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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

Friday, February 28, 2014

Dark Dimensional Robo, "Яeverse" Daiyusha


Hello everyone! This is Ascriptmaster here back to show everyone the unlimited power granted by "Яeverse". Birthed from the depths of despair, the reborn Daiyusha is now led by the powers of Link Joker and utilizes its wonderful new powers to reduce the opponent's power and make them easier to be crushed by the emissaries of Void. Watch it display its strength here.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose two of your rear-guards with "Dimensional Robo" in its card name, and lock them] Choose one of your opponent's vanguard, and that unit gets [Power]-10000 until end of turn. This ability cannot be used for the rest of that turn. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)

[CONT](VC):If you have a card named "Super Dimensional Robo, Daiyusha" 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.)
"Power" is neither "Justice" nor "Evil". It is merely "Power".

Grade 0:
Dimensional Robo, Goyusha
4 Dimensional Robo, Gorescue
4 Dimensional Robo, Daicrane
4 Dimensional Robo, Goflight
2 Gem Monster, Jewelmine
2 Guide Dolphin
Grade 1:
4 Dimensional Robo, Daishield
3 Dimensional Robo, Dailander
4 Dimensional Robo, Daimariner
2 Dimensional Robo, Gocannon
Grade 2:
4 Dimensional Robo, Daidragon
4 Dimensional Robo, Daidriller
2 Dimensional Robo, Kaizard
Grade 3:
4 Super Dimensional Robo, Daikaiser
4 Super Dimensional Robo, Daiyusha
2 Dark Dimensional Robo, "Яeverse" Daiyusha

The general strategy of this deck is to use "Яeverse" Daiyusha to lock its teammates in order to reduce the opponent's power. Breakriding on Daikaiser is incredible for this purpose, as it generally allows "Яeverse" Daiyusha to tower at least 20,000 Power over the opposing Vanguard and give a small chance of destroying guard and thus making it more difficult for the opponent to guard. Goyusha allows for "Яeverse" Daiyusha to be superior ridden from the deck if needed, but is generally not preferred due to the incredible number of units given up for its effect will generally interfere with the need to lock units for the effect.

The rest of the deck focuses on the high-power plays that Dimension Police are known for. Daidragon is a standard high-power attacker to take advantage of the power drop caused by "Яeverse" Daiyusha. Daidriller and Dailander both can quickly and effortlessly push columns to the correct power lines needed to further pressure the opponent for a turn, including giving power to its own column if it is beneficial. Kaizard gives the Grade 3 unit riding on it power, allowing for a Daiyusha play early on or simply a more powerful Vanguard for a turn. While it needs to be in the Soul to trigger its power boost, Daimariner can also help achieve these power lanes, but also works as a strong booster that allows the 11,000 power Grade 3 units like Daikaiser to pressure crossrides for extra guard. Finally, Gocannon has the ability to give "Яeverse" Daiyusha an extra critical while also having the ability to push another Dimensional Robo into the Soul, such as Daiyusha to give the crossride defense, or Daimariner for its skill.

Friday, February 21, 2014

ZW Hope

Hey everyone Natsu here back with another deck profile.  This week I'm doing something a little different and doing a Yugioh deck profile.  This week I'm going to be going over my ZW Hope/Utopia deck.



 Monsters 30

Black Luster Soldier - Envoy of the Beginning
DZW - Chimera Cloth
Effect Veiler x2
Evilswarm Mandragora x3
Evilswarm Thunderbird x3
Goblindbergh x3
Gorz The Emissary of Darkness
Honest
Hydrogeddon x3
Maxx C x2
Thunderking Rai-Oh
Tragoedia x2
ZW - Eagle Claw
ZW - Lightning Blade x2
ZW - Sleipnir Mail x2
ZW - Tornado Bringer x2

So the monsters in the deck pretty much fall into one of 3 categories A. It's a staple B. It helps gather level 4s on the field or C. It's a ZW.  The decks main win condition is getting any version of Hope/Utopia (preferably a Chaos version) and making it as big and hard to get rid of as possible.  Most of the ZWs are run in groups of two with the exception of Eagle Claw who is a LV 5 that can only be equipped from the field (although with a handy trap negation ability) and Chimera Cloth who is mainly just a Zenmains counter.

Spells 10

Book of Moon
Dark Hole
Infestation Pandemic x2
Mind Control
Rank Up Magic Barian's Force x2
Rank Up Magic Numeron's Force x3

For spells once again it's mainly staples aside from Infestation Pandemic, and while yes this isn't an Ophion deck thanks to running 6 evilswarms in the deck making Ophion is something you'll be able to do very frequently so it doesn't hurt to give him a target as well as you being able to use it on Exciton Knight if you need to.  The Rank Up Magics are all there to allow you access to the C39s which when combined with the ZW weapons can become an unstoppable force.

Traps 3

Royal Decree x2
Solemn Warning

For the traps we only run double Decree and 1 Warning  The ZWs all go to the spell and trap zone which can cause that area to become clogged very quickly, therefore a general preference for myself is that if I don't have much room for backrow I keep it to just Royal Decree since it won't really hurt me while still possibly hurting my opponent.

Extra Deck

Evilswarm Exciton Knight
Evilswarm Ophion
Evolzar Laggia
Gagaga Cowboy
Lavalval Chain
Number 101: Silent Honor Ark
Number 39: Utopia x2
Number C101: Silent Honor Dark
Number C39: Utopia Ray x2
Number C39: Utopia Ray V x2
Number C39: Utopia Ray Victory x2

Lastly for the extra deck it's mainly rank 4s since that's what the deck is set to making.  Ophion and Laggia can be made relatively easily in the deck so of course they're included to be backup boss monsters.  C101 is also in there due to his ability to snatch away just about almost anything (since let's face it the only deck he isn't too good against is Monarchs).  C39 Utopia Ray is included so that you can turn your Utopia into him before using your Rank Up Magic to allow your C39 to have an extra overlay unit.

Overall this deck can make Hope big and fast.  The only issue is that if they have an answer to Hope you may be in trouble but this can also depend on your ZW weapons as well, but usually if you can know when to make your big pushes as well as when to go all in you should be ok.

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.