Thread:Eronan/@comment-24438896-20140526170748/@comment-24438896-20140529122820

Yo. I am absolutely in love with the Limit Break. It's amazing. The support rearguard is fine as well. But the offensive rearguard seems pointless. It might as well be a field control rearguard. What about:

[AUTO](RC):[Can't think of a viable cost] When this unit's attack hits a vanguard, if you have a <<[Clan]>> vanguard, you may pay the cost. choose one of your <<[Clan]>> rearguards in [Rest] and call it to (RC) as [Stand]. This skill can only be used once per turn.

I think our definitions of offensive are different. When the word comes to your mind, you think of pressuring your opponent to guard with on-hit skills (Clans like Gold Paladin, Neo Nectar, sometimes Murakumo and Tachikaze), whereas I think about multiple-attacking or high-powered rearguard columns (Clans like Nova Grapplers, Spike Brothers, Kagero in many cases, Pale Moon who switch with the soul during the battle phase which is practically a restand, Megacolony are as well because they stop your opponent's units from standing and then pressure them with Stand Triggers to waste away their hand so that they can't replace the units that can't move). But both definitions are correct.