Showing posts with label Cardfight!. Show all posts
Showing posts with label Cardfight!. Show all posts

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)                                         






Friday, November 9, 2018

Spectacular Performance

Hello Cardfighters!  Major Spades coming with you with a new deck profile.  Sorry for the small hiatus.  I was doing some fine tuning and practicing with my Oracle Think Tank deck for Chara Expo USA in Anaheim, CA.  Also, sorry for no tournament feeds on this blog due to that my locals became pretty small.  I hope to see all you followers on this blog at Chara Expo USA and thank you for your support.  For today's deck profile, its Pale Moon.  Pale Moon to me is a fun deck with spectacular performances by utilizing the soul to make more attacks and plays.  Its perfect that Pale Moon is an accel clan because more rear guard circles means more opportunities for more attacks.  Now let the show begin!

Grade 3's
4x: Golden Beast Tamer (This unit gives 3k to the front row if I have 5 or more rear guards.  Plus, when this unit attacks counterblast 1 and put a card from hand to soul to call out two more rear guards.  My ideal grade 3 ride.  Great way to have more attacks in when I use the Alice and Jumping Jill combo.)
3x: Nightmare Doll, Alice (This unit when placed on Vanguard gets to call a workeroid from the soul to rear guard and that unit gets 5k.  Alice skill on rear guard is that after it attacked counterblast 1 soul blast 1 put Alice into the soul and call a non-grade 3 out from the soul to rear guard.  She is a very good multi-attacker when I utilize Jumping Jill and Purple Trapezist along with Comicality Chimera and Amaranth Beast Tamer.)
2x: Comicality Chimera (This unit's skill on rear guard gets to put a unit into the Vanguard's soul for a soul blast.  If done, I can give this unit 5k and counter charge.  This unit is great for keeping key pieces into soul, so I can do more combos.)

Grade 2's
4x: Jumping Jill (This unit when placed from soul to rear guard, I can put one of my rear guards into soul to call out a non-grade 2 unit from my soul.  This is a great piece for the multiple attacks in one turn as I can soul charge a Purple Trapezist to call a booster out or Alice or soul blast the Trapezist to call Alice.  There are many ways to utilize this skill.)
4x: Nitro Juggler (This unit when placed from hand to Vanguard or rear guard circle, I can look at the top 2 cards from my deck, and I can put one in soul and one at the bottom of my deck.  Great way to set up soul.)
4x: Amaranth Beast Tamer (This unit on Vanguard or rear guard when it attacks a Vanguard, I can put a unit into soul and this unit gets 3k power until the end of that battle.  Like the Chimera, Amaranth can keep my key pieces in soul safely, so I can do more attacks in the current or next turn.)

Grade 1's
4x: Purple Trapezist (This unit gets to call an additional unit from soul when Purple Trapezist is put into soul by soul blasting a Purple Trapezist.  Good unit to call out Alice for another attack.)
4x: Starting Presenter (This unit when placed on Vanguard or rear guard, I get to soul charge 1.  When rode on, I get to put a card from my hand to soul and soul charge a card from my deck.  My ideal grade 1 and a great way to set up soul.)
4x: Midnight Bunny (This unit when boosting, I can soul charge 1, and when this unit attack hits, I can put Bunny into soul and call a non-grade 1 from my soul to rear guard.  Another great unit to call out Jill or Alice for more attacks.)

Grade 0's
4x: Dynamite Juggler (Critical) 
4x: Poison Juggler (Critical)
4x: Hades Hypnotist (Draw/Sentinel)
4x: Candy Clown (Heal)
1x: Entertain Messenger (When rode upon draw a card)

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.)

Saturday, January 4, 2014

Oracle Think Tank - Goddess of the Sun Amaterasu Deck Profile

Hello all, it's been a while since my introduction post and I don't really have much to say for myself since, while half of it was due to the holidays and other obligations taking up time, the other half was just me plain procrastinating.

Moving on, I was originally going to be starting a mini-series with this post, but that will be put on hold until I can take the time to plan it out more. In the meantime however, I shall present to you all a deck I recently completed a few weeks ago and have been having a lot of fun with. Also, this deck was inspired by a similar decklist by a good member of the Cardfight Vanguard wiki, Xeamnz, so do go check out his rendition of the deck too if you're interested. With that said, onto the decklist!

Tuesday, December 24, 2013

Christmas on Cray


Greetings Everyone!
We at Trigger Capital wishes you all a Merry Christmas!

In the spirit of the holidays, I have constructed a diorama 
composed of Christmas-themed Neo Nectar units.

Enjoy!

As Santa's helpers, they plan to spread joy and happiness 
to nice Cardfighters everywhere.

Happy Cardfighting!