Talk:G Introduction Set 1: Breaking Barriers/@comment-28583988-20171126234541/@comment-28583988-20171127010658

Well, OR restricted to 1 per deck sounds fine, but it will be funny if that card ended up in a place where it can't be used during the game (ex: damage zone, soul, drop zone). It reminds me how 7s g1 rush ride Nightcrow as the g1, or Nightrunner/Nightcrow ended up in Damage Zone.

If you're wondering about ZR, I've got one in mind, although it hasn't been tested yet

[AUTO]: When this unit is placed on (VC), your opponent chooses two face-up cards from his/her damage zone, and turn it face-down. If two or more cards are turned face-down with this effect, chooses up to five of any rear-guards with different grades, and until the end of the turn they get [Power]-5000 and "[CONT](RC): During this turn, when a card with the same grade and greater [Power] than this unit would be placed on (GC), it will be excluded from the game instead."

To point out the specialty of each clan


 * Teiko: instead of you CB 2 as cost, opponent CB 2.
 * Nymphia Depths: reducing rear-guards power.
 * Isolgiz: exclude those guardians away from the game.
 * Glace Guard: preventing opponent to guard. (they can't put card to (GC), because it's already excluded, before being placed.

Con: It doesn't block G Guardian (because their power is 0), and rarely block G0 Guardians (because usually G0 rear-guards rare to be called).