Thursday, 16 July 2015

Fighter's of Absolute Justice: Reviving my first ever deck.

We all have that special connection to the first hand built deck we ever played. The deck that brought us into Vanguard. For me, that was the Ripple Rush. If you don't know, Rush decks function a bit like like this: Ride to either grade 1 or 2. Call your entire hand. Keep calling until either you or your opponent dies. The Ripple ride chain is what the rush deck was built around. Unfortunately, the ride chain is not very consistent. I wanted to bring back my old deck, and sat down an thought about it for a while. Here's what I came up with:

Triggers: 16 critical.

BT11-042EN-R
Starting Ripple, Alecs


[Auto] When a card named "SIlent Ripple, Sotirio" rides this unit, look at up to seven cards from the top of your deck, search for up to one card named "Thundering Ripple Genovious" or "Rising Ripple, Pavroth" from among them, reveal it to your opponent, put it into your hand and shuffle your deck.

[Auto] When an <Aqua Force> not named "Silent Ripple, Sotirio" rides this unit, you may call this card to [RC].

Aqua Force's ride chain starter. When the grade 1 of the ride chain rode this, you could search the deck for either the grade 2 or the grade 3.



BT11-095EN-C
Silent Ripple, Sotirio.


[Cont] [VC] if you have a card with "Starting Ripple, Alecs" in your soul, this unit gets [Power] +1000

[Auto] When a grade 2 <Aqua Force> not named "Rising Ripple, Pavroth" rides this unit, look seven cards from the top of your deck, search for up to one card named "Rising Ripple Pavroth" from among them, ride this, and shuffle your deck.


The grade 1 of the Ride Chain, Soltirio is the ride target of the ride chain... Duh. Makes it more likely that your G2 will be Pavroth. Nothing more to say.




Tactics Sailor

[Auto] [RC] When an attack hits a vanguard that this unit boosted [Boost], if it is the fourth battle of the turn or more, draw a card.

One of the new cards I decided to put into the deck. It serves two purposes: To either force your opponent to guard when your opponent does not want or and to give the deck draw power.









Minestar Trooper

[Auto] [VC/RC] When this unit is attacked, this unit gains [Power] +5000 until end of that battle.

An odd choice for a Rush deck, but this card is simply defense from early game rushes. It can also act as a mediocre booster. It is the secondary grade 1 ride target, and a ride target for when you are going second.












Rising Ripple, Pavroth


[Cont] [VC] if you have a card called "Silent Ripple, Soltirio" in your soul, this unit gains [Power] +1000

[Auto] [VC] When this unit's attack hits a vanguard, if you have a card called "Silent Ripple, Sotirio" In your soul, choose 1 of your rearguards, [Stand] it, and that unit gets [Power] +3000 until end of turn.

The Grade 2 in the ride chain, and the Grade 2 Ride target. His 10k power if you have Sotirio in the soul base helps defense against rush decks, but it's his other skill that makes him amazing and the centre of the rush deck. If he hits, you get another attack. This allows you to push your opponent's damage very high very fast.


Tidal Assault


[Auto] [RC]  [1/Turn] After the battle that this unit attacked a vanguard, [Stand] this unit, and this unit gets [Power] -5000 until end of turn.

This card is s $6 rare for a reason. his skill is ridiculous in the early game. he is an attack enabler for Tactics Sailor and is exceptional at pushing for damage.

There is also a nice little combo with Pavroth. Swing Tidal at a RG, attack with Pavroth and if the attack hits, you can attack twice with a 12k Tidal assault.






Couple Dagger Sailor

[Auto] [RC] [CB1] When this unit attacks a vanguard, if it is the first battle of the turn, you may pay the cost. If you do, this unit gains [Power] +2000,  at the end of that battle, choose one of your other rearguard in the same column as this unit, and exchange positions with this unit. 

While the finisher of this deck does not like Storm Rider style enablers, this card  is still wonderful to run, as the deck does not counterblast that much. It also helps if you have too many rearguards in your hand.







Tidal Rescue Sea Turtle Soldier

[Auto] When this unit is placed on [VC] or [RC], reveal the top card of the deck. If the card revealed is a grade 1 or 2 <Aqua Force>, call that card to rearguard, and if it is not, shuffle your deck.

Despite the 7K Base, this unit is really good for rushing. When he is called, you get the chance to superior call a card. He allows the deck to field fast while conserving hand.

Also, he will be ridiculously good if the Ripple ride chain gets a Davain clone. Seriously Bushiroad I'll throw money if you give the Ripple ride chain a Davain clone.

I'm currently also trying Ianis instead of him, Might as well talk about Ianis now.



Blue Storm Marine General, Ianis.

[Auto] [RC] When this unit's attack hits a vanguard, if it is the third battle of that turn or more, draw a card.

Ianis is basically Algos, except that he requires third attack rather than fourth, but as a result can only be used on [RC]. Ianis is one of my personal favourite Aqua Force cards, for several reasons: He does not require a attack enabler to have his skill online, he also is perfect for Aqua Force's grind game and he is online turn two if you can reach third attack.

He also has great synergy with Pavroth, especially if you have an enabler on the field.





Thundering Ripple, Genovious

[Auto] [VC] [LB4] [CB2] & Choose a card named "Thundering Ripple, Genovious" from your hand, and discard it.] At the end of the battle that unit that this unit attacked a vanguard, if the number of [Rest] <Aqua Force> is three or more, you may pay the cost. If you do, [Stand] all your <Aqua Force> rearguards.

[Cont] [VC] if you have a card called "Rising Ripple, Pavroth" in the soul, this unit gets [Power] +1000.

The finisher for the rush. Hates Storm Rider skills with a passion as it means A) More attacks and B) After his skill is used, the new attacks will be less effective. Not always necessary to use, but good when you need him.



The deck runs a lot like it used to but now It feels a lot more effective and sturdy now I've traded 12k attackers for On hit cards and enablers. Been enjoying it. Needs a bit more testing though.

Decklist:

G0: 17
 SV: Starting Ripple, Alecs
 16 crit.
G1: 15
 4 Silent Ripple, Sotirio
 3 Old Style P-Guards
 4 Minestar Trooper
 4 Tactics Sailor
G2: 14
 4 Rising Ripple, Pavroth
 4 Tidal Assault
 3 Couple Dagger Sailor
 3 Tidal Rescue Sea Turtle Soldier/Blue Storm Marine General, Ianis
G3: 4
 4 Thundering Ripple, Genovious

Wednesday, 15 July 2015

Card of the Week! 3rd Edition

Maiden of Rambling Rose


[Legion22000]  "Maiden of Trailing Rose"

[Auto] [VC] Choose a card from your hand, and discard it, When this unit legion, you may pay the cost, if you do. Search your deck for up to two cards with the same name as a card on [VC], reveal them to your opponent, put one into your hand and call the rest to [RC], and shuffle your deckk.

[Auto] [SB2] When this unit is placed on [VC], you may pay the cost. If you do, choose 1 of your rearguards, and search your deck for a card with the same name as that unit, and call it to [RC], and shuffle your deck.

Two things stick out at first for this revival legion: first thing is that it is the first revival legion in a booster set whose clan isn't in Dragon Empire, and secondly it is the first legion in vanguard capable of repeating legion every turn indefinitely.

Maiden of Trailing Rose's skill says that when it hits a vanguard, you can CB1 Persona Blast to search the top 5 cards of the deck and call 2 cards from there. This gives the Legion on hit pressure. Maden of Rambling Rose pluses on ride and pluses again when you legion for a discard, meaning that if you legion every turn, you can return triggers, filter the deck and keep copies in your hand. 

Not only that. Maiden of Rambling Rose ensures that you have a card for legion or Stride next turn, and help sets up for Primavera, Neo-Nectars G-Rare from GBT-02 and most likely this deck's finisher, as the Legion does not CB much.

Verdict: A great generic legion for Neo-Nectar. 

Thursday, 9 July 2015

Card of the week! 2nd Edition

Supremacy Black Dragon, Aurageyser Damned.  

[Stride]

[Act] [[CB1] & Choose a face down card named "Supremacy Black Dragon, Aurageyser Dragon" in your G-Zone and turn it face up and choose three of your rearguards and retire them.]  Reveal two cards from the top of the deck. Choose 1 of your opponent's rearguards for every grade 1 or lower card revealed this way, and retire them. Put the cards revealed with this card into your hand. If the number of face up cards named "Supremacy Black Dragon, Aurageyser Dragon" is two or more, this unit gains +1 [Critical] until end of turn.

Thanks to... a nice friendly chat with some other vanguard players, I now understand OG Aurageyser better. This card, however, confirms two themes with Aurageyser: Revealing the top two cards of the deck, and being niche as fuck. I'll state this right now:

Unlike OG Aurageyser, this card does not generate hand advantage. It actually hurts your advantage without David or Charon. Instead, it opts at a chance of removing your opponent's advantage. That is fine. However, there is a single problem with this card that makes it worse then OG Aurageyser: It restricts your G-Zone.

Heres why:

[A Typical SP G-Zone]
4 PBD"D"
2 OG Aura
1-2 Grim Recruiter
0-1 Dragruler

This G-Zone is rather balanced. If the opponent is at easy kill range with Diablo at the first stride (AKA 3 damage), your opponent will most likely take the hit, therefore you go into Grim Recruiter to force a P-Guard. If your opponent is at 2 damage, they will most likely P-Guard, therefore you use Aurageyser to Plus/breakeven so you do not lose out.
Then you use Diablo to finish. Simple enougth.

Here's what happens if you want to use Aura Damned:

[New SP G-Zone]
4 PBD"D"
3 OG Aura
1 Aura Damn

You are forced to run 3 OG Aura with damned, meaning all the G-Zone has been used. Unfortunately, you now have no answer to why they shouldn't take the first hit if they are at three damage. Instead you sacrifice this for Damned, who is more effective as a second stride after you used Aura when they were at two damage, and they are still at two damage. They'll most likely take the hit with Diablo, so why bother using him when you can use Aura, who can be a break even that can do the exact same thing? He at most is a -2 to your opponent without hurting yourself like Diablo, but this is just random chance. Also SP Call out G1 from the deck, so you reduce the chances of getting this just by playing shadows and compressing your deck. This is more relevant to Damned to OG Aura because Damned is used a turn later in the game. It is not extremely relevant, however, but it still needs to be taken into account.

The question you have to ask is: is losing Grim Recruiter worth a possible -2 to your opponent for a breakeven to a -1. I already have the answer: NO! Diablo can do a lot of the same! Diablo is not required to use the retire 3 rearguards skill. The only thing this card has over Diablo is that when they would not guard, Aurageyser forces the opponent to lose rearguards.

Verdict: Why screw up the G-Zone? This card (with current support) is extremely niche.

Thursday, 2 July 2015

Card of the Week: 1st Edition





Ambush Demon Stealth Dragon, Homera Raider.

[Stride]

[Act] [VC] [[CB2] & Choose a face down card named "Ambush Demon Stealth Dragon, Homera Raider" in your G-Zone, and turn it face up.] If the number of face up cards in the G-Zone is two or more. This unit gets drive check -1 and "[Auto] [VC] At the end of the battle that this unit attacked a vanguard, choose one of your rearguards. If you do, choose three rearguards with the same name as that unit, and you may return them to the deck. If you do. [Stand] this unit. Shuffle your Deck.


Restanding G-units so far have been decent. Homera Raider is the worst one so far... through no fault of his own. Homera Raider, combined with the effect of Yasuie, Murakumo's On-stride. means is the only restanding G-unit that does not negatively impact your advantage in the game so far. This however means that Homera Raider is CB3 to restand once. Not only that, Homera Raider is the clunkiest of the G-Units that restand themselves, as he requires 3 rearguards of the same name to restand.

This makes Homera Raider easy to disrupt, as retiring a few rearguards can make Homera Raider become more costly then other G-Units, and it also means that Damaging and Drawing hurt you, as you can't have 3 cards to return to the deck without hurting your advantage.

One of the main rules of balance is that the harder doing something is, the more powerful or rewarding the end result should be. The disappointing part is that Homera Raider could have easily done this, and had been one of the most powerful G-units in the game, but unfortunately the single card needed for this wasn't provided. All this card needs is a card that can call a G0 during the battle phase, then return it to the deck at the end phase.

Verdict: Has an amazing skill, but is completely held back by the limitations of his deck.






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