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Friday, September 19, 2014

Spike Brothers "Winmore Rush"

Hello everyone, this is Ascriptmaster back with another Cardfight!! Vanguard deck profile. This week's article focuses on a Spike Brothers deck revolving around the Legion Card, Bloody Ogre, and its incredible synergy with the Spike Brothers Break Ride, Bad End Dragger. These two units together create a dangerous volley of attacks that is extremely difficult to escape.

Hover over a picture to show its card effect

Bad End Dragger
[AUTO] Limit Break 4 (This ability is active if you have four or more damage): When a «Spike Brothers» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and [AUTO](VC):When one of your «Spike Brothers» rear-guards attacks, that unit gets [Power]+10000 until end of that battle, and at the end of that battle, put that unit on the bottom of your deck.".
[AUTO](VC):When this unit is boosted by a «Spike Brothers», this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Frozen Ogre
[AUTO](RC):[CB(1) & Put this unit into your soul] During the turn your vanguard performed a Legion, at the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, search your deck for a card, and call it to an open (RC), and shuffle your deck.
Bloody Ogre
[ACT](VC): Legion 20000 "Frozen Ogre" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)
[AUTO](VC):During the turn this unit performed Legion, when one of your rear-guards attacks, that unit gets [Power]+5000 until end of that battle, and at the end of that battle, put that unit on the bottom of your deck.
[AUTO](VC):[CB(2) & Choose one card from your hand, and put it into your soul] When this unit attacks a vanguard, you may pay the cost. If you do, search your deck for a card, call it to an open (RC), and shuffle your deck.

Grade 0

Mecha Trainer
4 Cheer Girl, Pauline
4 Silence Joker
4 Sonic Breaker
4 Cheer Girl, Adared

Grade 1

4 Cheer Girl, Marilyn
4 Reckless Express
3 Wild Hitter
2 Wonder Boy

Grade 2

4 Frozen Ogre
2 Devil Summoner
2 Highspeed, Brakki
2 Silver Blaze

Grade 3

4 Bad End Dragger
4 Bloody Ogre
2 Sky Diver
When Bloody Ogre performs a break ride on Bad End Dragger and performs Legion, their skills overlap and result in a 15,000 power bonus to every single Spike Brothers rearguard that attacks that turn. This huge single-turn push is extremely difficult for an opponent to guard entirely, especially since Bloody Ogre can call a unit from the Deck when it attacks. Sky Diver also helps with this as a tech, since it allows you to call another unit from your hand when it hits, continuing the string of attacks. Ultimately, however, the string of heavy attacks will mean nothing when the opponent is low on damage because of their ability to no guard, so it's recommended that you hold back on the combo until your opponent is at four or five and you're ready to go for the kill.

Frozen Ogre is ultimately the star of the deck; not only is it needed for Bloody Ogre to perform Legion, its skill allows you to search for another unit during the turn you performed Legion by using one Counterblast and sending it to the Soul immediately after attacking. What makes it especially brutal is the fact that Bloody Ogre's skill can immediately retrieve this from the deck, guaranteeing that you can gain an additional attack. Moreover, if you have Counterblast to spare, Frozen Ogre can call out yet another Frozen Ogre to continue the onslaught. This means that it can be more beneficial to return copies of Frozen Ogre in the drop zone instead of triggers when you perform Legion with Bloody Ogre.

As for the other Grade 2 units, the main attackers of the deck, Brakki and Silver Blaze, can be called as the last part of a Frozen Ogre chain, then attack and Soulblast to gain even more power. Brakkis and Silver Blazes were balanced out because Brakki's skill can activate before your big push, either dealing damage or forcing guard, while Silver Blaze's increased power gain during the main push can make a difference between a blocked attack and the damage needed to win. The last tech, Devil Summoner, has a chance of adding to your field at any time, and mostly helps with getting extra field in early/mid game to increase your opponent's damage to within your kill range. In fact, if you are feeling lucky, it is possible to use Devil Summoner during the push and potentially get the extra attack needed to win.

The Grade 1 units in this deck mostly consist of strong boosters that can hold offensive presence if needed as attackers during your big push. Reckless Express' skill is identical to Brakki's, which means that it can pressure most opposing Vanguards even when unboosted, draining your opponent's hand, especially during your break ride turns. Wild Hitter is the ideal booster to place behind the Vanguard, because upon drive checking a Grade 3, it calls a unit from the deck at the end of the battle, giving yet another attack to aim for victory during the big push. The best part about this is the fact that Mecha Trainer can search Wild Hitter easily if you really need to place it behind the Vanguard.

Friday, September 12, 2014

Bouncing Festival: Planet Idol, Pacifica's Debut

Hi, Thataznguy here again to bring you a deck about Bermuda Triangles.  With the release of EB10: Diva's Duet in America, Bermuda Triangles are finally coming back with new support that makes them hit harder and faster.  Even Prisms get a perfect guard, which allows Labrador to get more consistent counterblast. However, the units that really attract my attention are the box toppers that you get when you purchase a EB10 box, which are Costume Idol, Alk, Shangri-La Star, Coral, and Planet Idol, Pacifica.

Planet Idol, Pacifica and Diva's Duet give a lot of new cards to the Pacifica deck which allows it to use and obtain Eternal Idol, Pacifica's skill and crossride number more effectively now with Bermuda Bounce Damage unflippers and Planet Idol's skill.


Grade 0:
1x Prism-Smile, Coro (Starter)

4x Duo Tropical Healer, Medjerda (Heal)
4x Duo Grampus Turn, Shannon (Critical)
4x Duo Pride Crown, Madeira (Critical)
4x Duo Morning Charm, Liffey (Draw)

This trigger line up is pretty standard in most Bermuda Triangle builds. The main reason for no stand triggers in this line-up is the lack of possible good targets. With Eternal Pacifica originally, you would bounce a column that attacked to call out one Standing unit from the deck with its skill already and possibly another column standing. With this in mind, most of the time your stand trigger will fail to have a good target other than the booster behind the Vanguard unit.  However, if you do want to play stand triggers, you can go for 6 stand triggers, 3 draws, and 3 crits, which leaves you with an overwhelming stand trigger play and keeps some critical pressure active. If you only run stand triggers, since this deck doesn't have any effects for extra criticals, there won't be any pressure against your opponent if they are at four and they know you only run stands, which will let them no guard as the fear of getting a critical is null and void.

Prism-Smile Coro has good synergy with the cards Yarmouk, Slaney, Planet Idol, and Eternal Idol because when Slaney, Planet Idol, or Eternal Idol bounce another unit, Coro jumps to your hand as well, which adds another 3000 power to Yarmouk.

Grade 1:
4x Prism-Duo, Yarmouk
4x Duo Dream Idol, Main
4x Prism-Duo, Aria
1x Duo Clear Parasol, Kura
1x Duo Pretty Horn, Ural

The main card in here is Yarmouk which gains 3000 power whenever a Bermuda Triangle unit is bounced from the field to the hand. Because Yarmouk gains 3000 power per bounced unit, it gains 6000 power when Eternal Idol uses its Limit Break.  This sets up numbers really well with Sana or any grade 3 since it can get to 23 or 24k easily. Kura is there to have a way to use Eternal Idol's Limit Break multiple times and Ural is there to abuse bounce to draw cards if needed. I would use Ural and Kura sparingly as they do eat up soul.

Grade 2:
4x Duo Dream Idol, Sana
4x Duo White Crystal, Ricca
3x Prism-Duo, Slaney

Slaney and Ricca are the main units for grade two.  Slaney has great synergy with Ural, Kura, Ricca, and Yarmouk, bouncing units manually to abuse effects or draw cards and power up Yarmouk for one counterblast. Ricca is also a main unit for her overall synergy with Slaney, Ural, and Kura as well. Since Ricca soulcharges one and unflips a damage when she is bounced, she is the perfect target to use Slaney's effect on as she bounces back to hand for free and gets a soulcharge, which can help you get a Top Idol, Pacifica into soul or set up numbers with Yarmouk.  Prism-Duo Avon, the grade two counterpart to Yarmouk, isn't in this build is because of the lack of space in the deck and the poor base number. With the English format being slightly centered on cross rides, it might be hard for Avon to get to 18 easily.

Grade 3:
3x Planet Idol, Pacifica
3x Eternal Idol, Pacifica
2x Top Idol, Pacifica

Eternal Idol, Pacifica may be the whole center of the deck, but Planet Idol, Pacifica can easily set up field even without the use Eternal Idol, Pacifica's Limit Break. Combining Slaneys and Ricca, you can easily get a free call from deck if you were to ride a Planet Idol, Pacifica over another one. Riding Eternal Idol, Pacifica over Planet Idol, Pacifica allows you to call two units out of the deck for three counterblast, or cheaper when combined with Ricca.  Planet Idol, Pacifica's in-soul skill also allows you to set up the cross ride if you call a Top Idol, Pacifica from the deck via Eternal Idol, Pacifica's Limit Break.


This deck became an idea when I saw Yarmouk and Slaney and tried to think of a deck to abuse them.  Since Slaney was a card that wasn't appreciated, I wanted to find a situation where her skills would be really handy in setting up field or numbers. Each of these cards lets this deck have more synergy with each other rather than having Rhone or Lu Lu. Hopefully people who read this will try to think more outside of the box when it comes to deck building. This is the Pacifica Decklist with Break Ride.  Thataznguy, Over and out.

Friday, August 15, 2014

Perfect Cherry Blossom (Shirayuki)

Hello everyone, this is Ascriptmaster here back with another Cardfight!! Vanguard deck profile. This deck focuses on Fantasy Petal Storm, Shirayuki's ability to weaken the opponent's attack power by a colossal 20,000 in order to survive what would otherwise be difficult-to-block attacks, conserving hand while slowly draining the opponent's resources.
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose a card named "Fantasy Petal Storm, Shirayuki" from your hand, and discard it] At the beginning of the guard step of the battle that this unit was attacked, you may pay the cost. If you do, choose an attacking unit, and that unit gets [Power]-20000 until end of that battle.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Grade 0

Stealth Rogue of Body Replacement, Kokuenmaru
4 Stealth Beast, Cat Rouge
4 Stealth Beast, Cat Devil
4 Stealth Rogue of Dagger, Yaiba
4 Stealth Fiend, Yukihime

Grade 1


4 Stealth Beast, Leaves Mirage
4 Stealth Rogue of Silence, Shijimamaru
3 Stealth Beast, Deathly Dagger
3 Stealth Fiend, Oboro Cart

Grade 2

4 Stealth Rogue of Demonic Hair, Gurenjishi
4 Stealth Beast, White Mane
3 Stealth Beast, Chain Geek

Grade 3


4 Covert Demonic Dragon, Kagurabloom
4 Fantasy Petal Storm, Shirayuki
With a Limit Break designed to transform extra copies of herself into 20,000 shields, a Shirayuki deck focuses on a defensive playstyle that slowly drains the opponents' shield while conserving its own. Covert Demonic Dragon, Kagurabloom is a perfect partner for Shirayuki, since its break ride skill will give you increased power to either force more guard or push them closer to 6 damage, and gives you two free copies of Shirayuki as attackers for a turn and return to the hand afterwards to defend your opponent's attacks. The forerunner, Kokuenmaru, also serves this purpose by increasing the chances of getting a Shirayuki in your hand.

The trigger lineup for the deck is quite basic. Draw triggers facilitate additional resources to use for defending and attacking with, as well as increasing the chances of drawing a Shirayuki for her Limit Break, while critical triggers get your opponent to higher damage faster, meaning they'll need to guard earlier.

The rest of the deck follows the standard Murakumo playstyle of unit cloning. Gurenjishi provides excellent incentives for your opponent to guard by threatening with extra attacks, especially in early-game. Also, Oboro Cart gives a free attacker or booster for a turn when you find yourself needing to conserve the units in your hand, continuing this defensive aspect. While the Counterblast costs for these two units is relatively light, however, it can add up quickly, so White Mane provides extra pressure thanks to its ability to flip damage face-up. Chain Geek is a general strong attacker as the "Hey Yo Pineapple" clone, attacking for 11,000 when your field is nearly full, and is especially useful since you won't want to call your Shirayuki to the field anyways, which will cut down on your potential attackers.

Friday, August 1, 2014

Goddess of Laws, Justitia

Welcome back, everyone. This is Ascriptmaster here back with another Cardfight!! Vanguard deck profile. This deck is focused on a Genesis promo card from the Lock Break Campaign, Goddess of Laws, Justitia. This card uses a Soul Saver Dragon style Limit Break to power up its allies for powerful attacks.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (6)] Choose up to three of your «Genesis» rear-guards, and those units get [Power]+5000 until end of turn. This ability cannot be used for the rest of that turn.

[ACT](VC):[Counter Blast (1)] Choose one of your locked cards, and unlock it.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

If you have unshakable faith, you would not succumb.

Grade 0

Battle Maiden, Amenohoakari
4 Battle Maiden, Kukurihime
2 Lemon Witch, Limonccino
3 Spark Cockerel
3 Patrol Guardian
4 Witch of Big Pots, Laurier

Grade 1

4 Goddess of Self-sacrifice, Kushinada
4 Orange Witch, Valencia
3 Existence Angel
3 Witch of Frogs, Melissa

Grade 2

3 Battle Maiden, Sahohime
3 Broom Witch, Callaway
3 Witch of Owls, Paprika
3 Witch of Ravens, Chamomile

Grade 3

4 Goddess of Laws, Justitia
4 Oracle Queen, Himiko
With Justitia's Limit Break powering up 3 rearguards at the same time, it was only natural that stand triggers be included into the trigger lineup. Stand triggers allow your already-strengthened rearguards to attack more times within the turn, forcing more guard from the opponent. Oracle Queen, Himiko also aids in this by giving the units even more power the turn you Break Ride, making a stand trigger potentially devastating when the opponent faces an additional rearguard attack at +15,000 Power, thanks to the combined effects of the trigger, Justitia, and Himiko.

Like many Genesis ace units, Justitia highly values quick Soulcharge opportunities that let it use its skills. Existence Angels and Battle Maiden Amenohoakari aid in its venture, boosting units and giving quick Soul. The deck also uses the traditional Soul-based units that gain effects when sent to the Drop Zone, such as Valencia, Melissa, and Chamomile. More Valencias have been included instead of Melissas because the additional Soulcharge is appreciated as it sets Justitia up to Limit Break the turn after as well. However, her Grade 2 cousin Grappa was removed in favor of pressure units like Callaway, and high-power units like Paprika, who take advantage of stand triggers nicely, the former for its pressure and on-hit draw, and the latter for its higher power to more easily hit the Vanguard.

Friday, July 25, 2014

Seekers

Hello everyone Natsu here back for another Vanguard deck profile article and this week we're going to be taking a look at Seekers, the new Royal Paladin archetype used by Kai in the beginning of the Legion Mate arc and how I decided to build the deck.

Grade 0

Advance Party Seeker File
Certain Kill Seeker, Modron x4
Seeker, Harold Breath Dragon x4
Seeker, Loving Healer x4
Margal x4

So for our triggers I went with the standard build and File as the starter in order to get a starter that can place himself back into my soul for a mid game retire and to help pay for Sing Saver's hefty soul blast cost (or at least hefty for this clan).  Like most other Seeker builds Margal is used as the draw trigger for a quick +3k to a unit for magic numbers and a +1 to soul while losing only 5k shield in the process.

Grade 1

Glynngal Seeker x4
Good Faith Seeker, Cynric x4
Guardian Law Seeker, Shiron x4
Seeker, Rune Eagle x3

My grade 1 lineup is also pretty standard for the most part with Glynngal who when boosting a Blaster Blade Seeker attack that hits lets you unflip and cycle through your cards.  Due to legion rulings if he boosts a Sing Saver in legion his skill will go off so it can add pressure to your Vanguard attacks since sometimes you can eat up counterblast in this deck quickly.  Next is Cynric who is our standard 10k grade 1 attacker to help push your opponent to high damage early on, and Shiron is our standard perfect guard.  I opted to not play Quintent Wall in this build because I feel that I already use up enough counterblast with my other cards and usually can just guard the 4 cards to my damage zone if I need to.  Lastly Rune Eagle is a 10k booster when you're in Legion so that you can hit 32k with your Sing Saver Dragon.

Grade 2

Blaster Blade Seeker x3
Romance Seeker, Cerdric x3
Crossbow Seeker, Gildas x2
Total Force Seeker, Locrinus x2

For our grade 2s due to my choice of back up Legion vanguard the variety is bigger than my normal grade 2 line ups.  First we run 3 Blaster Blade Seeker who is Sing Saver's Legion Mate and who by counterblasting 1 when he's called can retire a grade 2 or higher rear guard so long as your Vanguard is a Seeker.  Then I run Cerdric who is the 12k attacker for the Seeker archetype, for standard number pressure.  Next is Gildas who when you legion can counterblast 1 and get you ANY Seeker from your deck, which can help you gain more field presence and help push for game.  Then lastly I run 2 Locrinus who is the legion mate for Brutus (who I'll talk about later) and has a skill of being a 13k attacker during the turn you legion.

Grade 3

Seeker, Sing Saver Dragon x4
Bifurication Seeker, Brutus x4



First is Sing Saver Dragon who when in Legion can counterblast 2, soulblast 3 and discard to in order to ride another copy from
your deck at stand AND perform legion with a Blaster Blade Seeker from your soul.  The soul blast cost makes the skill a usually once per game skill, but the key with this deck is knowing when to use the skill due to royal paladin not having an efficient way to build up soul to have the skill go off more than once a game (although possible if you have the Margals for it).  Generally you'll want to use this skill in a push for game so that you can finish off your opponent.  The other grade 3 I chose to run was Brutus, his legion mate is Locrinus and his skill is by especial counterblasting 1 you can give your whole front row (the legion mate included) 3000 power.  So he alone will swing for 26k every turn unboosted which hits magic numbers against a lot of decks and since most clans will now have a legion and we're moving towards a legion meta, this only makes him an even better unit.  He can help add more pressure then Sing Saver and then you can ride Sing Saver over him to make a final push for game.

Overall this deck is a very good deck and it's very clear why it's been dominating most of Japan.  The deck has the ability of Raging Form Dragon where it holds 2 Vanguard attacks over its opponents while also at the same time is like Zerachiel where it can power up all of it's rows for high numbers to quickly drain and opponent's hand.  The only issue that this deck can have is sometimes running out of counterblast and in the hands of less experienced players not knowing the proper time to use Sing Saver's skill.

Friday, July 18, 2014

Ancient Dragon, Volcatops

Hello everyone, this is Ascriptmaster here, back with another Cardfight!! Vanguard deck profile. Today we will be focusing on a new card from Fighters' Collection 2014, Ancient Dragon, Volcatops. Volcatops diverges from most other Tachikaze aces by using its skill to give rearguards power, while other aces primarily focus on giving power to themselves. Here is a video of the deck in action.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your rear-guards with "Ancient Dragon" in its card name, and retire it] Choose up to two of your rear-guards with "Ancient Dragon" in its card name, and those units get [Power]+5000 until end of turn. This ability cannot be used for the rest of that turn.

[AUTO](VC):[Choose one of your rear-guards, and retire it] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+5000 until end of that battle.
To store up energy, and then release it. It is like how a volcano erupts.

Grade 0

Ancient Dragon, Baby Rex
4 Ancient Dragon, Ornithhealer
4 Ancient Dragon, Caudinoise
4 Ancient Dragon, Dinodile
4 Black Cannon Tiger

Grade 1

4 Ancient Dragon, Iguanogorg
4 Ancient Dragon, Paraswall
3 Sonic Noa
2 Ancient Dragon, Gattlingaro

Grade 2

4 Ancient Dragon, Beamankylo
4 Ancient Dragon, Dinocrowd
3 Ancient Dragon, Criollofall

Grade 3

4 Ancient Dragon, Volcatops
3 Ancient Dragon, Spinodriver
2 Ancient Dragon, Tyrannolegend
To start, the deck runs a full lineup of Iguanogorg and leads with Baby Rex. Both of these units are very useful because their abilities allow them to replace themselves when they are retired. Baby Rex is particularly nice because I can use Volcatops' second skill or one of my Dinocrowd to retire it and search out a Tyrannolegend, giving me an extra attack. Iguanogorg is also useful in this regard as its revival ability allows it to fulfill a role as booster for both rear-guard columns, by attacking with one column first, then attacking with Volcatops and retiring Iganogorg for its second skill.

Since Volcatops boosts rearguards instead of itself with its Limit Break, it benefits from stand triggers just as much as it does from critical triggers, as the rearguards will stand with increased power to force additional guard. I personally chose to only use 4 stands in my deck, but I recommend that you try out whatever combination of triggers that works for you.

My Grade 3 lineup focuses on Volcatops and Spinodriver as the main units to have as the Vanguard, Spinodriver being extremely useful as a Break Ride that gives criticals and draw power. The two Tyrannolegend act mainly as targets for Baby Rex, but if push comes to shove and I need to ride it, it serves decently as a Vanguard, albeit one that struggles to synergize with Stand Triggers because of its demanding Limit Break retiring 3 units.

Friday, July 4, 2014

Dragonic Kaiser Vermillion

Hello everyone, this is Ascriptmaster with another Cardfight!! Vanguard deck profile. This week focuses on Dragonic Kaiser Vermillion and its Crossride, and their abilities to quickly wipe the opposing front row as well as maintaining a crossride defense.

Grade 0

Lizard Soldier, Saishin
4 Brawler, Green Gem Carbuncle
4 Brawler, Plasma Kick Dragon
4 Malevolent Djinn
4 Spark Edge Dracokid

Grade 1

4 Eradicator Wyvern Guard, Guld
4 Certain Kill Eradicator, Ouei
4 Red River Dragoon
2 Eradicator of Fire, Kohkaiji

Grade 2

4 Demonic Dragon Berserker, Garuda
4 Dragonic Deathscythe
3 Dusty Plasma Dragon

Grade 3

4 Dragonic Kaiser Vermillion
4 Dragonic Kaiser Vermillion "THE BLOOD"
I will take on all of you at once! Vermillion Thunderbolt!
This is the final thunder.
Let’s go, Vermillion Catastrophe!
The general strategy of Dragonic Kaiser Vermillion is to forgo the Ultimate Break of the Crossride due to its restriction to 5 damage, and instead use it solely for its crossride defenses after the original's Limit Break has been used. Their aggressive style is complemented by a 12-crit lineup that uses the criticals to push the opponent into a corner. Saishin was chosen over Spark Kid Dragoon's ability to look for Grade 3 units and Djinn of Wishing Thunder's draw power because of his ability to boost for 5,000 and the potential pressure against decks whose First Vanguard remains on the field or otherwise rely on a Grade 0 for their abilities (like Cat Butler). While Brawler of Battles, Haoka's skill would allow me to retire a backrow unit alongside a frontrow unit that Vermillion retires, its nature as a Stand Trigger conflicts with Vermillion's Limit Break, which all but requires it to attack first.

For Grade 1 units I chose to opt out of using Rising Phoenix for draw power, due to Vermillion's lack of a consistent Soul engine, unlike Eradicators, and went for a fully offensive booster lineup. Red River Dragoon is a standard vanilla booster, and Kohkaiji boosts the Vanguard for 10,000. Certain Kill Eradicator, Ouei is also a nice booster whose skill is an added bonus to remove more units from the opponent's field and force them to spend resources to bring them back. While one could argue that Ouei provides a small Soul engine for Rising Phoenix, I felt that powerful boosters were more important for this particular playstyle and if Red River Dragoon were to be replaced, it would be for another booster with a good ability instead.

The remainder of the deck focuses on beatdown as well. Garuda's ability to flip damage face-up puts pressure on the opponent because of the threat of another Vermillion attack. Dragonic Deathscythe adds one more retiring option to the deck, using the last 2 Counterblast left by Vermillion to retire one last unit; while it appears counter-intuitive to include 4 copies when only one will likely be used, the increased likelihood of drawing it and the fact that it still serves as a good attacker mitigate that.