Grade 4 Units
4x Fast Chase Golden Knight, Campbell
Grade 1 Units
4x Sword Formation Liberator, Igraine
4x Starry Skies Liberator, Guinevere
4x May Rain Liberator, Bruno
4x Liberator, Holy Acolyte
4x Butterfly Liberator, Korderia
4x Invitation Liberator, Rud
4x Physical Force Liberator, Zorron
4x Little Liberator, Marron
1x Liberator, Dulcet Archer
Grade 0 Units
4x Strike Liberator (Critical)
4x Ketchgal Liberator (Stand)
4x Steel Blade Liberator, Alwilla (Critical)
4x Liberator of Hope, Epona (Critical)
1x Spring Breeze Messenger (Starter)
The goal of the deck is to create 14K-17K power in each column on attack in order to rush the opponent as fast as possible. This is mainly through making each unit in the front row attack for 10K power without boost, then boosting each front row unit with 7K base power grade 1 units preferably. Two units make it possible for each front row unit to attack for 10K power: Holy Acolyte and Marron. Marron is a 10K attacker when the player has a vanguard with “Liberator” in its name (which is every unit in the deck). Holy Acolyte attacks for 10K (either as the vanguard or as a rearguard) as long as the player has four or more Liberator units on the field.Units in this deck allow the player to fix the field in order to keep the attacking power in each column consistent. On boosting a successful attack, Rud goes to soul for one counterblast and allows the player to call one unit from the top three cards of the deck. Spring Breeze Messenger does the same thing as Rud, except the unit it calls is called at rest. With this in mind, try to use Spring Breeze Messenger as soon as possible. Korderia also allows the player to call one unit from the top three cards of the deck when he is retired and spends one counterblast. This searching for units is optimized by Zorron and Ketchgal, which, after being called from the deck, allow you to call a unit from the top three cards of the deck. Guarding options in this deck are also legitimate. Igraine is a normal quintet wall, which allows the player to guard large attacks by only using one card out of hand opposed to two cards out of hand when using a perfect guard. Guinevere guards for +5K to its original shield for each Liberator rearguard, which could reach a maximum amount of shield equaling to 35K shield. With this amount of shield, it has the capability of even guarding a typical grade 4 unit.
Aside from Ketchgal’s skill to search other rearguards (as discussed above), the rest of the triggers are critical triggers. Since the main goal of the deck is to rush the opponent to six damage as much as possible, critical triggers allow you to accomplish this. If the player with this deck does not like Ketchgal in the deck, he or she can replace Ketchgal with another critical trigger with “Liberator” in its name.
The player with this deck will not need the grade 4 units unless they want to bluff that they have a normal deck instead of a grade 1 rush deck. Whether the grade 4 units are run in this deck is solely up to the player.
I hope you enjoyed this deck list. If you have any questions or comments, please feel free to put them in the comments section.
Images of cards came from http://cardfight.wikia.com/wiki/Cardfight!!_Vanguard_Wiki. These images may have been re-sized.