Hello everyone, it’s me again, Ahmes004.Some older fans of Axis(or if by some reason, you are a fan of mine) would remember me for my previous article on Percival on the old Axis site. Today’s article covers the batch of Liberators from the latest V collection, featuring prominence core.
Lore and Trivia
Just to get this started, there is a lot of lore behind the Liberators and the Bluish Flame Liberators. I can’t possibly do it justice, but I know someone who can. Check out this guy’s video on the lore of the Blue Liberators, as well as this other guy who did a remake of their theme song from the anime. That’s the best I can share.
While Phallon and Josephus belong to the original batch of Liberators from TD08(Liberator of the Sanctuary) and BT10(Triumphant Return of The King Of Knights), the Bluish Flame Liberators hail from TD16(Divine Judgement of The Bluish Flames). However, this team up is not as big of a stretch as presented since many of the original Liberators do work with their Blue counterparts throughout the fights in the Legion Mate Anime.
Now, let’s move on to the cards themselves, starting with….
Bluish Flame Liberator, Prominence Core
Let’s start with Prominence Core .
Core’s first skill is the usual gold paladin board filling. It’s a simplistic skill that lets you trade 1 rear guard for 2 new ones at a low cost, and can upscale in value when you have a Percival in the soul. This means that you would have to wait until turn 4 to harvest its value, whether you choose to ride Percival first then Core or by other means(we will cover it soon).
There are some pros to this skill. The pros is quite straightforward, that you can construct a board quite quickly with just having a disposable body on board. With the nature of gold paladins, the targets you summon can easily bring forth new friends to the fight, filling up the formation even more. With that, we can address its second skill.
It’s second skill gives BOTH a newly called unit and itself 3K power. Then, if Aglovale was the called unit, and your opponent is grade 3 or greater, you can get an extra critical once per turn. It’s a neat modern iteration of the original’s power skill, called “Persona Flame Blue Linkage” in the Japanese anime of Legion Mate.
The skill is stackable, so Core can really get tons of free power if you are able to fill your board effectively. The critical is simply to help you get more threatening when going second, although you would still prefer to go first to take advantage of a smaller opponent. The free 3Ks to called units help them edge over magic numbers, making both accel units and filled columns even more harder to guard.
However, the flaws of this card are easy to spot. The first skill’s sample size of top 4 is not a very large pool to access from. There will be times where you will open 4 triggers. It happens.
The payoff for this deck, which is the free second skill of Core, doesn’t really help much to win. When compared to other Gold Paladin bosses such as Spectral Duke or Gurguit, the small addition of power doesn’t really help. A single defensive trigger and your gameplay grinds to a halt. Duke offers 2 VG attacks, and Gurguit offers high numbers with phenomenal multi attacks(plus a small side of defence). Core doesn’t have anything like that on its own. As we will see, the Liberators that can work with core are good cards but can also work with other Gold Paladin bosses. It thus remains to be seen how relevant Core will be.
Liberator of Royalty, Phallon
It has a continuous RG skill that allows it to gain 5K power if a unit was called from the deck this turn. Just like his original 2013 version, it helps the deck as a magic number beater. Note that since it’s continuous, it cannot stack. So he is stuck at a passive 14K if you fulfil his requirements. And even that is very easy, seeing that he does not even need to be present at the time of superior calling. If he is the unit being superior called, he can gain this power as well.
The second skill is where we take his beatstick properties and crank it up a notch. Whenever his attack hits on both vanguard or rearguard circle, he can superior call the top card of the deck. The phrasing “may” means that you can choose to not call the card if it is something you would rather keep on top, like a trigger.
A potential free plus during the battle phase, and the fact that he himself already has decent attack power makes him a really neat addition to the clan. While Gold Paladin bosses have other options to pick from to suit their playstyles better, Phallon is easily the most generic and an easy to play inclusion into any deck which offers you spare slots for grade 2s.
Fast Chase Liberator, Josephus
Finally, Josephus. Did you know that in the Legion Mate show, the writers changed his title from “Fast Chase Liberator” to “Slick Liberator”? Interesting.
I wish to cover his second skill first, for the sake of this narrative.
When placed from deck, he can SB1 to CC1, and then, you can also SB1 again to draw 1. Josephus really shines in resource management, and the free draw helps. However, there is a sharp comparison to be made to another clan staple, Dinrane.
Both cards use soul, and have the capabilities to draw and countercharge when placed from deck. The question is, which option is better?
There is no correct answer in my opinion. Dindrane offers you the flexibility of a draw at SB1, which Josephus cannot due to the clause of “then”, which means to draw you need to use the CC skill first. When counter charging with Dindrane, it also gets 3K power. 10K is always better than 8K.
THEN again(pun intended), Josephus can offer you both options at once, which Dindrane cannot.
Josephus has an on ride skill too, which means even if you draw into it, its not completely useless unlike Dindrane.
Some decks may choose to play both together if they need heavy resource management, and that’s fine too. I’m glad Bushiroad designed Josephus not as competing support, but as another option for similar jobs.
Seeing that this deck is hinged on the Bluish Flame Liberator pair from VBT12, I shall spend some time to discuss about them.
To fully understand the duo we have to start with Aglovale. Aglovale is a rather simple flexible unit with 2 main abilities. The first being, when placed on the Vanguard circle. This makes Aglovale a strong ride target and rather similar to Viviane albeit only on the Vanguard.
There’s more. On the RG, it functions as a beater as well. By sending another RG to soul Aglovale gains 10000 for the battle, and even bounces itself back to the hand. While it is an overall net -1, this skill can be used to fuel the soul which can be relevant for maintaining resources or even to meet requirements for cards like Platina Ezel, Pellinore, Agravain, and of course, Prominence Core.
All of this while securing Aglovale for the next turn, where it can be called again during the next turn, and activate Core. Something very useful when you are trying to optimize your rearguard numbers.
In addition, you can also move Percival into the soul through Aglovale’s effect, further boosting Prominence Core for its turn 4.
Speaking of Percival, let’s move onwards to him.
His first skill that gives a passive +5K to all units of your additional RC (aka Accels) is free, and grows stronger the more Accel circles you have. Notably, with Accel 2s this makes your Accel 2’s give 10000 now, the same power as an Accel 1. Allowing you to hit better numbers! It is good to note that this skill is active on both players’ turns as well, being able to be used defensively. Nothing too special but it’s a nice bonus when you ride it.
His second skill is the card’s main highlight. When placed on either VG / RG and your opponents on G3 or higher Vanguard, Percival creates an Imaginary Gift Accel and calls an Aglovale from your deck or drop zone by only discarding 1 card and a counterblast! This means riding into Percival can grant you 2 Accel Circles while still fetching Aglovale and with Accel 2 you will get a net + 2 Card Advantage. This skill can also be activated if it is placed from a superior call as well!
Percival can shine supporting rearguard. Having a guaranteed attacker and an extra circle is something any Gold Paladin deck can appreciate. Especially in the cases of cards that call during the battle phase which the clan has plenty of. It’s only flaw is its effect being a hard Once Per Turn(OPT). Just be aware of this clause.
Since Prominence Core is meant to form it’s own deck, let’s start by talking about that deck.
Now, the deck works as a simplistic accel deck. You fill the board, you swing, and do it again next turn. The deck has access to some magic numbers and Percival helps to give you more circles to fill. Aglovale helps to clear the board and you repeat what you did last turn.
Beyond that, there’s not much I can say.
Implications on Gold Paladin
What about Gold Paladin as a whole? How does Core as a deck fare? How do the new cards impact the other decks?
Core as a deck is ok. He’s not the best of GP, neither is he the worst.
His support are all quite generic, and can be splashed into other gold decks easily. They are also very simple to use and won’t put much strains on any pre-existing strategies your decks have.
Strangely, the ultimate winner of this set is Aglovale. Being reprinted at large quantities, he will be heavily affordable for the average player to throw him into their gold decks as well.
Decklist for Prominence Core
That pretty much wraps it up for our first ever true wave of Liberators! As I’ve said before, I’m glad that this is the direction that they took with another archetype in the game’s history that I’ve enjoyed over the years. If you are a fan of Prominence Core, Oliver Galliard, or just Liberators in general, this deck would be pretty fun for you.
Thank you all so much for reading. I hope all of you have learnt as much as I had from breaking down and testing these cards in action. On my personal part, I look forward to the release of these cards and will be making a video for them. You can look out for that and more here at my channel.
Thanks for reading. Stay safe and happy dueling.