost of 1 gauge, Ride cost of 2 gauge, Penetrate, and he has the signature ability known as "Roar, Language Finger!", which lets you discard a Battle Poet from your hand to give Talking an additional 5000 power AND two extra crits, once per turn.

So to keep things simple: 11000 with 4 crits for 1-2 gauge and a card from hand. Talking is a selective Bal Burst Smasher that can be nulled. This is realyl strong if you combine it with Sabird to give him Double Attack each turn, as with all Brave Machines.

So yeah, you do want to get this card and Ride it as quickly as you can, to make sure that your damage output is at max. Call, Super Machine! helps with that.

Next up is Battle Poet, Thinking. This guy is also a Size 3 Brave Machine, but with a 6000 / 2 / 4000 statline, costing 2 gauge and gives himself a topdeck soul. Move, Soulguard, and he has the signature ability "Sing, Mic Blade!", which lets you discard a Battle Poet once per turn to give any Battle Poet on your field Double Attack until the end of the turn.

So Thinking and Talking makes the wonder combo of defense and offense, and Thinking can even give himself Double Attack if you have nothing else. The Soulguard and Move combo is always a good one, and even if Thinking has sorta low defense, any extra defense in Hero World can be deadly for the opponent.

But as you can see, Battle Poets really need a lot of card draw and salvage to keep their abilities coming, which is why we use Sabird as well, to substitute Thinking's ability when needed.

The last of the Battle Poets is Battle Poet, Speaking, also a Size 3 Brave Machine, different statline of 6000 / 2 / 5000 and a call cost of 2 gauge, and a Ride cost of the same 2 gauge. His ability is "Shout, High Megaphone Cannon!", letting you destroy a monster or item on the opponent's field by discarding a Battle Poet from your hand, once per turn.

Speaking is the fallback option in case Talking is not available, but again, just like with Cardian, the option to just discard a card to destroy something is good. Speaking is one of those that are good but not insane type of cards, helps getting yoru winning image, but is not always needed.

Not really much to say, just a really good and simple card that is kinda hard to talk about. But Item removal is always good to have, that is for sure.



Filling Complete! Battle Poets, Sortie! is a Get spell that supports these baddies. You may only cast it if you have a Battle Poet on the field, and when cast you charge a gauge and you may put up to one Battle Poet monster or impact from your drop zone into your hand.

So this substitutes for any Battle Poet, effectively letting you play 4 extra copies of any one of them as you see fit. Combining this with other Brave Machine salvaging cards makes sure you will almost always be able to use the Battle Poet abilities.

And speaking of that impact...

Shout Out Battle Poets! Lyric Over! is the Impact for this archetype, with the Enchance attribute. You can cast it as a Counter (meaning this Impact can be cast at ANY TIME) by paying 2 gauge and putting it into the soul of any Battle Poet on your field. While this card is in the soul of a Battle Poet, that card can not be destroyed by effects, and all Battle Poets you control gain 2000 power, 2000 defense, and an extra critical.

So yeah, this is kinda nutty, making all the Battle Poets even stronger, pumping Talking up to a potential of 5 crits, which cant be destroyed by effects, and can have Double Attack...that is a very scary thought.

You dont need to instantly cast it when you can. One thing you can do is to save it until an Item destruction card appears, like Professor Asmodai or Cardian, Counter cast this and placing it in Talking or Speaking's soul, and they dont get destroyed. Simple as that.

All of these cards combined is actually enough to make the deck viable, especially due to all the cards we already have available to support Braves. Try this deck out, you might take people by surprise and dominate.

Quartet Five
Quartet Five, the attribute and archetype from the very beginning of Hero World, has gained a significant boost this set, so much that it varrants a spot here for themselves before the generic stuff.

First of it Head Commander, Taozento Thousand, who is a Size 2 Superhero / Quarter Five, with the balanced 5000 / 2 / 5000 statline, call cost of 1 gauge and a Transform cost of 2 gauge. As long as Thousand is on the field, all other Quarter Five you have gain 2000 power and an extra critical.

So not only is this a really good Transform target, but it also boosts the overall strength of all your other monsters. Strong offensive capabilities, and an actual good defensive option. Perfect card. And it is only a Rare, that is the best part about it~

Eighth Warrior, Acht is a Size 1, Superhero / Quartet Five with the staline of 3000 / 1 / 2000. So already here we can denounce he will have a good ability because he does not have 2 crits. His ability activates once per turn when he enters the field and if you are Transformed into a Quartet Five: You draw a card, and you charge one gauge.

Yeah, that is a very good ability to strap onto a monster like him. And the fact that his lone crit can be boosted by Thousand makes him even better, and even more so, he is easily replaced by any Size 1 Quartet Five you might have in your hand for offensive pushes if he is not enough. Really good card, staple 4-of...RR... yeah, that is a bit of a kick in the groin. But hey, this is still one of the strongest budget decks in the entire game and can now be fully viable as a tournament choice. So there is that.



Here is an oddie. Sixth Warrior, Sechs is another Size 1 Superhero / Quartet Five, with 3000 / 1 / 5000 stats and the ability to be Transformed into at the cost of 1 life. If you have another Quartet Five, and the opponent attacks you with a single card, you can pay 2 gauge to nullify that attack.

This is an interesting option, but the fact that it is so easy to work around, I dont really recommend using Sechs.

But, eh...nice option, at least. And with passable defenses as well.

And lastly, we have the rollcall: Everyone Launch?! Quartet Five! This Impact also have the Superhero / Quartet Five attributes, and you can only cast this when you have 3 or more different Quarter Five in your drop zone. You pay 4 gauge to cast it, and deal 3 damage to the opponent and return all cards in your drop zone to your deck and shuffle. However, if you have 9 or more different Quarter Fives in the drop zone...the damage is increased to 5 instead!

.....Not really worth it. This is a really bad Impact and the damage can still be nulled for all that setup. Please, just let this be used as a poster, or use it to make some life counters instead. Or if you want to use it, just do it for a joke deck. Not worth the hassle.

Everything Generic and Otherwise
Now we get to all the stuff that dont fit into the other categories. I could have made a Darkhero section, but it would only include 3 cards, so might as well pile all together.

The first we look at is the last RRR of the set, being Masked Vantage, "Resplendent Being, Gorgeous Mask!", an Impact Monster. Size 2, 7000 / 3 / 6000, with a call cost of paying 2 gauge and returning an item or monster on your field back to your hand. It also has Move, and when it is destroyed, you can Ride or Transform into a card from your hand without needing to pay the cost for Ride or Transform.

This is obviously a very strong card that is only really countered by being bounced or removed from the field in other forms. The idea is that you return the Transform or Ride card to your hand so you can get out Vantage for an extra 3 crit attack, and then you get him destroyed so you just get back the Transform/Ride card for no cost.

He functions very well for Superheroes, as he is the only reliable Impact Monster they have, but he can also be used in generic Brave Machines, Battle Deity Robo versions of Hero World, Takosuke, and much more. That, coupled with the amazing artwork, makes him a chase card that a lot of people want to get.

For all of you Captain Answer users out there: This guy is perfect for your deck.

Now here we have a really badass and powerful card! Gaidenor, "Steel Beast Explosive Battle Roar!" is a Size 3 Brave Machine Impact Monster with 8000 / 3 / 7000 stats (Which are some beastly stats) with the call cost of needing you to pay 3 gauge and putting one or more Brave Machines from your field into his Soul. He has Soulguard and Penetrate, just to capitalize on those stats even more, and his ability can activate when you attack with him. When he attacks, discard a soul from him to destroy a card your opponent controls.

Move over Kaizerion, Gaidenor is where it is at! This card is sooooooooo very very good. Coupled with the usual Ride cards you are on, you should have enough defensive options (because you are playing Brave Machines) to slap this guy on the side instead of in the center. Yes, he is a good wall, but if you can tank the opponent's attacks easily, then having him on the side makes him such a big threat, and the opponent wmust pick between attacking him or you. Do I need to mention Sabird again? This card is so freaking good, and I want to see a lot of Brave Machine decks utilizing stuff that are not Kaizerion after this set releases, because they got so many cool things that everyone should try to use. Just amazing...there are no other words to describe this card.

Darkheroes got a pretty interesting Impact Monster too. Reverse Cal "Guilty Wave!" is a Size 2 Darkhero with 8000 / 2 / 3000 stats, and he can only be called if you have a Darkhero Item equipped (or Mukuro) and have no monster on your field. The call cost is 2 gauge and he returns to your hand at the end of the turn. What makes Guilty Wave worth running is his ability to return a Darkhero card from your drop zone into your hand if you have 4 or more different Darkheroes in the drop zone when he is called.

The only problem with this card is getting the 4 different cards in there, but planned gauge charging makes this easier to do. The wombo-combo with this is to get back a Infinity Death Crest and then casting it for the finishing move, otherwise he just gives you more cards and discard fodder for later. Guilty Wave is a card that needs careful usage to be effective, but he is a neat option for the deck that is not a bad choice.

This is the regular monster form of Guilty Wave. The Size 2 Darkhero, Flipped Skull, Reverse Cal, standing firmly with his 5000 / 2 / 2000 statline. As long as you have a Darkhero item equipped (or Mukuro), his size is reduced by 1, making him a Size 1. When he enters the field, you may pay a gauge and discard a card to give your Darkhero item 2000 power and an extra critical. And the end of battle, he returns to hand.

Reverse Cal is a very destructive card that can make your Mukuro turns even deadlier than before. Swinging for 3 and then for 4 is very scary, and combining that with three additional attacks from 2-crit Size 1s, and you get a total of 13 damage done in one turn.

Reverse Cal is a card I honestly feel should be ran at all times in Darkhero. He is too good not to use. Most "reduce size by 1" cards tend to be.

Gravity Force, G Force is a Superhero Size 2 with 4000 / 2 / 5000 stats and some pretty devestating abilities. Call cost of 1 gauge and a Transform cost of 1 gauge and 1 life. As long as he is one the field, opposing monsters cant Move or return to the hand, and as long as you are Transformed into him, all cards on the opposing side of the field get -2000 defense.

G Force is a really dangerous card, but it is match-up reliant. Thunder Knights, Darkhero and Magic World especially dont like to face against this guy that much. Impact Monsters that bounce is also shut down.

This is a really strong sideboard card for the Hero World mirror matches. I advice running a couple copies of him. Not to mention the idea of controling gravity by Transforming into him is a really amazing thing to imagine.

I wish he could be in the anime...



Iron Man

No, it is Ironing Man. Superhero with 4000 / 1 / 4000 stats, Size 1, and you gain 1 gauge when he enters the field.

Why is this card a Rare? This is a really weak card, and that one gauge can be gained in twenty other ways.

Running this guy is not really worth it.



Cyber Police, Side Watcher is a Size 1 Superhero / Brave Machine with a surprising statline of 10000 / 1 / 2000 and he can not be called to the center.

Dont make a huge deal out of him. Yes, he can attack over big walls, but dedicating deckslots to this guy takes away spots you can use for much better cards.

Dont be afraid of him if you see him appear either. He is piss weak in reality. Him taking out monsters should not make you scared. Sometimes, you do not even need to take him out, as that 1 crit makes him really non-threatening.



Cyber Police, Hold Hunter is a Size 0 Superhero / Brave Machine with 2000 / 2 / 1000 stats.

This guy is a simple little guy, but he has a lot of uses, especially in decks like Battle Poet, since they are all Size 3, so you can only play Size 0s with them, and this guy then provides you with another 2 crit attacking option.

The new Gaidenor and some Kaizerion decks might find uses for him as well. Not to mention he looks really amazing, so if you find uses for him, I advice trying him out, just for the art~



Energy Absorption Machine is a Destruction spell that costs a gauge to cast, and it eats up an opposing gauge, an opposing soul, and heals you for 2 life.

This is a very simple card that seems to be designed around taking down wall-based decks, and can also help getting cards like Lyric Over out of the soul of opposing Battle Poets and the like.

Sideboard card that I advice running 2 copies of if wall-decks gives you a rough time.



Barrier Activated! is a Set spell with the Defense attribute. Its ability can be used when an item (Ride or Transform monster) may leave the field due to the opponent's card effects, and the effects lets you keep the item, just by sending this to the drop zone.

This is a really good card for all Hero World decks, maybe except Kaizerion due to his Soulguard, as it can defend you from all kinds of Item hate. It is a very good card, and many decks should run a few copies. Gaigrander for example, as shown in the artwork, love this card. I also advice using it with Ride-Changers.

This is My Fight! is a Darkhero spell, and you can just imagine that with that attribute it is going to do something destructive. You may only cast it if you have a Darkhero item equipped and have no monsters, and at the cost of 2 gauge, it either destroys all monsters on the opposing side, or at Counter speed it calls a Darkhero monster from your hand without paying the cost.

The best ability is the Counter call, because you can call Schwarz and Schwarz, "Krugel XIII" for no cost and destroy key cards before the opponent can do anything. The field wipe can only be used on your turn and should not really be prioritized. It is an okay card. Not the best, but a nifty teck for all us Schwarz lovers.



Sweet, I Nailed It! is a Defense spell that can be cast by paying a gauge, and it destroys an opposing monster with 5000 or less power at Counter speed.

This is... not good. Just simple as that. If you are that scared of Bal Dragon, then just run more defensive spells that are not this one...



BeeeeeeEEEAM!!

A Destruction spell that can only be cast while you are Ride, and costs 2 gauge. Counter destroy an opposing monster.

Simple spell than can see some play in the powerful Brave Machine decks. Not sure just how useful it will be, but it seems like a cute little tech, in case your other defensive cards are not enough.



Like I'll Let You Do That! is yet another Defense spell, and it can only be cast if you are Transform or Ride and it costs 1 gauge cast. It nullifies an opposing attack, but the kicker is that this spell can not be nullified itself.

Spells that cant be nulled is not that big yet, but they are quite a pain when they do appear. Making spell nulls ineffective can really make some players pull their hair out in frustration. This is obviously a very good defensive card and should be ran if your deck can afford to push out gauge.

Defeat that guy in my place... is a Defense attribute spell that has a cast cost of putting a monster from your field into the drop zone, and will reduce the next instance of damage you take to 0, and give you an additional gauge upon being cast.

This is the card that make Spyker viable in Ride-Changer, making you effectively null 2 attacks. This is the same as the Darkness Dragon World card Scapegoat, with the additonal boost of getting a gauge. Cards like these are high-skill high-reward types of cards and can stop dumb stuff like all the Impact Monsters that you otherwise would not have a card to stop. I advice many Brave players to use this card with appropriate sacrifices you can use with the card.



The New Plasma Mine is a Counter attribute spell that can only be cast if the opponent calls a Size 2 or less monster. You pay 2 gauge and negate that call.

It is a Begone! for Hero World. Nullifying a call means they get destroyed withotu really being destroyed. The opponent pays the call cost, but losses everything once it is nulled.

Pretty strong against stuff like Jackknife Aster.



Attack Power Amplification Device is a Enhance spell with Set that increases the power of both players' items by 5000.

Dont run this. Its really bad.

Reprints
Bushiroad has once again gone down the road to give us at least some reprints! It seems like they have really learned how this is good for their business...

Or maybe not, when looking at the first card, which is Rescue Dragon, Projet Gunner. A Size 1 Superhero / Dragon with 3000 / 2 / 1000 in stats, and with the ability to discard him from the hand while you are Transformed, to gain two gauge.

Nobody wanted or needed this reprint, not with the gauge boosting cards we have in this set, and especially not with the next reprint coming up. This one here is just a slap in the face...

Rescue Dragon Mach Braver would have been a much better choice...



Sporting a brand new artwork featuring Dash and his Buddy, Winnign Maximum, from this week's episode, we have Hyper Energy. This is a Superhero / Brave Machine / Charge spell that gives you 4 gauge upon being cast, but you can only use one per turn.

Hyper Energy is the bread and butter for a lot of decks in Hero World, giving them that massive gauge ramp allows them to do all kinds of things, and is an essential tool for their deck.

And if you dont have it in your hand...well, we actually have a card for that as well, and that card was actually reprinted as well!



Call, Super Machine!, the super expensive RR spell is reprinted as a simple Rare in this set, and that is amazing and good for all of us. It is a Get spell that costs 1 gauge to cast, and it searches your deck for any Brave Machine card, yes including spells, the only downside is you can only cast this once per turn.

Staple card in ALL Brave Machine decks. You just cant get a better searcher than this, I think... Well, Familiar, Pleat is kinda in the same area, I guess. Bottomline, this is a really good and well deserved reprint.



I Cannot Afford to Lose! is a Get spell that used to just be a promo, and was really hard to get, so this reprint is good. It can only be cast at six life or less, and once cast, you can add up to two Brave Machines from your drop zone to your hand. If you returned two, you discard a card from your hand afterwards.

Battle Poets love this, Ride-Changers can make a lot out of this as well. This reprint is also very good, and welcomed. I know a few that could not even get any copies of this because "lol Promo Card"...



The only reason that this reprint is good is because it got a new artwork. I've Seen Through Your Moves! is a Defense attribute spell that can only be cast during an attack on the opponent's turn. Counter and nullify the attack.

It is just a shield reprint. It is a good shield reprint, but not really anything to say about it. It is a good shield as it can stop Link Attacks too, so...yeah, it is still an extremely good card, but we still got a lot of shields in this set, so this reprint spot could have gone to something else.



The last card is Prepped and OK to Launch! which is a Draw attribute spell with Set and activates when you Ride. When you Ride, you send this to the drop zone and draw 2 cards.

With the amount of Brave Machines in this set, I am not surprised this card is reprinted, and especially not when Battle Poets and Ride-Changers like to increase their hand to keep pushign out resources. It is not the most wanted reprint, but a good one none the less.

Wrapping Up
Phew, another 3-Day Informative is finally finished... I love making these but boy do they take time.

Hero World looks like they are going to be incredibly fun to play with and against this year, in contrast to the chaos andmeta-change that occured last year due to Kaizerion.

Now we just need to see the increased pullrates and if we get all the reprints in Buddy Rave. 3 weeks guys, we are almost there, the drought is almost over.

Hope this helped give some insight to the new cards, in case you needed some help or just like to see other people's opinions.

That is all for now, thanks for taking your time to read.

Peace~