Hello again readers, and welcome to another exciting card of the week! This time we’re discussing the potential uses of the infamous vanilla grade 2 units with 10K power. There’s a lot of merit to still run these cards, and the best part about them is that they are usually very affordable.
Let’s start with the positive aspects of using 10K power grade 2 units. First and foremost, when riding a 10K grade 2 as your vanguard, you can lessen the amount of shield needed to guard certain attacks. This is especially useful against aggro/rush type decks that could rush with 9K attackers on the opponent’s second turn, as seen in clans like Aqua Force. Secondly, they allow you to hit decent column sizes while not in generation break and without costing you any additional resources in the early and mid game.
However, there are downsides to playing 10K grade 2 units. As the game continues past your second turn, there are better options for grade 2 units in the mid and late game. Specifically, grade 2 units with abilities may be preferred to a grade 2 vanilla unit with no abilities in the late game. Also, there are grade 2 units that are better offensively against 11K grade 3 vanguards (e.g. Machining Red Soldier).
With all of this in mind, 10K base grade 2 units seem to be beneficial to be run in decks that rely on late game plays. As a personal recommendation, I would always suggest playing three to four of them if you are playing a deck that needs to survive until the late game to reach its win condition, such as a deck that relies on generation break, to reach its max power.
See you guys again next week!
Images of cards came from http://cardfight.wikia.com/wiki/Cardfight!!_Vanguard_Wiki. These images may have been re-sized.