Budget Beast Deity Deck


Beast Deity, Azure Dragon

Nova Grapplers have obtained a reputation for rushing and dealing out massive damage both in the early and late game. One of the archetypes of Nova Grapplers are the Beast Deities, who specialize in restanding rearguard units with “Beast Deity” in their names and gaining multiple attacks through such a process. This is yet another overlooked deck that enjoys its capability of breaking the current meta by its potential to pressure the opponent through these multiple attacks before either player can stride. Here is the deck list:

Grade 4 Units:
4x Meteokaiser, Vic-Ten
4x Ultimate Beast Deity, Ethics Buster Catastrophe
4x Meteokaiser, Tribut
4x Righteous Superhuman, Blue Prison

Grade 3 Units:
4x Beast Deity, Azure Dragon
4x Ultra Beast Deity, Illuminal Dragon

Grade 2 Units:
4x Beast Deity, Dragotwist
4x Beast Deity, Golden Anglet
4x Beast Deity, Jackalord

Grade 1 Units:
4x Beast Deity, Solar Falcon
4x Beast Deity, Max Beat
4x Beast Deity, Desert Gator
2x Beast Deity, Blank Marsh

Grade 0’s:
4x Beast Deity, Rescue Bunny (Heal)
4x Beast Deity, Van Paurus (Draw)
2x Beast Deity, Bright Cobra (Stand)
4x Energy Girl (Stand)
2x Red Lightning (Critical)
1x Beast Deity, Riot Horn (Starter)


Beast Deity, Riot Horn

The deck works by using attack combinations from the moment the player get to attack. The starter, Riot Horn, is a reliable booster as it stands along with the unit in front of it as long as it is a Beast Deity for multiple boosted attacks. The grade one lineup includes Desert Gator as a 10K attacker, which supplies the player a way to apply early game pressure.  This lineup also includes units such as Blank Marsh and Max Beat, which both have the potential to stand other units for even more pressure. Blank Marsh is able to supply such Blank Marsh is able to stand a unit with “Beast Deity” in its card name for the cost of one counterblast and putting Blank Marsh to the soul from the rearguard when Blank Marsh boosts a successful attack on the opponent’s vanguard. Max Beat is able to stand another unit with if Max Beat was stood during the battle phase for the cost of one counterblast with a card with “Beast Deity” in the name.


The grade two game is where the real fun begins. To begin with, Golden Anglet and Dragotwist are great targets for the restanding effects found throughout the deck. Golden Anglet gains 3k power whenever it is stood for more power on the next attack. This power gain can stack, meaning that the +3K power to Golden Anglet can keep increasing as long as he is stood over and over again. Even with this in mind, the power stacked on Anglet only remains until the end of the player’s turn. Dragotwist can use his ability to retire a rearguard that has power equal or less than his when he stands for the cost of one counterblast. To aid these units, Jackalord can use his ability to help them restand during the player . Specifically, he gains the ability to restand a rearguard with 3K additional power when he attacks, which can activate the abilities of units in this deck (e.g. Max Beat, Golden Anglet, etc.).


Ultimate Beast Deity, Ethics Buster Catastrophe

Grade 3 units and grade 4 units supply the player with more ways to restand Beast Deity rearguards and providing the player with multiple ways to finish off the opponent through the use of multiple attacks.  Azure Dragon can stand two rearguards when it hits an opponent’s vanguard and the player discards a copy of Azure Dragon from his or her hand. Illuminal Dragon, the cross ride for Azure Dragon, can pay three counterblast when at limit break in order to stand two rearguards with “Beast Deity” in their names. For the cost of flipping over any unit in the G zone, Catastrophe can stand a Beast Deity whenever he drive checks a normal unit with “Beast Deity” in its card name. In addition to this, if there are two or more face up copies of Catastrophe in the G zone, the units that become stand due to Catastrophe’s skill gain 3K additional power. Vic-Ten is able to stand a rearguard and give it 5K additional power when it hits an opponent’s vanguard.


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

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

Budget Avectro Zeus Deck


Undefeated Mutant, Avectro Zeus

Most Megacolony decks revolve completely around stopping the opponent’s vanguard, and people believe it’s the only way they can win. However, this deck goes back to what Megacolony did when they first appeared, which consisted of stunning and retiring rearguards. Here’s the deck list:

Grade 4 Units:
3x Poison Spear Mutant Deity, Paraspear
1x Miracle Element, Atmos
4x Force Spear Mutant Deity, Stun Beetle

Grade 3 Units:
3x Intimidating Mutant, Darkface
3x Undefeated Mutant, Avectro Zeus
2x Violent Vesper

Grade 2 Units:
4x Tail Joe
4x Buster Mantis
3x Bloody Hercules

Grade 1 Units:
4x New Face Mutant, Little Dorcas  (Stride Helper)
4x Phantom Black
4x Rebel Mutant, Starshield (Perfect Guard)
2x Megacolony Battler B

Grade 0 Units:
1x Megacolony Battler C (Starter)
4x Earth Dreamer (Stand Trigger)
4x Bad Drip (Critical Trigger)
4x Shelter Beetle (Critical Trigger)
4x Machining Bombyx (Heal Trigger)


Tail Joe

The main point of the deck is retiring your opponents field with Avectro Zeus, whose skill allows him to retire all grade 1 or less rearguards of all fighters when he is placed on the vanguard circle. This does retire your grade 1 or less rearguards as well, but that is what the grade 2 units in this deck are for. All grade 2 units in this build have the capacity to attack for 10K power and higher. Why does this matter? Grade 2 units that can attack at these power levels do not need boosters. This matters since Avectro Zeus essentially eliminates boosters as soon as he enters play. Tail Joe can be an 11k attack when your opponents field is rested. Buster Mantis is a 12k attack at generation break 1 and if your opponents field is rested, which is similar to Tail Joe’s skill.

Though Avectro Zeus is the main point of the deck, the there is another grade 3 unit that is an effective backup for a vanguard ride. Darkface is the main G grade 3 of Megacolony, and when you stride on him,  you can stun 2 rearguards and give those stunned rearguards the skill that allows you to draw one card if the stunned rearguard is at rest at the end of the opponent’s end phase. In addition to this, his generation break 2 can rest a rearguard that is placed for a cost of soul blast 2. Overall, Darkface’s skills collectively allow you to minimize the amount of opponent attacks in order to save guard in hand. The third grade 3 unit, known as Violent Vesper, is in the deck to call extra units with its ability (which is call one Megacolony unit off the top of the deck). Though Violent Vesper is a grade 3 unit with 9K base power, he is very useful in replenishing the player’s field after an Avectro Zeus turn.

The grade 1 and grade 0 units are fairly self-explanatory. Little Dorcas will help the player to stride, while allowing you to search for Darkface with its on-placement skill (which is useful when Violent Vesper is the only grade 3 in hand). Phantom Black is the player’s 8K beater, which is useful either as a defensive grade 1 ride or as a high-powered booster. Starshield is the player’s G perfect guard, which provides good guarding capability and countercharging. Battler B is an excellent booster that stuns a rearguard when the attack it boosts hits for a cost of counterblast 1. The deck runs critical triggers to deal massive damage, and the stands to give more attacks. Earth Dreamer, the stand trigger chosen here, will go back to the deck and draw 2 free cards on your opponents ride phase if they have 3 or more stunned rearguards.


Force Spear Mutant Deity, Stun Beetle

Now the Grade 4 units are where the old Megacolony meets the new. The main stride, Stun Beetle, will only be able to use the ability when it hits. Though this is the case, it will stun the vanguard when it hits, and your opponent cannot ride normally on the next turn, leaving your opponent practically helpless for that turn. Paraspear is a very nice support, resting the opponents field, and then drawing and getting +5000 power if there are 3 or more rested. Atmos is there purely for intimidation on first stride. All in all, this deck wipes the opponent’s field while gaining you resources and, most importantly, is incredibly fun to play.

I’m hoping you enjoy this deck as much as I do, and if you have any questions, feel free to put them in the comments. Happy stunning!


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