This is more of a throw back article today, but still good to know. Back in G Era, Granblue was in a very great place to compete. There were three main variants that stood out and they were Seven Seas, 7Runner, and Nightrose.
Nightrose was very special because of its skills and great support cards. Her GB2 skill was surprisingly very useful in a variety of ways. Today I will cover how a player can essentially remove locked RGs when facing Link Joker.
End of Turn Steps
There are multiple things that happen in the End Phase. Most common things are unstriding (a G Unit on VG returning to G Zone faceup) and Hollow units dying due to skill.
When facing Link Joker, they have the ability to lock RGs. Any cards that are locked, unlock during the owner’s end phase.
I’m following you but what are you getting at? Glad you asked! Let me show you a sequence of steps that you can do. This is your field setup starting your end phase, shown below:

Your field contains a locked card in one of your front circles. You also have a Hollow unit that is Hollowed, so that it can retire itself. Once you’ve done your turn, go into your end phase.
- Unstride.
- Locked RGs unlock.
- Hollow unit dies to being Hollowed.
- Use Nightrose GB2 skill to revive it.
- Revive the unit onto the RC where the unlocked unit is currently.
- This causes that unit to retire and Hollow your revived unit.
- Hollow triggers again to retire that newly revived Hollowed unit.
- Result, you have an empty field and Link Joker cannot relock the unit they’ve previously locked.
This was very helpful! You didn’t really have to run Pokkur to deal with Link Joker. This makes Link Joker have to really work for it. Especially before Deluge came into existence.
Extending To Remove 2 Locked RGs
You can further extend this play with cards like Negrolazy and Grenache.
Assume you have both front RCs locked. During your turn, make sure to have a Hollowed Negrolazy. Here’s an example of your field when you start your end phase, shown below:

- Unstride.
- Both front locked RGs unlock.
- Negrolazy dies to being Hollowed.
- Use Nightrose GB2 skill to revive Negrolazy.
- Revive the Negrolazy onto the RC where an unlocked unit is currently.
- This causes that unit to retire and Hollow Negrolazy.
- Use Negrolazy’s skill to revive Grenache.
- Place Grenache onto the other RC where an unlocked unit is currently.
- This causes that unit to retire and Hollow Grenache.
- Hollow triggers again to retire both Negrolazy and Grenache.
- CC2 from Grenache’s skill. Note: You cannot CC/SC from Negrolazy, see down below for gained skills versus actual text skills.
- Result, you have an empty field and Link Joker cannot relock the two units they’ve previously locked. Also, CC2 happened.

Again very useful on clearing your field including 2 front row locked cards. You’re also still able to CC thanks to Grenache!
Gained Skills Vs Actual Text Skills
Why can’t I SC/CC from Negrolazy’s skill? I feel the same way! But let me explain.
This dilemma per say, needs to dive into the Comprehensive Rules. Lightningfish did a great article on going over the steps of the phases of a turn. In his post he even breaks down the end phase. I’ll do my updated version of it since the rules have been updated such as including Astral Plane.
Let me copy from the steps from the Comprehensive Rules here:
End Phase 6.8:
6.8.1. The phase in which several actions are resolved at the end of a turn. This phase is done in the following order:
6.8.1.1. The turn player performs the following in the order shown.
6.8.1.1.1. Put all G units on the vanguard and rear-guard circles to the G zone in a face up state.
6.8.1.1.2. Return all locked cards and deleted units on that player’s field to a normal state by turning the cards face up.
6.8.1.1.3. If there is a unit on an Astral Plane type circle, that unit’s owner puts it on the bottom of their deck.
6.8.1.2. Each active automatic ability with the timing “when a card is unlocked“, “when a card is put to face up“, and “when put to G zone“ triggers are put to stand by. Then, resolve a check timing.
6.8.1.3. Each active automatic ability with the timing “At the beginning of end phase“ and “at the end of turn“ that have not become stand by in this end phase becomes stand by.
6.8.1.4. Resolve a checking timing. After completing all the actions in the check timing,
all effects with “until end of this turn“ will cease to exist.
6.8.1.5. At this point, if there are no automatic abilities standing by, no rule actions (Section 9. Rule Action) to resolve, and no cards in public zones or hidden zones that both players are able to check the information of with automatic abilities that have “at the beginning of end phase“ or “at the end of turn“ trigger conditions and have not become stand by during this end phase, the opponent of the current turn player becomes the new turn player and the game advances to the next turn’s stand phase. This turn ends. Otherwise, go back to 6.8.1.3.
Step 4 (6.8.1.4) is where the magic happens. It is the key step that gained skills also cease to exist. Bushiroad did a Powerpoint explaining this ruling with this step. Shown below:
So as a result, gained skills are lost because Negrolazy is in the middle of finishing Step 4. Then the game check returns back to Step 2 and goes through the remaining steps once more.
Conclusion
Again it’s like a throwback article today! Nightrose today can be used for casual play and do just fine. There’s more interactions with Nightrose’s GB2 skill but that’s another article on its own! Thanks for reading and see ya amigos!
i played Granblue during G-Era, but I’d never thought that we can do this combo.. Great article!
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Thank you for reading! I appreciate it!
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