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.

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.


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.

Gaia Engorge Deck

Great Emperor Dragon, Gaia Dynast

Great Emperor Dragon, Gaia Dynast

The following article is a guest article submission and deck profile. Please enjoy!

Hello, Cardfighters! This is Jim, an active player of Cardfight!! Vanguard and I’ve been asked to write an article for your viewing pleasure.

Today I’m doing a deck profile for a deck that has been creeping up in popularity due to its strong stride turns, strong draw power, and its all around aesthetics. That deck hails from the Tachikaze clan starring Gaia Emperor. The following list is a heavily aggressive deck with it comes to the late game. Gaia’s early game is mostly straight forward, but I think you’ll enjoy this profile. With this in mind, I will go through each grade in the overview of the deck. Let’s take it from the top:

Grade 4 Units
4x Absolute Ruler, Gluttony Dogma
4x Great Emperor Dragon, Gaia Dynast
1x Destructive Tyrant, Gradogigant
1x Destruction Tyrant, Volcantyranno
1x Air Element, Sebreeze
2x Barrage Giant Cannon, Bullish Primer
1x Cliff Authority Retainer, Blockade Ganga
2x Iron-Armored Chancellor, Dymorphalanx

My choices for these G-Units are simply put, it’s the best I could come up with. Gluttony Dogma ensure that you have a solid finisher stride that doesn’t need that much set-up to pull off and is especially devastating to the opponent to be hit with Gluttony Dogma on first stride after G Guarding. Even with Gluttony in the deck list, Gaia Dynast has the potential to launch 7 attacks without stand triggers and only requires 2 of your multitude of Engorge units, generation break 1 already achieved, and 2-3 open counterblasts. Gradogigant is your typical first stride as it allows you to build up your hand for your 2nd stride and hopefully finish them off then. As the clan’s generation break 8 unit from the recent fighter’s collection, Volcantyranno is grants a lot of power to rear guards and wipes your opponent’s board. Barrier Ganga is very situational on when the card won’t actually make your situation worse (so I only play 1). Dymorphalanx is a solid G-Guard that compliments the fact that Gaia has the capability to mirage out its field every turn. In addition to the G Guards mentioned, Bullish Primer has variety and a bit of consistency added with the new heal trigger.

Grade 3 Units
4x Emperor Dragon, Gaia Emperor
4x Frenzy Emperor Dragon, Gaia Desperado

There isn’t much explanation needed here. Gaia Emperor is your ideal Grade 3 ride as it has the most synergy with your deck’s playstyle, allowing the player to give revival skills to two rearguards and fueling the clan’s engorge mechanic. Gaia Desperado is basically a weaker Gaia on vanguard circle, but it has a lot of synergy with the Dynast turn I mentioned earlier.

Grade 2 Units
4x Ancient Dragon, Criollofall
4x Ravenous Dragon, Megarex
3x Conflagration Dragon, Gigant Flame

The Grade 2’s may be a little boring looking, but allow me to explain. The reason why Gaia uses eight 10k base grade two units is because the deck, like a lot of G Era decks, are very weak to rush. Gaia’s first stride doesn’t have a lot of pressure behind it so, even if you Gradogigant on your first stride, you may not have the resources to mount a counterattack after that since you’ll probably already be at 3-5 damage before you stride. 10k vanilla grade 2s give you a solid 2nd ride and they have a lot of potential to help counter rush. They also commit to a grade 2 rush if you have a hand full of them and not all decks play 10k vanillas so they may not be able to to poke at them in the rearguard with the typical 9k base power grade 2 units. Gigant Flame also allows the deck to have essentially eleven solid and defensive grade two rides. You may be asking why I don’t have four of Gigant. My response to this:while it may have 11k base power, Gigant Flame has a very nasty ability that states that Gigant cannot attack a vanguard unless you have an engorged unit or a Gaia vanguard.

Grade 1 Units
3x Savage Guardian (Perfect Guard)
1x Barrier Dragon, Styracolord (Perfect Guard)
4x Prism Bird (Stride Helper)
3x Collision Dragon, Charging Pachycephalo
2x Cold Dragon, Freezernyx
1x Savage Heroin

The grade 1 units are my favorite of this deck. Savage Guardian add a very solid countercharging engine to the deck since the counterblasting can get a little hard to manage at times. While that is the case, four copies is not my optimal number for this deck. That very reason is because Styracolord is very situationally good as he has 11k total power when engorged and he goes back to your hand at the end phase, promoting aggressive early plays. Prism Bird allow you to almost guarantee stride every turn after riding to Grade 3. Additionally, it allows you to fish for the Gaia unit you want when you don’t have him in hand and have the other grade 3 in hand. Pachycephalo is good here because of how versatile he is. In addition to his draw skill when he’s retired, Pachycephalo also has the potential to be an attacker with his other skill. in Freezernyx is your cost refunding engine as he countercharges and soulcharges upon being retired. The 2k that Freezernyx grants as well can be useful in certain situations. Savage Heroin is, in my opinion, one of the most clutch cards in this deck, since it can be searched by the starter when retired and gains 3k power for each engorged unit on the field.

Grade 0 Units
4x Cannon Fire Dragon, Parasaulauncher (Critical)
2x Ancient Dragon, Dinodile (Critical)
3x Coelamagnum (Stand)
3x Cannon Fire Dragon, Sledge Ankylo (Draw)
4x Artillery Dragon, Flint Ankylo (Heal)
1x Baby Camara (Starter)

Last but not least, Grade 0’s. I’ll get the easy part out of the way first: the triggers. 4 Parasaulauncher is a very solid card; +1 soul, +1 hand, +5k vanguard. 2 Dinodile is a solid choice. I don’t think 8 critical is necessary when you want to draw into your combo pieces, but Dinodile at least allows you to have that extra soul or damage when you need it. That is the same reason why I like three copies of Sledge Ankylo. Simply put, draw triggers like Ankylo allow you to keep increasing your hand. In addition, that +1 soul and +3k to anything could change a lot. Coelamagnum is a rather controversial choice as he’s a stand trigger and most of your attack patterns would rather have criticals. Although this may be true in some decks, the reason why he’s in here is because he has many good uses out of being retired: +1 draw, +5k power to any unit, and he goes back to the deck after drawing, thereby allowing you to draw a non-trigger (most of the time) and allowing you to meet your quota for retiring for Gradogigant or Gluttony Dogma without having to waste valuable units. Flint Ankylo is a no-brainer, since it is a heal trigger with an effect that allows you to make the already good Bullish Primer an added in Agleam as well. Plus, he’s freaking ADORABLE! Lastly, Baby Camara. This card single-handedly helped me decide my grade one line up, and searched for a grade one unit when it is retired due to engorge effects and call it to the field with 3k additional power for the cost of one counterblast.

Now that I’ve explained the list, I’ll explain the Dynast combo that I mentioned earlier. The required scenario is to be on Gaia Emperor with GB1 already achieved, 2 or more face-up damage, and 2 engorge units in your hand (preferably 2 Gaia Desperado). Follow the steps below:

  1. Stride Gaia Dynast
  2. Use Gaia Emperor’s Stride skill to call 2 Engorge units to the front row and target them with the 2nd half of the skill.
  3. Enter attack phase and attack with one of the rear guards and DON’T use it’s engorge skill.
  4. Attack with the other rear guard, using it’s Engorge Ability to retire the other rear guard. This will trigger the inherited skill that Gaia Emperor gave that unit and call back to the field standing.
  5. Repeat Step 4.
  6. Attack with that rear guard 1 more time and DON’T retire anything unless it’s back row.
  7. Attack with Gaia Dynast and activate its Engorge Ability to retire 1 of the front row rear guards.
  8. Use Gaia Dynast’s GB3 skill to target the other rear guard and retire it in addition to all other units in the column (yours and your opponents) and countercharge 1.
  9. Gaia Dynast’s 3rd ability goes into standby twice; counterblast 2 and revive the retired units to the front row
  10. Pass all triggers to the revived units and attack.

It’s really much more simple than it looks. This easy to set up combo is what will either win you the game outright, or put your opponent so far behind, your next turn is more than assured.

That’s it for my first article on this blog and I hope you enjoyed reading it as I did writing it. Obviously, there are many ways you can build a deck, but I hope that this list brings you fellow dinosaur lovers success!

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

Crimson Roar, Metatron Deck

Crimson Roar, Metatron

Crimson Roar, Metatron

Angel Feather tends to be remembered nowadays for its great offense and defense through the use of Rescue, which allows them to damage themselves after healing to gain additional trigger effects and power.  While that gives the clan great capabilities in the late-game, it tends to fall behind in the early-game due to its reliance on units with Generation Break skills.  This can cause issues if you enter a point when you cannot take enough damage during your opponent’s turn to trigger your skills.  Well, that all changes with this deck.

Deck List

While it does utilize some of the above mechanics, several cards that allow you to manipulate your damage early alongside cards that gain power when you do so (most without Generation Break), giving the deck the ability to fend for itself in the early-game and threaten a very short game for the opponent.  The decks lack of reliance on Striding due to using cards with Limit Break, preventing the player from having an uneventful turn that can commonly arise in decks that want to Stride but don’t have the immediate resources.  Also, the deck can achieve its Generation Break skills through the use of Generation Guarding, allowing the player to continue to use their Limit Break skills while using all their Rearguard skills.  Overall, the deck offers a change of pace for Angel Feather that is not noticed as much in this day and age.  Also, it gives you the chance to play with some older cards, which can be enjoyable in a different rite. Here is the deck list:

Grade 4 Units:
1x Black Seraph, Vellator Terminal (GB8 Stride)
1x Holy Seraph, Zachariel
3x Holy Seraph, Altiel
2x Holy Seraph, Raziel
4x Black Seraph, Gavrail
3x Holy Seraph, Suriel (G-Guardian)
2x Black Seraph, Eleleth (G-Guardian)

Grade 3 Units:
4x Crimson Impact, Metatron (Limit Break)
4x Crimson Roar, Metatron (Limit Break)

Grade 2 Units:
4x Million Ray Pegasus
4x Nurse of Broken Heart
3x Love Machine Gun, Nociel

Grade 1 Units:
4x Thousand Ray Pegasus
4x Doctroid Remnon (Perfect Guard)
4x Confidence Celestial, Rumjal (Limit Break Enabler)
2x Black Call, Nakir (Stride Assist)

Grade 0 Units:
1x Hope Child, Turiel (Starter)
4x Hot Shot Celestial, Samyaza (Critical)
4x Surgery Angel (Stand)
1x Doctroid Refros (Stand)
3x Fever Therapy Nurse (Draw)
4x Sunny Smile Angel (Heal)

Deck Highlights



General Notes on the Deck

Overall, the deck construction itself is fairly simple:  Throw in cards that gain power and cards that can power them up while making sure to include Strides and G-Guardians. If you can, try to only Stride once or twice while continuously using each Metatron’s limit break to upgrade your cards and power-up your units.  Your goal is to end the game before your opponent has access to their most powerful Stride units, so fight fast and furiously.

Another thing to keep in mind is that this list can be used as a base for additional deck-building and tinkering.  With this in mind, each player can find how they like to play the deck and change it accordingly based on their play style and budget (especially with the G zone).

Thousand Ray Pegasus + Million Ray Pegasus

If you need to hold back due to their aggression being better, the Pegasi give you great defensive capabilities against aggression, especially since they gain power on the vanguard in the early game. These units also synergize well with the Rescue mechanics and units that switch out large amounts of damage in the late game (like Vellator Terminal and Raziel).

Nurse of Broken Heart

This unit is very useful in the late game, enabling it and the vanguard to power up every a card is put into the damage zone during the player’s turn and the opponent’s turn at generation break 1. Much like the Pegasi,  Broken Heart synergizes well with the Rescue mechanics in the deck and units that switch out large amounts of damage in the late game.

Crimson Roar, Metatron + Crimson Impact, Metatron

The abilities of both Metatrons can be used to exchange units from the field and the damage zone in order to optimize the field and power up units that rely on cards being put into the damage zone.

Black Seraph, Vellator Terminal + Holy Seraph, Raziel

In their respective abilities, these units allow the player to swap up to five damage in the damage zone with more cards, allowing units like Nurse of Broken Heart and the Pegasi to power up for a finishing turn with potentially 10k+ power.

Black Seraph, Gavrail + Holy Seraph, Suriel + Surgery Angel

These units supply part of the backbone of the Rescue mechanics of the deck, allowing the player to perform rescue check during the battle phase (Surgery Angel and Gavrail) and guard phase (Suriel).

Hope Child, Turiel + Love Machine Gun, Nociel

Not only do Nociel and Turiel allow the player to swap cards in and out of the damage zone before striding, it also allows the player to grab cards from the damage zone that they may need in hand before or during generation break.

Doctroid Refros

This card provides drawing options after striding while placing itself in the deck as another trigger and switching 2 cards in and out of the damage zone. In addition to this detail, it is only included in this deck at one copy due to the restriction placed on the card by Bushiroad.

Options: Holy Seraph, Zachariel + Holy Seraph, Altiel + Black Seraph, Vellator Terminal

These are provided in the deck list a potential options to fill in the grade 4 slots in the deck. Although these are provided in the deck list, these cards are optional and can be replaced if the user of this deck finds something more effective. Also, Zachariel is provided as a budget option, which can be replace with another copy of Altiel if the player has the budget for it.

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

Intimidating Mutant, Darkface Deck

Intimidating Mutant, Darkface

Intimidating Mutant, Darkface

Borrowing philosophy from the control decks of old, the Megacolony have found new tools in the G era for slowing down the opponent and playing daunting and powerful threats in the late game. Specifically, the main powerhouse of G Megacolony is Intimidating Mutant, Darkface, an on-stride unit that allows the player to reduce the threat of rearguards while allowing the player to set up for powerful strides that require time, patience, and resources to optimize and survive long enough to use.

Deck List

Grade 4 Units
2x Lawless Mutant Deity, Obtirandus
4x Merciless Mutant Deity, Darkface
1x Wild-fire Mutant Deity, Staggle Dipper
2x Mutant Deity Fortification, Grysfort
2x Seven Stars Mutant Deity, Relish Lady
1x Dream Mutant Deity, Scarabgas
1x Poison Spear Mutant Deity, Paraspear
2x Suppression Mutant Deity, Tyrantis
1x Air Element, Sebreeze

Grade 3 Units
4x Intimidating Mutant, Darkface
2x Unrivaled Blade Rogue, Cyclomatooth (Break Ride)
2x Despot Mutant, Arie Antoinette

Grade 2 Units
4x Buster Mantis
4x Cyclic Sickle Mutant, Aristscythe
3x Tail Joe

Grade 1 Units
4x New Face Mutant, Little Dorcas (Stride Helper)
4x Rebel Mutant, Starshield (Perfect Guard)
3x Vulcan Lafertei
3x Scissor Finger

Grade 0 Units
4x Makeup Widow (Stand)
4x Earth Dreamer (Stand)
4x Scissor-shot Mutant, Bombscissor (Critical)
4x Gourmet Battler, Relish Girl (Heal)
1x Young Executive, Crimebug (Starter)

Deck Highlights


Intimidating Mutant, Darkface

This on-stride unit is the main linchpin of the deck, resting and stunning two rearguard units when a unit strides on Darkface. The resting of the units is very useful in activating Dark Device skills found in the deck, varying from Merciless Mutant Deity, Darkface and Aristscythe. In addition to this, the stun skill of this card also allows the player of this deck to draw a card for the units stunned with the on-stride effect if they are rested on the field at the end of the opponent’s turn. If this all was not good enough, Darkface’s generation break 2 allows the player to soul blast 2 cards when an opponent’s unit is placed in order to rest it, potentially wasting the opponent’s replacements for stunned units.

Aristscythe + Tail Joe

Both of these units are able to hit 11k power on their own before generation break, which allows the player using this deck to use these cards in the early game to hit an opponent’s vanguard without a boost. These two cards are also good targets to either gain additional power from units like Tyrantis and Staggle Dipper or stand trigger effects.

Merciless Mutant Deity, Darkface

For the cost of one counterblast and unflipping a unit in the G zone, the player can use this unit to choose an opposing rearguard for each copy of Darkface in the G zone in order to prevent the chosen rearguard(s) from intercepting and being chosen for effects or costs until the end of the opponent’s next turn (which includes trigger effects). Beyond being able to shut down certain decks that favor choosing rearguards for skills, this stride can also enable generation break 2 on the first stride, which helps Intimidating Mutant, Darkface rest units with its skill.

Scissor Finger + Buster Mantis/Arie Antoinette

With the combination of Scissor Finger and either Buster or Antoinette, a column of 21k total power can be created when all of the opponent’s rearguards are at rest, providing more push power to this deck for forcing opposing guards from hand or finishing games.

Grysfort + Relish Lady

Both of these G guards allow the player to stall the game out for bigger threats in the late game by potentially granting more shield while resting opposing rearguards in the back row (Grysfort) or the forcing the opponent to let the player gather resources or rest two opposing units (Relish Lady).

Unrivaled Blade Rogue, Cyclomatooth

In the event one must stun the vanguard and the field, this is an option for the Megacolony player. Although the amount of copies of this card in the deck can be altered, it has proven useful enough to run at 2 or 3 copies, but 4 copies seems to be too much due to the fact that one wants to ride Darkface as the first grade 3 unit in most games.

Starshield + Vulcan Lafertei

These cards are mentioned together in this note due to the amount of counter charging mechanics they provide to the deck through their own respective skills. In addition to this, Vulcan can also provide soul for the Darkface player.

Lawless Mutant Deity, Obtirandus

Due to this unit’s ability to prevent any rearguard calls, this card is in the deck list against certain counters to this deck, which can include Granblue and Gold Paladin clans at times.

Suppression Mutant Deity, Tyrantis

At the time of the creation of this deck list, this is one of the best finishers for Megacolony to date. In short, this unit’s generation break 8 prevents opposing intercepts and auto abilities from activation, as well as granting all units on the player’s field 5k power for each rested unit until the end of turn. Most of this deck is designed to wait until this unit’s ability can be activated while filling the field with rested units that do not effectively push for the end game.


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