Thursday, August 6, 2015

Touken Ranbu: First Impressions

 Hi people. First of all I wanted to say that for a short time I am back in vanguard (mostly because thre has been major updates in certain area that really interests me.) and I will try to post not just decks but also opinions, general strategy on clans and/or other issues, strategy etc,
 This time we are going to talk about a new clan that appeared in Vanguard: Touken Ranbu.

 The clan's art and idea appeared from a Japanese game with the same name meaning: Swords Wild Dancing
 The game itself focuses on traveling back in time and defeat evil forces which are trying to change the course of history. As strangely is it seems the clan's main skills aren't based on that skill (we already have a clan that focuses, more or less, on that area.)

 The clan's general strategy and mechanics aren't hard to comprehend but at the same time require a more "strategist" type of player rather than the "agresive" type.
 First of all, that is because of the Shinken Hissatsu. Bassically, this is a Limit Break ability. However, if earlier the LB abilities were held only by grade 3's, in this case .all grades have this ability meaning that in order to have an full profit from the early stage of the game until the end of the game, the player must exceed in a particular skill: damage control. Damage control is much harder than a simple "defending" strategy. Unlike defending which involves more like guard the attacks if you can and follow some simple templates. Here it is involved the fact that you need at least three damage and maintaining at three early game, and preferably mid game as well.
 In general therms, you can make a deck that is based just on this mechanic since the clan. at the moment, has more card with this ability than with the MVP mechanic.
 The moment I mentioned above is imported since units that have MVP skills have skills that affect other and only units with the MVP mechanic giving them bonuses such as power bonuses etc.. And this mechanic has another important moment MVP abilities have a cost, which can only be paid once per turn affects all your other units with MVP" ability preventing them to use their own "MVP" ability during that same turn.
 In lamer therms, you will have access just to one MVP ability per turn meaning that your "strategist" side must much more stronger than other sides. 

First Impressions
At first, I had the impression that I could never manage a Touken Ranbu deck but as it turned out it is manageable to a certain extent. First of all, during my testing, discovered that the Shinken Hissatsu decks backfired to decks that tend to deal early damage such as Nova Grappler and Aqua Force. And the second thing is that you can have access to powerful units much more earlier than the other current meta games.  

Thursday, July 30, 2015

Full Eclipse

 Full Eclipse

Hello, I am back people with a new deck or more precisely, with a some upgrade to my most recent OTT deck which features the one and only Tsukuyomi chain ride but this time, this chain is not just a pretty face. It is essential.
 So according to wikia, OTT is that "...focuses less on power and more on intelligence, with cards mechanically themed around hand size, drawing, and looking at the top card(s) of your deck. Starting in Cardfight Vanguard G, they also focus on adding cards from the deck to the hand. "
 Now, to the deck list itself:

Grade 0: 17
1x Godhawk, Ichibyoshi
4x Psychic Bird
4x Paisley Magus
4x Lozenge Magus

Grade 1:15
4x Goddess of the Crescent Moon, Tsukuyomi
4x Arbitrator, Ame-no-Sagiri
3x Oracle Guardian, Gemini
4x Divine Sword, Ame-no-Murakumo

Grade 2:11
4x Goddess of the Half Moon, Tsukuyomi
4x Silent Tom
3x Diviner, Kuroikazuchi

Grade 3: 7
3x Supreme Heavenly Battle Deity, Susanoo
4x Goddess of the Full Moon, Tsukuyomi

G-Units: 8
4x Moon Deity Who Governs Night, Tsukuyomi
4x Sword Deity of Divine Sound, Takemikazuchi
  There are not big changes from my previous version  but they are very important since they change the deck a lot ( especially the pace of the deck. )
 The only thing that stayed intact in this deck is the grade 0 configuration. As expected, I use Godhawk, Ichibyoshi as my first vanguard to start the Tsukuyomi chain ride. The trigger ratio as you can see is 12 crits / 4 heals since the deck has a lot of draw power on his own already and doesn't focuses more on defending than attacking, stands are useless as well, So that leaves with crits and heals and since you can hve not more than 4 heals in a deck, the other option is the critical triggers.
 Now, the Tsukuyomi chain plays a much more important roll than a pretty face. In order the deck to function properly, you need to stride Moon Deity Who Governs Night, Tsukuyomi over Goddess of the Full Moon, Tsukuyomi. In this scenario, by putting a card with Tsukuyomi in it's name and flip up a copy of the same G-Unit, you'll be able to look at the top 5 cards of your deck, choose two, add them to your hand and put the rest at the bottom.  To perform all of this, you don't need to use any counterblasts and/or soulblasts and also you can use it as your first Stride since doesn't require any face-up G-Units. And let's not forget the stacking level. By doing this two times you'll have another 6 cards to stack in addition to the 12-15 cards that you put at the bottom by the default skill of the Tsukuyomi chain ride. 
 This why I have maxed out the Tsukuyomi cards from every grade. And since I cannot use the Goddess of the Full Moon, Tsukuyomi as a cost for stride, I replace one copy of Oracle Guardian, Gemini  and the three copies of Battle Sister, Lemonade with Divine Sword, Ame-no-Murakumo. This was needed in order to ensure the maximum effectiveness of Moon Deity Who Governs Night, Tsukuyomi. The removal of Battle Sister, Lemonade was possible since I reduced the deck's counterblasting by at least a third.
 As you can see in the deck, I have kept the classic combo between Silent Tom and Oracle Guardian, Gemini which became much more consistent with the triple drive check and since the stacking level had risen twice, you can imagine what potential this combo has.
 And speaking of stacking, Sword Deity of Divine Sound, Takemikazuchi contributes essentially to it since it is practically the same Moon Deity Who Governs Night, Tsukuyomi but with a different cost (counterblast 2 & flip up a copy of it) meaning an additional filtering and also, can be used maximum two times meaning that another 6 cards go to the bottom.
 I was really surprised when I started to use Diviner, Kuroikazuchi in this deck. Since the counterblast was reduced by a lot in the deck and not to mention Arbitrator, Ame-no-Sagiri skill besides his Sentinel one and also the heal triggers, you will always have some spare counterblasts that you can use and I thought that this was the best way to use them.
 And now the last but not the least - Supreme Heavenly Battle Deity, Susanoo. This card can serve a very good beater and add a good pressure with his GB2 skill.
 In conclusion I can say that this deck's basic mechanics has been enhanced in therms of pace and speed. Also, it provides you with a good insight at what to expect from your deck not to mention that if you are doing your things right, you'll always be ahead of your opponent. If you want to become a true master of the OTT deck, you need to play with and/or against other clans and builds as well, This way, you will be able to use this deck at it's full potential.

Good Bye.  

Monday, July 27, 2015

Vampires of Nemesis.

Vampires of Nemesis

Hi there. I know that I didn't post for quite a while but you can visit this blog from time to time for some good and original decks.
 Recently I have been testing a new deck based on some of the new support DI got and on some older stuff. The results of the deck were quite surprising, even for me to be quite honest. Before passing down to the deck list itself., a short intro of the clan itself would be wise.
 So, according to wikia the Dark Irregulars' "... gameplay revolves around increasing the number of cards in their soul, and gaining advantages based on how large their soul is. The units in this clan are largely based on dark creatures from various mythologies and stories, like vampires, ghosts, demons, and "mutants" who are shunned because of their otherworldly abilities"
 Now, to the deck list itself.

Grade 0:
1x Greedy Hand
4x Dark Knight of Nighmareland
4x Blitzritter
4x Hysteric Shirley
4x Cursed Doctor

Grade 1:
4x Succubus of Pure Love
4x Flag Breaker
3x Doreen the Thruster
4x Dimension Creeper

Grade 2:
4x Flying Librarian
4x Squall Maker Vampir
3x Flirtatious Succubus

Grade 3:
4x Echo of Nemesis.
3x Scharhrot Vampir

4x Storm of Love, Kisskill Lila
4x Abominable One, Gilles de Rais
 So, this is the final version of my new DI deck. It is been quite fun to play with him since it is oen of the most decks whic says "now or never".
 The deck is quite simple to use but I will explain some motives why I choose these units and not others/ The deck's main target is to drive your opponent at four damage, gather 15 cards into the soul and then land a perfect win with Abominable One, Gilles de Rais.
 So, as usually, I will start with my trigger ratio. As you can see, I use an 8 crit/4 draws/4 heal ratio. At this point I was put in a very tight spot. As usually, I was playing my 12 crit/4 heal ratio in my DI deck but those slowed down the soulcharging process a lot so here I switched a set of critical triggers to Hysteric Shirley. This allowed me to soulcharge faster and reach the minimum soul I need. Also, Dark Knight of Nighmareland can be of use in times of need but use it only in extreme cases.
 So, in order to win faster the game, you need early soulcharging. That is why, besides Hysteric Shirley, I haver additional sources of soulcharging.
 In this deck I use the classic combo between Greedy Hand and Dimension Creeper. The combo between those consists of using Greedy Hand's counterblast to put Dimension Creeper into the soul. Also,  Dimension Creeper can be a great grade 1 ride and that is already two copies of  Dimension Creeper into the soul. Now, by soulblasting those two copies, you can soulcharge two more for each copy. In the end, you get a +2 cards into the soul. Not to mention that another copy of Dimension Creeper can easily land in your soul through the soulcharging process meaning another +1 in your soul.
 However, the main source of this deck's soul is the entire grade 2 section. Flying Librarian is one of the most important soulchargers of the deck. By counterblasting one card, you get soulcharge two cards. After that, if you have 6+ cards in your soul - you draw a card and then, if you have 10+ cards in your soul - you get to unflip a card in your damage zone. Because of this huge advantage, I start to soulcharge as early as possible to get those advantages. Flirtatious Succubus is an on call soulcharger (meaning when it appears on the field, you can soulcharge one card.). It is a great grade 2 ride since it is a 9k base and a good attacker and interceptor in case of need.
 Another good soulcharger as well a very good vanguard if your opponent by some miracle survives your both attacks with Abominable One, Gilles de Rais is Echo of Nemesis. Echo of Nemesis is a farely more consistent soulcharger than the other grade 3 and on top of that - doesn't use any coutnerblasts which is important as well. Plus, it has a similar skill like Abominable One, Gilles de Rais just without the crit which means a perfect back up as a vanguard.
 The last important piece of this deck is the classic Doreen the Thruster. This card is amazing in combination with any soulcharger. This card reach 30,000 power alone in one turn if you do everythinh properly.
 Overall, the deck is quite good and consistent but you need some time to understand the full potential of the deck so be patient with it. Also, as you can see in this deck I use a lot of classic cards that might seem odd to you and may not agree with. Well, in this case all I can say is to play it.
 And, finally, I know that htis blog may be dead but I really don't have time to post a lot here. I will post some decks that I really enjoy playing and I really like. So, you can come here like once  amonth to see some awesome decks.

Good Bye

Tuesday, May 12, 2015

Wild Rage

 Hello everyone. After a few months of absence, I decided to return to Cardfight Vanguard and writting in general. I have been main busy because I got a new job which is extremely demanding and because I became a bibliophil  so between those there was little time to write.
Many people ( including me ) got excited now because a lot of clans that have been ignored for quite some time got some new great support
The deck that I have been testing recently is built upon the new support Great Nature (GN for future reference) got.
 For those who don't  know the general strategy of GN,it "... revolves around giving boosts to its rear-guards, usually +4000 power, but sometimes +1 critical, in exchange for that unit being retired at the end of that turn. Because of this, Great Nature has many effects that trigger whenever a unit is retired at the end phase; some superior call those same units or other ones, draw cards, unflip damage, etc. Starting from Soaring Ascent of Gale & Blossom, the clan now has a stronger focus on drawing more cards and giving the rear-guards additional abilities that activate when their power is 20000 or higher." (according to
Upon different testing with their new support, I come with the final version of the deck. I should say that I made some choices that are odd at the first sight but they work really well together.

Grade 0:
1x Acorn Master
4x Cutter Falcon
4x Triangle Cobra
4x Castanet Donkey
4x Broadcast Rabbit.

Grade 1:
4x Single - Minded Assistant, Mini Berry
4x Contradictory Instructor, Shell Master.
3x Coiling Duckbill.
2x Deposition Scientist, Nyankuro.

Grade 2:
4x Binoculars Tiger
4x Crayon Tiger
4x Malicious Sabre

Grade 3:
4x Famous Doctor, Big Berry.
4x Contradiction Instructor, Tusk Master

4x Eternity Professor, Phoenicialux
4x Omniscience Dragon, Managarmr.
 The first vanguard here is the simple grade 3 searcher Acorn Master. I have used other starters as well but I stopped on this one for several reasons. First reason is that an extra grade 3 is quite needed in your hand and can prevent grade lock or forcing you to ride the lame grade 3 which will mess up your plans of course. Second of all, other starters are not that easy to get rid of. Since I really need to replace the starter with something that has more power without making early unnecessary moves, I found that Acorn Master is the perfect starter. Thirdly, is that Acorn Master won't leave you -1 unlike other starters. More over, Acorn Master is disposable at any point of the game without losing hand.
 For GN, trigger ratio is a very wild debate. Some people say that stand triggers should be dominant in order to make that final push and otthers say that critical triggers should be dominant to increase consistency. I personally preffer to use critical triggers as dominant for several important factors. First of all, triggers are luck based. You can't rely on them to come at the exact timing, when you reach your peak. A second reason is that the both G-Units I use have skills that activate when they attack a vanguard ( Eternity Professor, Phoenicialux gives +4000 power to two rearguards when attacks and Omniscience Dragon, Managarmr gives an additional skill ) so in order to use and have a maximum profit from those skills it is best to use those skills at maximum or in other words, you need to attack with the vanguard first.
 As in any deck, here are some key combos that you need to keep in mind. The first combo (and the basic one) is to stride over Famous Doctor, Big Berry.

[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, choose one of your rear-guards, until end of turn, it gets [Power]+4000, and at the end of that turn, draw a card, and retire that unit.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose up to two of your rear-guards, until end of turn, they get [Power]+4000 and "[AUTO](RC):When a unit's attack in the same column as this unit hits a vanguard, if the attacking unit's [Power] is 20000 or greater, draw a card.".
 His GB2 is pretty good but what really matters here is his second skill (the one that activates when you Stride over him.) And the good part it doesn't matter if it is the front row or the back row who gets the power. As long as the column reaches 20000, it is fine. In conditions where the boosters are a minimum of 7000 and the front row, a minimum of 9000, the 20000 column is assured but why to stop here?
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):When this unit attacks a vanguard, choose up to two of your rear-guards, and you may have those units get [Power]+4000 until end of turn. If you do, at the end of that turn, retire those units.

  I preffer Eternity Professor, Phoenicialux over Omniscience Dragon, Wisdom Teller Dragon because of two reasons. First is that the skill activates regardless of whether the attack hits or not. Second of all it affects not just one rearguard but two of them, meaning that you both rearguard columns will reach at least 24000 which means that your opponent will need to guard with at least 15000 shield. Also, since you are running no stands (altough there is some re-standing involved, it is much better to restand with an good chunk of power and a second crit.) 
The second G-Unit I use is Omniscience Dragon, Managarmr which is probably the best that GN so far has.
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.
[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card named "Omniscience Dragon, Managarmr" from your G zone, and turn it face up] If the number of face up cards in your G zone is two or more, choose up to two of your rear-guards, until end of turn, they get [Power]+4000, and "[AUTO](RC):When this unit attacks a vanguard, if this unit's [Power] is 20000 or more, until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).".
 This one is a quite scary unit considering the fact that this one here give a skill, which is in most cases, only given to vanguards, but in this case it is given to the reargurds. Adding in the equation the insane power up abilities which GN is very good at and the bonus skill from Famous Doctor, Big Berry, not only you put your opponent in a very tough position but also you compensate your loss with it. As a result, you will have a larger hand and wasting your opponent's precious 10000 shields.

 [AUTO](VC/RC): When this unit attacks a vanguard, choose another of your «Great Nature» rear-guards, and you may have that unit get [Power]+4000 until end of turn. If you do, at the beginning of your end phase, retire that unit.
 Binoculars Tiger is a classic unit which belongs practically, in all GN decks. It helps you boost some power and of course, break some magic numbers. Using it at the right time and on the right unit, you will be able to rip off at least 2 shields with 10000 value.
  In order to add a little bit more profit from the bonus power, I decided to add some unit that not just let's you restand but also gives them +4000 power. The first one is Contradiction Instructor, Tusk Master.

[AUTO](VC/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)] When this unit attacks a vanguard, you may pay the cost. If you do, choose another of your rear-guards, [Stand] it, it gets [Power]+4000 until end of turn, and at the end of that turn, retire that unit. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn)
 Even though it is a grade 3 which means, in the most cases, he will either be food for Stride or Null Guards, he has a quite good skill. An extra attack combined with the skills which will be given by Famous Doctor, Big Berry and Omniscience Dragon, Managarmr will create a huge pressure which means you will put your opponent on edge not to mention the resources he will waste defending his vanguard.
The second unit I was talking about is Crayon Tiger.
[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)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, choose one of your other rear-guards, [Stand] it, it gets [Power]+4000 until end of turn, and at the end of that turn, draw a card, and retire that unit. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn)
 Unlike Contradiction Instructor, Tusk MasterCrayon Tiger is your main unit which will let you restand another unit. A combo between these two will ensure you with at least an extra attack with at least 30000 power and adding +1 critical from a trigger (which you will get in most cases.) will torn your opponent appart.
 A good target for all the skills above mentioned is Malicious Sabre.
 [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): When this unit attacks a vanguard, this unit gets [Power]+3000 until end of that battle.
 A perfect target for all the skills above since the minumum amount of power you will gain from the power ups will be 8000, and adding the +3000 power which Malicious Sabre will gain, you will have exactly 20000 power which is needed in order to activate those wonderfull skills. Also, it is a very good target for Contradiction Instructor, Tusk Master and Crayon Tiger. This way the quality of attack will increase not to mention the fact of simple pressure caused by a granted extra attack.

 The only units left to speak about are from the grade 1 section. The most interesting unit that I believe it is here is Coiling Duckbill. 
 [AUTO]:During your main phase, when this unit is placed on (RC), choose another of your «Great Nature» rear-guards, and that unit gets "[AUTO]:During your end phase, when this unit is put into the drop zone from (RC), draw a card." until end of turn.
 This unit, as Binoculars Tiger, has become widely used. First of all, this unit gives you some sort replacement, because after all that mad power has run its course, the negative part kicks in (retiring the units who got those awesome boosts) so even getting bonuses from the negative part is also good.
 Before getting to the conclusion, a few words about the other staple units which I didn't wrote about above. Contradictory Instructor, Shell Master is one of those new Null Guards which lets you unflip one card in your damage zone when called to the guardian circle if you already have another copy of it in your drop zone. Single - Minded Assistant, Mini Berry is the staple "1+2" unit (treated as grade 3 if used for stride.). Deposition Scientist, Nyankuro is the usual 8000 vanila who is just filling the empty slots + it is a great booster and it is perfect for your grade 1 ride.
 As a final note I can say that the deck is highly competitive and has a very effective one turn kill if you use the combos at the right time.