Wednesday, November 5, 2014

Cosmic Regalia, CEO Yggdrasil Deck Profile



With the release of the Legion Campaign as well as the Extra Boosters and Trial Decks, a lot of new playstyles will be emerging, and Genesis is going to be at the top! Waltz of the Goddess has the same format as Requiem at Dusk in having support for 2 archetypes for 1 clan, but the main part of this extra booster is the arrival of the new Regalia support! After the release of Angelica and Minerva, few cards have truly been considered support, but now the advent of the Regalia has come full swing with their new Legions!


Cosmic Regalia, CEO Yggdrasil



[ACT](VC): Legion 20000 "Regalia of Fate, Norn"

[AUTO](VC): [Soul Blast (6)] When this unit attacks a vanguard, if this unit is Legion, you may pay the cost. If you do, until end of that battle, this unit gets [Critical] +1, and your opponent cannot call grade 1 or greater units from hand to (GC).

[AUTO](VC): When this unit attacks a vanguard, if you have another unit in your middle column, this unit gets [Power] +3000 until end of that battle.

When this card was announced and it’s ability revealed, I am pretty sure I could hear cheers from a lot of the Genesis players in my area. A critical that cannot be nullified is a blessing. It prompts the users to use Grade 0 cards from their hands as well as intercepts. Now, one comparison to this card really came to mind when I saw this card: Transcendence Dragon, Dragonic Nouvelle Vogue. This card has been the target of hate from non-Kagero players, including myself, because of the inability to use anything outside a Perfect Guard to protect yourself. But now, when it’s turned around and you must use Grade 0’s to guard, it doesn’t seem so bad. But the problem is the risk vs reward. Against Yggdrasil you know the attack will end up with 2 damage potential, making it more of a threat physically. However, Nouvelle doesn’t have that critical, but with the high number of critical triggers Kagero players use, it’s more mentally damaging because whether or not you should take it or waste a perfect guard becomes more of a gamble of luck. After all, against Nouvelle, you can’t heal on their turn, so it’s troubling even when just at 4 damage.

Now, back to Yggdrasil. While her Legion skill does pack a punch, it’s even more dangerous with some of the new Regalia support that has been released. Cards like Ordain Owl and Pure Angel can boost the power of your Vanguard, and some cards give it more power from being soul blasted…..

Which brings me to the next card:


Regalia of Fate, Norn



[AUTO]: When this card is put into the drop zone from your soul, choose one of your vanguards with "Regalia" in its card name, and that unit gets [Power]+5000 until end of turn.

Norn is one of the cards that gives a powerful boost from being used as fodder for Soul Blasting. Comboing this with almost any Regalia build will make your Vanguard feared. While in most cases you need to be careful just how powerful you make your Vanguard, as wasting resources could end up in a Perfect Guard, this Legion only makes it better, as powering up your Vanguard won’t result in a nullify. It will result in either massive hand loss or a minimum of 2 damage.

Now let’s look at the other Legion this deck supports.


Regalia of Midnight, Nyx



[ACT] (VC): Legion 20000 "Regalia of Midday, Hemera"

[AUTO](VC):When a card with the same name as a unit on your (VC) is put into the drop zone from your soul, if this unit is Legion, this unit gets [Power]+5000/[Critical]+1 until end of turn. This ability cannot be used for the rest of that turn.

[ACT](VC): [Soul Blast (3)] If the number of cards in your hand is three or less, draw a card. This ability cannot be used for the rest of that turn.

While the ability of this card may not compare to Yggdrasil, it’s definitely noteworthy, as its effects combo with each other if you know what you are doing. Soulblasting 3 to draw, then gaining a critical and 5000 power is still a very interesting combo. It may be the weaker of the two Legions for this Archetype, but unlike Cormac of the Revenger Legions, this still benefits the deck and how it is played. Powering up the Vanguard while using the soul as a combo, much like they usual playstyle of the Dimension Police.

This card also works well because of how it works with its Mate:


Regalia of Midday, Hermera



[AUTO]: When this unit is placed on (RC), choose up to three cards from your drop zone with "Regalia" in its card name, and put them into your soul.

It’s come to my attention that a lot of the Regalia cards do not have the standard soulcharge ability. However, there are cards such as Hemera that seem to do the job even better. Instead of gambling on the top card to soulcharge, you select 3 cards from your drop zone instead. This helps you manage your deck so there is less chance of a deck out, and you can keep a constant supply of soul for your costs, as most costs are 3 or 6. You will need timing, though, as using this skill and Legion together will take 7 cards from your drop zone in total, so even at the cost of guarding, you will need a constant supply of card going into the drop zone.

These two Legions aren’t the only cards this extra booster has to offer, but for the sake of sanity and simplicity, I’ll stop there. Regalia has gotten an incredible buff, and the CEO Yggdrasil is the prime card to have for it. For now, here is a deck list I’ve compiled for this Archetype:

Grade 0 x17
1x Regalia of Prayer, Pray Angel (Starter)
4x Regalia of Foredoom, Lot Angel (Draw)
4x Regalia of Benevolence, Eir (Heal)
4x Far Sight Regalia, Clear Angel (Critical)
4x Battle Maiden, Kukurihime (Critical)

Grade 1 x14
4x Regalia of Purify, Pure Angel
4x Exorcism Regalia, Shiny Angel
2x Ordain Owl
2x Regalia of Frozen Breath, Svalin (QW)
2x Goddess of Self-Sacrifice, Kushinada/Witch of Strawberries, Framboise (PG)


Grade 2 x11
4x Regalia of Fate, Norn
4x Regalia of Midday, Hemera
3x Twilight Regalia, Hesperis (Sneak Peek Promo)

Grade 3 x8
4x Cosmic Regalia, CEO Yggdrasil (Legion)
4x Regalia of Midnight, Nyx (Legion)

Winning Image:

Grade 0 support for this clan used to be all criticals, but with a few of the new support, it’s been shifted to an offensive clan both for Vanguard and Rearguards. The draw trigger, actually helps this deck, as not only does the new support does not have many soulcharging cards, but also very few reliable draw power.

Our starter, Pray Angel, is one of the only pure soulcharging cards Regalia has, but a plus 3 soul and 5000 power to the Legion is very handy.

Grade 1 support was a bit tricky, but Ordain Owl makes his return, although not by much, as Legion may steal its thunder for returning Grade 3 units. You need to be careful with his ability, Legioning, and drop zone soulcharging, so if you can, pick anything that is under grade 3 beforehand so you have a better shot of that power boost.

Pure Angel actually gives your Vanguard even more power with a counterblast, giving it 5000 and the ability to draw a card when it hits. Since you aren’t assured that a hit from Yggdrasil will be fatal, it’s always good to have backup cards for the next turn.

Shiny Angel is just like Hemera, putting 3 cards into the soul from the drop zone. This encourages guarding to fuel both this ability, Legion, and Ordain.

For the Sentinels, we have 2 Perfect Guards, either Kushinada or Framboise, since Regalia does not have their own perfect guard. We also have the Quintet Wall that is Regalia, which also helps fuel the drop zone for the effects of your cards. Since this deck has very few counterblasts and requires a lot of cards to be in the drop zone, it’s fair to say 2 Quintet Walls are acceptable. That, and I feel that the lack of draw triggers means these cards will be a lot better when it comes to defending,

Our Grade 2 support has the two Legion Mates, Norn and Hemera, as well as a special promo card for the Sneak Peak of the Extra Boosters named Twilight Regalia, Hesperis. Hesperis is a card that when soulblasted, if your vanguard hits, you may retire a rearguard. Like Pure Angel, it’s a good backup plan should your attack not be fatal.

And of course, our Grade 3’s are the Legions of the Regalai, Yggdrasil and Nyx. Yggdrasil will be the one you want to keep on the field, but if you need cards back into the deck, or need to draw, or if you just don’t have Yggdrasil yet, you can use Nyx. Either way, the pressure these cards give will be astounding.

Final Turn:

It’s sad to say that I wish the Shadow Paladins had as much great support as the Genesis did. While Shadows try and bring Witches into the spotlight, Genesis seems to give the fans the support they want for a fan favorite archetype that recently has been topping. For those Genesis players, including one of the members of Grand Sanctuary Vanguard, don’t miss out on these cards, because they will steal the show for a while.

Until next time:


Daltorus

Tuesday, November 4, 2014

Fighter's Collection 2014 Analysis Part 3

Ultimate Dimensional Robo, Great Daikaiser


[AUTO](VC) Limit Break 4: [Counter Blast (2)-card with "Dimensional Robo" in its card name] When this unit attacks, you may pay the cost. If you do, this unit gets drive check+1 until end of that battle. This ability cannot be used for the rest of that turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)

[CONT](VC): If you have a card named "Super Dimensional Robo, Daikaiser" in your soul, this unit gets [Power]+2000.

Super Dimensional Robo, Shadowkaiser



[AUTO](VC) Limit Break 4: When this unit attacks a vanguard, this unit gets [Power]+5000 until end of that battle.

[ACT](RC):[Counter Blast (1) & Put this unit into your soul] If you have a unit named "Super Dimensional Robo, Daikaiser" on your (VC), search your deck for up to one card named "Ultimate Dimensional Robo, Great Daikaiser", ride it as [Stand], and shuffle your deck.

Super Dimensional Robo, Daiyard



[ACT](VC) Limit Break 4: [Choose one of your rear-guards with "Dimensional Robo" in its card name, and put it into your soul] Search your deck for up to one grade 3 card with "Dimensional Robo" in its card name, ride it as [Stand], shuffle your deck, and that unit gets [Power]+4000 until end of turn.
[AUTO](VC):At the beginning of your attack step, if this unit’s [Power] is 15000 or greater, this unit gets [Critical]+1 until end of that battle.

If there is one clan that can maximize the potential of its Fighter’s Collection cards, it’s the Dimension Police. Not only did they get the most support of Grade 3 cards, but all of them work in perfect synch, creating the One, the Ultimate, The Great Daikaiser, who has Triple Drive Check even before Stride (At the cost of 2 especial counterblasts) A Cross-Break-Ride with this card is almost devastating, since aside from Reverse Link Joker decks, Dimensional Robo decks have the highest Grade 3 ratios. The Ultimate Justice Break is real! If you are a Dimensional Robo player, do not pass these cards up, cause you won’t be seeing much more because of Metalborgs


Ice Floe Swordsman, Nightsnow



[ACT](VC) Limit Break 4: [Counter Blast (1) & Choose one of your rear-guards, and retire it] Choose one card from your drop zone, call it to (RC), and that unit gets [Power]+5000 until end of turn. This ability cannot be used for the rest of that turn.

[ACT](Drop zone):[Counter Blast (2) & Soul Blast (2)] If you have a grade 3 or greater vanguard, ride this card as [Stand].

Aside from the superior ride that can be used with the Break Ride, not much to say about Nightsnow. His Superior call ability is pretty handy, and Granblue has a good amount of cards that can combo with it. If you are a Granblue player, I recommend it over Cocytus Reverse.


Duo Delicious Girl, Ciao


[AUTO](VC) Limit Break 4: [Counter Blast (1)] At the beginning of your main phase, you may pay the cost. If you do, choose one of your rear-guards with "Duo" in its card name, return it to your hand, choose one of your rear-guards with the same card name as that unit, and return it to your hand.

[AUTO](VC):When your other unit is returned to your hand from (RC), this unit gets [Power]+3000 until end of turn

With Duos topping in competitions, you wouldn’t expect a bit of a downgrade from the clan. While returning 2 units is nice, there are other cards that can do this better, and the main phase only part makes it worse, since you won’t be able to set up your field beforehand. Stick with the other Duos for this.


Blue Storm Marine General, Demetrius


[AUTO] Limit Break 4:[Counter Blast (1)] When an «Aqua Force» rides this unit, you may pay the cost. If you do, choose your vanguard, and until end of turn, that unit gets [Power]+10000, and "[AUTO](VC):When this unit attacks a vanguard, if it is the fourth battle of that turn or more, draw two cards, choose one of your opponent's rear-guards, and retire it.".

[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.

Now here is another clan who actually deserves the Break Ride. It’s not as ideal as Trans-Core, but for decks that don’t focus on the discarding as much, like Maelstrom Reverse, it’s a nice change of pace as it returns to the roots of having your Vanguard attack last, and gives you a bonus of 2 cards as well as the retiring of a rearguard. I can see it used in other decks, just not with Tetra Drive Dragon.


Machining Warsickle




[AUTO](VC) Limit Break 4: [Counter Blast (2)] At the end of the battle that this unit attacked a vanguard, if the attack did not hit during that battle, you may pay the cost. If you do, choose one of your opponent's vanguard, and that unit cannot [Stand] during your opponent's next stand phase.

[AUTO]:[Counter Blast (1)-card with "Machining" in its card name] When this unit is placed on (VC), you may pay the cost. If you do, choose one card with "Machining" in its card name from your soul, and call it to (RC) as [Rest].

Oh, now this is nice. Not only does the Break Ride work perfectly with this card, it pressures your opponent even more into re-riding, as the Vanguard can easily be rested for quite a while, since at this point guarding is essential. Megacolony may not have the fancy locks Link Joker has, but even so their little annoyances can still be useful, if not more depending on if the opponent actually replaces the rested units or not.


Trainee Sage, Minette






[ACT](VC) Limit Break 4:[Counter Blast (2)] Choose one of your rear-guards, that unit gets [Power]+4000 until end of turn, at the end of that turn, draw a card, and retire that unit.

[AUTO](VC):During your end phase, when your rear-guard is put into your drop zone, choose a card from your damage zone, and turn it face up.

Well, this is a nice development for Great Nature. And by nice I mean it’s amazing! The damage unflipping effect helps a lot, but also how the cards can combo with this Vanguard for a serious boost. Great Nature has been an underwhelmed clan, and it’s nice to see them getting ahead, if not by much considering the they have no support aside from one Legion in the near future.


Holly Musketeer, Elvira



[AUTO](VC) Limit Break 4:[Counter Blast (1)] When your card with "Musketeer" in its card name is placed on (RC) due to an effect from one of your cards, you may pay the cost. If you do, this unit gets [Critical]+1 until end of turn.

[ACT](VC):[Soul Blast (1) & Choose one of your rear-guards with "Musketeer" in its card name, and retire it] Look at five cards from the top of your deck, search for up to one card with "Musketeer" in its card name, call it to (RC), and shuffle your deck

Musketeers have been lacking in the Limit Break Support, and I was surprised when they weren’t picked as the Reversed clan. But now this card helps them get back on their feet before Legion comes around. Considering this is one of the few Musketeer Grade 3’s, it’s safe to say you may want to pick it up, at least until they get their Legion. A critical effect is something not usually put into a Neo Nectar deck, and it’s something that is desperately needed. And for a soulblasting call instead of a counterblast, it’s another fresh change for the archetype.




Well, there you go. That’s my personal take on the Fighter’s Collection 2014 Booster. If you have any questions, concerns, or if you just want to say how biased I am against a few cards, please leave a comment. I’ll be reading them.

Until next time,

Daltorus


Fighter's Collection 2014 Analysis Part 2

Brawler, Shotgun Blow Dragon



[ACT](VC): Legion 20000 "Military Brawler, Lisei"

[AUTO](VC): [Counter Blast (2)] When this unit Legion, you may pay the cost. If you do, your opponent chooses two of his or her rear-guards, retire them, and if the number of units you have is more than your opponent's, this unit gets [Critical]+1 until end of turn.

[AUTO](VC): When this unit attacks, if the number of rear-guards you have is more than your opponent's, this unit gets [Power]+2000 until end of that battle


Military Brawler, Lisei



[AUTO](RC): During your turn, when your opponent's rear-guard is put into the drop zone, and your vanguard is Legion, this unit gets [Power]+3000 until end of turn.

Ok, this is what should be expected from a Legion. Although it will be overshadowed when Knuckle Buster enters the fray, this is a powerful set of cards that can still work in any previous neutral Narukami deck. No especial counterblasts, and even after the other Legions take over, Lisei is a great addition as it acts like Bruno, getting even more buff with every kill. Highly recommended for you Narukami players.


Eradicator, Twin Thunder Dragon



[ACT](VC) Limit Break 4: [Counter Blast (2) & Choose three cards with "Eradicator" in its card name from your hand, and discard them] Retire all rear-guards of all fighters, and if the number of retired units by this effect is three or more, this unit gets [Critical]+2 until end of turn.

[AUTO](VC): During your main phase, when your opponent's rear-guard is put into the drop zone, this unit gets [Power] +3000 until end of turn.

So, this guy is an Armor Break Dragon mixed with Tempest Bolt? It’s a very powerful card, but you need careful planning. If you think your opponent will not nullify this potential 3 damage attack, you must be out of your mind. Though with the chance of a 15000 power boost, it definitely backs up that pressure. Just make sure that when it’s all said and done, you won’t regret tossing all of your defenses away.

Hellfire Seal Dragon, Terrycloth



[AUTO] Limit Break 4: When a «Kagerō» rides this unit, choose your vanguard, that unit gets [Power]+10000 until end of turn, choose up to two of your opponent's rear-guards, retire them, your opponent looks at four cards from the top of his or her deck, search for up to two grade 2 cards, call them to separate (RC), and shuffle his or her deck.

[AUTO](VC): When this unit attacks, if the number of rear-guards you have is more than your opponent's, this unit gets [Power]+2000 until end of that battle

Ok…..I’m going to try and rate this calmly and rationally, because I need to give fair criticism to—Oh forget it, COME ON!! Kagero, I’m kind of glad this isn’t another restanding Break Ride that you monopolize on, but seriously!? Getting another Break Ride is a gift you shouldn’t be getting. To me, while it doesn’t hold up to the standard of Dauntless Drive Dragon and Dragon Overlord, I know Kagero players wouldn’t mind testing this one with Nouvelle Vogue, considering that means just less cards the opponent will be able to guard with. I’m sorry if this shows my bias, but I’m glad this is a Seal Dragon, because if it was Overlord, I’d probably rage quit.


Ancient Dragon, Volcatops



[ACT](VC) Limit Break 4:[Counter Blast (1) & Choose one of your rear-guards with "Ancient Dragon" in its card name, and retire it] Choose up to two of your rear-guards with "Ancient Dragon" in its card name, and those units get [Power]+5000 until end of turn. This ability cannot be used for the rest of that turn.
[AUTO](VC):[Choose one of your rear-guards, and retire it] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+5000 until end of that battle.

It’s pretty interesting that Tachikaze would be showing a little more Rearguard support. Usually they power the Vanguard up while returning their own units. Using this with the Break Ride would be very interesting, as all columns would become aggressive, not just the Vanguard. Way to put on the pressure, Volcatops!


Shura Stealth Dragon, Yozakuracongo



[ACT](VC) Limit Break 4: [Counter Blast (1) & Choose two cards from your hand, and discard them] This unit gets [Power]+10000 until end of turn, and if the number of cards in your opponent's hand is four or greater, choose two cards at random from your opponent's hand, bind them face down, and at the end of that turn, your opponent puts those cards bound by this effect into his or her hand. This ability cannot be used for the rest of that turn.

[AUTO](VC): When this unit attacks, if the number of cards in your hand is greater than your opponent's, this unit gets [Power]+2000 until end of that battle.

A clan that has received so little support has gotten another pretty good card. It’s better if you are able to make the lowered defense worth it, so a power boost plus a bind of 2 cards is pretty nice. Dropping 2 hurts, but nothing draws can fix. But make sure this attack counts otherwise, as the defenses won’t be lowered forever.


Covert Demonic Dragon, Kasumi Rogue



[AUTO](VC) Limit Break 4: [Counter Blast (1)] When your unit is placed on (GC) from your hand, you may pay the cost. If you do, search your deck for up to one card with the same name as that unit, call it to (GC) as [Rest], and shuffle your deck.

[ACT](VC): [Counter Blast (1)] Choose one of your grade 2 or greater rear-guards, search your deck up to one card with the same name as that unit, call it to (RC), shuffle your deck, and at the end of that turn, put that unit called by this effect on the bottom of your deck

Calling a unit you just guarded with at rest to also guard? Interesting to say the least. While duplicating guard is nice for obvious reasons, it would help if the Murakumo clan had decent cards to lose. Unless you want to waste triggers from your deck to guard, you’ll have to be careful how you play this, or just go the easier route and play Break Ride Shirayuki/Mandala Lord.


Echo of Nemesis



[AUTO](VC) Limit Break 4: When this unit attacks, if the number of cards in your soul is ten or greater, until end of that battle, this unit gets [Power]+10000, and your opponent cannot call grade 1 or greater units to (GC) from his or her hand.
[ACT](VC): [Soul Blast (1)-grade 0 card] Soul Charge (2). This ability cannot be used for the rest of that turn.

Not only does this have a built in Dimension Creeper ability, it has the amazing ability to nullify nullifies. If it were an Amon card I’d probably run that card like a marathon, but it still works with the Break Ride for more column support. Run crits all around with this card and you are set, my friend.


Demonic Lord, Dudley Lucifer



[AUTO](VC) Limit Break 4: [Choose one of your rear-guards, and put it into your soul] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, choose up to one card from your hand, call it to (RC), and if that unit is a unit with "Dudley" in its card name, that unit gets [Power]+10000 until the end of turn.

[ACT](VC): [Counter Blast (1)] This unit gets [Power]+2000 until the end of turn.

The Dudley archetype hasn’t stood out much, unless you’ve been playing Bad End Dudley Emperor, but Lucifer brings it a much needed boost. Not only is it 11000 base (something Dudley Emperor lacked) But he keeps your soul charged while piling on Dudley Rearguards with a 10000 power boost. If you are tired of the Bad End Dragger, Pick up Lucifer for a change of pace, but make sure you have plenty of Dudley cards.


Bunny Queen Beast Tamer



[ACT](VC) Limit Break 4: [Counter Blast (2)] Choose up to one card from your soul for each unit you have with "Beast Tamer" in its card name, and call it to separate (RC). This ability cannot be used for the rest of that turn.

[AUTO]:When this unit is placed on (VC), search your deck for one card, put it into your soul, and shuffle your deck.

Why do you exist, Bunny Queen? Beast Tamer’s are old hat, and you know that with your ability to only call 3 units effectively doesn't help. Sliver Thorns do a much better job at Soul Calling, and while your ability to put any card into the soul is nice, your call ability requiring us to use Beast Tamers falls short. Guys, stick with Luquier on this one.


Continued in Part 3


Daltorus

Fighter's Collection 2014 Analysis Part 1

The release of the 2014 Fighter’s Collection has reached the English format! For the first time, a pack will feature a chance to get one card from every clan aside from the Etranger Clan. This is a very interesting deal, as a lot of cards from sets like this were released as promo cards instead, making them harder to get. And even more interesting is this pack will include Legion before the Legion Release later this month!

But I wondered: Are all the cards as valuable as the rest? Are people going to be satisfied with their clan’s new addition? Well, it’s time we found out, now isn’t it?

In this analysis, I will not be including the SP cards, and the Legions will be paired together for simplicity. I won’t go too much into detail on effects, just making suggestions on if using them in a current deck is viable. Despite this, there are still a lot of cards, so this article will be split into 3 parts.

Now, let’s start off the analysis:

Splitting Seeker, Brutus



[ACT](VC): Legion 20000 "Combined Strength Seeker, Locrinus"

[AUTO](VC): [Counter Blast (1)-card with "Seeker" in its card name] When this unit attacks a vanguard, if this unit is Legion, you may pay the cost. If you do, choose up to four units in your front row with "Seeker" in its card name, and those units get [Power]+3000 until end of turn.

[AUTO](VC): [Counter Blast (1)-card with "Seeker" in its card name] When this unit is placed on (VC), you may pay the cost. If you do, search your deck for up to one card named "Combined Strength Seeker, Locrinus", call it to (RC), and shuffle your deck.

Combined Strength Seeker, Locrinus



[AUTO](RC): During the turn when your vanguard Legion, when this unit attacks a vanguard, this unit gets [Power] +4000 until end of that battle.

This is the first Legion Pair for the Seekers, the new archetype of Royal Paladin. As of right now, the pair can do very, very little, as no other Seekers are released. But when they are released later in the year, will this pair do the clan justice? I certainly think so….at least till the next set comes out. This pair is very limited, and the only redeeming part of their skills is the plus 3000 to all the front row. It’s nice to mix with the Trial Deck, but when the other members start to emerge, they won’t hold up.


Sprout Jewel Knight, Camille



[AUTO](VC) Limit Break 4: [Counter Blast (1)] At the beginning of your main phase, if the number of rear-guards you have is three or less, you may pay the cost. If you do, search your deck for up to one card with "Jewel Knight" in its card name, call it to (RC), and shuffle your deck.

[AUTO](VC): When this unit attacks a vanguard, this unit gets [Power] +2000 until end of that battle.

This new addition to Jewel Knights is a bit underwhelming for an already looked-down-upon archetype. Her ability only works during the beginning of the main phase, meaning you can’t set it up beforehand unless you intercept or your opponent retires your rearguards. Jewel Knights aren’t known to be powerful, and Camille doesn’t help. If you plan on running Jewel Knights, I recommend sticking with Ashlei “Reverse” instead.


Floral Magus



[ACT](VC) Limit Break 4: [Counter Blast (1)] Declare a card name, and reveal the top card of your deck. If the revealed card is the card you declared, put it into your hand, and this unit gets [Power] +5000 until the end of turn.

[CONT](VC): During your turn, if the number of cards in your hand is four or greater, this unit gets [Power] +2000.

With the number of cards that can look on the top of the deck to predict the outcome, this card is still useful in the Oracle Think Tank decks that aren’t Battle Sisters. Though if you do not guess correctly on a gamble, you risk revealing an upcoming trigger, making your opponent wary of your next attack even more. It’s decent, though.


Halberd Revenger, Peredur



[AUTO](VC) Limit Break 4: [Counter Blast (1) & Choose two of your rear-guards with "Revenger" in its card name, and retire them] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power] +10000/ [Critical] +1 until end of that battle.
[AUTO]: [Counter Blast (1)-card with "Revenger" in its card name] When this is placed on (VC), you may pay the cost. If you do, search your deck for up to one grade 1 or less card, call it to (RC) in the same column as this unit, and shuffle your deck.

….Can I not? Please, I really don’t have a lot of nice things to say here. Peredur isn’t the best Revenger to have come out. Really, it only beats Diarmuid out of the ones released. His ability is just a little better than Diarmuid, but nothing a Perfect Guard can’t deal with, and his second ability is one time only, and only sets up your middle column. Guys, stick to Raging Form, Dragruler, and “Abyss” When it’s released.


Twin Blade Liberator, Margaux



[ACT](VC) Limit Break 4:[Counter Blast (2)-card with "Liberator" in its card name & Choose one of your rear-guards with "Liberator" in its card name, and put it on the bottom of your deck] Look at two cards from the top of your deck, search for up to two cards, call them to separate open (RC), and those units get [Power]+5000 until end of turn, and put the rest on the bottom of your deck in any order.

[AUTO](VC): When this unit attacks a vanguard, this unit gets [Power] +2000 until end of that battle.

This card, compared to other superior calling cards, is much better at doing the job of a Liberator. Sure, the cost is a bit high, but this clan revolves around the calling mechanic, and with staples like Bruno you will be hitting high columns, and the best part is you get 2 cards to select, so if one happens to be a trigger, you don’t need to feel obligated to put it on the field, but save it in the deck. Combining this with the Trial Deck being released is a good way to keep your field in check, as well as hit those powerful columns.


Spiral Celestial Hellm



[ACT](VC) Limit Break 4: [Counter Blast (1) & Choose a card from your hand, and put it into your damage zone] Choose a face up card from your damage zone, put it into your hand, and this unit gets [Power] +5000 until end of turn, and if you have a face up card named "Spiral Celestial, Hellm" in your damage zone, this unit gets [Critical] +1 until end of turn. This ability cannot be used for the rest of that turn.

[ACT](VC): [Counter Blast (1)] This unit gets [Power] +2000 until end of turn.

Eh, not as good as it could have been. Since the other boss cards of Celestial focus on power columns rather than the Vanguard, it’s better to keep with them. Hellm doesn’t do anything better than Narelle or Nociel, and the critical isn’t threatening enough, kind of like Diarmuid of the Shadow Paladins.


Goddess of Four Seasons, Persephone



[ACT](VC) Limit Break 4: [Soul Blast (6)] Look at three cards from the top of your deck, put them on top of your deck in any order, draw a card, and Soul Charge (1).

[AUTO]: When this unit is placed on (VC), choose one of your rear-guards, search your deck for up to three cards with the same name as that unit, put them into your soul, and shuffle your deck.

Interesting as this card is, with the upcoming release of the new Regalia cards, it doesn’t seem to hold much ground. And a soul blast six for a draw and charge? A bit of an overwhelming payoff for little gain, since Genesis need that soul. And putting up to 3 cards in the soul doesn’t help unless you are able to Legion back the cards lost for the soul blast, because this card just reeks of Decking Out.

Merkur Blaukluger



[AUTO](VC) Limit Break 4: [Counter Blast (2)-card with "Blau" in its card name] When this unit attacks a vanguard, you may pay the cost. If you do, [Stand] all of your rear-guards with "Blau" on its card name in the front row.

[AUTO](VC): During your battle phase, when your unit becomes [Stand], this unit gets [Power] +2000 until end of turn.

What can I say, this card is a pretty good spin-off of Beast Deity Ethics Buster, until you look at all the other Blaus in the Grade 3 Line-up. He gets an ok power boost, but A Mond Break-Ridden Galaxy Blaukluger is a much better bang for your buck, considering not 2, but all of your rearguards stand. And for a lot less of a cost.


Edict Star-Vader, Halcion



[CONT](VC) Limit Break: All your units with "Я" in its card name get "[Intercept]", "[Boost]" and "[AUTO]: When this unit is placed on (GC) or intercepts, this unit becomes 5000 [Shield] until end of that battle.”

[CONT](VC): All of your units with "Я" in its card name is also a «Link Joker».


Oh, and you guys thought Omega Glendios made Reverse units insane. Halcion makes them the main focus of the deck, to the point where you can have all your Rearguards filled with Reverse units and you will still be able to mop the floor with your opponent. 22000 power columns aren’t something to laugh at, and being able to guard effectively with Grade 3’s is ridiculous, especially when cards like Ruin Magician keeps those units ready for battle. The only problem would be actually getting Grade 1 and 2, or at least it would be if not for World Line Dragon. It may not be a locking deck, but who needs locks when you are hitting for a minimum 3 stage guard 3 times?



Continued in part 2....

Daltorus

Theories of Vanguard: Gear Chronicle

Hello, Cardfighters! While I may not be the illustrious caretaker of this blog (whom I can still trounce in any game of Vanguard), //Ha ha, very funny, Wayword. We are on par and you know it -  Daltorus// I’m still a man of intrigue and mysticism. I, dear fellows, am The Wayword Writer, Loremaster on all things Vanguard (well, according to myself and the little voices I keep hearing). And boy, do I have a treat for you. As most of you know (or at least those that pay any attention to the Japanese news releases), a brand new clan has been brought into the mix: the mysterious beings of time and space known as Gear Chronicle.

Now, as with anything else in this game, theories and stories have been crafted about this clan and their origins, and while I’m at no liberty to make an official release, I can certainly make a few well-constructed statements of my own.

So strap in and start playing the Dr. Who music, ‘cause it’s time to bend some time and rip space a new one. This is…GEAR CHRONICLE: ORIGINS

Part 1: Design

Now, in order to asses the origins of a clan, one must also analyze their gameplay and design. While very few Gear Chronicle cards have been released, there’s still a bit one can extrapolate from how the cards have been rendered. Most of the creatures and people seem to wield a combination of futuristic technology combine with medieval weaponry.

Now, this would almost immediately make them appear as if they were just some hackneyed combination of the Royal Paladins and Nova Grapplers, until one looks at the species of a select few cards. The main boss card, Chrono Jet Dragon, is not just a typical reptilian, but a Gear Dragon. This brings in an element of mysticism and likely alludes to some form of magic within the clan (if dragons exist, then one must be able to control or converse with them in order to gain their trust, no?). Not only that, but while some technological advancements stretch to outright laser weaponry (as seen with Twin Maser Dragon and Mystery Flare Dragon), there are others that are firmly rooted in steampunk-era melee combat (as seen with Dadashig). This means that the technology we’ve seen is likely magi-tech, advanced machinery and weaponry enhanced by magic spells, artifacts or a true combination of magic and science.

This means that the clan is heavily advanced in its culture, even though (according to the show), the clan has been missing for who knows how long. Still, this means that there’s certainly one theory that can be dismissed, which I will address later. For now, however, there’s still more to be addressed.

Part 2: Abilities

The main mechanic with Gear Chronicle (at least from what can be said about Chrono Jet) is the ability to return cards on your opponents field to the bottom of the deck (and maybe even the top, too). Think of it as sending units back in time.

Something else that’s interesting is the ability of two cards (both Steam Breath Dragon and Gunner Gear Dracokid) is that they can search the deck, not just the top five cards, for a Grade 3 (though Steam Breath is restricted to Chrono Jet cards). This puts even more emphasis on the time travel aspect that’s already heavily prevalent in the clan. And heck, even the main Stride unit has this motif hidden in it as well! While the extra turn by some seems completely broken (even though it’s still freaking hard to pull off), if it does activate, one can see it as gaining and extra turn. A few more plays. Turning back time. This constant focus on time and either conquering it or manipulating it assists in making conclusions about the clan itself, and if you’ve got some spare intuition, you might see where I’m going. However, there’s still a sneaking little spider that I’ve got to squash, so bear with me.

Alt. Theory: Link Joker Reborn

With the ending of season 4 bringing about the supposed end to the war against Link Joker with the splitting of the seed by good old Blaster Blade, one would easily assume that Gear Chronicle is just Link Joker reborn. However, there are still a few flaws in this theory. For one, the geographic locations of both Dark Zone and Stargate. Now, I know that this isn’t that big of a deal, but it’s still an issue that needs to be addressed. As seen in people and animals, things tend to gravitate towards what they’re more accustomed to rather than what is foreign. If Link Joker was ever reborn, they would likely stay somewhere in Star Gate, where all the technology is, instead of transferring to the magic-heavy Dark Zone (which, I’d like to mention, is halfway across Cray). Not only that, but even with the inclusion of technology in Gear Chronicle, they’re still leagues behind the clans in Star Gate. Now, I know that most people are going to say. “Oh, but what about Deletors? Gear Chronicle only showed up after Link Joker was defeated!” And here’s what I have to say. For one, Deletors can be considered as the original Link Joker; aliens bent on rending and razing everything into immeasurable piles of dust and ruin. They, along with the Star-vaders (who, I’d like to mention, are cybernetically enhanced soldiers of the Deletors) are inherently malevolent and seek nothing but destruction and assimilation (like of the Cybermen and Daleks ever teamed up). In contrast, Gear Chronicle is a clan that seeks knowledge, spanning all manner of times and dimensions to gain what they so desire, only dropping into Cray because a rift happen to open. So what does this mean? Well, here’s what I think.

Conclusion

Like with the Bluish Flame Liberators, I think that Gear Chronicle was taken from another time with the assistance of Zenon in order to maintain balance on Cray. Learning of the dire needs of the planet, the soldiers of Gear Chronicle obliged, knowing that they could easily gain new information about its inhabitants and the humans that commanded them, as well. With these studies being conducted, it’s obvious to know that all the other nations would be suspicious. However, Gear Chronicle knows something. They see a threat on the horizon, as a result of jumping rampantly through space and time, and have come to assist Cray before they fall to whatever lies over the horizon. But hey, that’s just my spin on things. Got anything better?

Monday, November 3, 2014

Star-Vader, Blaster Joker Deck Profile






The unthinkable has happened, as the once proud Blaster Blade has not only been abducted by Link Joker, but has also been turned into their own, under the name Blaster Joker. Paired with Photon, this Legion is a very powerful being to face.

As a request by one of the other members of the Grand Sanctuary, I will be putting up my own opinions of these cards, their support, and what I believe the deck should look like.

First, lets start with the star of the deck:

Star-Vader, Blaster Joker



[ACT](VC): Legion 20000 "Companion Star Star-Vader, Photon" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)


[ACT](VC):[Counter Blast (2) & Soul Blast (2) & Choose one of your rear-guards with "Star-vader" in its card name, and lock it] If this unit is in Legion, lock all of your opponent's rear-guards, choose one of your opponent's Legion Mate, and retire it.

[AUTO](VC):[Choose one card with the same name as a unit in your (VC) from your hand, and put it into your soul] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Critical]+1 until end of that battle.

Absolute Lock. Absolute Break. Absolute Insanity! Locking all the Rearguards and breaking off a Legion Mate is devastating! Not only does this assure that a major part of the field is unusable next turn, it prompts the opponent to re-ride the Vanguard to where they can make an effective attack. If I had to compare this card to others, it would be the Deletors. But unlike Deletors, who zero out the attack power altogether, Blaster Joker only hinders the Vanguard by a little. His real power is crippling the defenses of the rearguards and making sure Legion won't be too much of a hassle, provided the opponent cannot ride on the next turn. His second ability is interesting as well, as you can have up to 6 cards, which are the other copies of Photon and Blaster Joker, that you can use to give your attack an extra critical, and even if it doesn't reach the opponent, that's another member to the soul that can be used for the Legion skill next time.

The only problem is the main problem most Star-vader Boss cards have: Counterblasts. With the absence of a reliable damage unflipping card, this ability to lock and retire a mate can only be used so many times, usually 2 times provided you don't heal off the damage. With his soul charging ability, the soul will not be that much of a problem, and locking a rear? Not too bad for what you do to your opponent. But for the most cases, using that ability should be only when:

1: The opponent is in Legion

and/or

2: The opponent has a field of 3 or more rearguards.

Now, why don't we look at Blaster Joker's mate? You may know him, as he is used even outside of Legion:

Companion Star Star-Vader, Photon




[AUTO]:When this unit is placed on (RC), if you have a vanguard with "Star-vader" in its card name, and your opponent has a locked card, choose one of your opponent's rear-guards, and lock it. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)


Like I said, this card has been used outside of Legion play because it's ability is very, VERY good for Link Joker. Instead of paying a counterblast, hitting an attack, or being a Vanguard grade 3, Photon has the luxury of locking just by being called while your opponent has a locked card. Take that, Dust Tail Unicorn! Photon may not be able to be used outside of Star-Vader, but that's not a big issue. The real issue is using him alongside Blaster Joker. It's not the best as a Rearguard for Blaster Joker, as you will already have locked everything on the field. But that being said, since Blaster Joker will have to be accompanied by another grade 3 (unless you somehow make a 4 Grade 3 deck work? :/ ) you can use Photon to lock any stragglers that get left behind from their abilities.

Now let's look at the 2 cards meant for Blaster Joker support, along with 1 that can't be overlooked, despite it not having a specific effect with him:

Star-Vader, Brave Fang






[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))

[AUTO](RC):[Put this unit into your soul] When an attack hits a vanguard during the battle that this unit boosted, if your vanguard is in Legion, you may pay the cost. If you do, choose up to two of your opponent's locked cards, and those cards cannot be unlocked during your opponent's next end phase.


Again, this card may not have a specific effect with Blaster Joker, but consider this: Brave Fang is a Link Joker copy of Wingal. Wingal being Blaster Blade's partner, I just have to talk about him.

His effect is an Omega Lock on 2 cards after he boosts a successful attack while your Vanguard is in Legion. When combined with Absolute Lock, this skill is very handy, as you can assure that both rearguard columns cannot attack for 2 turns, even if you cannot activate the Legion skill again. Very useful in most Link Joker decks that benefit from Omega Locks.

Minuscule Star-vader, Mayoron






[ACT](RC):[[Rest] this unit] If your vanguard is in Legion, choose a unit named "Star-vader, Blaster Joker" in your (VC), and that unit gets [Power]+10000 until end of turn.


Now here is a familiar face that has direct ties to Blaster Joker. Marron has also been cloned, and packs an even bigger punch! He just gives any Blaster Joker 10000 power just by resting itself. Not only is that a big power boost, but it also gives you a perfect candidate to lock for your Legion Skill after you rest it! Big things do come in Minuscule packages.

Silence Star-vader, Dilaton



[AUTO]:When this unit is placed on (RC), if your vanguard is in Legion, and the number of locked cards your opponent has is two or more, search your deck for up to one card named "Star-vader, Blaster Joker", reveal it to your opponent, put it into your hand, and shuffle your deck.

Have you guessed what this unit is? While it should be easy, it's hard to see Gallatin back after not being useful in many decks thanks to cards like Phallon. But yes, he is cloned, and is much more useful than his human counterpart. If you have locked 2 or more cards, and your Vanguard is in Legion, you can search a Blaster Joker straight from your deck. That is good for 2 reasons:

1: If you use another Legion because you don't have Blaster Joker, you can search him out for the next turn.

2: If you are already at Blaster Joker Legion, you can use the searched card for his critical effect

This changes how other Legions work with this deck, cause you can get to your boss card even faster when you aren't able to ride him, and even if you have already ridden him, you can just use it for the critical effect, not only thinning your deck, but giving you even more pressure.



After all of those cards, it's certain that Blaster Joker is not something to be taken lightly. In the right hands, you can devastate you opponent with pressure. Now, knowing all this info, here is my take on the deck centered around Blaster Joker:



Grade 0 x17
x1 Star-Vader, Brave Fang (Starter)
x4 Star-Vader, Apollo Nail Dragon(Critical)
x2 Star Vader, Null Chameleon (Critical)
x4 Star-Vader, Jeiratail (Draw)
x2 Star-Vader, Nebula Captor (Draw)
x4 Star-Vader, Pixie Powder (Heal)


Grade 1 x14
x4 Barrier Star-Vader, Promethium (PG)
x4 Star-Vader, Bolt Line
x3 Demon Claw Star-Vader, Lanthanum
x3 Minuscule Star-Vader, Mayoron


Grade 2 x11
x4 Companion Star Star-Vader, Photon
x4 Flash Gun Star-Vader, Osmium
x3 Silence Star-Vader, Dilaton


Grade 3 x8
x4 Star-Vader, Blaster Joker (Legion)
x4 Star-Vader, Garnet Star Dragon (Legion)



Winning Image:

The Grade 0 line-up is a balance of crits and draws, evening them out. You'll get criticals from Blaster Joker's skill, and the more cards you have in hand, the better you are to defend should your locks wear off. 

Brave Fang is a great starter, but can only be effectively used when using Absolute Lock. When the skill is active, No one will let Brave Fang hit at the risk of their rears being Omega Locked, so to even out the pressure, put him behind a rearguard, forcing a decision between a critical or a reaguard lock if it comes down to it.

For Grade 1's, Perfect Guards are the way to go. You'll be soulblasting and guarding enough for your Legions to be effective, so don't worry about Quintet Walls. Bolt Line is another high pressure card, forcing Omega Locks when their boosted attack hits. Lanthanum will gain huge boosts from your Legion Skill, since it can lock up to 5 units in one go. a 17000 booster isn't something to take lightly. And while Mayoron is useful, it's only good if you are assured a Blaster Joker will be striking, and since you aren't guaranteed to ride him first time, it's only going to be useful as a booster until then.

For Grade 2's, Photon is a must, because of it's Legion, along with his skill should you not get Blaster Joker out first. Osmium is just like Bolt Line, being able to Omega Lock, and goes great when boosted by a powered up Lanthanum. Dilaton, like Mayoron, is situational, and with a limited number of Blaster Joker's in the deck, he won't be of much use if you don't constantly supply them. 

For Grade 3's, Blaster Joker is obvious. But this is the tricky part: What to pair it with. Our ultimate goal is to get out Blaster Joker, but what if we don't have him? Who can fill in that space without making it hell when Blaster Joker comes out? 

At first I though Dark Zodiac would be the best option, since it had a no counterblast cost for it's locks, and Astro Reaper could help like Dilaton could, searching both Blaster Joker and Photon for the Critical. But then, there is the matter of replacing a Grade 2 unit for Astro Reaper, as well as the temptation of Dark Zodiac's Omega Lock counterblast. 

After talking it over with the others, we agreed the best option was the other Mate of Photon: Garnet Star. Garnet Star does not need a counterblast for it's lock, it works well with Dilaton and Photon, and it keeps Osmium into the mix. The only downside is you need to be careful how you use your Photons. One wrong move and you won't be able to Legion your Blaster Joker when you get the chance.

Final Turn:

Well, there you have it. Payne, I made this by your request, and honestly, it was fun to see how evil this deck can be under the right circumstances. Although I myself prefer Deletors, I can't deny that Star-Vaders are a force to be reckoned with. Any of you who have friends aiming for this deck, you better be prepared. 

Thanks for your support. I'll see you next time.



Daltorus