In a cardfight, the game flow is the same for the first five or so turn, focus on getting to Grade 3 and chipping away at your opponent's damages. After that point though, is the moment when you have to utulize the special characteristics of the deck to work your way to victory. However, there are a few cards floating around that are borderline "broken" status simply because they possess an unique skill that can change the flow of the game. Here's a list of what I consider to be the most overwheling cards in the TCG to defeat, including the upcoming cards from Awakening of Twin Blades.
- Dragonic Overlord The End
- Majesety Lord Blaster
- Silent Tom
- Tsukuyomi Ride Chain
- Spectral Duke Dragon
- White Hare of the Moonlight, Pellinore
Each one of these cards have such a powerful skill that turns a game around in an instant if used correctly. The top cards on the list are cards deemed by Japan to be too powerful and had to be restricted (for those that recall the limitation list that is in effect). The rest of the cards are cards I observe pulls a win in a late situation moment.
1. Dragonic Overlord The End
No contest, Dragonic Overlord The End has to be the most overwhelming card to be introduced in the game. With his 13000 power with Dragonic Overlord in the soul, he is one of the two crossride units introduced in the new set. His Persona Blast, though, is what makes many people consider him too overpowering; the ability to stand back up as the vanguard if he makes a hit. The skill does not consume shield cards, and requires nothing more than to hit any cards on the field. So it is an instant second twin drive while only losing another copy of Dragonic Overlord The End to use the skill. While it is unlikely that there will always be a second Dragonic Overlord The End in the player's hand, that potential threat is what makes him so threatening.
2. Majesty Lord Blaster
Of course, the main character's ace monster must be broken right? How else is he suppose to win the fights that matter? Well Maesty Lord Blaster puts it on a whole new level. With support cards such as Starcall Trumpeter, Wingal Brave and Gancelot, it is not difficult to search out the two components needed or Majesty himself. Some people even use Fullubu as their starter as to get the chance to search for Blaster Blade, then play one or two Wingal Brave in the deck to search the other two Blaster units. Majesty Lord gains 10000 power when Blaster Blade and Blaster Dark moves to the soul, which, while annoying, isn't a really problematic skill to deal with. His additional skill to gain 2000 power pernamently and a +1 critical though, more problematic. That means at three damage you have to be wary of that critical on the drive check to deal out 3 damages. His base 12000 power also makes it so that anything less than 17000 attack isn't really effective. Not as good as The End's and Blaster Overlord's 13000 base, but the bonus critical overlooks that slight weakness.
3. Silent Tom
Loved by players who use, hated on by players who don't. That is the lift of Silent Tom. As a Grade 2 unit, his 8000 power is seriously lacking offensive power. But his skill to prevent Grade 0 units from defending his attack is soo good it has gotten through a hand size of 6 just because four or five of them were Grade 0 cards. A field with two Silent Toms can make half of your hand completly useless to defend, so dropping them on their vanguard is the only way to use them up. Null Guards and intercepts are reserved for the Toms once it is out, and players that play the especial interceptors are glad they use them as they are effective 10000 shield against Tom's attack. He lives up to his legend as he is on the restriction list for the OCG.
4. Tsukuyomi Ride Chain
Ride chain decks are fairly inconsistant. It requires the specific Grade 1 and Grade 2 unit to make the Grade 3 unit work to the fullest potential. Galahad ride chain is used in most Royal Paladin decks now for the potential +2, but that's the maxinum amount of potential they will get out of it. The Tsukuyomi ride chain, while similar to the Galahad in term of consistancy, has the potential to gain more card advantages because of the Full Moon's skill to increase hand size even further. And because of how the cost of the Full Moon's skill is two counterblast with 6 cards in the soul, you can use her effect two to three times average per game (since you will most likely heal once at least with this deck). Combining that along with a series of successful superior rides, you can gain a card advantage of +6, while eliminating useless cards in your hand, and thinning you deck to that point where you know what the next twelve to fifteen cards are. Along with Silent Tom, the Full Moon and Godhawk are on Japan's restriction list for the OCG of Vanguard.
5. Spectral Duke Dragon
The deck style that won at the World Championship, Spectral Duke Dragon deck is one of the more difficult deck to determine a weakness. Utulizing the style of the Gold Paladin Clan, the Vortimer ride chain allows you to gain two cards to the field at a cost of one. Combining that with units such as Dindrane and Lop Ear Shooter, and there can be a full field by turn 3 while maintaining a good hand size. The Grade 3, Spectral Duke Dragon, has an overwhelming skill that comes with a high cost. After Spectral Duke attacks as the vanguard, by sacrificing three units on your field, he stands up again while losing twin drive. That means even when you nullify the first attack, if the opponent gets a critical trigger, using Spectral Duke's effect forces you to block another attack with 16000 power, +1 critical and can still do one drive check. While doing this too often will reduce the hand advantage dramatically, it will give a temporary status of overwhelming power and an additional card in hand, which can be useful in a tag fight, where interception is not allowed from your partner to help or vice-versa. Overall the deck is a very powerful deck with no real weakness to exploit except to keep playing conservatively.
6. White Hare of the Moonlight, Pellinore
Now, some of you might be wondering why I catagorize this card as a game-changer, but Pellinore can really come to the rescue when needed. His limit break allows you to power up your rearguards to make a powerful attack, which is helpful with units such as Viviane in the rearguard. But the main reason for his power is the ability to superior ride him when superior called, under the right condition. Many wary players defend again Spring Breeze and Viviane because the possibility of Pellinore showing up to save the day. Because the unit is standing when superior-rided, Pellinore allows additional drive checks at a cost of one card in hand. This allows a good increase in hand size, another powerful attack if you use the Limit Break on himself, and the increase in chances of hitting the triggers that are sitting on top of your deck. If the entire deck revolves around the superior-calling units, it isn't improbably to see one or two superior rides from Pellinore. What is the best thing about Pellinore is the potential to void out a misride, as Pellinore can be superior-rided over a Grade 0 vanguard as long as your opponent's vanguard is Grade 2 or higher. That can be the game-changer that the person needs to stay in the game.
So now you know some of the most game-changing cards in the game, the question is, "It is broken or just exceeding good?" Each card, while very powerful in their own right, are not superbly broken. In fact, the first 3 units have the same weakness: defending with a Null Guard. The End, Majesty Lord and Silent Tom can not get over the Null Guard, which is a reason why some people run four of them in the deck. Defending against Majesty and The End with your powerful shields can be enough sometimes as well, and the Especial Interception is a way to have a 10k defender against Tom. Tsukuyomi Ride chain's strategy develops in the late game, so decks that can swing hard and fast such as Spike Brothers and some Kagero decks can hold their own against the potential advantages. Spectral Duke Dragon users will have a smaller defense if you force out the limit break effect twice as they get a net of -2 for that extra attack, so conserving shields is a good way to control the deck style, and Pellinore requires it to be superior-called, so eliminating units such as Viviane, Spring Breeze and Kahedin can prevent that comeback, which makes Kagero and Narukami a good match up against them.