Amazing Professor, Bigbelly Deck

Amazing Professor, Bigbelly

Amazing Professor, Bigbelly

Although many ancient professors have strolled the grounds of the Great Nature University, the newest professor has arrived to the game: Amazing Professor, Bigbelly. Although this professor is new to the game of Vanguard, his surrounding support and he from The Awakening Zoo are able to mix very well with old cards from the clan in order to enhance the consistent early game Great Nature is known to have along with a late game that recent support has provided. Here is the deck list:

Deck List:

Grade 4 Units
1x Zeroth Dragon of Death Garden, Zoa
1x Air Element, Sebreeze
1x Omniscience Dragon, Afanc
2x Omniscience Dragon, Managarmr
2x Sage-saint Professor, Bigbelly
1x Omniscience Dragon, Hrimthurs
3x Omniscience Dragon, Balaurl
2x Head of the Bastion, Ardillo (G Guardian)
1x Immortality Professor, Sankalpa (G Guardian)
1x Omniscience Dragon, Al-mi’raj (G Guardian)
1x Sheltered Heiress, Spangled (G Guardian)

Grade 3 Units
4x Amazing Professor, Bigbelly
2x Talented Rhinos

Grade 2 Units
4x Compass Lion
4x Artistic Ocelot
4x Binoculus Tiger

Grade 1 Units
4x Revision Scientist, Delibelly (Perfect Guard)
4x Honorary Assistant, Mikesaburo
3x Coiling Duckbill
4x Diligent Assistant, Minibelly (Stride Helper)

Grade 0 Units
2x Chemical Skunk (Stand)
2x Approval Frigate (Critical)
4x Application Researcher, Ponbelly (Critical)
4x Essayist, Yapoon (Stand)
4x Automatism Koala (Heal)
1x Blackboard Parrot (Starter)

Deck Highlights:


Amazing Professor, Bigbelly

This is the main grade 3 of the deck, as mentioned in the introduction to this deck list. When riding or striding this card, the first skill allows the player to place a card to the rearguard, give the placed card 4k power, and the ability to draw a card and retire the placed card if a rearguard was placed. This ability is phrased in such a way that the draw will happen regardless of if the rearguard placed is retired in the end phase or not (in the instance of cards like Denial Griffin, which retires during the battle phase).

The second skill allows Bigbelly to stand a rearguard at the end of battle when successful on the rearguard for the cost of a counterblast, much akin to older Great Nature cards like Tuskmaster and Crayon Tiger.

Omniscience Dragon, Baraurl

This is the bread-and-butter stride of the deck. Baraurl’s skill allows the player to add 4k power to the front row for each G unit face up in the G-zone with an on-hit draw ability. This amount of power snowballs the later the game goes, allowing Great Nature to excel even more in the late game than before. Although the only trade-off to this power up is that the front row rearguards will retire at the end of the turn, several unit abilities in the deck allow the player to draw when those rearguards retire (e.g. Coiling Duckbill).

Managarmr + Talented Rhinos

One of the best late-game plays of the deck. With the combination of Rhinos success ability and Managarmr’s ability, Rhinos can only be guarded with G-guards.

Afanc + Al-mi-raj

Each of these units are included in the deck for certain control matchups. Afanc prevents chosen rearguards from being retired in the Kagero matchup. As an answer to Gredora’s skill, Al-mi-raj can place units in the disabled column before the player is unable to during his or her turn.

Sage-Saint Professor, Bigbelly + Hrimthurs

This combination can be used if the player is able to finish off the opponent on first or second stride. This is possible with a rearguard powered up by Hrimthurs or Sage-Saint’s ability while being able to attack again thanks to either stand triggers, Sage-Saint’s ability, or Amazing Professor’s success ability on the rearguard. Although this can be effective, similar turns with Baraurl seem to be more powerful. With this being said, these units are most effective when used in the right, occasional situation.

Mikesaburo + Coiling Duckbill + Blackboard Parrot

These units allow end phase retires to be refunded by drawing a card when a chosen rearguard retires (Coiling Duckbill and Blackboard Parrot) or by allowing the player to search a grade 3 from the deck when a chosen rearguard retires (Mikesaburo).

Binoculus Tiger + Artistic Ocelot + Compass Lion

These units, which consist of the entire grade 2 lineup, provide retires consistently as soon as the player can ride to grade 2. Compass Lion retires a rearguard in the beginning of the end phase, while Tiger and Ocelot can give a rearguard unit 4k power and retire it in the end phase when they attacks (note that Tiger must attack a vanguard for the skill, while Ocelot just needs to attack to gain the skill).


Images of cards came from!!_Vanguard_Wiki. These images may have been re-sized.


Reading Old Deck Lists

Whether in Magic or Yu-Gi-Oh! or Cardfight!! Vanguard, many blogs have come before that have done card and deck profiles that, for the most part, outlast their immediate usefulness. Formats come and go, cards are added to trading card games, and strategies change. Although these things are bound to happen (cough even here cough), there are some uses for old deck lists and old card profiles. Before I list the reasons, this list is for card and deck profiles for games that are currently being played (and not necessarily for dead card games). With this being the case, old deck lists can tell the player:

  • How certain formats change deck-building strategies. For Vanguard, formats like limit break, legion, and other mechanics encouraged certain types of decks to be built (e.g. legion encouraged faster decks to be built compared to decks built in the break-ride format). Changes in strategies can vary the power, speed, and versatility of deck builds as formats come and go, showing the player how meta games have influenced builds from the past.
  • How some decks stand the test of time. Some deck builds have been able to last through several formats or meta games. If you come across decks that have been given several deck profiles in different periods of time, this is a sign of either continued support of the deck or the strength of the deck despite its age. If it proves to be a sign of continued support, the deck (or deck archetype) might be worth picking up since there might be a trend of continued support in the future. If it proves to be a strong deck despite its age, it could still potentially perform in present tournaments despite the passage of time.
  • How dependent cards can be to changing formats. While the quality of some cards or deck strategies may last the test of time, the quality of some cards are totally reliant on playing against certain, but not all, meta games in the past. This is typically seen when certain cards only show up in certain deck lists or sporadically popup in deck or card profiles. Although these cards may have been relevant only in past formats, this can provide valuable examples of how certain cards are only optimal in certain situations.

I hope this helps in your exploration of the past! If you have any questions or comments, please provide them in the comments section.

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.


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.



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.




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!!_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>


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.


Goldfishing and Testing Decks By Yourself

Testing deck ideas and builds is an essential skill for trading card game players. Much like in a scientific experiment, testing decks in card games proves or disproves the validity of certain hypothetical builds. Although this process of testing is important, testing a deck build usually requires two players. Is there a way to test with one player? The answer: goldfishing.

Goldfishing is a term from players in the Magic: The Gathering community that describes the solo-testing process of one player playing a deck solitaire-style as if playing against a goldfish, as if one is playing against their pet. For the sake of this article, the fictional opponent that the player will face in a solo game will be referred to as a “goldfish”. This process is executed in the following steps:

  • Define player behavior for the goldfish. This behavior can vary from only giving a damage per turn to destroying creatures and other conditions. In addition to this, the behavior the player sets for the goldfish to do each turn may vary depending on what one wishes to test. if the player is testing for tournament validity, the behavior of the goldfish should replicate the kind of turn-to-turn play that one expects to see in a current tournament. If the player wants to see if the deck in question will function at all, the goldfish should replicate a player that is doing close to nothing during the solitaire game.
  • Play games with the goldfish. Play games as normal with the exception that the goldfish behavior is happening on the opponent’s turn. Also, play enough games that one can determine how consistent the deck can function as the player desires in the scenario set up in the solitaire game scenarios.

That sums up the process of goldfishing in a nutshell. If anyone has any questions or comments, please leave them in the comments section.

Goldfishing is defined on this wiki: