Thread:RainEStar/@comment-24541035-20160203222507/@comment-3575603-20160210215957

@rain: That seems really underpowered. Then again, it's for a measly cost of Soul Blast 1.

[AUTO]: [Counter Blast (1)] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, your opponent chooses a card from his or her hand, and calls it to (RC).

[AUTO](VC/RC): [Counter Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, choose one of your opponent's (RC), and your opponent chooses a card from his or hand, and calls it to that (RC).

The plan was to always have the call be permanent.

[AUTO](VC) Generation Break 1: [Counter Blast (1)] At the beginning of your turn, you may pay the cost. If you do, your opponent chooses a card from his or her hand, and it gets "[AUTO](RC): When an attack by your opponent's unit hits, retire this unit." until end of turn.

[AUTO](VC): When a unit is placed on (RC), this unit gets [Power]+1000 until end of turn.

Of course just from the above boss card, the idea that you can give opponent's units negative skills permanantly.