Pages

Friday, March 28, 2014

Shangri-La Star, Coral (ノ◕ヮ◕)ノ*:・゚✧

Hello everyone, it's Ascriptmaster, back with another Cardfight!! Vanguard deck profile. This time, I will be covering the Coral ride chain in Bermuda Triangle, a clan focused on returning your own units to your hand and filled with すごいかわいいすばらし人魚アイドル. Specifically, the focus of this deck is the new crossride unit revealed for the ride chain, Shangri-La Star Coral.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Soul Blast (1)] Choose one of your «Bermuda Triangle» rear-guards, return it to your hand, and this unit gets [Power]+3000 until end of turn. You may choose up to one card with "Coral" in its card name from your hand, and put it into your soul. If you do, draw two cards. This ability cannot be used for the rest of that turn.

[CONT](VC):If you have a card named "Aurora Star, Coral" 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.)
All her albums have the value of best-sellers.
Grade 0:
Angelic Star, Coral
4 PR♥ISM-Miracle, Timor
4 PR♥ISM-Miracle, Adria
4 PR♥ISM-Miracle, Canary
4 Drive Quartet, Shuplu
Grade 1:
4 Mermaid Idol, Elly
4 Fresh Star, Coral
3 Apprentice Idol, Karen
3 Mermaid Idol, Sedna
Grade 2:
4 Shiny Star, Coral
3 Mermaid Idol, Flute
2 Girls' Rock, Rio
2 PR♥ISM-Promise, Celtic
Grade 3:
4 Aurora Star, Coral
4 Shangri-La Star, Coral
The main appeal of Shangri-La Star, Coral's Limit Break is drawing cards while exploiting Bermuda Triangle's signature "bounce" skills. By sending a Coral unit to the Soul, Coral quickly draws 2 extra cards to offset the card returned to the Soul, and it also keeps the Soul relatively full for the Soulblast required the next turn. (Incidentally, it is not worth using Shangri-La Star, Coral's effect if you cannot use this part of the effect.) As a bonus, she can even place her "base form", Aurora Star, Coral, into the Soul to give an immediate increase in defensive power without needing to ride Aurora Star first. This is especially helpful because the nature of the Coral ride chain does not require Aurora Star, Coral to be ridden on top of the Grade 2, Shiny Star, Coral to gain extra effects, meaning there is minimal need to ride Aurora Star, Coral in the first place except to gain the extra defense from crossriding before Limit Break.

Combining Shangri-La Star, Coral's Limit Break with other Bermuda Triangle units that gain effects when returned to the hand further accelerates the draw power Coral provides. While it might seem worse to draw 1 card immediately as opposed to another 2 the next turn, the fact that Coral needs to put a unit in the hand to the Soul means that the increase in hand size from Coral's Limit Break and another draw power card like Girls Rock, Rio is the same. This means that Girls Rock, Rio and Apprentice Idol, Karen find themselves integral to the Coral strategy due to the added draw power, especially since a player cannot expect to have an extra Coral unit in hand every turn to use.

Friday, March 21, 2014

Liberator, Holy Shine Dragon

Hello everyone, I'm back this week for another deck profile and this week I'm going to be going over my Holy Shine Dragon deck that you all saw me use against Ascriptmaster a week or so ago.  Holy Shine Dragon is a new card that came out in set 15 who on ride by especial counterblasting 1 can call the top card off your deck so he negates the minus of riding HOWEVER his main use is his limit break which during your end phase you take him back to your hand and then you ride any grade 3 from your soul (which 99% of the time you'll want to be regular Gancelot).  This combined with the fact that you get the top card of your deck every time you ride him can allow you to breakride turn after turn after turn which can easily overpower and devastate your opponent easily.

Grade 0

Yearning Liberator, Arum (Starter)
Armament Liberator, Gwydion x4
Elixer Liberator x4
Liberator of Hope, Epona x4
Strike Liberator x4

So for this decks starter I run Yearning Liberator, Arum who when you have a grade 3 Vanguard can be put into the soul to take Blaster Blade Liberator and put it on the top of your deck.  Other people prefer Spring Breeze Messenger who also works just as well but I like Arum due to being able to get a Blaster Blade Liberator easily since now with a lot of the set 15 cards is now more crucial in a Liberator deck.  He also can combo well with Gancelot Zenith so that you can ensure you're calling out a good attacker with the ability so that's one other benefit he has over Spring Breeze.  Then we run the 8 crit 4 draw build to emphases on Vanguard pressure due to being able to have a 21k vanguard when Holy Shine comes out and then the draws to get the extra cards we need so we can have a full field, although if you want to try different variants of this decks stands can work decently well too due to your units already being powered up from Gancelot.

Grade 1

White Rainbow Liberator, Balan x4
Halo Liberator, Mark x3
Curved Blade Liberator, Josephus x3
Sharp Point Liberator, Gold Lancer x3
Liberator of Physical Force, Zoron x2

For our grade 1s we run 4 Balan who lets you unflip a damage when Blaster Blade is placed in the same column as it since if the game gets long Holy Shine's counterblast one can add up quickly.  Next we run 3 Marks who is our staple perfect guard, I would run 4 but honestly I feel like the other Grade 1s are just too important in the deck.  Next we have 3 Josephus who on call from the deck soulblasts a Liberator to allow you to draw a card.  We also have 3 Gold Lancer another of the new cards from set 15 who on call lets you discard a grade 3 to add Gancelot to your hand.  This card is very important because ideally you want to be breakriding Holy Shine every turn so with him you can ditch your extra Holy Shines or Gancelot Zeniths and get normal Gancelot.  Lastly we run 2 Zoron's because he's just too good, I would run more but as I mentioned before I feel that some of the other grade 1s are just more important since the main goal is the constant breakriding rather than the calling from the deck. 

Grade 2

Blaster Blade Liberator x4
Liberator of Royalty, Phallon x3
Liberator, Star Rain Trumpeter x3

So for our Grade 2s we run 4 Blaster Blade Liberator in order to maximize Balan's unflip skill, since as mentioned before counterblasting turn after turn for Holy Shine can add up quickly.  Then we run 3 Phallon who is just our standard 12k attack and 3 Star Rain Trumpeter.  Star Rain for those who may not know on call lets your take a Blaster Blade Liberator from soul or drop zone, put it back into your deck and then lets you call the top card of your deck.  It not only lets you recycle your cards which is nice but it lets you take cards off the top of your deck which can allow you to get an extra free card on the field for Gancelot to power up.

Grade 3

Liberator, Holy Shine Dragon x3
Liberator of Bonds, Gancelot Zenith x3
Solitary Liberator, Gancelot x2

Lastly for our grade 3s we run 3 of Holy Shine since he's our main card and 3 of Gancelot Zenith.  Gancelot Zenith is more of a back up Vanguard who is there because of his skill which is when he attacks you can counterblast 1 and then put a Grade 2 or lower unit at the bottom of your deck to call the top card of your deck and give 10k power.  This ability can combo really well with Arum so you ensure you can get a 19k attacker and if you have Ballan undo the cost, or you can just retire a front row unit for a simple counterblast cost of 1.  Lastly we run 2 Gancelot, because of Gold Lancer really only 2 is needed although if you
want to build your own version of the deck you're free to run more, but I prefer having more Gancelot Zenith for the 13k defense due to being able to shrug off most attacks with a 5k shield.

Overall Holy Shine is a GREAT deck and honestly I personally prefer it over the new Alfred since Holy Shine goes off EVERY turn while Alfred is more of a one turn big attack.  This isn't to say that one is better than the other however and both decks have their ups and downs, but as I've said before either in videos or in other articles, Vanguard is a game of preference.

Friday, March 14, 2014

Dragonic Lawkeeper

Hello everyone! It's Ascriptmaster again, with another deck profile for Cardfight!! Vanguard. This time, we're profiling the first Kagero Limit Break released, from the Extra Booster, Cavalry of Black Steel. Dragonic Lawkeeper's style focuses on using its Limit Break to temporarily clear the opponent's field via binding them, granting effects to other Kagero units reliant on the opponent having 2 or fewer Rearguards on the field.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] Bind all of your opponent's rear-guards, and at the beginning of the end phase of that turn, your opponent chooses up to four face up cards that were bound with this effect from his or her bind zone, calls them to separate (RC), and puts all other cards that were bound with this effect into the drop zone.

[AUTO](VC):When this unit attacks, if the number of rear-guards your opponent has is two or less, this unit gets [Power]+3000 until end of that battle.
Because it is a battlefield, there is a law to be kept with pride.

Grade 0:
Demonic Dragon Mage, Deva
4 Dragon Dancer, Barbara
4 Gatling Claw Dragon
4 Blue Ray Dracokid
4 Lizard Soldier, Goraha
Grade 1:
4 Dragon Dancer, Maria
3 Embodiment of Armor, Bahr
3 Seal Dragon, Kersey
2 Calamity Tower Wyvern
2 Lizard Soldier, Raopia
Grade 2:
4 Demonic Dragon Berserker, Kumbhanda
4 Demonic Dragon Mage, Kongara
3 Dragon Knight, Berger
Grade 3:
4 Dragonic Lawkeeper
2 Dauntless Drive Dragon
2 Dual Axe Archdragon
Dragonic Lawkeeper's ability to clear the opponent's field for a turn allows it to gain support from many powerful beatstick units. Dual Axe Archdragon, Kongara and Raopia all give power boosts when the opponent has 2 or fewer Rearguards, a condition that is guaranteed due to the Limit Break. Kumbhanda also gains power boosts because Dragonic Lawkeeper is a Limit Break, meaning that there are effectively 8 11,000-Power Grade 2 attackers in this deck, thanks to Kongara and Kumbhanda. This allows them to hit non-Crossride Vanguards unboosted, and pressure Crossrides for 10,000 shield when boosted by a Kersey or Bahr. Dual Axe Archdragon can strike for 13,000, hitting a Crossride Vanguard unboosted and pressuring 15,000 shield from other Vanguards when boosted by Bahr. Finally, Dauntless Drive Dragon sits as a suitable back-up Vanguard that you can Break Ride on later for a powerful attack, but also serves well as a Rearguard attacker.

Unfortunately, since Dragonic Lawkeeper's Limit Break only clears the field temporarily, instead of permanently retiring units like most other Kagero decks, it loses out on some of its defensive capabilities. Demonic Dragon Mage, Deva, Calamity Tower Wyvern and Seal Dragon, Kersey generally help by providing some much-needed draws to increase the shield in your hand. Deva's effect triggers easily due to the 6 Limit Break units in the hand, because your opponent is not likely to guard the attack so early-game anyways just to prevent a single draw.

Dragon Knight, Berger (aka Berger King) also helps with the deck's defenses as an Especial Intercept, which gives 10,000 shield when intercepting. While these kinds of interceptors are generally discouraged in a metagame filled with Narukami, who specialize in destroying front-row units, it still sees some potential because it draws attacks away from your Vanguard, who is already in danger of being abused due to its 10,000 base Power, and if it does not stop an attack, it swoops in as guard to protect Lawkeeper from harm. All in all, however, the Berger King can be included or excluded from your Deck in favor of more offensive cards like Dragon Knight, Nehalem if you feel that Berger is not helping with your defenses.

Friday, March 7, 2014

Magus Fun

Hey everyone Natsu here back with another article, this week we're going to take a look at Oracle Think tanks newest subclan the Magus subclan.  This archetype is all about playing off OTTs original concept of knowing your top card except instead of not only using it to stack triggers it also uses it to increase hand advantage, attacking power and even attacking pressure.  For this build I run a pure 12 crit simply to make the big pushes even more pressure heavy due to our ability to know what we're going to drive check, then using Sphere Magus as our heal because we're hipsters.
Grade 0:
4 Sphere Magus
4 Psychic Bird
4 Oracle Guardian, Nike
4 Battle Sister, Ginger
For our grade 1s we run 4 of each Magus card, Tetra is our standard perfect guard while Ripis is our standard 10k attacker.  Crescent is our main booster since on boost you can declare the name of any Oracle Think Tank unit and if you get it right then she's a 9k booster which can let you hit magic numbers with everything in your deck as well as letting you hit crossride numbers, the only issue some people may be wondering is how you would know, thankfully there's Circle Magus who on call lets you look at the top card of your deck.

Grade 1:
4 Tetra Magus
4 Ripis Magus
4 Crescent Magus
4 Circle Magus
For grade 2s we then run 4 Stellar Magus who when she attacks the Vanguard by counter-blasting one you can declare the name of any Oracle Think Tank and then you check the top card, if you got it right you can just flat out add the card to your hand, if you got it wrong you can unflip a damage.  This is the main grade 2 you'll be using since what makes it so amazing is that it's on ATTACK and if you screw up you don't have to worry about having wasted a counterblast.  Then we run 3 of Cuore Magus who is our 12k attacker and lastly 3 of Briolette Magus who when she's a rear guard by soul blasting 1 lets you draw a card and then place her on top of your deck effectively letting you know what your top card is allowing for Crescent Magus to become a 9k booster.

Grade 2:
4 Stellar Magus
3 Briolette Magus
3 Cuore Magus 
Then for our grade 3s we run 4 Hexagonal Magus who is our breakride who has the extra effect of letting us look at our top 3 cards and adding one of them to our hand and then putting the other 2 on the top of our deck, mainly this is used for knowing what you're going to drive check which can (and in at least one of our videos has) allowed for double critical trigger shenanigans (or double trigger in ANY OTT build for that matter).  Then lastly we run 4 of the archetype's boss card Pentagonal Magus who has a limit break of on attack by knowing your top card she gains +5k power and +1 crit allowing for even more heavy pressure.
Grade 3:
4 Hexagonal Magus
4 Pentagonal Magus