The following article is a guest article submission and deck profile. Please enjoy!
Hello, Cardfighters! This is Jim, an active player of Cardfight!! Vanguard and I’ve been asked to write an article for your viewing pleasure.
Today I’m doing a deck profile for a deck that has been creeping up in popularity due to its strong stride turns, strong draw power, and its all around aesthetics. That deck hails from the Tachikaze clan starring Gaia Emperor. The following list is a heavily aggressive deck with it comes to the late game. Gaia’s early game is mostly straight forward, but I think you’ll enjoy this profile. With this in mind, I will go through each grade in the overview of the deck. Let’s take it from the top:
Grade 4 Units
4x Absolute Ruler, Gluttony Dogma
4x Great Emperor Dragon, Gaia Dynast
1x Destructive Tyrant, Gradogigant
1x Destruction Tyrant, Volcantyranno
1x Air Element, Sebreeze
2x Barrage Giant Cannon, Bullish Primer
1x Cliff Authority Retainer, Blockade Ganga
2x Iron-Armored Chancellor, Dymorphalanx
My choices for these G-Units are simply put, it’s the best I could come up with. Gluttony Dogma ensure that you have a solid finisher stride that doesn’t need that much set-up to pull off and is especially devastating to the opponent to be hit with Gluttony Dogma on first stride after G Guarding. Even with Gluttony in the deck list, Gaia Dynast has the potential to launch 7 attacks without stand triggers and only requires 2 of your multitude of Engorge units, generation break 1 already achieved, and 2-3 open counterblasts. Gradogigant is your typical first stride as it allows you to build up your hand for your 2nd stride and hopefully finish them off then. As the clan’s generation break 8 unit from the recent fighter’s collection, Volcantyranno is grants a lot of power to rear guards and wipes your opponent’s board. Barrier Ganga is very situational on when the card won’t actually make your situation worse (so I only play 1). Dymorphalanx is a solid G-Guard that compliments the fact that Gaia has the capability to mirage out its field every turn. In addition to the G Guards mentioned, Bullish Primer has variety and a bit of consistency added with the new heal trigger.
Grade 3 Units
4x Emperor Dragon, Gaia Emperor
4x Frenzy Emperor Dragon, Gaia Desperado
There isn’t much explanation needed here. Gaia Emperor is your ideal Grade 3 ride as it has the most synergy with your deck’s playstyle, allowing the player to give revival skills to two rearguards and fueling the clan’s engorge mechanic. Gaia Desperado is basically a weaker Gaia on vanguard circle, but it has a lot of synergy with the Dynast turn I mentioned earlier.
Grade 2 Units
4x Ancient Dragon, Criollofall
4x Ravenous Dragon, Megarex
3x Conflagration Dragon, Gigant Flame
The Grade 2’s may be a little boring looking, but allow me to explain. The reason why Gaia uses eight 10k base grade two units is because the deck, like a lot of G Era decks, are very weak to rush. Gaia’s first stride doesn’t have a lot of pressure behind it so, even if you Gradogigant on your first stride, you may not have the resources to mount a counterattack after that since you’ll probably already be at 3-5 damage before you stride. 10k vanilla grade 2s give you a solid 2nd ride and they have a lot of potential to help counter rush. They also commit to a grade 2 rush if you have a hand full of them and not all decks play 10k vanillas so they may not be able to to poke at them in the rearguard with the typical 9k base power grade 2 units. Gigant Flame also allows the deck to have essentially eleven solid and defensive grade two rides. You may be asking why I don’t have four of Gigant. My response to this:while it may have 11k base power, Gigant Flame has a very nasty ability that states that Gigant cannot attack a vanguard unless you have an engorged unit or a Gaia vanguard.
Grade 1 Units
3x Savage Guardian (Perfect Guard)
1x Barrier Dragon, Styracolord (Perfect Guard)
4x Prism Bird (Stride Helper)
3x Collision Dragon, Charging Pachycephalo
2x Cold Dragon, Freezernyx
1x Savage Heroin
The grade 1 units are my favorite of this deck. Savage Guardian add a very solid countercharging engine to the deck since the counterblasting can get a little hard to manage at times. While that is the case, four copies is not my optimal number for this deck. That very reason is because Styracolord is very situationally good as he has 11k total power when engorged and he goes back to your hand at the end phase, promoting aggressive early plays. Prism Bird allow you to almost guarantee stride every turn after riding to Grade 3. Additionally, it allows you to fish for the Gaia unit you want when you don’t have him in hand and have the other grade 3 in hand. Pachycephalo is good here because of how versatile he is. In addition to his draw skill when he’s retired, Pachycephalo also has the potential to be an attacker with his other skill. in Freezernyx is your cost refunding engine as he countercharges and soulcharges upon being retired. The 2k that Freezernyx grants as well can be useful in certain situations. Savage Heroin is, in my opinion, one of the most clutch cards in this deck, since it can be searched by the starter when retired and gains 3k power for each engorged unit on the field.
Grade 0 Units
4x Cannon Fire Dragon, Parasaulauncher (Critical)
2x Ancient Dragon, Dinodile (Critical)
3x Coelamagnum (Stand)
3x Cannon Fire Dragon, Sledge Ankylo (Draw)
4x Artillery Dragon, Flint Ankylo (Heal)
1x Baby Camara (Starter)
Last but not least, Grade 0’s. I’ll get the easy part out of the way first: the triggers. 4 Parasaulauncher is a very solid card; +1 soul, +1 hand, +5k vanguard. 2 Dinodile is a solid choice. I don’t think 8 critical is necessary when you want to draw into your combo pieces, but Dinodile at least allows you to have that extra soul or damage when you need it. That is the same reason why I like three copies of Sledge Ankylo. Simply put, draw triggers like Ankylo allow you to keep increasing your hand. In addition, that +1 soul and +3k to anything could change a lot. Coelamagnum is a rather controversial choice as he’s a stand trigger and most of your attack patterns would rather have criticals. Although this may be true in some decks, the reason why he’s in here is because he has many good uses out of being retired: +1 draw, +5k power to any unit, and he goes back to the deck after drawing, thereby allowing you to draw a non-trigger (most of the time) and allowing you to meet your quota for retiring for Gradogigant or Gluttony Dogma without having to waste valuable units. Flint Ankylo is a no-brainer, since it is a heal trigger with an effect that allows you to make the already good Bullish Primer an added in Agleam as well. Plus, he’s freaking ADORABLE! Lastly, Baby Camara. This card single-handedly helped me decide my grade one line up, and searched for a grade one unit when it is retired due to engorge effects and call it to the field with 3k additional power for the cost of one counterblast.
Now that I’ve explained the list, I’ll explain the Dynast combo that I mentioned earlier. The required scenario is to be on Gaia Emperor with GB1 already achieved, 2 or more face-up damage, and 2 engorge units in your hand (preferably 2 Gaia Desperado). Follow the steps below:
- Stride Gaia Dynast
- Use Gaia Emperor’s Stride skill to call 2 Engorge units to the front row and target them with the 2nd half of the skill.
- Enter attack phase and attack with one of the rear guards and DON’T use it’s engorge skill.
- Attack with the other rear guard, using it’s Engorge Ability to retire the other rear guard. This will trigger the inherited skill that Gaia Emperor gave that unit and call back to the field standing.
- Repeat Step 4.
- Attack with that rear guard 1 more time and DON’T retire anything unless it’s back row.
- Attack with Gaia Dynast and activate its Engorge Ability to retire 1 of the front row rear guards.
- Use Gaia Dynast’s GB3 skill to target the other rear guard and retire it in addition to all other units in the column (yours and your opponents) and countercharge 1.
- Gaia Dynast’s 3rd ability goes into standby twice; counterblast 2 and revive the retired units to the front row
- Pass all triggers to the revived units and attack.
It’s really much more simple than it looks. This easy to set up combo is what will either win you the game outright, or put your opponent so far behind, your next turn is more than assured.
That’s it for my first article on this blog and I hope you enjoyed reading it as I did writing it. Obviously, there are many ways you can build a deck, but I hope that this list brings you fellow dinosaur lovers success!
Images of cards came from http://cardfight.wikia.com/wiki/Cardfight!!_Vanguard_Wiki. These images may have been re-sized.