Thread:AxlPrototype/@comment-27734548-20160312144834/@comment-25077685-20160313005642

Wounded Pride, Unjust Knight Ravenark

 * The Generation Break 2 skill has no cost, but its wording says that you have pay the cost.
 * Only 10000 points of power difference doesn't require much at all, since your vanguard is a G unit, you can easily fulfill it while your opponent would be standing at 8000 power at most if he or she is in a crossride. And all your rear-guard with this skill needs is just a booster. The condition is a little bit too easy since it has no cost, even if it has the GB2 condition.
 * This unit's skill overall is heavily under-costed.
 * It is an [ACT] skill, it allows you to call units before using the skill, which means, you can setup for it really easily, or even calling a counter charger to get your damage ready if you used it up last turn.
 * Its cost is only Counter Blast (2). The cost itself isn't that heavy at all compared to the benefits you get. Your opponent's units' power get minus up to 15000. Which gives you the advantage up to 60000 points of power once you start attacking, no matter going to vanguard or rear-guard. On top of that, it gives you two more skills, and those two skills are not even low-class skills.
 * It doesn't require you to flip an extra copy of this card in G zone face up, which means you can use this unit's skill up to four times if you manage to counter charge properly. And I would say that this unit's current skills are unforgivable if they're meant to be spammable for multiple times.
 * This unit has overall value of having three skills instead of two, which kind of exceed a G unit's limit slightly. But that's not a big much of a problem if it is more balanced than this.

Conquering Supreme Dragon, Voltburn Shot

 * The wording on paying the first Generation Break 3 ability is missing the timing.

Humpback Knight of the Dunes, Latmis

 * The first Generation Break 2 ability should include a wording to let the player shuffles his or her deck once it is played.

Jester Demonic Beast, Laugh Horn Riger

 * Suggestion on putting the return card from drop zone to the deck part of the cost to be in done before the soul blast. Or else, the user of this card can easily just soul blast a grade 1 or greater card from soul to fulfill the next part of the cost, which would make the return card from drop zone part become something that is not actually a cost.

Dune Cannon, Marktras

 * You should make one of the two abilities of this unit's skill less effective.
 * Preferably if it has since the timing of paying the cost is at the end of battle, which is a lot easier to set up than at the attack step or when placed.

Descending Seraph, Snowvale

 * The wording that makes you to pay the cost of its first Generation Break 2 ability is missing.
 * The Generation Break 2 ability is under-costed just slightly.
 * This unit's stride skill, or stride bonus, is under-costed for not being archetype restricted.

Surging Arrow, Twist Fang Dragon

 * Outright overpowered.
 * Its skill is not, its cost is very very low, and its benefits are really really high.
 * You can never have a miss-opportunity in order to use the skill as long as you can pay the cost.

Infinite Reaction, Dracolite

 * Its Generation Break 2 ability is under-costed.
 * Its stride skill, or stride bonus, is overpowered.
 * A stride skill, or stride bonus can be used repeatedly every turns that you manage to stride. With that reason, it should be a simple skill, or it should have a reasonable cost.
 * It gains too many benefits from one single counter blast.

Dune Shield, Mish-Mash

 * Just make it Extreme Battler, Gachibattle.
 * It's true that your original ability written on this card would allow you to choose only your front row rear-guards to receive the ability, but that alone isn't quite enough to remove the Counter Blast (1) cost.
 * But if you would add the Counter Blast (1) cost anyway, better to make it more competitive by just simply copying the unit I linked above.

Sparkling Snowfall, Fervarus

 * The cost is too low for this ginormous amount of advantages you get by simply play it.
 * You can never have a miss-opportunity in order to use the skill as long as you can pay the cost.

Cold Tower of the Frozen Breath

 * The power difference at the end of the skill is slightly too much.
 * Try to either reduce the gap, or just put a cost in.
 * Do note that Perfect Guard G's extra ability without extra cost can only give you the maximum of an advantage that's equal to one counter charge.
 * Also note that by simply putting a Counter Blast (1) cost into the Perfect Guard G's extra ability will allow you to get the maximum of benefits those are equal to 15000 shield.

Glorious Voltage, Rampant Vanquisher

 * Its stride skill, or stride bonus, is slightly under-costed.
 * But it is harder to use than the original Vaquisher, I will give you that.
 * You should make the player to pay the cost before your opponent decides to or not to retire his or her rear-guard. It will be less unbalanced that way.

Eruption Shield, Magnition

 * Definitely need a cost or more condition. This is overpowered.
 * And it can even retire a unit as [Stand]!

Note
This is all I got so far. I will check out your edits and the Fear page later today when I'm back from class. For now, catch you later.