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.
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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 Trainer4 Cheer Girl, Pauline
4 Silence Joker
4 Sonic Breaker
4 Cheer Girl, Adared
Grade 1
4 Cheer Girl, Marilyn4 Reckless Express
3 Wild Hitter
2 Wonder Boy
Grade 2
4 Frozen Ogre2 Devil Summoner
2 Highspeed, Brakki
2 Silver Blaze
Grade 3
4 Bad End Dragger4 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.
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.
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