Showing posts with label Pale Moon. Show all posts
Showing posts with label Pale Moon. Show all posts

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)




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)

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.)

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.)

Thursday, February 13, 2014

“It’s Showtime!” Pale Moon: Nightmare Doll Chelsea Takes the Stage


Hello Cardfighters!  I am back with another fun deck profile on the new upcoming Pale Moon support from booster set 12 "Binding Force of the Black Rings."   Pale Moon is one of my favorite clans next to my Gold Paladins and my other 10 different clans I play.  Pale Moon has been a personal favorite because all the units kind of make me reminisce my past as a child when I went to see my first circus performance with my father at a Ringling Bros. and Barnum & Bailey in Anaheim, California.  The show was fantastic, and I loved it.  I always love the elephants and the fun festivities the circus presents, and Pale Moon’s clan mechanic is just fun and makes me relive the experience at the circus with their mechanic of coming out of the soul and back in like a disappearance act.  In booster set 12, I am making Chelsea, and I am also making my silver thorn deck too.  My favorite Pale Moon cards are the Nightmare Dolls and Midnight Bunny because they are soo cute.  Silver Thorns I like because the artwork on them are soo cool, and their mechanic is fun too.  So, roll up the curtains and let the show begin.  I present to you Cray's darkest and greatest performers of the Pale Moon clan.  This is my Pale Moon Nightmare Doll Chelsea deck profile along with Miracle Pop Ava (break ride).

Tuesday, August 6, 2013

Pale Moon - Sword Throwing

My other Sarah variant.  This one is more of a beatdown deck with a bonus effect or 2.

Pressure oriented build can be found here: http://triggercapital.blogspot.com/2013/08/pale-moon-knife-throwing.html

Pale Moon - Knife Throwing

Like I promised, Pale Moon with Sarah as main vanguard.

This one is the pressure oriented build.

Beatdown build is available too: http://triggercapital.blogspot.com/2013/08/pale-moon-sword-throwing.html

Tuesday, June 4, 2013

Fanime 2013 and Beyond

As you may have read in one of our previous posts, we were at Fanime 2013, cosplaying as characters (and units in the case of Dragon∞Blade) from good, old "Cardfight!! Vanguard" as shown below:


Left to right: Barrel as Dr. O; Rin Dunois as Sendou Aichi; Dragon∞Blade as Goddess of the Full Moon, Tsukuyomi
Don't you guys think Barrel and Dragon∞Blade would look better with their glasses off?
Photo credit: Richard Palmerin