Monday, May 11, 2020

Angel Feather Deck Profiles (Protect 1 and Protect 2 builds)

Hello Cardfighters!  Major Spades with 2 different deck builds that feature the clan Angel Feather.  My first build will be a Protect 1 build and the second a Protect 2 build.  I like Angel Feather's unique mechanic of manipulating the damage zone.  Now with Angel Feather in the Shinemon Arc, Angel Feather had the ability to board control, but Cleanup Celestial Ramiel Reverse was the first unit to do that but not that much.  However, Angel Feather now having damage zone manipulation and board control is fun.  Far as I can remember, I played Angels when Ramiel and Zerachiel came out during break ride era.  The strengths of Angel Feather now is that it has units that heal on ride like Metatron and Malkuth, they have a unit that can superior ride and generate mutiple Protect markers (Zerachiel) and they have the option to board control.  The weaknesses I can think of is that its very reliant on having Malkuth be the first ride for early healing or dealing an early damage to the opponent's Vanguard, it is a Protect deck which means it may or may not fair well with Accel match ups and it doesn't do well against clans that rush or pressure early game.  The Protect 1 build is meant to maintain damage, controlling opponent's board state and filling up board from Malkuth skill.  Protect 2 build loses that board control and mainly focus on generating as much markers on board to pop off Amputation and Sectio Angel's skills utilizing the Protect 2 gift by having Sectio intercept from anywhere and becoming a big shield depending on how many markers are on her plus having Amputation Angel gain 15k and sentinel restrict.  Now to the profiles:


Angel Feather Protect 1

Grade 3's:
4x: Arch-aider, Malkuth-melekh (Primary first ride, it heals if opponent's Vanguard is at grade 3, but it deals a damage to them if a lower grade, it also calls out 3 units and gives the front row 5k for an exchange of a damage check on Malkuth.)
3x: Cosmo Healer, Ergodiel (Another target to ride if not Malkuth, she board controls, she gains 5k for each face up damage in opponent's damage zone and gains a critical.)
2x: Crimson Impact, Metatron (Great late game ride, she heals when riding on a grade 3, gains 15k and recycles a damage zone card back to deck.)

Grade 2's:
4x: Aid-roid, Zayin (Spot removes pesky units, gains 10k when an opponent's unit is sent from rear guard to damage but retires at the end it attacked.)
4x: Freezing Granter (Spot removes, gains 5k for every face up card on opponent's damage.)
3x: Hygienist Angel (A beat stick that gains 5k for every card in your damage.)

Grade 1's:
4x: Healthful Intendant (When rode upon, she superior calls herself to rear guard, and she gains 5k whenever the opponent gets damaged.)
4x: Auscultate Angel (Searcher for Malkuth-melekh.)
3x: Aid-roid, Lamedo (Gains 5k when opponent gets damaged and gives sentinel restriction to the boosted unit.)
2x: Multi-medical Angel (Draws 2 cards and discards 1 whenever a new card is put in your damage, and he goes to the bottom of the deck when ability triggers.)

Grade 0's:
4x: Critical Hit Angel (Critical)
3x: Hot Shot Celestial, Samyaza (Critical)
4x: Battle Cupid, Nociel (Draw PG)
1x: Bouquet Toss Messenger (Draw)
4x: Sunny Smile Angel (Heal)
1x: First Aid Celestial, Peniel (Starting Vanguard)


Angel Feather Protect 2

Grade 3's:
4x: Arch-aider, Malkuth-melekh
3x: Solidity Celestial, Zerachiel (Superior rides from damage and gives front row 3k for each new damage on your end.  A good way to generate Protect 2 markers quick.)
2x: Crimson Impact, Metatron

Grade 2's:
4x: Amputation Angel (Gains 15k if there is a Protect 2 marker in the same column as her and she gains sentinel restrict if there are 3 or more Protect 2 markers on board.)
4x: Aid-roid, Zayin
3x: Hygienist Angel

Grade 1's:
4x: Sectio Angel (She can intercept, intercept from the back row and cannot be chosen by effects if there is a Protect 2 marker in the same column as her.)
4x: Healthful Intendant
2x: Aid-roid, Lamedo
3x: Auscultate Angel

Grade 0's:
4x: Critical Hit Angel (Critical)
4x: Hot Shot Celestial, Samyaza (Critical)
4x: Battle Cupid, Nociel (Draw PG)
4x: Sunny Smile Angel (Heal)
1x: First Aid Celestial, Peniel (Starting Vanguard)







Dark Irregular Deck Profile (Pre-May 22 ban list)

Hello Cardfighters!  Major Spades here with a deck profile.  This time I will be introducing my Dark Irregular deck profile before the May 22nd ban.  In my opinion, Dark Irregulars are a very unique and a fun clan with having skills of gaining soul for the Vanguard to kick off various abilities.  I liked Dark Irregulars since limit break when Blade Wing, Reijy came out.  My personal favorite was "Darkness" with Scharhrot.  Scharhrot is my favorite unit because of his art, and his art is more amazing in the upcoming Rummy Labyrinth set for standard.  For this profile, the point of the deck is to compress as much triggers in deck as possible due to that some units can select units to soul charge rather than random soul charging like triggers.  This deck early game is to turbo compress as fast as possible.  It relies on having 3 different units that share the same name to pop off Variants Hardleg to



have the opponent guard with 3 cards for each attack.  The point is to build up soul from cards like Yellow Bolt, Emblem Master and Brufas.  When the 13 card in soul threshold is met along with the 3 different units that share the same name for No Life King, Death Anchor, then Hardleg will trigger when placed.  Then attack with the first wave of attacks then re-ride from NLK to another or if there are 15 cards in soul, ride into Master of Fifth Element to re-stand all units that haven't been soul charged from NLK's skill.  Then attack with the second wave of attacks.  The strength of Dark Irregulars is that they have a re-riding Vanguard that generates Protect markers, 2 grade 3 units that have early criticals for early to late game pressure and a unit that forces a lot of guard from hand for each attack.  The weakness is that it can't stand to decks that rush early, and Accel clans that have multi-attacks like Aqua Force especially Narukami due to that Vanquisher can give the entire front row 10k if 3 cards were bound.  It's sad to see Variants Hardleg go, but I hope in the new upcoming Dark Irregular set that it makes up for it.  Now to the profile:

Grade 3's:
4x: Demonic Deep Phantasm Emperor, Brufas (This unit generates soul, ideal first ride, sets up soul by soul charging up to 3 cards of identical units for Hardleg, and it retires a unit on board and gains the power of the unit and gets a critical which is good for pressuring your opponent.)
4x: No Life King, Death Anchor (Its a re-riding Vanguard that can choose any grade 3 from soul to re-ride, it gains 2k for every card in soul when placed on Vanguard circle, it also gives the re-riden unit a critical which is good for pressure.)
4x: Number of Terror (Good rear guard for draw power for a cost of soul charging a rear guard, it also gains 10k power and 10k shield if there are 10 cards in soul so it's great offensive and defensive.)
1x: Master of the Fifth Element (Re-stands all units on board, great combo with Hardleg having make multiple guarding for waves of attacks for the opponent hard.)

Grade 2's:
4x: Variants Hardleg (This is the end game, it makes your opponent guard 3 cards for each attack.)
4x: Emblem Master (This unit helps generate soul for Hardlegs by selecting 1 unit on board and selecting 3 copies of that unit from deck to soul.)

Grade 1's:
4x: Variants Killertail (This unit is a counter charger and it soul charges too from damage or drop.  It also re-stands if there are 3 copies of her in soul.)
4x: Yellow Bolt (Soul charger, it gains 5k when it attacks an opposing grade 2 or greater Vanguard, it even draws a card if you soul charge a trigger or more from his skill when rode upon.)
4x: Alluring Succubus (She soul charges herself to look for 2 grade 3's from top 7 of deck, and one of those 3's go to hand and the other to soul.  Great for looking for your pieces and deck compression.)

Grade 0's:
4x: Blitzritter (Critical)
4x: Werluchs Gefreiter (Critical)
4x: March Rabbit of Nightmareland (Draw PG)
4x: Cursed Doctor (Heal)
1x: Devil in Shadow (Starting Vanguard)



Gold Paladin Triple Threat Deck Profiles Agravain, Ezel and Garmore

Hello Cardfighters!  Major Spades presenting a triple threat deck profile that are from Gold Paladin.  These deck profiles for Golds that I will be presenting are: Agravain, Ezel and Garmore.  I love Golds!  Great Silver Wolf, Garmore is my avatar.  They're my first clan I started out with when I was introduced to Vanguard.  It was the Garmore limit break deck that I started with.  With some learning, it evolved into my personal favorite competitive deck Garmore/Pellinore.  I love Gold Paladin's mechanic of superior calling units from deck to rear guard circles to fill up a board.  My personal favorite Gold Paladin user in the anime is Taiyou Asukawa in Vanguard G who his avatar is Gurguit.  Now into the strengths of Gold Paladin.  They fill up board quickly, they have a lot of muti-attacking and a lot of late game finishers.  The weaknesses are that they don't favor too well with defensive triggers and units that board wipe hurts Gold Paladin a little unless players have the resources to get back their fallen comrades.  First we will talk about Agravain's deck purpose, Agravain is meant to have multiple superior calls, attacks and deck compression for triggers.  The late game finisher is that having the 12 cards in soul will make the opponent guard with only normal units.  Now Ezel's purpose is to superior ride a lot to generate as much Accel circles as possible while having the opponent's Vanguard at a low grade, and units that fill up board early game gives huge guarding pressure on the opponent including Platina Ezel altering drive checks for triggers and calling additional attackers.  Last is Garmore, Garmore's purpose is to fill up board as fast as possible before Garmore hits the board to call more units and give 6 units 3k.  The deck mainly just calls out units and overwhelms the opponent with attacks with a good amount of power excluding triggers.  My opinion on Accel 1 or 2 is that it is situational, but I favor Accel 2 because of that extra draw could help in some situations.  Now lets get into the deck profiles:

Agravain

Grade 3's:
4x: Knight of Fury Agravain (Great superior caller when attacking for muti-attacks based on the number of units called before his attack and a end game with that soul blast to force opponents to guards with normal units.)
3x: Full Cavalier Dragon (Superior calls the top card to rear guard.)
3x: Battlefield Storm, Sagramore (This unit draws one and superior calls one from hand.)

Grade 2's:
4x: Advance of the Black Chains, Kahedin (Superior calls a unit from top 3 of deck to board and if Hoel is on board, draw a card, so it makes up for the discard cost.)
4x: Liberator of the Flute, Escrad (Superior calls the top card of deck to rear guard circle.  It works well with Agravain getting as much calls as possible so Agravain can call more on his attack, and Escrad gives himself 5k when placed for hitting numbers at the opponent's Vanguard.)
4x: Hard-working Knight, Arienohl (A 24k beat stick if 4 or more units were called the turn this unit is placed.)

Grade 1's:
4x: Stronghold of the Black Chains, Hoel (Great boosting unit that gives the boosted unit 5k or 10k if Kahedin is on board.)
4x: Listener of Truth, Dindrane (A unit that draws or counter charge when superior called.)
3x: Little Battler, Tron (A unit that gains 5k when placed, but it also is a pressure card that superior calls the top card of the deck if Tron's attack hits.)

Grade 0's:
4x: Greeting Drummer (Front)
4x: Dantegal (Front)
4x: Halo Shield, Mark (Draw PG)
4x: Elixir Sommelier (Heal)
1x: Spring Breeze Messenger (Starting Vanguard)


Ezel

Grade 3's:
3x: Blazing Lion, Platina Ezel (Great finisher because he alters the drive checks and one goes in the trigger zone first then the other at a rear guard circle.  He can do it twice if there are two or more grade 3's in soul.  Great for calling out more attackers from his skill.)
4x: Raven-haired Ezel (Great pressuring unit that gains 15k and a critical if there is an Incandescent Lion, Blonde Ezel in soul.  It also superior rides over Blonde Ezel to generate another Accel circle.)
4x: Incandescent Lion, Blonde Ezel (A superior ride unit from hand that requires Beaumains, Gareth and Kryph.  Great to be ahead of the opponent and it also superior calls a unit from hand while he attacks.)

Grade 2's:
4x: Knight of Superior Skills, Beaumains (A piece for the superior ride that searches the other piece Gareth and superior calls him.  Beaumains also gains 3k if superior called.)
4x: Flame Wind Lion, Wonder Ezel (This is another unit that can superior ride Blonde Ezel if Howell is on board.  It also superior calls a unit from hand when placed.)
2x: Advance of the Black Chains, Kahedin (Superior calls a unit on board and draws.)

Grade 1's:
4x: Crimson Lion Beast, Howell (One of the alternative pieces for the superior ride to Blonde Ezel, and he draws a card and superior calls a card from hand when he boost a unit if there is an Ezel Vanguard.)
3x: Stronghold of the Black Chains, Hoel (5k or 10k to boosted unit.)
3x: Listener of Truth, Dindrane (Draw a card or counter charger.)
2x: Knight of Elegant Skills, Gareth (One of the pieces for the superior ride and he gains 10k when superior called)

Grade 0's:
3x: Fortune Bell (Critical)
3x: Flame of Victory (Critical)
1x: Greeting Drummer (Front)
1x: Dantegal (Front)
4x: Halo Shield, Mark (Draw PG)
4x: Elixir Sommelier (Heal)
1x: Crimson Lion Cub, Kryph (Starting Vanguard)


Garmore




Grade 3's:
4x: Great Silver Wolf, Garmore (Superior calls a unit and gives 6 units 3k power.  If there is one or less card in hand, Garmore can protect all units from being attacked or retired.)
3x: Battlefield Storm, Sagramore (Draws a card and superior calls a unit from hand.)
3x: Blazing Lion, Platina Ezel (Alters the drive check and superior calls units from the drive check.)

Grade 2's:
4x: Advance of the Black Chains, Kahedin (Superior calls and draws a card if Hoel is on board.)
4x: Hard-working Knight, Arienohl (24k beat stick.)
3x: Player of the Holy Bow, Viviane (Superior calls a unit from top 3 of deck and she gains 3k.)

Grade 1's:
4x: Stronghold of the Black Chains, Hoel (5k or 10k power to boosted unit)
4x: Listener of Truth, Dindrane (Draws a card or counter charges)
4x: Knight of Energetic Steel, Blennius (This unit draws a card and superior calls a card from hand by putting himself in soul when a grade 3 Vanguard is placed.)

Grade 0's:
4x: Greeting Drummer (Front)
4x: Dantegal (Front)
4x: Halo Shield, Mark (Draw PG)
4x: Elixir Sommelier (Heal)
1x: Spring Breeze Messenger (Starting Vanguard)                                         






Tuesday, March 24, 2020

Nightmare Dolls (Standard)

Hello Cardfighters!  Major Spades here with another deck profile.  I would like to apologize for the long hiatus I been having struggles dealing with my mental illnesses, but I been more occupied with more Vanguard tourneys which eats up a lot of my weekends.  I been also studying and experimenting with different builds.  Since this COVID-19 virus pandemic is giving us a scare and worry, I will try my best to publish more articles since I have more time.  Thank you for your understanding as I will be the most active writer of the Trigger Capital team.  Furthermore, I would like to introduce my Nightmare Doll deck from the Pale Moon clan.  Pale Moon is a dark and magical circus bunch that specializes in assassination.  Their imaginary gift is Accel which allows the player to gain an additional rear guard circle meaning an extra attack.  Pale Moon is one of my favorite clans because it reminds of a time I went to the Ringling Brothers and Barnum & Bailey circus with my dad as a kid.  I love Pale Moon of its utilization of the units in the soul as they superior call in and out of the soul as if it was a magic trick.  It brings back memories of me enjoying the acrobatics and stunts as a little kid.  Now to the pros and cons of the deck, the pros is that we have a lot of muti-attacking units that goes in and out from soul.  With Nightmare Doll, Carroll when a grade 3 is put into the soul, Carroll can superior ride a workeroid from soul meaning another Vanguard attack, but the downside is that the superior rode unit gets drive minus 1 so be wise on what to superior ride into.  Another pro is that it can unlock more Accel circles from superior riding (preferably I recommend Accel II gifts because of the extra draw from the gift).  The cons are that it doesn't do to well against control match-ups like Narukami, Kagero, Nubatama, ect. (especially Narukami Vanquisher nowadays).  It needs the pieces in hand and soul to pop off combos and superior rides from Carroll.  Another con is that defensive triggers from opponents could kill the pressure of the muti-attacks.  Finally, it needs Carroll as Vanguard so that she can utilize the Accel circles and superior riding otherwise it will be hard to catch up.  Now lets get to the profile.

Grade 3's:
4x: Nightmare Doll, Carroll (This unit is the main grade 3 to be as Vanguard.  On ride, she puts a card in soul from the top 5 from deck.  If its a grade 3 workeroid, that unit can be called to a rear guard circle.  She can call out one of the combo pieces like Alice to pop off Carroll's superior ride skill.  For a discard cost of 2 and counterblast 1, any workeroid could be superior rode, but it loses 1 drive.  If another Carroll is put in soul but don't have another, don't call her out.  Save her so she can be the superior ride target till all resources are out then superior ride Alice.)
4x: Nightmare Doll, Alice (This unit is the main combo piece to have in soul, hand and field.  After her attack, she counterblast 1 and a soul blast to go into soul and superior call any non grade 3 (Jumping Jill) from soul.  She is the main piece to put into soul to trigger the superior ride skill of Carroll.)
2x: Comicality Chimera (This unit can be another combo piece to put an Alice or any grade 3 in soul if out of counterblast.  For a soul blast and put any unit into soul, a card in damage can be counter charged meaning a resource to trigger Carroll.)

Grade 2's:
4x: Jumping Jill (This unit helps with muti-attacking combos from soul.  When she is placed from soul, a unit gets placed in soul from field in exchange for a new unit from soul ready to attack.  She can be a unit that can put any grade 3 into soul to trigger Carroll's skill.)
4x: Amaranth Beast Tamer (This unit is another way to put a grade 3 or any unit from rear guard into soul, and it gains 3k power when it attacks the opponent's Vanguard.)
4x: Nitro Juggler (This unit helps build soul by look at the top 2 cards of the deck and putting one of them into soul and the other to the bottom of the deck.  It is also a good way to dig for pieces.)

Grade 1's:
4x: Midnight Bunny (This unit can soul charge pieces.  On the downside, triggers might be soul charged, but unnecessary cards can be soul blasted for Chimera's and Alice's skill like triggers.  Meaning useful cards for attacks and combos don't have to be soul blasted.  Midnight Bunny is also a pressure card when she hits.  For a counterblast, bunny can put herself into soul to call a non grade 1 unit from soul to rear guard.  A good card to call out is Jumping Jill or Alice to keep popping off combos.)
4x: Purple Trapezist (This unit enables another superior call from soul when it gets put into soul from rear guard, and it can be soul blasted for the cost of calling the unit.  Good for making more muti-attacks and combos.)
3x: Nightmare Doll, Beverley (This unit gives the placed wokeroid unit that is on the same column as Beverley 5k power whether its Vanguard or rear guard circle.)

Grade 0's:
4x: Hoop Magician (Front Trigger)
2x: Skyhigh Walker (Front Trigger)
2x: Dynamite Juggler (Critical)
4x: Hades Hypnotist (Draw/Sentinel)
4x: Candy Clown (Heal)
1x: Entertain Messenger (Starter)