Sunday, November 6, 2016

Great Nature (Chatnoir/Guru) vs. Bermuda Triangle (Lauris)


Cardfight! #4

Here we have a game over Skype between Rin Dunois vs. Major Spades. What kind of performance will we see from Rin this time as his idols face the clan known to be strong in both body and mind?

Editor: Barrel

Players: 
- Rin Dunois (Lauris)
- Major Spades (Chatnoir/Guru)

Monday, October 17, 2016

Royal Paladin (Jewel Knights) vs. Bermuda Triangle (Lauris)


After a long wait, here's the 3rd Cardfight video featuring Dragon∞Blade and Rin Dunois. Enjoy!

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Note: Unfortunately we were unable to use the audio from the recording, but we hope the visuals are enough to aid you along.

Editor: Barrel

Thursday, September 22, 2016

Nova Grappler (Blau) vs. Bermuda Triangle (Pacifica)



Here's the second recorded Cardfight between Barrel and our friend from last time. My editing is slowly improving. Next video is planned to be Ripples Jewel Knights vs. Lauris piloted by our own Dragon∞Blade and Rin Dunois respectively.
Anyways, enjoy!
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We are thinking of recording games with "special rules" so if you have any suggestions, feel free to let us know.
The video format is still a work in progress, but any feedback is welcome.

Editor: Barrel

Saturday, September 10, 2016

Angel Feather (Nociel) vs. Nova Grappler (Mega-Flare)




A casual game between Barrel who's playing Nociel and friend who's playing Mega-Flare. Excuse any misplays as we are still experimenting with recording our cardfights.

We are thinking of recording games with "special rules" so if you have any suggestions, feel free to let us know.

The video format is still a work on progress and there are plans to make it easier and more enjoyable to watch such as displaying card effects and the units' powers.

Editor: Barrel

Saturday, August 20, 2016

Casual Deck of the Week: Seal Dragons Unleashed Version 2.0

Casual Deck of the Week: Seal Dragons Unleashed Version 2.0

Hello Cardfighters its Major Spades with another casual deck profile.  Sorry for the long wait but I was away on vacation for a few days in South Carolina to visit a very important person.  From this article, I am going to post only one article per week, so I can have some time building more decks to present to you Cardfighters.  This deck profile for the week is Seal Dragons.  I know I made an old article about them but this is a much improved version from the support from the new G sets and Fighters Collection.  This deck is very powerful in destroying your opponents grade 1's or lower units and filling up their field with nothing but grade 2's.  The more grade 2's my opponent has on the field, the stronger my units gets.  Another win alternative, I can deck my opponent out if they are not playing legion.  I hope you enjoy this newer deck profile of my newly improved Seal Dragon deck.

Seal Dragons Unleashed 2.0:

Grade 3's:
4x: Seal Dragon, Georgette (the main card for the deck because the limit break gives it 5k power for each of my opponents grade 2 rear guards, and it gets a critical if my opponent has 2 or more grade 2 rear guard units.  Also it has an unlock ability against Link Joker.)
4x: Hellfire Seal Dragon, Weathercloth (Break ride that retires 2 of my opponents rear guards and replaces them for grade 2's.)

Grade 2's:
3x: Seal Dragon, Jacquard (12k attacker for Seal Dragons)
4x: Seal Dragon, Corduroy (a unit that retires one of my opponent’s rear guards for one counterblast with Seal Dragon in its name, and my opponent looks at the top 4 for a grade 2 unit and call it to rear guard circle)
4x: Seal Dragon, Barathea (When this unit is placed on rear guard circle, my opponent has to put a grade 2 onto the field from hand.  If not, I get to draw a card.)

Grade 1's:
4x: Seal Dragon, Rinocross (perfect guard)
3x: Lava Flow Dragon (Stride fodder)
4x: Seal Dragon, Doskin (This unit can counter charge and give one of my units 2k for each grade 2 unit my opponent has when my opponent puts a grade 2 onto the field.)
3x: Seal Dragon, Gariserge (For a counterblast, this unit prevents my opponent's grade 2's from intercepting, and this unit gains 2k for each grade 2 unit my opponent controls.)

Grade 0's:
4x: Seal Dragon, Biella (Critical)
4x: Seal Dragon, Artpique (Draw that gives a unit a 3k boost when you move this unit into the soul)
4x: Seal Dragon, Tarpaulin Dracokid (Critical that has an ability.  When this unit is placed on rear guard circle, I can counter charge as many damage by how many grade 2's my opponent has on the field.)
4x: Seal Dragon, Shirting (Heal)
1x: Seal Dragon, Terrycloth (Starting Vanguard that retires one of my opponents rear guards if I counterblast 1 card with Seal Dragon in its name and soul charge Terrycloth, but my opponent looks at the top 4 for a grade 2 unit and call it to rear guard)

Strides:
4x: Helldeity Seal Dragon, Crossorigin (This unit retires up to a certain amount of units my opponent controls by how many Crossorigin g-units face up I have, and he gains a critical if my opponent has 2 or more grade 2 units on field.)
2x: Flame Emperor Dragon King, Irresist Dragon (When this unit hits, I can retire an entire row.)
2x: Supreme Heavenly Emperor Dragon, Vortex Desire (When this unit hits, I can retire as many rear guards for each flame dragon on my Vanguard.)
4x: Transcendence Divine Dragon, Nouvelle Vague L'Express (This unit can prevent my opponent from calling grade 1 or higher units to guardian circle, and he nullifies 6th damage triggers if my opponent is at 5 damage.)
2x: Flame Wing Steel Beast, Denial Griffin (This g-guardian when placed, can retire the attacking unit it is guarding.)
2x: Flame Emperor Dragon King, Asyl Orb Dragon (G-guardian that becomes a 20k shield if my opponent has 4 or less rear guards.)

Wednesday, August 3, 2016

Competitive Deck of the Week: Granblue Hollowness

Competitive Deck of the Week: Granblue Hollowness 

Hello Cardfighters this is Major Spades with another competitive deck profile of the week.  This week is Granblue.  This deck is very good in calling units from the drop zone and getting extra abilities or power ups from their hollow abilities.  This deck is very fun to use, and it can be very powerful during late to mid game calling units every turn.  I hope you enjoy this deck profile.

Granblue Hollow:
Grade 3's:
3x: Lord of the Seven Seas, Nightmist (This break ride unit makes me call 2 Granblue units from the drop zone, and they gain a 5k gain from the skill.)
4x: Vampire Princess of Night Fog, Nightrose (She has a break stride skill that lets me call a unit from the drop zone.  Her generation 2 break skill makes me call another unit from the drop zone whenever one of my units is sent to the drop zone for just milling 3 cards from the top of my deck for the cost.)
1x: Ghoul Dragon, Gast Dragon (This unit's hollow ability gives him 5k.  If I mill 2 cards from my deck, I can give it an additional 3k power.)

Grade 2's:
4x: Witch Doctor of Languor, Negrolazy (This unit can bring back one unit from the drop zone if I have a Nightrose Vanguard.)
3x: Witch Doctor of the Rotten Sea, Negrorook (This unit's hollow ability makes him become a 16k beater.)
2x: Skeleton Cannoneer (When this unit is brought back from the drop, I can counterblast 1 and draw a card while retiring one of my opponent's unit when this unit is hollowed.)
1x: Dragon Undead, Ghoul Dragon (When this unit is called to rear guard from drop, this unit can retire one of my opponent's units when it hits.)
1x: Pirate Swordsman, Colombard (When this unit attacks while boosted, it can bring back one of my units from the drop zone.)

Grade 1's:
3x: Witch Doctor of Powered Bone, Negrobone (This unit can retire the unit it boosted to call out another unit from the drop zone for one counterblast and if I have Nightrose as my Vanguard.)
4x: Tommy the Ghostie Brothers (Stride fodder and Nightrose searcher.)
3x: Waterspout Djinn (Unflipping perfect guards)
1x: Gust Jinn (Old perfect guard for nostalgia)
1x: Sea Strolling Banshee (When she is called from drop, I can soul blast 1 and draw a card.)
1x: Sea Rumble Banshee (I can retire one of my rear guards to call her and she gets 2k and the ability to counter charge 1, so she is a free call booster or attacker.)
1x: Greedy Mimic (This unit becomes a 9k attacker when it attacks the Vanguard.)

Grade 0's
4x: Rough Seas Banshee (Critical trigger that puts itself into soul, so I can draw a card.)
4x: Jimmy the Ghostie (Critical)
2x: Ghoul Cannonball (Critical)
2x: Mick the Ghostie and Family (Stand trigger that gives a unit 10k when called to rear guard then hollowed.  When this unit dies, it goes back into the deck.)
4x: Good Luck Charm Banshee (Heal)
1x: Undying Departed, Grenache (This starting unit can counter charge 2 from its hollow ability.)

Strides:
1x: Ghostie Great King, Obadiah (This unit makes me choose 3 units from my deck and send them to the drop zone.  If two units have the hollow ability, I can call one normal unit with Ghostie in its name.)
3x: Demon Sea Queeen, Maread (This unit can call up to a certain number of units from the drop zone by how many Queen Mareads I have face up in my G-zone.)
4x: Mist Phantasm Pirate King, Nightrose (When this unit attacks, I can call 2 more units from the drop zone for an extra attack. for 2 counterblast and a persona flip.)
1x: Pirate King of Secret Schemes, Bandit Rum (When this unit hits, I can call one unit from my drop zone to rear guard circle.)
1x: Pirate King of the Abyss, Blueheart (This unit can call 2 units from drop zone for 1 counterblast.)
1x: Loved by the Seven Seas, Nightmist (If my heart has Seven Seas in its name, I can call 2 units from the drop zone, but they die at the end of the turn.)
2x: Eclipse Dragonhulk, Deep Corpse Dragon (G-guardian that gains 5k if I send the top 2 cards of my deck to drop zone.)
1x: Air Elemental, Sebreeze (I stride this when my opponent plays the grade 2 game or is grade stuck at 2.)
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.)

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


Sunday, July 31, 2016

Daily Tournament Blog: Great Nature Successfully Takes First at Zero Gravity Trading Card Games and Collectibles

Daily Tournament Blog: Great Nature Successfully Takes First at Zero Gravity Trading Card Games and Collectibles

Hello Cardfighters it's Major Spades with another daily tournament blog.  My Great Nature was able to get first place in a 3 round 6 man tourney.  The participating decks in this local tourney were: Link Joker Messiah, Great Nature Chatnoir/Tester Fox (me), Great Nature Bigbelly, Dimensional Police Daikaiser/Metalborgs, Pale Moon Harri, and Murakumo Yasuie.  All my rounds were very fun and also challenging.  Even though it was a 6 man tourney, I was still fighting against some of the shop's best Cardfighters, and Vanguard is solely a game of luck.  Now lets get into my tournament experience. 

Round 1: Great Nature Chatnoir/Tester Fox vs Murakumo Yasuie
I was able to 2-0 my opponent due to the fact that in both games his main Vanguard was Magatsu Typhoon and not Yasuie, so his ability to call and shadow clone units was very hard for him.  I was able to keep a large hand of 15 cards and constantly attack him down till I got his hand size low enough for Managarmr to win both games.

Round 2: Great Nature Chatnoir/Tester Fox vs Dimensional Robo Daikaiser/Metalborgs
Game 1 my opponent got grade locked at 2 for two turns, so I was able to Sebreeze and did a full out rear guard and Vanguard attack on my opponent that game giving me game 1.  Game 2 my opponent won due to that he broke ride Metalborg Sin Buster onto Daikaiser.  I had enough zeros in my hand to make it 1 to pass to a 47k Sin Buster; however, he was able to drive check a grade 3 to destroy one of my 10k shields and finish me off on game 2, so it all lead to game 3.  Game 3 became an awesome game at that point.  I had a maximum hand size of 19 cards, and I maintained that hand size, but my opponent broke ride again like game 2, and I didn't had enough to guard a Vanguard that is over 60k due to that I had more grade 1 and 2's in hand than 0's.  The most terrifying part of the turn is that my opponent had a Laurel on field, so he would be able to restand his Vanguard since Sin Buster will hit.  I was at 2 damage then the first attack hit getting me to 4 damage.  He restood his Vangaurd, and I had no choice but to take the hit.  At the moment I got to 5 damage, I had to pray for a heal, and my prayers were answered as my 6th damage was a heal trigger, and I was back in the game.  I survived a very brutal game winning turn, and I was able to survive the last remaining turns with my hand size to the point that I Managarmr my opponent for the game 3 and match claiming victory.

Round 3: Great Nature Chatnoir/Tester Fox vs Link Joker Messiah
The final round begins, and me and my opponent in game 1 were constantly attacking each turn; however, my mistake was that I left 2 rear guards available for lock cause I did a grade 2 rush on my opponent that cost me the game and preventing me from gaining hand advantage.  I learned from game 1 as my opponent won from constant lock and beat down of all units.  Game 2 I prevented calling out as many units to prevent my opponent from locking my rear guards, and I was able to keep rear guard spots open for me to give power to my units and retire them as I draw to replace the cards into my hand.  Even though my opponent had my entire back row locked, I was still able to call rear guards in the front row and pressure him from my Great Nature's ability to transfer power to units hitting magic numbers for my opponent to drop 10k shields from hand.  I was able to drop him down to 4 damage with 2 cards in hand, and I Managarmr him for the win with a rear guard with 26k power and a critical from my drive checks.  Last game went to turns, and I was able to get my opponent to 4 damage while I was at 3.  On my opponent's last turn, his twin drive was able to get him a heal and the entire match ended in a draw.  If he had a stride fodder in hand, he could have won the game, but he didn't as the card after that heal trigger was another heal trigger.  I got lucky there, but I was satisfied that me and my opponent tied for first place and second was Dimensional Police Kaizer/Metalborgs.  It was a very fun and thrilling tournament, and I hope and wish we can get more people into the tournaments I go to and expand the Cardfight community.  For now, I wish this article was enjoyable, and Cardfighters take care of yourselves.  


Saturday, July 30, 2016

Casual Deck of the Week: Neo Nectar Bloom

Casual Deck of the Week: Neo Nectar Bloom

Hello Cardfighters its Major Spades with another deck profile for you, and its going to be Neo Nectar.  This deck is very fun with its bloom mechanic by calling out many units with the same name and giving them their power ups from their bloom abilities.  Bloom only works if another unit with the same name is called to rear guard.  This deck not only call the same units, but the power boost to the units is ridiculous that the average power boost can go from 70k to 100k columns.  I hope you enjoy this deck profile just like I do.

Neo Nectar Bloom:

Grade 3's:
4x: Ranunculus Flower Maiden, Ahsha (She is the main unit to use in the game, and her stride break ability clones one of my rear guards.  Her generation break 2 skill gives two of my rear guards with the same name as my Vanguard 5k.
4x: Cornflower Flower Maiden, Ines (This unit when bloomed makes me look at the top 5 cards to search for a bloom ability unit and add that unit to my hand for just returning Ines back to my deck.)

Grade 2's:
4x: Ideal Maiden, Thuria (This unit is able to copy any unit's name when she is placed on rear guard if I have a Vanguard with Ranunculus in its name.  She also recycles a unit from my drop zone if it has the same name as the name Thuria claimed.)
4x: Greenshot Elf (This unit when bloomed gets 2k power and the boost ability.)
3x: Maiden of Flower Screen (This unit gets the name of another rear guard when I return a unit from my drop zone to my deck.)

Grade 1's:
4x: Pure Maiden, Katrina (This unit's bloom ability gives other units with its name a 4k gain.)
4x: Cherry Blossom Blizzard Maiden, Lilga (Perfect guard that has the bloom ability that when another unit name Lilga enters the battlefield, those units with the same name return to my hand for one counterblast.)
4x: Valkyrie of Reclamation, Padmini (Stride fodder and unit that searches for Ahsha.)
1x: Maiden of Sweet Berry (This unit can return herself to the deck to copy one of my units on the field.)

Grade 0's:
4x: Cosmos Pixy, Lizbeth (Stand trigger that her bloom ability can let me draw a card while recycling up to 4 units with the same name in my drop zone and herself into the deck.)
4x: Watering Elf (Stand trigger that gives one of my units 3k when moved into soul.)
4x: Maiden of Daybreak (Stand trigger that can send herself to the top of the deck, and she can give two units with the same name a 5k gain.)
4x: Fairy Light Dragon (Heal)
2x: Peach Orchard Maiden, Elmy (Starting Vanguard that if I have a Vanguard with Ranunculus in its name, and I can clone one of my grade 2 or greater units on the field, and it returns to my hand at the end of the turn.)

Strides:
3x: Flower Princess of Perpetual Summer, Verano (She can copy and recycle units and give the called units the ability to boost.)
4x: Dream-spinning Ranunculus, Ahsha (She can give the front row 5k and can clone from her generation break 2 skill.)
2x: Ranunculus in Glorious Bloom, Ahsha (She can clone one unit and give the units with the same name 5k for each face up copy of Dream-spinning Ahsha I have face up in the G-zone.  She also gains a critical if I have a rear guard with the same name as my Vanguard.)
1x: Flower Princess of Spring, Arborea (She gets to clone and superior call if her attack hits.)
1x: Flower Princess of Spring's Beginning, Primavera (She recycles 5 normal units and gets to call and clone 2 rear guards when she attacks for 3 counterblast and a one card discard.)
2x: Sacred Tree Dragon, Rain Breath Dragon (G-guardian that calls a unit from my hand and gives the called unit resist adding 5k to my G-guardian's shield.)
1x: Air Elemental, Sebreeze (I stride this when my opponent plays the grade 2 game or is grade stuck at 2.)
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.)

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


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:
4x: 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.)
1x: Contradictory Instructor, Tusk Master (This unit makes me restand a rear guard and give it 4k when Tusk Master is attacking.) 

Grade 2s:
4x: Illusion Scientist, Researcher Fox (This unit when retired makes me search from my deck either this unit or Tester Fox.)
3x: Capable Assistant, Guru Wolf (This unit lets me draw a free card if he hits and if his power is 20k or more.)
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:
2x: 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: Castanet Donkey (Draw trigger that gives a unit 3k if I move this unit into the soul.)
4x: Broadcast Rabbit (Heal)
1x: Pencil Koala (Starting unit that gives 4k to a unit and the ability to draw a card if the attack Koala boost hits.)

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.