Skills and Abilities Within the Meta

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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 http://cardfight.wikia.com/wiki/Cardfight!!_Vanguard_Wiki. These images may have been re-sized.

Cypris / Angelica Regalia Deck

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Regalia of Love, Cypris

The power and stories found in myth and lore is found throughout the game of Cardfight!! Vanguard. Though there are many clans that exhibit the use of ancient mythology, two clans stand above the rest in relation to the amount of mythological references seen in the clan: Oracle Think Tank and Genesis. Honing in on Genesis, the average player will find that the Regalia archetype focuses its lore around Greek and Norse mythology and its mechanic around using the soul to gain power or additional abilities. Although it is typical that builds focusing on this archetype are expensive, it is possible to build a deck with the angels and nobles of Genesis on a pauper’s budget. Here is the deck list:

Grade 4 Units
4x Great Angel, Doom Brace
3x Sacred Flame Ultimate Regalia, Demeter
1x Water Element, Madew

Grade 3 Units
4x Regalia of Love, Cypris
4x Regalia of Wisdom, Angelica

Grade 2 Units
4x Regalia of Beauty, Venus
4x Regalia of Fate, Norn
3x Twilight Regalia, Hesperis

Grade 1 Units
4x Exorcism Regalia, Shiny Angel
4x Purification Regalia, Pure Angel
4x Goddess of Self-sacrifice, Kushinada (Perfect Guard)
2x Mythic Beast, Skoll (Stride Helper)

Grade 0 Units
4x Regalia of Far-sight, Clear Angel (Critical)
4x Regalia of Compassion, Eir (Heal)
4x Regalia Foredoom, Lot Angel (Draw)
4x Battle Maiden, Kukurihime (Critical)
1x Regalia of Prayers, Pray Angel (Starter)

 

In order to discuss this deck effectively, it is important to describe the strategy behind the deck build. Overall, this build focuses on creating high-powered attacks while wearing down the opponent’s rearguards and guarding potential.  This strategy is mainly centered around the use of Doom Brace’s skill in order to power up the rearguard or the combined use of the breakride and legion units available in this deck (Angelica and Cypris respectively). With this in mind, the rest of the deck focuses on enhancing this strategy and providing essential resource management in order to make this strategy more consistent.

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Great Angel, Doom Brace

As mentioned before, the main grade 4 unit in this deck is Great Angel, Doom Brace. This unit’s skill allows the player to soul blast three once a turn in order to give two rearguards 5K power until the end of turn. In addition to this, the player can soul charge three cards if the amount of cards in the soul is two or less after the cost of Doom Brace’s skill is paid. In short, the cost of Doom Brace’s skill is a free net cost as long as the soul is between three and six cards when the skill is paid. With the ability to power up the field, Doom Brace can be considered as the main finisher in the stride deck. The other grade 4 units in the stride deck focus on resource management. Demeter allows the player to counterblast one if Demeter has a heart card with “Regalia” in its name in order to soul charge three and countercharge one damage for each heart card that she has. Madew is able to return a grade 3 unit to hand if Madew strode on a 10K base power or less vanguard.

Cypris is the main boss unit in the grade 3 line up in this deck. Since Cypris is a 10K base has “Regalia” in her name, she works well with both Demeter and Madew. Her legion ability allows her to add 5K power on her attack. She also has an ability that allows her to attack for 12K power when she attacks as a rearguard. Angelica’s limit break skill gives the vanguard 10K power and allows the player to draw two cards for the cost of three soul blast when a grade 3 rides on Angelica. With the combination of Cypris and Angelica, the pair can reach 35K total attack power the turn that the player breakrides and legions with these two units through the use of their skills.

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Twilight Regalia, Hesperis

The grade 2 units focus on providing early defense and supporting vanguards in this deck that soul blast. Not only does Venus legion with Cypris, but she also provides a great defensive grade 2 ride as a unit with 10K base power. This high base power is useful in preventing damage in the early stages of the game, especially if the opponent tries to rush the player with 9K or lower attackers. Norn is able to give the vanguard 5K additional power when she is put to the drop zone from the soul. Hesperis is able to give the vanguard the skill to retire one of the opponent’s rearguard units when the player’s vanguard hits the opponent’s vanguard when she is put to the drop zone from the soul.

The rest of the deck focuses on supplying the player with the appropriate resources to make the outlined strategy for this deck more viable and consistent. When placed as a rearguard, Shiny Angel allows the player to choose up to three cards with “Regalia” in their name in the drop zone to be placed in the soul. Pure Angel gives the vanguard 5K power and the skill to draw a card for soul blast 3 when she is placed as a rearguard and when the player pays the cost of one counterblast. Lot Angel allows the player to soul charge one card when Lot Angel is placed in the guardian circle. Pray Angel, the starter of the deck, is able to give the vanguard 5K additional power and is able to give the player the ability to soul charge three if Pray Angel is put to the soul and the player’s vanguard is in legion. Skoll is in this build in order to enable the player to stride more consistently.

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Regalia of Foredoom, Lot Angel

With this build, there are some additional details that the player needs to consider. One such detail is the interaction between Hesperis and Pure Angel. It is important to note that Hesperis’ on-hit skill will not work if Hesperis is soul blasted as a part of the draw skill that Pure Angel gives the vanguard. This is due to the fact that the skill that Hesperis gives is activated when the vanguard with her skill hits the opponent’s vanguard. If she is soul blasted as the result of an on-hit skill, the skill she gives the vanguard would not work since the vanguard would not have Hesperis’ skill until after it hit the opponent’s vanguard, not during. Other details to be considered are the noted deck building options for this deck. If the player does not wish to run Pray Angel as the starting vanguard, then the player can run either Fetter of Leather, Leyding or Witch of Prohibited Books, Cinnamon in this deck in order to call soul blasted units or soul charge respectively. The player running this deck can also run the limit break enabler (aka Reflecting Regalia, Mirror Angel) in place of Skoll if the player wants to prioritize break riding the vanguard in this deck. Although this is an option, Skoll proved to be more useful than Mirror Angel due to the ability to gain more cards and attack power through the use of grade 4 units in this deck compared to relying on the breakride alone.

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.

Shura Stealth Dragon Legion Deck

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Shura Stealth Dragon, Mandoracongo

Overall, there are decks in the game of Cardfight!! Vanguard that are capable gradually gaining advantage until the player is able to use these gains in advantage to win. With this in mind, most of the decks this blog has posted so far can be grouped together with the decks mentioned above. On the other hand, there are decks in the game of Cardfight!! Vanguard that are capable of making one or two big plays in order to win the game. Among the decks on this blog, this deck contains one of the most effective plays among the ones featured so far. The play: bind the opponent’s hand until there are four cards or less left in hand, then killing the opponent through the use of attacks during the turn the majority of hand is bound. This strategy is focused around Shura Stealth Dragon, Mandoracongo’s legion skill, which allows the player to force the opponent to bind two cards in hand and one rearguard unit until the end of turn when Mandoracongo is in legion and while the opponent has four or more cards in hand for one counterblast and the cost of discarding a copy of a unit in the vanguard. Since this skill is an act skill, it can be used as many times during the turn as long as the player can pay the cost. Here is the deck list:

Grade 4 Units
4x Rikudo Stealth Dragon, Gedatsurakan
4x Steel Blade Shura Stealth Dragon, Hayakujirakan
2x Rikudo Stealth Dragon, Jorurirakan
2x Rikudo Stealth Dragon, Zaramerakan
4x Jinx Stealth Hermit, Abutadaishi

Grade 3 Units
4x Shura Stealth Dragon, Hokagecongo
4x Shura Stealth Dragon, Mandoracongo

Grade 2 Units
4x Shura Stealth Dragon, Murasamecongo
4x Shura Stealth Dragon, Daranicongo
4x Stealth Dragon, Kokujyo

Grade 1 Units
4x Stealth Dragon, Dreadmaster
3x Tempest Stealth Rogue, Fuuki
4x Stealth Beast, Aramatatabi (Perfect Guard)
2x Stealth Beast, Katarigitsune (Stride Helper)

Grade 0 Units
1x Stealth Beast, Karasudoji (Starter)
4x Stealth Dragon, Kurogane (Critical)
2x Killing Method Stealth Rogue, Samidare (Critical)
4x Stealth Fiend, Ohtsuzura (Draw)
2x Stealth Fiend, Warashibehime (Draw)
4x Stealth Fiend, Zashikihime (Heal)

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Shura Stealth Dragon, Hokagecongo

Grade 3 units in this deck focus on binding the opponent’s hand or field as a result of legion skills. As mentioned above, Mandoracongo allows the player to force the opponent to bind two cards in hand and one rearguard unit until the end of turn when Mandoracongo is in legion and while the opponent has four or more cards in hand for one counterblast and the cost of discarding a copy of a unit in the vanguard. Hokagecongo’s legion skill allows the player to bind the player’s field and a card from the opponent’s hand until the end of turn for the cost one counterblast. It is also important to mention that Mandoracongo only legions with Daranicongo (unlike Hokagecongo, who can legion with Daranicongo and Murasamecongo). This fact is worthy of mentioning since Mandoracongo’s legion skill relies on discarding a copy of the vanguard for the payment of its legion skill. Since this is the case, Hokagecongo should avoid legioning with Daranicongo so that the player can save the use of this unit for legioning with Mandoracongo and for paying Mandoracongo’s legion skill. Another thing that is important to mention is that the cards that are bound through the use of both legion skills return to the opponent’s hand at the end of the player’s turn. In other words, the act of binding cards through the use of legion skills only opens a window of opportunity for the player to win the game.

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Shura Stealth Dragon, Daranicongo

The deck’s grade 2 units focus on either retrieving cards for Mandoracongo’s legion skill or benefiting from the presence of bound cards in the opponent’s play area. Daranicongo is able to attack an opponent’s vanguard at 11k power when the player’s vanguard is in the legion state. In addition to the 11k power, Daranicongo gains the ability to retire one of the opponent’s bound cards when it hits a vanguard and soul blasts one when the vanguard is in legion. Murasamecongo allows the player to search the deck for a grade 3 unit with “Shura Stealth Dragon” in its card name and to retire an opponent’s bound card when placed on the rearguard when there are two units with “Shura Stealth Dragon” in their names for the cost of one soul blast and one card discarded from hand. With its skill, This unit allows you to search for either Hokagecongo or Mandoracongo in order to legion on another turn or to search for Mandoracongo in order to use him to pay the cost of the vanguard Mandoracongo’s legion skill. Kokujyo’s skill allows him to gain 2K additional power for the player’s turn whenever an opponent’s card is placed in the bind zone. Since Kokujyo’s skill is an auto skill, the power gained from this ability is able to stack during the player’s turn every time an opponent’s card is sent to the bind zone, which works well with all of the binding skills in this deck.

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Stealth Beast, Aramatatabi

The rest of the deck focuses on enhancing the overall strategy found in the grade 3 units and the grade 2 units. The trigger line up focuses on drawing into cards needed in hand for guarding and paying costs for skills through the abundance of draw triggers and on being able to regulate damage through the use of critical triggers and heal triggers. Dreadmaster forces the opponent to discard a card if he boosted a successful attack and if the player has less cards in hand than the opponent for one counterblast. Similarly, Gedatsurakan requires the opponent to discard a card from hand when he hits a vanguard. Fuuki binds a card out of the opponent’s hand for the duration of the player’s turn if the opponent has three or more cards in hand when paying the cost of placing Fuuki from the rearguard to the soul and one counterblast. Fuuki’s skill is especially useful if the opponent is trying to keep a small hand to avoid certain skills that rely on the opponent’s hand being four or more (e.g. Mandoracongo). Karasudoji, the deck’s starter, allows the player to check the top five cards for a grade 3, add up to one grade 3 from those five cards to hand, and shuffle the rest back into the deck. Although there are other starters that focus on discarding, this grade 3 searcher helps the player to retrieve a grade 3 unit for either the player’s grade 3 ride or retrieving Mandoracongo for the sake of the vanguard Mandoracongo’s legion ability cost. Aramatatabi’s generation break skill allows the player to discard one card in the opponent’s bind zone if another copy of Aramatatabi is in the drop zone for the cost of a soul blast when boosting. In addition to this, Aramatatabi also has the afterimage ability, which allows the player to return this card to hand if the opponent returns a bound card to hand and the player has six or less cards in hand*.  Hayakujirakan’s generation break two skill allows the player to counterblast one in order to bind one of the opponent’s cards in hand face down. In addition to this, this same skill allows the player to bind all of the opponent’s rearguards if the opponent has three or less cards in hand after binding one card from the opponent’s hand.

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


*Description of the afterimage ability and more about cards with such ability can be found here: http://cardfight.wikia.com/wiki/Afterimage

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

Tyrannolegend / Tyrannoquake Deck

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Ancient Dragon, Tyrannolegend

The Ancient Dragon subclan of the Tachikaze focuses on retiring rearguards in order to give extra power and critical effects to the vanguard while retrieving the retired rearguards from the drop zone to the field at stand. This mechanic allows the field to attack multiple times while making the vanguard a lethal threat in the end game. Most people would think that the use of Ancient Dragon, Spinodriver is the only way to use the archetype. Though this is the case, there is more than one way to brutalize your opponent with this subclan. Here is the deck list:

Grade 4 Units
4x Super Ancient Dragon, Pearly Titan
4x Destruction Tyrant, Archraider

Grade 3 Units
4x Ancient Dragon, Tyrannoquake
4x Ancient Dragon, Tyrannolegend

Grade 2 Units
4x Ancient Dragon, Dinocrowd
4x Ancient Dragon, Tyrannobite
3x Ancient Dragon, Criollofall (10K Base)

Grade 1 Units
4x Archbird (Perfect Guard)
4x Ancient Dragon, Iguanogorg
4x Ancient Dragon, Tyrannoblaze (Limit Break Enabler)
2x Ancient Dragon, Gattlingaro

Grade 0 Units
4x Ancient Dragon Titanocargo (Draw)
4x Black Cannon Tiger (Critical)
4x Ancient Dragon, Dinodile (Critical)
4x Ancient Dragon, Ornithhealer (Heal)
1x Ancient Dragon, Babyrex (Starter)

The strategy of the deck is to pressure the opponent through the use of high powered units and the use of multiple attacks through the use of abilities triggered in the battle phase. These abilities can be grouped into two classifications: the ability to retire the player’s rearguards for power bonuses and/or critical effects or the ability to return to the field from the drop zone when retired.

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Ancient Dragon, Tyrannoquake

To start, it will be useful to cover the units in the deck that have the ability to retire the player’s rearguards. All of these options for retiring the player’s rearguards gain additional power. In addition to this, certain units that retire the player’s rearguards gain additional effects, normally in the form of an additional critical on the attack or the ability to retire an opponent’s rearguard. Gattlingaro and Dinocrowd both have the ability to gain 5K power when they attack and retire another rearguard with “Ancient Dragon” in the card name when they attack. Tyrannolegend’s limit break allows him to retire three rearguards with “Ancient Dragon” in their card names in order to gain 10K power and one additional critical when he attacks. Tyrannoquake can retire a unit when it attacks in order to gain 5K power. In addition to this first ability, Tyrannoquake can gain an additional 5K power and an additional critical when it is in the legion state and retires a rearguard that shares a name with a unit in the vanguard circle. Pearly Titan retires one rearguard on each fighter’s field when it is placed on a vanguard with “Ancient Dragon” in its card name. Then, Pearly Titan gains the amount of power of the units retired from his skill. If this power increase is equal to 20K or more, Pearly Titan gains an additional critical. Archraider gains 5K power and the on-hit ability to retire an opponent’s rearguard when it attacks and retires one of the player’s rearguards. All of these options for retiring the player’s rearguards gain additional power. In addition to this, certain units that retire the player’s rearguards gain additional effects, normally in the form of an additional critical on the attack or the ability to retire an opponent’s rearguard.

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Ancient Dragon, Iguanogorg

Though there are many units in the deck that can retire the player’s rearguards, there are also units in the deck that can either call themselves or other units from the deck when they are retired. Not only do these units not allow the player to not loose too many rearguards when retired for ability costs, but these units come back from the drop zone or call units from the deck at stand. In other words, the recovered rearguards can attack since the retires happen during the battle phase. In addition to this, these skills can be activated on the player’s turn, which negates the loss of rearguards when retire effects and rearguard attacks target units with such skills. Iguanogorg and Tyrannobite have the ability to return to the rearguard when put into the drop zone from the rearguard for the cost of one counterblast. Babyrex can call Tyrannolegend to the rearguard when it is placed into the drop zone from the rearguard for the cost of one counterblast.

With all of this said, there are a few additional notes that should be taken into account with this deck list. This player who uses this deck must be careful with how to use counterblast due to the large amount of units that use abilities that require at least one counterblast. Though the player should be careful about the use of counterblast, Dinodile can be put to the soul from the rearguard to countercharge one card. Archbird is in this deck list due to its cost. If the player wishes to invest further into this deck list, it is recommended that Archbird is replaced with Ancient Dragon, Paraswall. This is due to the fact that Paraswall has “Ancient Dragon” in its card name and it may need to be used to pay for certain skills (e.g. Tyrannolegend’s limit break). Criollofall is in the deck list as a defensive ride for the player’s grade 2 vanguard. If the player does not wish to use this card, the player can run the 12K beater for the Ancient Dragon subclan instead, which is known as Ancient Dragon, Beamankylo.

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

Updates:

21 March 2015: 

Notes: Due to the release of Reckless Rampage, the stride deck can be edited to replace most of the copies of Archraider with Destructive Equipment, Hammer Gewalt. This card has the engorge ability, which allows it to retire as many units as possible when it attacks. In addition to this skill, Hammer Gewalt is able to gain 3k additional power if engorged and is able to retire one of the opponent’s front row units if the player to retire two or more units with Hammer Gewalt’s engorge ability. With all of this in mind, Gewalt seems more ideal to set up multiple attacks through the use of Gewalt’s engorge ability and the ability of Ancient Dragon rearguards to come back to the field when placed from the rearguard to the drop zone (e.g. Tyrannobite, Iguanogorg). Although this is the case, Archraider should still be included in the event that the player wants to attempt to retire an opponent’s rearguard that is present in the back row with his on-hit skill.

Suggested Changes: 

Grade 4 Units:
+3 Destructive Equipment, Gewalt
-3 Destruction Tyrant, Archraider


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

Psychic Legion Deck

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Psychic of Storm, Rigil

The current trends in this current format of Cardfight!! Vanguard tend to show that the player base of Dark Irregular players favor two decks: the deck build based on Scharhrot Vampir or the Amon archetype. In their own right, these builds focus on building the amount of soul that the vanguard has in order to gain power or abilities based on the amount of cards in soul. Though these decks are able to do this effectively, these decks are very expensive, due to their reliance on either Abominable One, Gilles de Rais or Demon World Marquis, Amon. In order to find a budget build for the Dark Irregulars clan, one must be willing to embrace the unconventional and the ignored (which fits perfectly with the clan’s overall theme and lore). One unconventional way to do this is to use the legions that are available to this particular clan. Here is the deck list:

Grade 4 Units
4x Miracle Element, Atmos
4x Water Element, Madew

Grade 3 Units
4x Psychic of Storm, Rigil
4x Psychic of Ash, Hadar

Grade 2 Units
4x Emblem Master
4x Psychic of Dust, Izaya
3x Free Traveler

Grade 1 Units
4x March Rabbit of Nightmareland (Perfect Guard)
4x Killing Dollmaster
4x Dimension Creeper
2x Amon’s Follower, Fool’s Palm

Grade 0 Units
4x Blitzritter (Critical)
4x Amon’s Follower, Cruel Hand (Critical)
4x Hysteric Shirley (Draw)
4x Alice of Nightmareland (Heal)
1x Greedy Hand (Starter)

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Psychic of Ash, Hadar

The deck’s strategy is to build up as much soul as quickly as possible in order to use the legion abilities of the grade 3 units Hadar and Rigil. Hadar focuses on powering up the field with his legion ability. Specifically, when Hadar is in legion and attacks an opponent’s vanguard, Hadar gives himself 5K power if the amount of cards in soul is equal to six or more and 5K power to two rearguards if the amount of cards in the soul is equal to ten or more. Due to the high attacking power of the columns created by this ability, Hadar’s legion ability is able to be used to apply a high amount of damage on the opponent during player’s turn. In addition to this, the ability only requires the amount of cards in the soul to be a certain amount. This means that the skill is cost-free (considering general costs in game, e.g. counterblast) as long as the soul is big enough. Rigil’s legion skill allows him to retire two of the opponent’s rearguards if the amount of cards in the soul is equal to ten or more or allows him to retire three of the opponent’s rearguards if the amount of cards in the soul is equal to fifteen or more when he attacks and counterblasts two cards.

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Dimension Creeper

In order to unlock the abilities of the legions in the deck, the majority of the main deck focuses on setting up 10 to 15 cards in the soul as soon as possible in order to enable the legion abilities for Hadar or Rigil. Dimension Creeper can be soul blasted when in the soul and allow the player to soul charge two cards, which allows the player to build soul quickly and when needed. This specific card can be put into the soul by the player’s grade 2 unit ride by either riding Dimension Creeper as the player’s grade 1 vanguard or by searching the deck and putting Dimension Creeper into the soul. Dimension Creeper can be searched from the deck and added to the soul by two units in this deck: Greedy Hand and Free Traveler. Greedy Hand is able to search a grade 2 or less unit from the deck into the soul for one counterblast and putting Greedy Hand into the soul. This ability can also put Izaya to the soul so that it can be soul blasted with the use of Rigil’s second skill, which can be used when Rigil is in or out of legion state. Free Traveler is also able to search a grade 2 or less unit from the deck into the soul for one counterblast when placed on the vanguard or rearguard. Hysteric Shirley allows the player to soul charge one card when she is soul charged. Killing Dollmaster can be soul charged from the rearguard to allow the player to soul charge two cards at the beginning of the player’s main phase. Emblem Master’s on-hit skill allows the player to soul charge three cards for one counterblast. Izaya can soul blast a grade 0 unit from the soul to soul charge two cards. Rigil can soul blast one unit that has the same name as a unit in the vanguard circle to soul charge five cards.

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Psychic of Dust, Izaya

Besides the legion, there are other cards in the deck benefit from the amount of cards in the soul or soul charging. When Fool’s Palm is placed on the rearguard and if the amount of cards in the soul is equal to six or more, the player can discard one card out of hand and draw a card from the deck. This helps the player cycle cards in order to improve hand and put cards in the drop zone to help legion later in the game. Izaya gains 3K power for each card that is soul charged in the main phase when on the rearguard and when the vanguard is in legion. If the player waits to soul charge cards when the vanguard is in legion and Izaya is in the rearguard, the power that Izaya gains could supersede the power of a stride with an optimal setup.

The grade 4 units in the deck are typically not used, although they can be used to aid the deck at critical points. Madew is able to retrieve a grade 3 from the drop zone when strode on a unit that has a base power of 10K or less. This is able to activate when the vanguard is in legion before the player strides. This helps the deck gain cards through striding while keeping a grade 3 unit in hand to either stride or legion in the following turns. Atmos is mainly used as a finisher in certain situations (e.g. when the player does not enough rearguards and soul for Hadar’s legion skill). The credibility of Atmos as a finisher is due to the fact that it gains 10K power when it attacks and for one counterblast.

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.

Great Nature Legion Deck

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Magic Scientist, Tester Fox

Among halls of academia stand the animal students, assistants, and professors of the Great Nature clan. This clan focuses on powering up rearguards when attacking the vanguard and retiring them in the end phase. This clan also focuses on giving skills to the rearguards that are to be retired from these increases in power, allowing them to give bonus countercharges or draws to the player. That being said, this budget deck list allows the player in possession of this deck to see the best that Great Nature has to offer without taking out student loans to do pay for it. Here is the deck list:

Grade 4 Units
4x Immortality Professor, Phoeniciax
4x Omniscience Dragon, Wisdom Teller Dragon

Grade 3 Units
4x Magic Scientist, Tester Fox
4x Fervent Professor, Guru Tiger

Grade 2 Units
4x Capable Assistant, Guru Wolf
4x Illusion Scientist, Researcher Fox
3x Sleepy Tapir

Grade 1 Units
4x Cable Sheep (Perfect Guard)
4x Coiling Duckbill
4x Honorary Assistant, Mikesaburo
2x Balloon Raccoon

Grade 0 Units
4x Ruler Chameleon (Critical)
4x Cutter Falcon (Critical)
4x Castanet Donkey (Draw)
4x Broadcast Rabbit (Heal)
1x Blackboard Parrot (Starter)

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Fervent Professor, Guru Tiger

This deck mainly focuses on the legions that Great Nature has to offer, which are the cards Tester Fox and Guru Tiger. Tester Fox can give 4K power to a rearguard when he attacks, retiring the rearguard in the end phase that received the increase in power. Tester Fox’s legion ability allows the player to countercharge a damage when a rearguard is retired. In addition to this, the legion skill allows the player to draw then put two cards to the bottom of the deck if the player retired a copy of the legion in the end phase. This works very well with Tester Fox’s mate, Researcher Fox. When Researcher Fox is retired in the end phase while the vanguard is in legion state, the player can search the deck for another copy of Researcher Fox from the deck and add it to hand. In short, when Researcher Fox is retired and the vanguard in legion is Tester Fox, the player essentially searches Researcher Fox for no net counterblast and draws a card from Tester Fox’s legion skill. Guru Tiger, who legions with Guru Wolf, also can give a rearguard 4K power when it attacks a vanguard, retiring the rearguard in the end phase that received the increase in power. Guru Tiger’s legion skill allows the player to discard a copy of the vanguard while the player is in legion (which is either a copy of Guru Tiger or Guru Wolf) to give up to two rearguards a skill for the rest of the turn. Furthermore, the skill given by Guru Tiger’s skill which enables the rearguard to return to the field, the player to draw one card, and to countercharge one damage. As an additional note, this legion skill can be given multiple times as long as the cost can be paid (since this skill is an ACT skill).

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Coiling Duckbill

Overall, the legions in this deck focus on gaining additional draws through the retiring of rearguards, varying from draws from the top of the deck to searching the deck for copies of the rearguard that was retired in the end phase and adding them to hand. With this in mind, the rest of the main deck enhances this strategy by either providing rearguards that benefit from retiring in the end phase or rearguards that give skills to other rearguards that are to be retired in the end phase. When Duckbill is placed on the rearguard, it can give a rearguard other than itself the skill that the player draws one card when the rearguard with this skill retires in the end phase. Blackboard Parrot has a similar skill when it is put into the soul, which gives one rearguard the skill that the player draws one card when retired in the end phase. When Mikesaburo is placed on the rearguard, it can give a rearguard other than itself the skill that the player searches the deck for one grade 3 unit and adds it to hand when the rearguard with this skill retires in the end phase. Balloon Raccoon can be put into the bind zone when it retires in the end phase and for one counterblast. In addition to this, the player can use Balloon Raccoon to guard from the bind zone as a 10K shield through the use of Raccoon’s skill. Ruler Chameleon can search for another copy of itself when it is retired in the end phase for one counterblast. Though it seems unwise to filter critical triggers out of the deck, they can be put back into the deck when the vanguard legions.

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Sleepy Tapir

The rest of the cards in the deck beyond the perfect guards and trigger units are put in the deck to either power up rearguards or benefit from being powered up. Sleepy Tapir gives another rearguard 4K power when it attacks a vanguard and retires the rearguard that received power from the skill. In a similar fashion, Phoeniciax gives up to two rearguards 4K power when it attacks a vanguard and retires the rearguard(s) that received power from the skill. Wisdom Teller Dragon gives a rearguard 4K power and a skill when it hits the vanguard. The skill that Wisdom Teller gives is that if the rearguard with the skill attacks for a power of 20K or more (which includes the booster), then the player draws a card. As an additional note, Wisdom Teller’s ability to give power is unlike most of the deck in the fact that it does not retire the rearguard that it gives the power to. This power and skill are also a good combination with Guru Wolf’s skill, which specifies that the player draws a card if Guru Wolf’s attack hits a vanguard and Guru Wolf’s power at that point is 20K or more.

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.

Celestials Legion Deck

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Holy Edge Celestial, Malchidael

When playing decks that rely heavily on attackers and key cards to achieve victory, one of the frustrations that players face is losing access to these cards when they are in the damage zone. The Angel Feather clan’s purpose is to fix this problem by allowing the player to use the damage zone as a toolbox for accessing certain cards and combination plays. Though this is the case, players normally do not try this clan due to the fact that many of the deck builds from this clan can be expensive and the fact that the clan’s mechanic must be practiced and mastered in order to use it effectively. For those who are brave enough to try out this clan, there is a cheap deck build for this clan that many do not consider: Angel Feather’s main archetype, the Celestials. Here is the deck build:

Grade 4 Units
4x Holy Celestial, Mikhael
3x Holy Seraph, Uriel
1x Holy Seraph, Raziel

Grade 3 Units
4x Holy Edge Celestial, Malchidael (Legion)
4x Accident Celestial, Batarel (Legion)

Grade 2 Units
4x Dosage Celestial, Asmodel (Legion Mate)
4x Control Celestial, He-el (Legion Mate)
3x Wild Shot Celestial, Raguel (12K Beater)

Grade 1 Units
4x Nursing Celestial, Narelle
4x Marking Celestial, Arabhaki (10K Beater)
4x Pure Keeper, Requiel (Perfect Guard)
2x Candlelight Angel

Grade 0 Units
4x Hot Shot Celestial, Samyaza (Critical)
4x Invert Celestial, Asbeel (Critical)
4x Celestial, Landing Pegasus (Draw)
4x Recovery Celestial, Ramuel (Heal)
1x First Aid Celestial, Peniel (Starter)

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Accident Celestial, Batarel

This deck’s two main strategies focus on building a field to either focus on utility or columns with good attacking power. These two strategies can be found in the two main legion grade 3 units in the deck, who are Malchidael and Batarel. The Malchidael legion that focuses on power columns. When Malchidael is in legion, she adds 2K power to the front row and another 2K if one of the legion is in the damage zone. With a 4K power boost to the front row, the player can allow can build left and right attacking columns that can attack for around 21K (assuming the attacking columns have a front row that has approximately 10K-12K attacking power and a 7K booster). This plus also applies to the vanguard, which allows the legion to attack for 27K on it’s own. This includes the 4K power boost from the legion skill, 3K power boost for the passive vanguard skill, and the base 20K attack power when the legion attacks. The Batarel legion focuses on utility and building field. Batarel’s on-placement skill allows the player to fix the damage zone by placing a card from the top three cards from the deck into damage and healing one. When performing legion, Batarel can call a unit from the damage zone and add 5K power to the unit called from the skill if the copy of the legion is in the damage zone. Overall, these two grade 3’s are the focus of the deck, and the rest of the build focuses on fueling these strategies.

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Holy Celestial, Mikhael

Most of the grade 4 units and the starter in this deck focus on building a field from the units that are in the damage zone. Uriel calls a unit from the damage zone on hit after checking the top three cards of the deck and putting one of them into the damage zone. Mikhael’s act skill allows the player to call a unit from the damage zone after counterblasting one damage and adding the top card from deck to damage zone. The unit called from Mikhael’s skill also gets 5K power if one card from the heart is in the damage zone face up. When checking for a card in the heart, either card in the legion will work if the unit beneath the stride is in legion. The starter, Peniel, also helps build field by calling a unit with “Celestial” its name to the rearguard and putting the top card of the deck face down in the damage zone by putting Peniel to soul.

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Nursing Celestial, Narelle

In order to ensure consistency, many cards in this deck focus on fixing the player’s hand and damage zone. Candlelight Angel allows the player to discard one card and draw one card on a successful boosted attack. Narelle’s on-placement skill allows the player to choose a card with “Celestial” in its card name and switch it with any one card in the damage zone, which allows you to put parts of the legion in the damage zone and get cards you need in your hand (which includes perfect guards). Asbeel, one of the critical triggers in the deck, is able to shuffle back into the deck from the damage zone if the player has a Celestial vanguard. After Asbeel shuffles herself into deck, the player checks the top three cards and places one not named “Invert Celestial, Asbeel” in the damage zone and the rest to the drop zone. If the damage zone is not able to be fixed with these cards, Raziel on-placement skill allows the player to shuffle all damage into the deck and place one card off the top of the deck to damage for each card that was returned to the damage zone.

I apologize for the length of this article, but the technicality of the deck seemed to warrant a longer entry. 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.