Showing posts with label cfv. Show all posts
Showing posts with label cfv. 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)                                         






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)




Thursday, September 27, 2018

Rise From the Watery Grave, Granblue!

Hello Cardfighters!  Its Major Spades with another standard deck profile.  This time around it's my Granblue deck profile.  Granblue to me has been very special to me because I have been a fan of the Pirates of the Caribbean trilogy.  I love how Granblue is a protect clan cause the clan doesn't rely on hand that much and having that extra sentinel helps out a lot.  Granblue as always has been well known for their milling and superior calling from the drop zone.  The extra plus is that some of those units get power bonuses depending on the amount of units in the drop zone.  I hope you enjoy the deck profile.

Grade 3's:
4x: King of Demonic Seas, Basskirk (Vanguard skill is that if I have 10 or more units in drop, it gets an additional 5k and critical.  Second skill is for one counterblast and soul blast, I can superior call a unit from the drop zone to rear guard, and Basskirk gains an additional 5k for each grade that unit is called.  This card is great overall pressure wise.  I can constantly hit my opponent for more than 30k with critical, and my opponent has to drop sentinels, trigger units or normal units to not take that extra damage late or early late game.)
3x: Dragon Undead, Skull Dragon (This unit is a huge beat stick as a rear guard cause I mill a good amount of units in the drop, and Skull Dragon gets 2k for every card in my drop, so I can potentially have it hit for more than 50k.  It's one of the good finishers in the deck.)
2x: Violence Flanger (This unit as a rear guard guard restricts sentinels but also the grades of cards I discarded as an additional cost.  Plus it gets 5k.  For a soul blast of a grade 3, I can drop a grade 0, 1 and 2 and make Flanger unblockable for the battle.  Its a good finisher when my opponent is at 4 (banking on the critical) or 5 damage.)

Grade 2's:
4x: Ruin Shade (Vanguard and rear guard skill is when it attacks Vanguard, mill 2 cards from the top of my deck, and Ruin Shade gains 4k.  Its rear guard skill gains another 4k if I have 10 or more cards in the drop zone.  It can potentially become a 17k beat stick as a rear guard.)
4x: Captain Nightmist (As a rear guard, when placed, I can call a grade 1 or less card from my drop zone.  If I have 10 or more in drop, I can call whatever unit from the drop.  Good card for building up my board.)
4x: Commodore Blueblood (Rear guard skill is if I have another Blueblood in drop, it gains 4k.  Its other skill is that when it hits, I can retire this unit and draw 2 cards and discard a card.  Good way to plus one and build up the drop zone.)

Grade 1's:
4x: Dandy Guy, Romario (Rear guard skill is that it gains 4k if I have 10 or more cards in drop zone.  Second skill is that when rode upon, counterblast and put a card from hand to soul to mill 3 cards and return a card from drop zone to your hand.)
4x: Dancing Cutlass (This unit can call itself from drop to rear guard by binding another cutlass from drop.  Plus it counter charges when called this way.  The deck is counterblast heavy, so that extra counter charge really helps.)
2x: Evil Shade (Rear guard skill is once per turn that I can call a unit from drop by binding the card with the same name as the unit called by Evil Shade's skill for a counterblast.  Good way of calling my Flanger or Skull Dragons from drop.)
2x: Norman the Ghostie (This unit can retire itself and mill 2 cards from my deck to give another unit an additional 10k.  Good for adding more power to my Bluebloods for more pressure or Flanger.)

Grade 0's:
4x: Knight Spirit (Critical Trigger)
4x: Mortal Mimic (Critical Trigger)
4x: Gust Djinn (Draw Trigger and Sentinel)
4x: Rick the Ghostie (Heal Trigger)
1x: Guiding Zombie (Starting grade 0 when rode upon you draw a card)

Thursday, September 20, 2018

Tachikaze Roar!

Hello Cardfighters!  Major Spades here with another deck profile.  From now on, I will try my best to post content ever week with probably one or two post that will include deck profiles and tournament reports with my standard decks.  Mostly going to be my Oracle Think Tank deck since I need practice for Chara Expo, but I will try my best to post reports on my other decks.  This time around its my standard deck for Tachikaze.  I love Tachikaze when they first came out because I love dinosaurs, and they remind me of the anime series Zoids.  I love the new mechanic for Tachikaze which is called equip gauge.  What this mechanic does is that certain skills on cards for Tachikaze places the top card face down under a unit.  You may also look at the face down card when placed under the specified unit.  This mechanic is quite unique, and cards with skills that put gauge under a unit gains power for each gauge or lets me add those gauges to my hand.  Another thing is that any remaining gauges under a rear guard that can't be added to hand end up going to the drop zone.
  Mainly the deck gains power and lets me build hand advantage.  There is a lot of gauging, swapping and retiring, but I will do my best to clarify those mechanics further into the deck profile.  This clan is also a clan that utilizes the accel gift which lets me get an additional rear guard circle for more attacks.  In this deck, I play critical triggers in this deck.  I don't play front triggers where it gives all my front row rear guards 10k.  This deck is meant to kill my opponent as quick as possible with huge rear guards.  The setback to Tachikaze is that our equip gauges could be triggers, and it sucks to lose triggers from deck.  Its good guarding but sucks to lose one or more triggers from deck. Lets get into the deck profile:

Grade 3's:
4x: Ravenous Dragon, Gigarex (My main grade 3, and this unit lets me put up to one card from the top of my deck to each of my rear guards as an equip gauge, and it gains 5k for each of my rear guards.  Gigarex's last skill lets me discard 5 equip gauges from rear guards to deal a damage to my opponent if they are at 4 or less damage.  Not only this card becomes big from his skill as a Vanguard, but the damage skill helps out whenever I am behind.  I rarely use the skill if I have the opportunity to use it.)
3x: Tyrant, Deathrex (Vanguard or rear guard this unit gains 10k for each equip gauge attached to one of my rear guards it retires for a soul blast.  In addition, I get to retire one of my opponent's rear guards.  Very good card on rear guard or accel circle.  Best target to put a critical on.)
1x: Savage King (Rear guard skill.  This unit lets me move all my equip gauges from one rear guard to Savage King, and it gains 5k for each equip gauge under it.  Very good beat stick and pressure card on both rear and accel circle and another target to put a critical on.)

Grade 2's:
4x: Ravenous Dragon, Megarex (When attacking on Vanguard or rear guard circle, this unit lets me retire one of my rear guards and lets me draw a card.  If its on rear guard, I can put an equip gauge under it, and it gains 5k for each equip gauge under it for a counterblast.  Another potential beat stick and a target for Deathrex once I stack a lot of equip gauges to it.  It is also a combo piece for my Blightops and Laceraterex once when I discuss it further in the deck profile.)
4x: Assault Dragon, Blightops (When its retired, this unit lets me add up to 2 equip gauges from it to my hand as a rear guard for one counterblast.  Very good target for my Deathrex, Megarex or Sonic Noa.)
4x: Savage Raider (When placed from hand to rear guard, it lets me put an equip gauge to an other rear guard.  Second skill, when it attacks, I can move any number of equip gauges from a rear guard to another, so I can move a gauge or two to another rear guard with a lot of gauge, so they can be retire fodder for my Deathrex or gauge fodder for Savage King.)
1x: Attempt Mammoth (Rear guard skill.  This unit forces my opponent to guard with two cards from hand whenever they are guarding for Mammoth's attack.  The set back to this card is that it needs a gauge to stay alive otherwise it dies if I have no equip gauge onto it.  That's why Gigarex is suppose to be my main grade 3, and its very good on an accel circle.)

Grade 1's:
4x: Sonic Noa (Rear guard skill is when it is boosting a unit, put an equip gauge under the boosted rear guard.  Its Vanguard and rear guard skill is that when it hits while attacking or boosting, retire one of my rear guards and draw a card.  This card has a very good combo with Laceraterex and Blightops cause I can stack a gauge or two for them and retire one of them, and I can add up to one or two gauge to hand depending on the unit while I draw and extra card from Noa.  Even if I have alot of gauge under Blightops or Laceraterex, I can look at them and choose which ones to add to my hand.)
4x: Vicious Claw Dragon, Laceraterex (As a rear guard when placed, I get to equip a gauge under it.  When retired, I get to add that gauge to my hand for a soul blast.  Good target for Sonic Noa and Megarex to plus from their skill and add a gauge from it to hand.)
2x: Winged Dragon, Skypero (As a rear guard, When it get retired, I can add it back to my hand for a counterblast.)
2x: Winged Dragon, Beamptero (As a rear guard, when retired, I can give 3 of my units 3k.)

Grade 0's:
4x: Black Cannon Tiger (Critical Trigger)
4x: Savage Aggressor (Critcal Trigger)
4x: Archbird (Draw Trigger and Sentinel)
4x: Savage Shaman (Heal Trigger)
1x: Dragon Egg (Like most starting Vanguards, They let me draw an extra card when rode upon.)

Thursday, September 13, 2018

Foresee the Future Oracle Think Tank

Hello Cardfighters!  Major Spades back from the hiatus from my depression and motivational problems.  I been having problems coping with my depression and schizophrenia for a long time, and I am sorry if its too much information to you guys and my hiatus, but I will do my best to post as much content as possible.  From the past, I have been posting some G era decks.  I have stopped playing G era ever since the last support for Gears came out.  Now I have been playing standard.  So far I love standard.  I love that now perfect guards are draw triggers, so I plus when I trigger them, and they are a perfect guard.  It gives me a lot more options to fit other units in my deck rather than having them be grade 1 units.  I love that now grade 3's have the ability to grant imaginary gifts.  There are 3 types of imaginary gifts which are force, accel and protect.  Whenever you ride a grade 3, you acquire these gifts.  Force lets you choose any rear guard circle and give that circle 10k for the whole game during your turn.  Accel gives you an additional rear guard circle for more attacks.  Protect is literally adding an additional perfect guard to your hand, and my clan deck profile uses protect.  Standard to me is more luck based err well my deck profile is more likely my clan forging my luck.  So far until this day Oracle Think Tank has been my competitive deck for all local and big tournament events for Cardfight Vanguard standard.  My build isn't traditional like other standard OTT decks.  It's more pressure based.  I do have other decks for standard which are Tachikaze and Granblue.  Future decks I want to build for standard are Pale Moon, Dark Irregulars, Gold Paladin and Great Nature.  Lets get into the deck profile.

Grade 3's:
4x: Imperial Daughter (This unit lets you look at the top 2 cards of your deck, and you have the choice to put one in hand and one in soul or stack it on top of the deck for one counterblast.  Also, her skill when she rides on top of another grade 3, she gains 15k and a critical.  Last, her final skill to soul blast to give a unit 6k really helps to give units additional power to get to magic numbers.  She is the second grade 3 I ride after my ideal ride to CEO Amaterasu, and she comes in clutch stacking a trigger on top of the deck and adding a card to hand and that 15k and crit.)
4x: CEO Amaterasu (This unit lets you draw a card and lets you check the top card of your deck, and you have the choice to put it on the top or bottom of the deck for one counterblast.  She also gains 5k for every time you look at your deck on Vanguard or rear guard.)
2x: Victorious Deer (This card is my win condition.  Soul blast a grade 3 and discard a card from hand to look at the top 7 cards of the deck, and you reveal up to 2 critical triggers and stack them on top of the deck while you shuffle the rest at the bottom of the deck, and all your units gain 10k.  This card won me soo many games.  It develops soo much pressure, and it lets my opponent drop soo much cards from hand and perfect guards.  I try my best to keep deer alive unless I have another in hand, so I can use the skill multiple times.)

Grade 2's:
4x: Promise Daughter (This unit gets an additional 6k when attacking the Vanguard.  She also can't be retired by skills of other cards)
4x: Silent Tom (This unit gets 6k when placed for a counterblast, and his continuous skill prevents my opponent from calling normal units to guardian circle.  He is one of my pressure units where I can force perfect guards and triggers from their hand.)
3x: Battle Sister, Torte (This unit is 8k, but she gains 10k and an additional critical if I have 10 or more cards in my hand.  She is my other pressure unit, and she sometimes win me games along with Silent Tom.  I build up hand soo fast.  I know a lot of standard builds use Yellow Witch Meme and Sotoorihime.  Yeah Meme lets me look at the top card of my deck, but I have soo many cards that do that like Amaterasu, Imperial Daughter and Farfalle Magus.  She is a good card overall, but I like my way of pressuring my opponent to lose cards from hand from Tom and Torte.  Sotoorihime is good too, but I don't want to pay a counterblast just to draw into a card that I don't know before hand like a trigger.  She filters, but I don't want to drop a card from hand because I want to keep my triggers in hand for guarding, Imperial Daughters, and essential grade 2's like Tom, Torte and Promise Daughter.  Even if I draw a trigger, I don't want to discard a trigger for it.)

Grade 1's:
4x: Circle Magus (This unit lets me draw a card when rode upon for a counterblast.  My ideal grade 1 ride)
4x: Farfalle Magus (This unit lets me look at the top card of my deck, and I have the choice to leave it on top or bottom of the deck when she is placed on rear guard.)
1x: Luck Bird (This unit gets 6k and draws me a card for soul blasting 2 cards)
1x: Goddess of Tide of Times, Mizunohame (This unit gets 6k while boosting the Vanguard if my damage is 3 or more.  If I have her in my hand, I play her behind Vanguard, so my Imperial Daughters will hit for 26 without the 15k and critical or 41k with the 15k and critical.)
1x: Oracle Guardian, Gemini (This unit counter charges if I have 3 or more cards in my damage zone.  Before, I played 2, but I am trying out this card which is the next unit on this list.)
1x: Goddess of Forbearance, Ohmiyanome (I might be contradicting myself with my view on Sotoorihime, and I apologize for it, but she is my one tech card I am trying out with the deck.  This unit makes me draw 3 cards just for one counterblast and retire this unit, but she lets me discard 3 cards at the end of my turn.  I tried her for a bit, and she helps me filter and gain the hand size for Torte.  It also helps me rearrange my hand if I need more triggers for big attacks like Dragonic Waterfall where it gains 10k and a critical just for soul blasting a grade 3, and it prevents me from using perfect guards from hand.  Ohmiyanome helps with situations where I need to guard with trigger units.  I am trying her out just to see how well she does in my deck.  If I don't like it, I will return Gemini to 2.)

Grade 0's:
4x: Psychic Bird (Critical Trigger)
4x: Oracle Guardian, Nike (Critical Trigger)
4x: Weather Forcaster, Miss Mist (Draw Trigger and Perfect Guard)
4x: Sphere Magus (Heal Trigger)
1x: Lozenge Magus (Like most of all starting grade 0 units they let you draw a card when you ride on top of this unit.)

Sunday, March 19, 2017

Monday, March 13, 2017

Vanguard Art Corner - 3/13/17


Just some sketches I did a week or 2 back.  If you re-post, please credit (Dragon8Blade) and link back.


Link Joker - Colony Maker


Royal Paladin - Counteroffensive Knight, Suleiman



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.

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.)