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Friday, April 4, 2014

Omniscience Regalia, Minerva

Hey everyone Natsu back for an article, I apologize for this one being a little late but I got sick that Thursday afternoon and just haven't been able to shake off whatever I have quite yet.  Anyways this week we're going to be looking at Mineva, Misaki's final season 3 ace and her second crossride.

Grade 0

Battle Maiden, Amenohoka
ri
Battle Maiden, Kukurihime x4
Cyber Tiger x4
Large Pot Witch, Laurie x4
Lemon Witch, Limonccino x4

So for this deck due to Genesis' massive soul charging and deck out being a thing we run 12 crit and 4 heals.  I would run draws since I'm a big fan of 8 crit 4 draw but with massive soul charging and deck out being a thing I feel that 12 crit is the way to go for this deck.  As for our start we then run Amenohokari who on boost for a grade 3 lets you soulcharge 1.  Therefore once we reach grade 3 this allows for a consistent +1 to our soul.

Grade 1

Apple Witch, Cider x3
Goddess of Union, Juno x3
Witch of Frogs, Melissa x3
Witch of Oranges, Valencia x2
Goddess of Self-Sacrifice, Kushinada x2 (Perfect Guard)
Goddess of the Shield, Aegis x2 (Quintet Wall)

For our grade 1 lineup we have loads of variety we run 3 Apple Witch Cider who when you guard with her if your Vanguard is a Regalia (which all of your grade 3s are) EVERYTHING you guard with for that battle goes to your soul.  This can allow you to fill your soul with key units that we'll be discussing later and also combos well with another card that will be discussed later.  We then run 3 Juno who is our Regalia 10k attacker as well as 3 Melissa who when soulblasted if you counterblast 1 you may call her to RG so she's a good ride as well as a nice card to guard with when using Cider.  Then we run 2 Valencia who when soul blasted will allow you to soulcharge 2 cards keeping your soul nice and full so you don't have to worry about you ever running out of soul.  Then this is where it gets slightly unorthodox, we run TWO perfect guards and then two of a newer concept which is known as Quintet Wall.  Quintet wall which was introduced in this set is a sentinel mechanic that if you call it to the guardian circle from YOUR HAND you can counterblast 1 and then take the top 5 cards of your deck and guard with all of them (provided they're of the same clan of course).  Now while this may sound risky and not good there's one key unit to remember, Apple Witch Cider.  If you get a Cider with your Quintet Wall or just add Cider along to your guard you go +6 MINIMUM to your soul AND you guard the opponent's attack, which is pretty good.  Of course we only run 2 since deck out is still a thing that can happen.

Grade 2

Goddess of Trees, Jupiter x4
Grape Witch, Grappa x3
Witch of Birds, Chammomile x3

For our grade 2s we run 4 Jupiter who is the Regalia 12k attack and then 3 Grappa who is a Valencia and 3 Chammomile who is a Melissa.  This allows for more soul shenanigans and can once again allow Minerva to set herself up again for next turn and let us go plus on our opponent for extra attacks.

Grade 3

Omniscience Regalia, Minerva x4
Regalia of Wisdom, Angelica x4

Lastly we run just 4 Minerva and 4 Angelica for our grade 3 lineup.  Angelica is a breakride who when attacking soulcharges for an extra 1k power and then her breakride skill is by soulblasting 3 on ride you can draw 2 cards which isn't too bad.  However the main boss of this deck (and arguably clan) is Minerva.  She's a crossride of Angelica so she has that 13k defense (and due to Genesis soul charging shenanigans you could in theory skip crossriding all together).  After she's done attacking you can counterblast 1, discard 3, and soulblast 3 to stand her and give her 5k power.  While she does have a heftier cost than Descendant who's skill is almost identical there are 2 key differences.  The first being that she gains power which late game is usually better since your opponent will usually just be at 5 damage anyways so the crit is usually just more an insult to injury.  The second key difference between the two units is, Minerva can go off hit or not hit so if your opponent is one of those players who likes to keep themselves at 4 damage to allow some wiggle room in the late game from a big vanguard attack, you'll still be able to get that extra attack in.

Overall this is a rather fun deck although it does lack the heavy retire that Eradicators have however the deck can go plus a lot more easily than Eradicators with Chammomile and Melissa.  This in my opinion is the best type of genesis deck out there at the current moment, and definitely a good choice if you want to go with this clan although it can be difficult to master since players not used to decks like genesis or dark irregulars may find themselves getting close to or actually decking out in games.

Friday, March 28, 2014

Shangri-La Star, Coral (ノ◕ヮ◕)ノ*:・゚✧

Hello everyone, it's Ascriptmaster, back with another Cardfight!! Vanguard deck profile. This time, I will be covering the Coral ride chain in Bermuda Triangle, a clan focused on returning your own units to your hand and filled with すごいかわいいすばらし人魚アイドル. Specifically, the focus of this deck is the new crossride unit revealed for the ride chain, Shangri-La Star Coral.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Soul Blast (1)] Choose one of your «Bermuda Triangle» rear-guards, return it to your hand, and this unit gets [Power]+3000 until end of turn. You may choose up to one card with "Coral" in its card name from your hand, and put it into your soul. If you do, draw two cards. This ability cannot be used for the rest of that turn.

[CONT](VC):If you have a card named "Aurora Star, Coral" 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.)
All her albums have the value of best-sellers.
Grade 0:
Angelic Star, Coral
4 PR♥ISM-Miracle, Timor
4 PR♥ISM-Miracle, Adria
4 PR♥ISM-Miracle, Canary
4 Drive Quartet, Shuplu
Grade 1:
4 Mermaid Idol, Elly
4 Fresh Star, Coral
3 Apprentice Idol, Karen
3 Mermaid Idol, Sedna
Grade 2:
4 Shiny Star, Coral
3 Mermaid Idol, Flute
2 Girls' Rock, Rio
2 PR♥ISM-Promise, Celtic
Grade 3:
4 Aurora Star, Coral
4 Shangri-La Star, Coral
The main appeal of Shangri-La Star, Coral's Limit Break is drawing cards while exploiting Bermuda Triangle's signature "bounce" skills. By sending a Coral unit to the Soul, Coral quickly draws 2 extra cards to offset the card returned to the Soul, and it also keeps the Soul relatively full for the Soulblast required the next turn. (Incidentally, it is not worth using Shangri-La Star, Coral's effect if you cannot use this part of the effect.) As a bonus, she can even place her "base form", Aurora Star, Coral, into the Soul to give an immediate increase in defensive power without needing to ride Aurora Star first. This is especially helpful because the nature of the Coral ride chain does not require Aurora Star, Coral to be ridden on top of the Grade 2, Shiny Star, Coral to gain extra effects, meaning there is minimal need to ride Aurora Star, Coral in the first place except to gain the extra defense from crossriding before Limit Break.

Combining Shangri-La Star, Coral's Limit Break with other Bermuda Triangle units that gain effects when returned to the hand further accelerates the draw power Coral provides. While it might seem worse to draw 1 card immediately as opposed to another 2 the next turn, the fact that Coral needs to put a unit in the hand to the Soul means that the increase in hand size from Coral's Limit Break and another draw power card like Girls Rock, Rio is the same. This means that Girls Rock, Rio and Apprentice Idol, Karen find themselves integral to the Coral strategy due to the added draw power, especially since a player cannot expect to have an extra Coral unit in hand every turn to use.

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.

Friday, March 14, 2014

Dragonic Lawkeeper

Hello everyone! It's Ascriptmaster again, with another deck profile for Cardfight!! Vanguard. This time, we're profiling the first Kagero Limit Break released, from the Extra Booster, Cavalry of Black Steel. Dragonic Lawkeeper's style focuses on using its Limit Break to temporarily clear the opponent's field via binding them, granting effects to other Kagero units reliant on the opponent having 2 or fewer Rearguards on the field.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] Bind all of your opponent's rear-guards, and at the beginning of the end phase of that turn, your opponent chooses up to four face up cards that were bound with this effect from his or her bind zone, calls them to separate (RC), and puts all other cards that were bound with this effect into the drop zone.

[AUTO](VC):When this unit attacks, if the number of rear-guards your opponent has is two or less, this unit gets [Power]+3000 until end of that battle.
Because it is a battlefield, there is a law to be kept with pride.

Grade 0:
Demonic Dragon Mage, Deva
4 Dragon Dancer, Barbara
4 Gatling Claw Dragon
4 Blue Ray Dracokid
4 Lizard Soldier, Goraha
Grade 1:
4 Dragon Dancer, Maria
3 Embodiment of Armor, Bahr
3 Seal Dragon, Kersey
2 Calamity Tower Wyvern
2 Lizard Soldier, Raopia
Grade 2:
4 Demonic Dragon Berserker, Kumbhanda
4 Demonic Dragon Mage, Kongara
3 Dragon Knight, Berger
Grade 3:
4 Dragonic Lawkeeper
2 Dauntless Drive Dragon
2 Dual Axe Archdragon
Dragonic Lawkeeper's ability to clear the opponent's field for a turn allows it to gain support from many powerful beatstick units. Dual Axe Archdragon, Kongara and Raopia all give power boosts when the opponent has 2 or fewer Rearguards, a condition that is guaranteed due to the Limit Break. Kumbhanda also gains power boosts because Dragonic Lawkeeper is a Limit Break, meaning that there are effectively 8 11,000-Power Grade 2 attackers in this deck, thanks to Kongara and Kumbhanda. This allows them to hit non-Crossride Vanguards unboosted, and pressure Crossrides for 10,000 shield when boosted by a Kersey or Bahr. Dual Axe Archdragon can strike for 13,000, hitting a Crossride Vanguard unboosted and pressuring 15,000 shield from other Vanguards when boosted by Bahr. Finally, Dauntless Drive Dragon sits as a suitable back-up Vanguard that you can Break Ride on later for a powerful attack, but also serves well as a Rearguard attacker.

Unfortunately, since Dragonic Lawkeeper's Limit Break only clears the field temporarily, instead of permanently retiring units like most other Kagero decks, it loses out on some of its defensive capabilities. Demonic Dragon Mage, Deva, Calamity Tower Wyvern and Seal Dragon, Kersey generally help by providing some much-needed draws to increase the shield in your hand. Deva's effect triggers easily due to the 6 Limit Break units in the hand, because your opponent is not likely to guard the attack so early-game anyways just to prevent a single draw.

Dragon Knight, Berger (aka Berger King) also helps with the deck's defenses as an Especial Intercept, which gives 10,000 shield when intercepting. While these kinds of interceptors are generally discouraged in a metagame filled with Narukami, who specialize in destroying front-row units, it still sees some potential because it draws attacks away from your Vanguard, who is already in danger of being abused due to its 10,000 base Power, and if it does not stop an attack, it swoops in as guard to protect Lawkeeper from harm. All in all, however, the Berger King can be included or excluded from your Deck in favor of more offensive cards like Dragon Knight, Nehalem if you feel that Berger is not helping with your defenses.

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.