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Friday, December 27, 2013

Battle Sister, Monaka

Hey everyone Natsu of Team Fairy Tail here and this week I'm going to have a special deck profile for you all.  This week we're going to be going over my deck centered around Battle Sister, Monaka.  Monaka is a card who by counterblasting 1 and persona blasting you can check the top 5 cards of your deck and add any 2 of them to your hand, then the remaining 3 go to the bottom of your deck.  When I first saw this card what immediately came to my mind was, Tsukuyomi.  So I went and made a deck centered around this card with a similar sort of Tsukuyomi like build.  I won't claim to be an expert on this clan or the Tsukuyomi playstyle, but I think it's a fun deck to play

Grade 0 - 17

Battle Sister Ginger x4 (Critical)
Oracle Guardian, Nike x4 (Critical)
Psychic Bird x4 (Critical)
Sphere Magus x4 (Heal)
Godhawk, Ichibyoshi (Starter)



So for the grade 0s I start with Godhawk in order to develop a stack.  Like I previously stated this deck runs with a similar sort of strategy as a Tsukuyomi deck where a stack develops that allows me to navigate through in order to force the opponent to no pass all my Vanguard attacks until they end up running out of guard.  I run a 12 critical trigger build in order to make the Monaka attacks as heavy pressure as possible and also due to previous builds of having draw triggers making me deck out so I found them to be unnecessary (Although not to say draw triggers are bad, just rather they don't work for me in this deck personally).  Also lastly to note I run Sphere Magus just in case the beginning stack ends up as bad allowing you to re-organize your stack as well as me being a hipster I prefer Sphere Magus.

Grade 1 - 14

Crescent Magus x4
Goddess of the Crescent Moon, Tsukuyomi x4
Tetra Magus x4 (Perfect Guard)
Circle Magus x2



I decided for the non Tsukuyomi cards to include the Magus cards due to them working in a way of knowing the top card of your deck, which eventually will start to happen if you're able to memorize your stack, which can allow for you to have consistent 9k boosters throughout allowing you to easily hit 18k with your rear guards for those annoying crossride decks.

Grade 2 - 11

Stellar Magus x4
Goddess of the Half Moon, Tsukuyomi x4
Battle Sister, Mocha x3


For grade 2s I went with Stellar Magus to once again take advantage of knowing the stack and also allowing you to navigate your stack a little more easily since you can skip around to other cards and also get free cards.  Then Mocha is there to serve as your 11k attacker since you won't always have a Battle Sister or Magus vanguard so this is the next best as well as more consistent option, also now in a meta ruled by more 11k vanguards you can still hit what you need to hit with the easily met condition, and all the boosters in the deck will allow you to hit 18k if you ever need to

Grade 3 - 8

Hexagonal Magus x4
Battle Sister, Monaka x4



Lastly for the grade 3s just 4 Hexagonal and 4 Monaka. Since Monaka is a persona blast as well as what the deck is centered around we naturally run 4 so we can persona blast as much as possible because the persona blast is your main win condition.  Especially when if you're lucky enough you can get it off consecutive times in a row.  Hexagonal serves as a good backup Vanguard since when you ride her you can check your top 3 cards which not only sets up for Magus plays if you have the option but also lets you know EXACTLY what you will drive check which will USUALLY lead to either baiting out a perfect guard or your opponent guarding with a no pass total.

I won't say that this is the most pro deck or even the best Monaka build for that matter, but what I can say is that this is a fun deck and an interesting variant to Tsukuyomi due to the ability to achieve a similar win condition with a different way of doing it.

The card images used on this site have been obtained and reposted from the Cardfight!! Vanguard Official Portal Site (http://cf-vanguard.com/), in accordance to the guidelines stated there. Re-use of these images (re-post, distribution) is strictly prohibited.
© Bushiroad All Rights Reserved. 

Friday, December 20, 2013

Sunlight Goddess, Yatagarasu

Hello everyone, this is Ascriptmaster of Team Fairy Tail with another Cardfight!! Vanguard Deck Profile. This week, we're going to be looking at one of the new Genesis cards from Booster Set 14: Brilliant Strike, the Sunlight Goddess, Yatagarasu, a card with a high Soulblast cost that is well worth the buildup needed for its skill.

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast(9)] When this unit attacks a vanguard, you may pay the cost. If you do, draw two cards, and choose up to two of your «Genesis» rear-guards, and [Stand] them.

[AUTO](VC): During a battle that this unit is attacked, when your «Genesis» guardian is put into the drop zone, put that card into your soul. This ability cannot be used for the rest of that battle. (If two cards or more are put into the drop zone at the same time, you may only put one of them into the soul)

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Yatagarasu is the embodiment of the sun, as well as a holy spirit.

Grade 0:
Battle Maiden, Amenohoakari (Starter)
4 Witch of Big Pots, Laurier (Heal)
4 Battle Maiden, Kukurihime (Critical)
4 Lemon Witch, Limonccino (Critical)
4 Bandit Danny (Draw)
Grade 1:
4 Goddess of Self-sacrifice, Kushinada
4 Witch of Frogs, Melissa
3 Existence Angel
3 Orange Witch, Valencia

Grade 2:
4 Witch of Ravens, Chamomile
4 Battle Maiden, Sahohime
3 Grape Witch, Grappa

Grade 3:
4 Oracle Queen, Himiko
4 Sunlight Goddess, Yatagarasu

Yatagarasu has a very straightforward Limit Break: for a colossal Soulblast 9, you draw cards and stand units, pushing for the last damage you need for game while keeping your defenses up in case they fail. It also allows for some minor selective Soulcharging by putting one guarded unit per battle into the Soul. In order to maximize the guard forced from the units you stand, 4 Oracle Queen, Himiko are used for her Break Ride, which will give +5000 Power to two of your units, maintaining good pressure on the opponent. Mellisas and Chamomiles are also very useful as additional attackers and boosters to add to the sheer power of the newly stood units and push for game.

The rest of the deck is tailored towards Soulcharging. Valencia and Grappa replace themselves with additional Soul when they are sent to the Drop Zone from Soul, meaning they can allow you to use Yatagarasu and Himiko's skills in tandem on the same turn by replacing some of the Soul lost. Sahohime and Existence Angel are also incredibly useful for a quick Soulcharge, but also helps maintain pressure for the opponent to guard to prevent Yatagarasu's Limit Break. Amenohoakari's ability to Soulcharge on every attack also helps immensely, especially in tandem with Himiko's own Soulcharge if you're waiting on the Break Ride.

The card images used on this site have been obtained and reposted from the Cardfight!! Vanguard Official Portal Site (http://cf-vanguard.com/), in accordance to the guidelines stated there. Re-use of these images (re-post, distribution) is strictly prohibited.
© Bushiroad All Rights Reserved.

Friday, December 13, 2013

Revengers

Hey everyone Natsu here of Team Fairy Tail and this week we're going to be taking a look at Revengers.  Revengers are the newest form of Shadow Paladin and are a very popular deck.  They've been able to turn Shadow Paladins into a top tier deck and heavy favorite amongst a lot of players.  Not only that but they've also turned Blaster Dark who was Ren's avatar and a rather bad unit due to being a 9k vanilla RG and turned into a key card in the deck's entire strategy and a card that arguably has to be run in 4 if not at the very least 3, so I'll share with you all my build of the deck as well as go over some other options that could be used.

G0 16
Frontline Revenger, Claudas (Starter)
Freezing Revenger (Draw) x4
Grim Revenger (Critical) x4
Healing Revenger (Heal) x4
Revenger, Air-Raid Dragon (Critical) x4

So I went with a 8 crit 4 draw build mainly because Raging form makes stands useless due to his Spectral Duke like ability.  Any deck that runs raging form will use this trigger lineup so not much to comment on for it.  As for the starter Claudas can CB 1 and put himself into the soul in order to et a Blaster Dark Revenger from your deck so long as your Vanguard is a Grade 3 Shadow Paladin.  Which then allows you to use his ability which is on call or ride so long as your vanguard is a revenger you CB 2 to retire an opposing front row unit.  He essentially is a blaster blade liberator, but he has a lot more utility to him, but I'll get to that later.

G1 14
Barrier Troop Revenger, Dorint x4
Transiet Revenger, Masquerade x4
Revenger of Darkness, Mac Lir x4 (PG)
Revenger, Dark Bond Trumpeter x2

So for the grade 1s we'll start off with what in my opinion is the best grade 1 revenger Dorint.  When a Blaster Dark Revenger is placed on the same column as him you can un-flip a damage.  This essentially turns Blaster Dark's effect into a CB 1 IF you decide to use the effect, so using up CB in this deck is never an issue for the most part thanks to Dorint.  The ability especially comes in handy since your breakride unit requires you to CB 1 so if you plan on riding break ride after break ride the cost can quickly add up.  It's also a 7k booster so even if Blaster Dark isn't in front it makes for a solid boost.  Next up is Masquerade, he's your standard 10k attacker if you have an X vanguard with X in this case being a Revenger.  Our last notable unit is Dark Bond Trumpeter on call or ride if you have a Shadow Paladin Vanguard you can CB 1 to get a grade 0 Revenger, she's not someone who's effect you'll be using much BUT it CAN come in handy in combination with her grade 2 counterpart to turn 1 card into 3 which can allow you to set up your main G3 unit Raging Form Dragon (who's cost is 3 revenger units on your field).


G2 11
Blaster Dark Revenger x4
Dark Cloak Revenger, Tartu x3
Nullity Revenger, Masquerade x4

So for the Grade 2s I have 4 Blaster Dark in order to max out the possibilities of getting Dorint's effect off as well as for getting rid of any pesky front row units such as Silent Toms or on hit units.  By running 4 it also allows me to have the option to use Claudas' effect for as long as possible if I need to use it or if I'm low on front row units.  Next I run 3 Tartu who on call or ride can CB 2 to get any grade 1 or less Revenger from the deck and call it to the same column as her.  With her you can call your Dorint's to have on your sides as well as call a Dark Bond in order to go +2.  The last unit is Masquerade who like his original counterpart is a 12k attacker except instead of a Blaster he needs a Revenger.

G3 8
Illusionary Revenger, Mordred Phantom x4
Revenger, Raging Form Dragon x4


For our grade 3s just 4 Mordred who is our break ride and then 4 Raging Form who is the new Spectral Duke.  Modred's break ride has a cost of a CB 1 however unlike Gancelot he calls a G2 or less Shadow Paladin to your field and gives it an extra 5k power.  Mainly you'll be using this to defy gravity as well as get yourself Dorint, Blaster Dark and Masquerade.  This breakride is good because it requires only the set up of having an open RG space which can easily be accomplished by a simple intercept and negates the minus of riding.  It can also get you what you need when you need it.  The last card is Raging Form, his limit break is after he's done attacking you can sacrifice 3 Revenger units to ride another Raging Form from your hand, also that Raging Form you just rode? It's standing AND it also gets 10k power so it can still hit just about anything.  Raging form also on attack can CB 1 for an extra 3k power which can help to reach magic numbers against 10-11k units.

Overall Revengers are a great deck that can make really big and hard pushes and were a great way to bring back Shadow Paladins, although the fact that it can go plus takes away from the original idea about Shadow Paladins being a minus yourself to give pressure clan, BUT that's ok, since this deck is worlds better than the old Shadow Paladin deck and it'll be interesting to see how they add to the archetype.  In my next article we'll be looking at the Legendary Aqua Force clan and how I built the deck  for one its dragons.

The card images used on this site have been obtained and reposted from the Cardfight!! Vanguard Official Portal Site (http://cf-vanguard.com/), in accordance to the guidelines stated there. Re-use of these images (re-post, distribution) is strictly prohibited.
© Bushiroad All Rights Reserved.

Friday, December 6, 2013

Witch of Cursed Talisman, Etain

Hey everyone! This is Ascriptmaster of Team Fairy Tail, back for another Cardfight!! Vanguard Deck Profile. This week's deck profile is on Witch of Cursed Talisman, Etain, a Shadow Paladin from Binding Force of the Black Wings that was largely overshadowed by the new Revenger cards from the same set:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & choose two of your «Shadow Paladin» rear-guards, and retire them] At the beginning of the guard step of the battle that this unit is attacked, you may pay the cost. If you do, choose one of your opponent's rear-guards that is not boosting or attacking, and retire it.

[AUTO](VC): When this unit attacks a vanguard, this unit gets [Power]+3000 until end of that battle.
The debut video for the deck can be seen here. Note that the deck recipe itself has changed in the meantime, however. (More specifically, Buranbau Revenger has been removed as mentioned in the video since I rarely had fewer Rearguards and thus rarely triggered its skill.)

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 Black Sage, Charon
4 Revenger of Darkness, Mac Lir
3 Revenger, Dark Bond Trumpeter
3 Sacrilege Revenger, Berith
Grade 2:
3 Cursed Lancer
4 Revenger of Darkness, Rugos
4 Sharkbau Revenger
Grade 3:
4 Witch of Cursed Talisman, Etain
4 Dark Mage, Badhabh Caar

The main idea behind Witch of Cursed Talisman, Etain is the defensive use of its Limit Break to retire attackers before they can start, ultimately saving shield and wearing down the opponent. The only way for the opponent to avoid losing their Rearguards to Etain before attacking is to attacking Rearguards first, which ultimately can save shield without needing Counterblast and fewer sacrifices.

Etain does require the sacrifice of 2 Shadow Paladins, of course, so my card options focus on low-Counterblast options to quickly gain sacrifices to use, such as Dark Mage, Badhabh Caar, and Revenger, Dark Bond Trumpeter. Since I chose not to inflate my Grade 0 lineup with additional Revengers, however, Dark Bond Trumpeter does take triggers out of the deck and lower chances of checking one in a Drive Check. However, the much-needed boost or sacrifice from a Freezing Revenger, the main superior call option because of its low shield, can be a major advantage when it is needed. While Illusionary Revenger, Mordred Phantom was also an option, I chose to maximize Badhabh Caar instead for quicker superior calls. Having to ride a Badhabh Caar is a disadvantage, though, which is why I lead with Creeping Dark Goat to have a higher chance of having an Etain in my hand to ride.

For Grade 2 units, I considered adding a few Skull Witch, Nemain for draw power, since Etain is a defensively-oriented deck to begin with, but I felt that the Grade 2 spots were better served with high attackers to wear down the opponent's shield faster and give higher incentive to draw away attacks from the Rearguard. Cursed Lancers are especially effective at pulling away attacks because of the pressure associated with its damage unflipping ability, while Rugos and Sharkbau Revengers are 10000 and 11000 attackers, respectively, to push for additional attacks even when unboosted, something that Nemain lacks. That isn't to say that Nemain shouldn't be tested when you build your own Etain deck, however.

The card images used on this site have been obtained and reposted from the Cardfight!! Vanguard Official Portal Site (http://cf-vanguard.com/), in accordance to the guidelines stated there. Re-use of these images (re-post, distribution) is strictly prohibited.
© Bushiroad All Rights Reserved.