So, wow, it’s very sunny now. PRAISE THE SUN!

Er-ehm. Now that I started the pot with a very bad pun, sorry, let’s get started on with new Gold Paladin reveals.

Master Swordsman of First Light, Gurguit Helios

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[ACT](VC)[1/Turn] Unite(Active if you have called two or more units to (RC) or (GC) during this turn):[Choose a face down card from your G zone with the same card name as this unit, and turn it face up] This unit gets drive +1.

[CONT](VC) Generation Break 3:This unit gets [Power]+5000 for each of your rear-guards, and for the battle that this unit attacked, your opponent cannot call grade 1 or greater cards from hand to (GC)

Wowwee. That is one GOOD STRIDE. I’m gonna go and start breaking down the skill.

The first skill is reminiscent of Gancelot, because a quad drive on first Stride is always pretty cool. He need’s to persona flip himself AND be at unite to achieve that though, so you may wanna be careful and not stride into the wrong guy, especially if your board is locked/are low on cards/is destroyed by a Zeroth Dragon. Locks can mess up this guy’s chance to get a quad drive, as you won’t be able to call much, and you do need to activate Unite to get it off. On other matters, if this is your first stride, he can enable GB2, which is good too, but losing that precious GB3 will hurt too. Though, he still will give an easy, uncomplicated +1.

His GB3 is what is getting slapped on almost all cards now. I mean, Guard Restrict is amazing, and Gurguit needed some love BADLY, but it’s getting pretty boring now. But I ain’t complaining, cause Gurguit needed this to make him better, even if slightly.

So yeah, he restricts Grade 1 and greater guards from hand, so RIP Dumjid/Saori. And that’s not even the full skill. For each rearguard, he get’s a huge 5k boost, meaning he can power himself up by almost 25k, meaning the total power will be 26k + 25k= 51k. That’s a lot too. But still, the GB3 is CONT, so losing even one rearguard to Denial Griffin, Impede, or Cannoneer makes the vanguard swing less powerful. This skill makes you at least somewhat able to withstand a locked field. Also, the skill is free, so we have no complicated restrictions on him that utilize any resources. Also amazing attacks.

But the thing is, he doesn’t actually FEEL like a Gurguit. The first boosted up rearguards to astronomical levels, and the second could multiattack AND boost power. Helios doesn’t do those things. Bu I’ll take a good stride. And he even boosts Heavenly Law’s boost skill, as he’s a good follow up to this.

Like, first stride Heavenly Law flips up another, meaning 2 Gurguit units in the G Zone, and this flips up two more Gurguits. So, in the follow up turn, you get a total face up Guruits, meaning a total 10k boost. Boi. That’s insane power up.

Also, amazing art. That sword is getting bigger and bigger. I rate the card a good 9/10.

Knight of Sunny Day, Salonius

[CONT](RC) Unite(Active if you have called two or more units to (RC) or (GC) during this turn):If you have a grade 4 vanguard with “Gurguit” in its card name, all of your units get [Power]+2000.

[AUTO](RC):At the beginning of the guard step that your vanguard with “Gurguit” in its card name is attacked, you may put this unit into your soul. If you do, call two cards from the top of your deck to (GC)

Bushi’s on a roll these days. Giving crazy good cards to clans at low rarity. I mean, this guy is a fuckin RARE. How bout that?!

So, the first skill requires Unite and GB1, and also needs a Grade 4 vanguard. But the 2k he gives across the board is totally SWEET. It’s almost like he is a mini Heavenly Law. Almost. Because giving 10k to all is slightly borken. But yeah, the skill fixes columns quite well, especially first stride Heavenly Law’s. Good card is good;needed it.

The second skill is something I’d describe as being the icing on a pretty great cake. When your Gurguit vanguard (duh) is attacked, you push him into the soul and superior guard with the top 2 cards of your deck.

Wow.

I’m like, pretty satisfied now. Gurguit is, was, and always will be a defensive deck. The almost Bloom level attacks are an obvious plus. Not to mention you can preserve combo pieces in your hand to follow up with an explosive next turn. More soul is always welcome, RayGuit fully appreciates any extra soul. Although, the skill will always force you to call 2 cards no matter what, so it’s kinda infuriating if you’re running low on cards. Then again, you shouldn’t use his skill if you have low cards anyway.

And the most important thing. All of this, is FREE. No resources used, and you have yourselves a insta 4 off card. Can’t speak much on it, it’s pretty simple. 10/10.

Knight of Radiant Sun, Carinus

[CONT](RC):If you have a vanguard with the unite ability, this unit gets “[CONT](RC):Resist“.

[ACT](RC) Generation Break 1 Unite(Active if you have called two or more units to (RC) or (GC) during this turn):[[Rest] this unit] Choose one of your units, and it gets [Power]+4000 until end of turn. If you have a vanguard with “Gurguit” in its card name, choose one of your rear-guards with a different card name than this unit, and you may put it on the bottom of your deck. If you do, draw a card, and Counter Charge (1).

Oh wow. The deck keeps on getting better and better by each card reveal. This by far is m favorite unit, and it’s not hard to see why.

The first skill grants him Resist, which can be said to be semi-permanent. He requires a Unite vanguard to get resist, which is a double-edged sword. Resist is nice, or the deck loses to lock, but it takes away one big card play. I mean to say, OG Gurguit DOES NOT HAVE UNITE. OG Gurguit is by no means the better ride, but it doesn’t synergize with this card at all. If you want Resist, you need to ride Golden Holy Sword, which has a lackluster GB2, and if you ride the OG, you get superior guards, but lose out on Resist. This is not of much importance on your own turn, where your vanguard will most certainly have Unite, but on the opponent’s turn, when you are prone to lose units to control clans.

For the answer to the above question, we have his second skill. By resting him, you return one card to deck, draw a card and countercharge one. It synergizes quite well with Golden Holy Sword, by removing the rest units called by his tag-along skill, and fixing up Unite without messing up the formation of your board. Quite good, actually enforces Golden Holy Sword to be used.

Also, he gets the opportunity to have a good early game, as he can’t be targeted by Martial Arts ONLY of you have a Unite vanguard. So yeah, there’s that.

However there are many restrictions on this too. The way his skill is worded means that you can’t spam him with other copies of him. You also lose out on offensive pressure as you lose a boost, which can secure a win or make you lose, especially if you don’t run stand in bulk.

Also is a common. 10/10 for this guy too.

Thanks for reading!

I’ll do a post on Murakumo, seeing that they are getting very good commons. But I think that the stream today will reveal Yasuie and support, so I’m going to wait and see.

ScharhrotDarkness, out