Tuesday, 26 May 2015

Deck Ideas: Kagero (Dauntless-Saga)

Hi folks, I apologise for the hiatus on the updates on this blog. Today I'll be sharing a kagerō fun deck that we can play in our locals.

Here is the decklist:
G4:
4x Flame Emperor Dragon King, Root Flare Dragon
4x Divine Dragon Knight, Mahmud

G3:
4x Heroic Saga Dragon
4x Dauntless Drive Dragon

G2:
4x Twilight Arrow Dragon
3x Berserk Dragon
4x Dragon knight, Emad

G1:
4x Lava flow dragon
4x Energy flame, Aethonic
2x Calamity Tower Wyvern
4x seal dragon, rinocross

G0:
2x gattling claw dragon (draw)
4x seal dragon, artpique (draw)
6x critical trigger

Starter:
Wyvernkid Ragra or Red Pulse Dracokid

Main Deck Tech
Heroic Saga Dragon
[AUTO](VC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone): When this unit attacks a vanguard, your opponent may choose one of their rear-guards, retires it, if he or she does not, during that battle, this unit gets [Critical]+1 and "[AUTO](VC):At the beginning of your damage step, if the number of guardian is one, choose one of your opponent's guardians, retire it, and that unit's effects with "cannot be hit" is nullified.".
[AUTO](VC):[Counter Blast (1) and Soul Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, choose one of your opponent's grade 1 or less rear-guards, and retire it.

This card simply negates sentinels and damage nullifier. The turn you rode this card, is enough to clear 2 of your opponent rearguards. Combo it with the notorious Dauntless Drive Dragon would be devastating. Firstly, it allows 3 rearguards to be retired and if your opponent do not have any rearguard to retire, they would unable to place a negate on the guardian circle which gives them limited choices of guarding using grade 2s, 1s and zeros. Dauntless drive gives this card the massive power boost that it needs to apply pressure on the opponent. And a restanding vanguard would mean trouble for your opponent if they ran out of cards to retire and cards from their hand to guard.

Dragon Knight, Emad
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)]: When an opponent's rear-guard in the same column as this unit is put in the drop zone due an effect from one of your cards, you may pay the cost. If you do, until end of turn, this unit gets [Power]+2000 and "[AUTO](RC):At the beginning of your damage step that this unit attacks, if the number of guardians is one, choose one of your opponent's guardians, retire it, and that unit's effects with "cannot be hit" is nullified.".

Similar to Heroic Saga Dragon, it had an effect that triggers the negation of nullifiers. Its condition is relatively easy to fulfil and kagero has loads of options of retiring rearguards such as twilight arrow dragon, berserk dragon, etc.. etc..

To pilot this deck is relatively simple:
 Ride Dauntless drive Dragon. Stride every turn if possible each turn or you can break ride dauntless over dauntless to pressure and to drain your opponent shields. Push them to 4 to 5 damage if possible. Finale Turn with Heroic Saga break ride on dauntless. Clear their rearguards with removal cards such as berserk dragon, twilight arrow dragon. Swing for the win with a restanding Vanguard.

The deck is pretty linear with its strategy, straightfoward and simple to use for beginners. Not to forget it is wallet friendly as well with the exception of the 4x dauntless drive dragons. Until next time.

Signing off,
Khai

Monday, 27 April 2015

Dimension Police:Metalborg deck profile.

Hi, I am back with another deck profile and sharing from my experience of using Metalborg Sin Buster deck.

Here is the decklist that I am playing with.

G3:
4x Metalborg, Sin Buster
4x Metalborg, Barrengrader

G2:
4x Metalborg, Ur Buster
4x Metalborg, Lionetter
3x Metalborg, Russell Blizzard

G1:
4x Metalborg, Mist Ghost
3x Metalborg, Black Doctor
1x Commander Laurel
2x Cosmic Hero, Grandseil
4x Diamond Ace

G0:
4x Metalborg, Battle Roller (Critical)
4x Metalborg, Grass Cutter (Critical)
4x Metalborg, Devil Loader (Draw)
4x Metalborg, Black Nurse (Heal)

G4:
2x Super Cosmic Hero, X-rogue
4x Hyper Metalborg, Heavy Duke
2x Dark Superhuman, Omega

I got 2 Words 2 describe this deck. 
Consistency & Pressure.

Guard Restriction
My question to readers/cardfighters: Which is Deadlier? Restricted to guard with grade zeros or restricted to guard with grade ones and above?

My answer would be being restricted to guard with only grade zeros only coupled with vanguards that swing for huge numbers are a deadly combination. 

Here is Metalborg Sin Buster's ability:
[ACT](VC): Legion20000 "Metalborg, Ur Buster" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[AUTO](VC):When this unit attacks a vanguard, if this unit is in Legion, and this unit's [Power] is 30000 or greater, until end of that battle, your opponent cannot call grade 1 or greater units from hand to (GC).
[AUTO](VC):When this unit attacks a vanguard, if this unit's [Power] is 20000 or greater, until end of that battle, this unit gets "[AUTO](VC):When this unit's attack hits, draw a card.".

Hitting 30000 or greater is an easy task to fulfil in dimension police. Not to mention it triggers its other ability as well in conjunction with the guard restriction ability to restrict your opponent from guarding with grade ones and above.

This ability allows Sin Buster to filter out all the perfect guards from being placed on the guardian circle. Guarding a Sin Buster would cost the opponent 3 10000 shields would render a No Trigger Pass for the attack to go through. Not to also forget 2 more 10000 shields for 2 rearguard columns. This means they would need 3 cards to guard the vanguard and 2 cards for the rearguard to maintain not taking damage this turn. To cut the long story short, you would need 5 10000 shields guard all of its columns. 

Normally people wouldn't bother to guard for Sin Buster which normally earns you the +1 hand advantage over your opponent which also makes them vulnerable to wild critical triggers that showed up during the drive check.

Consistency
This deck is consistent with its new support Metalborg, Barrengrader.
[ACT](VC):[Counter Blast (1) & Soul Blast (1)] Search your deck for up to one grade 3 card with the Legion ability, ride as [Stand], shuffle your deck, choose one of your vanguards, and it gets [Power]+3000 until end of turn.
[ACT](RC):[Soul Blast (1)] If you have a vanguard with "Metalborg" in its card name, this unit gets [Power]+2000 until end of turn.

This card has a special ability to superior ride a grade 3 unit with Legion ability which allows him to tutor out a Metalborg Sinbuster from the deck. Its cost of soul blast, allows him to set up for performing legion. By pulling off this combo, you easily filter out 2 cards from the deck if you are performing legion this turn.

His second ability allows the quick dumping of souls to the drop zone which helps assist Metalborg Sin Buster to legion with ease and to also hit for higher numbers.



Power Up Supports
Metalborg, Grass Cutter
[ACT](RC):[Put this unit into your soul] Choose one of your other grade 3 and grade 2 units with "Metalborg" in its card name, and those units get [Power]+3000 until end of turn.

Grass cutter has a decent effect of powering up 2 separate units, 1 of grade 2, the other of grade 3. Preferably you would usually use its ability to power up your legion to hit perfect numbers of either 33000 or 36000, it ability can also be used to buff rearguards as well.

The objective of this deck is to outlast your opponent and to hit high numbers with Sin Buster to prevent them from guarding, then pull crits to get all that damage through.

The key card to make Sin Buster work consistently is Metalborg, Black Doctor, a 10K booster for the Vanguard. The Legioned Vanguard is already 20K on its own, so a 10K booster would spike the power to 30K, instantly activating Sin Buster's skill.

Another notable feat of this deck would be the tagging of Commander Laurel as your rearguard. It turns sin buster to a beast which helps you gain massive card advantage over your opponent.

Stride
Hyper Metalborg, Heavy Duke
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC):[Counter Blast (2)] When this unit attacks a vanguard, you may pay cost. If you do, until end of that battle, this unit gets "[AUTO](VC):When this unit's attack hits a vanguard, draw a card for each of your heart cards.". Then, if you have a heart card with "Metalborg" in its card name, until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).

Heavy duke would be the real beast of the deck, unlike Sin Buster, it doesn't need to be at 30k power to have its guard restriction. It also has the added draw for each heart it has. This is just to rub the salt to the wound after pressuring with Sin Buster. This card allows metalborg to overextend its shenanigans and gives you a net +2 advantage when this card hits your opponent's vanguard. Coupled this with the Notorious Commander Laurel would just made this card an unrivalled monster. Giving a +10 handsize advantage if your opponent is ever going to let him hit the vanguard twice.

In short, this deck is pretty straight forward to use and its pretty monstrous too with the pressure it puts on the opponent.
Signing off,
Khai

Disclaimer
Note: I don't own any of the images above. Credits to their respective owners and Bushiroad Inc.

Sunday, 26 April 2015

FC2015: A quick overview(part 2)

Continued from part 1, I'll talk about the main strides of clans featured in FC2015, giving you guys a brief overview of how the card works, and how to synergize it with the respective decks. Now, let's get started.

Beauty of Light Snowfall, Shirayuki
Light Snowfall Makeup, Shirayuki
[AUTO]:When this unit is placed on (VC), choose one of your heart cards, search your deck for up to one card with the same card name as that card, call it to (RC), shuffle your deck, at the end of that turn, if you have a heart card with "Shirayuki" in its card name, return the unit called with this effect to your hand, choose a card from your hand, and discard it, if you do not have, put the unit called with this effect on the bottom of your deck.
Obviously, this card works with Shirayuki. The best card to run it alongside with is the break ride. Most people would think you're getting no pluses out of this, but think about it carefully. You're throwing away 1 card, maybe a useless fodder, to minus 20K from one of your opponent's attacks next turn. It's essentially granting you a 20K shield in return for say, a 5K shield? The part about that rear-guard attacking during your turn is an even better bonus. This is more than just good, it's fantastic.

Battle Deity, Asura Kaiser
G-FC01-015-RRR (Sample)
[ACT](VC)[1/Turn]:[Choose a grade 3 card from your drop zone, and put it on the top of your deck] Shuffle your deck, and until end of turn, this unit gets "[AUTO](VC):When this unit's drive check reveals a grade 3 card, if you have a heart card with "Asura Kaiser" in its card name, choose up to four of your rear-guards, and [Stand] them.".
This is too good for a RRR if you ask me. It should bee a GR instead. You're essentially returning your stride fodder to get a higher chance of revealing a Grade 3 during TRIPLE drive check. Imagine having 4 samurais on the field, and a Death Army Lady/Guy. One G3 check will let you stand your WHOLE field in an instant, and those samurais are gonna  get a HUGE power-up. If you put a samurai behind your Vanguard, and revealed a G3, and your opponent guarded for 2 or 3 triggers to pass, he's instantly screwed. The power-up that Bear Down Samurai got would be added to the attack, increasing the attack's total power by 15K at max. Then once you're done striding, if your Vanguard is Immortal Asura, you still have a high chance of getting a G3 and wrecking your opponent again with the samurais. For this deck basically, revealing a G3 in drive check every turn would wreck your opponent upside-down.

Hyper Metalborg, Heavy Duke
10458485 10202425025865846 6796271370303721178 n
[AUTO](VC):[Counter Blast (2)] When this unit attacks a vanguard, you may pay the cost. If you do, until end of that battle, this unit gets "[AUTO](VC):When this unit's attack hits a vanguard, draw a card for each of your heart cards.". Then, if you have a heart card with "Metalborg" in its card name, until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).
This is just PERFECT to run with a Sin Buster Legion deck. Stride on top of a Legioned vanguard, and you'll be hitting for about 32K(factoring in a boost). Your opponent has to choose to guard now and be open for Sin Buster next turn, or no guard now, and save shield for Sin Buster. His dilemma comes from the draw part of this stride skill. Since you have 2 hearts, you'll draw 2 on hit compared to Sin Buster's draw 1. The only issue that you'll face is the counterblast cost. Likely your opponent will guard this one to prevent you from getting more cards in hand, but that just means you can finish him off easier with Sin Buster next turn.

Great Warrior, Dudley Geronimo
G-FC01-017-RRR (Sample)
[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card named "Great Warrior, Dudley Geronimo" from your G zone, and turn it face up] If you have a heart card with "Dudley" in its card name, until end of turn, this unit gets "[AUTO](VC):When your rear-guard attacks, that unit gets [Power]+5000 until end of that battle, and at the end of that battle, put that unit on the bottom of your deck.". Then, if the number of face up cards in your G zone is two or more, until end of turn, this unit gets "[CONT](VC):Your rear-guards may attack a vanguard from the back row.".
Spike Brothers just got the boost it needs. Personally, I think the best G3s to run in a deck with this is 3 Dudley Lucifer, 3 Dudley Emperor, and 2 Dudley Moses. Lucifer for the high powered attacks in a full build Dudley deck. Emperor is a back-up boss, and Moses is just to recycle triggers and necessary cards during Legion.  The only non-Dudley archetype cards you should be running in this deck are the triggers and Reckless Express. That thing works incredibly well with this G unit. Considering your units can attack from the back row and you would be in late game by then, throw 1 or more Reckless Express into the back row and more attackers in the front row for some major killer attacks.

Amon's Claw, Marchocias
G-FC01-018-RRR (Sample)
[ACT](VC)[1/Turn]:[Counter Blast (1)] If you have a heart card with "Amon" in its card name, choose two of your rear-guards with "Amon" in its card name, and those units and this unit get [Power]+3000 for every five cards in your soul until end of turn.
Kinda lackluster, but still pretty ok. This is meant to be a late game card, after you've soulcharged enough with Amon's Legion. You would have at approximately 15 soul by then, so that's an extra 9K to 2 rear-guards. Since your opponent would have spent a lot of shield guarding the Legioned attacks in your previous turns, you would be able to get at least one attack through on this turn or deplete his remaining hand. Not much to say here, since the skill is so simple. Just make sure you don't spam Amon's retiring skill before using this, or you may not have enough counterblast left to use necessary skills on the turn you stride this card.

Silver Thorn Dragon Master, Mystic Luquier
G-FC01-019-RRR (Sample)
[ACT](VC)[1/Turn]:[Choose two of your rear-guards, and put them into your soul] If you have a heart card with "Luquier" in its card name, Soul Charge (2), choose two cards with "Silver Thorn" in its card name from your soul, and call them to separate (RC).
This may seem like a useless card to non-Pale Moon players, but there's advantages to this. Power gaining for one thing. Having those Upright Lions on the field before using this would get them a free extra 6K. You can swap out dead rear-guards like Zelmas and call pressure units like Maricica or Ana, or units with on-call effects like Irina or Zelma, to give your Upright Lion(s) even more power. You can even call back the starter to filter your deck more and put better cards in your soul. 

Ice Prison Underworld God, Cocytus Negative
CocytusG1
[ACT](VC)[1/Turn]:[Counter Blast (1) & Put three cards from the top of your deck into your drop zone] If you have a heart card with "Cocytus" in its card name, choose up to one card from your drop zone, call it to (RC). Then, if you call a unit with "Cocytus" in its card name with this effect, choose a grade 1 or less card from your drop zone, call it (RC), and that unit gets [Power]+4000 until end of turn.
The best way to use this card is to first make sure you have a Cocytus or Cocytur Reverse in your drop zone. Use this unit's skill, and call a Cocytus, then call our favorite Sea Strollling Banshee for a (almost) free draw. This card essentially nets you a +3 in that one turn. Not to mention you can make a 21K column with Cocytus Reverse and Banshee to force a 15K guard from your opponent. The only downside here, is how fast you will deck out. But that can be easily fixed with a Legion unit in your deck. I would  recommend 3 Cocytus, 3 Cocytus Reverse, and 2 Pinot Noir as the G3 lineup in a deck that runs this. Overall, this is another very good and underrated card from FC2015.

Legendary PR<3ISM Duo, Nectaria
G-FC01-021-RRR (Sample)
[AUTO](VC):When this unit's attack hits a vanguard, choose one of your rear-guards, and return it to your hand, if you have a heart card with "PR♥ISM" in its card name, choose a card from your hand, call it to (RC), and that unit gets [Power]+5000 until end of turn, if you have a heart card with "Duo" in its card name, search your deck for one card with the same card name as the unit returned with this effect, reveal it to your opponent, put it into your hand, and shuffle your deck.
The good part about this card is that you can use it with both main archetypes available in the Bermuda Triangle clan. I'll explain both. In a PRISM deck, the best way to pressure your opponent is to attack with a column that has Celtic in it. If this hits, bounce Celtic, use her skill to add power to your other rear-guard column, and call Slaney to bounce the booster and call another G1 to boost her. Alternatively, call a 12K whacker for whacking. In a Duo deck, you can attack with the Vanguard first, preferably with Peace boosting it. On hit, bounce Peace, use Nectaria's skill to search for another Peace, then use Peace's draw skill. By then you ought to have at least 3 Peace in hand, so it's a free draw for you. But of course, all this depends on Nectaria's attack hitting. Even if it doesn't hit, your opponent would have wasted hand trying to guard it. Kind of a balanced card, not too good, yet not that bad.

Carapace Strange Deity, Machining Destroyer
G-FC01-022-RRR (Sample)
[ACT](VC)[1/Turn]:[Counter Blast (1)-card with "Machining" in its card name] If you have a heart card with "Machining" in its card name, choose one of your opponent's rear-guards, and that unit cannot [Stand] during your opponent's next stand phase. Then, if the number of rear-guards you have with "Machining" in its card name is four or more, choose one of your opponent's vanguards, and that unit cannot [Stand] during your opponent's next stand phase.
This is quite good. Meant to run in a deck with Machining Spark Hercules and Machining Warsickle, for 1 counterblast, you get to stun your opponent's Vanguard and 1 pesky rear-guard. A hard counter to the current meta now, with Aqua Force and their pesky rear-guards. Your opponent would either have to waste hand to reride and replace the paralyzed rear-guard, or suffer with 1 less twin drive and RG attack. A good card overall to waste your opponent's hand or give them a hard dilemma.

School Special Investigator, Leo-pald Chaser
G-FC01-023-RRR (Sample)
[AUTO](VC):When this unit attacks a vanguard, if you have a heart card with "Leo-pald" in its card name, choose one of your rear-guards, and until end of turn, it gets [Power]+4000 and "[AUTO](RC):At the end of your turn, retire this unit." "[AUTO]:During your end phase, when this unit is put into the drop zone from (RC), search your deck for up to one card with the same name as this unit, reveal it to your opponent, put it to your hand, and shuffle the deck.".
I see a lot of fun to be had with this card and the G1/2 Hamsuke. With this G unit's skill and Hamsuke's skill, it's a free +2 hand for you. If you strided on top of School Hunter, Leopald, his LB4 skill will activate the same time you retire the rear-guard. Therefore you can activate both the G unit's skill and Leopald's LB4 to revive the rear-guard and get a extra copy in hand. Very good card for Great Nature, even though it only works with Leopald or Leopald Reverse.

White Lily Musketeer Captain, Cecilia
G-FC01-024-RRR (Sample)
[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose two of your rear-guards with "Musketeer" in its card name, and retire them] If you have a heart card with "Cecilia" in its card name, look at five cards from the top of your deck, search for up to three cards with "Musketeer" in its card name from among them, call them to separate (RC), and shuffle your deck.
Not a very good card. The fact it only works with a Cecilia heart makes things harder. With only the top 5 to look at to call 3 rear-guards, there's a high chance you won't get something good. The best G3 lineup to play in a deck with this G unit is 4 Vera, and 4 Cecilia. Ride Cecilia first to stride and sack some useless fodder or something with an on call effect. Once your field is built up over a few turns on this, ride Vera for end-game pressure.

That about covers it for the main strides each clan receives in the upcoming FC2015. I won't cover the RR's for each clan, since most skills are pretty simple and won't set off awesome combos like some of the RRR's here. Feel free to comment below if my analysis of any of the cards is wrong or you have a better opinion. 
Note: I do not own any of the pictures. All rights goes to the respective owners and Bushiroad Inc.

Signing off, 
Lee Megan



Monday, 20 April 2015

FC2015: A quick overview (Part 1)

Today I will be talking about the main G units featured for all clans in the upcoming FC2015. Just a brief explanation, I won't be talking about the Cray Elementals, as that's for another article altogether.
Since all clans are featured, this will be a rather long article, so bear with me. Now then, let's begin, shall we?

Holy Dragon, Religious Soul Saver 
G-FC01-001-GR (Sample)
 [AUTO](VC):[Counter Blast (1) & Choose a face down card named "Holy Dragon, Religious Soul Saver" from your G zone, and turn it face up] When this unit is placed on (VC), if you have a heart card with "Blaster" in its card name, you may pay the cost. If you do, choose up to three of your units, and they get [Power]+5000 until end of turn. Then, if the number of cards in your soul with "Blaster" in its card name is two or more, this unit gets [Critical]+1 until end of turn.
The obvious deck choice to run this with would be MLB(Majesty Lord Blaster). On your G3 turn, make sure you get Blaster Dark, and Blaster Blade into the soul with MLB's skill. Next turn, stride this card for a free crit pressure and high-powered rear guard columns. Make sure you have at least 3 RGs to maximize this effect; 2 in your left column, 1 on the right at least, vice-versa. You can throw a RG behind your VG, but your opponent is likely to just kanzen, so you'd best save your hand, unless you know for sure he does not have a kanzen in hand.

Deity of the Evening Moon, Tsukuyomi 
G-FC01-002-GR (Sample)
[ACT](VC)[1/Turn]:[Choose a face down card named "Deity of the Evening Moon, Tsukuyomi" from your G zone, and turn it face up & Choose a card with "Tsukuyomi" in its card name from your hand, and put it into your soul] If you have a heart card with "Tsukuyomi" in its card name, look at five cards from the top of your deck, search for up to two cards from among them, put them into your hand, and put the rest on the bottom of your deck in any order.
This stride is kinda lackluster for a GR, but pretty good nonetheless. Since it doesn't use any counterblast, you can save the CB for Full moon Tsukuyomi's skill. This stride will ensure that your g1 and g2 Tsukuyomi's do not become dead fodder in your hand. Granting a net +1, not very good, but this helps reach your stack even faster.

Purgation Lion Emperor, Mithril Ezel
Vg03F
ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card named "Purgation Lion Emperor, Mithril Ezel" from your G zone, and turn it face up] If you have a heart card with "Ezel" in its card name, unlock all of your locked cards, look at five cards from the top of your deck, search for up to one card from among them, call it to (RC), shuffle your deck, and increase that unit and this unit's [Power] by the original [Power] of the unit called with this effect until end of turn.
With the return of Link Joker and Glendios(and his stride) this card can be a major killjoy for your opponent when he's about to World End you next turn. It doesn't take as much counterblast and soulblast as Ezel Scissors, so you can keep unlocking just for the trolls. The advantage of being able to superior call something slightly more specific than what Blond Ezel can give is good. Even if your opponent is not a Link Joker, you still get the +1 from the new rear-guard, and the extra power for increased pressure on your turn. 

Supreme Heavenly Emperor, Dragonic Overlord "The Ace"
G-FC01-004-GR (Sample)
[ACT](VC):[Counter Blast (2) & Choose a face down card named "Supreme Heavenly Emperor Dragon, Dragonic Overlord "The Ace"" from your G zone, and turn it face-up] If the number of face up cards in your G zone is two or more, until end of turn, this unit gets drive-1 and "[AUTO](VC)[1/Turn]:[Choose a card from your hand, and discard it & Choose a card with "Overlord" in its card name from your hand, and discard it] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, [Stand] this unit, and this unit gets [Power]+5000 until end of turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn)".
I see a lot of problems with this unit. The counterblast cost is 1. Imagine using this in a DOTX or DOTR deck. Spend 2 counterblast on this, and what have you left to restand with your boss G3? Another problem is the discard cost. In any Overlord deck, you have to already discard a G3 for stride, then you need to have another Overlord in hand. Since all Overlords a G3s, this may be a problem in all Overlord decks, and WILL be a problem in a DOTX deck. Both DOTE and DOTX require a persona blast to activate their skills. If you throw one of them from your hand, that's 1 less chance to pull off a restand with DOTE or a burn with DOTX. The way I see it, the best part about this card is the high power restand, and the additional +5K after restand. Other than that, not so good. Kind like Dragonic Overlord "The Hype". Haters gonna hate on me, but this is how I see this card.

True Brawler, Big Bang Knuckle Turbo
G-FC01-005-GR (Sample)
[ACT](VC)[1/Turn]:[Counter Blast (1) & Soul Blast (1) & Choose a face down card from your G zone, and turn it face up] If you have a heart card with "Big Bang Knuckle" in its name, until end of turn, this unit gets "[CONT](VC):When this unit would choose a unit to attack, choose up to three of your opponent's units for each of your heart cards instead, and this unit battles all of the chosen units in one attack.", and this unit gets [Power]+5000 for each face up "True Brawler, Big Bang Knuckle Turbo" in your G zone.
This is so good. Just being in Legion mode ensures you can hit the whole field, and kill all your opponent's rear guards in one shot. Having 2 Big Bang Slash Busters in your left and right column would make for immense attacking power, as if your Vanguard didn't have that already. The consistency is just soooo good. Once you've used up all 4 of this in your G Zone, you can just stick with your Legioned Big Bang Knuckle Buster and whack for high numbers and pressure. With this, your opponent can only attack with his Vanguard or waste resources trying to build a rear-guard presence. Bye-bye Aqua Force.

Death Star-Vader, "Omega Loop" Glendios
G-FC01-006-GR (Sample)
[ACT](VC)[1/Turn]: [Counter Blast (2) & Choose a face-down card named "Death Star-Vader, "Omega Loop" Glendios" from your G Zone, and turn it face-up] If you have a heart with "Glendios" in its card name, your opponent chooses one of his or her (RC) for each of your rear-guards with "Я" in its card name, and puts the top card of his or her deck into that (RC) face down as a locked card. Then if the number of cards in your damage zone is five or more, all your opponent's locked cards cannot be unlocked during his or her next end phase.
Although this card sets up for your World End, the problem is that all your Reverse units from other clans can't attack, since they are no longer considered to be Link Joker units. You'll be screwed over by one heal, and then your opponent can just whack a rear-guard with his Vanguard. Another problem is that you might not have enough counterblast left after using Magnet Hollow's skills and maybe some others you might have, depending on deck build. In short, this card looks good on the surface, and would be good, if it just wasn't so circumstantial. 

Blue Storm Master Dragon, Admiral Maelstrom
G-FC01-007-GR (Sample)
[AUTO](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] When this unit's attack hits a vanguard, if it is the fourth battle of that turn or more, and you have a heart card with "Maelstrom" in its card name, you may pay the cost. If you do, draw a card, choose three of your opponent's rear-guards, your opponent chooses one from them for each face up "Blue Storm Master Dragon, Admiral Maelstrom" in your G zone, and retires them.

Obviously, Aqua Force can very well achieve a fourth attack with the Vanguard. In this situation, your opponent will either retire 1 or 3 of their rear-guards from the skill. The only issue here is thatthe skill is an on-hit effect. This can be seen not as a problem, but as an advantage which would force shield out of your opponent before you use Glory Maelstrom or Reverse Maelstrom's skill. This way, the deck becomes more pressure-centric, and it would be meant to outlast your opponent but whittling down their hand until they have nothing left.

Interdimensional Dragon, Epoch Maker Dragon
G-FC01-008-GR (Sample)
[AUTO](VC):When this unit's attack hits a vanguard, you may choose one of your rear-guards, and bind it face up. If you do, search your deck for up to one grade 3 card, call it to (RC), shuffle your deck, and at the end of your turn, put the unit called with this effect on the bottom of your deck. If you put a card on the bottom of your deck this way, choose a card bound with this effect from your bind zone, and call it to (RC).
This card basically allows for you to get a fourth attack in one turn, not accounting for stand triggers. Again, the issue/advantage is that this is an on-hit effect. Your opponent can either choose to no guard and risk taking around 3 damage(including 1 crit trigger) or waste shield guarding this, and be open to your Ragnaclock's crit later in the game. This effect was not really meant to go off most of the time, but this card acts as a pressure unit in the deck.

Holy Celestial, Mikael
Vg02
[ACT](VC)[1/Turn]:[Counter Blast (1)] If you have a heart card with "Celestial" in its card name, put the top card of your deck into your damage zone, choose a face up card from your damage zone, and call it to (RC). Then, if you have a face up card in your damage zone with the same name as a card in your hearts, the unit called with this effect gets [Power]+5000 until end of turn.
This card is one of the good cards from this set, as it works with any of the Celestial bosses in Angel Feather(except maybe the FC2014 card). The best card to run this with would be the Celestial Legion, considering its ability to create huge-powered columns. For old school, you can run this with Zerachiel or Ramiel Reverse to build your field for their limit break to go off next turn.

True Revenger, Dragruler Revenant
G-FC01-010-RRR (Sample)
[ACT](VC)[1/Turn]:[Choose one of your rear-guards with "Revenger" in its card name, and retire it] If you have a heart card with "Revenger" in its card name, search your deck for up to one grade 1 or less card with "Revenger" in its card name, call it to (RC), shuffle your deck, that unit and this unit get [Power]+3000 until end of turn.
As the name suggests, it's best to run this card with Dragruler to create columns harder to guard while your opponent is already at 5 damage thanks to Dragruler's skill. The best way to abuse the ability is to call something with Mana, then kill it with this skill and summon either a Blaster Dark or Masquerade. A so-so card, you can run it with any Shadow Paladin Revenger deck, although it doesn't exactly generate any pluses.

Divine Flame Ultimate Regalia, Demeter
G-FC01-011-RRR (Sample)
[AUTO](VC):[Counter Blast (1)] When this unit attacks a vanguard, if you have a heart card with "Regalia" in its card name, you may pay the cost. If you do, for each of your heart cards, Soul Charge (3), choose a card from your damage zone, and turn it face up.
Simple, but great. There's several ways to use this card. You can ride Angelica then stride this, so you can use pure angel's secondary skill to draw one card and still be able to break ride next turn. Even if you soul charge triggers this way, you can soul blast it out with the break ride. You can also use this to refill your soul after using CEO Yggdrasil's skill. If your Vanguard is in Legion when you stride this, it's a instant 6 soul for you, allowing you to use Yggdrasil again next turn for more pressure.

Six Realms Stealth Dragon, Jorurirakan
Joururirakan
[AUTO](VC):[Counter Blast (2)] When this unit attacks a vanguard, you may pay the cost. If you do, choose one of your opponent's rear-guards, bind it face up, your opponent chooses a card from his or her hand, and binds it face down. At the end of that turn, if you have a heart card with "Shura Stealth Dragon" in its card name, your opponent puts the cards bound with this effect into his or her drop zone, if you do not have, your opponent puts the cards bound with this effect into his or her hand.
This G unit works with any of the current Nubatama bosses, even the break ride, since they all have Shura Stealth Dragon in the name. You can choose a pesky rear-guard from your opponent's field, and get rid of it by the end of your turn(I'm looking at Aqua Force and Nova Grapplers). And while they are allowed to choose which card from hand to bind, it's likely they'll have to throw some shield or an important card, allowing higher chances for your attacks to get through. This is the kind of good support Nubatama's been waiting for for so long.

 Super Ancient Dragon, Parititian
Parititan
[AUTO]:When this unit placed on (VC), if you have a heart card with "Ancient Dragon" in its card name, choose a rear-guard of all fighters, retire them, and increase this unit's [Power] by the sum of the original [Power] of the units retired with this effect until end of turn. Then, if the [Power] increased with this effect is 20000 or more, this unit gets [Critical]+1 until end of turn.
Translation: you and your opponent retire 1 rear-guard each, and if the total power of those 2 units is 20K or more, this unit gets +1 crit. It seems good, it's hard to get that extra critical. One will have to retire a 11K rear-guard, and the other a 9K rear-guard. Obviously your opponent wouldn't want you getting that extra crit, so he'll choose a G1 with about 7K power. The only surefire way to make sure you get that crit is in a tag match, where all 4 players will have to retire 1. In normal matches, the main purpose of this card is to force your opponent to retire their rear-guards, and you can keep yours by choosing Tyrannobite or the G1 version to retire, then revive them with their counterblast skill. This card is meant to work in a deck with Tyrannoquake and/or Tyrannolegend to keep up the pressure with high-powered attacks and easy-to-get crits.

I will continue this article with a Part 2 coming very soon :) 
For now, feel free to comment on anything below :)
Note: I don't own any of the images above. Credits to their respective owners and Bushiroad Inc.
-Megan Lee

Monday, 6 April 2015

Vanguard Discussion: Card mechanics Q&A

Qn: Card mechanics: Legion, Stride, Limit Break? What are the difference? Which is better.

Limit Break:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage)

Opinion: limit breaks are pretty much overshadowed by newer card mechanics such as stride and legion due to the difference in power and their overwhelming ability. Limit breaks are pretty risky to run limit break as a standalone mechanic in the current meta. Limit breaks required the player to acquire at least 4 damage which endangers the player to unguarded critical triggers and pressured by vanguards with additional criticals while being at 4 damage. This put them to a vulnerable spot where they have to guard and put more cards to prevent them from losing the game. However limit breaks are usually accompanied by legion where players would run "Break rides" to give the newly ridden vanguard a stacked effect or a dual skill. This hybrid build is quite common and pretty popular in the current meta.

Example.
Super Dimensional Robo, Daikaiser +  True Ultimate Dimensional Robo, Great Daikaiser

Break rides
Break rides are limit break cards with effects activated when a card is being ridden on it while you are at 4 damage. In the current metagame, it is best not to play based on breakrides as it is pretty slow as compared to the current trend and metagame of vanguard nor it is still able to stall to keep up its pace. Break rides require the controller to ride a card that is of the same grade or a grade higher than the current vanguard.

How do I counter break rides and limit breaks?
As mentioned earlier, limit breaks require the controller to be at 4 damage. Pressuring them with a vanguard that has additional criticals will be great to pressure and curb the whole deck from gaining its advantage and thus, also making certain abilities unable to activate nor able to fulfil its limit break condition.

Thus, cards like e.g.
Ultimate Dimensional Robo, Great Daiyusha, etc... are perfect to shutdown limit break decks.

This problem to limit break had been overcome by the release of "LB enablers".
They all comes with a similar effect of:
[CONT](RC):Your vanguard's "Limit Break 4" is active even when you have three or less damage.

with the creation of this new breed of cards, it increases the probability of activating limit break which negates and overwrite the original condition of having 4 damage.  This ability is active only when this card is present of the board which makes it vulnerable to board removal manoeuvres and cards that are able retire, return, bind or lock.

legion
[ACT](VC): Legion20000 "Mate" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)

Opinion: Legion is still one of the few best mechanisms that are revolving the current metagame despite having G4 strides with triple checks. 1 key advantage that legion give is the returning of 4 units from drop zone into the deck which effectively; you can add back 4 triggers from the drop zone back into the deck. 2nd key advantage is the consistent 20k pair which gave a huge power boost to the vanguard that is attacking. 3rd is the seeking of "mate" to the vanguard circle which filters 1 non-trigger out of the deck which increases the probability of drive checking triggers.

Below are some of the notable effect a mate has and carries.
Notable mate effect types:
1.  if your vanguard is Legion
2. When your vanguard Legion

they are phrased almost the same. But 2 different effects!

1.  if your vanguard is Legion
It means being in the state of "legion" where there is already 2 cards on the vanguard circle.
Therefore cards with similar effect will trigger and resolve only when there is 2 cards in the vanguard circle.
Example of cards with such effect:
Blue Storm Marine General, Starless
Blue Storm Marine General, Milos

2. When your vanguard Legion
It means the refers to the act of "performing legion" and the skill would only activate when your vanguard performs legion.
Example of cards with such effect:
Metalborg, Ur Buster
Ultimate Raizer Dual-flare
Therefore only when your vanguard performs legion and cards such as ur buster has to be present before the vanguard legions to be able to trigger its effect.

Other notable card effects:
3. During the turn your vanguard Legion
Example:
Frozen Ogle
Card effects phrased this way will only activate after the action of your vanguard legions. Which takes place anytime during the main phase to the end phase.

stride
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

Common FAQ for stride: 
What is "Stride"?
Answer: "Stride" is a powerful ability to call a G unit from Generation Zone, and becomes a vanguard. The previous vanguard(s) becomes "Hearts", and it is put under the G unit, and the number of the G Unit and Hearts' power are summed. Also, when attacking, Drive Check is performed 3 times.

Until when Stride continues?
Answer: Stride continues until the end of its owner's turn.

When performing Stride on a unit with a Break Ride ability, does the ability activates?
No. Stride and ride are different actions, thus the effect cannot be used.

What happened when performing a Stride on a vanguard that is in Legion?
Both vanguards that are in Legion became "Hearts". When a Stride is performed, choose either of the Hearts, and the power and the card name of the chosen Hearts will be taken. At the end of turn, when the G unit is returned, both of the Hearts became the vanguards in Legion status.

What happened when performing a Stride on a deleted vanguard?
The vanguard would turned face up and become a "Hearts", and the G unit and the Hearts would combine normally.

What happened if you ride on a G Unit?
The G Unit will return to the Generation Zone, and the Hearts will go into your soul.

Source:http://cardfight.wikia.com/wiki/Stride

Opinions on stride: Stride is especially useful when you have a hand jam with dead cards such as grade 3s. Which makes it a perfect stride fodder and to unclog your hand. Triple drive checks makes up for the discard cost which also gives an additional chance of pulling a trigger.

Generation Break 1
[ACT](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):
Example of cards with GB1:
Cosmic hero, Grandfire
Whirlwind Brave Shooter
etc.. etc...

Opinions: Generation break 1 is only active only when you had strided a grade 4. Thus, to enable gb1, both you and your opponent has to be at grade 3 which render units with gb1 a vanilla on the 1st 3 to 4 turns of the game. Sometimes, in certain games, its all about the speed which certain decks like aqua force needs it to end the game by 7 turns.

Generation Break 2
[ACT](RC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):

Opinions: Similar to Generation break 1, generation break 2 requires 2 or more cards faced up in either G zone or VC. Similar to what i've mentioned above. You can use Snow Element Blizza to hasten the GB2.

Thats all we have for now folks. Stay tune for more articles and discussion.