Pages

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.

Friday, January 31, 2014

Sanctuary Guard Dragon

Hello everyone, this is Ascriptmaster back with another Deck Profile, this time on Sanctuary Guard Dragon. Sanctuary Guard Dragon is a very useful card due to its toolbox ability to fetch a Grade 1 unit directly from the deck. A demonstration video can be found here.
[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage):During your turn, this unit gets [Power]+3000 for each of your grade 1 or less «Royal Paladin» rear-guards.

[AUTO]:[Choose a «Royal Paladin» from your hand, and discard it] When this unit placed on (VC), you may pay the cost. If you do, search your deck for up to one grade 1 or less «Royal Paladin», call it to (RC), and shuffle your deck.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack.)
Grade 0:
1 Primgal (Starter)
3 Alabaster Owl (Critical)
3 Blazing Jewel Knight, Rachelle (Critical)
3 Bringer of Good Luck, Epona (Critical)
3 Margal (Draw)
4 Yggdrasil Maiden, Elaine (Heal)
Grade 1:
3 Flashing Jewel Knight, Iseult
3 Little Sage, Marron
3 Rendgal
3 Sword of Hope, Richard
3 Toypugal
Grade 2:
3 Knight of Details, Claudin
3 Knight of Determination, Lamorak
2 Battle Flag Knight, Constance
2 High Dog Breeder, Akane
Grade 3: 4 Sanctuary Guard Dragon
3 Swordsman of the Explosive Flames, Palamedes
2 King of Knights, Alfred

Sanctuary Guard Dragon's skill to tutor any Grade 1 to the field when you ride it allows for the retrieval of easy boosters for your units. Moreover, this deck specializes in Grade 1 Royal Paladins that gain effects when called from the deck. Richard will Soulblast a card to give a draw, making it the Grade 1 of choice for the deck, and Rendgal gains Power for the turn, allowing for a 10,000 Power booster on a turn that you need it. Then, its Limit Break capitalizes on the Grade 1 units on the field to give it extra power.

Most of the deck is likewise focused on the superior calls. Constance pressures the opponent with an on-hit ability that superior calls another Grade 1, such as a strong booster for another column, Richard for draw power, or even an extra attack by calling Rendgal over a unit or to an empty column as an extra attacker. Akane can't search out Richard, but she activates on-call and can get a Rendgal to boost her for 18,000 against Crossrides for a turn, or a Toypugal to act as a 9,000 booster elsewhere, then intercepting with her to clear space for a stronger attacker. Finally, Alfred is a backup Vanguard who can also superior call, albeit for an expensive cost, even if it is a Rearguard.

The card images used on this site have been obtained and reposted from the Cardfight!! Vanguard Official Portal Site (http://cf-vanguard.com/), in accordance to the guidelines stated there. Re-use of these images (re-post, distribution) is strictly prohibited.
© Bushiroad All Rights Reserved.

Friday, January 24, 2014

Chaos Breaker Dragon


Good evening humans, there isn't going to be a Natsu article this week, instead I void will be teaching you all how to use this new power to make our army stronger for Cray and human world domination.  This is a Link Joker deck, Link Joker is a clan based around locking the other inferior clans and allowing their units to be suspended into doing nothing, no intercepting, no attacking, no replacing, NOTHING.  The circles don't even count on being on the field.  This not only allows us to lower our attacking power but also by doing so we reduce how much we need to guard with and in some cases can shut down columns entirely.

G0

Dust Tail Unicorn (Starter)
Star-Vader, Meteor Liger (Critical)
Star-Vader, Nebula Captor (Draw)
Star-Vader, Stellar Garage (Heal)
Star-Vader, Vice Soldat (Critical)

So our trigger lineup is a standard 8 critical 4 draw 4 heal, this is because we run no on hit units therefore stands aren't too great in the opinion of this force of evil.  Our starter is Dust Tail Unicorn who by counterblasting 1 and putting himself into the soul can lock an opponents rearguard provided that they already have a locked unit.  So with our main units skill we can lock two front row rear guards effectively leaving them with only their Vanguard to attack with.  This also can shut down the shenanigans of a lot of different decks such as Aqua Force.

G1

Demonic Claw Star-Vader, Lanthanum x4
Barrier Star-Vader, Promethium (PG) x3
Freeshooter Star-Vader, Neon x3
Prison Gate Star-Vader, Palladium x3
Star-Vader, Aurora Eagle x2

Since this is the best and strongest clan we need a lot of grade 1 variety so we run 4 of Demonic Claw Star-Vader, Lanthanum who is a 7k that when an opponents rear guard is locked he gains an extra 2k power.  Since our break ride locks 2 cards he he can hit 11k just by breakriding allowing Chaos Breaker to hit 32k which is good numbers against everything that isn't a crossride and then with Chaos Breaker's skill you can have him hit 13k which not only allows magic numbers against crossrides but ALSO if needed you can have him attack ANY Vanguard.  Next we run 3 perfect guards because big attacks can be difficult to stop even if this is the strongest and most superior clan.  The next card is our standard 10k attacker Neon, and his requirement is just having a Star Vader Vanguard, but since everything is a Star Vader this is never an issue, so we can use him to snipe out the non locked rear guards.  We also run Palladium who when an opponents rear guard is unlocked you can counterblast one card and place him the soul to re-lock it.  This is good for when you don't have Chaos Breaker as your Vanguard or even more trolltastic against Reverse decks since their unit will be re-locked so they can't use it for an extra turn.  It also is food the cost of Chaos Breaker's soul blast ability.  The last card is our 10k booster who's requirement is just to have more rear guards than our opponent, BUT their units will be locked and locked units DON'T count as being on the field meeting this requirement shouldn't be too much of an issue.

G2
Evil Claw Star-Vader, Niobiu x3
Star-Vader, Colony Maker x3
Unrivaled Star-Vader, Radon x4

For our grade 2s we only have 3 different kinds that we run because despite this being the strongest clan when I created it I couldn't come up with many good grade 2 ideas.  So in this deck there are 4 Radon, who is the 12k if you have a Star Vader vanguard attacker.  But since we ONLY run Star Vaders he's just a 12k attacker so the requirement doesn't matter. Next we run 3 Niobiu who is a 9k grade 2 version of Lanthanum, he's just as awesome as his grade 1 counterpart, although that also subjects him to being attacked a lot.  The last grade 2 is Colony Maker, when you call him if your opponent has a locked card you can counter blast 1 card to get any grade 1 or lower Link Joker unit from your deck, you can use this to get your 10k booster if you've already used Dust Tail to lock another of your opponents card to have them feel even more despair.  He can also get you your Lanthanums because it's just my most ingenious invention.

G3
Star-Vader, Infinite Zero Dragon x4
Star-Vader, Chaos Breaker Dragon x4

Lastly is our grade 3s, we just run 4 Infinite Zero and 4 Chaos Breaker.  Infinite Zero when you break ride him you can lock an opponents front AND back row unit.  So what you normally want to do is that you lock a front row rear guard and then you lock their Vanguard's booster, this way you can just Dust Tail the other front row rear guard and you pretty much only need a 10k (unless they break ride or use some sort of vanguard power up ability) to guard with on your next turn.  Then Chaos Breaker is the true ace of this clan his ability is that you can counterblast a Star Vader and then you discard a Star Vader, then you can lock ANY Rear Guard your opponent controls, sadly this ability can only be used once per turn, when I was doing my evil plotting and creating I had to make it once per turn otherwise he'd be broken and then the other stupid inferior clans would get mad.  Now you may be asking yourself "Void why do you make Chaos Breaker go minus to lock?" well I'll tell you why, because he has ANOTHER ability.  This ability is by soul blasting a Star Vader when an opponents rear guard is unlocked it is retired, THEN you can draw a card.  So basically you can go +2 from locked cards (provided of course you DIDN'T use his ability to lock the retired cards).  So if you break ride Chaos Breaker and then you use Dust Tail's ability, during your opponents next end phase you go +6 and if you also use Chaos Breaker's ability the turn before you go +7,  The only issue with this ability is that you can and WILL find yourself running out of soul VERY fast, sadly I haven't created much of a way to remedy this problem but maybe I will for set 15.

The card images used on this site have been obtained and reposted from the Cardfight!! Vanguard Official Portal Site (http://cf-vanguard.com/), in accordance to the guidelines stated there. Re-use of these images (re-post, distribution) is strictly prohibited.
© Bushiroad All Rights Reserved.

Friday, January 17, 2014

Demon Conquering Dragon, Dungaree "Unlimited"

Hello everyone, Ascriptmaster back for another Deck Profile on the Dungaree series of cards. While Sealed Demon Dragon, Dungaree had little to boast for except a small destruction effect and a harmful skill that made it weaker as a Rearguard, the set Binding Force of the Black Rings gave it two well-needed buffs to keep it viable: a starter that helped mitigate its negative skill, and a crossride form that took advantage of its reliance on bound cards.

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2) & Bind the top card of your deck face up] When this unit attacks a vanguard, you may pay the cost. If you do, choose up to one of your opponent's rear-guards in the front row, retire it, and this unit gets [Power]+2000 for each «Narukami» in your bind zone until end of turn.

[CONT](VC):If you have a card named "Sealed Demon Dragon, Dungaree" 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)

Grade 0:
1 Exorcist Mage, Dan Dan (Starter)
4 Eradicator, Yellow Gem Carbuncle (Crit)
4 Sacred Spear Eradicator, Pollux (Crit)
4 Spark Edge Dracokid (Crit)
4 Worm Toxin Eradicator, Seiobo (Heal)
Grade 1:
4 Eradicator Wyvern Guard, Guld
4 Red River Dragoon
2 Dragon Dancer, Agatha
2 Rising Phoenix
Grade 2:
2 Demonic Dragon Berserker, Garuda
2 Dragon Dancer, Julia
2 Eradicator, Thunder Boom Dragon
3 Lightning Axe Wielding Exorcist Knight
2 Storm Bring Dragon
Grade 3:
4 Demon Conquering Dragon, Dungaree "Unlimited"
4 Sealed Demon Dragon, Dungaree

The basic strategy with Dungaree "Unlimited" is to accrue as many bound cards as possible to maximize the power gained from its Limit Break. This generally means taking advantage of Dan Dan's skill, which binds a card from the top of the deck every time a Dungaree unit is called to the Vanguard or Rearguard Circles. Not only that, its wording allows Sealed Demon Dragon, Dungaree to bypass its harmful skill by treating the bound card as if it were bound by Dungaree, not Dan Dan. Riding Sealed Demon Dragon, Dungaree before "Unlimited" not only gives the well sought-after Crossride defense, but also binds 2 cards when it is placed in the Vanguard circle. Since all Dungarees are Grade 3, Storm Bring Dragon also helps by allowing you to search the top five cards of the Deck for one of them every time it hits the Vanguard.

Of course, Dungaree "Unlimited" has a high Counterblast cost that makes it difficult to use more than two times in a game, so Demonic Dragon Berserker, Garuda adds pressure by threatening to unflip a damage for Dungaree "Unlimited" to use later. Dragon Dancer, Agatha also adds to the pressure by giving another Narukami Power when Dungaree "Unlimited" activates its Limit Break by capitalizing off the retiring effect, but costs Soul and limiting its usage. Rising Pheonix gives a free draw, but also works off the Soul and at times can conflict with Agatha due to the need to maintain the Crossride defense on Dungaree "Unlimited" as well. Finally, Dragon Dancer, Julia, gives some small superior call options to conserve hand while maintaining field presence early game, making it useful despite its low power.
The card images used on this site have been obtained and reposted from the Cardfight!! Vanguard Official Portal Site (http://cf-vanguard.com/), in accordance to the guidelines stated there. Re-use of these images (re-post, distribution) is strictly prohibited.
© Bushiroad All Rights Reserved.

Friday, January 10, 2014

PRISM


Hey everyone Natsu of Team Fairy Tail and this week we're going to be looking at my PRISM deck.  PRISM was big here in the English game mainly for being the first especial counterblast archetype as well as having the first break ride easily jumping them up to being a top tier deck.

G0
Gunslinger Star, Floria x4 (Crit)
Prism-Miracle, Adria x4 (Draw)
Prism-Miracle, Canaria x4 (Crit)
Prism-Miracle, Timor x4 (Heal)
Prism-Smile, Koro

Despite having especial counterblast I chose to go with an 8 critical trigger build due to our main grade 3 unit Labrador having an on attack effect therefore I wanted to take stands out of the equation to maximize my trigger effects.  The starter when another Bermuda is returned to hand can also return to hand.  This can allow you to get an extra 10k shield when needed and re-arrange your field as needed.

G1
Mermaid Idol, Elly x3 (Perfect Guard)
Mermaid Idol, Felucca x3
Prism-Image, Clear x3
Prism-Promise, Leyte x3
Prism-Romance, Mercure x3

For the grade 1s I really spread myself out more on the units I chose.  There is no PRISM sentinel unit so I'm forced to use Elly (although especial counterblast isn't used TOO much in the deck) and then Felucca allows for soul charging so then your soul blast units such as Clear and Leyte can go off.  Clear when returned from field to hand can soul blast a card to give a Bermuda an extra 4k power.  Leyte is Labradors personal 11k booster.  11k boosting can come in EVEN more handy for this unit since let's say for instance you get Clear to go off, (which with Labrador's ability is VERY easy) then Labrador becomes a 15k base for the turn which with an 11k boost suddenly hits for 26k which allows for magic numbers against 11k base vanguards which currently dominates the format, so it comes in VERY handy.  Lastly Mercure is your standard 10k attacker who is mainly there just to be a useful rearguard snipe if needed.

G2
Prism-Romance, Lumiere x4
Prism-Image, Rose x3
Prism-Smile, Liguria x3

For the grade 2s I decided to go with 4 12k attackers since they can hit anything that isn't a crossride which is ALWAYS great.  Then Rose who so long as you have a LB 4 Vanguard (which basically means grade 3 for here) is an 11k attacker, which is once again GREAT.  The last unit Liguria is your 10k vanilla unit who if she can't hit a vanguard can always snipe a rear guard.  There is a grade 2 version of Clear who is a 9k unit but I chose not to include it due to not wanting to have TOO many soul blast units although it still is a great unit to have.

G3
Prism-Image Vert x4
Prism-Promise Labrador x4



For the grade 3s just 4 breakride and 4 Labrador.  The breakride gives the standard 10k power and also returns 2 Bermudas to your hand (although with Koro as a starter it may as well be 3) and then lets you draw a card.  The main card of the deck and archetype though is Labrador.  Her limit break is whenever she attacks a vanguard you can call up to 3 PRISM units to rear guard circles.  Then if you called 3 she gets an extra 10k power and an extra critical for that battle.  She can also counterblast a prism to return a prism to your hand.  So by intercepting and using the especial counterblast skill you have a 21k 2 critical base every turn (or at least until you run out of counterblast), if you even use Clear and Leyte you can have her be 36k 2 crit at which point they'll most likely need a perfect guard or quintet wall if they want to stop the attack, and if they do hey you still have a 2 critical vanguard.

Overall the deck is a fun deck to play and definitely in my opinion the best out of all the various bermuda builds out there.  The only things that really hurt this deck would be a match up against link joker due to lock limiting a lot of what you can return especially locks on units such as Clear.

The card images used on this site have been obtained and reposted from the Cardfight!! Vanguard Official Portal Site (http://cf-vanguard.com/), in accordance to the guidelines stated there. Re-use of these images (re-post, distribution) is strictly prohibited.
© Bushiroad All Rights Reserved.

Friday, January 3, 2014

Battler of the Twin Brush, Polaris

Hello everyone, this is Ascriptmaster back again with another Cardfight!! Vanguard deck profile, and the first Team Fairy Tail blog post of 2014. This time we're covering a Great Nature deck using Battler of the Twin Brush, Polaris, to fully take advantage of Honorary Professor, Chatnoir's Break Ride abilities.

[AUTO] Limit Break 4 (This ability is active if you have four or more damage): When a «Great Nature» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and [AUTO](VC):When one of your «Great Nature» rear-guards attacks a vanguard, choose one of your «Great Nature» rear-guards, that unit get [Power]+4000 until end of turn, and at the end of that turn, draw a card, and retire that unit.".

[AUTO](VC): When this unit attacks a vanguard, 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.)

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2)] When this unit attacks a vanguard, you may pay the cost. If you do, choose another of your «Great Nature» rear-guards, [Stand] it, and that unit gets [Power]+4000 until end of turn, and at the end of that turn, retire that unit.

[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+3000 until end of that battle.


Grade 0:
Blackboard Parrot (Starter)
4 Castanet Donkey (Draw)
4 Dictionary Goat (Heal)
4 Ruler Chameleon (Critical)
4 Triangle Cobra (Critical)
Grade 1:
4 Cable Sheep
3 Coiling Duckbill
3 Tick Tock Flamingo
3 Silver Wolf
1 Soft Tank Sloth
Grade 2:
4 Binoculus Tiger
4 Pencil Knight, Hammsuke
3 Geograph Giant
Grade 3:
4 Battler of the Twin Brush, Polaris
4 Honorary Professor, Chatnoir
On the turn that a Great Nature rides Chatnoir, every Rearguard attack on the opponent's Vanguard becomes a free draw at the end of the turn. This means that Polaris' ability to Stand a Rearguard equals an extra draw. Of course, this requires trading in Rearguards as well, but it is possible to minimize the amount of Rearguards lost by focusing as many boosts from Chatnoir on one unit. This being Great Nature, of course, also means that an ideal turn will also involve stacking as many Coiling Duckbill, Tick Tock Flamingo, and Blackboard Parrot skills upon that one unit as possible for more drawing and unflipping the damage spent by Polaris.

Critical Triggers were chosen over Stand Triggers in this deck despite the potential attacks (and draws, when used with Chatnoir) it offers because Stand Triggers can potentially fail to Stand when used after Polaris' Limit Break. As a result, a standard turn with Polaris would commonly involve deciding which unit to boost, then either attacking with it unboosted first to maximize the pressure after the Limit Break, or attacking with the booster and then again unboosted after the Limit Break for two small attacks, applying triggers as necessary. Castanet Donkey is the ideal Draw Trigger for the setup because it can act as an emergency booster that can move away next turn, or give power to the unit you plan to Stand with Polaris' Limit Break.

Pencil Knight, Hammsuke is the best candidate for all the Great Nature boosts (including Polaris'), as its retiring will allow you to search an additional copy to your hand, either for extra defense or for an attacker next turn. Binoculus Tiger also helps to supply power to other Great Nature units. Standing it with Polaris potentially allows it to give even more power to another unit, but the lack of Sea Stamp Otters would mean giving up two Rearguards that turn instead of one that was targetted by both Polaris and Binoculus.

It is worth noting the lack of Grade 1 units that gain effects when retired during the End Phase, such as Washup Raccoon. This is because the nature of Polaris' Limit Break means that boosters are not going to be commonly boosted by the Great Nature effects, unlike other Great Nature decks like Leopald. As such, retirement bonuses from these cards will seldom activate. There is one tech of Soft Tank Sloth, however, to provide a quick unflip that instantly frees up another Polaris Limit Break once. If this tech does not suit you, however, Taping Cat is a viable alternative as a free draw unit when it is called.
The card images used on this site have been obtained and reposted from the Cardfight!! Vanguard Official Portal Site (http://cf-vanguard.com/), in accordance to the guidelines stated there. Re-use of these images (re-post, distribution) is strictly prohibited.
© Bushiroad All Rights Reserved.