Wednesday, 4 March 2015

Aqua Force Deck Profile, opinion and Guide.

Hey folks, Its been a really long time since i ever update this blog and write a detailed article about vanguard. Today i'll be sharing with you my opinions and thoughts of piloting aqua force and the new support that it has received in this booster.

Here is the deck list that i've been using and testing with. Tested with DOTX, SSSD, etc... etc..
The matches I had using this deck lasted not more than 6 to 8 turns. Somewhat of a blitzkrieg which suited my aggressive playing style which puts loads of early game pressure. The main strategy of this deck revolves around the consistent early game pressure to deal as much damage and drain as many 5k shields from your opponent as possible to setup for your Savas to finish your opponent.

Deck List.
Starting Vanguard
1x Officer Cadet, Andrei

Triggers
4x Battle Siren, Carolina (Heal)
2x Bubble Bazooka Dracokid (Critical)
4x Officer cadet, Alexpose (Stand)
2x Keen Eye Sea Horse Soldier (Stand)
4x Battle Siren, Mallika (Draw)

Grade 1
3x Mercenary Brave Shooter
3x Battle Siren, Sutashia
4x Kelpie rider, Nicky
4x Battle Siren, Phaedra

Grade 2
4x Tidal Assault
4x Magnum Assault
3x High Tide Sniper

Grade 3
4x Transcendent of Storms, Savas
3x Marine General of the Wave Sword Slash, Max
1x Strikehead dragon

Grade 4
1x Snow Element, Blizza
1x Miracle Element, Atmos
2x Marine General of the Heavenly Scale, Tidal-bore Dragon
4x Marine General of the Sky and Earth, Lambros

Now you've know the list, Let me also explain why I played and teched in certain cards and also explain some of the combo involved. 

Transcendent of Storms, Savas
Savas is the MVP(Most Valuable Player) of the deck or what i would called the FINAL PUNISHER or your main winning image of the deck.

His effect is:
[AUTO](VC) 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):When this unit attacks a vanguard, if it is the fourth battle of that turn or more, until end of that battle, this unit gets [Critical]+1, and your opponent cannot call grade 0 cards from hand to (GC).
[AUTO](VC):During your turn, when your G unit Stride, choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):When your unit attacks a vanguard, if it is the fourth battle of that turn, choose three of your opponent's rear-guards, your opponent chooses one from among them, and retires it.".

In short he is there to wreck your opponent. His had a GB2 skill similar to the notorious card from the Kagero Clan, Transcendence Dragon, Dragonic Novelle Vague. Those who had encountered him would know the horror of not being able to guard with grade Zero. Savas however has an added pressure of having the  extra critical to pressure your opponent. However all these effects takes place only when you had fulfill its conditions of having 4th battle and GB2. Many would be questioning, how do I get my GB2 by turn 5? My answer would be using Snow Element Blizza. His second effect is optimal for crippling your opponent's field however it has a random retiring effect where your opponent chooses 1 of his rearguards to retire despite having to pick 3 cards. 

Snow Element Blizza
His effect is:
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 (1) & Choose a face down card from your G zone, and turn it face up] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+5000 for each face up card in your G zone until end of that battle.
[CONT]:This card is from all clans and nations.

Paying the cost of counter blast 1, Flipping 1 G-Unit Faced up enables you to fulfill the condition for Savas which needs GB2 in order to activates its effect. Blizza would be the 1st card you would want to stride on if you wanted to use savas as a finisher for the next turn. Which it swings for 31k without boost on its own which is enough to bait out the negates and sentinels from your opponent's hand or to quickly push them to 5 damage in order to pressure them with your relentless attacks from your rearguards for the next turn which would be probably your opponent's final turn.

So in short what I am trying to say is that Savas + Blizza = GB2 condition fulfilled.

Marine General of the Sky and Earth, Lambros
His Effect is:
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):[Choose a card name "Marine General of the Sky and Earth, Lambros" from your G zone, and turn it face up] When this unit attacks a vanguard, if it is the fourth battle of that turn or more, you may pay the cost. If you do, choose up to two of your rear-guards, and [Stand] them. Then, if the number of face up cards in your G zone is two or more, the units [Stand] with this effect get [Power]+10000 until end of turn.

Lambros is whom we revere as the final finisher of the deck. His effect is what i called epic. With the meagre cost of Turning a copy of itself from the Generation zone face up, you are able to stand 2 of your rearguards and give a +10000 power is what I called an epic finish and overkill. Nuff said.

How is lambros used in this deck? usually it would be the best alternative besides blizza to achieve the GB2 condition for savas and also to grant an additional 2 rearguards attack for the early game pressure to quickly wipeoff their shields and options to retaliate to your assault.

Marine General of the Heavenly Scale, Tidal-bore Dragon

(This card cannot be in your main deck)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.(When this cards Strides, it gains the power and name from one heart. At the end of the turn, return it face up.)[AUTO](VC):When this unit's attack hits a vanguard, if it is the third battle of that turn or more, draw a card, choose up to one card from your hand, and call it to (RC).

Tidal bore is good for early game pressure and gaining handsome advantage which allows you to draw a card and being able to call it from the hand. Tidal bore is hardly used in this deck as you would not need to farm much for the handsize as the objective is to finish your opponent quick, blitzkrieg style.





Next I will be explaining to you how the other cards in the deck synergizes with the strategy and also tips on how to use them.

Battle Siren Sutashia
Her effect is:
[CONT](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):During your turn, this unit gets "[CONT](RC):This unit may attack from the back row." and "[AUTO](RC):When this unit attacks, if this unit is in your back row, this unit gets [Power]+3000 until end of that battle.".

Sutashia has the special ability to be able to attack from the back row which makes her invulnerable as an attack target. Having this ability, she allows you to have another rearguard in the same column to lay another attack on the opponent which gives the whole column the ability to deal at least 2 attacks. She is tactically used to knock out your opponent's rearguard interceptors which is very useful especially when using aqua force, it is integral to have your opponent to guard from their hand and to drain their resources. Thus, giving them less options & resources for the next turn and having lesser cards to call as rearguards.




Magnum Assault
His effect is:
[AUTO](RC)[1/Turn] 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)] At the end of the battle that this unit attacked a vanguard, if this unit is boosted during that battle, you may pay the cost. If you do, [Stand] this unit, and until end of turn, this unit gets [Power]+2000. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)

Magnum assault would be the card that will give your vanguard the wings to victory. He is the card that you would want to call from turn 3 onwards or when you have access to Generation Break 1. You would usually want to call this card out to replace your Tidal assaults (which i would mention more about it later) where it usually be the No.1 attack target your opponent would want to eliminate after being devastated by it on turn 1 to turn 3.

Magnum assault has the special skill of being able to stand itself after being boosted to attack the vanguard and +2000 power make it an effective 15k guard column. This makes him annoying for the opponent in the long run to have him consistent deal damage to the opponent with perfect numbers of 16000 and 11000.

Magnum assault having a an awesome ability has a downside to it where it is a vanilla card on between turn 1 to turn 3 or any turn where you have yet to reached generation blast 1. Which makes tidal assault the best card to replace his rearguard position during the turns of the early game.

Tidal Assault
His effect is:
[AUTO](RC)[1/Turn]:At the end of the battle that this unit attacked a vanguard, if you have an «Aqua Force» vanguard, [Stand] this unit, and this unit gets [Power]-5000 until end of turn.

Tidal assault is the unit you would want to call on the early turns of the game where he would be most effective in dealing damage to vanguards who have a base power of less than or equal to 9000. Tidal assault is an effective restanding rearguard when it comes to early game pressure where your opponent's vanguard power is within its reach. Ideally, you would want to place a booster behind it who has a power of at least 5000 in order to make up for the cost of -5000 for its effect to pull off.

Tidal assault may seems OP to some during the early game. I bet some of you would have questions on How do I exactly counter this card? My answer would be playing a 10k vanilla grade 2 to prevent getting wrecked by this card during the early game. 10k vanilla would be the best option as a mini counter as aqua force in general would have a hard time attacking with their rearguards in the early game which are usually 9k and would have prevented you from losing additional hand cards and being devastated to 5 damage in the long run.

Here is a tip that may be useful when using tidal assault in the turns of the Midgame to Lategame which is to combine with Battle siren, Mallika for it to be able to reach the 11k base power vanguard.

Battle Siren Mallika
Her Effect is:
[ACT](RC):[Put this unit into your soul] Choose up to one of your «Aqua Force», and that unit gets [Power]+3000 until end of turn.

Mallika had proved to be one of the most important trigger unit in this deck and that you should have at least 4 copies of her in the deck. She would be the most important card that you would want to play between turn 3 to turn 4 and would be ideal for a situation where you do not met the Generation Blast Condition for your magnum assault. Hence, ideally you would want to have the tidal assault remained on the field for pressure during the midgame combo with this card to continue swinging for perfect numbers.

Mallika also combos well with Battle Siren Sutashia, allowing her to attack for 12000 power, hence able to deal pressure and damage to the opponent's vanguard as well.




High tide sniper
His effect is:
[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):[Soul Blast (1)] When this unit attacks, if it is the third battle of that turn or more, you may pay the cost. If you do, this unit gets [Power]+10000 until end of that battle.

High tide sniper is one of the best cards to have swinging for 3 or more battle where itself as a standalone is able to drain a 10k shield from the opponent. Having it with a booster would make him a devastating 20k guard column.

High tide sniper also combos well with the starter vanguard, Officer Cadet, Andrei (Who i will mention more about him later.) and also Battle Siren, Orthia. He is such a key card during the mid game to late game onwards where he is needed to use for the final finishers and big plays involving Lambrose.




Officer Cadet, Andrei
His effect is:
[AUTO]:Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))[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):[Counter Blast (1) & Put this unit to your soul] Choose another of your rear-guards, and until end of turn, it gets "[AUTO](RC)[1/Turn]:At the end of the battle that this unit attacked a vanguard, [Stand] this unit, and this unit gets [Power]+2000 until end of turn.".

His ability allows your rearguard to be a Magnum Assault which is often used as a desperate measure to have a rearguard able to hit for the 4th attack or combos with High tide sniper to attack for a 21k column perfect numbers on its own after a boosted attack.

In short Andrei combos with the following:
Andrei + High Tide Sniper = 10 shield + 15k shield(3 cards).
Andrei + 11k attacker = 5k shield + 5k shield(2 cards).

Marine General of the Wave Sword Slash, Max
His effect is:
[AUTO](VC/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)] At the end of the battle that this unit attacked a vanguard, if it is the third battle of that turn or more, you pay the cost. If you do, choose one of your rear-guards, it gets [Power]+2000 until end of turn, choose two of your rear-guards, and exchange their positions. (The state of the card does not change.)

Slash max is an awesome backup vanguard where he allows rearguards to switch positions and giving a +2000 power to one of your rearguards when he is the 3rd to attack. He is especially useful when you have a hand full of attackers which also help fix jam and dead columns. He also give 9k attackers a +2000 power boost, hence enabling them to hit for perfect number of 11000 and drain additional 5000 shield from the opponent.  He would be the best option as a backup vanguard if you can't stride.

To conclude, Aqua Force is not the clan that you want to mess with during the early game and proven to be annoying to the opponent to consistently guard 5k shield. It has a similar aggressive play style to spike brothers. So how do i exactly counter this clan? There are many options, in this case would be playing kagero, since it is in the current metagame, where they have cards such as Prowling Dragon Striken where you can prevent the early assaults from tidal assault and 9k rearguards, making you invulnerable to their early game rush strategy which forced them to stall till late game. Another counter measure may be using anti-rush cards such as the good old Berserk Dragon where you can instantly retire their biggest threats in the early game, during turns 1 to turn 3.

To my Kagero players, there is still hope and counter measure against this clan.

Signing off.
Khai



Monday, 8 December 2014

Cray Journal: Gear Chronicle

Following the start of Season 4, our dear Bushiroad has decided to release a new clan, called Gear Chronicle, which is used by our new main character, Chrono Shindou.
For those of you familiar with Greek mythology, Chronos is the personification of time in pre-Socratic philosophy. If Bushi is trying to hint something, they certainly did a good job of it.
Anyways, back to Vanguard. Gear Chronicle was the first clan to receive a new TD for Season 4. The main boss of the TD: Chrono Jet Dragon
G-TD01-002 (Sample)
[AUTO](VC): GB2(This ability is active when you have 2 or more face-up G units in your G Zone and/or VC) When this unit attacks a Vanguard, until end of that battle, this unit gets [Power}+5000, and your opponent cannot call Grade 1 or greater units to (GC).
[AUTO](VC): [Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one of your opponent's rear-guards, and put that unit at the bottom of your opponent's deck.

So this unit plays with the concept of "time", by sending rear-guards back to the deck, where they once were(in the past). The GB2 ability is pretty neat, considering by that time, the game would have shifted into late-game, and your opponent would need to guard almost every attack. 
Gear Chronicle's main mechanic focuses on sending their opponents' rear-guards back to the bottom of the deck.
Now let's look at their G unit from the TD:
Interdimensional Dragon, Mystery Flare Dragon
G-TD01-001
(G unit cannot be in your main deck)
Stride(Release it when both you and your opponent have a Grade 3 or greater Vanguard)-Stride step- [Choose 1 or more cards from your hand, with the sum of grades being 3 or greater, and discard them] Stride this face down card on your (VC) 
(When you stride, it gets the power and name from one of your hearts, and return this unit to the G Zone face-up at the end of your turn)
[AUTO](VC): [Counter Blast (4)] When this unit's attack hits a Vanguard, you may reveal the top 4 cards of your deck. If the revealed cards have 4 different grades or more, you may pay the cost. If you do, you get an additional turn. If you reveal, shuffle your deck.

Welllll ok..... This seems rather OP at first glance, but the CB4 effect is REALLY hard to pull off in actual gameplay. If you do pull it off, the "extra turn" starts off with the stand-and-draw phase, and this unit would have gone back to the G Zone. 
I'll clarify this unit's effect. For it to actually go off, you need to reveal 1 grade 1, grade 2, grade 3, and grade 0 in the top 4 cards. Assuming you run a 8-11-14 build. By the time you have enough damage to pay the cost, the grade 1s, 2s, 3s, and 0s left in the deck would be around 6-6-4-9. So that's 25 cards left in your deck. It's simple probability mathematics. Chances of pulling this off at this point in time: (6/25)(6/24)(4/23)(9/22)= 0.0042687747= ~0.427%(3 s.f.) chance
That's not even a 1 % chance!
So for those of you who think this will break the meta, think again. 

As I said before, the main mechanic of Gear Chronicle is to return your opponent's units to the bottom deck. So here's a decent deck build based on the cards released so far, and those to be released in GBT-01

4 Chrono Jet Dragon; 4 Fatewheel Dragon
4 Steam Fighter, Amber; 4 Steam Knight, Puzur Ili; 3 Relic Master Dragon
4 Steam Maiden Alulim(PG); 4 Steam Breath Dragon; 4 Apex Standing Gearwolf; 2 Steam Rider, Burnham
4 Lucky Pot Dracokid(draw); 4 Steam Maiden, Ululu(heal); 4 Steam Battler Dadashig(critical); 4 Steam Battler, Mashuda(critical)
Starter: Timepiece Dracokid
G Zone: Interdimensional Dragon, Ragnaclock Dragon; Interdimensional Dragon, Chronos Command Dragon 

In this deck, Mystery Flare Dragon is replaced by Chronos Command Dragon, simply because the chances of Mystery Flare going off is too low, and Chronos Command is more consistent by putting on more pressure when he is on the (VC).
Fatewheel Dragon is in a word, ANNOYING. While it uses alot of counterblasts, it certainly has a good reason to do so. Its main effect is a silent tom that gets a critical when attacking for just 1 counterblast. It just wastes all your negates away. So while one Vanguard has a glory effect, the other has a silent tom effect. Good job.
Steam Fighter Amber is a core unit of this deck. As said before, the main purpose of this deck is to send your opponent's rear guards to the bottom deck, and this unit does it perfectly well. If this unit is boosted and it's attacking a Vanguard, the GB1 ability will let it CB1 to send a G2 or less RG to the bottom deck. Sounds good to me.
Steam Knight Puzur Ili is another card with the silent tom effect, except you have to pay the cost of SB2 when attacking the Vanguard to activate the effect.
Relic Master Dragon is a CB2 on call or on ride to send a G2 or less RG to bottom deck. It's quite CB heavy, like many other units in the deck, and that's why there's only 3.
I know the new negate has the restriction of only being able to protect the Vanguard, but you need the unflipping more than ever
Steam Breath Dragon gains +2 grades in the hand when it is to be used for the cost of striding. You'll need this because you can't keep dropping your G3s. Its other effect is to reveal a G3 from your hand and discard 1 to search for a Chrono Jet Dragon. Such a useful card...
Apex Standing Gearwolf is a key card. Since this deck focuses so much on sending RGs to the bottom deck, why not power up because of it? This unit gains [Power]+3000 on the RC when an opponent's rear-guard is sent to bottom deck. 
Steam Rider Burnham is a 10K booster for the Vanguard, and it's a GB1 skill. Best to have this behind your Vanguard when it is at Chronos Command Dragon to make sure that thing hits.
Lucky Pot Dracokid is a draw trigger with the Margal effect. You're gonna need this to fuel your soul for all the different card abilities your deck has.
Timepiece Dracokid is a G3 searcher with no restrictions. Nuff' said.

Overall, this deck is really fun to play but really CB heavy. You have to be careful not to spam all the skills when you play this deck or your deck will become vanilla once you hit late game.
There's nothing much more to say here, so keep on Vanguarding everyone~

Signing off,
Lee Megan

Saturday, 6 December 2014

Cray Journal: Oracle Think Tank Stride~

As a huge OTT fan, I'm just sooooo happy that they FINALLY got support. It's been so long since they were supported it's hard to believe they were once considered meta. Anyways, moving on to the main point of my article, their new stride units and G-BT01 support.

Supreme Sky Battle Deity, Susanoo
G-BT01-S03-SP
[CONT](VC) Generation Break 2(This ability is active if you have 2 or more face up G units on your (VC) and/or G Zone) During your turn, if you have 4 or more cards in your hand, this unit gains [Power]+5000/[Critical]+1
[AUTO](VC): [Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at the top 2 cards of your deck, search for one card, put it into your hand, and put the rest at the bottom of your deck in any order. 

Kinda lackluster for a RRR, but decent nonetheless. The GB2 ability will create a lot of pressure for your opponent. By the time you have used stride twice, it would be late game, with both opponents at 3-4 damage.
The second skill is the better part of this card. Since striding is essentially a net +/-0, this would make striding a net +1 for one counterblast. It would also let you stack your triggers at the bottom of the deck, so if you have a great memory, you will know what's coming once your stack is reached. In this sense, this card works rather well with the tsukuyomi ride chain.

Now let's look at the two G units that came out in this

Sword Deity of Divine Sound, Takemikazuchi
G-BT01-S02-SP
Stride- [Choose one or more cards from your hand with the sum of grades being 3 or greater, and discard them] Stride this face down card on  your (VC)
[ACT](VC): [Counter Blast (2) & Choose a face-down card named "Sword Deity of Divine Sound, Takemikazuchi" from your G Zone, and turn it face up] If the number of face-up cards in your G Zone is 2 or more, look at the top 4 cards of your deck, search for 2 cards, put them into your hand, and put the rest at the bottom of your deck in any order. 

Just like Susanoo, this card works really well with the Tsukuyomi chain, letting you reach your stack even faster and stacking more at the bottom. This ability is meant to be used sometime late to mid-game, to help you out of a pinch or get the desired cards into your hand.
Since the effect cost makes you turn another copy of itself face-up in the G Zone, you'll have to run an even number of these to fully utilize the effect.
But of course, you'll need another G unit in your deck to even use this card, so let's look at the other G unit released in this set:

Soaring Auspicious Beast, Qilin
G-BT01-025
Stride-  [Choose one or more cards from your hand with the sum of grades being 3 or greater, and discard them] Stride this face down card on  your (VC)
[AUTO](VC): When this unit's attack hits a Vanguard, look at 2 cards from the top of your deck, search for 1 card from among them, put it into your hand, and place the rest at the bottom of your deck in any order.

This unit is meant for early game rush. The instant both you and your opponent are at Grade 3, release this to pressure so you can build your hand early. Most people would not have a negate by that time, and would not be likely to throw a 30K shield for 2 pass at this point. This gives you even more reason to go second at the start of the game(or so I feel).
And the fact that this is only a R is so great~

Now I think I've said enough about those 2 G units, so moving on to a proper deck build:
4 Supreme Sky Battle Deity, Susanoo; 4 Goddess of the Full Moon, Tsukuyomi
4 Goddess of the Half Moon, Tsukuyomi; 4 Diviner, Shinatsuhiko; 3 Silent Tom
4 Mediator, Amenosagiri(PG); 4 Goddess of the Crescent Moon, Tsukuyomi; 3 Divine Sword, Amenomurakumo, 3 Oracle Guardian, Gemini
4 Psychic Bird(critical); 4 Battle Sister,Ginger(critical); 4 Dream Eater(draw); 4 Lozenge Magus(heal)
Starter: Godhawk, Ichibiyoshi
G Zone: 4 Sword Deity of Divine Sound, Takemikazuchi; 4 Soaring Auspicious Beast, Qilin

The G3 Tsukuyomi is here because, what better G3 to run than this? Monaka is fine too, but her effect is LB, and you don't exactly have enough G1 space to put a LB enabler. Her effect isn't exactly a finisher either, and you won't have enough G3s left to use as stride fodder.
Shintatsuhiko's name may be a mouthful, but it's nothing more than a GB1 12K whacker. Nuff' said.
Silent Tom. The silent killer. With triple drive check and a higher chance of getting triggers, why would you NOT run this?
Amenomurakumo. Another mouthful. It's a G1 with the ability to reveal a G3 and drop 1 card to search out Susanoo. This is effect is not meant to be used as it will ruin your stack. It's main effect is to drop for stride. If this unit is to be used to pay the cost for stride, it gains 2 grades, meaning you can just drop this card from your hand and stride.
I know the new negates have a restriction in that they can only defend your Vanguard. But in this deck, the CB usage is really high, and you'll need a way to unflip, and this is the only possible way. Running Lemonade(sb2, unflip 2) is not an option here as there isn't enough G1 space.
8 crit 4 draw is standard and will help maintain the large hand size OTT is known for.
Psychic Bird is a must because you'll need the 6 soul requirement if you were to accidentally ride Tsukuyomi first.
The main purpose of this deck is to draw until you reach your stack, and pull a double/triple trigger to kill your opponent instantly.

For those of you a little tight on budget, here's an alternative decklist:
4 Supreme Sky Battle Deity, Susanoo; 4 Battle Sister, Mille Feuillle
4 Diviner, Shinatsuhiko; 4 Diviner, Kuroikazuchi; 3 Battle Sister, Marshmallow
4 Mediator, Amenosagiri(PG); 4 Divine Sword, Amenomurakumo; 3 Oracle Guardian Gemini; 3 Battle Sister, Lemonade
4 Psychic Bird; 4 Battle Sister, Ginger; 4 Dream Eater; 4 Lozenge Magus
Starter: Battle Sister, Eclair

Mille Feuille is a C card with an on ride ability to CB1, SB1 to draw one card. Her GB1 ability is an ACT ability to CB2, check the top 2, take 1, and put the other at the bottom. She doesn't have much use on the Vanguard, so you can ride her first to fulfill the conditions for Marshmallow, and then use her as stride fodder once you ride into Susanoo.
Marshmallow is a pressure unit that lets you soul charge 1 and unflip 1 when her attack hits the Vanguard, and your Vanguard is a battle sister. It's a VC/RC effect, so it would be best to ride her on your G2 turn.
Kuroikazuchi is a RR. Her GB1 ability: when she is boosted, and attacking a Vanguard, you can CB1 to draw 1 card.
Psychic Bird again is a must to fuel the soul for unflipping. This build uses even more counterblasts than the previous one, so you're gonna need lemonade and the negate to unflip as many times as possible for you.
The main purpose of this deck is to filter until you have mostly triggers left in the deck. Lozenge Magus and Eclair are needed to shuffle so the triggers don't all get stuck at the bottom. If they do, by the time you reach them, you would lose by deck out.

Overall, OTT is still very fun to use, and you get to traumatize your opponents with your huge handsizes~
I really don't think I can say any more about this clan, so have fun Vanguarding everyone~

Signing off,
Lee Megan

Saturday, 29 November 2014

Stride Generation~ G!!

Following the introduction of Cardfight!! Vanguard G, we have new G units, and stride.
What are G units?
G units are Grade 4 units with "Triple Drive!". They are not placed in the main deck, but in the G Zone, a zone right abobe the damage zone on the typical playmat. G units can be used for Stride, and each player can have up to 8 G units, with a maximum of 4 copies per unit. 
What is Stride?
Stride is an ability unlocked when both players' Vanguards are Grade 3 or greater. To stride, one must discard 1 or more cards with the grades totaling to 3 or more. All G units are face down in the G Zone at the start of the game. When you stride, choose a G unit and place it face up on the Vanguard circle. At the end of your turn, that unit goes back to the G Zone face up, and cannot be used for stride again. When you stride on your Vanguard, the G unit gains the name and original power value of your "heart". If your original Vanguard is in Legion, choose 1 unit to be the heart. The G unit does not gain the skills of the heart. As the term "triple drive" suggests, you get 3 drive checks when you stride. 

Generation Break
You may have noticed some new units have the symbol GB1 or GB2. These abilities are unlocked when there is the stated number of G units face up in the G Zone or on the Vanguard circle. So for example, if your grade 2 rear guard has a GB1 ability, it can be activated when you have a Striden Vanguard or when there is one face up G unit in the G Zone. 

G Assist:
G assist is a new mechanic designed to help with misgrading. You need to have at least 2 G units to use this. Here's how it works:
1)Reveal your hand to your opponent, proving you don't have a unit 1 grade higher than your Vanguard. 
2)Check the top 5 cards of your deck for a unit 1 grade higher than your Vanguard, and add it to your hand. Shuffle your deck. 
3)Choose 2 G units from your G Zone, and 2 cards from your hand, and remove them from the match. This is not bind or discard. The lost G units cannot be used to fulfil the conditions for Generation Break. 
4) Proceed to ride phase. 
If you did not add a card to your hand during step 2, skip step 3 and jump to step 4. 
The G Assist ability is very costly, hence it should only be used when truly desperate. 

Examples of G units: 
All clans: Harmonics Messiah; Heat Elemental, Magnum; Miracle Elemental, Atmos
Gear Chronicle: Interdimensional Dragon, Mystery Flare Dragon
Royal Paladin: Vague Sacred Knight, Gablade
Oracle Think Tank: Sword Deity of Divine Sound, Takemikazuchi
Nova Grappler: Meteorkaiser, Viktplasma
Kagero: Imperial Flame Dragon King, Route Flare Dragon

This is just a short list of the current known Stride units. Certain clans have new cards which combo well with the Stride mechanic to net huge advantages.
If your favorite clan does not have Stride units yet, you can use the generic clan G units to power up your current deck, or wait for Bushiroad to release G units for that clan.

Happy Cardfighting everyone~!

Signing off,
Lee Megan

Thursday, 23 October 2014

New Preorder Promotion :D


Le-vanguard TD promotion.
Preorder is now open for
G-TD01 "Awakening Of The Interdimensional Dragon" (Gear Chronicle)
G-TD02 "Divine Swordsman of the Shiny Star" (Royal Paladin)
Release Date: 21st November 2014
Usual Price: $18
ORDER NOW: $16 for 1 TD, $60 for 4 TD
Closing order date: 17th November 2014
Sms me at 96379686 or drop me a PM me via facebook https://www.facebook.com/SkyeLovesDespair to place your order.