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Friday, March 21, 2014

Liberator, Holy Shine Dragon

Hello everyone, I'm back this week for another deck profile and this week I'm going to be going over my Holy Shine Dragon deck that you all saw me use against Ascriptmaster a week or so ago.  Holy Shine Dragon is a new card that came out in set 15 who on ride by especial counterblasting 1 can call the top card off your deck so he negates the minus of riding HOWEVER his main use is his limit break which during your end phase you take him back to your hand and then you ride any grade 3 from your soul (which 99% of the time you'll want to be regular Gancelot).  This combined with the fact that you get the top card of your deck every time you ride him can allow you to breakride turn after turn after turn which can easily overpower and devastate your opponent easily.

Grade 0

Yearning Liberator, Arum (Starter)
Armament Liberator, Gwydion x4
Elixer Liberator x4
Liberator of Hope, Epona x4
Strike Liberator x4

So for this decks starter I run Yearning Liberator, Arum who when you have a grade 3 Vanguard can be put into the soul to take Blaster Blade Liberator and put it on the top of your deck.  Other people prefer Spring Breeze Messenger who also works just as well but I like Arum due to being able to get a Blaster Blade Liberator easily since now with a lot of the set 15 cards is now more crucial in a Liberator deck.  He also can combo well with Gancelot Zenith so that you can ensure you're calling out a good attacker with the ability so that's one other benefit he has over Spring Breeze.  Then we run the 8 crit 4 draw build to emphases on Vanguard pressure due to being able to have a 21k vanguard when Holy Shine comes out and then the draws to get the extra cards we need so we can have a full field, although if you want to try different variants of this decks stands can work decently well too due to your units already being powered up from Gancelot.

Grade 1

White Rainbow Liberator, Balan x4
Halo Liberator, Mark x3
Curved Blade Liberator, Josephus x3
Sharp Point Liberator, Gold Lancer x3
Liberator of Physical Force, Zoron x2

For our grade 1s we run 4 Balan who lets you unflip a damage when Blaster Blade is placed in the same column as it since if the game gets long Holy Shine's counterblast one can add up quickly.  Next we run 3 Marks who is our staple perfect guard, I would run 4 but honestly I feel like the other Grade 1s are just too important in the deck.  Next we have 3 Josephus who on call from the deck soulblasts a Liberator to allow you to draw a card.  We also have 3 Gold Lancer another of the new cards from set 15 who on call lets you discard a grade 3 to add Gancelot to your hand.  This card is very important because ideally you want to be breakriding Holy Shine every turn so with him you can ditch your extra Holy Shines or Gancelot Zeniths and get normal Gancelot.  Lastly we run 2 Zoron's because he's just too good, I would run more but as I mentioned before I feel that some of the other grade 1s are just more important since the main goal is the constant breakriding rather than the calling from the deck. 

Grade 2

Blaster Blade Liberator x4
Liberator of Royalty, Phallon x3
Liberator, Star Rain Trumpeter x3

So for our Grade 2s we run 4 Blaster Blade Liberator in order to maximize Balan's unflip skill, since as mentioned before counterblasting turn after turn for Holy Shine can add up quickly.  Then we run 3 Phallon who is just our standard 12k attack and 3 Star Rain Trumpeter.  Star Rain for those who may not know on call lets your take a Blaster Blade Liberator from soul or drop zone, put it back into your deck and then lets you call the top card of your deck.  It not only lets you recycle your cards which is nice but it lets you take cards off the top of your deck which can allow you to get an extra free card on the field for Gancelot to power up.

Grade 3

Liberator, Holy Shine Dragon x3
Liberator of Bonds, Gancelot Zenith x3
Solitary Liberator, Gancelot x2

Lastly for our grade 3s we run 3 of Holy Shine since he's our main card and 3 of Gancelot Zenith.  Gancelot Zenith is more of a back up Vanguard who is there because of his skill which is when he attacks you can counterblast 1 and then put a Grade 2 or lower unit at the bottom of your deck to call the top card of your deck and give 10k power.  This ability can combo really well with Arum so you ensure you can get a 19k attacker and if you have Ballan undo the cost, or you can just retire a front row unit for a simple counterblast cost of 1.  Lastly we run 2 Gancelot, because of Gold Lancer really only 2 is needed although if you
want to build your own version of the deck you're free to run more, but I prefer having more Gancelot Zenith for the 13k defense due to being able to shrug off most attacks with a 5k shield.

Overall Holy Shine is a GREAT deck and honestly I personally prefer it over the new Alfred since Holy Shine goes off EVERY turn while Alfred is more of a one turn big attack.  This isn't to say that one is better than the other however and both decks have their ups and downs, but as I've said before either in videos or in other articles, Vanguard is a game of preference.

Friday, March 14, 2014

Dragonic Lawkeeper

Hello everyone! It's Ascriptmaster again, with another deck profile for Cardfight!! Vanguard. This time, we're profiling the first Kagero Limit Break released, from the Extra Booster, Cavalry of Black Steel. Dragonic Lawkeeper's style focuses on using its Limit Break to temporarily clear the opponent's field via binding them, granting effects to other Kagero units reliant on the opponent having 2 or fewer Rearguards on the field.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] Bind all of your opponent's rear-guards, and at the beginning of the end phase of that turn, your opponent chooses up to four face up cards that were bound with this effect from his or her bind zone, calls them to separate (RC), and puts all other cards that were bound with this effect into the drop zone.

[AUTO](VC):When this unit attacks, if the number of rear-guards your opponent has is two or less, this unit gets [Power]+3000 until end of that battle.
Because it is a battlefield, there is a law to be kept with pride.

Grade 0:
Demonic Dragon Mage, Deva
4 Dragon Dancer, Barbara
4 Gatling Claw Dragon
4 Blue Ray Dracokid
4 Lizard Soldier, Goraha
Grade 1:
4 Dragon Dancer, Maria
3 Embodiment of Armor, Bahr
3 Seal Dragon, Kersey
2 Calamity Tower Wyvern
2 Lizard Soldier, Raopia
Grade 2:
4 Demonic Dragon Berserker, Kumbhanda
4 Demonic Dragon Mage, Kongara
3 Dragon Knight, Berger
Grade 3:
4 Dragonic Lawkeeper
2 Dauntless Drive Dragon
2 Dual Axe Archdragon
Dragonic Lawkeeper's ability to clear the opponent's field for a turn allows it to gain support from many powerful beatstick units. Dual Axe Archdragon, Kongara and Raopia all give power boosts when the opponent has 2 or fewer Rearguards, a condition that is guaranteed due to the Limit Break. Kumbhanda also gains power boosts because Dragonic Lawkeeper is a Limit Break, meaning that there are effectively 8 11,000-Power Grade 2 attackers in this deck, thanks to Kongara and Kumbhanda. This allows them to hit non-Crossride Vanguards unboosted, and pressure Crossrides for 10,000 shield when boosted by a Kersey or Bahr. Dual Axe Archdragon can strike for 13,000, hitting a Crossride Vanguard unboosted and pressuring 15,000 shield from other Vanguards when boosted by Bahr. Finally, Dauntless Drive Dragon sits as a suitable back-up Vanguard that you can Break Ride on later for a powerful attack, but also serves well as a Rearguard attacker.

Unfortunately, since Dragonic Lawkeeper's Limit Break only clears the field temporarily, instead of permanently retiring units like most other Kagero decks, it loses out on some of its defensive capabilities. Demonic Dragon Mage, Deva, Calamity Tower Wyvern and Seal Dragon, Kersey generally help by providing some much-needed draws to increase the shield in your hand. Deva's effect triggers easily due to the 6 Limit Break units in the hand, because your opponent is not likely to guard the attack so early-game anyways just to prevent a single draw.

Dragon Knight, Berger (aka Berger King) also helps with the deck's defenses as an Especial Intercept, which gives 10,000 shield when intercepting. While these kinds of interceptors are generally discouraged in a metagame filled with Narukami, who specialize in destroying front-row units, it still sees some potential because it draws attacks away from your Vanguard, who is already in danger of being abused due to its 10,000 base Power, and if it does not stop an attack, it swoops in as guard to protect Lawkeeper from harm. All in all, however, the Berger King can be included or excluded from your Deck in favor of more offensive cards like Dragon Knight, Nehalem if you feel that Berger is not helping with your defenses.

Friday, March 7, 2014

Magus Fun

Hey everyone Natsu here back with another article, this week we're going to take a look at Oracle Think tanks newest subclan the Magus subclan.  This archetype is all about playing off OTTs original concept of knowing your top card except instead of not only using it to stack triggers it also uses it to increase hand advantage, attacking power and even attacking pressure.  For this build I run a pure 12 crit simply to make the big pushes even more pressure heavy due to our ability to know what we're going to drive check, then using Sphere Magus as our heal because we're hipsters.
Grade 0:
4 Sphere Magus
4 Psychic Bird
4 Oracle Guardian, Nike
4 Battle Sister, Ginger
For our grade 1s we run 4 of each Magus card, Tetra is our standard perfect guard while Ripis is our standard 10k attacker.  Crescent is our main booster since on boost you can declare the name of any Oracle Think Tank unit and if you get it right then she's a 9k booster which can let you hit magic numbers with everything in your deck as well as letting you hit crossride numbers, the only issue some people may be wondering is how you would know, thankfully there's Circle Magus who on call lets you look at the top card of your deck.

Grade 1:
4 Tetra Magus
4 Ripis Magus
4 Crescent Magus
4 Circle Magus
For grade 2s we then run 4 Stellar Magus who when she attacks the Vanguard by counter-blasting one you can declare the name of any Oracle Think Tank and then you check the top card, if you got it right you can just flat out add the card to your hand, if you got it wrong you can unflip a damage.  This is the main grade 2 you'll be using since what makes it so amazing is that it's on ATTACK and if you screw up you don't have to worry about having wasted a counterblast.  Then we run 3 of Cuore Magus who is our 12k attacker and lastly 3 of Briolette Magus who when she's a rear guard by soul blasting 1 lets you draw a card and then place her on top of your deck effectively letting you know what your top card is allowing for Crescent Magus to become a 9k booster.

Grade 2:
4 Stellar Magus
3 Briolette Magus
3 Cuore Magus 
Then for our grade 3s we run 4 Hexagonal Magus who is our breakride who has the extra effect of letting us look at our top 3 cards and adding one of them to our hand and then putting the other 2 on the top of our deck, mainly this is used for knowing what you're going to drive check which can (and in at least one of our videos has) allowed for double critical trigger shenanigans (or double trigger in ANY OTT build for that matter).  Then lastly we run 4 of the archetype's boss card Pentagonal Magus who has a limit break of on attack by knowing your top card she gains +5k power and +1 crit allowing for even more heavy pressure.
Grade 3:
4 Hexagonal Magus
4 Pentagonal Magus

Friday, February 28, 2014

Dark Dimensional Robo, "Яeverse" Daiyusha


Hello everyone! This is Ascriptmaster here back to show everyone the unlimited power granted by "Яeverse". Birthed from the depths of despair, the reborn Daiyusha is now led by the powers of Link Joker and utilizes its wonderful new powers to reduce the opponent's power and make them easier to be crushed by the emissaries of Void. Watch it display its strength here.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose two of your rear-guards with "Dimensional Robo" in its card name, and lock them] Choose one of your opponent's vanguard, and that unit gets [Power]-10000 until end of turn. This ability cannot be used for the rest of that turn. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)

[CONT](VC):If you have a card named "Super Dimensional Robo, Daiyusha" in your soul, this unit gets [Power]+2000.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack.)
"Power" is neither "Justice" nor "Evil". It is merely "Power".

Grade 0:
Dimensional Robo, Goyusha
4 Dimensional Robo, Gorescue
4 Dimensional Robo, Daicrane
4 Dimensional Robo, Goflight
2 Gem Monster, Jewelmine
2 Guide Dolphin
Grade 1:
4 Dimensional Robo, Daishield
3 Dimensional Robo, Dailander
4 Dimensional Robo, Daimariner
2 Dimensional Robo, Gocannon
Grade 2:
4 Dimensional Robo, Daidragon
4 Dimensional Robo, Daidriller
2 Dimensional Robo, Kaizard
Grade 3:
4 Super Dimensional Robo, Daikaiser
4 Super Dimensional Robo, Daiyusha
2 Dark Dimensional Robo, "Яeverse" Daiyusha

The general strategy of this deck is to use "Яeverse" Daiyusha to lock its teammates in order to reduce the opponent's power. Breakriding on Daikaiser is incredible for this purpose, as it generally allows "Яeverse" Daiyusha to tower at least 20,000 Power over the opposing Vanguard and give a small chance of destroying guard and thus making it more difficult for the opponent to guard. Goyusha allows for "Яeverse" Daiyusha to be superior ridden from the deck if needed, but is generally not preferred due to the incredible number of units given up for its effect will generally interfere with the need to lock units for the effect.

The rest of the deck focuses on the high-power plays that Dimension Police are known for. Daidragon is a standard high-power attacker to take advantage of the power drop caused by "Яeverse" Daiyusha. Daidriller and Dailander both can quickly and effortlessly push columns to the correct power lines needed to further pressure the opponent for a turn, including giving power to its own column if it is beneficial. Kaizard gives the Grade 3 unit riding on it power, allowing for a Daiyusha play early on or simply a more powerful Vanguard for a turn. While it needs to be in the Soul to trigger its power boost, Daimariner can also help achieve these power lanes, but also works as a strong booster that allows the 11,000 power Grade 3 units like Daikaiser to pressure crossrides for extra guard. Finally, Gocannon has the ability to give "Яeverse" Daiyusha an extra critical while also having the ability to push another Dimensional Robo into the Soul, such as Daiyusha to give the crossride defense, or Daimariner for its skill.

Friday, February 21, 2014

ZW Hope

Hey everyone Natsu here back with another deck profile.  This week I'm doing something a little different and doing a Yugioh deck profile.  This week I'm going to be going over my ZW Hope/Utopia deck.



 Monsters 30

Black Luster Soldier - Envoy of the Beginning
DZW - Chimera Cloth
Effect Veiler x2
Evilswarm Mandragora x3
Evilswarm Thunderbird x3
Goblindbergh x3
Gorz The Emissary of Darkness
Honest
Hydrogeddon x3
Maxx C x2
Thunderking Rai-Oh
Tragoedia x2
ZW - Eagle Claw
ZW - Lightning Blade x2
ZW - Sleipnir Mail x2
ZW - Tornado Bringer x2

So the monsters in the deck pretty much fall into one of 3 categories A. It's a staple B. It helps gather level 4s on the field or C. It's a ZW.  The decks main win condition is getting any version of Hope/Utopia (preferably a Chaos version) and making it as big and hard to get rid of as possible.  Most of the ZWs are run in groups of two with the exception of Eagle Claw who is a LV 5 that can only be equipped from the field (although with a handy trap negation ability) and Chimera Cloth who is mainly just a Zenmains counter.

Spells 10

Book of Moon
Dark Hole
Infestation Pandemic x2
Mind Control
Rank Up Magic Barian's Force x2
Rank Up Magic Numeron's Force x3

For spells once again it's mainly staples aside from Infestation Pandemic, and while yes this isn't an Ophion deck thanks to running 6 evilswarms in the deck making Ophion is something you'll be able to do very frequently so it doesn't hurt to give him a target as well as you being able to use it on Exciton Knight if you need to.  The Rank Up Magics are all there to allow you access to the C39s which when combined with the ZW weapons can become an unstoppable force.

Traps 3

Royal Decree x2
Solemn Warning

For the traps we only run double Decree and 1 Warning  The ZWs all go to the spell and trap zone which can cause that area to become clogged very quickly, therefore a general preference for myself is that if I don't have much room for backrow I keep it to just Royal Decree since it won't really hurt me while still possibly hurting my opponent.

Extra Deck

Evilswarm Exciton Knight
Evilswarm Ophion
Evolzar Laggia
Gagaga Cowboy
Lavalval Chain
Number 101: Silent Honor Ark
Number 39: Utopia x2
Number C101: Silent Honor Dark
Number C39: Utopia Ray x2
Number C39: Utopia Ray V x2
Number C39: Utopia Ray Victory x2

Lastly for the extra deck it's mainly rank 4s since that's what the deck is set to making.  Ophion and Laggia can be made relatively easily in the deck so of course they're included to be backup boss monsters.  C101 is also in there due to his ability to snatch away just about almost anything (since let's face it the only deck he isn't too good against is Monarchs).  C39 Utopia Ray is included so that you can turn your Utopia into him before using your Rank Up Magic to allow your C39 to have an extra overlay unit.

Overall this deck can make Hope big and fast.  The only issue is that if they have an answer to Hope you may be in trouble but this can also depend on your ZW weapons as well, but usually if you can know when to make your big pushes as well as when to go all in you should be ok.

Saturday, February 15, 2014

Transcendence Dragon, Dragonic Nouvelle Vague

Hey everyone Natsu of Team Fairy back this week for another article, this time we're going to be covering Transcendence Dragon, Dragonic Nouvelle Vague, Vanguard first full time grade 4 unit.  Anyways let's not waste any time and get straight to the deck.

Grade 0 (16)

Red Pulse Dracokid x1
Blue Ray Dracokid x4 (Critical)
Emodiment of Spear, Tahr x4 (Critical)
Gattling Claw Dragon x4 (Draw)
Dragon Monk Genjo x4 (Heal)

So for our starter we run Red Pulse Dracokid with a standard 8 critical 4 draw trigger lineup.  Due to the wording on Red Pulse (as well as every other grade 3 searcher starter) we can grab our grade 4 with it and with only 4 grade 3s in the deck grabbing it is VERY important to avoid gradelock.  Lastly we use Gattling as our draw trigger due to it's handy ability to snipe out any annoying starters which can come in handy in quite a lot of match ups.

Grade 1 (15)

Dragon Dancer Maria x4 (Perfect Guard)
Demonic Dragon Mage, Kimnara x4
Nouvelle Roman Dragon x4
Dragon Knight Ashgal x3

For our grade 1s we run 4 of Kimnara for once again getting rid of annoying cards such as 10k boosters and other things on the opponents field, not only that but it can build up soul for Nouvelle's ability making it possible for it to off twice in a game (it's unlikely but definitely not undoable).  Next is Nouvelle Roman Dragon who on call let's you reveal a Nouvelle Vague in your hand and send it back to the deck to get any grade 3 or higher Kagero from your deck to your hand.  This unit is VERY important to the deck because it essentially turns your Nouvelle's into grade 3s, and this deck only runs 4 grade 3s so this helps avoid gradelock.  The last unit is Dragon Knight Ashgal, he's pretty much a personal 10k booster for Nouvelle Vague that's a 7k base making him more useful because he can also let your Nouvelle rear guards hit 22k for more magic number columns.

Grade 2 (10)

Nouvelle Critique Dragon x4
Bellocosity Dragon x3
Chain-Attack Sutherland x3

For grade 2s we run 4 Critique Dragon who on call or ride by counterblasting 1 and revealing a Nouvelle Vague in your hand can retire an opponents grade 2 or less rear guard and retire it.  He's essentially a cheaper Berserk Dragon since you want most of your counterblast cost to go to Nouvelle Vague's skill.  Next we run 3 Bellocosity Dragon to help unflip our damages since Nouvelle Vague has such a high cost.  Lastly to take advantage of Nouvelle Vague's devastating retire ability (as well as all the other retire cards in the deck) there are 3 Sutherlands who when an opposing rear guard is retired gains 3k power.

Grade 3 (4)

Dauntless Drive Dragon x4

Just 4 Dauntless, he's a breakride that after the Vanguard attacks you can discard 3 to restand it.  Dragonic Overlord is also an option as well due to less of a discard cost, however with it you HAVE TO attack a rear guard and it also requires a counterblast.  Due to Nouvelle Vague being a 13k base the loss in cards isn't AS devastating since you have a crossride defense.

Grade 4 (4)

Transcendence Dragon, Dragonic Nouvelle Vague x4


Lastly we run 4 of our deck's boss card, Transcendence Dragon, Dragonic Nouvelle Vague.  He's a 13k base who on the rear guard circle is a 12k base.  He has two main skills, the first being he has Silent Tom built in, AKA when he attacks your opponent can't NORMAL guard with grade 0s.  They still however could still use grade 0s obtained from a quintent wall though since it only says they can't normal call grade 0s to the guardian circle.  The second ability of Nouvelle Vague is that during your turn your opponent's trigger effects are negated, so no getting 5k power, no drawing, no 6th damaging heal for them, none of that.  He also if that wasn't good enough has a limit break of persona blasting, counterblasting 3 and soulblasting 3 to retire ALL of your opponents rear guards, if you happen to have out any Sutherlands they can also gain an extra 15k power for 23k base with that as well.

Overall this deck is VERY good and can definitely easily mow down a lot of opponents.  A lot of people have complained about Nouvelle being unfair but I disagree, it just requires a different style of playing against and knowledge of what you're up against (as is true with most things in MANY games).  My advice would be to not commit too much to your field and to attack hard early on as well as guarding a lot early on to avoid getting overwhelmed by the turn Nouvelle is broke ridden.

Sunday, February 9, 2014

Revenger, Dragruler Phantom

Hi everyone, this is Ascriptmaster here back for another Cardfight!! Vanguard deck profile. This week's deck will be on Revenger, Dragruler Phantom. Dragruler Phantom's skills mainly focus on pushing the opponent to 5 damage, unlike the other main Revenger boss unit, Raging Form Dragon, whose aim is to end the game once the opponent is near 5 damage by superior riding for extra attacks. A video displaying its potential can be seen here.
Grade 0:
Creeping Dark Goat (Starter)
4 Grim Revenger (Critical)
4 Revenger, Air Raid Dragon (Critical)
4 Freezing Revenger (Draw)
4 Healing Revenger (Heal)
Grade 1:
4 Revenger of Darkness, Mac Lir
3 Brunt Revenger, Shadow Lancer
3 Morale Revenger, Dorint
2 Black-winged Swordbreaker
2 Revenger, Dark Bond Trumpeter
Grade 2:
4 Blaster Dark Revenger
3 Crisis Revenger, Mana
3 Revenger of Nullity, Masquerade
1 Skull Witch, Nemain
Grade 3:
4 Illusory Revenger, Mordred Phantom
4 Revenger, Dragruler Phantom
The general strategy of the deck is to Break Ride Dragruler Phantom and use its skill multiple times to force your opponent to 5 damage before attacking. Creeping Dark Goat and Brunt Revenger, Shadow Lancer help this strategy search for Mordred Phantom to ensure that it can be ridden first. With Dragruler Phantom's ability to send damage directly to the opponent by sacrificing Rearguards until they are at 5, Crisis Revenger, Mana and Dark Bond Trumpeter are useful because of their superior calls for quick sacrifices. Mordred Phantom also works to this regard by superior calling a Shadow Paladin when you break ride, but due to the power gain caused by the breakride, it is preferable if the unit called by Mordred is not sacrificed that turn for the gambit.

There are many unique choices I chose for this deck. Black-winged Swordbreaker and Nemain cannot be sacrificed for Dragruler Phantom, but provide some much-needed draw power for guarding and attacking with. Of course, Swordbreaker must be called by Mordred Phantom to get its skill, so it can be left out of a Dragruler Phantom deck if you feel it's unnecessary.

It should also be noted that while this deck as displayed in my video uses critical triggers, as a general rule stand triggers work better with Dragruler Phantom, because once the opponent is at 5 damage, a stand trigger will allow an extra attack and therefore an extra chance to push the opponent to game.