Unit of The Week: Divine Knight of Flashing Flame, Samuel

Descending from the skies, a flash of attacks. 

Stride (Released when both players’ vanguards are grade 3 or greater!)-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.
[AUTO](VC):[Counter Blast (2)] When this unit attacks a vanguard, if the number of cards in your opponent’s damage zone is four or less, and the number of rear-guards you have is five or more, you may pay the cost. If you do, choose one of your opponent’s vanguards, and deal one damage. (Perform a damage check.)

United the Royal Paladins stand, and divided they fall on the battlefield. Unity is the key to the Royal Paladins’ strategy. It is their bread and butter or fried chicken and honey mustard. This is not new news for veteran players like me. We are not surprised to see Divine Knight of Flashing Flame, Samuel as another powerful card that relies on a full field. His full power is unleashed when fighting beside his brothers and sisters.

Divine Knight of Flashing Flame, Samuel’s attack automatically damages an opponent when you have a full field of rear-guards and your opponent has four or less damage. He is the third unit in the game with this unique ability. You have some control over your opponent’s damage. The triple drive check makes him even more dangerous. If he is able to overcome your opponent’s shield, then the game is in your hands. However, Heal Triggers can save your opponent unless you have five damage.

Furthermore, you want to superior call units without using your counter blasts or use them as little as possible as Samuel’s skill costs two counter blasts. Conserving your counter blasts can give you two opportunities to play Samuel. Ezzell and Alfred can easily superior call up to three units with a single skill. Knight of Twin Sword superior calls a unit during battle for one counter blast. Full sets of Holy Knight Guardian and Knight of Fragment are highly recommended to consistently flip damage face-up.

However, Samuel and the Royal Paladins can be declawed. Mass retirement can slow down the deck to a certain degree. It will force the player to commit more his or her hand than normal to call units. Over commitment will leave him or her wide open without being able to defend the vanguard. Samuel is useless without a full field. The threat of him forcing damage is avoided. Another G-unit will be used to stride or the normal vanguard or vanguards will take over the battle phrase.

Overall, Divine Knight of Flashing Flame, Samuel is a very good unit to pressure your opponent during your final turn. He is at his best when your opponent is too low on cards to block all of your attacks. Break through the defense with a full assault! The automatic damage is a major changer to prevent your opponent at four from just taking one damage and block your remaining attacks to stay in the game. United the Royal Paladins stand under Divine Knight of Flashing Flame, Samuel’s leadership as the vanguard!

Card Rating: 3.5 out of 5

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