Thursday 25 June 2015

Shadow Paladins: What's all the hype about?


If you haven't been living under a rock for the past two months, you'd know that people are jumping on the Shadow Paladin band wagon... A lot. With the Abyss legion being insanely expensive and the legend deck selling like hot cakes, You'd think SP would be the best clan in Vanguard by a long shot.. . Note: I don't claim to be a Shadow Paladin  expert, so I might say some really stupid stuff here. And with that let's see why people are so hyped for shadows, as I cover what I think are some of the most important cards that Shadow Paladin have.


Dark Dragon, Phantom Blaster "Diablo"

[Stride]

[Act] [VC] [CB1] & choose a face down card named "Dark Dragon, Phantom Blaster "Diablo"" from your G-Zone, and turn it face up] If the number of face up cards in your G-Zone is 2 or more, this unit gets 10000[Power] / [Critical] +1, and "[Auto] [VC] Choose 3 of your rearguards, and retire them.] When this unit attacks a vanguard, you may pay the cost, if you do, your opponent may choose to retire two of his or her rearguard, if he or she does not, your opponent cannot normal call cards from hand to to [Guardian Circle]

Let's face it, this card is 90% of all the hype for Shadow Paladins. When you first read this cards ability, it seems completely broken... Completely stopping your opponent from guarding? OP PLZ NERF!... Except not really. This card has quite a few weaknesses you can exploit. First of, by retiring rearguards, it weakens your position in a mirror match, Allowing the opposing shadow paladin player to completely punish you for using your Diablo, by using their own Diablo. Secondly, When using Diablo, the user will do one of two things: Retire the rearguard he or she knows they can replace, or retire rearguard so they can use Macha (Amber Clone Edition) to replace them If you are using a non-Revenger deck.  Does Diablo have advantages? Yes. He can allow the other columns to attack front row rearguards, forcing more shield if your opponent only has 2 rearguard left or a rearguard they need on the field. He can also punish Resist units.

Sovereign Black Dragon, Aurageyser Dragon 

[Stride]

[Auto] [VC] [CB1] & [SB1] & Choose a face down card named "Sovereign Black Dragon, Aurageyser Dragon" in your G-Zone and turn it face up & choose two of your rearguards, and retire them] When this unit attacks a vanguard, you may pay the cost, If you do, reveal the top two cards of your deck, this unit gains 5000 [power] for every grade 1 or less card revealed with this effect until end of turn, Put the cards revealed with this effect into your hand

This dude is just plain terrible. He's on my worst G-Units for a reason. You can't tech him at 1 because of his persona flip and even then, he only plusses when you use David or Charon. The cards you get from this skill are worst then plain draws because your opponent knows what they are and the power up is negligible. He is completely outclassed by the cards I am going 
to talk about next.


Dark Knight, Grim Recruiter.

[Stride]

[Auto] When this unit's attack hits a vanguard, search your deck for up to one grade 1 or less card, call it to [RC and shuffle your deck.

Plusses? Check. Pressures? Check. Can combo really well? Check. Any cost? nope. I see absolutely no reason why I'd ever want to use Aurageyser over this card. Useable in both Revenger and G-Shadows, this card is a staple in both. Shadow Paladins tend to neg, and all of the Paladins have some of if not the best on-hit strides in the game.   He either plusses you or removes card from your opponent's hand. He also doesn't require set up. A Simple but effective card.






True Dragruler and Efnysien aren't even worth talking about. Fighter's Collection 2015 did nothing for SP .


Sovereign Dragon, Claret Sword Dragon


[Act] [VC] [1/Turn] [Generation Break 2] Choose two of your rearguards, and retire them] This unit gains 10000 [power] and [Critical] + 1 until end of turn

[Auto] [VC] [CB1] when your G-Unit [Stride], you may pay the cost, if you do, search your deck for up to one grade 1 or less card, call it to [rearguard circle], shuffle your deck, and the unit called with this effect gains 5000 [power] until end of turn.

The main G3 for non-revenger decks, his "On stride" skill is very good, basically performing Aurageyser Dragon's skill while still being able to use the skill when you are using Grim Recruiter or Diablo. When using Diablo. you can call Dark Heart Trumpeter and plus even more.This card is incredibly flexible in how you can use it. And flexibility is always good.






Revenger, Phantom Blaster "Abyss"

[Legion 20000] "Blaster Dark Revenger, "Abyss"

[Auto] [VC] [[CB2] and Choose three of your rearguards with "Revenger" in it's card name, and retire them.] During the turn that this turn [Legion], at the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do. [Stand] all of your vanguards. This ability cannot be used for the rest of that turn.

[Auto][VC] When this unit attacks a vanguard, this unit gets [power] 2000 until end of that battle.

Another card I think is overhyped. I see the card as a decent restander. It's really only "effective' when the first attack is when your opponent is at 4 damage, like most restanders, otherwise most people will just body the first attack. Since you have to use the skill the turn you legion, it telegraphs that it will restand, Giving your opponent the chance to adjust their behavoir accordingly. Thirdly, unlike Thing Saver (Who this card is most comparable to) this card's skill can be disrupted via Lock, Rubidium, or mass retire. Here's an example. Lets say you have a Abyss that you haven't legioned, two non revenger cards in the back row with a revenger , and two revengers in the front row. A Non Glendios link joker can just lock the front two cards to force you to either use  Dark Dragon, Phantom Blaster "Diablo" or call revengers over the non revenger cards to keep pressure. Overall a good, but overhyped card.

Phantom Blaster Dragon

[Auto] [VC] [LB4] [SB3] When a <Shadow Paladin> vanguard rides this unit, you may pay the cost. If you do, choose one of your vanguards, and it gets 10000 [Power] and "[Auto] [VC][Choose 3 of your rearguards, and retire it] When this unit attacks a vanguard, you may pay the cost, if you do. Draw 2 cards, [CC3] and until the end of that battle, your opponent cannot normal call grade 1 or higher cards from hand to [GC]"

[Auto] [Choose 1 of your Rearguards, and retire it] When this unit is placed on [VC] you may pay the cost. If you do, search your deck for a grade 3 card with "Blaster" in it's card name, reveal it to your opponent, put it into your hand and shuffle your deck."

Cross-Break Ride support in the G Era is rather weird indeed. "But is the card good?" you may ask. For the original Phantom Blaster Overlord, it works rather decenly, but that's not my main problem with this card: It's how much setup is required to make the card work with other cards. Including PBO. Remember that Between them, they need to use: SB3 (Meaning you can't used Swordbreaker or darkheart.) and retire 3-4 cards (and then you draw 2 for the breakride skill). To just neg 1 , you have to have retire a charon or David to just made this card hurt less. That and you require 3 damage to even use PBO's skill. And this is with the card it was meant to help most, with other cards it gets clunkier.

In summary: Is kind of decent. Helps you put pressure, but at the cost of a lot of your decks plussing capabilities. One of the few reasond you'd want to use this over Mordred is that this card can be used for the Cross break Ride, But I feel that Mordred is better. Talking about Mordred...

Illusionary Revenger, Mordred Phantom.

[Auto] [VC] [LB4] [CB1] When a <Shadow Paladin> Rides this unit, you may pay the cost. If you do, choose one of your vanguards, and that unit gets + 10000 [Power] and search your deck for a grade 2 or less <Shadow Paladin>, call it to [RC], shuffle your deck and that unit gets + 5000 [Power] until end of turn.

[Auto] [VC] When this unit attacks a vanguard, this unit gets + 2000 [Power] until end of that battle

[Cont] [VC/RC] Lord

As a rule of thumb, when building a deck, you should always remember KISS (Keep It Simple, Stupid) and this card embodies that philosophy. (Needing twenty different pieces to win the game is not the way to a stable and consistant deck.) This Breakride is good for many things: Fixing up your field when it has been destroyed, setting up cards like PBD Abyss or PBO, and allowing you to plus really hard and create magic numbers. It requires very little setup and should be the Go-To Break Ride if you are playing Shadow Paladins.


Blaster Dark Revenger, Abyss

[Auto] [[CB1] When this unit is placed on [RC], if you have a vanguard with "Revenger" in it's card name, you may pay the cost. If you do, choose one of your opponent's grade 1 or rearguards, and retire it.]

This card is disruption, pure and simple. It works very well with the card I'll be talking about next to give you options to remove all rearguard from your opponent's field.

Nothing else much to say about this card really.










Blaster Dark Revenger


[Auto] [CB2] When this unit is placed on [VC] or [RC], If you have a vanguard with "Revenger" in it's card name, you may pay the cost. If you do, choose one of your opponent's rearguard in the fron't row, and retire it.

This card is the same as the above card, but is CB2 instead of CB1, can be used when placed on [VC] or [RC] and retires rearguards in the front row instead.

Even less to say about this card.








Dark Night Maiden, Macha

[Auto] [RC] [GB1] [CB1] When this unit attacks a vanguard, if this unit is boosted you may pay the cost, if you do, search you deck for up to one grade 1 or less card, call it to [RC] and shuffle your deck

Shadow Paladin's Amber Clone, this card is pretty good. It allows you to replenish your field rather quickly, and therefore is very good in a non-revenger deck.










Barrier Troop Revenger, Dorint.


[Auto] [RC] When your "Blaster Dark Revenger" is placed on [VC] or [RC] in the same colum as this unit, if you have a vanguard with "Revenger" in it's card name, counter charge 1

Blaster Dark Revengers's support card, the only thing that makes Blaster Dark Revenger useable in today's meta, really. It unflips a damage when a Blaster Dark Revenger is placed in the same column as it.

Simple, but useful.








Judgebau Revenger

[Auto] [RC] [[CB1] and put into soul] When an attack hits that this unit boosted a unit with "Phantom" in it's card name. you may pay the cost. If you do, search your deck for up to two grade 1 or less <Shadow Paladin>, call them to separate [RC] at rest, and shuffle your deck

The starter every single deck whose grade 3's have phantom in it's card name should be using, Judgebau Revenger can be ridiculous if it hits. It either pressures your opponent to guard, or you can plus like crazy by calling cards like Dark Heart trumpeter and Swordbreaker. It also helps you to call the fuel needed for your vanguard's skills.







New Sharp Knight, David and Pitch Black Sage, Charon

I've grouped these two cards together because they essentially have the same skill and use.

David: [Cont] [RC] [GB1] While you are retiring your rearguards for the cost of uour unit's ability, retiring this unit may be regarded as retiring two units










Charon: [Cont] [RC] While you are retiring your rearguards for the cost of uour unit's ability, if you have a grade 3 or greater vanguard with "Blaster" in its card name, retiring this unit may be regarded as retiring two units


Both of these card are good for reducing the amount you have to retire for your skills, and that is useful. Not much else to say.





In summary: I feel that Shadow Paladins are the only Tier 1.5 clan in the game. Stronger then all of the Tier 2 decks due to Shadow Paladins consistency, power and stability, but weaker then the top two clans in the game right now in my opinion: Royal Paladins and Aqua Force.

Friday 12 June 2015

Top 5 Worst G-Units.


G-Units are a pivotal part in many decks, but there are some, which put simply just aren't good. They either contradict their decks play style, are way too overpriced or just are not effective. Today we are going to... Celebrate? the worst of the worst. There is only one rule: The G-Unit must have an effect.

5: Amon's Talon, Marchocias.

A pretty Ironic flavour, really.
[Stride]

[Act] (VC) (1/Turn) (CB1) If you have a heart with "Amon" in it's card name, choose two of your rear-guards with "Amon" in it's card name, and those units and this unit get +3000p for every card in the soul.

Marchocias, a RRR in the fighters collection, with such Gems as Heavyduke, Destroyer and Jorurirakan. Must be good, right? Nope. He's a somewhat mediocre finisher, simply increasing the power of the field for a counterblast. The main question is: Why would I run him in the deck? We have Demagogue and Kisskill Lila when we have few cards in the soul and  we have Gilles Des Rais when we have 15+ cards in soul. So where does Marchocias go? After Gilles Des Rais, the card that is almost impossible to survive two of and is most effective with Bar Maid Grace, the starter of the Sub-Clan that this card supports. So essentially, you are only ever going to run one, and even when you use him, he isn't really that threatening.


4: Sovereign Black Dragon, Aurageyser Dragon

So weak it saddens me!
[Stride]

[Auto] (VC) (CB1) & (SB1) & Choose a face down card named Sovereign Black Dragon, Aurageyser Dragon from your G-Zone, and turn it face up & Choose two of your rearguards and retire them.] When this unit attacks a vanguard, you may pay the cost, if you do, reveal the top two cards of your deck, for every grade 1 or lower card revealed, this unit gains 5000 [Power], Put the cards revealed with this effect into your hand.

The idea of this card is interesting, but this card has way too many problems for it to be anything but incredibly niche. First off, your opponent sees the cards, If you specifically searched for the cards, I'd be fine with that, but you don't. You don't even get a selection of the top X of the deck.  It's an inferior draw, why? Because your opponent doesn't see the cards when you just plain draw! Aurageyser gains power from it? So what? G-Units basically require a perfect guard anyway. Second of, you retire two cards on the field, so it's a 0+ for CB1 SB1 and a Persona Flip. You can plus if you retire David or Charon? So you're running cards in your deck and that space could be used by other (and possibly more effective) cards just because those cards work for this card and Diablo? If you want to plus in Shadows Paladins just use Grim Recruiter, He's free, doesn't retire RG and can tutor.

3: Interdimensional Dragon, Epoch-Maker Dragon.

You'd need to be in a different dimension
To think this was good.
[Stride]

[Auto] (VC) When this unit's attack hits a vanguard, you may choose one of your rearguard, and bind it face up. If you do, search your deck for up to 1 Grade 3 card, call it to (RC), shuffle your deck, at the end of the turn, put the card called with this effect to the bottom of the deck, If you put a card to the bottom of the deck this way, choose a card that was bound with this effect, and call it to (RC)

Gear Chronicle, a control clan who focus on putting your opponent's rearguard to the bottom of the deck. They aren't lacking in G-Units to say the least. For a GR in the fighter's collection, we expected Gear Chronicle to get Chronodragon Nextage (Who was just announced as the G-rare of GBT-04, whose skill is unknown as of writing) Imagine our disappointment when we got... This. This card is only mildly useful if you stride it first and use Glimmer Breath, whose sole purpose this card was to make usable. This card allows Gear Chronicle to be a bit more aggressive, and can push damage slightly quicker. It can also allow you to use Glimmer Breath Twice to remove two RG as well. But the card relies on hitting, and using a card like Lost Age if they have few, Chronoscommand if they have many or Upheaval if you want to break the field quickly without a cost is much better.


2: Golden Dragon, Spear Cross Dragon.

No funny caption, This card's art burnt out my eyes

[Stride]

[Auto] (VC) (CB2) & Choose a face down card Called Golden Dragon, Spear Cross Dragon in your G-Zone and turn it face up. When this card is placed on (VC), If the number of face up cards in your G-Zone is one of more, you may pay the cost. If you do, look at the top 5 cards of the deck, and for every face up card card in the G-Zone, choose a card from among them and call it to (RC), and shuffle your deck.

Mass Superior Calling, It wasn't good in the LB era, it's not good now. This card is slightly better then those, only because you only have to use it when you need to, The cards only use is regenerating fields, but if you have to regenerate your field using this card, you're probably already losing. There's not much more to say about this card.

1: Nebula Dragon, Maximum Seal Dragon

I have no words... This card is THAT bad.
[Stride] 

[Auto] (VC) (CB1) When this unit attacks a vanguard, you may pay the cost, If you do, this card gets +5000 for every locked card, until end of that battle

Well Done, they managed to make a card that is completely outclassed by cards you can use in any deck, Why? to activate this card's effect so you can get Miracle Element Atmos' skill, you need to pay a cost of CB2, And because you'd only ever use this unit in the late game, you could use Snow Element Blizza, who can get this cards effect while only having to pay CB1.

Let's all hope, for Vanguard's sake, that G-Units are never this terrible again.






Friday 5 June 2015

Deck Analysis: Nubatama

Nubatama are one of the first clans to exist in vanguard, being printed in set 1. They have arguably one of the best mechanics in Vanguard, hand disruption, so Bushiroad, fearing that they would become game-breaking, only ever gave Nubatama 4 cards, not enough to make a full deck until set 13. Even now, Nubatama only have 27 cards in their entire card pool, which is the smallest card pool of any clan in the game, including Gear Chronicle. The main reason that Hand disruption is considered so powerful is that it can only be replenished by drawing more cards, unlike rearguards which can be superior called.


Six Realms Stealth Dragon, Jorurirakan 

Jorurirakan featured on my top gen G-Unit's list, so you know I already think he's good. His ability is that when he attacks a vanguard, you can counter-blast 2, bind a rearguard face up, your opponent binds a card from their hand, and if you stride over a Shura-Stealth, those cards bound by this effect go to the drop zone. What's so great about this ability is that he is very flexible. He can snipe some of your opponent's vital rearguards while still removing from their hand, he can quickly and effectively punish a rush. He can still put a lot of pressure on your opponent when you do not draw Dreadmaster, another card I'll be talking about. He is also valuable for forcing your opponent to lose more cards when they are at 4 damage.

Six Realms Stealth Dragon, Gedatsurakan

Gedatsurakan is also a great G unit from the fighter's Collection. His skill is that if he hits a vanguard, your opponent discards a card. This card is very valuable as a first stride and when you have a lot of Dreadmasters on your field and are pressed for counterblasts.

Rain Element, Madu.

Madu is run because Nubatama have no way to plus, and because they run a Legion, this card can keep valuable Grade 3's in your hand for striding. It is also a very valuable card against Megacolony. It's skill is that if one of it's hearts has a base value of 10K or lower, you put a grade 3 in the drop zone to your hand.


The Legion Leader for Nubatama and the deck's Main winning condition. His skills are Legion (Obviously) and an ability that can be used only when in Legion. It requires you to discard a card with the same name as a unit on the vanguard circle, and then if your opponent has 4 or more cards in their hand, you bind two of their cards face down, you then choose one of your opponent's rearguard, and bind it. All cards bound with this effect return to your opponent's hand however, so it isn't permanent. His other skill gives him 3000 power when he attacks a vanguard and there is another unit in the same column. Nubatama finds it easy to keep hands below 8 cards, so 2-3 Personas is enough to completely stop your opponent from guarding. 

Many people prefer Kabukicongo, but I find he does little in a pinch, which is why I run Yozakuracongo. Yozakuracongo is essentially a weaker version of Mandoracongo. His Limit Break is Counter Blast 1 Discard 2 Yozakura gains 10000 and if your opponent has 4 or more cards in his hand bind two of them and they return to their hand at the end of their turn. He's essentially a backup plan.


Daranicongo is the Legion Mate, and in Legion he functions as a 11k beater who can remove cards from the drop zone. This card can be useful for creating pressure lanes, especially with Dreadmaster or Kuroko, however he is mainly used for Mandoracongo's Persona-Blast.


Tamahagane is one of the best rearguards to use in Nubatama's early game and my G2  ride target thanks to Kuroko. he simply binds any of your opponent's rearguards on the field when he is placed on the field. Later game he becomes less useful, however. This card's main feature is that if Kuroko is not retired, it can force your opponent to either use 15k of shield, be risky and use 10k of shield (Which if I check a trigger they lose 2 cards instead of one) or lose their starter.



It's Kokujyo who is the main G2 of the deck, however. He gains 2000 for every one of your opponent's card bound this turn. He combos very well with Jorurirakan and Mandoracongo.


Dreadmaster is one of the first Nubatama cards ever, and still one of the best. His skill is when an attack hits when this unit boosted and you have less cards than your opponent, CB1 and your opponent discards a card of their choice. Thanks to stride, Every card in your opponent's hand is now valuable, so essentially your opponent has to get rid of a card they want in order to progress, and since Dreadmaster's skill still works when you attack a rearguard, you can attack rearguards in decks where your opponent cannot superior call and force a guard. Dreadmaster's main problem however, is that he forces the deck to attack with the vanguard last, when it would rather attack with the vanguard first. And since this card's only restriction is that your opponent must have more cards than you, you can easily use this in the early game.


Kuroko can force overguarding early, something that Nubatama excels at. His skill is that when an attack hits a vanguard when he boosts, you can soul blast 1 and put two cards in the bind zone to the. drop zone. He combos very well with Mandoracongo, Yozakuracongo and Tamahagane, as those cards bind cards for Kuroko to bind.

Overall, Nubatama are a cheap, Effective and relatively powerful deck in the vanguard metagame, it isn't tier one, but it's fun and effective, and is only weak to heavy retire and oracle think tank.

Decklist:
G0: 18
8 Crit
4 Draw
4 Heal
2 Kuroko

G1: 13
4 Dreadmaster
4 Mijingakure
3 Fuuki
2 Sakara Fubuki

G2: 11
4 Daranicongo
4 Tamahagane
3 Kokujyo

G3:  8
4 Mandoracongo
4 Yozakuracongo

Strides: 8
3 Gedatsurakan
3 Jorurirakan
2 Madu