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Friday, January 23, 2015

Dragonic Overlord The X

Hey everyone Natsu of Team Fairy Tail FINALLY back with another article.  Since we've last updated A LOT of new cards have come out and the meta has changed drastically so today we're going to take a look at one of the top two decks in today's meta and my version of the build Dragonic Overlord The X.

Grade 0
Dragon Knight, Sadegh x1
Gattling Claw Dragon x4 (Draw)
Embodiment of Spear, Tahr x4 (Critical)
Blue Ray Dracokid x4 (Critical)
Perdition Dancer, Agafia x4 (Heal)

So for the starter I chose to run Sadegh over the very popular Red Pulse in order to increase the amount of retires in the deck. The deck has 22 retire cards not counting Sadegh so getting his effect off isn't particularly hard, although Red Pulse is by no means a bad choice if you chose to run this deck.  The rest of the lineup is pretty standard with the 8 critical and 4 draw to help you get copies of Overlords with draw power while at the same time providing you a way to get rid of starters early game.

Grade 1
Protect Orb Dragon x4 (Perfect Guard)
Demonic Dragon Mage Kimnara x4
Dragon Monk, Gojo x4
Lizard Soldier Grom x3

For our grade 1s we run 4 of the new perfect guard which allows you to unflip a counterblast provided you have a copy in your drop zone.  This can come in handy very easily as this deck can eat up a lot of your counterblasts.  Next we run Kimnara who in my personal opinion is the BEST grade 1 in Kagero who can counterblast 1 and move himself to the soul to retire an opposing grade 1.  This can get rid of any annoying boosters and also gives you fuel for your soul since this deck also can find itself using up the soul quite a bit.  We also run 4 of Gojo who can rest himself to allow you to drop 1 card and draw a new one, he's great early game to help you filter out extra Gatling Claw Dragons as well as help you reach legion as quickly as possible. He also has use late game since he can help you filter out dead copies of The End as well as since your opponent isn't very likely to allow your Vanguard to hit late game unless that hit will kill them.  Lastly we run 3 Grom who on call soul blasts 2 to unflip 2; although he's only a 5k unit you can usually just stick him behind a Burning Horn or your vanguard to compensate and the ability to make The End ready to use again is WELL worth it.

Grade 2
Burning Horn Dragon x3
Dragonic Burnout x3
Perdition Dragon, Dragonic Neoflame x3

For our grade 2s we run 3 of each Burning Horn, Burnout and Neoflame.  Burnout is a 12k attacker when your Vanguard is an Overlord so he can help compensate for Grom and can hit any uncrossridden Vanguard on his own.  Burnout let's you put any of your Overlords on the bottom of your deck and then soulblasts one to retire any opposing rearguard front or backrow, which combos really well with Dragonic Neoflame who on the turn he's called allows you to counterblast one to retire an opposing unit in the same column as him.  This 2 cards combined with Sadegh can easily crack a strong field.

Grade 3
Dragonic Overlord The X x4
Dragonic Overlord The End x3
Perdition Emperor Dragon, Dragonic Overlord the Great x2

For our grade 3s we run 4 of The X who legions with The End for a massive 2200k base on your turn.  Also when you legion you can search either a copy of The End of The X to your hand allowing you access to the persona blast of your choosing.  The X when he DOESN'T hit can counterblast 1 and persona blast to kill two of your opponents rearguards.  This creates a lose lose situation as The End on hit counterblasts 2 and persona blasts to restand.  For this build I only run 3 copies of The End as I feel 4 is too cloggy and it's VERY rare to get his effect off more than twice in a game and even then getting it off twice in a game isn't something that happens all too often.  I then chose to run 2 copies of Overlord The Great as he can help give end game pressure for when you've run out of copies of The X by having a constant re-standing Vanguard.

G Units
Divine Dragon Knight, Mahmoud x4
Imperial Flame Dragon King, Route Flare Dragon x4

For the G Units I run 4 of both Kagero G Units.  While the G Assist can help out you usually don't need to go into either of these units as if you can ride The X then you should be riding it.  Although I've honestly NEVER used them EVER, but they can work for decent pressure if you have to ride The End.

Overall the new Kagero cards are GREAT as they create a way to constantly cripple fields while at the same time pressuring the opponents Vanguard, creating the lose lose situation and then having a vanguard that restands every turn, although one could just chose not to play rear guards this strategy is usually rather lackluster since the opponent then only gets 1 attack allowing the Kagero player to only guard with 2-3 cards while the opponent will be using 4-6 each turn.

Friday, November 14, 2014

"Here Comes the Sun" - Amaterasu and Ohirume

For a long time, the crossride of CEO Amaterasu has been ridiculed for its mediocre Limit Break, to the point that its existence is ignored. Goddess of the Sun, Amaterasu needed to hit to activate its skill, but the Limit Break meant that it would not be available until the opponent was at a point that the attack would be guarded regardless, or its owner was at a huge disadvantage and would have trouble making use of its minimal gains. It seemed as if its only advantage was its 13,000 defense, but without any offensive presence, a deck focused on it would be hard-pressed to win games.

However, the Amaterasu deck has gained the offensive presence it has needed thanks to the new Oracle Think Tank Legion, Goddess of the Treasure Mirror, Ohirume. Moreover, an Amaterasu deck still has access to the powerful draw power in Oracle Think Tank, and can still take advantage of these cards to keep up the formidable defenses that come with a crossride deck. This allows the deck to maintain a good offense and defense makes it a formidable threat.

Hover over a picture to show its card effect

Goddess of the Treasured Mirror, Ohirume

[ACT](VC): Legion 21000 "CEO Amaterasu" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[ACT](VC):[Counter Blast (1)] If this unit is Legion, declare a card name, and reveal the top card of your deck. If the revealed card is the card you declared, Soul Charge (2), choose up to two cards from your damage zone, and turn them face up. Then, if the revealed card has the same name as a unit on your (VC), draw two cards. This ability cannot be used for the rest of that turn.

CEO Amaterasu

[CONT](VC):During your turn, if the number of cards in your hand is four or greater, this unit gets [Power]+4000.
[AUTO](VC):At the beginning of your main phase, Soul Charge (1), look at the top card of your deck, and put that card on the top or the bottom of your deck.
[AUTO](VC/RC):[Soul Blast (8) & Counter Blast (5)] When this unit's attack hits, you may pay the cost. If you do, draw up to five cards.

Goddess of the Sun, Amaterasu

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] When this unit's attack hits a vanguard, you may pay the cost. If you do, search your deck for up to one «Oracle Think Tank», reveal it to your opponent, put it into your hand, and shuffle your deck.
[CONT](VC):If you have a card named "CEO Amaterasu" 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)

Grade 0

Battle Sister, Eclair
4 Psychic Bird
4 Battle Sister, Assam
4 Emergency Alarmer
4 Sphere Magus

Grade 1

4 Battle Sister, Chocolat
4 Battle Sister, Lollipop
4 Oracle Guardian, Gemini
2 Weather Girl, Milk

Grade 2

4 Battle Deity, Susanoo
4 Maiden of Libra
3 Blue Scale Deer

Grade 3

3 Goddess of the Treasured Mirror, Ohirume
3 Goddess of the Sun, Amaterasu
2 CEO Amaterasu
The primary focus of the deck is to take advantage of the draw abilities in Oracle Think Tank. Maiden of Libra and Blue Scale Deer both allow the user to draw more cards when they hit, setting up pressure against the opponent that is amplified by the addition of 8 Stand Triggers. Both cards rely on different things to function and therefore rarely overlap. Their costs are mitigated even further by Ohirume's skill, which can effectively flip a damage face-up and Soulcharge, especially since the divination is guaranteed by CEO Amaterasu's skill, which also activates when it is the Legion Mate. Ohirume's skill can also set up for Amaterasu's Megablast skill, but it should not be a skill to aim for; Ohirume cannot use her skill once all the Counterblast is filled up and the rest of the game will be limited.

Goddess of the Sun, Amaterasu helps out the deck even more by helping you conserve guard with its 13,000 base power during the opponents' turn, allowing you to conserve guard from the many incoming attacks. It is an excellent followup ride after Ohirume, since CEO Amaterasu will be readily available due to Ohirume entering Legion, granting additional defense to bunker down for the grind game. If a situation occurs where Goddess of the Sun, Amaterasu must be played first, do not fret too much, as Battle Sister, Lollipop's skill can allow for an early Limit Break that can search out a Perfect Guard or even Ohirume to ride next turn. Eclair also helps mitigate this problem by giving an extra chance for a favorable Grade 3 to ride.

Overall, the Amaterasu deck is very fun to play, and the multiple draw skills can make it very frustrating for an opponent as they struggle to break through your mounting defenses and you whittle down the opponent's resources with your mix of critical and stand triggers. Try it out! It just might surprise you how effective it is.

Friday, October 17, 2014

"Turbulent Whirlpool" - Blue Storm Dragon, Maelstrom

Hello everyone, Ascriptmaster back with another Cardfight!! Vanguard deck profile. This deck focuses on the Maelstrom series in Aqua Force and how their playstyle has changed and improved since Fighter's Collection 2014, specifically with the addition of a new Break Ride and the "Limit Break Enabler" cards to allow the deck a faster and more disruptive playstyle.

Hover over a picture to show its card effect

Blue Storm Marine General, Demetrius

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When an «Aqua Force» rides this unit, you may pay the cost. If you do, choose your vanguard, and until end of turn, that unit gets [Power]+10000, and [AUTO](VC):When this unit attacks a vanguard, if it is the fourth battle of that turn or more, draw two cards, choose one of your opponent's rear-guards, and retire it.".
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.

Blue Storm Dragon, Maelstrom

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, if it is the fourth battle of that turn or more, until end of that battle, this unit gets [Power]+5000 and "[AUTO](VC):[Counter Blast (1)] When this unit's attack hits, you may pay the cost. If you do, draw a card, choose one of your opponent's rear-guards, and retire it.".
[CONT](VC/RC):If you have a non-«Aqua Force» vanguard or rear-guard, this unit gets [Power]-2000.

Blue Storm Karma Dragon, Maelstrom "Яeverse"

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your rear-guards, [Rest] it, and lock it] When this unit attacks a vanguard, if it is the fourth battle of that turn or more, you may pay the cost. If you do, until end of that battle, this unit gets [Power]+5000/[Critical]+1 and "[AUTO](VC): At the end of the battle that this unit attacked, if the attack did not hit during that battle, draw a card, choose one of your opponent's rear-guards, and retire it.". (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 "Blue Storm Dragon, Maelstrom" 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)

Grade 0

Officer Cadet, Erikk
4 Angler Soldier of the Blue Storm Fleet
4 Blue Storm Soldier, Missile Trooper
4 Supersonic Sailor
4 Blue Storm Soldier, Kitchen Sailor

Grade 1

4 Blue Storm Battle Princess, Electra
4 Shortfin Mako Soldier of Blue Storm Armada
3 Blue Storm Marine General, Hermes
3 Wheel Assault

Grade 2

4 Tidal Assault
3 Blue Storm Marine General, Gregorios
3 Blue Storm Marine General, Spyros

Grade 3

3 Blue Storm Marine General, Demetrius
3 Blue Storm Dragon, Maelstrom
3 Blue Storm Karma Dragon, Maelstrom "Яeverse"

Thanks to Shortfin Mako Soldier of Blue Storm Armada, any and all of this deck's Limit Break 4 abilities can activate early, allowing for quick pressure from their abilities. Each possesses an effect to draw and retire units if it's the fourth attack of the turn, increasing defenses and disrupting the opponents' field. Maelstrom's effect is especially useful early game because its on-hit requirement occurs at a time when the opponent has fewer resources to guard with, and doesn't require a heavy commitment to Counterblast. Demetrius, as the break ride of the deck, helps immensely with mid-game to late-game pushes as its draw and retire only require the Vanguard attack fourth, regardless of whether it hits or misses. Finally, Maelstrom "Яeverse" adds critical pressure and threatens with field disruption should its attack be guarded, creating a lose-lose situation.

However, all three of these Aqua Force Vanguards require the fourth attack, so most of the deck is tailored towards achieving that goal. Spyros and Tidal Assault stand themselves after attacking, and Wheel Assault swaps units' positions to allow for more attacks. This gives a multitude of options to obtain that fourth attack, and if the situation arises where there are multiple options to gain the fourth attack, the deck can simply use the cheaper option if possible, or if "Яeverse" is the Vanguard, locking the standing unit for its skill instead.

The deck presents many different options to utilize its Grade 3 units. If Maelstrom and "Яeverse" are both available, a crossride can be formed, and if Demetrius is available, break riding either becomes an easy option, either riding it on Maelstrom for a super-powerful "Яeverse" next turn, or riding Maelstrom on it and crossriding the next. Because of the usefulness of Demetrius, Officer Cadet Erikk was chosen over Blue Storm Cadet Marios, which adds on-hit pressure and gains more opportunities to search for Maelstrom and "Яeverse", to gain extra chances of obtaining Demetrius or another Grade 3.

An ideal trigger lineup for the deck involves a good mix of Critical and Stand triggers. Critical triggers push the opponent towards 6 damage very quickly, and Stand triggers add extra pressure after the Vanguard because most units will be at rest by the time the Vanguard attacks, preventing wasted triggers when it is completely blocked. This deck specifically uses 8 critical and 4 stand, which aims to maximize the number of Blue Storm units so Spyros' especial Counterblast can be used, and also allows for the use of 4 Supersonic Soldier, which flips damage face-up to allow other units to use their skills more often, especially the Vanguard's.

Saturday, September 27, 2014

Overlord Vague

Hey everyone Natsu here back with another deck profile and this week I'm going to be focusing on my new Kagero deck that I built after set 15, and it's a little... different.  But it still works really well and let's us use both of Kagero's big cards and give our Vanguard some heavy pressure.

Grade 0
Red Pulse Dracokid
Blue Ray Dracokid x4 (Crit)
Embodiment of Spear, Tahr x4 (Crit)
Dragon Dancer, Babara x4 (Heal)
Gattling Claw Dragon x4 (Draw)

So for this build I chose to run Red Pulse as my starter since this build runs Overlord AND Vague so I only have 6 grade 3s so it can help get that extra grade if you're missing it.  The rest of my choices are pretty standard for this deck type and I chose to use Gattling Claw over the Seal Dragon trigger for retiring pesky starters.

Grade 1
Demonic Dragon Mage, Kimnara x4
Dragon Dancer, Maria x4 (Perfect Guard)
Eternal Bringer Griffon x3
Lizard Soldier, Grom x2
Nouvelle Roman Dragon x2

For the grade 1s we run 4 Kimnara to retire any annoying or critical grade 1s such as Palladium, Ballan and Dorint.  Then we also run Griffon in order to grab our Overlords in order to help ensure that we can get the breakride off as this deck is more about attacking with enough force to make your opponent run out of guard.  We then round out the grade 1s with Grom to help unflip your counterblasts (which you'll be using A LOT of) and Nouvelle Roman for grade security.  Meeting Grom's cost shouldn't be an issue unless you end up using Nouvelle Vague's ability but if you do you should've generated enough advantage off the +5 to not need to retire much anymore.
 

Grade 2
Dragonic Burnout x4
Belicosity Dragon x3
Burning Horn Dragon x3

For the grade 2s we run 4 Dragonic Burnouts who can soulblast 1 and place an Overlord on the bottom of your deck to retire any unit.  This is the main eater of your soul and your other main source of retiring.  Then we also run 3 Belicosity in order to apply rear guard pressure and also as your ideal grade 2 ride, also if it hits you can unflip a damage although usually if you're running low on counterblast cost Grom takes care of it.  Lastly we run 3 Burning Horn Dragon, Nouvelle is mainly there to be a finisher and he can make Grom's bad numbers issue go away since we're now back to an 11k meta and make 17k columns.

Grade 3
Dragonic Overlord x3
Dragonic Overlord The Re-Birth x3


For our grade 3s we run 3 of each Overlord (the breakride version of course) and Re-Birth.  If possible you want to always ride Overlord first and then continue to keep riding more Overlords in order to apply as much Vanguard pressure as possible while wearing down their defenses, while using Re-Birth as a finisher.  The deck in that sense runs similar to Thing Saver where you want to finish them off with the effect, using your own judgement for when the appropriate time is key but USUALLY if their hand is at 5/6 or less you can likely finish them off that turn provided they don't have a perfect guard or two in their hand.

Grade 4
Transcendence Dragon, Dragonic Nouvelle Vague x2

Then lastly we run 2 Nouvelle Vague, like Re-Birth he's just there mainly as an extra finisher in case you end up sending most of your Re-Birth's to the drop zone/bottom of your deck.  While he doesn't have the multiple attacks the way Re-Birth does he still makes a strong push during the breakride turn by taking the option of using grade 0s away and thanks to the +10k from breakriding him your opponent if they aren't using a perfect guard need to use an extra 2 cards from their hand to guard him also assuming that you don't get triggers, not to mention the threat of making your opponent getting their field nuked AND negating triggers on their turn.

Overall this is a VERY powerful deck although it can be difficult to learn for someone newer to the game or even to Kagero.  A key thing to remember when playing this deck is to retire the units that are key to the opponent's deck as well as knowing when to make that big game winning push.

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.