CARD OF THE DAY 180618
- cardfightcasual
- Jun 19, 2018
- 2 min read

V-EB01/014 Gyro Slinger (ジャイロスリンガー) Dark Zone/Ogre/Spike Brothers Normal/1/Boost/8000/10000/1 AUTO [V/R]: When placed, COST[Put a card from your hand into your soul], look at cards from the top of your deck equal to your vanguard's grade, call up to one card from among them to [R], put the rest on the bottom of your deck in any order, and the called unit gets [Power] +5000 until end of turn.
Spikes last RR is one that fuels the soul and allows the user to tutor units and thin the deck. With the card it's possible to call out more powerful units to the field early game before the necessary grade is even reached. The card embodies Spikes with a familiar cost and a familiar eect of calling out units from the deck to attack for the cost of a soulcharge.
It also works incredibly well with Unite Attacker, helping to fuel the cost for its skill consistently. While I didn't mention it explicitly, Unite Attacker is best used as a midgame push rather than a late game one due to the lack of string attacking units left in the deck at that point as well as a the heavy cost being needed to be fulfilled for a random chance of getting units from the top 5 cards. With Gyroslinger, the problem is somewhat resolved, as the filling of the soul is natural, the card tutors more units who can soulcharge themselves and doesnt require all those copies of the units to be put in soul jist to fill it up and use the skill. No doubt this megablast retrain is made infinitely more viable with the addition of this one utility card.
This card helps to solidify Spikes posotion as a strong clan with strong attacks every turn. With the exception of a misgrade or a bad opening hand for Spikes, the only way that other clans can counter thus strong deck is by disrupting their field of play. The only way to do this as of now isby retiring the important important rearguard suchg as Wonder Boy, Brakki and Juggernaut before they can use their skills to pull out their units to soul and begin their rolling attacks out of hand.
As a Megacolony player it makes me a little sad that the new playstyle of Spikes renders most if not all of theri skills null and void with the sending of units to soul and tutoring out identical substitutes from the deck removing all stunning and Zeal style debuffs. That said, it gives confirmation that Bushiroad is indeed making all clans play differently and not just their Imaginary Gift group, where Spikes, a Force clan would usually lose out to Megacolony, a Protect clan.
We've yet to see Spikes VR General Seifried, but it will be interesting to see how it will be interesting to see how it will interact with with the rest of the cards to improve their attacking power or perhaps their consistency. We'll just have to wait and see.
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