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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.