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>

Arusha/Chatnoir Deck

Special Appointment Professor, Arusha

Special Appointment Professor, Arusha

When it comes to boss units in the Zoo Nation, Arusha is extremely underestimated due to other Great Nature bosses that overshadow it (e.g. Famous Professor, Bigbelly and Magic Scientist, Tester Fox). Although this is the case, Arusha paired with the Chatnoir break ride provides the player with a combination that allows the player to draw a substantial amount of cards for defensive plays and restanding vanguards and rearguards for offensive plays. If you favor an aggressive style of play and a way to conserve resources for offensive pushes, this deck definitely fulfills this and more. Here is the deck list:

Grade 4 Units
1x Air Element, Sebreeze
4x Omniscience Dragon, Hrimthurs
1x Omniscience Dragon, Cath Palug
2x Immortality Professor, Phoeniciax
2x Omniscience Dragon, Managarmr
2x Saint-sage Professor, Bigbelly
3x Head of the Bastion, Ardillo (G Guardian)
1x Immortality Professor, Kundalini (G Guardian)

Grade 3 Units
4x Special Appointment Professor, Arusha
3x Honorary Professor, Chatnoir (Break Ride)

Grade 2 Units
4x Binoculus Tiger
4x Sleep Tapir
4x Anchor Rabbit

Grade 1 Units
4x Honorary Assistant, Mikesaburo
4x Diligent Assistant, Minibelly (Stride Helper)
4x Contradictory Instructor, Shell Master (Perfect Guard)
2x Coiling Duckbill

Grade 0 Units
4x Protractor Orangutan (Stand)
4x Watering Elephant (Stand)
4x Holder Hedgehog (Critical)
4x Draw of the School Cafeteria, Abysia (Heal)
1x Telescope Rabbit (Starter)

Anchor Rabbit

Anchor Rabbit

The deck’s main strategic focus of this deck is to allow Arusha and the rearguards supporting it to stand multiple times through the use of Great Nature’s Success, the use of stand triggers to restand, and the use of attackers that add 4k additional power to rearguards. To reiterate the point made above, the main unit of this deck is Arusha, sporting the ability to restand when it becomes successful at 25k power at generation break 1 and the player discards a card. In addition to this ability, Arusha is able to give give 4k power to a rearguard (which will retire the rearguard at the end of turn) and give Arusha the continuous ability to not receive trigger effects until end of turn. This second skill is the main reason for running a large amount of stands in the deck. This card also has great synergy with Anchor Rabbit, which is able to restand for the cost of one counterblast at generation break 1 and retiring at the end of turn when it becomes successful at 20k power.

Omniscience Dragon, Cath Palug

Omniscience Dragon, Cath Palug

In order to help Anchor Rabbit and Arusha become successful, there are many ways to give rearguards 4k power provided in this deck. Tapir and Tiger are able to give a rearguard 4k power and retire the powered-up unit at the end of turn when they attack from the rearguard*. Phoeniciax and Hrimthurs can give additional power as a result of attacking a vanguard (whether during battle or afterward respectively). Among all of the methods to power up rearguards, the best way for Arusha to achieve Success 25000 is to break ride on Chatnoir at generation break 1. The break ride skill allows the player to give 4k power to a rearguard unit when a rearguard unit attacks. In addition to this, the rearguard unit that is given a power boost from the break ride will retire at the end of turn and allow the player to draw one card**. With this in mind, it is important to note that the more attacks achieved during the turn the player break rides, the more power that can be given to the rearguards.

There are a few things to consider when running or purchasing this deck that one should consider. First of all, if the player does not fear control in the meta (such as Link Joker or Kagero), then the player can run 12 stands instead of 8. Secondly, the player can add two more copies of the Bigbelly stride when he or she decides to invest more into the Great Nature clan. Although this is the case, the deck runs only marginally better with four copies of the Bigbelly stride compared to two. Finally, it might be wise to run Dark Element, Dizmel in place of one of the G Guardians in this list if the player has access to it.

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

*Binoculus Tiger can also give a rearguard 4k power when it attacks as a vanguard, enhancing the early game of this deck.

**The card draws from the effects of the break ride will be able to stack due to Chatnoir’s phrasing. Specifically, it allows the player to draw one card before retiring the unit given power from the break ride skill.

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

Arboros G Deck

Arboros Dragon, Sephirot

Arboros Dragon, Sephirot

With the release of the most recent booster set (specifically, Transcension of Blade and Blossom), Neo Nectar received interesting support outside the support of the bloom keyword or Ahsha’s archetype. If you are a fan of ride chains, you will enjoy seeing the Arboros Dragons make a comeback! With its new support and new combinations due to stride mechanics, there’s a new flair when one dusts off this ride chain and takes it for a joy ride. Here is the deck list:

Grade 4 Units
4x Arboros Dragon, Ain Soph Aur
4x Flower Princess of Perpetual Summer, Verano
2x Sacred Tree Dragon, Multivitamin Dragon
1x Flower Princess of Spring’s Beginning, Primavera
1x Dark Element Dyzmal (G Guard)
3x Sacred Tree Dragon, Rain Breath Dragon (G Guard)
1x Metal Element, Scryew (G Guard)

Grade 3 Units
4x Arboros Compost Dragon
4x Arboros Dragon, Sephirot (Ride Chain)

Grade 2 Units
4x Warden of Arboros, Airi
3x Maiden of Gladiolus
4x Arboros Dragon, Timber (Ride Chain)

Grade 1 Units
4x Screen of Arboros, Aila
4x Arboros Dragon, Branch (Ride Chain)
4x Maiden of Passionflower (Perfect Guard)
2x Valkyrie of Reclamation, Padmini (Stride Helper)

Grade 0 Units
4x Maiden of Zephyranthes (Critical)
4x Maiden of Dimorphotecs (Critical)
4x Maiden of Daybreak (Stand)
4x Fairy Light Dragon (Heal)
1 x Arboros Dragon, Ratoon (Starter) (Ride Chain)


The object with this budget deck is to push as hard as possible with the amount of attacking power that the ride chain generates through the copying of rearguards and giving additional power to copies generated. In order to enhance this, this deck uses newer support from the G era in order to make the Arboros ride chain more consistent and relevant with the use of strides, G guards, and additional rearguard support.

The original Arboros Dragon ride chain consists of Ratoon, Branch, Timber, and Sephirot. When Ratoon is rode by Branch, the player can search the top seven cards of the deck for one copy of either Timber or Sephirot, add that one card to hand, and shuffle the rest back to the deck. If Branch is rode by Timber, and Ratoon is in the soul, Branch’s skill allows the player can choose on of his or her Neo Nectar rearguards, search a copy of that chosen card in the deck, call that copy to the rearguard, and shuffle the deck. Like Branch, Timber has the same skill to copy a rearguard when Sephirot rides on top of it and Branch is in the soul. Sephirot does not copy units on it’s own, but its limit break gives every unit on the field the skill that gives a unit 3K additional power when an additional copy of the card with the given ability is on the field.

Arboros Dragon, Ain Soph Aur

Arboros Dragon, Ain Soph Aur

The grade 4 units in this deck either focus on strengthening the field by copying or powering up units or protecting rearguards for the sake of setting up copying units later in the game. The main stride in this deck is Ain Soph Aur, which focuses on having a heart with “Arboros” in its name. Once a turn, Ain Soph Aur can soul blast one if it has a heart with “Arboros” in its card name in order to gain two skills. The first skill allows Ain Soph Aur to copy a unit from the deck and call it to field when it attacks. The second skill is a continuous generation break two ability that gives all cards with “Arboros” in their card names in the front row to gain 5K additional power. After paying her cost (which is one soul blast, flipping over one G unit face up in the G zone, and returning one card from the drop zone to the deck), Verano allows the player to call up to two units from hand to the rearguard and the call a copy of one rearguard for each copy of Verano in the G zone when she appears on the vanguard circle. The player needs to make sure to at least have Compost Dragon in hand to call out and clone with Verano’s skill, since it can potentially a 22K column with either Airi or Compost Dragon or allow the player to have two Compost Dragons to swing from the front row. Both methods can apply pressure because of its on-hit skills. The same thing can be suggested with Airi as well, but it might not be as powerful. Primavera is able to call two copies of two rearguards from the deck when she attacks with the cost of putting units that are not grade 0 back to the deck, three counterblast, and discarding one card from hand. This stride allows the player to potentially finish the game with multiple attacking columns during the turn, in addition to setting up a field full of duplicated rearguards for future turns with Sephirot or Ain Soph Aur. Multivitamin Dragon gives 5K to a rearguard when calling a copy of that rearguard to the field from the deck. In terms of G Guards, they are either selected due to their ability to call units for later copying skills (e.g. Rain Breath Dragon) or protecting units with skills (e.g. Dark Element, Dizmel).

Warden of Arboros, Airi

Warden of Arboros, Airi

New rearguard support allows this deck to fix the ride chain when needed and provide the player that uses this deck to threaten the opponent with powerful on-hit abilities. Compost Dragon can counterblast two when it hits an opponent’s vanguard in order to draw a card for each card with the same name as this unit on the field. For example, if the player had two Compost Dragons on the field, the player would be able to draw two cards with the on-hit skill. Due to such a powerful skill, opponents will typically guard this unit, making it a great candidate to power up with skills found in this deck to force the opponent to guards more. If the opponent lets this unit hit, it could give you enough card draw to out advantage your opponent. Although this is a powerful effect, it would be wise to use the skill sparingly due to the heavy cost. Like Compost Dragon, Airi sports a powerful on-hit ability. If she hits while on the rearguard, she allows the player search the top five cards of the deck, find a card with “Arboros” in the card name, put that card to hand, and shuffle the rest back to the deck for the cost of putting a unit from the drop zone to the bottom of the deck. In addition to this ability, Airi can use a skill once a turn that allows her to gain 2K additional power and the name of another rearguard unit for the cost of one counterblast per turn if there is a grade 3 or greater vanguard with “Arboros” in its card name.Her sister, Aila, has a vanguard skill as a grade 1 unit that can help repair the ride chain. Specifically, she can put Ratoon to the soul from the rearguard in order to search the deck for Timber or Branch, put one copy of either to your hand, and shuffle. In addition to this, if the card put to hand from this ability is Branch, the player may ride it as a standing vanguard, putting the player back on the ride chain. Although not specifically for Arboros support, Gladiolus’ generation break one allows her to call a copy of a unit from the field from the deck to the rearguard for the cost of one counterblast. This card’s ability pairs nicely with Multivitamin Dragon and Ain Soph Aur, since the unit called most likely will gain 5K power with the additional call of a copy of a card.

With all of this said, there are a few side notes that the player using this deck should be aware of. Hand advantage isn’t too much of an issue. Although this is the case, if I could make any changes, I would attempt to be able to work with things that control my board state more consistently, but that is my personal preference.

Above all else, have fun with the deck! It was a gem to find and a lot of fun to play! Please comment in the comments section if you have any questions or suggestions related to this deck.


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

Giraffa/Goliath Deck


A-rank Mutant, Sangiraffa

There are many different types of units and characters in the game of Cardfight!! Vanguard, but there is only a handful of them that that compose decks that makes the player feel like a conqueror. Out of the handful of deck builds that give off an atmosphere of dominance, the support around Giraffa has to be the most impressive for someone looking to build a deck on a limited budget. With the help of the new support from The Genius Strategy, the Giraffa ride chain has regained its ability to strike fear into opponents that face it. Here is the deck list:

Grade 4 Units
4x Evil Armor Mutant Deity, Goliath
4x Poison Spear Mutant Deity, Paraspear
3x Rain Element, Madew
1x Wild-fire Mutant Deity, Staggle Dipper
4x Dream Mutant Deity, Scarabgas (G Guard)

Grade 3 Units
4x Evil Armor General, Giraffa (Ride Chain)
4x A-rank Mutant, Sangiraffa

Grade 2 Units
4x A-rank Mutant, Guragiraffa
4x Elite Mutant, Giraffa (Ride Chain)
3x Rotating Scythe Mutant, Aristoscythe

Grade 1 Units
4x Elite Mutant, Tryghul
4x Pupa Mutant, Giraffa (Ride Chain)
4x Hexagon Mutant, Honeycomb Queen (Perfect Guard)
2x New Face Mutant, Little Dorcas (Stride Helper)

Grade 0 Units
4x Shelter Beetle (Critical)
4x Sharp Nail Scorpio (Critical)
4x Machining Honeybee (Heal)
4x Makeup Widow (Stand)
1x Larva Mutant, Giraffa (Starter) (Ride Chain)

NOTE: In order to reduce repetitive phrasing, I am using the first part of the original Giraffa units names in the ride chain to refer to them.

The strategy of the deck revolves around the Giraffa ride chain, a ride chain coming from the very beginnings of Cardfight!! Vanguard. Larva Mutant, the starter for the deck, allows the player to search for a copy of Elite Mutant when Pupa Mutant rides on it. Pupa Mutant also benefits from this, since becomes a 8K base grade 1 vanguard. Elite Mutant is able to prevent an opponent’s unit from standing on his or her next turn (this prevention of standing units is also known as stunning a unit) when Elite Mutant hits the vanguard while it is a vanguard unit. Although the player will not use its skill often, Evil Armor General (as the vanguard) is able to counterblast two and retire two rearguard units when it hits the opponent’s vanguard in order to retire two of the opponent’s grade 1 or less rearguards.

The emphasis of the units in the ride chain is on advantage, whether that is found in using on-hit pressure to take resources away from the opponent or using the ride chain to save resources in riding from one grade to the other. When the ride chain was released in the game, the ride chain may have not needed help in order to remain relevant in the game. Although that is the case, it has been many years since the ride chain first appeared on the scene, and Bushiroad has graciously given the ride chain new lease on life through the support found in The Genius Strategy and Fighter’s Collection 2015 Winter. In order to enhance these characteristics, such support around the Giraffa ride chain and Megacolony as a whole provide this deck the ability to maintain or gain resources and the ability to give the field power based on the rested units on the opponent’s side of field.


Elite Mutant, Tryghul

There are several notable cards in this build that help maintain advantage for defense and setting up for the final offensive pushes, since the deck relies on high-pressure rearguards in order to overcome the opponent (this is mainly referring to Goliath, which is considered the unit that finishes off the opponent). Tryghul allows the player to check the top 5 cards for a card with “Giraffa” in its name when a unit is rested on the opponent’s field at the beginning of the opponent’s ride phase. In other words, if the opponent has a unit stunned at the beginning of turn (whether that be the vanguard or rearguard), then the skill of Tryghul activates as a result. Although not specific to Giraffa, Makeup Widow’s generation break dark device skill allows her to stun one of the opponent’s grade 1 or less units and countercharge one damage for the cost of putting her to soul from the rearguard. Her skill is mainly for replenishing counterblast and stunning a booster, which potentially enables Tryghul on the opponent’s turn. Madew is run in this build when one has to stride on Evil Armor General, which allows the player to return a grade 3 unit from the drop zone to hand and, in effect, another Giraffa unit. Paraspear rests the opponent’s rearguards and gains 5K power and allows the player to draw a card if there are three or more total units rested on the opponent’s side of field. In order to help the ride chain gain consistency, Guragiraffa enhances the ride chain through correcting it. Specifically, Guragiraffa can be discarded from hand if the player’s vanguard is Larva Mutant (starter) in order to search the deck for Pupa Mutant, allowing the player to ride the ride chain correctly and subsequently search Elite Mutant once Pupa Mutant rides the vanguard.


Evil Armor Mutant Deity, Goliath

With its consistent engine focusing on gaining advantage and resources, it is ideal for setting up a endgame consisting of Evil Armor Mutant Deity, Goliath. Goliath is able to counterblast one when he is on a heart with “Giraffa” in the name in order to give units with “Giraffa” in their name two skills. The first skill continuously gives the unit with “Giraffa” in its name 5K power if all of the opponent’s units are at rest. The second skill gives units with “Giraffa” in their name the ability to stun a rearguard when the unit with the ability hits a vanguard.With these given skills, the units with these abilities can stun a rearguard on hit, but the power is not gained unless all of the opponent’s units are at rest. If the opponent chooses to not rest certain units, cards like Guragiraffa and Sangiraffa can help with resting them. Guragiraffa can rest a rearguard unit and gain 2K power for one counterblast, making Guragiraffa an 11K beater. With he hits the vanguard as a vanguard or a rearguard, A-rank Mutant, Sangiraffa rests a rearguard, stuns it, and gives that rearguard the ability to retire one of the opponent’s rearguards if it is placed to the drop zone from the rearguard or the guardian circle until the end of the opponent’s next turn for one counterblast. Along with Goliath, Staggle Dipper and Aristoscythe gain power based on rested units on the opponent’s side of field. Aristoscythe has a dark device skill that allows her to become an 11K beater. Staggle Dipper can give 1K to three units on the field for each rested unit on the opponent’s side of field for one counterblast and flipping a unit face up in the G 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.

Pure Darkness Keyword Deck

Frosty Steeple

Frosty Steeple

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

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

Grade 3 Units
4x Frosty Steeple
4x Glenzend Vampir

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

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

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

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

Mask of Demonic Frenzy, Ericrius

Mask of Demonic Frenzy, Ericrius

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

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

Serpent Charmer

Serpent Charmer

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

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

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

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

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

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

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

Dark Rex 2.0 Deck


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)


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.


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.

Jim Bruno and Jacob Bridgewater Win Lab Tech Doubles Tournament

4/23/2016 – The Soldiery, Columbus, Ohio

The mild spring evening in started with nine pairs of cardfighters vying for their place at the top of the bracket. In order to get there, they had to find there way through a myriad of matches in an advanced Swiss tournament to place as one of the top four teams of the tournament. After competing in four preliminary rounds, the top four teams would compete in a single elimination bracket in an attempt to be the top team at the tournament.

At the end of the preliminary rounds, four teams stood out among the rest. Here is the breakdown of the top four teams, along with the names of the teammates in each team and the type of deck that each player played during the tournament:

1st Place Team

Captain: Jim Bruno – Diablo archetype of the Shadow Paladin clan
Partner: Jared Bridgewater – Gurguit archetype of the Gold Paladin clan

2nd Place Team

Captain: Jonathan Smith – Messiah archetype of the Link Joker clan
Partner: Cody Vojtech – Chronojet archetype of the Gear Chronicle clan

3rd Place Team

Captain: Matthew Duluard – Dimensional Robos archetype of the Dimension Police clan
Partner: Luke Flynn – Guru Tiger/Chatnoir build of the Great Nature clan

3rd Place Team

Captain: Michael Wait – Seven Seas archetype of the Granblue clan
Partner: Andrew Duluard – Blade Wing archetype of the Dark Irregulars clan

At the top of the group, a team with Gold and Shadow Paladins reigned supreme above the rest of the competition. After talking to the team, they revealed to the interviewer that the team played the decks listed above due to their defensive nature. In this team setup, the strategy was to use each deck to amass defenses through reserving cards in hand while superior calling units out of the deck. For Jacob, Sunshine Ray Knight, Gurguit was the main source of superior calling in his deck. He was also able to pressure opponents through the use of on-hit abilities that would allow him to superior call units to the field with units like Fast Chase Golden Knight, Campbell and Holy Mage, Elio. Amid these units, Golden Dragon, Scourge Point Dragon acted as a finisher for the deck at times, allowing this unit to gain 5K additional power for each unit called from the deck during the turn and to give 5K additional power to the units called from the deck during the turn. Jim was able to use units like Whirlwind of Darkness, Vortimer “Diablo” in order to superior call units grade 1 units from the deck in order to use these units for self-retiring effects for other units in the deck list. Jim identifies his main finisher as Dark Dragon, Spectral Blaster “Diablo”, a stride for the archetype that is able to retire two rearguard units in order to restand with -2 drive. This ability combines well with Black Chain Spirit Dance Formation, Kahedin, who, when retired, gives the vanguard 5K additional power and the vanguard and the skill to call a grade 1 unit when it hits the opponent’s vanguard. Here is their deck lists:

Captain: Jim Bruno
Clan: Shadow Paladin
Deck Name: “Requiem of Diablo”

Grade 4 Units
3x Dark Dragon, Spectral Blaster “Diablo”
2x Dark Dragon, Phantom Blaster “Diablo”
2x Supremacy Black Dragon, Aurageyser Dragon
1x Supremacy Black Dragon, Aurageyser Doomed

Grade 3 Units
4x Supremacy Dragon, Claret Sword Dragon
4x Whirlwind of Darkness, Vortimer “Diablo”

Grade 2 Units
4x Knight of Darkness, Rugos
3x Stronghold of Black Chains, Hoel
3x Knight of Brawn, Grosne

Grade 1 Units
4x Karma Collector (Perfect Guard)
2x Cherishing Knight, Branwen (Stride Helper)
1x Black-winged Swordbreaker
3x Black Chains Spirit Dance Formation, Kahedin
2x Abyss Summoner
2x Night Sky Eagle

Grade 0 Units
1x Promising Knight, David (Starter)
1x Bassinet Knight, Oscar (Starter
4x Taboo Mage, Cafar (Critical)
3x Grim Reaper (Critical)
3x Grim Revenger (Critical)
2x Mage of the Rogue Eye, Arsur (Stand)
4x Flatbau (Heal)


Partner: Jared Bridgewater
Clan: Gold Paladins
Deck Name: “Gold Rush”

Grade 4 Units
4x Golden Dragon, Ray Breath Dragon
2x Golden Dragon, Scourge Point Dragon
1x Fast Chase Golden Knight, Campbell

Grade 3 Units
4x Sunshine Ray Knight, Gurguit
2x Lofty Head Lion
2x Bladecross Lion

Grade 2 Units
4x Holy Mage, Elio
4x Holy Mage, Pwyll
3x Braygal

Grade 1 Units
1x Coolgal
1x Sleimy
4x Holy Mage, Candace (Perfect Guard)
4x Dawning Knight, Gorboduc (Stride Helper)
2x Knife Throwing Knight, Maleagant
2x Knight of Morning Shadow, Kimarcus

Grade 0 Units
1x Knight of Early Dawn, Coel (Starter)
2x Flame of Victory (Critical)
2x Rustless Knight of Speed Attack (Critical)
4x Discerning Appraiser, Donnelly (Draw)
2x Imperative Owl (Stand)
2x Ketchgal Liberator (Stand)
4x Curable Angel (Heal)

Jim would like to thank The Soldiery for the quality of price support that they supplied for the tournament, and Jared would like to thank the people that helped him start the game of Cardfight!! Vanguard. Collectively, both players would like to thank the people from the local cardfighting community that helped them decide on or build these decks for the tournament.

Thank you to all of the participants for competing in our first event. If you have any comments or questions about this tournament or potential future events, please comment on this post.