Thread:AxlPrototype/@comment-24875464-20170811005558/@comment-25077685-20170811095431

I have only checked out the Spike Brothers cards. And these are my opinion on them:

The reason why they never gave us Margal or Susanna clone for Spike Brothers was because that they have the search for "any" card privilege (which isn't really exclusive anymore due to the fact that Royal Paladin and Gear Chronicle are getting better at this nowadays) during the battle phase. So I'd say that those two cards you made for each clone would turn the clan's OP-ness up for a bit, but it's minor, so it's cool. Everyone's been wanting those clones anyway.

However, Lindsay is much stronger than Hive Maker despite it having less grade and same base (highest with abilities). I know that Lidsay does not have "when placed on (VC)" ability of Hive Maker, but you still do not lose a hand for the ability, and you get to search your deck which is a much greater range.

Dudley Rampart is a better version of Jessica. Of course, you don't get +1 from Stride skill, but you simulate the charge ability on two of your units which allow you to get open circles for further calls easilier. That's a really good skill to have and is in fact kind of balanced for an underrated archetype like this, but with the same cost as OG Altmile, I doubt they deserved the same amount of power granted (+5000). The Generation Break 2 skill is pretty much broken but you may think otherwise as you usually leave only a few rear-guards by the end of your turn, but still, that's one easy condition for 17000 or greater based vanguard.

Blitz Nova is similar to Heaven Altmile. Though, the cost-less (with later cost for further ability) Stride skill seems to be giving too much power, considering that 5000 power in this game is literally one card in net. And you get a CB1 for +1 (or 0 in this case, but you already get all the glories by using charge skills on that unit anyway) later, which is pretty generic, maybe that should be tuned down just slightly. The other abilitiy, the "call on place on (RC)" skill, however, should definitely be greater than GB1. I'd even say GB3.

All of your G units are pretty broken. Rising Millennium is basically a better Gearnext in every aspect. So I don't need to explain anything; it's under-costed, it's not GB-restricted, and it's giving you more benefits than Gearnext does. Rising Decimator's GB5 ability is costless, and it gives you potential over +8 if you call multiple grade 3 cards (and potential over +4 for calling anything else), and Spike Brothers can superior call units between battle phase easily, which would still receive the ability to drive check as the GB5 from the vanguard is a "CONT". I know you get the bits of the crazy 8, but I don't really think it should be implemented on something with more than one ability on the same card and lower than GB8. Though, the GB3 ability is very interesting and useful while it is very balanced even if you tune down a bit of the GB restriction. I believe GB2 is the right choice there, but it could also be first-stride-available if you decided to go for a generic not-so-broken GB3 as the second ability rather than the GB5.

I like the starters you made. They're useful.

Other than that, things look pretty interesting while some (like Boar) might be a clone of something, though that's probably what the clan needed to be less of a struggle to play consistently nowadays.