Darkjet Deletor, Greiend Deck

Darkjet Deletor, Greiend

Darkjet Deletor, Greiend

For the player that wishes to strip the opponent of all defensive power, and for the player that wishes to make the player seemingly defenseless on a regular basis, the Deletor archetype might be able to provide such possibilities. Delete as a game mechanic in Vanguard reduces the opponent’s vanguard’s defensive power to 0 while denying any skills that that vanguard may have until replaced by another vanguard ride or stride. Although powerful, recent support made the effect more reliable due to the amount of resource management provided to the subclan and the amount of utility cards provided up to this point, which mainly focuses around Greiend, the Deletors’ new grade 3 boss, and the strides that pair with it as a unit.

 Deck List:

Grade 4 Units
1x Genesis Dragon, Amnesty Messiah
2x Nebula Dragon, Big Crunch Dragon
4x Deliberate Deletor, Aodaien
4x Original Deletor, Egorg
1x Darkness that Lights Up Demise, Lacus Carina (G Guard)
2x Blaming Deletor, Ibiores (G Guard)
2x Genesis Beast, Destiny Guardian (G Guard)

Grade 3 Units
4x Darkjet Deletor, Greiend
2x Docking Deletor, Greion
1x Mixed Deletor, Keios

Grade 2 Units
3x Clipping Deletor, Evo
3x Forbid Deletor, Zakuelad
3x Swift Deletor, Geali
3x Juxtapose Deletor, Gaele

Grade 1 Units
4x Remove Deletor, Igalga (Perfect Guard)
4x Hire Deletor, Farwon (Stride Helper)
4x Ill-fate Deletor, Drown
1x Looting Deletor, Gunec

Grade 0 Units
2x Flutter Deletor, Zuiije
4x Taunting Deletor, Gotho (Heal)
4x Biting Deletor, Geeva (Critical)
4x Cramping Deletor, Edy (Stand)
4x Rendering Deletor, Efames (Stand)

Deck Highlights

Greiend + “Deletor” Strides

Greiend, along with strides with “Deletor” in the name, consists of the deck’s main engine for reliably deleting the opponent’s vanguard. Greiend calls a unit with “Deletor” from the top of the deck when strode on by a stride with “Deletor” in its name. This is quite convenient, since both strides with “Deletor” in the name can delete an opponent’s vanguard by retiring a “Deletor” rearguard.

Aodaien + Egorg

These strides can delete the opponent’s vanguard by retiring a “Deletor” rearguard as part of the cost. In addition to this, each stride has it’s own purpose in the deck. Aodaien powers up the front row units for each face up copy of itself in the situation that the player is trying to play a faster game with Deletors. Although it does not appear to be the case, Aodaien’s power up effect is reliable, since it flips a copy of itself as part of the cost to delete the opponent’s vanguard. In a slower game, Egorg allows the player to win automatically if there are thirteen vanish deleted cards in the opponents bind zone and the opponent has four or more damage. The vanish deletion requirement is not hard to achieve, since Greiend forces the opponent to vanish delete two cards each time it has a “Deletor” stride placed on top of itself.

Amnesty Messiah + Destiny Guardian

These cards are present in the deck to provide unlocking mechanics for potential Link Joker match-ups. Not much more to say about this.

Lacus Carina + Big Crunch Dragon + Ibiores

These cards serve the defensive purpose of showing down the opponent’s offense either through the use of locks (Lacus Carina + Big Crunch) or taking power away from the opponent’s front row during the opponent’s battle phase (Ibiores).

Gaele + Geali + Keios

In order to slow down the pace of certain match-ups with this deck, these cards provide the deck with moderate amounts of control. Gaele provides a front-row rearguard lock when placed on rearguard and when the opponent’s vanguard is deleted. Geali provides a front-row rearguard retire when placed on vanguard or rearguard and when the opponent’s vanguard is deleted. In the event that the player is being rushed, Keios provides a way to delete and lock two cards when it rides on the vanguard circle.

Evo

For two counterblast and when placed on the rearguard when the opponent’s vanguard is deleted, the player can search any “Deletor” unit from the deck and call it to the rearguard. Historically, this card was too costly to run. Although that is the case, it can be run due to counterblast free delete effects in the deck and the increased countercharging mechanics in the deck.

Efames + Zuiije

Both Efames and Zuiije allow the player to call a “Deletor” from the top of the deck to the rearguard when retired due to the cost of one of the player’s cards, helping negate the cost of deletion effects.

Geeva + Drown

These card provide utility while trying to provide ways to vanish delete cards from the opponent in the event that the win condition needs to be reached. Specifically, Drown allows the player to cycle for cards that he or she may need, while Geeva returns itself to the deck and countercharges after boosting an attack while the opponent’s vanguard is deleted.

 

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Avoiding Overthinking During Tournament Play

An important part of playing in tournaments is keeping the proper and clear mindset. Among many things that can prevent such a mindset, overthinking (also known as rumination) during a tournament can cloud in-game judgement and prevent the player from optimal play. The keys to avoiding this mental pitfall during tournaments are to reduce mental strain during game play and to reduce unhealthy self-assessment during the course of game play. Here are some tips for working toward this:

  • Practice before tournaments. Playing the deck before the tournament allows the player to properly understand the cards and play style of the deck ahead of time. Although this seems minor, playing the deck until it becomes second nature will lessen the mental effort during the course of tournaments played with the deck.
  • Answer questions before the tournament. If the player has questions about the deck that he or she is playing, rulings surrounding play, or other in-game information, the player should try to find answers to such questions before the tournament begins in an effort to reduce mental strain during a tournament.
  • Focus on the game at hand. Worrying about past mistakes in the tournament or deck choice during the course of the tournament will not help once the tournament has started. When in a game, it is best for the player to focus on the game(s) that is happening in the moment.
  • Break down difficult decisions*. If there is a decision in front of the player that is hard for the player, he or she can break down the decision and its ramifications into smaller pieces in relation to facts that the player knows (e.g. cards in hand, units on the board, etc.). The process of breaking down the decision helps the player digest a flood of thoughts and prevent being overwhelmed during the course of game play.
  • When all else fails, choose and act*. When stuck between decisions and the player recognizes that he or she cannot make up one’s mind in the moment after considering the game board, it is better to make one of the decisions in front of him or her instead of making no decision at all. The reason for this suggestion is to act and keep moving forward during game play. After a situation like this, access whether the decision was good or bad after the tournament and learn from the situation in future games and tournaments.
  • Enjoy the game**. Sometimes the best medicine for overthinking is to distract oneself by enjoying the game that he or she is playing. Games are meant to be fun, so go and enjoy them!

I hope this helped! If you have any questions or comments, please provide them in the comments section.


* https://www.forbes.com/sites/jeffboss/2015/03/20/how-to-overcome-the-analysis-paralysis-of-decision-making/#e6f8b421be5a

** https://www.psychologytoday.com/blog/habits-not-hacks/201503/how-over-thinking-kills-your-performance

White Lily Musketeer Captain, Cecilia Deck

White Lily Musketeer Captain, Cecilia

White Lily Musketeer Captain, Cecilia

Looking for a deck that consistently has a full field of rearguards? Looking for a deck that trades rearguards for better ones from the deck? Then look no further than the Musketeers sub-clan in Neo Nectar, which focuses on retiring and replacing rearguards, allowing the player to optimize the field for any portion of the game. This deck variant focuses on this sub-clan and Cecilia, which allows the player to have an optimal early game and a powerful late game.

Deck List:

Grade 4 Units
4x Rubellum Lily Splendorous Musketeer, Myra
4x Dream-spinning Ranunculus, Ahsha
4x White Lily Musketeer Captain, Cecilia
4x Sacred Tree Dragon, Rain Breath Dragon (G Guard)

Grade 3 Units
4x White Clover Musketeer, Mia Reeta
4x White Lily Musketeer, Cecilia (Limit Break)

Grade 2 Units
4x Cherry Blossom Musketeer, Augusto
4x Prunus Serrulata Musketeer, Tessa
4x Pansy Musketeer, Sylvia

Grade 1 Units
4x Red Rose Musketeer, Antonio (Perfect Guard)
3x Lily of the Valley Musketeer, Rebecca
2x Dandelion Musketeer, Mirkka
4x Amaryllis Musketeer, Tatiana (Stride Helper)*

Grade 0 Units
4x Kamille Musketeer, Nicole (Heal)
4x Gardenia Musketeer, Alain (Critical)
4x Freesia Musketeer, Rosalia (Critical)
4x Blue Rose Musketeer, Ernst (Stand)
1x Baby-blue-eyes Musketeer, May Len (Starter)

Deck Highlights:

 

Myra + Tessa

With certain conditions, these cards will power up rearguard Musketeers that are placed on the field. Myra’s generation break 2 allows units called from either hand or deck gain 2k power for each rearguard with “Musketeer” in its name. Tessa can give placed rearguards with “Musketeer” in their name 4k additional power if there is a unit with “Musketeer” in the name in the G zone and there are 3 other units with “Musketeer” in their names on the rearguard.

Cecilia + Captain Cecilia

Grade 3 Cecilia is the ideal first ride for the deck, since the best first stride in this deck is White Lily Musketeer Captain, Cecilia (which requires Cecilia to be the heart). In addition, Cecilia provides limit break and another skill to call a Musketeer from deck, which are not dependent on generation break and can be used in the early game. If Cecilia is the heart card, Captain Cecilia is able to retire two Musketeer rearguards in order to call up to three Musketeers from deck from the top 4 cards of the deck.

Mia Reeta

Mia Reeta is the backup grade 3 in this deck in the event that the player misses riding Cecilia as the grade 3 ride. The main reason for running Mia Reeta is for her on-stride skill, which gives a stride unit with “Musketeer” in its name the act ability to counterblast one and retire a Musketeer rearguard in order to call up to two Musketeer units off of the top four.

Augusto + Mirkka

Augusto attacks for 12k total power when the player has a Musketeer vanguard, and Mirkka becomes a 9k booster when the player has shuffled the deck during the turn. When paired together in the same column, these cards create a 21k power column which can be on the field as of the player’s grade 2 ride.

Ernst + May Len + Rebecca + Cecilia

These cards are present in the deck in order to either replace themselves with another Musketeer from the top four cards of the deck (e.g. Ernst, May Len) or retire another Musketeer rearguard in order to call a Musketeer from the top four cards of the deck (Rebecca, Cecilia), ensuring the player piloting this deck has an optimal field at any time in the game.

Sylvia + Ahsha

Sylvia is typically the target of the superior calls from the deck due to her skill. Specifically, her skill allows her to call the top card of the deck to the rearguard if the unit has “Musketeer” in the card name (which is 100% of the cards in this deck). When paired with Ahsha in the late game (which can copy Sylvia in the late game) or used in the early game, Sylvia can fill a field with Musketeers so that the player can start optimizing the field and pressuring the opponent with field presence at any time.

 


Images of cards came from http://cardfight.wikia.com/wiki/Cardfight!!_Vanguard_Wiki. These images may have been re-sized.

*This stride helper can be retired from field at the beginning of the ride phase at generation break one, which allows the player to stride without paying the cost.</sup>

Top 5 Yellow Cards in DB-BT01 and First-Run Trial Decks

Hello readers of Cardfight Lab Tech! This will be the first in a series of Dragoborne articles that are planned in the upcoming months. To start off, I will be briefly discussing what I think are the top 5 most impactful cards for each of the 5 color combinations! Our article will focus on yellow cards in the Rally to War, the first released set in the game. Listed below are my top five picks for the top 5 most impactful cards in yellow in Dragoborne in the set Rally to War:

5. Kaddar, Dragonmage Adept

DB-BT01-003

This guy is a pretty exciting card when we get right down to it. He’s a 4/4 body for 4 mana that allows you to draw cards equal to every set of 2 of your yellow creatures. At his best, he will allow you to draw 2 cards when dropped on the field. The fact his effect doesn’t say “other yellow creatures” is a big bonus, since this allows him count himself in his own effect! On average, at 6 resources, you can drop 1 other creature and this guy to draw one card, then patiently try to trade with your guys, putting you up a card.

4. Axion, Herald of Armies

DB-TD02-001

Axion is an odd card due to being overcosted for his stats (without being dragocrossed) but possessing a very strong effect to make up for it. Ideally, this card is dragocrossed most of the time, allowing this card to be a 5/5 creature for 5 mana once dragocrossed. In addition to this, Axion is able to stand when a dragoshield is destroyed and moved to another fort, forcing your opponent to think twice about attack patterns.

3. Sunscale Dragon

DB-BT01-001

Sunscale is the ultimate shield buster, making it a worthy candidate for the top 5 yellow cards. This is possible with its effect, which allows it to restand once a turn after destroying a dragoshield. It can even be used a pseudo defender if all you want it to do is break shields then stay standing to block. Some of Sunscale’s biggest strengths are that he prevents the opponent from trading well or being a threatening blocker since he can single handedly break a shield then force the opponents big guy to block him and due to its defensive stats. To top all off, he draws you a card when he smashes shields! He has a very minor downside though in that he cannot break 6-value dragoshields by himself without some form of additional power and dragocross (e.g. Althaine’s Blessing).

2. Replenish the Ranks

DB-BT01-021

I very well may regret not making this the number one yellow card as of right now. It’s that good. Playing it by paying its 3 mana cost will result in drawing two cards. In addition to this, it conditionally allows you to draw three cards instead if a yellow die that exactly equals 1 and/or allows the card to be played for free if there is a yellow die that exactly equals 6. I would like to emphasize that you need at least a 6-value yellow die roll to make this an optimal card to play. With this card’s reliance on yellow die value, this card excels in any deck that can modify dice values or exchange values. With the proper setup, it’s very common to see 2 of these played in one turn to draw 6 cards for free. This is a card which will only have its potential value rise as future sets release with increased support with dice manipulation and as a mainstay in yellow due to the draw support it provides.

1. Angelica, the Light of Logres

DB-BT01-002

It should be no surprise to see Angelica here. Reason: she lets you play a lot of creatures who like being dragocrossed, and her effect dragocrosses every other creature on the field with the same die that Angelica herself is dragocrossed with. This allows you to enable multiple creatures’ dragocross abilities with the use of one die (e.g. two Remus on the board). Just having multiple cards that want to be crossed is enough due to the 1/1 stat gain. It’s just a bonus if they’re all the same color needed (e.g. Azraeus, Blade of the Justicar). She is going to enable a lot of cool deck builds as the game goes on just due to her first effect alone so her potential moving forward is most certainly there. She’s a solid card on her own because she was given stats that assume she’s always dragocrossed, which her effects incentivizes.

Thanks for reading this article on Dragoborne! If you have any questions or comments about the article, please leave them in the comments section.


Images of cards came from http://dragoborne.wikia.com/wiki/Dragoborne_Wiki. These images may have been resized.

Top 5 Blue Cards in DB-BT01 and First-Run Trial Decks

Hello readers of Cardfight Lab Tech! This will be the first in a series of Dragoborne articles that are planned in the upcoming months. To start off, I will be briefly discussing what I think are the top 5 most impactful cards for each of the 5 color combinations! Our article will focus on blue cards in the Rally to War, the first released set in the game. Listed below are my top five picks for the top 5 most impactful cards in blue in Dragoborne in the set Rally to War:

5. Rejuvenate

DB-BT01-067

Ramp is quite good right now, as a large portion of bigger cards have an instantaneous powerful impact on the game state (thanks Izarco). In addition to this, it’s nice to see a ramp card that does not deplete resources from hand, such as Fleetwing Sprite. At worst, you pay two mana to to gain an additional mana resource. At best, you pay two mana to to gain an additional mana resource and draw 3 cards. With its benefits in mind, this card most certainly is a mainstay in any deck that wants to ramp up hard while maintaining resources.

4. E.M.P

DB-TD02-018

This is a huge game-changing ambush. Most ambushes focus on defense and some can’t always answer a nasty board state, but E.M.P has your back. Specifically, E.M.P can target a fort and strip its attacking power by resting every unit on the chosen fort. Along with the benefit of stopping potential threats, this ambush can rest blockers for a fort you plan to attack in the future.

3. Telios, Erstwhile Guardian

DB-BT01-052

This is a strong card that, at first glance, I think isn’t given the credit it is due. She is a 4 drop which you can play as early as your first turn. She has fair stats of 3/5 for fighting back the early game. To top it all off, both of her effects are really good. The first skill allows her to stand at the end of each turn while dragocross blue, which works around being rested by effects or overextending offensively with this unit. She shines later on in the game with her second skill, which she siphons dice by 2 to rest an opposing creature when she damages a fort. I truly feel she deserves more spots in decks that intend to play blue.

2. Zero, Mecha Warrior

DB-BT01-049

He is a very strong card strong enough to make my number 2 slot due to the fact that he’s a game changing card though in that he can keep generating large amounts advantage and he’s exceedingly hard to answer barring gluttony of Albert or E.M.P. He will essentially steal turns from your opponent until you can seal the game provided you can back him up effectively when you attempt to push. Although he is very good, he can’t be a game closer like the top card in this list since he has trouble with breaking dracoshields with his lower attack.

1. Aquatic Battle Unit, Hydra

DB-BT01-050

Literally and figuratively, this guy is a monster! In my honest opinion, he is single-handedly  able to be put into every single deck that runs blue and able to make a huge impact. In short, Hydra can take down a potential fort by being able to attack twice during the turn. Although strong, the only drawback in that he’s not very stat heavy, which makes it more susceptible to removal. Between the ability to potentially take out two blocking units or to take a fort down by itself lands it in the number one spot in this list.

Thanks for reading this article on Dragoborne! If you have any questions or comments about the article, please leave them in the comments section.


Images of cards came from http://dragoborne.wikia.com/wiki/Dragoborne_Wiki. These images may have been resized.

Top 5 Green Cards in DB-BT01 and First-Run Trial Decks

Hello readers of Cardfight Lab Tech! This will be the first in a series of Dragoborne articles that are planned in the upcoming months. To start off, I will be briefly discussing what I think are the top 5 most impactful cards for each of the 5 color combinations! Our first article will focus on green cards in the Rally to War, the first released set in the game. Listed below are my top five picks for the top 5 most impactful cards in green in Dragoborne in the set Rally to War:

5. Fal’thalas, the Lost Wind

DB-BT01-031

This guy is quite interesting to say  due to his early game applications and his usability through the mid and late game. He’s a 1 mana drop that can essentially break any dragoshield barring a 6 roll while diced and on top of that he just eats through red forts early if they leave blockers. His upside most certainly outweighs his downside, which is his 1 health pool. Although this is the case, a 1 mana drop that can bust nearly any shield is too good to overlook, especially when it opens the way for one of the better blue cards mentioned in a later article.

4. Mischievous Sprite

DB-BT01-035

I love cards that directly impact the board when they are played, and Mischievous Sprite definitely fits this category. She pumps up your green creatures when dragocrossed with a green die, making pushing or defending with creatures easier. Despite this, the real application is that she destroys ambushes in a format where ambushes are very prominent in multiple ways.

3. Tanglewood Druid

DB-BT01-036

This is a card that might not be very strong now, but it most certainly has many future applications to the game. If not answered right away, she will let you play any color cards from your hand and pump its stats to 3/3, which is fantastic for a 1 mana creature drop. I placed her on this place in my list due to her large future potential card. Although she may not receive attention right away,  she most certainly will in time.

2. Eleanor, Queen of Storm

DB-BT01-026

She’s very straightforward in what she does: disrupt or prevent ambushes from the opponent. If she is dragocross green, she shuts down ambushes for the entire turn. If you choose not to dice her, she will destroy an ambush on any opposing fort on attack. With her abilities, she ensures that creatures attacking opposing forts are not stopped by powerful opposing ambushes, allowing such creatures to push for game-winning turns more securely.

1. Springleaf Angel

DB-BT01-032

This is what I would consider green’s bomb. While others consider Teraxx to be green’s best card, springleaf is a 5 drop 8/8 if played in a mono-green deck or potentially a 5 drop 6/6 before dragocrossed and the player has 3 green resources. She has limitless power scaling, specifically when you consider ramp and she will survive any red spell that tries to kill her with raw damage, requiring multiple cards to deal with her. If you do happen to have her dragocrossed green, you can stand a rested opposing unit and force it to block her, potentially killing opposing creature threats in combat. Although this is a powerful effect, she only can target rested units with this skill. Despite this one detail, the combination of this ability and her ability to gain potentially limitless power makes her an absurd card now and in future sets.

Thanks for reading this article on Dragoborne! If you have any questions or comments about the article, please leave them in the comments section.


Images of cards came from http://dragoborne.wikia.com/wiki/Dragoborne_Wiki. These images may have been resized.

Stages of Attacking Power and Shielding

One of the basic mechanics in the game of Cardfight!! Vanguard is the concept of using cards in hand to shield the vanguard or rearguards from attacks that the opponent will through your way. Shield in the game of Vanguard, according to the comprehensive rules, is “[t]he numeric value that expresses the combat strength while a card is used as a guardian”. In other words, the shield value on the card is the amount of power that it adds to the base power of the unit being attacked. The use of shield in the game can either protect rearguard units from being removed from the field due to attacks or, more importantly, prevent the vanguard from taking damage. So… how should players use the basics of shielding mechanics in Vanguard to more efficiently play the game?

Basics of Power Stages and Shields

First of all, it is important to consider what happens in combat when the ties happen. Specifically, in the event of a tie between the the defender’s power and the attacker’s power in combat, the attacker will win the battle. This is also true when adding shield to the vanguard while guarding from hand. In other words, if the power of the sum defending unit’s power and shield from hand equals the attacker’s power that is attacking the unit, then the attacker will win that battle.

With this in mind, one will also notice that shield value in this game comes in the form of defensive trigger power and the shield that can be used from hand, which comes in the form of 5k power or shield or 10k power or shield. With this being the case, stages of defensive power come in increments of 5k power. For example, if the attacker is attacking an 11k vanguard for 15k power, the defender only needs to place 5k shield (since 5k shield + 11k defending vanguard power is more than the 15k attacking unit’s power). If the attacker wants to force the defender to drop 10k shield from hand instead of 5k, then the attacking unit must reach at least 16k power, which is equal to the defender’s 11k base power and the 5k shield that the defender would place.

Implications of Power Stages

So… why is this important? Answer: This is important in order to maximize the amount of shield that the defender will need to drop in order to defend against attacks. In order to aim to force the maximum shield out of the opponent’s hand, make attacking columns that equal numbers that equals exceeds the opposing vanguard’s power in increments of 5k power. For example, if the opponent’s grade 3 vanguard will most likely be 11k base power, the player would want to create columns on his or her board that would equal 11k power, 16k power, 21k power, 26k power etc. when attacking/boosting with each column. Keep in mind that the increments might change due to the base power of the vanguard.

This is also important for the defender, since the defender aims to maximize the impact of his or her shields. With all of this in mind, the defender wants to save shield in hand that can defend at larger stages of power by avoiding over-guarding. If an attack can be guarded by a 5k shield, it is recommended to guard with a 5k shield instead of a 10k if it can be helped, since guarding with a 10k shield would waste 5k shield that could have been used later to guard attacks from the opponent.

That is the basics around stages of attacking and shielding power in Vanguard. If you have any questions or concerns, please put them in the comments section.