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 http://cardfight.wikia.com/wiki/Cardfight!!_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>

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

Dark Rex 2.0 Deck

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Destruction Dragon, Dark Rex

Back in the ancient times of the early limit break format, a build from the Tachikaze clan made tracks by using the Raptor ride chain in order to create a field to enable the limit break of Destruction Dragon, Dark Rex. Known to many who played the game back during the days of that format, Dark Rex was the clans first semblance of a restanding vanguard predating Absolute Dragon, Gluttony Dogma. If you want a deck that forces the past to collide with the present, this might be the deck to play.

Grade 4 Units
4x Iron-armored Chancellor, Dymorphalanx (G Guardian)
4x Destruction Tyrant, Hellrex Maxima
4x Destructive Equipment, Hammer Gewalt
3x Destruction Tyrant, Gradogigant
1x Water Element, Madew

Grade 3 Units
4x Destruction Dragon, Dark Rex
4x Military Dragon, Raptor Colonel

Grade 2 Units
4x Military Dragon, Raptor Captain
3x Explosive Dragon, Sarcoblaze
4x Tank Mammoth

Grade 1 Units
4x Military Dragon, Raptor Sergeant
4x Savage Guardian (Perfect Guard)
2x Ancient Dragon, Tyrannoblaze (Limit Break Enabler)
3x Winged Dragon, Skyptero

Grade 0 Units
2x Black Cannon Tiger (Critical)
4x Ancient Dragon, Dinodile (Critical)
2x Ancient Dragon, Titanocargo (Draw)
4x Cannon Fire Dragon, Sledge Ankylo (Draw)
4x Savage Healer (Heal)
1x Military Dragon, Raptor Soldier (Starter)

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Military Dragon, Raptor Colonel

The main backbone of this deck is the ride chain for Tachikaze, which is found in the Raptor series. This starts with Raptor Soldier, which has the ability to search the top seven cards for a Raptor Captain (grade 2 unit of the chain) or a Raptor Colonel (grade 3 unit of the chain) when a Raptor Sergeant (grade 1 unit of the chain) rides this starter (and is otherwise a forerunner). When Raptor Captain rides Raptor Sergeant with Raptor Soldier in the soul, the player can call a copy of Raptor Sergeant from the deck to the rearguard. Likewise, when Raptor Colonel rides Raptor Sergeant with Raptor Soldier in the soul, the player can call a copy of Raptor Sergeant from the deck to the rearguard. This ride chain provides ways to supply rearguards from the deck, saving the player hand and resources in order to call a field to retire for skills and to rush the opponent in the early game.

Beyond the cards called from the deck from the ride chain, there are other units that are great targets to retire for skills. Skyptero can return to hand with the cost of one counterblast when placed from the field to the drop zone. Tank Mammoth can return to the field with 3K additional power when placed from the field to the drop zone during the player’s turn with the cost of one counterblast and one soul blast, providing another viable attacker during the turn.

The grade 3 units of this deck greatly benefit from having rearguards on the field in order retire them to unlock their limit breaks (hence the reason for running Tyrannoblaze). Raptor Colonel’s limit break allows the player to retire two of his or her units and the cost of one counterblast in order to give the retired units’ combined power to Raptor Colonel during the turn when the Colonel attacks. If the opponent decides to guard a large attack from the vanguard, Dark Rex can retire three units from the field and ride the vanguard at stand from the bind zone. In addition to this, Dark Rex has a secondary skill that allows the card to be put to the bind zone from the hand in order to give a Tachikaze unit 3K additional power, setting up Dark Rex to reride from the bind zone from the unit’s limit break skill.

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Destruction Tyrant, Gradogigant

The most dangerous turn of this deck is threatening the opponent with a large vanguard attack that the opponent either takes damage or guards with a large portion of the hand, which allows Dark Rex to restand for another attack from the bind zone. Along with Raptor Colonel, the strides of this deck help set up this dangerous scenario by providing the player with high-powered strides and plays that allows the player to set up such a dangerous turn. Hellrex Maxima can retire a rearguard once a turn in order to search the deck for a card with “Rex” in its name in order to put it into the bind zone. This helps set up Dark Rex for its limit break. In addition to this, the same skill will give 4K power to the front row, making any 7K base power or higher rearguards in the front row a viable attacker against an 11K base power vanguard. Hammer Gewalt is in the deck for advantage plays with Tank Mammoth and Skyptero due to its skill, which allows the unit to engorge two or more units on attack in order to retire one unit in the opponent’s front row.  Gradogigant can engorge in order to gain 5K power for each rearguard retired with its engorge ability and allows the player to draw a card if the amount of rearguards retired with the engorge ability is three or more. Madew allows the player to retrieve a grade 3 unit from the drop zone and placing it in hand if Madew strides on a vanguard with 10K base power or less, which will allow the player to retrieve Dark Rex from the drop zone and potentially use his skill to place him in the bind zone.

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


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

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.

Cocytus Negative Deck

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Ice Prison Hades Deity, Cocytus Negative

For many players in the game of Vanguard, the units that reside in the drop zone are but a passing memory to the player. In general, units in the drop zone are typically useful in the event of legioning a vanguard or tracking units in this area for the sake of information about what is still left for the player to use. Though this be the case, Granblue is the exception to this convention. To the Granblue player, the drop zone is a second deck built by the player as the game continues on. Of the deck variants available to Granblue, Cocytus focuses calling rearguard units from the depths of the drop zone based on the situation that the player finds himself or herself in. Here is the deck list:

Grade 4 Units
4x Ice Prison Hades Deity, Cocytus Negative
3x Pirate King of the Abyss, Blueheart
1x Ghostie Great King, Obadiah
4x Demon Sea Queen, Maread
2x Eclipse Dragonhulk, Deep Corpse Dragon
2x Metal Element, Scryew

Grade 3 Units
4x Ice Prison Hades Emperor, Cocytus “Яeverse”
2x Ice Prison Necromancer, Cocytus
2x Witch Doctor of the Dead Sea, Negrobolt (Legion)

Grade 2 Units
2x Dragon Undead, Ghoul Dragon (Legion Mate)
3x Witch Doctor of the Rotten Sea, Negrorook
4x Undead Knight of the Corrupting Sword (10K Base)
2x Ruin Shade

Grade 1 Units
4x Freddy the Ghostie (Perfect Guard)
2x Sea Strolling Banshee
2x Boatswain, Arman
4x Brutal Shade (Limit Break Enabler)
2x Tommy the Ghostie Brothers (Stride Helper)

Grade 0 Units
4x Rough Seas Banshee (Critical)
4x Ghoul Cannonball (Critical)
4x Knight Spirit (Critical)
4x Good Luck Charm Banshee (Heal)
1x Skeleton Assault Troops Captain (Starter)

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Ice Prison Hades Emperor, Cocytus “Яeverse”

Mechanically, the means of calling units from the drop zone focuses on the Cocytus units provided in this deck list. Cocytus Negative’s skill allows the player to call a unit from the drop zone if the heart has Cocytus in the name and for the cost of one counterblast and placing three cards from the top of the player’s deck to the drop zone. As a result of the same skill, if the unit called from the skill has Cocytus in the name, the player can also call a grade 1 unit from the drop zone and give it an additional 4K power. In other words, the player can call a column of rearguards if the player meets the conditions of Negative’s skill. Cocytus “Яeverse”‘s limit break allows the player to lock one of the player’s rearguards and mill* three cards in order to call a unit from the drop zone with an additional 3K power. If the player is going first, spam his limit break with Brutal Shade on the field in order to get a free field. Cocytus is able to call a unit to the rearguard from the drop zone for the cost of two counterblast when placed on the vanguard. Although Cocytus is in the deck in order to set up the drop zone for Cocytus Negative’s skill or to set up for Cocytus “Яeverse”‘s cross ride,  Cocytus’s skill gives the player option in certain circumstances (especially in times where the use of his skill maybe the player’s only option).

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Dragon Undead, Ghoul Dragon

Additional grade 3 units and grade 4 units in this deck work to build upon the strategy of calling units from the drop zone found in the skill of the Cocytus units. When placed on the vanguard, Obadiah allows the player to search three units and put them to the drop zone and to call a unit with “Ghostie” in its name to the rearguard in the same column as this unit. The act of milling three units as a result of Obadiah’s skill allows the player to place important units in the drop zone that will be needed for plays later in the game (e.g. Cocytus for Cocytus Negative’s skill). Although Obadiah is mainly used for setting up the drop zone, Blueheart is able to use setup from units like Obadiah and Negative. Blueheart is able to call up to two units from the drop zone by placing them on top of separate rearguards on the player’s field. This skill can be used to either create power columns by calling units like Negrorook and Arman or can create hand advantage by calling units like Sea Strolling Banshee. In the event that the deck is in danger of decking out, Negrobolt can legion and put cards back to the deck from the cards milled. With this in mind, it is advised that the player holds onto Negrobolt unless necessary, in order to legion later on.In addition to this, Negrobolt can retire one rearguard when it attacks as a legioned vanguard in order to call a rearguard from the drop zone, which sets up another potential attack.

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Sea Strolling Banshee

Other units in the deck either are included as targets to call through the use of units mentioned above or set up such units through the use of milling the deck. Of these units, a good portion of said units allows the player with this deck to pressure the opponent through the use of powerful units or on-hit abilities. When called from the drop zone, Ghoul Dragon gains the skill to retire a rearguard when it hits an opponent’s vanguard. Negrorook’s generation break allows him to attack for 2K additional power, allowing him to attack for 11K power. In addition to this, the same skill allows Negrorook to add another 5K power if it is hollowed, which can be achieved through its own hollow** ability. Since Negrorook and Ghoul Dragon are grade 2 units, do not be afraid to intercept with them in order to put them into the drop zone. Arman gains 3K power when he is placed from the drop zone to the rearguard, allowing him to be at 10K power for the turn. His ability is useful to the player due to the fact that this helps set up columns with big numbers. Specifically, an Arman revived through Negative and a 7K base power unit can result in a column with 21K total power. Be on the look out for Sword Master Mimic as a future option to replace Arman.

Though there is a good number of units that allow the player to pressure the opponent, other units in the deck help set up for many of the plays available to this deck. Ruin Shade can gain 2K power when she attacks and mills two cards. Sea Strolling Banshee allows the player to draw a card when called from the drop zone for the cost of a soul blast. Even though Sea Strolling Banshee is a 6K base power grade 1, she can still be used to make a 21K column with Cocytus “Яeverse” when they are called off of Negative’s skill. For the cost of putting it to the soul and the cost of one counterblast, Skeleton Assault Troops Captain (which is the starter of this deck) allows the player to check the top five cards for a grade 3 unit, reveal it to the opponent, put it to hand, and shuffle the deck. This starter allows the player to set up for either riding a Cocytus unit or using a grade 3 unit to pay the cost for striding.

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


*When a player mills a card, it means that he or she will place one card from the top of the player’s deck to the drop zone.

**If the player chooses to do so, the hollow ability for a unit is activated on placement. When a unit becomes hollow, it will go to the drop zone at the end of the turn. Although this seems detrimental, hollowing a unit normally results in the unlocking of some powerful skills.

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

Budget Beast Deity Deck

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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)

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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.).

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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.

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.