Tuesday, March 27, 2012

WTF!!! Wheres my Tsukuyomi

I finally found solid confirmation (vanguard fanatics have known this for a week or 2) that for all the english players we would be receiving as our next set  BT06 Breaker of Limits rather than BT03 Demonic Lord Invasion.

This is a push on Bushiroads part to get the english players caught up to the latest releases and Im assuming that they will have some rapid releases so we get caught up as well.


Well it means that the card releases will no longer follow their introduction in the anime for one. Two it means that we really have to relook at deck construction to take into account cards that we at onetime thought were good and how they will now interact with cards that will be released out of sequence.

So for Pale Moon, Bermuda Triangle and Shadow Paladin players inert your sad face here ____
Nova Grapplers waiting for TD03 you wil have to go ruttle less for a bit
NG players will also not get the Death Army Cards they were expecting and Oracle Think Tank is sadly denied their Goddess Tsukuyomi

There is hope though, from what I gather "unconfirmed" but the boosters will be released 1-2 alternating between the new booster releases with what I would assume the corresponding trial deck releases.

In a lot of ways this is a good move especially for those that hate buying expensive cards with a time limit. Its real easy right now to see which cards will be worthless in future sets that can cost an arm and a leg now. Its definitely painful to buy those cards knowing how much your will lose when the set 2 sets away comes out (ex. Silent Tom)

So now when we talk about sets Ill be posting the full name VG-BT06 Booster of Limits will be called VGE-BT03 Booster of limits (the e is for english :D)
This next release will also correspond with 2 new Trial decks:

VGE-TD03 Slash of the Silver Wolf 


VGE-TD04 Resonance of the Thunder Dragon.

So what decks will be viable?
Again we can look forward to Demonic Lord Invasion and the corresponding Trial Decks soon and I would assume most of you built and bought according to its release so the NGs and OTTs  can still count their decks in, in fact NG gets some Divine Beasts . But now people that wanted to build grand blue are now in the meta big time, those players drooling over Gold Paladin will be happy and additionally those fighters that think Aichi is a pu$$y and see Kai as the true star of the anime can now fight with the Narukamis that he used in season 2.

Saturday, March 24, 2012

Cardfight Vanguard -What clan are you???

OK you kinda like Vanguard...

You think you may wanna play more regularly and even competitively when the tag tourney scene gets up and going.

Sadly you play other cards games and money is tight so you don't wanna go full tilt on buying Vanguard cards.

Thats just fine due to the balanced nature of the game you really only need a couple cards but since Vanguard is only new here (most places outside of singapore and japan) you have the rare opportunity to look down the line of future releases to plan out your vanguard investment.

Cards cheap now may not be cheap later when other sets drop. So I wanted to take some time to talk about the clans and where the differences lay. It may be that that card that no one wants now will be the one you will need later when you want to build that deck thats just right for you.

Its interesting to note that CFV is made up of 6 Nations with 4 clans per nation.

United Sanctuary

United Sanctuary cards are represented by the color yellow.

Angel Feather
The game still is developing and as of now AFs do not have a lot to really sink your teeth into, they will be arriving in April BUT!!!! READ THIS!!!! despite being the 6th set "Breaker of Limits" it will be released simultaneously (prob may in the states) in the TCG world as set 3!!!! AGGGGG what to do lol Ill have a post about this because it will change around the game entirely

Gold Paladin
Also in may will be the Golden Paladin trial deck. and if there was a hard core RP player that never thought about running anything else they may be tempted with GPs. Unicorns become owls, Marron gets remade into a cool looking Gareth, you get some more soul blast effects, some return to hand effects, more draw effects, introduces the "Limit Break" BUT all in all its the same mentality as regular RPs only some slight modifications and new tricks BUT!!! maybe some of the best card art to date.
Its a very cool mythological inspired deck that is all about stacking..... WHAT I CAN STACK??
LOL in a way. OTT is all about the draw power and about putting cards back in the deck if not acceptable at the time or meet certain conditions. An intelligent conscientious player will do well with this deck. It will also attract all those draw focused yugioh players that love hand advantage. Its a focused controlled game style that is best used by the methodical player. Its also quite expensive with some of the highest rarity counts in the game.

Royal Paladin
Paladins are like the blackwings of the vanguard world they swarm, call their other RP buddies and power each other up. They normally require a full use of the field and cooperative effects to make up for their loss in real defense (rear guards may be the weakest in the game) It doesn't involve a ton of skilled game play and ultimately besides a couple key cards not that expensive to run.

Shadow Paladin
If you watch the anime then you know if Royal Paladins are Jedi then Shadow Paladins are the Sith. RPs got sparkely unicorns with rainbows while SPs have witches and Allie devouring Dragons. Think of it this way RPs swarm to boost each other, SPs swarm and sacrifice to boosts. BEWARE OF THE DARK SIDE!

Dragon Empire

Dragon Empire cards are represented by the color red.

Kags are all about the destruction. They control the field in ways most others can't, they can plus off of destroying rear guards and have one of the only units that can hit the back row making em the bane of the RP world (nooooooo not my barcgal). Its the perfect deck for the aggro player since you can not only blow the enemy up but superior ride like crazy letting you hit grade 3 before your opponent even if they went first. All of this may be at the expense of consistency but for the more seasoned player it can mean a more diverse game play that lets you handle multiple situations in different ways.

I want to go on record as saying this aint no kids clan. It is extremely technical in nature so if you want auto pilot go else where. They superior call like crazy but then like the ninjas they are disappear from the field. So we are talking full field then nothing which can be tricky. There are some consistency issues but hey they are swarming ninjas what do you want?

This one I really need to brush up on since they will be released with the english next set as well with the Angel Feathers. BUt just looking at Dragonic Kaiser, Vermillion Im thinking Big hits coming. It shares a lot of similarities to the Kagero like how others are sharing with the RPs of this set. 

Im kinda at a loss with Nubatama. It was introduced early on in set one, and in the anime as the deck played by Mark Whiting (Aichi's teacher) and the not so mysterious Ninja Master M. Then the deck just fell off the map and disappeared I know of no more additional support for this one. But as a side note its fun to tech in a Stealth Dragon Voidmaster into your Nova Grapler build due to its low counter blast cost :) for now until that deck gets more grade 3s

If Darwin could have played CFV he woulda ran a Tachikaze deck. After all its all about the survival of the fittest. The gain huge power at the expense of your weaker units (attack gain +5000 but retire a rear guard after type stuff). Its an extremely functional deck and has a very straight forward win condition (more autopilot) and by looking at prices (of the ocg cards from future sets) It stays relatively inexpensive.

Dark Zone
Dark Zone cards are represented by the color purple.

Dark Irregulars
Are you goth? This is the deck for you. Do you think Edward and Jacob are a bunch of Pu$!es? This is the deck for you. If you think starlight unicorn is the most awesomeist card art ever.... this is not the deck for you! DI is all about the soul. They are Dark magical (slightly evil) vampires, werewolves and demons that are all about the soul. As they charge the soul they can gain effects.... with the size of the soul they gain effects. The outcome is like a snowball bigger and bigger till is massive. Its EXTREMELY powerful when done right but the consistency of it goes down when we see the lack of ability to search and draw (what you get is what you get) and it sucks down on your hand advantage.

Pale Moon
I think pale moon is cool as hell, Its a freakin evil circus what could be better??? Im not gonna say its a deck for advanced players but like OTT or Spike Bros you have to have a good understanding of timing and your card effects. The trick they have up their sleeve is they can superior ride from the soul. Many will play for the art which I personally like but many will play because they enjoy the complexity which gets rewarded by power.

Spike Brothers
Im guessing that this is how singapore sees american football, goblin and oger hoards that thirst for blood. Its kinda like the Gladiator Beasts from planet cray. The attack hard and fast and tag in and out of the deck (superior call) during battle to allow more hits per turn than most. Understanding of their dynamic is key because in exchange for all these over powered attacks is a high demand for resource management (counter blasts, cards in hand and on field) People that enjoy combo oriented plays that skate that line between epic win and epic fail will love spike bros. It is definitely not autopilot


Magallanica cards are represented by the color blue.

Bermuda △
Im not gonna say you need to be in touch with your feminine side but COME ON they are all like cute mermaid pop stars??? You wanna buy some pink card sleeves and be prepared for comments when you stand your vanguard up. LOL then laugh when your opponent gets beat by cute mermaids. The deck is no joke its skill is in bouncing back rear guards so you can re-call them to re use effects. Most boosters have a distribution of clans in the set Triangle is the first to get its own booster set that centers around it. May be a good idea to pick some up now if only for trade bait later.... or to get your girlfriend into card fighting 

ZOMBIE PIRATES!!!! They are all about utilization of the drop zone one thing that is lacking out of all the other clans so far. It makes guarding and paying costs a strategic skill as much as anything else. They also can superior ride quite quick assuming you get the pieces in place that you need. They don't have any real big type boss monsters but they can can be quite consistent for the multitasking player that can manage deck, hand, field and drop zone all at once. Some may get frustrated with the lack of real knock out power but sometimes the guy that hits the most wins over the guy that hits the hardest


Zoo cards are represented by the color green.

Great Nature
Not enough info on them yet its still developing

Honestly I think insect builds are all jinxed in card games. Im yet to come across one that works but Mega is interesting in that its all about your opponent. Its a suppression deck, where kagero is control via destruction mega is suppression via effects that keep your opponents units rested and unable to stand... so in many ways suppression and control are 2 sides of the same coin. It has possibilities in the right hands but its frustrating with the work arounds (stand triggers can still work, you can call right overtop of the rested unit etc etc) honestly I probably need to work with this archetype more to truly get how you can exploit it but the idea of keeping your opponents rested is nifty

Neo Nectar
Like their plant motif they are a clan of swarmers. When their attacks hit the vanguard their rear guard grows plus they can superior call from the deck making them an extremely aggro clan. Beauty can be in simplicity, its a simple yet effective play style making it very beginner friendly deck. If you are still morning the loss of spore then this may be your new deck

Star Gate
Star Gate cards are represented by the color grey.

Dimension Police
Similar to the NGs DPs (lol) are about standing as well although where they differ is DPs (chuckle) are all about the vanguard, they over power him and are less about the rear guard, so its not a fast winning deck. If you loved volition or ultra man say hello to your new deck. Your opponents will cringe each time you boost Daiyusha to give him that extra critical.

only 2 cards here and promos to boot so... next although I love the frog version of blaster dark Blaster Keroro... makes me miss my frog deck :,( 

Nova Grappler
NGs have some really unique peculiarities that cause it to differ slightly than other decks In a way they are the most eco friendly clan because they are all about recycling. They recycle the damage counters (by having effects that unclip the counters) Recycle attackers ( lots of stand triggers and effects that stand units) and they recycle triggers by having units that are sent back to the deck after boosting. All this combined with some low level heavy hitters make for the perfect deck for the knock out artist that likes hard and fast. Its the deck that wins if it can grab the right pieces early enough but if it doesn't... well....

Sunday, March 18, 2012

Building your Royal Paladin Deck (Booster Set 1 Descent of the King of Knights)

OK you have your Buster Blade Trial Deck. You've played some and decide that the Royal Paladins are the right clan for you.

At this point you have determined that you want to take on some more dynamic play styles and open up your game to develop some win conditions. Enter the first set of Boosters: Descent of the King of Knights.

In this set you have 15 Royal Paladin, 15 Kagero, 13 Oracle Think Tank, 13 Nova Grapplers and 4 of the rest. Meaning after this booster you have 4 viable clans you can play that have competitive support. We will for the sake of this thread pretend like Set 2 isn't out yet and just look at the cards available in set 1 to expand on your RP deck. I will have a follow up post to this one that will cover set 2.

There actually is something nice in doing this this way and I encourage everyone to watch the anime to see how the deck develops there as well there is a nice mirroring that goes on in the cards and in the show

Card List:
Set Num.


Now to get into some of the cards and how they may or may not effect your trial deck

First the Grade 0
Right of the bat we can see that with the exception of Llew and Barcgal we already have 4 of each of the grade 0 trigger cards so lets ignore them.

[AUTO]: When another <Royal Paladin> rides this unit, you may call this card to (RC).
[ACT](RC): [Rest this unit] Search your deck for up to one card named "Future Knight, Llew" or "Flogal", call it to (RC), and shuffle your deck.

Barcgal... This is the guy will probably be the first single you buy if your ok making an real $$$ investment in this deck (or pray you pull in a booster). He is a Triple Rare. Its true that he is no longer allowed as starting vanguard in OCG sanctioned play but that was not until set 3 (set 2 introduced Soul Savior Dragon which this card basically gets 5 cards ready to ride for turn 3) 

Here is how he will be used the most. (or if your not a RP player what you need to stop)

- Set him as starting vanguard

- Turn 1 ride him with a level 1 and call him with his effect to your back row rearguard (I like the left or right spot. Do not call him to front rear guard we don't want him attacked and since you will be resting him for his effect not boosting the spot behind your vanguard isn't optimal.

-  Now rest Barcgal and call a Flogal or Llew from your deck to a rear guard spot with his effect. My preference is always Flogal since he is a 5000 attack rather than Llews 4000 so I can boost my vanguard.  I also like to leave as many Criticals in the deck just in case.

- Opponents turn take 1 damage for Llews effect

- Draw a card, don't ride, and rest Barcgal to call a Llew from the deck with his effect. I say this because if you use LLews effect next you will have a grade 2 and all 3 pieces for his effect, this maintains hand advantage by keeping a grade 2 in hand which may have a guard value of 5000 or be able to be called to a RG for more attacking/intercepting. And by saving a Llew or a Flogal that you may have drawn into saves a 10k guard in your hand.

- Pay Llews counter blast cost and send Flogal, Barcgal and Llew to the soul and Superior Ride a Blaster Blade from your deck. (note that you can only superior ride with Llew's effect if your vanguard is a grade 1, even if your vanguard is a grade 2 or 3 you can still use the effect so send the cards to the soul even if you can not ride the Blaster Blade, this will be useful after set 2)

As of September 5th, 2011, Barcgal is no longer able to be used as the starting Vanguard. However, you may still use him as a normal unit for the deck. (up to 4)
Speculation has been made that Bushiroad intends to keep the ruling for Barcgal the same in all versions of Cardfight!! Vanguard, however a recent letter to distributors in the UK has said that Barcgal is still a valid starter until further notice.

[ACT](RC): [Counter-Blast 1 & Choose a unit named "Future Knight, Llew", a unit named "Barcgal", and a unit named "Flogal" from your (RC), and put them into your soul] If you have a Grade 1 Vanguard, search your deck for up to one card named "Blaster Blade", ride it, and shuffle your deck.
Future Knight Llew... Whats a dog with out his boy (even if that dog is mechanical and swings a sword around with his mouth) Future Knight Llew will be the card you hate to spend money on. Because honesty you wouldn't run him if not for the Barcgal combo above unless you are going for a Crit trigger heavy build. You can squeak by with just one but 2 is best incase you flip one for damage or draw into one. He is a Double Rare

If you are on a budget bypass the Barcgal and Llew to focus on other cards.

So on to the Grade 1s

Good news here is that you already have 4 Little Sage Marrons, and another great card for the deck is a common so an easy one to trade for or pull out of a booster. Lake Maiden, Lien...

[ACT](VC/RC): [Rest this unit & Choose a card from your hand, and discard it] Draw a card.
Lake Maiden, Lien is the clans way out of dead cards in hand while still being a decent booster which her 7k attack. Many will replace Knight of Rose Morgana with this card.

***Tips and Tricks- Lien is a great card to ride with if you go first. Since you can't attack first turn you can rest her to dump a not needed card or to go after something you didn't get after you took your mulligan. If you end up getting a King of Knights, Alfred, you will find that she is a great one to place behind him in the RG center back position. Since Alfred can't be boosted you can still rest Lien for her effect.

This is where the party ends however for our budget friendly grade 1s in steps Flash Shield, Iseult the grade 1 double rare

[AUTO]: [Choose a <Royal Paladin> card from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, your <Royal Paladin> cannot be hit until end of that battle.

Flash Shield, Iseult is what is called a perfect guard meaning that if you really need a attack to not hit then you send this card to the guard circle, pay the discard cost and then watch them cry as they flip 2 crit triggers. At first glance you may be thinking 2 cards is 2 cards... I could just guard with 2 10k shields and do the same thing. well not always true there will be times you are tossing 3 cards and intercepting and they can still break through then the triggers ugggg if your sitting on 5 damage they got 1 attack left thats coming in in the upper 20k area believe me you will be glad to have this card.
run as many as you got at this time but in most builds she is good at 2

Thats it for the 1s now grade 2

Come on you know you gotta max out your Blaster Blades even with your Llew/Barcgal tricks, and Gancelots searching ability consistency says you need 4 at this time, future sets come out and this number can go down but for this first set + TD01 your gonna want to pick up 3 more since you got one with the Trial.

AUTO]: [Counter-Blast 2] When this unit is placed on (VC), you may pay the cost. If you do, choose an opponent's rear-guard, and retire it.
[AUTO]: [Counter-Blast 2] When this unit is placed on (RC), if you have a <Royal Paladin> Vanguard, you may pay the cost. If you do, choose an opponent's grade 2 or greater rear-guard, and retire it.

Whats not to like with the blade.... Um his counter cost. 2 damage to flip can add up especially if you have ambitions of using Llews effect to get the blade out, or if you want to use some of the grade 3 effects that use Counters. But with that said the ability to knock out a RG that may be an issue effect wise, strength wise or because you don't wanna get intercepted is huge. He feeds Gancelots other effect as well and gets a nice health boost from wingal but I mentioned all this before in the thread about the trial pack

Last but not least the Grade 3s 
Here is another place where your pocketbook is gonna get hit, because Im not a huge fan of the grade 3s that come in the trial. Theres nothing horrible about em, they just don't play into the RP clan the way some of the other that come in the booster do.

[CONT](VC): Your units cannot boost this unit.
[CONT](VC): During your turn, this unit gets [Power] +2000 for each of your <Royal Paladin> rear-guards.
[ACT](VC/RC): [Counter-Blast 3] Search your deck for up to one grade 2 or less <Royal Paladin>, call it to (RC), and shuffle your deck.
First up is first grade 3 that Aichi got in that mysterious card shop and a triple rare to boot. King of Knights, Alfred. Im a big KKA fan but.... but... (I say this hesitantly.... he only reaches 20k on his best day. Your gonna be seeing a lot of Kagero decks that will have a grade 3 11000 that will guard with a 10k Shield. I digress because honestly 20k is still huge for the only condition being that he is the vanguard and have the appropriate RG slots populated with RPs. At this stage of things 4 is great but since you will end up reducing his numbers for future sets the frugal player doesn't have to be so ambitious

[AUTO](VC): At the beginning of your main phase, [Soul-Chage 1], and this unit gets [Power] +2000 until end of turn.
[AUTO](VC/RC): [Soul-Blast 8 & Counter-Blast 5] When this unit's attack hits, you may pay the cost. If you do, retire all of your opponent's rear-guards.

Surprisingly Demon Slaying Knight, Lohengrin is inexpensive despite his double rare status. He has some cool effects to boot and a 10k attack. The +2000 is sooooooo easy letting you hit those magic numbers of 10k and 21k like nobody's business. His second effect is a little tougher. 8 soul is easy if your running a barcgal/Llew combo, he should sit at 5 when he rides the blade (6 when he boosts himself) sadly though unless you flip a heal trigger his 5 counter blasts is gonna be tough. since 5+ Llew's 1 = 6 and 6 =  you lose. So in most future build he finds his way out of the deck but for now the 12k attack thing is the best you got until future sets after the first.

***Tips and tricks- In future builds you will be able to use his soul effect to prep for a Soul Savior Dragon who needs 5 when he rides. The Soul effect will also power up Great Sage Baron and Young Pegasus Knight. Also if you really dig using his second effect as well as Llew's and Blaster Blader's then maybe try to tech in a Mr. Invincible from the Nova Grappler clan his effect can easily flip damage counters back up while increasing your should for a Soul Savior Dragon ride.


So there ya go set 1 Royal Paladins... Hope it helped some. Next up for the Paladins be fore I start posting builds will be the same kind of post but for set 2. So stay tuned