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

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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

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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

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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

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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

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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.

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.

Top 5 Red 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 red 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 red in Dragoborne in the set Rally to War:

5. Carefree Orc.

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Carefree Orc is a solid card that can find its way into any red deck color combination regardless of what the decks game plan is. While dragocrossed, it can hit a 6 roll dragoshield for half of its value while either removing or assisting in the removal of early game creatures through direct damage. It’s a strong addition to nearly any red deck because of the sheer annoyance and power it can provide.

4. Pyroblast.

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This card just oozes with potential value. If you’re playing multiple red banners or if you’re playing with dice value modification abilities, it becomes very likely to threaten 5-6 direct burn damage on all creatures on one opponent’s fort. Anyone that triggers the activation of this card without paying attention to dice can put himself or herself in a game-losing situation.

3. Torch.

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Torch is the essential removal card of red and it has multiple pros and cons. Among these, one of the major pros is that this card has fort burst which allows you to shut down attacks or save a fort at random during your opponents turn without needing to spend anything including the 2 resources needed to set an ambush. Another major pro of this card is that you can hard cast it to take out important targets in nearly all stages of the game. The con of this card is that its damage is based on your dice value which allows opponents to have certain interactions with it, just like with Pyroblast.

2. Fafneer, Volatile Fire.

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Cards that are impactful right away as soon as they are summoned are obviously going to provide huge tempo swings, and this guy has that in spades. Although he’s just an under-costed 5/5 costing 6 mana, he makes it up in his effect. When this guy gets dropped on the board, he’s going to destroy a shield on a fort and usually he will kill a defender through burn damage, allowing you to push a fort down pretty easily. He always takes at least 2 cards to deal with him provided he actually destroys a creature. The pushing power is just icing on the cake.

1. Izarco-Tvash, Born of Magma.

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If you thought Fafneer had a huge edge in the tempo swing, you might have missed this big boy. Not only does he instantly impact the board in multiple ways that are all beneficial to you by burning any number of opposing creatures for a total of 6 damage, but he can do it again with 7 total burn damage when he dies and is dragocross red. With this effect, Izarco goes well with cards like Death and Decay, which wipe a board of 3 drops and smaller while Izarco kills the bigger creatures. In addition to this, Izarco hits the board and changes any of one of your dice to a value of six. You can use the dice modification alone in a multitude of ways. You can use this with cards that rely on 6-value die for effects, like Replenish the Ranks for yellow, which allows one to draw 2 cards entirely for free with a 6-value yellow die. Overall, Izarco himself will usually take your opponents 5-6 drop from them be a huge body on board and while diced makes your opponent scared to kill him as he just kills more stuff. This guy is so strong that decks  are able to just be built around him and very easily steal games just off the value he can generate by himself and that’s why he’s my number one pick for current red cards.

Thanks for reading our first 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.</sup>

Characteristics of a Competitive Deck

Dumbbell Kangaroo

Dumbbell Kangaroo

Whether you are piloting* the best deck of the new set or piloting the old rogue** deck that has been around since the beginning of the game, it is important to know what makes a deck “good” or competitive in tournaments. Whether favorable or not, it is important to know what makes a deck competitive either for piloting a deck, building a deck, or counteracting a deck you face in tournaments. Good decks or tier*** one decks will always have some or all of the following qualities:

  1. Consistency. A good deck in any card game has to have consistency. Consistency comes up in the ability to get to your win condition on a more regular basis. This might come from just blind drawing a large amount of cards (e.g. Great Nature) or searching your deck for specific cards (e.g. Royals, Gears). All this being said, a consistent deck usually tries to achieve a winning board state+ and/or ensure it has enough cards to adequately defend itself.
  2. Pressure. Every good deck has a form of pressure, which is the instance a player is being threatened with the loss of advantage or the chance of victory. Pressuring the opponent can come in different forms. Be it in the form of controlling the opponents moves (e.g. Link Joker, Kagero) or just ripping into them usually in the form of either a large combo attack(e.g. Great Nature, Royals) or consistently jabbing (or poking) at the opponent (e.g. Gear Chronicle, Aqua Force). If your deck is consistent but lacks pressure, you need to do a revision.
  3. Recovery. Sometimes things fall flat. It happens. Recovery is the ability for a deck to come back from being put in a bind or drawing poorly (yes, even good decks have dead draws). An example would be getting Mikesaburo to grab your grade 3 unit after going 2 turns without seeing one. Another example is the grade 1 seven seas deck, which can constantly create a full attacking board from an empty field despite the opponent attacking or retiring rearguards.
  4. Match ups. A good deck will generally only have one or two horrible match ups if that. It’s very common for high tier 1 decks to only have a bad match up against a random tier 2 or tier 3 deck that nobody typically plays. Some decks do not specialize or excel in any particular strategy or play style, but they can fight every deck in the game adequately with a bit of practice.

I hope this article helped. If you have any questions or comments, please leave 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.

* “Piloting a deck” is another way of saying playing a deck on a consistent basis.

** A rogue deck is a deck that is not seen often in tournaments but is deemed as a dark horse (or a deck that can win events without anyone expecting it).

*** Tiers are expected levels of performance that players sort decks into based on their hypothetical performance at tournaments.

+ A winning board state is a game or board state that the player tries to achieve that will have the best chance of achieving victory in a game.

Cards of the Week: Backup Grade 3 Units for Fenrir

Welcome to another Card of the Week! As a response to requests from our readers, I will be reviewing potential budget options for grade 3 units that can be run with Mythic Beast, Fenrir. In general, it should be known that most of the backup grade 3 units that you can run with Fenrir are situationally good. Also, there are additional options that may have been left out of this list since we are covering our readers’ top picks and our top picks.

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Battle Deity of the Night, Artemis

First of all, we have Battle deity of the Night, Artemis, who is a ride chain that focuses on soul charging a large number of cards in the early game. Personally I would be careful when running her as your secondary grade 3 unit as she makes the player commit a large amount of deck space to her ride chain, which can weaken later plays while having Fenrir as a vanguard.

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Battle Maiden, Mizuha

Second we have Battle Maiden Mizuha. Mizuha can actually be a fantastic first ride if you are playing limit break enablers, allowing you to reach 21+K  power when she attacks as a vanguard with an additional critical, which forces the use of a perfect guard from your opponent before he or she is at grade 3, makes the opponent have dangerously low guard that strides like Doom Brace to become legit finishers in the turns to follow, or forces the opponent to take a high amount of early damage. I personally enjoyed playtesting with her, but she was far from my favorite backup for Fenrir.

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Deity of Dreams, Neiros

Next, we have Deity of Dreams, Neiros. Much like the last card we discussed, this card could be a fairly straightforward backup. He essentially has Mizuha’s effect except it costs twice as much  of a soul blast to in order to pay for the skill. On top of it all, it is limited to once per turn and is restricted as a generation break skill. Playtesting this unit as a backup for Fenrir always made me feel like I should have played Mizuha, who could do things on first ride especially if you have a limit break enabler. Although this is the case, Neiros allows the player to soul charge three cards on ride for a counterblast, which may help players who prefer a unit who can set up for later turns.

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Regalia of Love, Cypris

On to Regalia of love, Cypris. She has minor benefits with Fenrir as legion is usually weaker when you can run the stands that return your drop zone back into your deck. However she does hit for big numbers with any booster and the legion can allow you to just return triggers as your deck is getting smaller to increase the chance of getting them. She is also a good target to call out for Fenrir’s stride bonus, since she is able to attack a vanguard for 12K power when on the rearguard.

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Regalia of Wisdom, Angelica

Regalia of Wisdom, Angelica is my favorite backup to run with Fenrir as it allows for interesting turns where you gain the break ride’s power to abuse Fenrir’s generation break 2 skill  and the ability to draw into potentially a better field setup or even stride fodder when the break ride’s skill is achieved. I personally like advocating break rides such as Himiko with Fenrir simply due to how well his generation break 2 functions with them.

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Sunlight Goddess, Yatagarasu

Sunlight Goddess, Yatagarasu is, in my honest opinion, the most potentially powerful backup grade 3 unit for Fenrir. She enables very strong late game pushes simply due to her limit break, which allows the player to stand two units with 5K additional power for the cost of soul blast 9. As an example of the potential of this skill, restanding 2 rearguard Jormungand units is potentially devastating with all the power they can gain and the additional power they are given as a result of her limit break. Although this is large amount of soul blast for her cost, she also has the crazy ability of putting one of her guardians into your soul per battle to fuel the player’s late game soul amount.

And an honorable mention goes to playing both Himiko or Minerva (if run with Angelica) in the same deck with Fenrir. While I personally don’t enjoy this style of genesis too much, it is hard to argue against how strong it is. Himiko, like Angelica, allows the player to draw cards off of her break ride ability. Minerva paired with any break ride can make for a very devastating turn due to her limit break skill, especially if she is paired with a break ride that allows the player to draw cards in order to lessen Minerva’s hefty cost. Be warned, however, Minerva is anything but a budget option since her price is around $17-20 USD per copy that at the time of writing this article.

I hope you enjoyed this Card of the Week. 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.

Card Of Week: Battle Sister, Muffin

Friends know that in truth, there are many expressions.

Battle Sister, Muffin

Welcome to another card of the week! This long-overdue card of the week is Battle Sister, Muffin, an interesting and versatile critical trigger from the Oracle Think Tank clan. when this critical trigger is able to be returned to the deck and the player has a vanguard with “Battle Sister” in its name, the player can give a unit on field 3K power and the oracle ability to countercharge two cards when the unit given the power attacks a vanguard.

First of all, I’ll begin by discussing this trigger’s potential in any Oracle Think Tank deck. For the low cost of free, you can return this card to your deck and shuffle the deck. This is due to the fact that you can pay the cost of the ability and fail to achieve the skill. This is true with Muffin’s skill, which works even if your vanguard does not have “Battle Sister” in its name due to the phrasing of the cost. As an added bonus, the additional power and ability to countercharge two cards is very nice for the Battle Sisters sub-clan, especially if the player is using cards that require high amounts of counterblast (e.g. Battle Sister, Gelee).

The very fact this is a critical trigger and returns itself to deck and shuffles for no cost can lead to some favorable situations. I currently see very few reasons why this card should not be included in the trigger line up of any Oracle Think Tank deck.

Appearance: 8.5/10
Pricing: 10/10
Playability: 10/10*
Availability: 10/10


*All critical triggers will be given a 10 since they’re… well… critical triggers.

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