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Showing posts with label Gold Paladin. Show all posts
Showing posts with label Gold Paladin. Show all posts

Friday, February 20, 2015

What color are your flames?

Hey everyone Natsu here back with another article for you all and this week we're going to be taking a look at the newer Liberators involving the legion that came out in December of last year for the TCG.

Grade 0
Fire Passion Liberator Guido
Ketchgal Liberator x4 (Stand)
Steel Blade Liberator, Alwilla x4 (Critical)
Great Wish Liberator, Esus x4 (Critical)
Numinous Tree Liberator, Elchea x4 (Heal)

So for our starter we run Guido who when your Vanguard is in legion can put himself into soul to check your top 3 for a Liberator and call it to an open rearguard circle.  There's also the very viable Koronagal Liberator who when your vanguard is in legion acts a 5k base Bruno clone I prefer the counterblast free call from deck as Glare's extra ability also requires a counterblast unlike Core therefore counterblasts can be gone quickly sometimes.  Then we run 8 critical and 4 stand, the reason for the stand is that this stand trigger acts as a Zorron so we can increase our chances of hitting cards such as Josephus and Agolovale.


Grade 1
Fast Chase Liberator, Josephus x4
May Rain Liberator, Bruno x4
Physical Force Liberator, Zorron x4
Light Formation Liberator, Erdre x3 (Perfect Guard)

For our grade 1 lineup we run 4 Zorron to once again increase the chances of hitting Josephus as well as increase the chances of Prominence Core's ability going off.  Then we run 4 Bruno who gets an extra 3k whenever a unit is called from deck so he can be a good booster for Glare to hit magic numbers if you hit a Zorron, Oath or Ketchgal.  We then run 4 Josephus who when called from deck let's you especial soulblast 1 to draw a card allow using to give us the extra options for units and free cards that draw triggers could've given us if we ran them.  It can also help us get extra Bluish Flame units to our hand in order to use Prominence Glare's ability.  Lastly we run 3 perfect guards since quintent walls don't work well for this type of build since we run a unit that has a persona ability so we want to call our Oath and Core's from deck instead of milling them.

Grade 2
Oath Liberator, Aglovale x4
Liberator, Lawful Trumpeter x3
Regulation Liberator, Aglovale x3

For our grade 2s we run 4 of the best Liberator Grade 2 and lower card Oath Liberator Aglovale, who on call from hand or deck can counterblast 1 to check your top 3 and call a Liberator from among them.  This is also the legion mate for Prominence Core so running 4 is also ideal for Core's skill.  Then we run 3 Lawful Trumpeter who when you legion can check your top 3 for a Liberator and call it to an open rear guard circle.  This can help you get an easy +1 or even +2 when you legion and can help trigger Core and Glare's skills early on to help pressure your opponent and push them to 5 damage early on.  Lastly we run 3 Regulation Agolovale, who's the legion mate for Prominence Glare.  He's an 11k attack for the Bluish Flame sub-archetype and when he's called from deck he can soulblast 1 to check your top 5 for a Bluish Flame card and add it to your hand.  This can help if you just so happen to get him off turn 2 with his Oath counterpart or if you need that extra card for Glare's skill.

Grade 3
Bluish Flame Liberator, Prominence Core x4
Bluish Flame Liberator, Prominence Glare x4

Then lastly for our grade 3s we run 4 of each Prominence Core and Glare.  Both share the ability of counterblasting 1 and killing off a unit to check your top 4 for a liberator and calling it and then depending on if you have Core or Glare you have access to a different ability.  For Core if the unit you called from your deck (NOTE that the unit called from deck DOESN'T have to be from their ability as well) was another copy of Core or Oath Core gains an extra 3k power and 1 critical which is insane because Oath would then let you call ANOTHER unit from your deck giving you the chance to possibly get Core to 26k 3 crit unboosted.  As for Glare whenever you call ANY liberator unit from your deck you can counterblast 1 and discard ANY Bluish Flame card to make Glare gain 1 critical AND his attack can ONLY be guarded with grade 0s aside from intercepts, making him a VERY deadly finishing unit.

Overall the new Liberator support was able to give Liberators exactly what they needed which was a way to make better calls from deck, usually most Liberator players were able to fill up their fields quickly and replenish broken fields with cards such as Round Table Alfred, Garmore and Monarch Alfred or even Gancelot Zenith, however the problem with all of those cards was that you'd be calling JUST the top card of your deck therefore it could be VERY possible you'd get a field full or triggers which didn't benefit you very much and even the more skilled Gold Paladin player at best could just use this power up a Bruno or Geraint without being able to take full advantage of cards such as Josephus or even Zorron.

Friday, April 18, 2014

Spectral Duke Liberators

Hello everyone, Ascriptmaster here with another Cardfight!! Vanguard deck profile. This week, we will be covering my Spectral Duke Dragon deck, which focuses on the use of Liberator, Star Rain Trumpeter to quickly fill the field for Spectral Duke's Limit Break without using up Counterblast. A video showcasing the deck can be found here.
Grade 0
[LEAD] Black Dragon Whelp, Vortimer
4 Armament Liberator, Gwydion
4 Elixir Liberator
4 Liberator of Hope, Epona
4 Strike Liberator
Grade 1
4 Halo Liberator, Mark
4 Scout of Darkness, Vortimer
3 Knight of Elegant Skills, Gareth
2 Black Mane Witch
2 Throw Blade Knight, Maleagant
Grade 2
4 Black Dragon Knight, Vortimer
4 Liberator, Star Rain Trumpeter
3 Blaster Blade Liberator
Grade 3
4 Spectral Duke Dragon
3 Dignified Gold Dragon
The deck leads with the Vortimer Ride Chain to gain access to Spectral Duke Dragon more efficiently, potentially giving it the 11,000 defense line and also unleashing a flurry of superior calls to quickly fill the field. Aiding the superior calls is Star Rain Trumpeter, which gives an extra superior call if a Blaster Blade Liberator is already in the Drop Zone. Black Mane Witch also serves as a tech option, as it can trade in weaker units for potentially stronger ones, but also can sacrifice a Blaster Blade Liberator to grant immediate access to Star Rain's abilities.

Besides the obvious use of a small Liberator engine in a Spectral Duke Dragon, the tech options chosen for this deck are Black Mane Witch and Throw Blade Knight, Maleagant. Black Mane Witch's main function is to trade out unneeded units and try for better ones. It also can sacrifice a Blaster Blade Liberator to set up for a Star Rain Trumpeter play quickly if none are present in the Drop Zone. Maleagant, on the other hand, has the powerful ability to Soulblast 2 to turn 2 damage face up, allowing Spectral Duke Dragon to use its Limit Break a third time in the game. A player will generally have 2 Soul by the time they ride Spectral Duke Dragon, although it might be undesirable if the player is forced to Soulblast Black Dragon Knight, Vortimer, causing Spectral Duke Dragon to lose its 11,000 defenses, although if the entire Ride Chain has been completed, this will not be the case.

The rest of the deck consists of high-power units meant to force further guard from the opponent. Dignified Gold Dragon stands at 12,000 power when attacking as a Rearguard, and Gareth boosts for considerable power. Of course, the deck's offensive power is hampered by the fact that Blaster Blade Liberator cannot activate its skills with Spectral Duke as Vanguard, filling all the Grade 2 slots with 9,000 power attackers that struggle to hit most Vanguards without a Gareth or Vortimer boosting, especially crossrides.

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.