This will be the first post I ever made. Since I’m too shy to make videos on Youtube, running a blog might be the next best thing. Please forgive me if it’s subpar compared to other bloggers. I’m also using this blog as a way to get my thought about anything Vanguard-related out of my head. Most of those kinds of stuff will probably be about Megacolony and Pale Moon but there will definitely be other clans/topics on this blog too. Nice to meet you all.

Since I focus on Megacolony, why don’t I start giving some thought about the bugs that have been revealed for the Zoo booster so far?

Bad-Luck Star

[Auto] [Soul Blast 1] When placed onto the RC from hand, he can draw you a card if you pay the cost and the opponent have three or more rested units.

Not very good. The soul is better used for the upcoming card so wasting it on this guy is unnecessary. Sure, the Megacolony deck is in need of draw power but not when it is a cost of a soul.

Evil Governor, Darkface Gredora

[Auto] [VC] [1/Turn] [Counter Blast 1] When placed or Stride, pay cost. Your opponent cannot call anything into a column, including superior calling.

[Auto] GB1 [Soul Blast 1] At the beginning of ride phase, pay the cost. Counter Blast one of the opponent damage then counter charge one of yours.

Wow, very nice. First of all, I speculate the card art before it came out. I told a couple of friends that Megacolony will get more popular if there’s a waifu, instead of a mutated bug. To be fair, the lady is still a bug but with cleavage.

Anyway, her skills are very different from what we usually see from the Megacolony clan. In the past (and possibly in the future as well), Megacolony focuses on Stunning or Paralyzing the opponent units, which mean they can’t stand during the opponent turn. Obviously, locking in Link Joker is a better mechanic but Stunning/Paralyzing give Bushi more room to design cards with. Back to the main topic…

Gredora’s first skill hinders most mirage deck, like Magia Pale Moon or Nightrose Granblue. However, I think this skill also shine when facing against decks with a lot of on-call effects, like Bloom, and decks that call all the time, like the three Paladins. This basically makes her an Obtirandus with less cost to do, virtually, the same thing. This effect goes well with the Darkface Grade 4 as you can shut down one column, stop intercept, and interrupt the opponent play. The buzzkill about this is Darkface G4 is hella hype so I’m really hoping whatever new G4 will be better and it should be (if it follows the current trend). Honestly, Vulcan Lafertei does a similar job anyway.

Her second skill is a new one in the MC’s clan. Taking away the opponent resources is very powerful but the Soul is already scarce as it is. Maybe a card like Zinc but rested instead of lock, but everyone wants a Zinc so that’s obvious. Of course, you want to do this skill every turn because not all decks have a good counter charge engine.

Gredora’s weakness is that she doesn’t give the user a way to win but rather she focus on extending the game, like every single MC card. However, both of her skills are different enough to the point where the user can capitalize on one of them if the opponent has a natural out of the other effect if that makes sense.

What can make these cards better? More Soul Charge and a finisher. MC is categorized as a control deck, which mean they bring the opponent down to their tempo and finish off the game when the opponent is crippled. The first part is covered but the clan still need a finisher. Hopefully, we can get that and please make that card an evolution of Master Beetle. Maybe then, MC can really bug the hell out of people.