Vingolf 3 ~ Ruler All Stars ~ Preview 1 ~ The Dragon Guardians
First at bat, it’s the light ruler; Guardian of Light Magic Stones. This dragon ruler has a total Judgment cost of five, as do all of the ruler cards in Vingolf 3. Like all rulers in the Lapis Cluster, this one is packing Energize. Allowing you to start the game with a coin that can be banished to provide one light will if you’re not the player to go first during the game. However, what’s likely caught your eye the most, is the new keyword ability near the bottom. Resonance is a new ability making its first (but certainly not last) appearance in Vingolf 3. Resonance is quite simple. It’s an automatic ability that triggers whenever the specified kind of magic stone enters your field (it will not work from stones entering your opponent’s field). Note that this need not be entering the field specifically from your magic stone deck, should that situation ever occur (HINT HINT). When it’s on a ruler like this one, just think of it as a nice bonus for whenever you call a magic stone. It might also influence exactly when during your turn you want to call a magic stone, as doing it first thing may not always be the most optimal choice. You’ll have to read the game situation a little more carefully. Guardian of Light Magic Stones’ Resonance ability triggers off of light magic stones and will let you increase a resonator you control’s ATK and DEF by 200 for the remainder of the turn. A nice little buff to help you get a little more damage in, or keep the edge when engaging an opposing J/ruler.
Guardian of Fire Magic Stones sports the same basic make up that the light guardian had, but with fire instead of light. The major difference is this ruler’s Resonance ability. This one activates whenever a fire magic stone enters your field and it will let you deal 200 damage to a resonator. Not enough to pick off most cards, though great for harassing Elf token decks. This ability is best taken advantage of via cards like Demonflame or Urashima Taro.
Moving on to the Guardian of Water Magic Stones. Where both light and fire were focused on battle, this guardian’s Resonance ability will provide more of a support type ability. When triggered, the automatic ability lets you look at the top card of your deck, and then choose to put that card on the top or bottom of your deck. This can be a great help with deck consistency and in some cases, can actually save you from a loss. Imagine being at that critical turn and you just need to draw that one card that can win you the game. This ability let’s you check what your next card will be whenever you draw next, and if you don’t need it, you can toss it to the bottom. This can be fantastic at near any point in the game, whether it be setting up your hand early on, or that final linchpin card at the climax.
Guardian of Wind Magic Stones also has a support Resonance ability. When a wind magic stone enters your field, you’ll be able to give a resonator the ability to rest itself to produce one will of any attribute for the rest of the turn. This means that whenever you call a wind magic stone, you actually kind of get a second one for the rest of the turn. This can provide some very effective will ramping, especially when you consider that wind has access to cards like Magic Stone Analysis, or Red Riding Hood, which can be easily abused by cards like Adombrali to get even more wind stones. With this ability, you can easily ramp up towards the five will needed to pay for this ruler’s Judgment or other high costing cards that can bring the pain to your opponent.
Lastly, we have the imposing Guardian of Darkness Magic Stones. As a sort of counterpart to the light guardian, this dark dragon’s Resonance ability will sap a J/resonator of 100 ATK and DEF until end of turn whenever a darkness magic stone enters your field. A 100 DEF loss isn’t going to destroy most cards, but it’s great for harassing Elf tokens and other weak early game cards your opponent may utilize to set up their strategy. It also works fantastically with Separation of Body and Spirit, allowing you to destroy any resonator for only one will, assuming you triggered this automatic ability successfully on the same turn prior to playing that spell.
Vingolf 3 ~ Ruler All Stars ~ Preview 4 ~ The Grimm Cluster
Salutations once again, rulers of the world! Time for the penultimate Vingolf 3: Ruler All Stars preview article.
Vingolf 3 ~ Ruler All Stars ~ Preview 3 ~ The Alice Cluster
Welcome back, rulers! At last its time to get to the meat of Vingolf 3: Ruler All Stars; the resonators!
Vingolf 3 ~ Ruler All Stars ~ Preview 2 ~ The Magic Stones
Welcome to another Vingolf 3: Ruler All Stars preview article, rulers! Last week we took a look at all five of the new J/ruler cards in the upcoming set.