Showing posts with label deck list. Show all posts
Showing posts with label deck list. Show all posts

Monday, May 11, 2020

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)



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)

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, February 19, 2017

Darkness: Blade Wings

Darkness: Blade Wings

Hello Cardfighters!  Major Spades here with another deck profile to present to you.  This time it is Blade Wings.  I love how the deck soul charges and recycles deck from Tibold's skill.  It compresses the deck late game for triggers, and Sullivan skill raises my defenses to get to that late game.  The funny part is that I tend to win by my opponent decking out if he/she isn't playing legion decks.  Now lets get into the deck profile.

Grade 3's:
4x: Blade Wing Sullivan (This unit lets me have an additional 10k shield to all my guardians if I have 15 or more in soul.  After he gets attacked, he soul blast 2.  His other effect is that I can choose a rear guard and look for three copies of that card and put it into my soul.)
2x: Wings of Recurrence, Blade Wing Reijy (His skill is that he can superior ride from the soul if my other Blade Wing unit's attack did not hit.  His other skill is to soul blast 15 and he gains 15k and 2 criticals if I have a Blade Wing Reijy in my soul.)
2x: Blade Wing Reijy (His skill is that if I have 15 or more in soul, he gains 2 critials.  His other skill is that I can choose one of my rear guards and look for 3 copies of that card and put it into my soul.)

Grade 2's:
4x: Blade Wing Sykes (His skill activates in soul which I soul blast him to soul charge 2.  If he is placed on rear guard, and I have a Blade Wing Vanguard soul charge 1.)
4x: Demonted Executioner (His darkness skill activates when I soul charge during the turn and he gains 2k if I have 6 or more cards in soul and if I have 10 or more, he gains another 3k for a counterblast.  His other skill is that he can let me look at the top 7 cards in my deck and put a unit with the darkness ability to my soul.)
2x: Flying Librarian (Her skill is counterblast 1 and soul charge 2 to draw a card if I have 6 or more cards in soul.  If I have 10 or more cards in soul, I can unflip one damage.)

Grade 1's:
4x: Dimension Creeper (This unit's ability activates in soul which I soul blast this unit out, and I soul charge 2.)
4x: Flag Breaker (Unfliping perfect guard)
4x: Succubus of Pure Love (Stride fodder)

Grade 0's:
4x: Dark Knight of Nightmareland (Soul charging critical that gives a unit 3k.)
4x: Wertigre Fanatica (Critical)
4x: Monochrome of Nightmareland (Stand trigger that puts itself on top of the deck and soul charges 1.  It's additional skill is that if I have 6 or more in soul I can unflip one damage.  If I have 10 or more in soul, I can draw a card.)
4x: Cheshire Cat of Nightmareland (Heal)
3x: Enigmatic Assassin (Unit that comes out of soul when its darkness ability activates, and it becomes a 20k attacker or booster if I have 15 or more in soul.)
1x: Werfleder Ordonnaz (Forerunner that soul charges itself and lets me soul charge 2 and draws a card if I have 6 or more in soul.)

Strides:
4x: Wings of Annihilation, Blade Wing Tibold (His skill is that he recycles my drop zone into deck.  If I have 15 cards in soul, my front row rear guards gain 10k, and if not, I soul charge 5.)
4x: Abominable One, Gilles de Rais (His skill is that if I have 10 or more in soul, he gains 10k.  If I have 15 or more in soul he gains the ability that my opponent cannot guard with grade 1's or higher form hand, and he gains a critical if I have two face up cards in my G-zone.)
1x: Mask of Demonic Frenzy, Ericrius (His ability is that when he attacks, soul charge 2, and he gains 1k for each card in soul if I have 15 or more.  If he hits, my opponent chooses a rear guard and retires it.)
1x: Rebellious Retainer of Fresh Blood, Frederick (His skill is that I put a card from hand to soul, and he gains 1k for each card in soul.  If the total power increased by this skill is 10k or more, he gives the front rear guards 5k.)
1x: Great Demon, Souless Demagogue (His skill is that he gives the front row 1k for every time a card is soul charged.)
1x: Love Tempest, Kisskill Lira (Her skill is that when she hits, soul charge 2 and draw a card if I have 6 or more in soul.)
2x: False Dark Wings, Agrat bat Mahlat (G-guardian that soul charges 2 and gains 5k shield if my soul is 6 or more.)
2x: Nighttime Gentleman, Saint-Germain (G-guardian that gains 10k shield if I have 10 or more cards in soul.  If I have 15 or more in soul, I can choose any number of rear guards and give them resist.)


















Sunday, January 22, 2017

Dimensional Robo Justice

Dimensional Robo Justice
Hello Cardfighters.  Major Spades here with another deck profile for Dimension Police.  This time it is Dimensional Robos.  The main mechanic for the deck is that it shield breaks my opponent's guardians when a grade 3 Dimension Police unit has been drove checked.  I love this deck, and I love how scared my opponents get when they guard and rethink how they will guard.  Enough about that, lets head into the deck profile.

Grade 3's:
4x: Super Dimensional Robo, Daikaiser (Break ride that gives the unit that rode on it 10k and a critical.  Also, if I drive check a grade 3, I get to retire one of my opponent's guardians.)
3x: True Ultimate Dimensional Robo, Great Daikaiser (Legion that breaks shields when I drive check grade 3 units, and it gets an additional critical when I have 3 or more Dimensional Robos in my soul.)
2x: Ultimate Dimensional Robo, Great Daiyusha (Leigon mate and cross ride unit that gets 2k power and a critical when I have 3 or more Dimensional Robos in soul.  Sadly in a ruling the critical doesn't carry on to Great Daikaiser.)

Grade 2's:
4x: Dimensional Robo, Daibazooka (This unit becomes a grade 3 when drive checked, and it counter charges and soul charges if I have Kaiser as my Vanguard.  He also gains 2k power when he attacks if I have a Kaiser Vanguard.)
4x: Dimensional Robo, Daidragon (12k attacker for Dimensional Robos)
3x: Dimensional Robo, Daijet (This unit recycles Dimensional Robo 3's and gives my Vanguard 4k and the on hit ability where I draw a card for a counterblast.)

Grade 1's:
4x: Dimensional Robo, Daishield (Perfect guard for Dimensional Robos, and I use this so that I have those 3 Dimensional Robos in soul for Great Daikaiser and Daiyusha.)
4x: Cosmic Hero Grandrope (Stride fodder)
3x: Commander Laurel (His ability makes my Vanguard restand if it hits, and I have to rest 4 units for the cost.)
2x: Dimensional Robo Operator, Yuka (This unit's generation break skill is that if I place this on rear guard she gives 4k to my Vanguard.)

Grade 0's:
4x: Dimensional Robo, Baibattles (Critical trigger that has a skill from soul which soul blast this unit and give your Vanguard 4k power.)
4x: Dimensional Ro
bo, Daiwolf (Critical)
4x: Dimensional Robo, Daicrane (Draw)
4x: Dimensional Robo, Gorescue (Heal)
1x; Cosmic Hero, Grandseed (Starting Vanguard that gains the ability when its power is raised.  If this unit is 9k or greater, it gives my Vanguard the ability to draw a card when it hits.  I can activate this ability by hitting triggers and giving the power to Grandseed to activate the ability.)

Strides:
4x: 99th-gen Dimensional Robo Commander, Great Daiearth (This unit makes me superior call a grade 2 and 3 Dimensional Robo onto the field, and he gains a critical when I have 2 or more Daiearths face up in my G-zone.)
4x: Legendary Dimensional Robo, Daikaiser Leon (This unit shield breaks when I reveal a grade 3 Dimensional Police unit from my drive checks.)
2x: Super Cosmic Hero, X-rouge (This unit gives me the ability to retire a rear guard and draw if X-rouge's power is 37k or more and it hits.  I use the trigger's power to hopefully gain this skill.)
1x: Super Cosmic Hero, X-gallop (This unit gets quadruple drive if his power is 35k or more.  Triggers don't work on this guy so I use the effects of Daibattles, Daijet or Yuka to power him up and it counts the booster behind him too.)
3x: Enigman Patriot (G guardian that gains 5k shield if my opponent's attacking Vanguard is 20k or greater.)
1x: Super Cosmic Hero, X-carivou (G guardian that gains 10k shield if my opponent's attacking Vanguard is 30k or more.  It also gives my Vanguard 4k power if I discard a card.)



Sunday, January 15, 2017

Nubatama Afterimage

Nubatama Afterimage
Hello Cardfighters its Major Spades with a deck profile for you.  Sorry for the long delay as I was taking a break from a lot of stress over time, but I will try my best to post deck profiles.  Today's is Nubatama afterimage which the deck relies on controlling your opponent's hand.  Afterimage is a special ability that activates when my opponent puts a bound card to his or her hand, and units with the afterimage ability returns to your hand if I have 6 or less cards in hand.  Its really fun to play.  I love this deck as it is one of my favorite Dragon Empire clans.  Lets head into the deck profile.

Grade 3's:
4x: Stealth Dragon, Shiranui (His first effect is that he gains 5k and a critical if you have less cards in hand, and his stride break effect makes your opponent bind a rear guard and discard a card.)
4x: Stealth Dragon, Kegareshinmyo (This card searches for an afterimage card from top 5 cards and gives 3k to a rear guard when called to rear guard circle.)

Grade 2's:
4x: Stealth Dragon, Nibikatabira (He has afterimage and he gives another unit afterimage and 3k if I have Shiranui as my Vanguard.)
4x: Stealth Beast, Tamahagane (He binds an opponent's rear guard when he is placed on rear guard or Vanguard circle.)
3x: Stealth Rouge of the Night Fog, Miyabi (When this unit attacks Vanguard, I get to choose a random card from my opponent's hand and bind it and it gains 3k if I have less cards than my opponent.)

Grade 1's:
4x: Stealth Rouge of Veils, Kurenai (Unflip perfect guard)
4x: Stealth Beast, Katarigitsune (Stride fodders and searcher for Shiranui)
3x: Stealth Dragon, Chigiregumo (This unit searches the top 3 cards for an afterimage unit and calls it to rear guard for 1 soul blast.)
3x: Tempest Stealth Rogue, Fuuki (If my opponent has 3 or more cards in hand, I can send this card to the soul and random bind a card in my opponent's hand.)

Grade 0's:
4x: Stealth Dragon, Noroi (Special critical for Shiranui)
4x; Killing Method Stealth Rogue, Samidare (Critical)
4x: Stealth Dragon, Onibidoshi (Stand trigger that makes me draw a card if i have less cards in hand and gives 3k to a unit and shuffles back in deck.  It also has afterimage.
)
4x: Stealth Fiend, Zashikihime (Heal)
1x: Stealth Rogue of the Wintry Wind, Kamojigusa (Starting Vanguard that has afterimage, and it can retire bound cards when placed on rear guard.)

Strides:
3x: Rikudo Stealth Dragon, Gedatsurakan (On hit my opponent discards a card)
3x: Rikudo Stealth Dragon, Gounrakan (When he is placed on Vanguard, my opponent chooses two of his or her rear guards and those stay on the field while the rest get bound.  If 3 or more were bounded this way, two of the bound cards get sent to the drop zone.)
4x: Rikudo Stealth Rogue, Atagolord (When he attacks the Vanguard, my opponent chooses one card from his or her hand and bind it.  If my opponent has 3 or less cards, this card gets an extra critical.)
1x: Rikudo Stealth Dragon, Tsukumorakan (This unit binds all my opponent's hand cards until they have 4 in hand when this unit is placed on Vanguard circle.)
4x; Jinx Stealth Hermit, Abudataishi (G-guardian that gains 5k if my opponent has 6 or less cards in hand.)

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.)


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.)
  

Saturday, July 16, 2016

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.)



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.)

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.)