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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.