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 cardfight.wikia.com)
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

G-Zone:
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.

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