Ghosties Deck

Ghostie Great King, Obadiah

Ghostie Great King, Obadiah

Hello everyone! It’s been a little while since you have heard from me. Today, I wanted to bring attention to a newer deck made possible by the Rummy Labyrinth booster and consists of the Ghostie archetype.

Sadly, Ghosties have been randomly included in Granblue until now, mainly staying as grade 0 units with a few exceptions.  Though Ghosties could not realize their full potential before, new support has gifted the archetype with an amazing mill engine and the ability to use the Ghostie name for consistency and pressure*. With this in mind, let’s look at the Ghostie deck and why it can be useful in the current meta.

Deck List

To start with, the Ghostie play style is all about getting 10+ Ghosties in drop zone, after that it is power 24/7. This deck can hit as hard as early-game Royals with a surprising amount of durability. Given the requirement to make the deck work, at least 80% of the deck needs to be Ghosties to be consistent. After testing various builds, this is the build that felt the smoothest to play:

Grade 4 Units
4x Witch Doctor of Corpse, Negrosonger
4x Eclipse Dragonhulk, Jumble Dragon
4x Ghostie Great King, Obadiah
2x Great Witch doctor of Banquets, Negrolily
2x Diabolist of Tombs, Nebromode

Grade 3 Units
4x Ghostie Leader Demetria
2x Fabian the Ghostie
2x Vampire Princess of Starlight, Nightrose

Grade 2 Units
4x Hesketh the Ghostie
4x Clemmie the Ghostie
3x Pirate Swordsman, Colombard

Grade 1 Units
4x Quincy the Ghostie
4x Freddy the Ghostie (Perfect Guard)
4x Tommy the Ghostie Brothers (Stride Helper)
1x Jackie the Ghostie
1x John the Ghostie

Grade 0 Units
1x Matt the Ghostie (Starter)
4x Mick the Ghostie and Family (Stand)
4x Howard the Ghostie (Draw)
4x Rick the Ghostie (Heal)
4x Cody the Ghostie (Critical)

Notes and Details**


Ghostie Leader Demetria

The most important card for the Ghostie archetype came in the form of this new boss unit, which provides the deck list consistency and durability. When Demetria rides, you can soul blast 2 Ghosties in order to reveal cards from the top of your deck until you reveal a grade 1 unit. If that unit has Ghostie in the name, you add it to your hand and discard the rest. If it doesn’t have Ghostie in the name, you discard all revealed cards. Now since most of the Ghosties work off of having 10 or more in the drop zone, this sets up the deck almost immediately allows the player to refund the card lost due to riding by gaining one to hand. The second skill allows the player to call a Ghostie normal unit of  a grade less than a retired unit when it is retired. This second skill of this card is very reminiscent of Nightrose’s generation break 2, but Demetria only can use the second skill once a turn due to its phrasing. This skill allows you to constantly revive key pieces and aren’t required to mill each time you do.

Fabian the Ghostie

Fabian is meant to be a rearguard support for Demetria and has a few skills to support her, though, being a 10k base is almost useless as a vanguard. One skill that was surprisingly absent from Granblue until the new support of Ghosties was the ability to be called to rearguard when sent from the deck to the drop zone. For one counterblast, when dropped from the deck, Fabian calls itself in hollow state. At generation break 1, Fabian gets +4k when it attacks a vanguard. While this may not be that impressive now, it combos perfectly with Demetria and quick aggression strategies, along with creating 21k columns with 7k boosters.

Vampire Princess of Starlight, Nightrose

Almost everything about this card synergizes with the core of the deck. Her stride skill allows you to mill between 0-3 cards and calls a unit, giving the unit +3 if it has hollow. Her generation break 2 skill to call a grade 1 to her column for Soul Blast 1 when another unit is called increases the advantage created by certain strides. If that wasn’t all, she also has hollow. Having hollow allows Demetria to call Clemmie or Hesketh when Nightrose retires, which makes her synergize to Demetria (similar to Fabian in this way).

Clemmie the Ghostie

I think most players would agree that Negrorook is one of the best grade 2 units in the clan, being a 16k attack while hollowed. Clemmie, with the support of other Ghosties, is actually an improvement on that card. If you have 3 cards in the drop, Clemmie gets +2k. While you have 10+ Ghosties in drop it gets another +5k power and +5k shield on guardian circle. This is an ideal target to bring back with Demetria when Fabian retires by hollow or with Negrolily’s G guardian skill, making Clemmie one of the core pieces to the deck.

Hesketh the Ghostie

This card can be amazing in the early game, but gets replaced every time by Clemmie. When Hesketh is placed on RG, it gets +3k, but if you don’t have 3+ cards in the drop zone with “Ghostie” in their names, calls in rest. Hesketh does however have a counter to this, once per turn, you can Counter Blast 1 and drop the top card of your deck if it has Ghostie in the name, Hesketh gets +3k and stands. This skill makes it swing for 15k from turn 2 or 20-22k if boosted, becoming an almost unblockable  in the early game.

Pirate Swordsman, Colombard

As the Amber clone for Granblue, this unit allows the player to call a unit from the drop zone for one counterblast when boosted at generation break 1. Its ability to call a unit on swing allows you to recycle Clemmie and continues to put pressure on the opponent.

Quincy the Ghostie

Quincy has 2 skills that do nothing but improve the quality/ durability of the deck. The first skill is a generation break 1 drop zone skill to place a grade 0 rearguard on the bottom of the deck and call itself to rearguard. Not only does this give you a better boost, but it cycles triggers to the deck. The next skill is that Quincy can be retired when your Ghostie vanguard is attacked to give it +5k. This card works well with Clemmie, giving you a very strong defense in addition to a 23k attacking column.

Tommy the Ghostie Brothers

The stride helper for the Granblue clan can not only search for Nightrose and discard as a grade 3 when placed on rearguard, but it can also be added to hand by Demetria’s skill.

Freddy the Ghostie

A Ghostie perfect guard. End of speech.

Jackie the Ghostie

Another hollow unit that gets +2k at generation break 1 for attacking an opponent’s vanguard, allowing it to swing for 9k total. If the unit is hollowed, it gets another +2k and intercept, which has good synergy with Negrolily.

John the Ghostie

When the attack it boosts hits a vanguard, it can be added back to hand. This can be searched by Obadiah or just to boost Hesketh or Clemmie. This card allows you to keep the pressure on the early game and can return to hand, meaning you don’t have to worry about committing your entire hand to board.

Matt the Ghostie

Like Peter before him, Matt can also mill card from the deck, though generates resources in a different way. When Matt is put into the soul, you mill the top 2 cards from deck. If one of those milled cards have “Ghostie” in the name, you soul charge 1, if they both have “Ghostie” in the name, you counter charge 1. This allows the deck to recycle the cost of Demetria and allows you to use Gauche as first stride if needed.

Mick the Ghostie and Family

One of the best triggers in Granblue and currently the only hollow trigger. When called from the drop at Generation Break 1, it gives a unit +10k power if hollowed and can go back to the deck when retired.

Howard the Ghostie

A new addition to the clan. Finally, they get a draw trigger that goes into the soul to give a unit +3k.

Witch Doctor of Corpse, Negrosonger

The new RRR stride for the clan. After it attacks, pay counter blast 1, discard a card, and flip Negrosonger. if you pay this cost, you look at the top 4 cards of your deck, discard up to one, shuffle the remaining cards, and call a unit from drop that gets +5k for each face-up G unit. This card can consistently call a 21k+ Clemmie from first stride.

Eclipse Dragonhulk, Jumble Dragon

When placed on VG, you mill up to 4 from the top of the deck. For each normal unit dropped this way, Jumble gets +5k. If 2 or more triggers are dropped, you can call a unit from the drop. This unit can be a 46K first stride. If you have been keeping on the pressure from the start of the game, this can be a great finisher.

Ghostie Great King, Obadiah

Search your deck for any 3 cards and mill them, and if 2+ hollows were dropped, you call a Ghostie normal unit behind the vanguard. This can search cards varying from Fabian to John, which allows for great flexibility in offensive and defensive plays.

Great Witch Doctor of Banquets, Negrolily

When this unit is placed on guardian circle, you can pay counter blast 1, retire a unit and call a Ghostie normal unit. If you call a unit, Negrolily gets +10k shield. Combined with Demetria, this G Guardian calls an additional 20k shield or two 16k attackers.

Diabolist of Tombs, Negromode

This stride is a nice compliment to Negrolily. For soul blast 1 when placed on guardian circle, if you have 5+ cards in the drop, this unit gets +5 shield. Additionally, if you have 10+ cards in the drop, it gets another +5 shield, and again for 15 cards in the drop. In total this card turns a 10 heal into a 40k shield, easily helping against monstrous strides such as Gill de Rais.


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

*I want to mention that the Ghostie engine can be molded to function in almost every previous Granblue deck.

**Each card name in this section can be clicked and expanded for more details.

Pure Darkness Keyword Deck

Frosty Steeple

Frosty Steeple

Dark Irregulars have always been a clan than revolved around a strong end game. The problem with this is that they would normally lose triggers in the process of soul charging, reducing their impact. In addition, the looming threat of deck out means they usually only get 2-3 turns at full power. The new support focusing on the keyword darkness provides some answers to these problems due to selective soul charging and adding soul back to deck*. Here is the deck list:

Grade 4 Units
4x Rebellious Retainer of Fresh Blood, Fredrick
4x Love Tempest, Kisskill Lira
4x Mask of Demonic Frenzy, Ericrius
2x Nighttime Gentleman Saint-Germain (G Guard)
2x False Dark Wings, Agrat Bat Mahlat (G Guard)

Grade 3 Units
4x Frosty Steeple
4x Glenzend Vampir

Grade 2 Units
4x Demented Executioner
3x Tragic Claw
3x Doppel Vampir

Grade 1 Units
4x Succubus of Avarice (Perfect Guard)
3x Succubus of Pure Love (Stride Helper)
3x Edge in the Darkness
4x Serpent Charmer

Grade 0 Units
1x Werfleder Ordonnaz (Starter)
1x Enigmatic Assassin
4x Wertigre Fanatica (Critical)
3x Amon’s Follower, Cruel Hand (Critical)
3x Hysteric Shirley (Draw)
2x Monochrome of Nightmareland (Stand)
4x Alice of Nightmareland (Heal)

The strides in this deck list are mainly pressure attackers either through the use of on-hit effects or the ability to gain obscene amounts of power**. Fredrick allows you to place a card from hand into soul once a turn to give Frederick 1k additional power for each card in soul. If Frederick gains 10k or more from this skill, the front row rearguards gain 5k additional power. In addition to this, this card’s cost allows you to achieve darkness. Lira’s skill allows you to soul charge 2 and draw if there are 6 or more in soul when her attack hits an opponent’s vanguard. When he attacks, if darkness is active, Ericrius can soul charge 2. Then, if the number of cards in soul is 6 or more when Ericrius attacks, he gains the ability to retire an opponent’s rearguard if he hits the opponent’s vanguard, and for 15 or more gains 1k for each card in soul.

Mask of Demonic Frenzy, Ericrius

Mask of Demonic Frenzy, Ericrius

The grade 3 units focus on gaining cards with the darkness ability to hand or to soul while gaining large amounts of power. At generation break 1 and with darkness activated, and if you have 10 or more cards in soul, Frosty Steeple gains 10k additional power. Then if you have 15 or more cards in soul, the opponent can only call grade 0 guardians from hand to guard Frosty Steeple. With a boost from either Tragic Claw or Enigmatic Assassin, Frosty can hit 32k power or more. In addition to this generation break 2 skill, Frosty Steeple allows the player to check the top 5 cards of the deck for a darkness and add it to hand when placed on vanguard for the cost of one counterblast and one soul blast. With the new support, this skill finally becomes viable (since 30 cards in this deck list are darkness, including the deck list’s perfect guard). Glenzend Vampir, the new darkness main grade 3 unit, needs some explanation. Glenzend’s generation break one skill can help recycle some resources like enigmatic assassin for example. Specifically, the skill lets you place a darkness unit from hand or field into soul at the end of turn if darkness is active. As a result, Glezend allows you to draw a card if the there are 6 or more cards in the soul. The same skill also counter charges one damage and retires one opposing rearguard if Glezend has 15 cards or more cards in soul. When Glezend is placed on vanguard or rearguard, you can counterblast one to check the top 5 cards of the deck and put as many darkness units from among them into soul and the rest to the bottom of the deck.

The grade 2 units of the deck are made to help with consistency and pressure. Tragic Claw has the option to soul charge when another unit is placed in the same column. It gains boost for darkness and 10 or more in soul and gains 2k additional power for 15 or more in soul at generation break one, making Claw a potential 11k booster. This means that if it is behind the vanguard, it can soul charge when the player strides, helping Glenzend use darkness. Doppel Vampir gains 5k additional power for 6 or more in soul and restricts grade 0 guards for 15 in the soul if darkness is active. When placed on rearguard, Demented Executioner checks the top 7 for a darkness unit and puts it into the soul. When darkness is active, Executioner can also gain 2-5k power depending on the number of cards in the soul.

Serpent Charmer

Serpent Charmer

The grade 1 units in this deck list are about are all about utility. Serpent Charmer gains 2k additional power for darkness and 10 in soul. If darkness is active and there are 15 cards in the soul,  it can retire itself at the end of turn, choose 13 cards in soul, shuffle the cards not chosen from the soul into deck, and draw a card. With the skill, this card helps prevent deck out while being able to cycle triggers from the soul back into the deck. Edge in the Darkness gains intercept and and the ability to intercept from the back row when 10 or more cards are in soul. This card also gains 3k power for generation break one, darkness, and 6 or more cards in the soul. If darkness is active and you have achieved generation break one, you can retire one of their grade 1 or less units to add Succubus of Avarice to hand from soul.

There are two grade 0 non-trigger units used in the current build. While there are a good number of usable starters, only two are used here. Werfleder Ordonnaz can go into the soul and soul charge 2 for counter blast one at generation break one. If after that, you have 6 or more in soul after the cost is paid, you can draw one card. If darkness is active, and you have 10 or more in soul, Enigmaic Assassin can call itself from soul to the rearguard at the beginning of the attack step. If you call it, it gets 5k additional power till end of turn. If you have 15 or more in soul, Assassain gains 10k additional power.

The rest of the deck consists of triggers and G guards, which help the deck soul charge and protect resources based on the amount of units in the soul. Hysteric Shirley goes into soul from the rearguard to soul charge 1. Monochrome of Nightmareland generation break one allows you to shuffle it into deck from rearguard, then soul charge 1. After the skill is activated, you can counter charge one if there are 6 cards in the soul, and draw a card if there are 10 cards in the soul. Agrat Bat Mahlat can soul charge 2 in order to gain 5k additional shield when placed on guardian circle. Saint-Germain can gain 10k additional shield if there are 10 more cards. In addition to this, if 15 cards or more in soul, Saint-Germain can give the field resist.

I hope you enjoyed this deck list. Please leave any questions or comments in about this deck list in the comments section.

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

*The Darkness keyword is activated when a card is put into the soul during the turn through any means beyond riding a unit or moving a unit to the vanguard circle.

**For those who want to take the deck beyond budget, use One Steeped in Sin, Scharhrot and Abominable One Gilles De Rais.

We did it! Raindear vs The Universe

Velvet Voice, Raindear was a unit that held power in her own time. Unfortunately, that time was a few years ago. Around the time Limit Break started becoming a major part of deck construction, Raindear seemed to have lost her place among viable Bermuda Triangle units. Thankfully, with the introduction of G clan booster 3, Raindear gained enough support to become her own deck. A deck that can battle current meta decks on equal footing. Let’s look at the deck in detail in order to understand the combinations of skills and attacks that have revived the use of Raindear in Bermuda Triangle.

Grade 4 is not a priority in Raindear, but can still work well with her support units. Rain Element Madew is the MVP stride for the deck, as it can get Peaceful Voice, Raindear from the drop zone to field. Next is Fluffy Ribbon Somni. Somni can bounce a unit and call up to one with +3k, allowing Robel another shot at VG. Legend of the Glass Shoe, Amoris can bounce up to 2 units when strode on the vanguard, which aids in correcting the field and helps against clans like Megacolony. Lucky Rise, Elprina serves the same exact purpose as Amoris, but the soul blast may conflict with other skills.

For G guardians, Sailor’s Medley Nasha is the cheapest shield available. Hand in Hand Leona can combo well with the deck, by bouncing up to one RG, but if you use her skill to bounce a RG, you must call something from hand

*To players who want to upgrade this deck past budget, School Etoile Olyvia works extremely well as a win condition.

First, the original Velvet Voice Raindear. While she has a 10k base, whenever Raindear drive checks a grade 3 Bermuda Triangle, she can bounce up to one RG and call up to one Bermuda Triangle from hand. Essentially, she turns grade 3 units into stand triggers minus the power. Due to the synergy with the rest of her deck, Velvet Voice is the ideal first ride/ actual boss unit.

Next, the updated model, Peaceful Voice Raindear. Peaceful now comes with an 11k base and still gains skills off grade 3 units. When she drive checks a grade 3 unit, you can put a card from hand into soul to bounce up to 1 RG, and if Velvet Voice is in the soul or trigger zone, gains drive +1 once per turn. From the moment she hits the field, she can potentially have triple drive in practice. Her next skill is arguably her best feature. While she is in stand position on RG, at the end of the battle that your unit drove check a “Raindear”, she can counterblast 2 and move (not ride) onto the vanguard circle. It’s important to note that moving, unlike riding, she will keep all trigger effects and power buffs when moved to the vanguard circle.

Moving on to grade 2 units, first up is Inspect Sisters, Robel. While in the trigger zone, if you have a “Raindear” vanguard, she gets grade +1. 4 copies of her in deck means that there are now 12 grade 3 units in the deck. Her second skill is on RG, if you have a Raindear VG, on hit soulblast 1, put her on bottom of deck, draw 2 cards, and shuffle. 90% of the time this will eat shield instead of hitting, but either way mission accomplished. Next is Shyness Laguna, Lapla. When your drive check reveals a grade 3, while you have a Raindear VG, soul blast 1 to call up o one unit from hand and give the called unit and Lapla +2k each. While not amazing on the surface, Lapla can allow you to wait until you drive check a Raindear before committing Peaceful Voice to the field. The final grade 2 unit in the lineup is Admired Sparkle, Spica. The most expensive card in the main deck, and also the only GB unit. When she attacks a VG, if boosted, can bounce a unit to call up to 1 unit with +3k power. This will allow you to attack with Peaceful and still have her in stand when VG attacks, or just get back a card without calling a new one.

On to grade 1 units, 4 perfect guards are almost a given at this point in the metagame. This deck also runs 3 Talent of Perseverance, Shandee (Bermuda Triangle’s stride helper) due to the fact that you generally want to have Peaceful Voice on field instead of using her to stride. The next grade 1 is Dash Sisters, Rabel. Similar to Robel, when Rabel is in the trigger zone, she gains grade +2 if you have a Raindear vanguard. With 4 of her in the deck as well there is essentially 16 grade 3 units. Her next skill is when a grade 3 is checked, if you have a Raindear VG, you can put Rabel to bottom of deck, draw a card, shuffle, and counter charge 1. This allows you to commit boosters to a field and with then possibly gain it all back to hand. If you don’t have the CB for Peaceful Voice, Rabel can free up the damage beforehand. The last grade 1 unit is Piping Hot, Suifa. Suifa makes Velvet Voice in the column get +1k power, turning a 10k base to 11k. Next is while she is in the back row rearguard, if you drive check a grade 3 while you have a Raindear vanguard, Suifa will move to an open circle in the same column, stand, and get +4k power. Meaning she can restand as a booster if she can’t move, or move up as an 11k attacker.

The starter of the deck is Colorful Smiling Fratte. After she boosts, if you have a Raindear vanguard, you may counterblast 1, put her into the soul, bounce up to one RG, and call up to 2 rearguards from hand.

Triggers for this deck are largely up to the player. In my experience, 8 critical triggers, 4 draw triggers, and 4 heal triggers works best. Yes, at times, the draw triggers will cause you to draw grade 3 units, but the hand advantage is more important in my opinion.

The budget deck list for around the Raindear support is as follows:

Grade 4 Units
2-4x Rain Element, Madew
2-4x Fluffy Ribbon, Somni
2-4x Legend of he Glass Shoe, Amoris
2x Hand in Hand, Leona
2x Sailor’s Medley, Nasha

Grade 3 Units
4x Velvet Voice, Raindear
4x Peaceful Voice, Raindear

Grade 2 Units
4x Inspect Sisters, Robel
4x Shyness Laguna, Lapla
3x Admired Sparkle, Spica

Grade 1 Units
4x Mermaid Idol, Elly (Perfect Guard)
3x Talent of Perseverance, Shandee (Stride Helper)
4x Dash Sisters, Rabel
3x Piping Hot, Suifa

Grade 0 Units
1x Colorful Smiling, Fratte (Starter)
4x Comical Rainie (Critical)
4x Impact Punch, Michiru (Critical)
4x Heartful Ale, Fundy (Draw)
4x Sweet Temptation, Riko (Heal)

A New Chronicle Unfolds

Gear Chronicle has been one of the more played decks since the beginning of the G formats. As a clan designed specifically for this format, the main unit of the deck has seemingly always been Chronojet Dragon. While this makes the main deck cheaper to complete, there have been no other units that could replace Chronojet as a central unit, until now. Chronofang Tiger gives the clan a new focus, along with new support. This may seem just a little bit late, but it feels like a good time to talk about the new changes that have been made to Gear Chronicle with the release of G Booster set 7.

Starting from the top, let’s look at the new units:

Interdimensional Dragon Bind Time Dragon: As the stride of the new series antagonist, Bind Time needed to be powerful…and it did not disappoint. Counter Blast 2, Soul Blast 1, Flip Bind Time, bind one or more RG on attack to get +10k an extra critical and rewind units equal to the number of bound cards, then if you have a Gear Beast heart, Counter Charge 2 and Soul Charge 2. This card combines parts of Revolution and Ragnaclock while nullifying the cost. While it can still be used in Chronojet, it’s a real powerhouse in Chronofang.

Chronofang TigerThe new boss unit of Gear Chronicle. On ride, bind a card from han to revert a unit by 2 grades, and Generation Break 2 can bind units for +3 grade as the cost of stride. While it can’t fight alone, this unit benefits the deck engine of bind instead of paying for stride.

Highbrow Steam, Raphanna: On the surface, this G guardian doesn’t seem to hold up against Uluru. Send back one of your grade 1 or greater RG and call a grade 0 for +10k shield. Once you use this guardian to set up Ur-Watar as payment for Bind Time, you’ll see a place for this card.

Interdimensional Beast, Float-Gear Hippogriff: When it drive checks a grade 3 unit, it gains +5k and Time Leaps a RG. While it is a cheap first stride, Hippogriff doesn’t actually work most of the time.

Steam Scalar, Emellanna: In the current meta Quintet Walls have taken a backseat until the release of G booster 7, where they have been given extra skills. At GB1 Emellanna allows the player to bind a unit from the drop zone when she moves from guard circle to drop, in exchange, she shuffles 2 cards from the drop back into the deck. With the new support, this unit can actually have a place in GC decks.

Square-one Dragon: A beneficial and unorthodox card. Square-one has a mini mega blast for Counter Blast 4 Soul Blast 6 to rewind all opponents RG. useful, but the deck can already perform the same function. The next skill will Soul Charge at the end of the turn, essentially refueling Bind Time in a Chronojet deck. The final skill may be the most useful, when placed on RG, it can become grade 0 for the turn. Finally, a grade 3 that can Time Leap into a grade 1.

Steam Knight, Mudar: One of two ideal bind targets of the Chronofang deck. Mudar can Soul Blast 1 in the bind zone to call itself to RG wih +2k power. This means you can essentially pay for Chronofang’s costs for a Soul Blast. Mudar’s other skill is GB1, bind Mudar, Soul Charge and Time Leap another unit.

Drain-valve Dragon: The skill of drain-valve is GB1 Soul Blast 1 this unit and another unit get  +2k and if it is not placed frrom hand, drain-valve gets another +2k. This unit is decent in budget decks, since it seems like a better Merianna that could also make History Maker an 11k.

Quiet Sleep-Calling Gear Tapir: This unit is the Chronofang equivalant to Kalibum. Rest this unit, bind a card from drop, rewind an opponents front row RG, and this unit cannot stand during he next stand phase. Since it can be used as fodder for Bind Time, this unit can be used in both early and late game to snipe RG.

Steam Fighter Attab: When this unit is placed in bind zone from the RG, up to 2 of your units can get +2k. This card may have some uses, but that amount of power won’t make up for losing a 7k booster.

Parallel Barrel Dragon: The second ideal bind target for Chronofang. While it is in bind zone, Parallel Barrel can rest a unit to call itself to the field with +4k power. So not only is this unit an 11k attack or boost, but it can be pulled out of the bind zone for next to no cost.

Steam Fighter, Nanneya: Nanneya’s skill is when any unit is placed into a  bind zone, this unit gains +4k. This unit can consistantly be 10k+ with the new support binding so often. Not to mention other clans that bind cards.

Tooth-edge Dracokid: This starter…is versatile, but not great. The skill is to put this unit into soul and discard a card, check the top card of your deck and put in onto the top or bottom, then draw a card, then if you have a face up G unit in the G zpne, to give a unit +5k. While the 4k base power and the partial skill restriction do hurt, the possible hand correction and extra power can be useful.

Tick-away Dragon: While not a card in the actual set, it is a box topper promo for G booster set 7. The skill is when a unit is placed on RG due to the skill of Time Leap, put a card from drop on the bottom of the deck. This skill is great for preventing deck out, which is more of a problem in Chronofang due to the amount of Soul Charging, but probably won’t be run at max number of copies.

Teaching Cardfight!! Vanguard


Omniscience Dragon, Wisdom Teller Dragon

Most Vanguard players who really enjoy the game attempt to get their friends to play. Sometimes, this does not go well and can leave potentially new players frustrated. When introducing someone to Vanguard, here are some tips that will make the transition smoother.

In preparation of teaching someone Cardfight!! Vanguard, assemble a deck of basic skills similar to a trial deck. When obtaining or creating these decks, decks with needlessly intricate combos are not recommended. Try to include at least one trigger of each trigger type, one G unit, and one G guardian. Legion is one of the hardest skills to explain so having a basic legion in the deck might be a good idea. An example of a simple legion would be the 10k grade 3 legion units that gets +5k in legion. In addition to obtaining decks to teach with, getting a play mat that displays the card zones goes a long way in helping beginners get a feel of the board. The paper play mats included in trial decks are best.

First, explain the basic differences between the different types of units (normal, trigger, G, G guardian) and explain what the player can do with each card. Next, try having an “open hand” teaching game to explain game mechanics. This method of play is where you walk through a game with someone with both your hand and your opponent’s hand revealed, allowing both players to see how a game progresses. Start with how many cards to draw, what to look for, and the redraw. If the person learning Vanguard has played other card games that you have also played, try to use that terminology from such games as a way to explain the rules (e.g. if you both know or play Magic, define resting as tapping). Don’t get too hung up on actual terms. Go slow and try to avoid explaining everything at once. For the first game or two, avoid using card skills (such as ACT, AUTO, and CONT) and just focus on game mechanics (e.g. boost, intercept, twin drive, guard, stride, etc.). G Assist at least once if possible. Explaining these basic mechanics will allow the new player to adjust and learn at his or her own pace. Then, once they have a good understanding of the game at this point, start explaining skill timings and costs (e.g. generation break).

Along with the suggestions above, there are other things to consider when teaching new players the game. Be patient with beginners as they are trying to understand. Encourage them to ask questions if needed, and try not to interrupt them. Avoid being completely pro at the game when teaching. Making some rookie mistakes can make the beginner feel more confident about starting this game.

I hope you enjoyed this guide. If you have any questions or comments, please feel free to put them in the comments section.

This article was a collaboration of vanguard393, standupthevanguard, and vesselofemolga.

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

Skills and Abilities Within the Meta


Dragonic Overlord the End

The current state of Cardfight Vanguard’s meta game is actually rather diverse. While the decks that consistently place higher in tournaments only really seem to change when game breaking combo cards are introduced, the skills among the different decks includes a little bit of everything. Take some of the recent major decks: Sanctuary Guard, Ripples, and Seven Seas. Each of these decks received support that made them very hard to deal with, and each of these decks include a combination of old and new skill types.

When building your main deck, consider the different skills that are available among your units. For grade 1 and 2 units, they are split among support for: Legion, Generation Break, and restriction-less support. Grade 3 units are more diverse, including all of the skill types listed below. Let’s look at the different card abilities the players have at their disposal.

Skills with no restrictions: Skills in this category are not restricted to being at a certain point in the game state for their skills to be utilized. One of the splashable examples of these skills are the grade 1 units who can soul blast to draw a card when placed on rearguard. Within the current meta, the skills in this category usually support the advantage engine of the deck, or allow for faster skills. However, grade 3 units that fall under this category (such as Dragonic Overlord the End, Nightmare Doll Alice, etc.) are either heavily supported by the deck, part of the core strategy, or are able to offer different options depending on how the game has been unfolding. Stride helpers are a good example of this. These units can either be used to lessen the cost of stride, or to search for the main GB unit of the deck.

Some of the best skills in this category are restricted to an archetype or a sub-clan. Most of the best decks in the current meta fall under an archetype or sub-clan. Normally, these skills require a unit with a certain name to be on vanguard or the target of the skill. Special counterblast and/or soul blast refer to paying a cost with a unit having a specific name.

Mega Blast: The term refers to the skills that have a cost of counterblast 5 and soul blast 8. This skill is only available among grade 3 units. While each mega blast has a way to soul charge, they are still rather underwhelming when combined with their massive cost. Most mega blast units do not have a place in the current meta, they are simply too slow and expensive. While this is the case for most mega blast units, there are some decks that are designed to use mega blast units. These decks do not appear often, but can be effective if used correctly.

Cross Ride: A skill type exclusive to grade 3 units. This term defines a grade 3 unit that gains a skill from having another grade 3 unit in soul. Originally this skill was a continuous +2K power, though more recent cross rides have been getting more complex skills. During the break ride era, these units were everywhere and these units are still some of the game’s most defensive. In the current meta, these units are still viable with the addition of generation break. While they may not be used for their defensive nature, some do have skills on par with strides and can be equally devastating during the early stages of a cardfight.

Limit Break: Limit Break (LB) is also an ability exclusively available to grade 3 units. Limit Break units gained a powerful skill after the player had reached 4 damage. The term “Ultimate Break” still refers to a limit break whose requirement is 5 damage. While these units included some of the best skills for grade 3 units so far, they are almost useless if the player isn’t at 4+ damage. Within the meta, these units are still widely used either when paired with generation break support or with LB enabler units (grade 1 units that allow LB4 abilities to be used at 3 or less damage). All three of the decks stated above focus on Limit Break units, being supported by the rest of the deck.

Break Ride: Break Ride describes a unit that activates it is LB4 when another unit rides on top of it. The slowest form of limit break has seen less play in the recent meta games because legion hit almost as hard a turn sooner, and the benefits of stride usually outweigh the benefits of break ride. Though decks that can combine break ride and generation break units can have devastating turns without the need of Stride every turn. An example of this type of combination is Darkface and Cyclomatooth for Megacolony.

Legion: The skill type that had the shortest focus of only 2 sets in English, and saw the fastest game play. Legion is a skill that is included on some Grade 3 units that allows a player to add another unit’s skills and power to the current vanguard by placing it on vanguard as well. Legion has the same requirement for use as stride, but came at the low cost of putting 4 units from the drop zone back into the deck. The end result was having 2 units on vanguard with a base power between 20-22K. While this new vanguard only attacked with the critical of the Legion Leader, the Legion Mate can still use vanguard circle skills it may contain.

Most of the heavily supported legions were archetype and sub-clan oriented. The support for legion mainly focuses on the turn the vanguard becomes Legion or by having a vanguard in legion. Within the current meta legion is still valuable as a way to return key units and triggers back to the deck. Decks focusing on Legion will most likely have either a strong early or late game.

Generation Break: Generation Break (GB) is the slowest skill type in the game as well as being the most powerful. Every skill of this type is dead before the first stride or G guard. As a result, before the addition of Fighter’s Collection 2016, GB could be stopped completely by a player staying at Grade 2*. In exchange for this flaw, GB skills are both cost effective and synergistic. Within the current meta, GB is included in almost every main deck as the main focus, or to reinforce the effectiveness of combos.

Keyword Skills: The newest skill type, which include the following terms: Time Leap, Wave, Blaze, Hollow, Brave, Magia etc. The main reason for this new skill type is to have a general understanding of what the unit can do. Stating that a unit can Time Leap when it attacks sounds better than explaining Time Leap each time it is activated. Units with this skill will define what the keyword means, and then include the keyword in the actual skill. These skills are becoming a focus in recent sets. These skills have a lot of potential to become competitive within the current meta.

I hope you enjoyed this guide. If you have any questions or comments, please feel free to put them in the comments section.

*Although this is the case, there are cards coming out that help decks with GB operate and use skills, even if the opponent stays at grade 2 for the majority of the game. Such cards include Air Elemental, Twitterun and Air Element, Sebreeze.

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

Iori / Lauris “Wallet Harmony” Deck


Miracle Voice, Lauris

Ever wanted to find the symphony of combinations in the game of Vanguard? Bermuda Triangle might be the clan for you, with all of its variety and possibilities found in the chorus that can be found in hand and on field when using this clan. Here is a budget Bermuda Triangle deck for beginners and players on a budget:

Grade 4 Units:
2x Snow Element, Blizza
2x Legend of the Glass Shoe, Amoris
4x Fluffy Ribbon, Smoni

Grade 3 Units:
4x Miracle Voice, Lauris
4x Duo Stage Storm, Iori

Grade 2 Units:
4x Admired Sparkle, Spica
4x Pearl Sisters Perla
3x Ideal Walking Weather, Emilia

Grade 1 Units:
4x Pearl Sisters Perle
4x Talent of Perserverence, Shandee
4x Image Master, Kukuri (G Perfect Guard)
2x Superb New Student, Shizuku

Grade 0 Units:
1x Bermuda Triangle Cadet, Weddel (Starter)
4x Dreamer Dreamer Kruk (Stand)
4x Heartful Ale, Fundy (Draw)
4x Cherished Phrase, Reina (Critical)
4x PR♥ISM-Miracle, Timor (Heal)

The main focus of this deck is to have units enter the “harmony” state for increasing attack power, increasing the number of attacks, or increasing hand size. Since most harmony skills are GB1, this deck will need to rely on stride to in order to activate the majority of skills available in this specific build.


Legend of the Glass Shoe, Amoris

The first grade 4 of the deck is Snow Element, Blizza. When Blizza attacks a vanguard, it can flip a G unit in the G zone face up for one counterblast in order to gain 5K power for each unit that is in the G zone face up. If this skill is used on the player’s first stride, Blizza will activate generation break 2 skills after its use on the first stride. The next stride of the deck is Legend of the Glass Show, Amoris. Amoris will bounce 2 units (aka returning 2 units from the field to hand) when Amoris is placed on the Vanguard circle in order to gain more shield or to correct an underwhelming field. The final stride of the deck is Fluffy Ribbon, Somni, who will allow you to bounce a unit and call a unit with +3k if her attack hits a vanguard.

The main grade 3 for the deck is Miracle Voice, Lauris. Lauris is the Bermuda Triangle stride bonus who is able to bounce a unit and draw a card for one counterblast. Her main purpose is in powering up the field with her generation break 2 ability. This ability, which activates if she becomes harmony, allows her to choose 2 of your units to give an additional 5K power to and Lauris gains 1 additional critical until the end of turn. The backup grade 3 is Duo Stage Storm, Iori, a Limit Break unit that can soul blast one and persona blast to bounce one of your rearguards AND search your deck for up to 2 copies of that unit and add them to your hand. If striding simply doesn’t seem to be happening, you can exchange those extra grade 3 in hand for extra copies of perfect guards and other useful cards, including cards that are needed for certain combinations (e.g. Pearl Sisters, Perla and Pearl Sisters, Perle).


Admired Sparkle, Spica

The grade 2 units for the deck are divided in what purpose they serve in the deck, but they all revolve around the bounce skill. Pearl Sisters, Perla can soul blast one and bounce one of your rearguard units when her attack hits a vanguard. Spica will be able to bounce a rearguard unit and call another unit from hand to the rearguard with 3K additional power when boosted at generation break one. Combined with the generation break skill of Lauris, this skill can make each column swing for 21k+ if you bounce and replace Lauris’ boosting unit. The final grade 2 is Ideal Walking Weather, Emilia. When Emilia is bounced at generation break one, you can pay the cost of counterblast one to draw one card. As an added bonus, Emilia also has the resist ability, which allows her to remain on field if targeted specifically by an opponent’s skill that intends to remove her from field.

Grade 1 units in this deck focus around countercharging and draw mechanics. G perfect guards are run in the deck to help countercharge due to the amount of counterblasting skills used in the deck. Perle works exclusively with Perla, giving Perla the skill when placed on the rearguard. The skill given by Perle to Perla allows the player to soul charge one and draw one when Perla’s attack hits a vanguard. Multiple Perle skills can be put to one Perla, as long as the given skills are resolved one at a time, as described in the wiki (which is found here). Superb New Student, Shizuku can search the top 5 cards of your deck for a grade 3 unit once per turn when she becomes harmony. If used with Spica, not only does she become a 10k boost, but she also increases hand size. The last grade 1 is Talent of Perserverence, Shandee, which acts as the stride helper for the deck.


Dreamer Dreamer, Kruk

The starter of the deck is Triangle Cadet, Weddel. Another unit from back in EB02, Weddel can be used to bounce 1 RG, mainly to reuse Perle’s skill. The trigger line up for the deck is a standard rainbow line up with the GB1 stand trigger, which allows the deck to equally pressure with restanding units like Perla, adding additional criticals to attacks, drawing needed units for certain attack combinations, and healing damage.In addition to this fact, Kruk’s generation break one ability can bounce a rearguard to hand and call a unit to the rearguard from hand after boosting an attack, being in harmony, and being placed to the top of the deck. This skill works well with several units in the deck, such as Emilia (which allows the player to draw one card when bounced) and Perle (which can be be placed multiple times if bounced and placed through skills in order to give Perla the skill to draw on-hit multiple times). Fundy can be put to soul from the rearguard in order to give a rearguard 3K additional attack power. Reina can be put to the soul when a player’s vanguard with “Lauris” in its name attacks in order to give the vanguard 5K additional attack power and to draw one card.

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!!_Vanguard_Wiki. These images may have been re-sized.