Sunday, January 26, 2014

Morning Rush

  The Nova Grappler clan debuted from in the very first booster set, and up until now they've got a lot support not only the in the boosters but as well through trial decks and extra boosters. Their general strategy is to stand a lot and unlike, Aqua Force clan, they launch attacks that will rip good stuff from your opponent (10k shields and Sentinels.) So, those who will choose Nova Grappler as their clan will not regret. With their infinite support, there are a lot of fully, competitive builds. One of the most competitive builds and whose boss hasn't arrived yet on the English shores, is Strongest Beast Deity, Ethics Buster Extreme. So why I'm talking about this particular Nova Grappler build and not others?!. Well, first of all, this build is the most powerful, the best and strongest (duh) of all that Nova Grappler has in the current Japan format. I know you've got bored, so moving on to the card itself:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit's drive check reveals a grade 1 or greater card with "Beast Deity" in its card name, choose one of your «Nova Grappler» rear-guards, and [Stand] it.
[CONT](VC):If you have a card named "Beast Deity, Ethics Buster" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
  This unit takes out the luck from equation. It drastically increases the number of attacks due it's limit break ability. Also it's a lot easier to guard since it's a crossride making it a 13k vanguard.
  If in the past Nova Grappler relied a lot on the stand triggers, now with this unit as your vanguard, you're gonna get 5 attacks.  "Yeah, but Aqua Force can do the same. They can launch up to 5 attacks in a row or even more" That's true, but to guard these attacks your opponent will have to put 10k shields or even more while Aqua Force needs 5k shield to guard and usually vanguard's limit break depends on the number of battles while Nova Grappler  doesn't give a damn on how many battles where fought until the vanguard's attack.
 Now getting on the decklist:
Grade 0:
1x Beast Deity, Riot Horn
8x critical triggers
4x draw triggers
4x heal

Grade 1:
4x Beast Deity, Solar Falcon
4x Beast Deity, Max Beat
3x Beast Deity, Hilarity Destroyer
3x Beast Deity, Desert Gator

Grade 2:
4x Beast Deity, Hatred Chaos
4x Beast Deity, Brainie Papio
3x Beast Deity, Golden Anglet.

Grade 3:
4x Beast Deity. Ethics Buster
4x Strongest Beast Deity, Ethics Buster Extreme.
 As usual we start with the trigger ratio. Someone will ask this: Are you smoking?!. Why you're running critical triggers in the Nova Grappler deck ?!. Well, it's true I'm smoking but the reason why I'm running critical triggers is because Strongest Beast Deity, Ethics Buster Extreme transforms more than half of your deck into stand triggers but without the 5k bonus. So since you're going to check a a trigger and another unit, you're going to have an extra attack with 21k+ and a critical 2. I think that's better than just a simple standing.
  Why not running 4 stands/4 criticals?. Well, it is possible, but a critical trigger will always give more pressure than a stand trigger. It gives you a 5k bonus, but stands are like dead drive checks in the build because, your opponent can just say no guard to that one and take 1 damage while taking 2 damage when your opponent is at 3 damage is more risky. So that's why we need to increase the chances of getting a critical trigger.
 Draw triggers are in any deck of this kind. They're spare 5k shield and it's always nice to damage check one. You'll get 5k to your vanguard, which will make easier to guard and draw an extra card. This is pretty common in this game and it's nothing amazing about that but somehow, in anime that's an amazing thing.
  Moving on to the starter, or more correctly first vanguard: Beast Deity, Riot Horn.
[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[AUTO](RC):When a unit in the same column as this unit with "Beast Deity" in its card name becomes [Stand], [Stand] this unit.
  This unit is one of the key cards in this deck. It allows
you to launch a good attack  that  will make your opponent to lose a 10k shield or some cards that he tried to save for later assaults. This unit is more sweeter when used with Beast Deity, Hatred Chaos:
[AUTO](RC): When this unit attacks, if you have a vanguard with "Beast Deity" in its card name, this unit gets [Power]+3000 until end of the battle.
 Shortly put, using our main boss' limit break, you'll stand this unit and Riot Horn's skill kicks in. In result, you have one more 17k attack coming at your opponent's way. That's what I prefer this starter over others. 
 A unit with similar skill is Beast Deity, Max Beat:
[AUTO](RC):[Counter Blast (1)-card with "Beast Deity" in its card name] During your battle phase, when this unit becomes [Stand], if you have a «Nova Grappler» vanguard you may pay the cost. If you do, choose another of your «Nova Grappler» rear-guards, and [Stand] it.
  Instruction on how using the awesomeness  of Max Beat:
1. Using the Limit Break, stand this card.
2. Using it's awesome skill, stand the unit that's in the front of it and stand it.
3. Enjoy the results.
. The second ingredient of this cocktail is Beast Deity, Brainy Papio:
[AUTO](VC/RC):[Counter Blast (1)-card with "Beast Deity" in its card name] When this unit's attack hits a vanguard, if you have a «Nova Grappler» vanguard, you may pay the cost. If you do, choose another of your «Nova Grappler» rear-guards, and [Stand] it.
  This card's attack, will be in the most cases, guarded (duh). It's a great way to make your opponent lose some cards. This card is good in the early and mid game, to put up some pressure. The chances of gaining extra attacks with this unit's skill are higher early game, when players eat a lot of damage. And, just in case, if the attack hits the vanguard, stand the Max Beat that boosted this unit, and using it's skill, stand Brainie Papio one more time and voila: your second round of cocktails is ready.
  Now let's make a spin off of this cocktail, switching Brainy Papio with Beast Deity, Golden Anglet.:
[AUTO](RC):During your battle phase, when this unit becomes [Stand], this unit gets [Power]+3000 until end of turn.
 First of all with a trigger, this unit can launch an attack of 18000 by itself (which is very good.) And if by any chance, it happens to be boosted by Max Beat   the attack will rise up 25,000.
 Now, someone will say that Hatred Chaos is better. It's true but you need to have 50 cards in your deck. The other option is to run the   Beast Deity, Damned Leo   which is a vanilla. Running vanilla is okay-ish, but why run  it, when there is Golden Anglet which 100 times better the that. 
When comes to riding, usually it's a tough choice. I really hate when I have to ride a very important card that's better in my hand or on my rearguard circle (PG for example.) For grade 1 ride at least the problem is resolved by  Beast Deity, Hilarity Destroyer:
[AUTO](VC/RC):[Choose a card from your hand, and discard it] When this unit's attack hits a vanguard, if you have a vanguard with "Beast Deity" in its card name, you may pay the cost. If you do, draw a card
  So this card is perfect for the grade one ride. I don't have a particular interest in it as a rearguard (but it's good if you opt for a an early rush)
  Thanks to 50 cards deck rule, you need to complete the deck with something. You're pretty much tied to choose between this and Beast Deity, Blank Marsh.. I've tested different variations, and Blank Marsh skill it's not that great. It offers one time pressure. eats a counterblasts and you need to replace that booster while this card gives some extra draw power from early game.
  When comes to grade 3, it's preferably to synergize your main boss ability with a breakride. Obviously, the best unit to synergize with our boss' limit break is Beast Deity, Ethics Buster:
 AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Nova Grappler» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and "[AUTO](VC):When this unit attacks a vanguard, [Stand] all of your «Nova Grappler» rear-guards in the front row.".
[AUTO](VC):When this unit is boosted by a «Nova Grappler», this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this
unit, this unit cannot attack).
 There is not much to say here. The card is a break ride that will give Extreme a 10,000 and nice skill. Even if you reveal a double trigger check (the chances are slim but it can happen.) whille your opponent nullified the attack, you have 2 more attacks left that are more stronger than the previous ones.
 Now as for the final ingredient for the most awesome and deadly cocktail ever created in the vanguard: Strongest Beast Deity, Ethics Buster Extreme.

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit's drive check reveals a grade 1 or greater card with "Beast Deity" in its card name, choose one of your «Nova Grappler» rear-guards, and [Stand] it.
[CONT](VC):If you have a card named "Beast Deity, Ethics Buster" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
  Yes, folks it's returned. One of the most strongest units ever created for this clan.
  Even if the break ride turn didn't turn into the final turn your opponent will have a hard time guarding because he'll need at least 5 cards per turn to guard.
 Secondly, you'll be siting on 13k vanguard power base which means it'll be easier to guard your opponents attacks, especially if he has unboosted units or it's the Aqua Force clan. Our boss review is over and we move to the traditional part:
 Pros:
1. Great synergy. Standing two units is enough to stand two other units making you able to launch two more attacks.
2. Standing is a sure thing. The deck doesn't depends on stands triggers anymore.
3. Running criticals and being to stand is one of the best combo ever created.
4.  Landing more than 5 attacks per turn will sure drain your opponents hand a lot and eventually, he'll not be able to form proper colomns nor to keep up hte peace when it'll come to guarding.

 Cons:
1. Double trigger check. It happens rare in a game, but when it happens it surely messes up your plans
2. Relies on rearguards too much. If your rearguards are retired, it'll be hard to fill them up again.

Monday, January 20, 2014

Power up, power up, power up!!

  One of the most important things in this game is achieve high numbers.This way, you can  deal damage more easily or  make your opponent to lose a Sentinel or a good amount of hand. Besides the usual trigger power up's, there are units that gain a certain amount of power if you do something like retiring, locking, soulcharging etc. These type of units gain power each time the such actions are performed.
  The very first deck that use this strategy is the Royal Paladin deck that resolved arround these units: Young Pegasus Knight and Great Sage Barron. Both of them get power +3000 whenever you soulcharge. Nothing special you think?. True, but when combined with Demon Killer Knight, Lohengrin, Margal, Sharron, Pongal you get two power creeps able to break numbers. Even it they aren't used now, they were very popular at one point. 
  Such units can be found in a lot of clans but not all of them are good enough for building a deck. The best choices of such units are those who can be powered up in any phase of your turn. A good example are  Thousand Ray Pegasus and Million Ray Pegasus. They both belong to the Angel Feather clan and they power up whenever a card is put in your damage zone. Since Angel Feather's specialty is swaping your cards in damage zone, it's not hard to power up this units in your own turn (as well as opponent's turn.).
  However, even if they power up by doing a certain action, they can't perform that action. So, we need some cards that'll help them. So basically, what you need is a boss able to do that during the entire game. . Some clans have more than one boss , some clans only on boss eable to do that every turn. Also, since the deck is composed by grades 0, 1, 2 and 3, you can add some units that can perform this action one time a game or when it attack hits. It's your choice.
 Often, the grade 3 bosses don't fall under the "meta" choices.  That's not a viable arguement if the deck works great.
 One great downside of such decks is their fragility. The rearguard line-up will be mostly, formed by copies of those units. Based on that,  people will try to eliminate them from the field and unfortunately, dragon addicted monkeys have more than enough possibilities to do that.
PS: It's my first strategy article so if you have any objections leave them in the comments bellow. 
 
 
 

Thursday, January 16, 2014

Beat 'em all for fun!!!

I play only online on Cardfight Area (practically for fun all the times) and usually the decks I play with have some complicated strategies. So I was thinking:: why complicating things?. Wouldn't be just better to create a simple, beatdown deck. A deck that is fun and competittive at the same time. And I asked myself: why not rerun Jewel Knights?!.They're so fun. Reminds of the first days of Cardfight Vanguard:

Grade 0:
1x Desire Jewel Knight, Heloise.
4x Jewel Knight, Noble Stinger (critical trigger)
4x Blazing Jewel Knight, Rachele (critical trigger)
4x Devoted Jewel Knight, Tabitha (draw trigger)
4x Enthusiastic Jewel Knight, Polly.

Grade 1:
4x Flash Jewel Knight, Iseult
4x Stinging Jewel Knight, Shellie
3x Jewel Knight, Prisme
2x Sword of Hope, Richard

Grade 2:
4x Fellowship Jewel Knight, Tracie
4x Linking Jewel Knight, Tilda
4x Dogmatize Jewel Knight, Sybill

Grade 3:
4x Pureheart Jewel Knight, Ashlei
4x Leading Jewel Knight, Salome.   
  
So I'm not gonna write about every unit because the deck is pretty simple to run and doesn't require a lot of explanations. Desire Jewel Knight, Heloise it's an 8k booster and it's damn awesome because you don't go -1 like other starters do.  The trigger ratio is 8/4/4 because I need some draw power and I don't like stands in Royal Paladins. They're not big time rush type and I don't like wasting an attack in the hopes of getting a stand trigger. Sword of Hope, Richard is a standard unit that every United Sanctuary clan has. He's not a Jewel Knight but he can be called with Linking Jewel Knight, Tilda. She works great especially when you're continously breakriding. Pureheart Jewel Knight Ashlei. She gives you 10000 power and +1 critical when you ride a grade 3 on her,. So breakriding this continously will give you a total of 31,000 power and critical two. This will waste a lot of your opponent's resources in guarding. However, their main boss, Leading Jewel Knight, Salome has something awesome too. The first skill is a limit break that'll give you +2000 power and +1 critical (reminds me of Majesty Lord Blaster.) That limit break will help in therms of pressure especially when it's drive check reveals a critical trigger. Second skill allows you to superior call any Jewel Knight from the deck. This will form your rearguard line up even faster and will help you to recover after any kind of retirement. Besides the usual guarding there are the null guards and quintet wall. Because of the heavy counterblasting you cannot use quintet walls (Summoning Jewel Knight, Gloria). With that out, the only option remains the null guard: Flash Jewel Knight, Iseult.
 Stirring Jewel Knight, Shellie and Fellowship Jewel Knight, Tracie gain power +3000 if 3 or more Jewel Knights are on the field. It's not hard to maintain 3 Jewel Knights on the field so don't worry about that. I know what you're thinking: they can work in non-Jewel Knight builds. In theory, it can work but in reality, it doesn't (i'm speaking from my own experience.) 
 So based on the above and experience with this deck, here are pro's and against of the deck:
Pro's
1. Better aim at superior calling. Being able to bring out on the field specific units, you form one of the best rearguard line-ups.
2. Great speed. The deck forms a full rearguard line up in about 3-4 turns with a minimum hand loss.
3. By targeting your units that are called from the decks you increase your chances of getting a trigger
4. With all those criticals, you put a lot of pressure. That way, your opponent will pour a lot of resources in guarding.
5. Balance between defense and offense. This deck has an awesome offensive and also a viable defense. 
 Against:
1. No damage unflippers. Royal Paladins don't have any damage unflippers so that limits the possibilities of th deck.
2. Runs a 10k vanguard. Running a 10k vanguard is a little bit dangerous in the current format but this shouldn't stop you from runing this deck.
3. Even if it's not crucial, the deck will thin due to massive superior calling..

Thursday, January 9, 2014

Cray's Agents of S.H.I.E.L.D.

  This time we move from offensive to defense. Drawing extra cards besides the draw phase is probably one of the properties that every deck in any cardgame has. But as an experienced cardgamer I can say that there are decks that have more draw power than others.
  In Cardfight Vanguard the clan with the most draw power is Oracle Think Tank. In this game drawing cards is more crucial than ever. Having a large hand and more important, having a large number of 10k shields rises your chances to withstand with power creeps. Unfortunately, players like to think that if a certain clan or archetype gets support very rare or not at all, they're not competitive. Sorry to disappoint you guys, but that's not the case. The 11th extra booster: Mystical Magus (Ont 11th April, 2014 goes worldwide) brought not only a new archetype with a good breakride but also some amazing support for the archetype named: Battle Sister. With no more further introduction meet Battle Sister Monaka:

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose a card named "Battle Sister, Monaka" from your hand, and discard it] Look at five cards from the top of your deck, search for two cards from among them, put them into your hand, and put the rest on the bottom of your deck in any order.
[ACT](VC):[Counter Blast (2)-cards with "Battle Sister" in its card name] This unit gets [Power]+5000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
 A deck resolved arround this card is first of all, counterblasting a little bit heavy compared to other Oracle Think Tank decks but this doesn't mean you should run damage unflippers. Now in order this strategy to work you need to make a double persona blast so that you can not only gain card advantage but also plan your strategy accordingly to the deck your facing. Now for the the deck list
Grade 0:
1x Battle Sister Eclair (Starting Vanguard)
4x Battle Sister Ginger  (critical trigger)
4x Oracle Guardian Nike (critical trigger)
4x Psychic Bird (critical trigger)
4x Battle Sister, Chai (heal trigger).

Grade 1:
4x Battle Sister, Chocolat
4x Battle Sister,Omelet
4x Oracle Guardian, Gemini
2x Battle Sister, Cream

Grade 2:
4x Oracle Agent, Roys
4x  Battle Sister, Macaron
4x Silent Tom

Grade 3:
4x Battle Sister, Monaka 
3x Battle Sister, Cookie.
   Even if the deck doesn't have a breakride, this deck will slay quietly and silently any robot or dragon standing in the way and I'm gonna proof this below.
  Let's start with our trigger ratio. Running twelve criticals adds offensive consistency to the deck and it's always nice when one is revealed during the Twin Drive. Stand triggers aren't good in any Oracle Think Tank deck simply because the deck will not have problems forming a consistent offensive.
  Moving on to the only grade 0 left to review: Battle Sister, Eclair.

AUTO]:When another «Oracle Think Tank» rides this unit, you may call this card to (RC).
[ACT](RC):[Counter Blast (1) & Put this unit into your soul] Look at up to five cards from the top of your deck, search for up to one grade 3 or greater «Oracle Think Tank» from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.
  A common skill for a deck that uses a Persona Blast. You need to gather as many copies as possible of Monaka so that you can pay her most important cost: Discarding a unit named "Battle Sister Monaka."  And speaking of grade 3 searchers this unit helps a lot to do this job: Oracle Agent, Roys:

 AUTO](VC/RC):[Counter Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, look at up to five cards from the top of your deck, search for up to one grade 3 or greater «Oracle Think Tank» from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.
  Similar to Eclair's skill, this unit also helps fishing out the grade 3's from your deck which means, again another skill. Too bad the attack must hit the Vanguard. Some players will guard this attack when it's in rearguard circle so make the boost so that in order to guard it,  at least 10,000 shield will be needed for guarding. So now we go to the offensive part, or should I say "pairs". Some good combination can be made with this deck. Let's start with the staple pair of any Oracle Think Tank deck: Silent Tom and Oracle Guardian, Gemini:

[CONT](VC/RC):During a battle that this unit attacks, if you have an «Oracle Think Tank» vanguard, your opponent cannot normal call grade 0 units to (GC).
  So the skill that I've wrote above belongs to the dude that's on the left  and his name is Silent Tom. This combination is staple in any Oracle Think Tank deck. The reasons I'm posting them is that if you're newbie, you should know about them and because it's an awesome combo. Combined with the grade 1 Gemini   and mix up with a critical trigger you make your opponent  to lose some hand. It is worth mentioning that you should keep this card until late game when guarding is extremely important and this card will really help. Another pair, usually used in the soulless Coco build and can be used here is Battle Sister, Cream and Battle Sister Cookie.


[AUTO](RC):[Soul Blast (1)] When this unit boosts a unit named "Battle Sister, Cookie", you may pay the cost. If you do, the boosted unit gets [Power]+5000 until end of that battle.
 Well since we have some cards into the soul why not use it for an YUMMY power slice. And since this is. fairly said, old style deck, you need somehow to complete the deck with a couple of grade 1's and grade 3's and this is the perfect choice. Battle Sister, Cookie is here only because of her, but she has a skill of her own.:


[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, this unit gets [Power]+5000 until end of that battle.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, draw two cards, choose a card from your hand, and discard it.
 Well first of all, it's a decent alternative ride to Monaka in case if you don't have Monaka in your hand but I do not recommend it. Together with Cream they break the magical number 21,000 and with a critical trigger they reach 26,000. Nice way to waste opponent's 10,000 shield. With that said moving on to the holy grail of all decks, Sentinels. With proud and joy I present you: Battle Sister, Chocolat: 
[AUTO]:[Choose an «Oracle Think Tank» from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your «Oracle Think Tank» that is being attacked, and that unit cannot be hit until end of that battle.
 Well, staple in any deck. But now a question from a newbie: why not use Quintet Walls?
Answer: Well, first of all they don't have them. But even if we had them, their cost is counterblast 1. Adding that in the deck will thin the deck, eat a counterblast and we are heavy counterblasting already. Most of the Quintet Wall offers a guard for a double trigger while this type of Sentinels nullifies any attack coming at you (including power creeps.) And unlike those dragonic monkeys (a.k.a Kagero and Narukami), discarding 1 card from your hand isn't such problematic as for them.
  The other two units remained to review are Battle Sister, Omelet and Battle Sister, Macaron. Battle Sister, Omelet is here as a filer because they're is nothing better at the moment. She can be used as a second option for rearguard after your soul is empty, but that's unlikely. As for Battle Sister, Macaron she gains power +3000 if you have a vanguard with "Battle Sister" in it's name. This ability is staple and common in Cardfight Vanguard and there's nothing to review here.
 Silently, on the her Ghost Wings, with a silent and deadly slice, she cuts all of her enemies into tiny pieces: Battle Sister Monaka:

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose a card named "Battle Sister, Monaka" from your hand, and discard it] Look at five cards from the top of your deck, search for two cards from among them, put them into your hand, and put the rest on the bottom of your deck in any order.
[ACT](VC):[Counter Blast (2)-cards with "Battle Sister" in its card name] This unit gets [Power]+5000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
  A card with infinite possibilities.. It's better than Coco due to the fact that it allows you to select and add the cards to your hand. This way, you plan an instant strategy to counter your opponent's strategies. The downside is, obviously, a persona blast. And now for the usual pro and against parts.


Pro's:
1. Tuning your hand. It helps you to adapt to any created situation
2. Gaining card advantage is important in any cardgame
3. By using Monaka skill, your hand isn't just bigger but also more consistent. 
4. Running twelve critical triggers. Critical triggers are probably the best after the heal triggers. Being able to run twelve resolves some shield issues and pisses of your opponent.
5. It's an old style deck. For some players that don't like to break rides it's an excellent build

Against:
1. There is always a possibility that a copy of Battle Sister, Monaka will end up in damage zone.
2. No backup strategy. Even if you run Cookie, she doesn't work for a back-up strategy.
4. No break ride. Yup, the breakride that currently Oracle Think Tank has is not one of the best and doesn't suit the deck at all.
5. Double Persona Blast. In order the gain a solid and consistent advantage, you need to make a double persona blast which complicates a little bit the things.

Witches of Genesis: Minerva deck.

  It's hard to admit that I failed at my first article. So I'm gonna try to be better at this by standing every time when I fail. This time I'm going out with the Genesis' strongest deck: Minerva deck. So the reason I'm making this deck profile is that a large Vanguard player base underestimates female clans (I dunno why, at least boys should be attracted by women and yet they ignore this clan.) When Minerva appeared in Cardfight Area it was a little bit popular but after 2-3 days, it stopped. Only a few players were using this deck and I really was dissapointed in such attitude that I like to call "herd mentality" (if someone says that other standing vanguard is better, everyone just go along with this.) First let's take a look at our main boss so that you can have a general idea of why a certain card is needed:

 [AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Soul Blast (3) & Choose three «Genesis» from your hand, and discard them] At the end of the battle that this unit attacked, you may pay the cost. If you do, [Stand] this unit, and this unit gets [Power]+5000 until end of turn. This ability cannot be used for the rest of that turn.
[CONT](VC):If you have a card named "Regalia of Wisdom, Angelica" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)





Grade 0:
1x Battle Maiden, Amenohoakari
4x Cyber Tiger (critical trigger)
4x Battle Maiden, Kukurihime (critical trigger)
4x Lemon Witch (critical trigger)
4x Witch of the Pot, Laurie (heal trigger)

Grade 1:
3x Godess of the Shield, Aegis 
3x Apple Witch, Cider
4x Witch of Frogs, Melissa
3x Orange Witch, Valencia

Grade 2:
3x Witch of Ravens, Chamomille
3x  Grape Witch, Grappa
3x Goddess of Trees, Jupiter
3x Battle Maiden, Sabohime

Grade 3:
4x Regalia of Wisdom, Angelica
4x Omniscience Regalia, Minerva.
  Now taking a closer look at the key cards of the deck and to answer a few predictable questions that any new Genesis player may ask.
  The other standing vanguards decks don't have the luxury to run 12 critical triggers because they don't have draw power what-so-ever and can't build good rearguards without wasting some important hand and run draw triggers.

   Releasing the third critical trigger for Genesis (Lemon Witch, Limoncino) was definetely something that Genesis needed. Draw triggers aren't reccomended in a Genesis deck due to the massive soulcharging that leads to a massive thining of the deck and draw triggers will make it worse. Stand triggers are out of the question because the odds of drive checking a stand trigger under this massive soulcharging is practically zero and even if they stand, their attack will be guarded with a 5k shield so I'd rather go with a full pledged and pressure attack than a lame attack that can be easily guarded. So the only option remains critical trigger. 

   Now moving on to Battle Maiden Amenohoakari

[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[AUTO](RC):When this unit boosts a grade 3 «Genesis», you may Soul Charge (1).
  This card represents the first half of the engine of the soulcharging in any Genesis deck..  It works very perfect with any grade 3 and it's awesome whe she boosts the grade 3 that can soulcharge too. That means soulcharging 2 cards every turn and this will assure the initial soul stack.  Since the soul moves to the drop zone at a fairly fast peace you'll need to replenish it from another source. And here interferes an unit with an unique ability:  Apple Witch, Cider
                                

 [AUTO]: When this unit is placed on (GC) from your hand, choose your vanguard with "Regalia" in its card name, and until end of that battle, that unit gets "[AUTO](VC):When one of your «Genesis» guardian is put into the drop zone, put that card into your soul.".
 You can use her skill only when you're at a grade 3 (only grade 3 's have Regalia in their name) when it's crucial to guard every attack, especially your opponent's vangaurd attacks. Put up this card and a couple of 2 grade 0 units with shield of 10000 and you to have soul material for an aditional standing. But wait why not put more in the soul like  7 cards. That's possible with Goddess of the Shield, Aegis:
[CONT]: Sentinel (You may only have up to four cards with "[CONT]: Sentinel" in a deck)
[AUTO]:[Counter Blast (1)] When this is placed on (GC) from your hand, if you have a «Genesis» vanguard, you may pay the cost. If you do, reveal the five cards from the top of your deck, call all «Genesis» from among them to (GC) as [Rest], and put the rest into the drop zone.
  Usually, I prefer the perfect guards due the fact they nullify the attack no matter what comes at you. But in this instance, I'll plea for Quintet Walls. It gets you replenishes your soul with an important amount of cards and at the same time, you defend. In a game, this combo can be achieved once, at best two times so if you have to defend yourself, and you're missing one of these two cards, guard with no hesitation. . This combo is more awesome when you use cards like Witch of Frogs, Melissa and Witch of Ravens, Chamomille. They both share the same skill:

[AUTO]:[Counter Blast (1)] When this unit is put into the drop zone from your soul, if you have a «Genesis» vanguard, you may pay the cost. If you do, call this unit to (RC).
  I dunno with what combo I should start. The very fact that you can call them while soulblasting it's the reason you should have them. They keep your cards in hand and form a great column (16,000 together). 'First of all, use them to guard alongside Cider, put them into the soul, and then through soulblasting superior call them. And this is how you defend and fill out your field. Also this units helps to regenerate your fields after those brainlless dragons a.k.a Kagero and Narukami whipes your field  out. Also they can be used to launch an additional attack. Their text doesn't say you need an open rearguard circle(in case if someone tells you otherwise), so if you want to push up for the sixth damage, go for it. Attack with a full column (with a boost from backrow. to front row), than when you're going to use Minerva's limit break, soulblast these and replace the rested rearguards with these as standing. A fairly good combo to pull. That being said, we move to other pair of sisters: Orange Witch, Valencia and Grape Witch, Grappa:

  [AUTO]:When this card is put into the drop zone from your soul, if you have a «Genesis» vanguard, you may Soul Charge (2).  
  So these fruit sisters share the same skill and can be used for one thing of course: soulcharging. You can use them for guarding in combination with Cider or to use them to ride. They are a great way to replenish your soul. You get not only what you lost but also you get a bonus. Soulblasting 3 of these will give you the possibility to soulcharge 6 cards. You'll not only replenish the soul with what you've lost as a consequence of  Minerva's limit break but get an aditional 3 cards in your soul. Great adition to this deck and probably to any other Genesis deck.
  Battle Maiden, Sahohime and Goddess of the Trees, Jupiter  are two cards that are units with stapple abilities so taking a separate review for each is pointless. Battle Maiden Sahohime allows you to soulcharge 3 cards at the price of a counterblast if the attack hits the vanguard. Nice addition to the deck and this unit will always be the target for retirement or attacks which makes her work as a decoy as well. Goddess of the Trees, Jupiter gains +3,000 power if you have a vanguard with "Regalia" in it's name. This makes her reaching 12,000 power being able to attack without boost.
  Moving on to the most important units of a deck, grade 3 units. We've already seen Minerva can do, let's see what Regalia of Wisdom, Angelica is capable of:

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (3)] When a «Genesis» rides this unit, you may pay the cost. If you do, draw two cards, and choose your vanguard, and that unit gets [Power]+10000 until end of turn.
[AUTO](VC):When this unit attacks a vanguard, Soul Charge (1), and this unit gets [Power]+1000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

   Remember when I told you that Battle Maiden, Amenohoakari is the half of the engine of the constant soulcharging?. Meet the other half. So boosted by Amenohoakari plus her own skill of soulchargin assures you 2 cards in the soul every turn. Considering that + a little help from Cider, Valencia and her sister, Grappa, you get a total amount of  10-11 cards into your soul and arround like 6 of them will one of the  two set of sisters or both (Chamomile/Melissa or Grappa/Valencia.).  Don't be scared that her cost is soulblasting. Soulblasting 3 cards is  nothing for Genesis. If  you soulblast the right cards (you can choose the cards that you sent from soul to drop zone), you get more than 2 cards. You can get a very good column or more soul to work with.
  And now for the a grand finale and returns for a bis: Omniscience Regalia, Minerva.

 [AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Soul Blast (3) & Choose three «Genesis» from your hand, and discard them] At the end of the battle that this unit attacked, you may pay the cost. If you do, [Stand] this unit, and this unit gets [Power]+5000 until end of turn. This ability cannot be used for the rest of that turn.
[CONT](VC):If you have a card named "Regalia of Wisdom, Angelica" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
   This unit's skill overcomes other standing vanguards because it's sexy and beatifull and doesn't have an ugly robot or dragon look. That aside, it's a crossride that unlike, Dragonic Overlord the End that everybody likes to praise, can stand without a Persona Blast and the attack isn't mandatory to hit. Basically you can stand it as long as you can pay the cost. So that being  said, these are the pro arguements:
1. This deck has a standing vanguard which practically, stands as long as you meet the requirements of the Limit Break 4. The cost isn't that hard to pay.
2. Omniscience Regalia, Minerva is a crossride for Regalia of Wisdom, Angelica. Their synchronicity is far more better than other crossrides that are in vanguard or any combination that involves standing vanguards.
3. It's a crossride deck. You can spend less shield for deflecting your opponent's attack.
4. It's the only standing vanguard deck that has the possibility to run 12 critical triggers increasing the chances of getting a critical in your first Twin Drive, and therefore launch an attack with at least 23k and a 2 critical
5. Consistent shield. By running 12 critical triggers and 4 heal triggers, you increase your chance of getting 10k shields.
6.  Due to the fact that you can make a combo while soulblasting and form a good field is one ability that none of the current standing vanguards have.
7. This deck is fun. I know some people will think this is irrelevant but I started to play cardgames for fun and that's why it's a very good argument.
  It's time for the against arguments. (I really hate this part):
1. WARNING!!! DECKING OUT. That being said, massive soulcharging + double Twin Drive tend to thin deck very fast. From personal experience, I won with one card left in the deck. So to avoid such endings control the soulcharging process.
2. Discarding 3 cards. Your hand will not suffer to much from this burden but it will suffer. If you look at other standing vanguards they have discarding costs as well. I consider this as a general backfire that every standing vanguard has.
3. Arround like 4 to 8 triggers will be tossed into the soul as a part of soulcarging process.
PS: This is the post BT12 version.

Wednesday, January 8, 2014

Stand once again, my vanguard.

  Hello, fellow cardfighters. In this article we're going to talk about a current phenomenon in the Cardfight Vanguard! which is Standing Vanguards.
  Standing Vanguards are usually grade 3 units, that have the abitlity to launch a second vanguard attack with some big bonuses obtained from triggers, break rides skill or  the condition that says that this unit gains certain power in addition to standing and which makes hard to guard. Even if the attacks doesn't hit, great resources will be wasted in the next However, these standing vanguards have sometimes some conditions that may make you vulnerable to some attacks that must be guarded but you can't due to a certain ability.
  The very first standing vanguard was released in BT05: Awakening of the Twin Blades and everyone knows him. Yup, it's Dragonic Overlord the End. 


[CONT](VC/RC):If you have a non-«Kagero» vanguard or rear-guard, this unit gets [Power]-2000.
[CONT](VC):If you have a card named "Dragonic Overlord" in your soul, this unit gets [Power]+2000.
[AUTO](VC):[Counter Blast (2) & Choose a card named "Dragonic Overlord the End" from your hand, and discard it] When this unit's attack hits, you may pay the cost. If you do, [Stand] this unit.







  
  However the chances of him to stand are quite limited because the attack must hit. With this codition in play,  the chances of him to stand is very slip unless you somehow pass a guard for two. However, the chances go up with another unit released in BT11: Seal Dragon Unleashed and that unit's name is Dauntless Drive Dragon.

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «KagerĊ» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and "[AUTO](VC):[Choose three cards from your hand, and discard them] At the end of the battle that this unit attacked, if this unit has not become [Stand] during that turn, you may pay the cost. If you do, [Stand] this unit.".
[AUTO](VC):When this unit attacks, if the number of rear-guards you have is more than your opponent's, this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)



  So what should we do with this card.?! Nothing special, just ride on top of him Dragonic Overlord the End and that's it. Nothing is left to say except a sample of a deck list. 

Grade 0:
1x Red Pulse Dracokid
6x Draw Triggers
6x Critical Triggers
4x Heal Triggers

Grade 1:
4x Embodiment of Armor, Bahr
4x  Wyvern Guard, Barri
3x Dragon Monk, Gojo
2x Seal Dragon, Calze

Grade 2:
4x Dragon Knight, Nehalem
4x Burning Horn Dragon
3x  Dragon Knight, Neshart.

Grade 3:
4x Dauntless Drive Dragon
4x Dragonic Overlord the End.
  The idea of the deck is great but laying a triple vanguard attack isn't real (unless your opponent wants to surrender and tries to step away with pride.)
  So we move on to another standing vanguard that has the same dragon look but it belongs to another clan. 
Meet  Dragonic Descendant.  
 
 [AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose three cards with "Eradicator" in its card name from your hand, and discard them] At the end of the battle that this unit attacked, if the attack did not hit during that battle, you may pay the cost. If you do, [Stand] this unit, and this unit gets [Critical]+1 until end of turn. This ability cannot be used for the rest of that turn.
[ACT](VC):[Counter Blast (2)-card with "Eradicator" in its card name] This unit gets [Power]+5000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

  The cost is the same as Dauntless' Drive Dragon but it gets a power boost and an extra critical. I  wonder why they even added the part of the text that says: "...if the attack did not hit during that battle" Of course when your opponent will be at 5 damage will guard this attack in a way that won't hit (Sentinel, the usual 2 to pass or generally no pass.) and the condition to activate the skill is realized Really good card with a lot of pressure and can be used every turn whenever the condtion is realized. The main backfire of this card is the great cost that puts you at the disadvantage and Narukami clan isn't known for great draw power or defensive abilities. A deck would that resolves arround this card looks like this:

Grade 1:
1x  Crouching Dragon Eradicator, Rinchuu
6x Draw Triggers
6x Critical Triggers
4x Heal Trigger

Grade 1:
4x Eradicator, Demolition Dragon
4x Eradicator Wyvern Guard, Guld
2x Rising Phoenix
3x Eradicator of the True Flames, Kougaiji.

Grade 2:
4x Eradicator, Spark Rain Dragon
4x Eradicator, Lorentz Force Dragon
4x Eradicator, Thunder Boom Dragon

Grade 4:
4x Eradicator, Vowing Sword Dragon
4x Eradicator, Dragonic Descendant.
  This is probably one of the easiest decks to master. It doesn't have complicated skills nor it requires a lot of knowledge.
  Now from dragons, fire and lightning we move to robots and it's not Dimensional Police. It's Nova Grappler. Nova Grappler is currently the clan that has the most crossrides at the moment. Out of the total 5 crossrides, 3 have the ability to stand. However there is a unit that  isn't a crossride has pretty much the same skill: Stern Blaukluger





[CONT](VC):If you have a card named "Blaukluger" in your soul, this unit gets [Power]+1000.
[AUTO](VC):[Counter Blast (2) & Choose two «Nova Grappler» from your hand, and discard them] When this unit's attack hits a vanguard, you may pay the cost. If you do, [Stand] all of your units in the same column as this unit, and this unit loses "Twin Drive!!" until end of turn




  The card appeared for the first time in BT04. It has a pretty awesome non-Limit Break skill. However this card is stepping stone to something bigger. Meet Galaxy Blaukruger.




[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose two «Nova Grappler» from your hand, and discard them] When an attack by your vanguard or rear-guard with "Blau" in its card name hits a vanguard, you may pay the cost. If you do, [Stand] all of your units in the same column as this unit. This ability cannot be used for the rest of that turn. (This ability cannot be used even if the cost is not paid.)
[CONT](VC):If you have a card named "Stern Blaukluger" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

  The art surely is cool and would fill up in any mecha anime but the Limit Break this robot has is a little bit hard to use. But this doesn't mean we're not gonna give it a try to make a sample of the deck.

Grade 0:
1x Blaujunger.
4x Stand
4x Heal
4x Draw
4x Critical

Grade 1:
4x Blau Dunkelheit
4x Polar Stern
4x Blaupanzer
2x Blade Arm Leprechaun

Grade 2:
4x Blaukruger
4x Grosse Baer
3x Jupiter Blaukluger

Grade 3:
4x Stern Blaukluger
4x Galaxy Blaukluger.

  The deck is fairly competitive and has chances of wining but the only part that doesn't allow you to go berserk with it it's that the attack must be first. This is his downside.
  Now we go the 2nd crossride that has the same potential but you're going to need more than just counterblasts, it's luck. Meet Immortal Assura Kaiser. 

  [AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit's drive check reveals a grade 3 «Nova Grappler», until end of that battle, this unit gets "[AUTO](VC):[Counter Blast (2) & Choose two «Nova Grappler» from your hand, and discard them] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, choose both one of your rear-guards and vanguard, [Stand] them, and this unit gets [Power]+10000 until end of turn.". This ability cannot be used for the rest of that turn.
[CONT](VC):If you have a card named "Asura Kaiser" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)


 Ok,  this card is really interesting. Being a crossride for Asura Kaiser isn't surprising at all that he'll stand whenever a grade 3 is drive checked. It's obvious I'll go Morikawa style for this one.

Grade 0:
1x  Blaujunger
6x Stand Triggers
6x Draw Triggers
4x Heal Triggers

Grade 1:
4x  Twin Blader 
4x Blaupanzer
3x Dancing Wolf
3x Death Army Boy

Grade 2:
4x Blaukluger.

Grade 3:
4x Asura Kaiser
4x Immortal Asura Kaiser
4x Death Army Commander
3x Muscle Hercules
  The deck quite fits Morikawa's standards. So the strategy is pretty obvious here: I use Blaujunger skill that let's me to add Blaukluger in case that Blaupanzer rides him so that  I won't be grade stucked but there are high chances of that too.
  Now we move to the worst nightmare,  Deadliest Beast Deity, Ethics Buster "Reverse"

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose two cards with "Beast Deity" in its card name from your hand, and discard them & Choose two of your «Nova Grappler» rear-guards, and lock them] Until end of turn, this unit gets "[AUTO](VC):At the end of the battle that this unit attacked a vanguard, [Stand] this unit. This ability cannot be used for the rest of that turn.".
(The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn)
[CONT](VC):If you have a card named "Beast Deity, Ethics Buster" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

  This card takes a great price for such a skill but this card worth every cent payed for it. First of all it's a crossride for Beast Deity, Ethics Buster. which happens to be a break ride. So used in combination with it you can go up to 11 attacks in a row. Not bad for one turn don't you think?.
As for the deck list:

Grade 0:
1x Beast Deity Riot Horn
6x Draws
6x Stands
4x Heals.

Grade 1:
4x Beast Deity, Solar Falcon
4x Beast Deity, Desert, Gator
3x Beast Deity, Herarti Destroyer
3x Beast Deity, Max Beat.

Grade 2:
4x Beast Deity, Hatred Chaos
4x Beast Deity, Brainie Babio
3x Beast Deity, Damned Leo

Grade 3:
4x Beast Deity, Ethics Buster
4x Deadliest Beast Deity, Ethics Buster "Reverse"

  With a great cost comes great power. The build works just fine for me and it kicks a lot of asses to be honest.
  Now we move from robots and cyborgs to the navy. Aqua Force reports for duty. The dragon in charge: Blue Wave Dragon, Tetra Drive Dragon:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):At the end of the battle that this unit attacked a vanguard, if it is the second battle of that turn, this unit gets "[AUTO](VC):[Counter Blast (2) & Choose two «Aqua Force» from your hand, and discard them] At the end of the battle that one of your rear-guards attacked a vanguard, if it is the fourth battle of that turn, you may pay the cost. If you do, [Stand] this unit." until end of turn.
[ACT](VC):[Counter Blast (1)] This unit gets [Power]+2000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)


  So this unit over here causes headaches and it's not reccomended for newbies. Besisdes the ability to stand, used in combination with Blue Flight Dragon, Trans-core Dragon. it drains your opponent resources and you get arround minimum 5 attacks per turn. Here's a sample of the deck list:

Grade 0:
1x Bubble Edge Dracokid
4x Stand
4x Crit
4x Draw
4x Heal

Grade 1:
4x Tear Knight Theo
4x Emerald Shield, Paschalis
4x Wheel Assaul
2x Battle Siren, Dorothea

Grade 2:
4x Twin Strike Brave Shooter
4x Tidal Assault
3x Optics Musket Titan

Grade 3:
3x Blue Wave Dragon, Tetra Drive Dragon
3x Blue Flight Dragon, Trans-core Dragon
2x Storm Rider, Diamantes. 

  Everyone critics Diamantes but I find a very good for this deck. As for the rest, I think the deck looks just fine.
  Now we travel into United Sanctuary where we have three clans with standing vanguards. The oldest one is Spectral Duke Dragon:

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose three of your «Gold Paladin» rear-guards, and retire them] At the beginning of the close step of the battle that this unit attacked a vanguard, you may pay the cost. If you do, [Stand] this unit, and this unit loses "Twin Drive!!" until end of turn.
[CONT](VC):If you have a card named "Black Dragon Knight, Vortimer" in your soul, this unit gets [Power]+1000.





  Spectral Duke Dragon (a.k.a SDD) is a part of a ride chain and this represents the final form. The ride chain consists of  Black Dragon Whelp, Vortimer. , Scout of Darkness, Vortimer, Black Dragon Knight, Vortimer, and of course, the final form Spectral Duke Dragon. SDD is an exception to Gold Paladins. They're more like filling the field rather than nuking it. Even so it is quite popular (won couple of nationals.) so here is the deck that pretty much is for standard use.

Grade 0:
1x Black Dragon Whelp, Vortimer
8x Critical triggers
4x Draw Triggers
4x Heal Trigger

Grade 1:
 4x Scout of Darkness Vortimer
4x Halo Shield Mark
3x Knight of Elegan Skills, Gareth
3x  Player of the Holy Axe, Nimue

Grade 2:
4x Black Dragon Knight, Vortimer
4x Player of the Holy Bow, Viviane
4x Mage of Calamity, Trip

Grade 3:
4x Spectral Duke Dragon
3x Sleygal Double Edge. 
   The deck is pretty much standard with an 95% similarity with other builds. The risk is high though. Screw up the ride chain and the speed of the deck goes down at least by 50% But this seems like a cheap immitation in compare to what Shadow Paladins have to offer: Revenger, Raging Form Dragon 

 [AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose three of your rear-guards with "Revenger" in its card name, and retire them] At the end of the battle that this unit attacked, you may pay the cost. If you do, choose up to one card named "Revenger, Raging Form Dragon" from your hand, ride it as [Stand], choose your vanguard, and that unit gets [Power]+10000 until end of turn.
[AUTO](VC):[Counter Blast (1)] When this unit attacks, you may pay the cost, if you do, this unit gets [Power]+3000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)































  Even though this card has a different form of standing (Persona Ride), it definetely can be categorized as a standing vanguard. The difference between this one and Spectral Duke Dragon is obvious: He keeps his Twin Drive ability and doesn't require to counterblast. But don't imagine that you get away that easy. He also needs material to work with and this where heavy counterblasting part appears. A pretty standard deck is this:

Grade 0:
1x Harbinger Revenger, Claudus
8x Critical Trigger
4x draw triggers
4x heal triggers

Grade 1:
4x Transient Revenger, Masquerade
4x Morale Revenger, Dorin
4x Revenger of Darkness Mac Lir
2x Revenger, Dark Bond Trumpeter.

Grade 2:
4x Black Clothed Revenger, Tarutu
4x Blater Dark Revenger
3x Revenger of Nullity, Masquerade.

Grade 3:
4x Illusion Revenger, Mordred Phantom.
4x Revenger, Raging Folm Dragon.

 Standard deck and the strategy is pretty simple. There is nothing left to say about this deck. Now for a change of scenery we move to sexy witces of Genesis and see what their offering us. Meet Omniscience Regalia, Minerva.
 
 [AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Soul Blast (3) & Choose three «Genesis» from your hand, and discard them] At the end of the battle that this unit attacked, you may pay the cost. If you do, [Stand] this unit, and this unit gets [Power]+5000 until end of turn. This ability cannot be used for the rest of that turn.
[CONT](VC):If you have a card named "Regalia of Wisdom, Angelica" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)



   The card is pretty similar to Dauntless Drive Dragon except it's not a breakride. As a dedicated United Sactuary player, I can say for sure that the deck builded arround her can send all those dragons back from the cave where they came from. The odds go even higher using the break ride Regalia of Wisdom, Angelica. So based on this we conclude that this isn't just a simple crossride but crossbreakride. I won't go in further details with this but constant soulblasting helps to form a full field and soulcharge with the skills from the soul. I'm gonna stop here (I'll make an article on this one with my very first youtube deck profiel) and make a deck list, personally tested by me and it's worth investing money in.

Grade 0:
1x Battle Maiden, Amenohoakari
12x Critical Triggers
4x Heal Triggers.

Grade 1:
4x Goddess of the Shield, Aegis
4x Witch of Oranges, Valencia
3x Witch of the Apples, Cider  
3x Witch of Frogs, Melissa

Grade 2:
3x Witch of Birds, Chamomile
3x Witch of Grapes, Grappa
3x Goddess of the Trees, Jupiter
3x Battle Maiden, Sabohime

Grade 3:
3x Regalia of Wisdom, Angelica
4x Omniscience Regalia, Minerva

  The deck soulcharges a lot and after soulblasts a lot which triggers some very useful skill like superior calling or soulcharging more.  I will elaborate more on this particular deck  because I really love this deck  and if it would've been possible, I would've played it in real life on tournaments because the deck rocks.
   So this is it, boys and girls, Choose the robot, dragon or goddess that's on your taste and give them a run for their money -  stand, stand and once agai, stand.