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Saturday, May 18, 2013

Celestials

 Hello everyone, Team Fairy Tail’s Natsu here and I wanted to start off our blog by looking at one of my new favorite archetypes from Set 11.  We're going to look at Celestials. For this article, I'll show my build of Celestials and then I'll go over each card as well as the Celestials that were left out (although there aren't many) and how the deck plays.

Grade 0
First Aid Celestial, Penuel  x1 (Starter)
Care Celestial, Tamiel x4 (Stand)
Celestial, Landing Pegasus x4 (Draw)
Healing Celestial, Ramiel x4 (Heal)
Punishment Celestial, Shamihaza x4 (Critical)

Ok, so I run a 4 of each trigger set up for my deck, although you can also run 8 crit with 0 stand since this is a game ruled with preference for a lot of decks.  I, personally, am a fan of the stand trigger because of the main card Zerachiel's effect, but I'll get into that later.  The starter First Aid Celestial Penuel is probably (in my opinion) the best of the Angel Feather starters out there.  For her skill you can put her into the soul in order to superior call one face up Celestial from your damage zone to your field and then you move the top card of your deck to your damage zone face down.  She works very well for grabbing any units that you may have needed that unfortunately went to your damage zone at some point throughout the game, or for calling a unit that you put in your damage zone in order to get a unit with a higher guard. If you want, she can also work fairly well with Sariel who I'll get more into when we get to the grade 2s of the deck.


Grade 1
Adamantine Celestial, Aniel x4 (Perfect Guard)
Marking Celestial, Arabaki x4  
Underlay Celestial, Hesediel x4
Battle Cupid, Nociel x3

So for Grade 1s we'll start with Arabaki, who is the standard 7k G1 who, when she attacks if you have a Celestial Vanguard becomes a 10k attacker.  She's pretty good if your running low on units or if your front rear guard gets taken out and you’re low on Grade 2/3 units, since even if she can't hurt 11k+ vanguards on her own, she can still attack rear guards.  She also can provide for a good early game attack as well, so then if you run a stand and drive check it, it won't go to waste.  The next grade 1 is Hesedial who in my personal opinion is the best grade 1 in the deck.  She's a 6k base who, when you have Zerachiel in your damage zone, becomes a 9k during your turn.  With this build, I've been able to consistently get Zerachiel in my damage zone relatively easily, so she's pretty consistent. Not to mention that with Zerachiel's limit break this can be a 12k unit that's a booster, which can allow you to swing for consistent high numbers.  The last unit I run for grade 1 is Battle Cupid Nociel.  She's not a Celestial, which can potentially cause an issue if she gets damage checked, but since angel feathers are all about controlling the damage zone this will very rarely, if ever, be a problem. Her skill is when you guard with her you can damage swap, which allows you to have an extra way to put your Zerachiel in your damage zone if you can't draw your Sariel in time and you just so happen to get 2 Zerachiel in your hand.  For those who want a pure Celestial deck, you can also run Order Celestial, Yeqon, who is a 7k.  When you call her if you have Zerachiel in your damage zone, she allows you to drop and draw.  I personally have nothing against this unit, but I prefer Nociel in order to make sure I can have the Zerachiel in my damage zone.


Grade 2
Candle Celestial, Sariel x4
Essence Celestial, Becca x3
Wildshot Celestial, Raquel x3

Now for my grade 2s, I run 4 Candle Celestial, Sariels, she has 8k power and on call can counter blast 1 and then you chose any angel feather from your deck and put it into your damage zone, afterwards you then select a face up angel feather from your damage zone and send it to the drop zone. This unit is very essential to the deck as it's usually what's going to add your copy of Zerachiel to your damage zone.  The other good thing about this unit is that, if you play any non-Celestial units in your deck using her ability, you can send those to the drop zone in order to clear up space for Zerachiel's +5k ability.  Not only that but her effect puts a card into your damage zone, therefore allowing all of the Pegasus, Calamity Flame, and Shamshiel +2k abilities to go off, allowing you to hit magic numbers if you chose to run her in other decks.  Her ability can also put your Metatron superior ride pieces into your damage zone allowing you to later use their effects to power up your Vanguard.  Overall this is a great unit for Angel Feathers since every build can easily utilize her ability to their advantage.  The next unit I run is Becca who is just your standard grade 2 10k vanilla so there's not much to discuss there.  The last unit I run is Raquel. She's the standard grade 2 9k base who, when attacking while there's a Vanguard of her archetype, becomes a 12k attacker. What makes her so amazing, however, is that with Zerachiel's limit break she becomes a 15k attacker without boost allowing her to harass most rear guards for needing a 10k shield or 10k vanguards.


Grade 3
Prophecy Celestial, Ramiel x4
Solidify Celestial, Zerachiel x4

For the grade 3s, Zerachiel is an 11k base unit one of the first 11k base units of Angel Feather's and the main card of this deck/archetype.  Her limit break is a limit break of 4 and the only other requirement is simply having another copy of her face up in your damage zone.  With this, all of your Celestials gains 3k power, herself included.  This means that your opponent is going to need, at minimum, an extra 5k guard for each of your attacks if you have boosters and if your field is full, that's an extra 15k total.  This also means that on your turn she becomes a 14k unit allowing her to hit any Vanguard without the need for a boost.  The only downside to this ability is that you need a face up copy in your damage zone, so that's essentially a damage that you can't CB and of course you need 4 damage to keep it in effect, so if you drive check a heal trigger when you're at 4 damage and it has to go off, then the power up disappears.  The last ability of this unit is what seems to be an eventual standard of CB 2 Celestial units: to give it +5k until the end of the turn, which can allow your vanguard push to be even harder; although the ability will only go off at most twice in a fight, since you need your Zerachiel in your damage zone to remain face up for the limit break.  One more thing to mention about this unit is that its ability is what makes stands work well.  I am usually not a big fan of stand triggers in most decks, however, with stand triggers in this deck, thanks to her ability, your already powered up unit will be able to attack again and almost always (with the exception of Sariel) require your opponent to drop another 10k guard thanks to the 3k from Zerachiel.

The other grade 3 I run is Ramiel, who is the other 11k base unit for Angel Feathers.  She's their new break ride and she has two good abilities.  The first being whenever she attacks a Vanguard she's a 13k attacker allowing for her to hit any Vanguard without a boost.  The second being when you ride an Angel Feather on top of her, that Angel Feather gets +10k for the turn and you can take any card in your damage zone (face up or face down) and add it to your hand, then you take the top card of your deck and put it into your damage zone face up.  This ability isn't as good as some of the other break ride units out there, but it does allow you to get a free card, which is nice and allows you to get any card you may have needed that was damage checked, especially if you had 2 cards sent to your damage zone that you wanted (since your starter gets you a card as well).  The other good thing about this unit is that she's an 11k base.  Now while that may seem ok at first, one one card to remember is Hesediel who, when you have Zerachiel in your damage zone, is a 9k booster, this allows for you have a 20k rear guard column with this unit and not only that, but if Zerachiel's limit break is active, you then have a 26k column which can very easily overwhelm 11k vanguards.

Overall Angel Feathers benefited quite a lot from set 11 with their new archetype and this is personally my favorite of all the new archetypes since it allows for a constant pressure with your entire field turn after turn.  It also already has several cards that can allow you to get Zerachiel in your damage zone relatively easily, but more important: consistently, since at the end of the day one of the most important things about a deck is its ability to be consistent because consistency is what will win games.

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