There
 are, I've noticed, a lot of varying opinions regarding the above three 
cards. Some consider them the spawn of Satan, some think Barkgal should 
be unrestricted and these three banned outright instead, some consider 
them the worst thing to ever happen to Vanguard, some think these three 
are perfectly fine, etcetera etcetera.
These three 
cards, in order Dragonic Overlord The End, Phantom Blaster Overlord and 
Majesty Lord Blaster, are regardless the three single most infamous 
cards in Vanguard. They were the first cards to be able to achieve a 
Power above 11000 during both turns, giving them an unparalleled 
defensive advantage, along with each possessing another powerful skill, 
be it the Persona Blasts of PBO and DOTE, or MLB's more infamous second 
skill.
The reason I want to do some analysis of these three cards now is essentially a matter of time. Set 5, 
Awakening of Twin Blades,
 has been announced for an English release in February, meaning the 
English meta will be changing radically at that time. I can't make exact
 predictions as to how, but my general belief is that we will see a 
drastic decrease in certain decks which have excelled in Qualifiers thus
 far. The Spectral Duke Gold Paladin deck will suffer against the threat
 of Crossrides and Majesty and probably lose its current high ranking 
due to this, while I expect the Ezel-Garmore build to cling to power as 
it has maintained a strong position in Japan in Crossride meta. Narukami
 and Oracle Think Tank decks will likely fade out for the most part, 
though OTT may maintain a place with the Oracle Witch build, though 
Tsukuyomi will be out-tanked by the superior defensive capability of 
Crossrides. Other decks will likely fade back for a time, though new 
support in 
Blue Storm Armada will give Dimension Police and Neo 
Nectar in particular the ability to stand up to Crossrides (D-Police 
owning to their own, Great Daiyusha, plus Galactic Beast, Zeal, Neo 
Nectar due to the Arboros Dragon Ride Chain and its capability to easily
 surpass 20k marks on all three columns with Sephirot's Limit Break.)
Anyway,
 that aside, let's get into a discussion of the big three. This analysis
 is mainly derived from my own experience of Crossrides, but also my 
discussions on the subject with my friends, Nightmare and Valkaris, who 
any CFC players reading this will most likely know. Before I 
specifically target each of these three, I want to clear up one major 
issue because it is present with all three.
I've heard a
 lot of opinions regarding the 12k/13k capability of MLB and Crossrides,
 some holding it as the inferior reason for the dominance these Units 
possess compared to their own skills, others considering it the 
superior. In truth, while the skills of MLB and the Crossrides are 
undoubtedly part of their dominance, their ability to surpass 11k in 
both turns also plays a major part. It forces the opponent to set up 
17k/18k columns or have their Rearguards be blocked by 5k Shields 
effortlessly. Needing 5k less Shield to guard columns an 11k would need 
10k to guard is absurdly good. This, by the way, is also the reason for 
the Tsukuyomi deck's inferior matchup to Crossrides. Silent Tom, that 
deck's major winning image prior to 
Awakening of Twin Blades, can
 only reach 16k maximum, leaving it open to 5k guards which completely 
defeat its ability to prevent Grade 0 (ie, 10k Shield) guards.
Now, onto each of the three on their own:
  | 
| ZETSUUUBBBOOO | 
Phantom Blaster Overlord
Abyss Dragon/Shadow Paladin/United Sanctuary 
Grade 3/11000 Power/No Shield
Continuous [V/R]: If you have a non-<Shadow Paladin> Vanguard or Rearguard, this Unit loses 2000 Power.
Continuous [V]: If you have a Unit named 'Phantom Blaster Dragon' in your Soul, this Unit gains 2000 Power.
Auto
 [V]: [Counterblast 3, discard a Unit named 'Phantom Blaster Overlord' 
from your hand] When this Unit attacks, you may pay the cost. If paid, 
this Unit gains 10000 Power and 1 Critical until end of that battle.
The first of the three superboss cards in Awakening of Twin Blades, Phantom Blaster
 Overlord possesses the usual two Crossride abilities, -2000 Power for a
 Unit not of the same Clan on your field (a step which ironically 
dissuades hybrid decks in the set which gave us the first viable hybrid.
 Well, sort of), and +2000 Power for the previous form in your Soul. 
Shadow Paladins alone among the Crossride Clans can actually 'cheat' at 
this with Nightmare Painter, which on call can send a Shadow Paladin 
from your hand to the Soul, allowing you to speed up getting a 
full-Power PBO by a turn by riding PBO, then using Painter to send PBD 
to the Soul. It also has its third, unique skill. On attack, by 
Counterblasting three cards and Persona Blasting, PBO activates its 
previous form's Damned Charging Lance for +10k and +1 Crit for that attack.
In terms of deliberate support, three Units from Awakening are
 clearly designed to work in tandem with PBO. Knight of the Void, 
Masquerade is a 9k Grade 2 which gains 3k when it attacks if your 
Vanguard is a 'Blaster' Unit (this usefully alleviates the issue of 
Shadow Paladins being forced to run Javelin @4). Apocalypse Bat is a 4k 
Grade 1 which when it boosts a 'Blaster' unit, can Soul Blast 1 to boost
 by an extra 6k for that battle. Finally is Phantom Bringer Demon, a 5k 
Grade 0 which can Counterblast 1 and retire 2 Shadow Paladin Rearguards 
to add a PBO from your deck to your hand. Of these three, Bringer Demon 
is generally trash which no-one runs. Apocalypse Bat also doesn't see 
much play due to a Charon being sufficient to push PBO to 21k, enough to
 roll over anything but MLB or another Crossride. Masquerade however is 
considering a near-staple by PBO decks due to his ability to roll over 
Crossrides when boosted by any Grade 1 the deck offers.
To sum up PBO, of the three superbosses in Awakening,
 it is easily the weakest. Its skill, while turning it into a massive 
beatstick, shares its previous form's vulnerability to Perfect Guards, 
and moreover, in a Counterblast-heavy Shadow Paladin deck, Counterblast 3
 is a ridiculously high cost. Because the Persona Blast activates on 
declaration of the attack, you cannot use it to apply pressure in the 
same way you can use DOTE or MLB, allowing the opponent to more-or-less 
safely not guard PBO on any turn when it doesn't Persona Blast. 
Moreover, as a deck, Shadow Paladin actually isn't suited to a Crossride
 at all. They don't have the sort of options Kagero or Royal Paladin had
 at the time when these three cards were released (nor do they have such
 options now, to my constant irritation), leaving them at four Draw 
Triggers when PBO's competition is mostly likely running with six Draw, 
six Critical, four Heal, a combination generally seen as the optimal for
 this deck as it provides 5k Shields both to guard with using the 
Crossride's superior defense, and extra fodder to discard for Perfect 
Guards while maintaining the offensive threat of Critical Triggers. 
This
 is not to say, of course, that PBO isn't a threat. It is still a 
powerful card purely on the virtue of being a Crossride Unit. However in
 comparison to its peers, it lacks the offensive threat to apply 
pressure as DOTE and MLB can, and the options necessarily to fully make 
use of its superior defense. A PBO deck can still do nasty things by 
cycling through the deck with Nemains, which in tandem with PBO's 13k 
can defend against 17k or less columns on their own, but compared to the
 threat of DOTE in combination with Kagero's ability to snipe away major
 threats, and MLB's ridiculous consistency and potentially even larger 
offensive threat, PBO falls short. Of the three, it's the one I'd call 
closest to balanced, and that's largely because it was dumped into a 
Clan lacking the tools to properly make full use of it while being 
saddled with an inefficient, over-the-top rendition of Damned Charging Lance when
 that skill was already inefficient as it was. But even then, possessing
 the ability to become a 13k Unit makes PBO a serious threat to 
non-Crossride builds due to the sheer ability to tank behind that 13k 
and Nemain's ability to cycle away useless cards to acquire more guards.
 So ironically for a card so clearly geared towards being an offensive 
powerhouse, its greatest asset is a defensive body supplemented by a 
cheap cycle and draw Unit.
(I also despise PBO for moving away entirely from the Give your lives to the cursed dragon! ethos but more of that another time.)
  | 
| BURN BABY BURN | 
Dragonic Overlord The End
Flame Dragon/Kagero/Dragon Empire
Grade 3/11000 Power/No Shield
Continuous [V/R]: If you have a non-<Kagero> Vanguard or Rearguard, this Unit loses 2000 Power.
Continuous [V]: If you have a Unit named 'Dragonic Overlord' in your Soul, this Unit gains 2000 Power.
Auto
 [V]: [Counterblast 2, discard a Unit named 'Dragonic Overlord The End' 
from your hand] When this Unit's attack hits, you may pay the cost. If 
paid, Stand this Unit.
Dragonic
 Overlord The End. Possibly the most divisive and infamous Unit in 
Vanguard. It's topped in Japan, edging out even Majesty for that spot at
 the top of the meta (though it and Majesty got dethroned in Fighter's 
Road by an anti-Crossride Alfred RP deck, as well as a Bermuda deck 
which got there because the guy using it was a hack and a cheater), and 
much debate has raged regarding just how powerful DOTE is. I've seen 
threads on Pojo asking simply 'Ban DOTE and bring Barcgal back?'. 
In
 terms of what Ji Endo does, aside from the typical Crossride skills, 
its unique skill allows you to Persona Blast and Counterblast two when 
its attack hits to stand it. It's worth noting that unlike, say, 
Spectral Duke Dragon or Stern Blaukruger, Ji Endo doesn't have to attack
 the Vanguard specifically to get this skill, nor does it lose Twin 
Drive on the second attack. That's right, people. Snipe an Intercept, 
and get a second Twin Drive. This provides you with four Drive Checks in
 a turn. And what's amazing about this skill is that because it's timed 
after the attack hits, unless your opponent knows with certainty that 
you don't have a second The End in your hand, they will be lured into a 
state of paranoia when it attacks, often guarding simply to prevent the 
off-chance of you getting a second copy and proceeding to use the 
Persona Blast to wreck things up for them.
With
 regards to support, all three of The End's particular support Units are
 clones of the three supports I mentioned for PBO. Burning Horn Dragon 
is a Masquerade clone for 'Overlord' Units, the same with Flame of 
Promises, Aermo with regards to Apocalypse Bat, and Doom Bringer Gryphon
 is a Phantom Bringer Demon clone. Much the same as was discussed with 
PBO's supports applies, Bringer Gryphon is trash, Burning Horn is pretty
 much a staple, and Aermo does see use due to Conroe's ability to farm 
it out of the deck, as well as the potential presence of Flame Edge 
Dragon to increase the Soul. A typical DOTE deck will also likely tech 
in Berserk Dragon and Demonic Dragon Mage, Kimnara, which is where one 
of Ji Endo's major strengths compared to PBO becomes apparent, Kagero's 
ability to snipe things. With these two Units, the Ji Endo deck can 
effortlessly knock down columns capable of hitting over 18k and actually
 threatening Ji Endo. See a Charon, Marron or Gemini boosting a 10k? 
Snipe it with Kimnara. Masquerade, Tagitsuhime or Daidragon pressuring 
you in the front? Snipe it with Berserk Dragon. Kimnara also provides 
additional Soul for use with Aermo, making things even worse for your 
opponent. 
Another
 benefit to The End is Kagero itself. The Clan has access to the ability
 to run more or less any Trigger lineup you could want or need. 12 Draw 
can be run. 12 Crit can be run. 12 Stand can be run if you so wish. As a
 Clan, Kagero has many more options to use with its Crossride than 
Shadow Paladins do with PBO, putting the edge squarely with DOTE. My 
experience is generally that the favored Trigger build is six Draw, six 
Critical, four Heal, a balance of offense and defense. Using Gatling Claw
 Dragon as one of the Draw Triggers the deck employs is also likely, on 
the off chance it can be used to snipe away a Wingal Brave or other such
 threatening Unit while gaining more Soul for Flame of Promises' Soul 
Blast. With access to so much Retire, The End's strength is clear. The 
overwhelming pressure the mere threat of its Persona Blast creates 
pushes your opponent to guard its every strike lest you unleash the 
Persona and get two more Drive Checks, but with the retire capability 
provided by Kimnara, Berserk and Gatling, you're whittling away their 
field. Eventually, their capability to guard and attack will be worn 
down, allowing you to move in for the killing blow. In effect Ji Endo is
 a pressure deck much more dangerous, dare I say it, than even Aqua 
Force. This pressure is mixed with a tank of a Vanguard capable of 
shrugging off attacks with nothing but 5k Shields, basically allowing 
you to play the long game because chances are that you'll outlast the 
opponent.
All
 in all, DOTE has a reputation as a dangerous card for a reason. It just
 plain is one. In the hands of most players, it's a devastating force 
which can shrug off your attacks and then come back with potentially one
 of the most dangerous and powerful skills in the game. I have very 
rarely seen The End beaten by a non-Crossride/MLB deck, and even against
 other Crossrides, it clearly has an edge all to itself. With the 
perfect support to augment its defensive capability, while maintaining 
the offensive ability to truly pressure the opponent's resources in 
tandem with Kagero's retiring skills, The End certainly deserves its 
reputation as possibly the strongest card in the game, backed by a very 
adept and powerful deck. 
However, there is a third superboss. And this one, it is said, could possibly be even worse than Ji Endo.
  | 
| KIBBBOOOUUU | 
Majesty Lord Blaster
Human/Royal Paladin/United Sanctuary
Grade 3/10000 Power/No Shield
Continuous
 [V]: If you have a Unit named 'Blaster Blade' and a Unit named 'Blaster
 Dark' in your Soul, this Unit gains 2000 Power and 1 Critical.
Auto
 [V]: [Send a Unit named 'Blaster Blade' and a Unit named 'Blaster Dark'
 from your Rearguard Circles to the Soul] When this Unit attacks, you 
may pay the cost. If paid, this Unit gains 10000 Power until end of that
 battle. 
Majesty
 Lord Blaster, Aichi's final ace in Season 1, wielding the combined 
power of Blaster Blade and Blaster Dark. An embodiment of hope, the lone
 light amidst the blackest darkness which refuses to die no matter how 
desperate things become. Also pretty much fully deserving the title of 
the single most broken card in all of Vanguard.
In
 terms of what he can do, Majesty breaks the Crossride formula entirely,
 most probably due to needing two Units instead of one to unleash his 
full power. While you have Blaster Blade and Blaster Dark in your Soul, 
Majesty gains 2000 Power and one Critical during both turns, and 
furthermore, when he attacks, you can move those two Units from your 
Rearguard into the Soul to have him gain 10000 Power for that attack. 
This gives MLB the ability to actually set up his own bonus, adding a 
level of consistency not present with PBO and DOTE. Indeed it could be 
argued that Majesty's true great power is consistency. As a deck, Royal 
Paladins have generally always had the capability to search out exactly 
what you need in a given situation and make use of it, with King of 
Knights, Alfred and Hi-Dog Breeder, Akane being stellar examples of this
 theme. Though Majesty with his skill active is 1000 Power weaker than 
Crossrides, he also gains an additional Critical for having Blade and 
Dark in your Soul, and this factor makes him possibly even more of a 
pressure card than DOTE. If DOTE attacks the opposing Vanguard while 
they're at three Damage, they may choose to gamble on you not Persona 
Blasting, reasoning that even with a Critical Trigger, The End can't 
finish them with that attack. Majesty with his skill active on the other
 hand can and will beat them with a Critical Trigger at that point, 
forcing guards to stop him from doing so. While 12k isn't as potent 
defensively as 13k, it still locks out the Tsukuyomi deck's Silent Tom 
plays and forces 17k columns, which makes it extremely hard for decks 
with several 8k Grade 2s.
In
 terms of support, Majesty can technically make use of Masquerade and 
Apocalypse Bat from Shadow Paladin, but comes with support of his own. 
Knight of Loyalty, Bedivere is a Royal Paladin clone of Masquerade, 
while Knight of Friendship, Kay is a 7k Grade 1 equivalent. Wingal 
Brave, the deck's starter Vanguard, can not only move to the Rearguard 
when ridden over by a Royal Paladin, but when it boosts a 'Blaster' 
Unit, it can move itself to Soul to search a Blaster from your deck and 
add it to your hand, pretty much setting the toolbox tone of this deck. 
And then there's Starcall Trumpeter, an 8k Grade 2 who can Counterblast 
two when she appears to Superior Call a Grade 2 or lower Blaster from 
your deck.
This
 deck can be defined as 'Toolbox, then break things'. With Brave and 
Starcall, you can snag out the Blasters you need to activate Majesty's 
skill, and Blade can searched by a teched Gancelot if you so wish. Once 
you have MLB as the Vanguard and Blade and Dark in the Rearguard at the 
ready, you can use MLB's skill and basically be set to break things. The
 consistency of a Majesty deck is ridiculous and devastating, creating a
 12k Crit 2 Vanguard effortlessly even by Turn 3, and once that Vanguard
 is there, it's an uphill struggle for the opponent to overcome it. 
Royal Paladins have pretty much the same Trigger options as Kagero, 
minus perhaps the ability to run 12 Draw Triggers, and once more the six
 Draw, six Critical, four Heal lineup seems favored for offensive and 
defensive balance. Swordsman of the Explosive Flames, Palamedes can be 
teched in to make Rearguard columns as massive as Majesty himself, while
 Soul Saver Dragon is another alternate option due to both its ability 
to serve as a backup Vanguard, and Majesty's own ability to prep the 
Soul for a finishing strike with Holy Charging Roar. The only 
major Counterblasts a Majesty deck really uses are Blade's and 
Starcall's, leaving potential room for Pongal in a deck teching Soul 
Saver in order to further the toolbox and get Soul Saver for the 
finishing blow, as well as for Grade security purposes. 
All
 in all? Majesty Lord Blaster was seen as the first hope of a viable 
hybrid deck when it first appeared, and... ehhh. It can't really be said
 it succeeded as that. Majesty decks tend to only run three to four 
Blaster Dark and then the rest of the deck is Royal Paladins. If the 
intention was to make a Royal-Shadow hybrid, then perhaps the smarter 
move would not have been to give Royals their own Masquerade, but I 
digress. Majesty is a toolbox, plain and simple. It's a ridiculously 
efficient toolbox which results in a monster of a Vanguard and enormous 
pressure. And once you have that Vanguard, you will more than likely 
wear down your opponent's defenses with Majesty's raw power, putting 
them firmly on the back foot until you finally end the game. Only 
extreme Triggersack or a fellow superboss can really counter Majesty 
once it gets going, I find, and the most tried and tested way to deal 
with it is an early rush to try and push up the MLB player's Damage to 
the point even Majesty's defensive capabilities aren't quite enough. 
Majesty's skill to move Blade and Dark to Soul is a -2 in card advantage
 terms, strictly speaking, but the added defensive capability tends to 
make up for it. With all this in mind, I'm still not entirely sure why 
The End is able to overcome Majesty to become the stronger deck by 
tournament standards, whether it's a question of skill or not.
That
 said, one edge Majesty does have is column strength. While The End can 
be massive on his own, Majesty can make all three columns hit over 21k 
easily with combinations of Palamedes, Bedivere and Toypugal, while 
sniping more dangerous opposing Rearguards with Blaster Blade's 
Counterblast if needs be. With this toolbox consistency, power output 
and capability to remove threatening opposing Units, Majesty, while it 
may not be as deadly overall as Ji Endo, is definitely a real threat at 
the very least. Many decks simply can't stand against a full power 
Majesty Lord Blaster without extreme luck, due to how overwhelming the 
deck is. 
To
 conclude, these three cards signaled the end of and the beginning of an
 era in more ways than one when they first appeared. It was the end of 
Season One and the dawn of Season Two, the end of the Royal Paladins, 
Shadow Paladins and Kagero and the beginning of Gold Paladins and 
Narukami. But it was also the end of an age of Tsukuyomi and Kagero, and
 the beginning of a new age where 11k wasn't necessarily enough anymore.
 Since that time, the Crossrides and Majesty have maintained a place at 
the very top of Vanguard's Japanese metagame, and while challenges have 
come in the form of Gold Paladins and a remarkable anti-Crossride Royal 
Paladin deck, the superboss Units have kept their throne for the most.
There
 are a lot of suggestions out there as to how to resolve this problem. 
Some argue that there is no problem and that these units are perfectly 
fine. This is an argument I strongly disagree with. Crossrides were 
released before the game could deal with them. The game can deal with 
them to a degree more now than it could when Set 5 was first released, 
but these three (along with Great Daiyusha) still hold an inherent and 
dangerous advantage over practically all of their competition. Their 13k
 defensive ability combined with in particular the skills of DOTE and 
MLB create an overwhelming force which wears away the opposing defenses 
with ease, while holding off attack more-or-less just as easily much of 
the time. 
Others
 have suggested making these Units the first subjects of a Vanguard 
banlist. While I understand the rationale to it, and can agree, I also 
think it's the wrong way to go about it. Starting a banlist is a way to 
deal with the problem, but more preferable alternatives exist which 
don't involve blacklisting cards because of bad design. I look to the 
Pokemon TCG and regard a potential method there for fixing flaws in 
design, namely Errata. 
The
 biggest problem of Crossrides is their permanent 13k, while arguably 
Majesty's greatest edge is his permanent Critical 2. To resolve this, 
all I feel you would really need to do is errata their skills in the 
following manner:
Continuous [V]: If you have a Unit named '?' in your Soul, this Unit gains 2000 Power during your turn.
Continuous
 [V]: If you have a Unit named 'Blaster Blade' and/or a Unit named 
'Blaster Dark' in your Soul, this Unit gains 1000 Power.
Continuous
 [V]: If you have a Unit named 'Blaster Blade' and a Unit named 'Blaster
 Dark' in your Soul, this Unit gains 2000 Power during your turn.
Auto
 [V]: [Send a Unit named 'Blaster Blade' and a Unit named 'Blaster Dark'
 from your Rearguard Circles to the Soul] When this Unit attacks, you 
may pay the cost. If paid, this Unit gains 10000 Power and 1 Critical 
until end of that battle.
These
 erratas reduce the Crossrides and Majesty to 11ks during your 
opponent's turn, while maintaining the same offensive force and removing
 the overwhelming pressure aspect of Majesty's extra Critical by 
allowing him to have it only when he uses his skill to move Blade and 
Dark into the Soul. With the superboss Units so nerfed, their threat 
level would likely decrease enough to allow more varied decks to step 
up, diversifying the meta. Still, in the end, it's up to Bushiroad what 
they decide to do about these Units, I can ultimately only make a 
suggestion and hope it's what they decide is best.
All
 in all, with that done, this post is over. I hope you found my analysis
 of these Units useful, and that I was able to present them in a more 
objective light as to why they are as effective as they are.