Showing posts with label Spike Brothers. Show all posts
Showing posts with label Spike Brothers. Show all posts
Monday, April 16, 2012
Cardfight Vanguard - Stacking Triggers
FIRST OFF THIS IS FOR EDUCATIONAL PURPOSES ONLY!!!!
If you stack your deck you are a effing loser that needs to be punched in the throat!!!
Im writing this to get the word out there about how stacking functions so you can watch out for it NOT FOR YOU TO DO IT!!!
(Background information)
The readers of this blogs may have seen some of my excitement over Spike Brothers going back a ways. I finally poset about the deck 2 weeks ago. Since then at our Saturday tournament A local player did very well with the deck. Much to my surprise better than I ever did with it (and I test it a lot against all my current built decks: RP, Kag, OTT, Grappler, Grand Blue)
Im not gonna hate, the guy was pulling off wins that were amazing, undefeated on saturday only losing in casual play to my OTT build. It really had me reconsidering what I was doing wrong in running the deck and why I couldn't get such consistency, when I had worked with the deck so much. In fact my build on paper was much more consistent in pulling off the plays that it needs to pull off, since he was still lacking some cards. Now a positive to take away was that he was running milly and I think I really overlooked the importance of her as an extra 10k shield and for her effect. So props to him for that.
Then I started picking up on some talk amongst players (Saturday) that each of the wins he was getting was mostly a result of triggers. Speculations started arising that he was cheating. In a deck like Spike Brothers (like 6 samurais in yugioh and other decks that search a lot) its very easy to search out cards and stack them to the top.
***NOW READ THIS*** Its always been my experience that many card players can't come to grips with their loss they have to find a reason why they loss other than the fact that they were bested in a fair match up. So as a judge you have to listen to all the accusations, file it away and not rush to judgement. I was happy the guy was winning especially with a deck that isn't normally thought to be top tier and one that I think is very underrated.
Now Sunday tournament arises. Let me say to that the sunday tourney was a $25 entry fee $500 prize tourney, with the winner waling away with $200 A BIG DEAL!!!
Going into round 3 the above mentioned player is undefeated and again accusations are floating around (this for me is the worst as a judge Im in such a tough spot but this is the reason why there are judges.)
So I observe the players match and the following video post is what I observed.
In all fairness to the player there is a slim slim slim chance that his shuffling style is such that it fits all the videos criteria for stacking and he is just not cognizant of it. But when the chances of that are less than 5% and each time I observed the shuffle a trigger gets flipped next Im gonna go with the odds and award a game loss with a warning.
In a $25 entry $500 prize tourney taking a game loss that leads to a match loss that then places the player in the losers bracket is a big deal. If it were me and I wasn't cheating Id be red hot pissed!!! this player was calm and accepting of the decision which leads me to believe I made the right call.
BUT WHAT ABOUT THE OTHER PLAYER'S RESPONSIBILITY???? Why are players not cutting an offered deck after their opponent searches or shuffles in it???
So I made this video so ppl are aware of the issue and take steps to guard themselves. IM JUST PISSED that I feel I can't run my Spike Bros because the black eye the guy gave it at my locals.
Needless to say you should always be cutting your opponents deck after they have touched it. YOur not being mean only making sure everything is on the up and up. If you suspect someone of cheating CALL A JUDGE RIGHT AWAY!!!! Stop everything don't keep playing once play proceeds or cards are scooped a judge can do very little!!! there is nothing wrong in making sure everyone is playing fairly. It is a HUGE tactic for a cheater to not cause a fuss or call attention to what they are doing, just because they are being agreeable doesn't mean you should over look the offense. Many stackers will be very personable so attention isn't made to what they are doing. So stand up for your self and your instincts but do not get into heated argument just call a judge and they will mediate
Thursday, April 5, 2012
Clan Review - Spike Brothers - Cardfight Vanguard
HISTORY:
On the Planet Cray in the depths of the Dark Zone, 3 clans compete for leadership to be determined in the Demon world cup. The winner will wage war against the United Sanctuary. In this dark a bloody zone Blood Ball and Gallows Ball reign supreme (a mix of american football and rugby), attracting thousands of screaming blood thirsty fans. And out of all these morally depraved and sociopathic maniacs one team is the undisputed champions the Spike Brothers.
Lead by General Siefried one of the highest classes Cyborg Demons. He is a dangerous player who is willing to lead his team to victory regardless of the costs. Offensively he is supported by The quarterback of the Spike Brothers' Gallows Ball Team, Dudley Dan, a demon feared as the brains of his team due to his well-known cunning and utterly cruel strategies. While his specialty is in thinking, in some cases, he becomes the pillar that allows strategies to work out, such that his win record at the many stadiums is equal to that of famous players who have left to cause evil throughout the world.
But its not all about the quarterback Wearing a Purple-Crimson Suit, Sky Diver is the Spike Brothers' leading Running Back. By using the Flight Equipment strapped to his back to the fullest, he is capable of precise control while gliding at high-speed. Its four wings are sharpened like blades, and are said to be dyed red by the blood of those that get caught in its path. But if you think the team is all offense defensively the Spike brothers are a terror as well Juggernaut Maximum is defensive tackler of the Bloodball Team. He's a giant cyborg who subjected himself to muscle and body strengthening modifications. Those with strength equal to or less than his own that stand in front of him are crushed.
WHAT THEY DO WELL
1. Creating very high powered attacks
2. Superior calling units from the deck or hand during the battle phase so that you can attack more than just the normal 3 times
3. Aggressive gameplay
4. Allow for more complex combos
5. Dont hurt your wallet (fairly inexpensive vs other decks out there)
6. Reward those that have a good understanding of gameplay and card mechanics
WHAT THEY DO NOT SO WELL
1. Run as an auto pilot deck
2. Play well in long drawn out card fights
3. Maintain advantage
GRADE 0
Cheer Girl, Tiara (Workeroid)5000 Attk / 10000 Guard
Heal trigger
Cheerful Lynx (Warbeast)5000 Attk / 10000 Guard
Draw Trigger
Mecha Trainer (Workeroid)Auto: When you ride another 《Spike Brothers》 on this Unit, you may call this Card to a Rear Guard Circle. Startup 【R】: [Counterblast (1), retire this Unit] Search for 1 Grade 1 or lower 《Spike Brothers》 from your Deck, reveal it to your Opponent, add it to your Hand, and Shuffle that Deck.
He's your standard starting vanguard. A searcher for a level 1 which in most cases is for Dudley Dan so you can start your guys tagging but you can also search for Cheer Girl, Marilyn (the Null guard) or when we get him Commander Guiri Gyanon who is the typical promo with a Flame of Hope, Aermo type effect.
Red Shoe Milly (Succubus)5000 Attk / 10000 Guard
[AUTO]: When this unit is put into the drop zone from (GC), put this card into your soul.
For soul heavy builds of any clan you can consider Milly. In this deck for right now though The soul runs fairly balanced, you will be blasting for Juggernaut and Brakki but you will also be replenishing with Sky Diver and Silence Joker. So I would leave Milly out for now and through testing determine how useful it would be to your play style (mostly contingent if you run a high Juggernaut or Brakki count)
Silence Joker (Ghost)4000 Attk / 10000 Guard
Critical Trigger
Activate 【R】: [Move this Unit to Soul] When you have a 《Spike Brothers》 Vanguard choose 1 from your Damage Zone and unflip it.
One of the cards that will help keep your combos going. He single handily will unflip a damage counter (Helpful in facilitating Dudley Dan plays) and replenish your soul (for Juggernaut or Brakki plays) you do give up 1000 in attack vs a typical trigger but the effect is where its at
Sonic Breaker (Ogre)5000 Attk / 10000 Guard
Critical Trigger
WHERE ARE THE STAND TRIGGERS?????What you don't see here are stand triggers. Honestly Im not sure if Spike Bro's is ever gonna see a stand trigger, I say this because a stand here would be devastatingly good. The inherent ability to Superior Call units from the hand or deck already means you can pull of more than 3 attacks per turn, if you add to this a stand trigger that can enable more of these effects to go off or to stand up the boosters to power up these superiored units "theoretically" would be killer. I say theoretically because I haven't actually tested running theoretical triggers but on paper it looks to be bananas.
GRADE 1
Cheer Girl, Marilyn (Succubus)6000 Attk / 0 Guard
AUTO: [Choose a «Spike Brothers» from your hand, and discard it] When this unit is placed on Guardian Circle, you may pay the cost. If you do, choose one of your «Spike Brothers», and that unit cannot be hit until end of that battle
The null guard of the clan, I almost always run Nulls in 3s. Remember she is searchable with the trainer.
Commander Guiri Gyanon (Ogre) ***Warning this card is a promo & not out, use Aermo for now
6000 Attk / 5000 Guard
Auto 【R】: (select 1 card from your hand and discard it) When the attack of this unit with the unit boosted hits, You May Pay the cost, draw a card.
I actually really like this card since he is searchable and a Spike Brother as opposed to Flame of Hope, Aermo. But keep in mind the attack has to hit to go off so some ppl may rather run a card like Screamin' and Dancin' Announcer Shout that even though can't boost after they have rested for the effect, you know the effect will go off. In many build you may find yourself tempting fate with 9-10 or even (gasp) 11 grade 3 units. Having ways to get out of your hand some like Gyanon and others can be a godsend
Cyclone Blitz (Ogre)6000 Attk / 5000 Guard
Auto 【V/R】: [Soul Blast (1)] When this Unit attacks, and you have a 《Spike Brothers》 Vanguard, you may pay the cost. If paid, during that battle, this Unit gains +3000 Power.
In a soul heavy build I could see running Blitz, but IMO the cost is too high. Id rather spend my soul on some of the bigger hitters of the deck but the cost is an easy one to pay and a 9k
Dudley Dan (Ogre)4000 Attk / 5000 Guard
Auto【R】: [Counterblast (2), choose 1 《Spike Brothers》 from your Hand and send to Soul] When this Unit boosts a Vanguard, you may pay the cost. If paid, search for 1 《Spike Brothers》 from your Deck, call it to a Rear Guard Circle that's without a Unit and shuffle the Deck.
The Quarterback of the team, he is the keystone to the whole deck. He's got an underwhelming 4k boost like the Assault Squad but unlike the Squad his effect is fantastic and unlike the Squad it doesn't have to hit to go off. Sadly though its got a heavy cost; 2 counter blasts and a SB unit in hand to send to the soul (though this can be good since you may need units in the soul to blast with.) Its worth while to consider the field when using Dan, its not just about grabbing a Juggernaut and pounding away and you must consider timing. Dan activates on the declaration step of the attack and he can only call to an empty spot. SO.... Plan your attacks to maximize the effects. Also look at your hand rather than Juggernaut consider a Sky Rider to then superior call from your hand after Sky Rider hits. Also in reading the field calling a Panzer Gale can lead to you not only attacking with Gale's 8K but having a 10k intercept on defense, Be mindful though if you got Siegfried as VG then a Gale can really help keep those grade 3s in the deck for the General's effect. And lastly if your field is looking a little empty you can easily grab for a Devil Summoner to then use his effect to swarm the field (though to be honest I always reveal a grade 3
Gyro Slinger (Ogre)7000 Attk / 5000 Guard
Activate 【V/R】: [Counterblast (1)] During this turn, this Unit gains +1000 Power.
Slinger is a promo and in all honesty underwhelming. The clan doesn't really run a lot of counter blast cards Dudley Dan being the only one of real note. So yes it can make use of unused counters but by that time (after you have used Dans effect) your pretty much able to hit your numbers to start your offensive push.
Spike Brothers Assault Squad (Goblin)4000 Attk / 5000 Guard
Auto 【R】: During the battle, that this Unit has Boosted a 《Spike Brothers》, if the Attack hits, Stand this Card.
This guy is one of the reasons why we may never see a stand trigger. This effect is like a weak @$ version of a stand. The play is to hit with a Juggernaught (or Brakki) boosted by this card getting the +5000 so to attack with 20k return the attacking unit, stand Assault Squad and hopefully have Seifried check a grad 3, call it to the empty spot and boost with Assault squad again. Or more consistent is to attack with Sky Diver boosted by Assault Squad for 15K, if it hits send the Diver to the Soul and superior a unit from hand that Assault squad can boost again. The issue here is that SBAS is only 4k attk and for the effect to go through the attack has to hit. If his attack were higher it may have been an interesting card but as it is I wouldn't recommend him.
Wonder Boy (Goblin)8000 Attk / 5000 Guard
Standard 8k attack vanilla grade 1 booster
GRADE 2
Devil Summoner (Demon)7000 Attk / 5000 Guard
Auto: When this Unit is called to the Vanguard Circle or Rear Guard Circle, reveal the top card of your Deck. If that card is a Grade 1 or Grade 2 《Spike Brothers》, call that card to a Rear Guard Circle, if not, shuffle that Deck.
He's ok... I like the field advantage that he generates, but with the grade 3 count + your grade 0 its possible that his effect can fail quite a bit. Not to mention he's 7k attack
Highspeed, Brakki (Warbeast)9000 Attk / 5000 Guard
AUTO](RC): [Soul-Blast 1] When this unit attacks, you may pay the cost. If you do, this unit gets [Power] +5000 until end of that battle, and at the beginning of the close step of that battle, return this unit to your deck, and shuffle your deck.
I love Brakki. for a small price of one soul blast and to be returned to the deck Brakki can hit for an un boosted 14K!!!! Most may frown at the return to deck part but honestly this may be one of his best features. The SB game play is to attack big then retire to the deck so that the Siefried can then hit, check a grad 3 and then call that unit to the now open slot for another attack.
Panzer Gail (Ogre)8000 Attk / 5000 Guard
Auto: When this Unit intercepts, and you have a 《Spike Brothers》 Vanguard during that Battle, this Unit's Shield gains +5000.
Here is the decks 10k interceptor. He is also searchable via Dudley Dan
Treasure Black Panther (Warbeast)10000 Attk / 5000 Guard
The 10k Attk Grade 2, vanilla, 5k interceptor
Spike Bouncer (Ogre)8000 Attk / 5000 Guard
AUTO 【V/R】: When one of your other «Spike Brothers» unit's attack hits a Vanguard, during that turn, this unit gets Power +3000.
Has the potential to swing for a lot if you consider that in this deck your units can hit more than just 3 times. BUT in terms of consistency this card is not that essential but may find a spot when he comes out over devil summoner
GRADE 3
General Seyfried (Demon)10000 Attk
Auto 【V】: When a Grade 3 《Spike Brothers》 is revealed by this Unit's Drive Check, you may call that card into a Rear Guard Circle that does not have a Unit in it.
Auto 【V】: When this unit is boosted by a 《Spike Brothers》 unit, this unit gains +3000 Power.
Couple things to note Some grade 3s in this deck belong in RG and some in VG. Siefried is a VG grade 3. His effect only happens to empty circles as well so understanding your timing and attack order is very important, try to attack with your units that vacate the circle after attacking, So that now when you attack with Siefried as VG you have a spot to put that Drive Checked grade 3. Other than that if he is boosted by a Wonder Boy He hits that magic 21k number.
Juggernaut Maximum (Giant)11000 Attk
[CONT](VC/RC): If you do not have another <Spike Brothers> Vanguard or rear-guard, this unit gets [Power] -2000.
[AUTO](RC): [Soul-Blast 1] When this unit attacks, you may pay the cost. If you do, this unit gets [Power] +5000 until end of that battle, and at the beginning of the close step of that battle, return this unit to your deck, and shuffle your deck.
Im a big fan of Juggs
Sky Diver (Workeroid)11000 Attk
Continuous【V/R】: If you do not have another《Spike Brothers》 Vanguard or Rear Guard, this Unit loses -2000 Power.
Auto【R】: [Put this Unit into your soul] When this Unit's attack hits, you may pay the cost. If you do, choose up to 1 《Spike Brothers》 from your Hand and Call it to a Rear Guard Circle.
This guy is mighty handy, fills the soul, 11k, and can superior call from your hand for multiple hits. NOTE!!! this card doesn't specify open circle, so you can call your units through his effect right over top of preexisting units sending them to the drop zone. Remember that this unit had to hit to get his effect.
Unite Attacker (Ogre)10000 Attk
Auto 【V】: During the start of your Main Phase, Soul Charge (1), and for that turn, this Unit gains +2000 Power.
Auto 【V/R】: [Soul Blast (8), Counterblast (5)] When this Unit's attack hits, you may pay the cost. If paid, look at the top 5 cards of your Deck, out of them, choose any number of 《Spike Brothers》 and call them out separately to Rear Guard Circles, Shuffle the Deck afterwards.
Unite always feels like a win more card. He fills the soul and can easily attack for 12k but I don't like to run him since I feel he's not quiet in synch with the rest of the deck. Id rather run more of the other grade 3s that can facilitate more combos.
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.
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.
Dragon Empire cards are represented by the color red.
Narukami
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.
Nubatama
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
Tachikaze
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
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
Granblue
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
Zoo cards are represented by the color green.
Megacolony
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.
Etranger
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....
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
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.
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
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.
KagerÅ
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.
Murakumo
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?
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.
Murakumo
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?
Narukami
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.
Nubatama
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
Tachikaze
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
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
Granblue
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
Zoo cards are represented by the color green.
Megacolony
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.
Etranger
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....
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