Thursday, July 21, 2016

Competitive Deck of the Week: Great Nature Success

Competitive Deck of the Week: Great Nature Success

Hello Cardfighters its Major Spades again with another competitive deck of the week.  This week will be Great Nature Chatnoir/Tester Foxes.  This deck is very good with getting hand advantage early game, and pressuring your opponent with very high number columns and restanding from Crayon Tiger.   Great Nature have been well known to retire their own units but get cards back to hand to replace them.  This deck is very fun in my views, and has been winning me tournaments in the past.   Along with my list of clans I use, my top 3 best clans have been: Gold Paladin, Pale Moon, and Great Nature.  Its time to head to the deck profile, and I hope you like it.  Thank you.

Chatnoir/Tester Foxes Success

Grade 3s:
3x: Honorary Professor, Chatnoir (Break ride unit that gives my rear guards the ability to give 4k power to any unit while attacking my opponent's Vanguard.  During the end of my turn, the units that received power retire and lets me draw a card for them.)
3x: Magic Scientist, Tester Fox (Legion unit that counter charges when my rear guards are retired during my turn and makes me recycle and draw cards if the units retired are Tester Fox or the mate Researcher Fox.)

Grade 2s:
3x: Illusion Scientist, Researcher Fox (This unit when retired makes me search from my deck either this unit or Tester Fox.)
4x: Sleepy Tapir (This unit has only a rear guard effect which gives another unit 4k when this unit attacks Vanguard.  This unit also has resist.)
4x: Crayon Tiger (This unit with a generation break skill to restand one of my units and give it 4k and during the end of my turn I get to retire and draw for that unit given the power from Crayon Tiger.)

Grade 1s:
4x: Honorary Assistant, Mikesaburo (This unit lets me chose one of my units, and it gives it the effect to search for a grade 3 from my deck and add it to my hand when the unit with this effect retires during my end phase.)
4x: Contradictory Instructor, Shell Master (Unflipping perfect guard)
4x: Diligent Assistant, Minibelly (Stride fodder)
4x: Coiling Duckbill (This unit lets me chose one of my units, and it gives it the effect to draw a card when the unit inherit skill retires during my end phase.)

Grade 0s:
4x: Ruler Chameleon (This unit when retired during my end phase lets me search for another Ruler Chameleon and add it to my hand.)
4x: Holder Hedgehog (Critical)
4x: Cutter Falcon (Critical)
4x: Broadcast Rabbit (Heal)
1x: Telescope Rabbit (Starter that gives another of my units 4k and it retires during my end phase for a counter blast and rest this starting unit.)

Strides:
3x: Omniscience Dragon, Hrimthurs (This stride unit gives 8k to a unit after Hrimthurs attacked my opponent's Vanguard, and the unit with the inherited skill from Hrimthurs retires and lets me draw a card.)
1x: Omniscience Dragon, Cath Palug (This unit gives all my attacking rear guards the ability to give 4k to any unit, and retire that unit and draw a card for it.)
1x: Immortality Professor, Phoeniclax (This unit gives 4k to two units and retires them when Phoeniclax attacks.)
1x: Omniscience Dragon, Wisdom Teller Dragon (This unit if it successfully hit my opponents's Vanguard, it gives 4k to a unit and a ability when my unit attacks and it has 20k or more power, I can draw a card during the attack phase.)
4x: Omniscience Dragon, Managarmr (This unit gives 4k to two of my units and the ability of grade 1 or higher guard restriction from hand if my unit's power is 20k or over.)
2x: Immortality Professor, Kundalini (G-guardian that gains 5k shield if I chose one of my units to get 4k power and at the end of the turn it retires, and I get to counter charge 1.)
1x: Air Elemental, Sebreeze (I stride this when my opponent plays the grade 2 game or is grade stuck at 2.)
2x: Dark Element, Dizmel (This G-guardian has resist and makes me choose a unit that cannot be hit or chosen for effects of my opponent's card effects, and it is a great counter for Dimension Police match ups.)

1x: Metal Element, Scryew (25k shield if I discard a card.)
  

Sunday, July 17, 2016

Daily Tournament Blog: Gurguit claims 3rd in Top 3 at Zero Gravity Trading Card Games & Collectables

Daily Tournament Blog: Gurguit Claims 3rd in Top 3 at Zero Gravity Trading Card Games & Collectables

Hello Cardfighters its Major Spades with another daily tournament blog.  I was at a 10 man tourney at Zero Gravity Trading Card Games & Collectables yesterday at the Moreno Valley mall yesterday.  Tourneys start at 6pm, and it was going to be a 3 round tourney due to time restrictions.  Lets get into my tournament experience.  Round 1: Gold Paladin Gurguit vs Gavrail/Nociel.  I was able to win the match by time out.  Game 1: I was able to over power my opponent with constant high columns, but my opponent was very tough getting those annoying rescues and Lifros getting up to 35-50k columns with those annoying stands from drive checks and rescues; however, my opponent didn't have any Broken Heart Angels the whole game to not only get that extra pressure but the base attack gain for defense.  Game 2: this game went into time.  We both been pushing for high column numbers, but Angel Feathers Gavrail tend to go into time due to Lifros loops and calculating the total power gain of all units in the front row.  I was able to take some of that damage and use the cards to defend from my hand and Gurguit's generation break skill to hold out those powerful Angel Feather attacks to the point that my opponent is done with her last turn.  It was a very hard and intense Cardfight, but it was fun too.  Round 2: Gold Paladin Gurguit vs Gear Chronicle Chronojet time leap.  Game 1: I was able to win it by early double critical onto my opponent to a Radiant Sword Gurguit game end, but I was able to lose the match due to in games 2 and 3 my opponent got very lucky to double crit me at 3 damage at both games.  I couldn't do nothing about it.  My opponent was very lucky getting the triggers he needed for victory.  My final round which had to be a best of 1 due to the store nearing closing, but I was able to win by early game double criticals, and a double dose of Radiant Sword Gurguit.  I was playing against Thavas Aqua Force, and it was a matter of luck on my end as my opponent was able to get waves in, but he didn't have any Lambros in his G-zone to finish me which was the difference.  In the end. the top 4 decks that topped were: First is Dimensional Robo Ultimate Daikaiser cross ride, second is Dimensional Police Daikaiser with Metalborg engine, third is Gold Paladin Gurguit unite, and fourth is Angel Feather Gavrail/Nociel.

Saturday, July 16, 2016

Daily Tournament Blog: Gurguit gets Top 2 at Card Cubby TCG

Daily Tournament Blog: Gurguit gets Top 2 at Card Cubby TCG

Hello Cardfighters its Major Spades, and I have gotten top 2 at a small Vanguard tourney at Card Cubby TCG inside True Collectable Comic shop.  Their tourneys are every Thursdays at 6:30pm.  There was 6 very strong and competitive contestants with 3 swiss rounds.  I hope that this article can bring more Cardfighters to this shop and other shops I play at so we can all play, enjoy and make a big fun community with Vanguard.  In the tourney, I was using my Gold Paladin Gurguit unite deck that I previously revealed.  Lets get into my 3 round experience.  In my first round, I was matched up against Gear Chronicle which was a Chronofang Tiger deck.  I 2-0 my opponent because my first two games I was constantly calling out rear guards not losing any hand unless for guarding.  His deck put in soo many multiple attacks due to Upstream Dragon and Tick Tock Worker.  There were times he send my units to the bottom of the deck, but I kept calling more units thanks to Gurguit and Perimore.  Every turn, I stride into Scourge Point Dragon to begin hitting hard to Sun Radiance Sword Gurguit to finish off my opponent.  Round 2 I faced off against a Megacolony Machining build, and I lost 2-1 due to the stun mechanic from Megacolony on both rear guards and Vanguard thanks to Machining Destroyer.  I was able to get off one win against him because he wasn't on Machining Stagbeetle but on Machining Tarantula, so he wasn't able to get his rear guards out from soul to Machining Destroyer lock me.  Third and final round was against Kageo which was Dragonic Overlord the Legend deck.  I 2-0 him because he can retire as much of my rear guards as possible, but I kept calling more and more.  In both games, I was able to overwhelm him with high column rear guards from both Gurguit and Scourge Point strides which placed me in second out of top 3.  The top 3 decks were Megacolony Machining at first, Gurguit Golds second, and Gran Blue Nightrose/Nightmist at third.  It was a fun tourney, and I was very happy to get into top 3, and I hope there will be more people to participate in the local tourneys that I participate in, so I can see and play against soo many unique decks.  I hope you like my experience, and I hope that Vanguard and the community can stay fun and grow.  Thank you.  

Casual Deck of the Week: Magus Foresight

Casual Deck of the Week: Magus Foresight 

Hello Cardfighters its Major Spades here with another casual deck of the week.  Today will be my Magus deck which in my opinion is really fun when your making your opponents sweat while you are looking at the top card of your deck.  Being able to see and predict triggers, it gets to my opponents, and they drop all their hand just so they won't get hit with a double critical.  The deck can overall generate hand and be able to foresee triggers before your Vanguard attacks.  Furthermore, I will get into the deck profile and hope you like it just as I do.  

Mystical Magus:

Grade 3s:
4x: Hexagonal Magus (She is the break ride that lets me look at the top 3 cards of my deck, and I add one to hand and put the rest on top of the deck in any order.)
3x: Floral Magus (She is a good unit to add cards in hand and add power to her.  When I break ride on Hexagonal Magus, I can see if I have any triggers I can stack.  If those cards are basic cards, I can use Floral Magus to add them to hand giving her 5k for any card declared right and pushing triggers in my deck closer for drive checks.)

Grade 2s:
4x: Stellar Magus (She makes me predict the top card for one counterblast, and I get it right it goes to my hand.  I get it wrong, and it goes to the top of the deck and I unflip for the cost.)
4x: Silent Tom (He is one of the win conditions of my deck which he is a unit that prevents my opponent from calling grade 0s to guardian circle.  Its the best unit to put all my critical triggers on.)
3x: Rhombus Magus (She is a 14k beater if I call the top card of my deck right.)

Grade 1s:
4x: Oracle Guardian Gemini (8k booster and great booster for Silent Tom.)
4x: Tetra Magus (Perfect guard)
3x: Cone Magus (She is a counter charge 2 if I declare the top card right.)
4x: Divine Sword, Ame-no-Murakumo (Stride fodder)

Grade 0s:
4x: Battle Sister Ginger (Critical)
4x: Psychic Bird (Critical that soul charges and draws a card)
4x: Paisley Magus (Critical trigger that makes me look at the top card of my deck, and I can either put it on the top or bottom of my deck.)
4x: Lozenge Magus (Heal trigger that puts herself back into the deck when she has boosted a unit.)
1x: Semilunar Magus (Starter that lets me draw two cards if I call the top card right.)

Stirdes:
4x: One Who Views the Planet, Globe Magus (She lets me look at the top card at any time during my turn even during and before drive checks.)
4x: Lord of Guidance, Wakahirume (She makes me draw a card and put a card from my hand to the top of the deck while she is attacking, so she makes me recycle a trigger from my hand to the top of the deck.)
2x: Dragon Destroyer Battle Deity, Kamususanoo (He not only lets me look at the top two cards and add one to hand, but he also gives 2k to all my units.)
2x: Sunrise-on-high Godhawk, Ichibyoshi (G-guardian that becomes a 30k shield if I have 3 or more cards in hand.)
2x: Dark Element, Dizmel (This G-guardian has resist and makes me choose a unit that cannot be hit or chosen for effects of my opponent's card effects, and it is a great counter for Dimension Police match ups.)
1x: Metal Element, Scryew (This is my last G-guardian that becomes an extra 25k shield when I discard a card from hand along with the heal trigger.)
1x: Air Elemental, Sebreeze (I stride this when my opponent plays the grade 2 game or is grade stuck at grade 2.)



Thursday, July 14, 2016

Competitive Deck of the Week: Gold Paladins Unite

Competitive Deck of the Week: Gold Paladins Unite

Hello Cardfighters its Major Spades with another competitive deck profile I will be using for this week's tourneys.  This week will be Gold Paladin's Gurguit unite deck.  This deck is overall fun and constant calling with huge power columns each turn.  With the new Gurguit stride, power to rear guards has just got ridiculous to the point that it is on the list with Neo Nectars and Angel Feathers.  Having huge power columns, it results to your opponents losing soo much hand.  This is the win condition of the deck is to call units, give power and activate the unite ability which only activates when I call 2 or more units onto rear guard or guardian circle for the turn.  I hope you enjoy the deck profile like I do.

Gurguit Unite deck:

Grade 3s:
4x: Sunrise Ray Knight, Gurguit (He is the main card in this deck which is both offense and defense.  His stride break skill calls units, and his generation break 2 skill makes me call guardians from deck.)
3x: Dawnngal (Dawnngal is an intercepting unit when his unite pops off but also a 10k booster when called.)

Grade 2s:
4x: Knight of Spring's Light, Perimore (He makes me call an additional unit behind him from the top 3 cards of my deck for a counterblast when he is called to rear guard circle.)
4x: Bullrgal (This unit when united becomes a 14k beater.)
3x: Knight of the Faint Sun, Marcia (She not only counter charges for me, but she has resist for any control based deck.)

Grade 1s:
4x: Holy Mage, Candace (Perfect guard that can be used from deck or hand.)
4x: Dawning Knight, Gorboduc (Gurguit searcher and stride fodder.)
4x: Sunshine Knight, Jeffrey (His unite ability is that after he boosted a unit that he goes in the soul, and I draw a card.)
2x: Coolgal (This unit makes me draw more cards when he is called out from deck.)

Grade 0s:
4x: Scarface Lion (Critical trigger that puts itself into soul if I have a Gurguit Vanguard, and it gives my Vanguard a 5k boost and a draw.)
4x: Player of the Holy Pipe, Gerrie (He counter charges and becomes a 7k booster when united.)
4x: Ketchgal Liberator (This unit makes me call a unit when this card is called out from deck, and it sends itself back into the deck.)
4x: Curable Angel (Heal)
1x: Knight of Early Dawn, Coel (Starting Vanguard when united makes me look at 3 cards from the top of my deck and call it including a 2k power boost.)

Strides:
3x: Golden Dragon, Scourge Point Dragon (This unit gives 5k to the called unit from deck and itself.)
2x: Golden Dragon, Spearcross Dragon (This unit makes me call up to any number of units from the top 5 cards of my deck from how many g-units I have face up in the g-zone.)
2x: Sunrise Ray Radiant Sword, Gurguit (He gives 5k to all my units, and he gives himself 5k for each unit on my field.)
1x: Golden Knight of Incandescence, Ebraucus (He has an on ride skill that makes me look at top 2 cards from deck and call one.)
1x: Golden Dragon, Rising Shine Dragon (This unit calls two additional units from the top 3 cards from deck when this unit hits my opponent's Vanguard.)
1x: Golden Dragon, Ray Breath Dragon (This unit's unite ability gives him a 5k boost to himself and a 2k boost to the units in the front row.)
2x: Sacred Heaven Prayer Master, Reia (G-guardian that becomes a 30k shield if I have two or more rear guards.)
2x: Golden Beast, Sleimy Flare (G-guardian that returns a rear guard to the bottom of my deck and calls out 2 different grade units for additional guard from the top 5 cards of my deck.)
1x: Air Elemental, Sebreeze (I stride this when my opponent plays the grade 2 game or is grade stuck.)
1x: Dark Element, Dizmel (This G-guardian has resist and makes me choose a unit that cannot be hit or chosen for effects of my opponent's card effects, and it is a great counter for Dimension Police match ups.)

Friday, July 8, 2016

Competitive Deck 2: Nightmare Doll Encore

Competitive Deck 2: Nightmare Doll Encore

Hello Cardfighters Major Spades bringing a last minute deck profile that I am going to take to locals to test at Zero Gravity Comics and Hobby Shop Ichiban.  I love Nightmare Dolls because of the Alice dancing in and out of the soul loop, but it reminds me of my grandmother who passed this April, and she had these type of dolls in her closet.  I wanted to play this deck instead of Harri in honor to my grandmother.  Sadly I wish I can made tournament blogs for Harri, but I had some deck building issues that put it on hiatus for a few days.  I hope you enjoy this deck profile just like I do.  
Nightmare Doll Encore:
Grade 3s:
4x: Nightmare Doll, Catherine (She is the main card for the deck that helps put your workeroids in soul and does the Alice loop if you have another Alice in soul for the loop to work if Alice doesn't hit.  She even gives all Alices a 1k boost.)
4x: Nightmare Doll, Alice (One of the main cards for the dancing Alice loop.  If she hits, I can call another unit other than her which I can call Nightmare Doll Ginny to call Alice out again with a 5k gain to Alice.)

Grade 2s:
4x: Nightmare Doll, Ginny (She helps call Alice out with a 5k gain if you put Ginny into soul when she is called to rear guard.)
4x: Nightmare Doll Master, Brenda (She is the only grade 2 that isn't a workeroid to get the loop off, but she helps seek out and call out the workeroids needed for the combo.)
3x: Silver Thorn Marionette, Lilian (She is a basic 10k beater that has workeroid in her name to help with the Catherine/Alice loop.)
Grade 1s:
4x: Nightmare Doll, Leslie (She is the restanding unit for Alice whenever Alice goes into soul, Leslie restands and you can stack triggers on her to make your Alice/Leslie column huge and hard for your opponent to deal with.)
4x: Darkside Mirror Master (Unflipping perfect guard because the deck uses a lot of counterblast from both Alice and Catherine.)
4x: Masquerade Bunny (Stride fodder)
2x: Purple Trapezist (She helps swaps non wokeroid units into wokeroid units to help with the combo.)

Grade 0s:
4x: Popcorn Boy (Heal)
4x: Silver Thorn Marionette, Natasha (Draw)
4x: Nightmare Doll, Mirabel (Nightmare Doll critical)
4x: Skyhigh Walker (Stand trigger that unflips damage when put into soul from rear guard.)
1x Starting Presenter (Starting Vanguard that makes me look at the top 10 cards of my deck and add one from the stack into the soul.)

Strides 
4x: Nightmare Doll of the Abyss, Beatrix (She helps set up the Alice loop and can put more attacks in if you have 3 wokeroids on field.)
2x: Curtain Call Announcer, Mephisto (He gives all my units plus 1k for each face up copy of him in the G-zone, and he also calls out one unit for every two face up G-units with the magia ability and give those called units a 5k boost.)
4x: Jester Demonic Dragon, Lunatec Dragon (This unit gives 2k for any unit that comes out of soul and it's generation break 3 skill gives him an extra critical.)
1x: Air Elemental, Sebreeze (I stride this when my opponent plays the grade 2 game or is grade stuck.)
2x: Chainsaw Megatrick, Furnival (He is a G-guardian unit that when played he is a 15k shield when I discard a heal trigger and gains an additional 5k shield when I pick one card from the top three cards of my deck and put one to soul.  If it is a grade 1 or greater unit put into soul, it gains that 5k shield.)
2x: Dark Element, Dizmel (This G-guardian has resist and makes me choose a unit that cannot be hit or chosen for effects of my opponent's card effects, and it is a great counter for Dimension Police match ups.)
1x: Metal Element, Scryew (This is my last G-guardian that becomes an extra 25k shield when I discard a card from hand along with the heal trigger.)

Wednesday, July 6, 2016

Moonlight Rabbit Rush: 2nd revise - Pellinore rush deck, post G

Due to my recent (err, last 2 years...) poor health and busy class schedules (thankfully, both situations are somewhat managable now), I haven't posted anything in a while.

But since Spades has such awesome articles to post for G era decks, I thought I'd follow suit as well with a revised version of my Pellinore rush deck!  (Actually, this is the 2nd revision of the rush variant of my Pellinore deck, but actually the 5th revision of my Pellinore deck counting non rush versions.)

Also due to my poor health, I've grown tired of playing decks that last longer than I do.  I cannot play grind games anymore.  So naturally, I've become fond of decks with a short lifespan on the table.  As a general rule, I aim to allow my opponent no more than 1 stride.  I kill em right after, or I die next turn.  That's how it usually goes.  If you too are fond of shorter games, this deck might be of interest to you.  If not, go look for a Gurguit/Pellinore deck list, that may be more up your alley.

WARNING, VERY CASUAL DECK.  BUT OBTAINS SPECTACULAR RESULTS AGAINST OPPONENTS THAT HAVE NEVER PLAYED AGAINST IT.


Casual Deck of the Week: Scharhrot Vampir Darkness

Casual Deck of the Week: Scharhrot Vampir Darkness

Hello Cardfighters its Major Spades with a casual deck profile for you.  This week is Dark Irregular's own Scharhrot Vampir darkness deck profile with a Blade Wing Sullivan tech.  The deck is overall fun and can be competitive if the cards are played right, and you can win by that high powered Abominable One, Gilles de Rais.  The deck builds up soul fast, and it can recycle triggers from both soul and drop zone too to get those triggers off a lot.  I hope you enjoy this deck profile.

Dark Irregular: Scharhrot Vampir Darkness

Grade 3s:
4x: Scharhrot Vampir (He is the boss monster that builds soul when stridden on and generation break 2 skill which he gets 10k and a critical when he attacks as long as I have 10 or more cards in soul. His stride break skill also forces your opponent to sacrifice one of their units which is very good field control Dark Irregulars needed.)
4x: Echo of Nemesis (This card prevents perfect guards from my opponent's hand if I have 10 or more cards in soul.)
Grade 2s:
4x: Doppel Vampir (He is the Silent Tom for the deck which he gains 5k if I have 10 cards in soul, and 15 cards in soul gives him the ability that when he is attacking, my opponent cannot guard with grade 0's from hand.)
4x: Squallmaker Vampir (He is a 14k beater while boosting and can soul charge 2 cards too.)
2x: Flying Librarian (She soul charges 2, gives you a draw and counter charges if you have 10 or more cards in soul.  She is a free plus.)

Grade 1s:
4x: Flag Beaker (Counter charge perfect guard.)
4x: Succubus of Pure Love (Stride fodder and Scharhrot Vampir searcher)
4x: Serpent Charmer (He recycles triggers from your soul to your deck with a free draw only for the cost of retiring him.)
2x: Combust Vampir (This card is like Yellow Bolt but it gives any unit a 5k boost when you rest this unit with 1 soul charge.)

Grade 0s:
4x: One-eyed Succubus (Critical trigger for Scharhrot that soul charges from field, draws and gives a unit with Scharhrot in its name a 5k gain.)
4x: Dark Knight of Nightmareland (Critical trigger that gives any unit 3k when soul charged from field.)
4x: Hysteric Shirley (Draw trigger that helps me soul charge)
1x: Enigmatic Assassin (She is a card I soul charge from my starter Greedy Hand's skill.  I let her stay in the soul until I stride into Gilles de Rais, and she comes out of soul before I attack and becomes a 20k booster.)
1x: Greedy Hand (Starter that sets up soul, and I usually soul charge Enigmatic Assassin with his effect earlier in the game before she gets into the damage zone.)

Strides:
4x: Abominable One, Gilles de Rais (He is a finisher in game and he restricts grade 1's or higher from hand and gains a critical if my soul is 10 or more and for the guard restriction is 15 cards or more in soul.)
3x: Wings of Annihilation, Blade Wing Tibold (He helps recycle my drop zone into my deck and soul charges 5 if I have less than 15 cards in soul.  If I have 15 or more cards in soul, and gives my front row a 10k gain.)
2x: Mask of Demonic Frenzy, Ericrius (He soul charges 2 when he attacks, and he gains 1k for each card in soul if I have 15 or more cards in soul.  He also retires units if opponents let him hit.)
1x: Love Tempest, Kisskill Lira (If she hits Vanguard, she soul charges 2 and lets me draw a card.)
1x: Rebellious Retainer of Fresh Blood, Frederick (For putting one card from hand to soul, he gives the front row 5k if his power is 10k or more, and he gets 1k for each card in the soul.)
3x: Nighttime Gentleman, Saint-Germain (This G-guardian becomes a 25k shield if I have 10 cards in soul.  If I have 15 cards in soul, he gives all my units resist.)
2x: False Dark Wings, Agrat bat Mahlat (This G-guardian lets me soul charge 2 when guarding, and she gives an extra 5k shield if I have 6 or more cards in soul.)



Tuesday, July 5, 2016

Weekly Competitive Blog: Harri and the Dark Circus Deck Profile

Weekly Competitive Blog: Harri and the Dark Circus Deck Profile

Hello Cardfighters its Major Spades back into the blog bringing you something new to the table which will be my competitive and casual encounters at my local card stores I go to weekly.  I will include deck profiles along with decks I played during tournament and casual games.  I apologize for the long absence, but I been facing a lot of bumps on the road which I needed a long break to get myself together.  Lets get into my first competitive profile for the week which is Pale Moon Harri.  The deck is overall fun, and Pale Moon has been the second favorite clan to me since I played when Robert and Beast Tamers came out along with Nightmare Dolls.  It has a lot of soul building mechanics to thin the deck for triggers, and units get massive power boost from effects which gives Pale Moon that huge pressure every turn.  Here is the deck profile, and I hope you enjoy.

Harri and the Dark Circus:

Grade 3s:
4x: Masked Magician Harri (This is the main card of the deck that helps with soul charging and bringing units with a 5k gain to hit for high numbers every turn.)
4x Bunny Queen Beast Tamer (She is a good first turn ride to grade 3 to help build up that soul, and I rarely use her limit break to call a certain amount of units by how many face up beast tamers I have on the field.)

Grade 2s:
4x: Darkside Princess (She is a good pressure card every turn and early game cause when she attacks the vanguard alone, she is a 14k beater.)
4x: Flying Peryton (This card helps me soul charge during generation break, but it is also the first card I call out with Harri, so I can get that 5k boost and Peryton calls out a unit in the same column as it so I can have a 21k column.)
3x: Card Dealer, Jacqueline (She helps me call an extra attacker while she is attacking.)

Grade 1s:
4x: Hoop Master (She is a special perfect guard that gives me an additional card to call out on field if I have another copy of her in my drop.  She gives the called card an extra 5k shield and intercept.)
4x: Cutie Paratrooper (She is a 7k booster that has a Harri skill if I have Harri as my Vanguard that makes me call out a unit and give it 5k for a soul charge.)
4x: Masquerade Bunny (She is a basic stride fodder when discarded, and a Harri searcher.)
2x: Moonlight Melody Tamer, Betty (She helps me get in an extra attack like Jacqueline, but she only put the unit it boosted into soul and calls out a unit with the Magia ability in the card text.) 

Grade 0s:
4x: Tender Breeder (Heal)
4x: Prankster Girl of Mirrorland (Stand trigger that also fix soul when she is soul charged.  She can help me search for a unit in my deck and soul charge it for her and shuffle the stand back to my deck.)
4x: Poison Juggler (Critical and it also gives a unit 3k when soul charged.)
4x: Darkside Sword Master (Critical that soul charges herself and gives me a card when my Vanguard with Harri  in its name is attacking along with a 5k gain.)
1x: Cat Knight in High Boots (He is my starter with a generation break skill that when either a grade 3 or greater rides on him that he calls himself out and an extra unit out with him other than Cat Knight in High Boots.)

Grade 4s (Strides):
1x: Ardor Dragon Master, Amanda (She gives me an extra attacker when she hits the Vanguard.)
4x: Curtain Call Announcer, Mephisto (He gives all my units plus 1k for each face up copy of him in the G-zone, and he also calls out one unit for every two face up G-units with the magia ability and give those called units a 5k boost.)
4x: Jester Demonic Dragon, Lunatec Dragon (This unit gives 2k for any unit that comes out of soul and it's generation break 3 skill gives him an extra critical.)
1x: Dragon Masquerade, Harri (Harri gives me more attacks when I attack with my first wave of units then he calls out three more units when he attacks.)
1x: Air Elemental, Sebreeze (I stride this when my opponent plays the grade 2 game or is grade stuck.)
2x: Chainsaw Megatrick, Furnival (He is a G-guardian unit that when played he is a 15k shield when I discard a heal trigger and gains an additional 5k shield when I pick one card from the top three cards of my deck and put one to soul.  If it is a grade 1 or greater unit put into soul, it gains that 5k shield.)
2x: Dark Element, Dizmel (This G-guardian has resist and makes me choose a unit that cannot be hit or chosen for effects of my opponent's card effects, and it is a great counter for Dimension Police match ups.)
1x: Metal Element, Scryew (This is my last G-guardian that becomes an extra 25k shield when I discard a card from hand along with the heal trigger.)

Sunday, December 21, 2014

Gold Paladin - Golden Rabbit in the Moon's Shadow

Winter break is finally here!  So, I suppose I owe the blog a deck list for sure, lol.

Tested this deck today.  It was so fun and amazing that I'm left nearly speechless.  THANK YOU BT16 VER:E!  YOU DID SOMETHING RIGHT.

And so, I present my new and improved Pellinore deck!  (did i ever even post the 1st full pellinore/gerard version?)