Friday, 27 December 2013

Deck Classes in vanguard

Hey folks, today i'm going to talk about decks and the metagame in cardfight vanguard.

Decks that are viable in the current competitive scene.
Eradicators
Transcendence Dragon G4
Minerva
Dauntless Reverse
Chaos Breaker Dragon
Silver thorns
Jewel Knights
Blaukuger
Revengers

Lets classify them into classes and Categories.
Playstyle
Class 1: Disruptive Field Control
Class 2: Aggressive beatdown
Class 3: Anti Burn
Class 4: Anti Rush

Triggering Style
Shuffle
Stack Hastening

Disruptive Field Control (Burn).
They are decks that are disruptive and love killing your rearguards. Decks of this class gain +1 for themselves or -2 to the opponent via retiring or field removal. Often packed with pressure on the opponent who is facing it.

Decks that fall into this class:
Kagero
Narukami
Nubatama
Chaos Breaker Dragon

Aggro-Beatdown(Rush)
They are the type of decks that do nothing else except 1 thing. to rush and beatdown and deal damage. They are decks that are packed with pressure and forces the opponent to guard everything or take the damage. They are the type of decks that normally do not gain pluses with exception of a restanding vanguard.

Decks that fall into this class:
Beast Deity
Spike Brothers
Aqua Force
Blaukuger
Dimension Police
Ancient Dragons
Great Nature
Murakumo

Anti Burn
They are the type of deck that gain massive advantage and able to replenish their field easily to make up for the lost. Often have a huge handsize to begin with and play around. They are usually direct counter to our dragons from the dragon empire.

Decks that fall into this class:
Jewel Knights
Silver thorns
Minerva
Bermuda triangle
Granblue
Royal Paladins
Gold paladins
Celestials
Great Nature
Murakumo

Anti Rush
They are decks that are counterblast dependant and gain advantage when have loads of open damage to use for counterblast. They are there to prevent getting rushed and to counter them after getting rushed.

Decks that fall into this class:
Revengers
Celestials
Jewel knights
Narukami
Kagero
Nubatama
Gold paladins

Not to forget some decks belong to more than one class and share more than 1 characteristic.

Now we know what decks there are out there,
Lets simplify how the metagame works
Burn (wins)> Rush
Burn > Anti Rush
Rush > Anti Burn
Anti Rush > Rush
Anti Rush > Anti Burn

Now lets talk about triggering style in vanguard. This section is where the more advanced players would understood and how triggers can help gain pluses.

Shuffling
Shuffling is one of the few ways to score triggers as it resets your deck stacking pattern by removing the cards that are non trigger.

Decks that uses this technique:
Neo Nectars
Revengers
Royal Paladins
Great Nature
Murakumo

Stacking
Oracle Think Tank
Granblue
Dark Irregulars
Palemoon
Gold Paladin

Deck Classes in vanguard

Hey folks, today i'm going to talk about decks and the metagame in cardfight vanguard.

Decks that are viable in the current competitive scene.
Eradicators
Transcendence Dragon G4
Minerva
Dauntless Reverse
Chaos Breaker Dragon
Silver thorns
Jewel Knights
Blaukuger
Revengers

Lets classify them into classes and Categories.
Playstyle
Class 1: Disruptive Field Control
Class 2: Aggressive beatdown
Class 3: Anti Burn
Class 4: Anti Rush

Triggering Style
Shuffle
Stack Hastening

Disruptive Field Control (Burn).
They are decks that are disruptive and love killing your rearguards. Decks of this class gain +1 for themselves or -2 to the opponent via retiring or field removal. Often packed with pressure on the opponent who is facing it.

Decks that fall into this class:
Kagero
Narukami
Nubatama
Chaos Breaker Dragon

Aggro-Beatdown(Rush)
They are the type of decks that do nothing else except 1 thing. to rush and beatdown and deal damage. They are decks that are packed with pressure and forces the opponent to guard everything or take the damage. They are the type of decks that normally do not gain pluses with exception of a restanding vanguard.

Decks that fall into this class:
Beast Deity
Spike Brothers
Aqua Force
Blaukuger
Dimension Police
Ancient Dragons
Great Nature
Murakumo

Anti Burn
They are the type of deck that gain massive advantage and able to replenish their field easily to make up for the lost. Often have a huge handsize to begin with and play around. They are usually direct counter to our dragons from the dragon empire.

Decks that fall into this class:
Jewel Knights
Silver thorns
Minerva
Bermuda triangle
Granblue
Royal Paladins
Gold paladins
Celestials
Great Nature
Murakumo

Anti Rush
They are decks that are counterblast dependant and gain advantage when have loads of open damage to use for counterblast. They are there to prevent getting rushed and to counter them after getting rushed.

Decks that fall into this class:
Revengers
Celestials
Jewel knights
Narukami
Kagero
Nubatama
Gold paladins

Not to forget some decks belong to more than one class and share more than 1 characteristic.

Now we know what decks there are out there,
Lets simplify how the metagame works
Burn (wins)> Rush
Burn > Anti Rush
Rush > Anti Burn
Anti Rush > Rush
Anti Rush > Anti Burn

Now lets talk about triggering style in vanguard. This section is where the more advanced players would understood and how triggers can help gain pluses.

Shuffling
Shuffling is one of the few ways to score triggers as it resets your deck stacking pattern by removing the cards that are non trigger.

Decks that uses this technique:
Neo Nectars
Revengers
Royal Paladins
Great Nature
Murakumo

Stacking
Oracle Think Tank
Granblue
Dark Irregulars
Palemoon
Gold Paladin

Saturday, 7 December 2013

BT14 Meta and opinions

Hey folks. Its been quite sometime I never update the blog and been on a hiatus. This Le Jestre who is going to discuss with everyone reading this about the upcoming meta and my opinions on the new cards in bt14.

Lets talk about the current meta.
Tier 1 - G4 Novelle Kagero
Tier 1.5 - CBD Link Joker
Tier 1.5 - Narukami
Tier 2 - RFD Revengers
Tier 2 - Nova Grapplers Beast Diety/ Blau/ Asura
Others not mentioned are decks that are not frequently used in tourneys

Decks that Died to the new meta of 13k base
Revengers
Aqua force
Nova grapplers
Chaos breaker

Lets 1st talk about the cover card GRAND EZEL SCIZZORS
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Soul Blast (2)] Unlock all of your locked cards, and if you have five «Gold Paladin» rear-guards, this unit gets [Power]+10000/[Critical]+1 until end of turn, and at the end of that turn, Soul Charge (1), choose a card from your damage zone, and turn it face up. [CONT](VC):During your turn, this unit gets [Power]+1000 for each of your «Gold Paladin» rear-guards. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

My opinions on this card: This card is just isn't liberator. I don't see a reason why it need to target solely link joker and CBD. CBD isn't that popular anymore which people abandoned him to play G4 transcendence dragon.

Lets read the card line by line.
The problem with this card lies in its inability to gain any defensive advantage with its skill conditioned to be ideal only when you have a full field. In other words, this card is vulnerable to massive retirement of rearguard. Ezel would be SHUT DOWN AS A SOLO WARRIOR.
The other loop hole with the card is when you only have 1 open damage for counter blast. Ezel skill needs 2 CB and Soul Blast 2 and only unflips after the cost is paid and the unflipping of damage and soul charge 1 will resolve at the end of the turn.

Which means give Ezel the 4th damage when his damage has 3 cards facedown to TOTAL SHUTDOWN the skill of ezel. Ezel has no skills to recover from mass retirement from decks like Narukami and kageros which will give Ezel Multiplier Minuses if both of the above mentioned shutdown conditions are fulfilled.

To all the CBD Players out there. Nothing to fear out there. Ezel isn't that strong and effective against you.

Next lets discuss about Gancelot Zenith
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)-card with "Liberator" in its card name & Choose one of your grade 2 or less rear-guards, and put it on the bottom of your deck] When this unit attacks a vanguard, you may pay the cost. If you do, look at the top card of your deck, search for up to one «Gold Paladin», call it to an open (RC), and put the rest on the bottom of your deck, and that unit gets [Power]+10000 until end of turn. [CONT](VC):If you have a card named "Solitary Liberator, Gancelot" 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)

My opinions on this card. Gancelot zenith is just like an Ethic buster Extreme who allows you to deliver 4 attacks every turn. How it works is it refreshes one rearguard with a cost of CB1 and replace with a random rearguard called from the top of the deck and adding a power of 10k. So in this case, I would use one rearguard unboosted to attack your interceptors or your 11k Vanguard and then use the vanguard to attack and trigger gancelot's skill to call the top card to hasten triggers and to drain more hand card and allow both rears to get buffed by trigger effects. However this card DO NOT GIVE PLUSES unless a josephus is called to draw 1.

How to Shutdown this card? Keep on RETIRE and sweep their REARGUARDS. This way, you get to force more cards from their hand to replenish their field to accommodate and cater for his effect. To conclude this card poses very little threat to the dragon empire :D To my dragons, please burn those humans. Muahahahahah!

Next I'm going to discuss about the Broken Heart Jewel Knight Ashlei.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your rear-guards with "Jewel Knight" in its card name, and lock it] Choose up to one of your opponent's rear-guards in the front row, and retire it, and search your deck for up to one card with "Jewel Knight" in its card name, call it to (RC), and shuffle your deck. 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 "Pure Heart Jewel Knight, Ashlei" 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)

Opinions about this card: Ashlei is like a card that gives free pluses for a cheap cost of CB1. Lets imagine. A g3 with effects of a Blaster Dark Revenger and a Tartu for CB1, Lock1. And having a base vanguard as ashlei which gives pressure with the critical. Its kinda good to prevent limit break. I kinda find this card decent with a potential +2 everyturn. I kinda love the art. Like how sci-fi she looks like with her sexy curves. Grear Job to the artist that drew her.

Next Imma talk about the Tempest Bolt Dragon
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3)-card with "Eradicator" in its card name] Retire all of each fighter's rear-guards. [CONT](VC):During your turn, this unit gets [Power]+2000 for each fighter's open (RC). [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Opinions about this card: His effect is kinda straightforward of burning everything in his sight. What makes this card good is the mass retirement it gave. To me it isnt a staple in an eradicator deck but rather a special tech card to turn the tables of the game when in danger. Its a good card to instant minus your opponent if he is piloting decks that do not offer advantage or low handsize decks which ultimately cripple their offence and attacking power. However against decks like Palemoon and Garmore which are able to offer up to a +5 advantage to replenish field would put his skill to waste.

If you are planning to run this guy, I recommend playing 2 copies at a maximum. As in the art of the card wise, I find him like some mad scientist who experimented on himself and failed which explains the tentacle head and the scythes as its hands which will do its experiments and cut your body open as his test subjects.

Next card worth mentioning would be the Eradicator, Ignition Dragon
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When a «Narukami» rides this unit, you may pay the cost. If you do, your opponent chooses two of his or her rear-guards, and retires them, and choose your vanguard, and that unit gets [Power]+10000 until end of turn. [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)

Opinions about this card: Lets all play the good old Gauntlet Buster Dragon. Who doesn't forget that badass that stack crits and +3k power while burning opponent rearguards. Well this card makes him more broken. For a cheap cost of CB1, you get to +16k and 2 criticals. How more broken can it get? I personally love its art and how this card brandishes its chainsaw and telling ya that ya better guard your ass otherwise the chainsaw will land in your ass if you no guard. Totally love this art a lot.

Next card that is Meta Defining would be the Dauntless Dominate Dragon Reverse.
I know this card is on par with Dauntless Drive for holding the title of having the most Ds in the name. DDDR
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your «Kagerō» rear-guards, and lock it] Until end of turn, this unit gets "[AUTO](VC):When this unit's drive check reveals a grade 1 or greater «Kagerō», choose up to one of your opponent's grade 1 or less rear-guards, retire it, and this unit gets [Power]+3000 until end of turn.". This ability cannot be used for the rest of 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 "Dauntless Drive Dragon" 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)

Opinions about this card. This card is good especially on how it force your opponent to guard a 2 pass no matter what whether you lock or not. This card can be abused with its breakride to stack its skill up to 4 times. I kinda like how it forces the guard and gives your opponent a guarantee minus. Simple yet powerful effect. I kinda like how badass this card art is.

I have tested this badass guy and has proven to be a head to head contender with the G4 Transcendence dragon. Dauntless being able to restand itself and hit perfect numbers of 23k is no joke and to stack reverse's effect is just too sweet and proved to be a badass and deserved the spot in the meta.

Here is the decklist that I've used:
G3
4x Dauntless Drive Dragon
4x Dauntless Dominate Dragon Reverse

G2
3x Berserk Dragon
4x Dominate Drive Dragon
2x Bellicosity dragon
2x Hunger Hell Dragon

G1
4x Dragon Dancer Maria
2x Calamity Tower Wyvern
2x Heatnail Salamander
3x Embodiment of armor, Bahr
3x Sealed dragon, Kersey

G0
4x Heal
3x Sealed dragon Artpitch (Draw)
3x Gattling claw dragon (Draw)
6x Critical

SVG
Lizard Soldier, Conroe

Until next time, stay tune for the part 2 where I'm going to talk about murakumo and all the other supports in bt14 and the current metagame.

Tuesday, 15 October 2013

Cray Journal: Link Jokers

Hey folks, Imma just write a mini tourney report and a cray journal about my experience at Chak Fung's 2 man team tourney.

Before that lets talk about my journey for the past 2 weeks since i entered with CBD.
Here was my 1st decklist when i entered.

SVG: Dust tail Unicorn
G0:
4x Meteor Liger
4x Vice Soldat
4x Nebula Captor
4x Stellar Garage

G1
4x Promethium
4x Palladium
3x Chaos Beat Dragon
3x Neon

G2
4x Colony maker
3x Mobius Breath Dragon
4x Radon

G3
4x Infinite Zero Dragon
4x Chaos breaker Dragon

Reviews and experience after playing with this decklist.

Problem 1: Chaos beat dragon
6k base... Get poke by anything and almost everything.
He isn't a good rearguard booster if ya have a 9k rearguard such as colony maker and mobius breath dragon. 15k rearguard collumn gives a 5k guard for rearguard.

So ya telling me to put this behind the vanguard of CBD for a 21k column... Hmmm... right.... So what would ya normally do when ya guarding the middle lane? 20k 2 pass? or just negate? How bout putting the CBD as a rearguard? What card would ya discard as a fodder for CBD and Kanzen? A jam card like a G3 right? And ya get a palladium that will shut down that collumn.

Problem 2: Chaos Breaker Dragon
I am not high to mention this. But CBD has a notorious problem of decking out and unable to end games. Lets all Draw, Deck out, and Lock each other rearguards.

Here is the modded decklist that I used for Link Joker and the team tourney

SVG: Dust tail Unicorn
G0:
4x Meteor Liger
4x Vice Soldat
4x Nebula Captor
4x Stellar Garage

G1
4x Promethium
4x Palladium
4x Demonic Claw Star-vader, Lanthanum
2x Neon

G2
4x Colony maker
3x Mobius Breath Dragon
4x Radon

G3
4x Infinite Zero Dragon
3x Chaos breaker Dragon
1x Nebula Lord Dragon

Reviews and experiences after testing the new decklist.
Nebula Lord Dragon: It help end games. Break Riding a nebula over an Infinite zero is just very pain for late game when the game is stagnant and keeps ya opponent at the edge of his seat. +3k to all front row for each locked unit.

Nebula lord dragon isnt there to use his CB. Ya use the palladium to lock units with CB1 than use the CB2. just imagine all ya columns get +9k and ya control a Lanthanum.

Lanthanum: He combos very well with Radon and CBD given CBD's nature to only lock once per turn. he easily becomes a 9k booster and able to drive a 21k column easily and also as explained good for feeding Steroids and Ecstasy for Final turn. 7k base also makes it a better option over the chaos beat dragon.

Chak Fung Team Tourney Report.
Participants 16 teams.(32 man)
Deck Distribution.
Chaos Breaker
Shadow paladins - Revengers
Dimension Police
Narukami
Kagero
Nubatam

Round 1
Rfd vs CBD( Khai) Win
Rfd vs CBD (Khant Nyar) Loss
Tie Breaker
RFD vs CBD(Khai) Win

Round 2
DP vs CBD(khant)Win
CBD vs CBD(Khai)Loss
Tie Breaker
CBD vs CBD (Win)

Round 3
DP vs CBD(Khai)Win
RFD vs CBD(Khant)Win
.
.
to cut the long story short.

It all lies down to this match. The Most Crucial Match.
Kagero(DDD-inferno) vs CBD(Khai)
Nubatama vs CBD(Khant)
Outcome: Lose-Lose

Notable Experiences faced:
1. Misgrade at mobius for 1 turn in 2 games and still win matches.
2. Survived Daikaiser Twiced. Playing granblue and DI really help me. Credits to Aetas Kun for teaching me :D
3. Loss to Kagero and nubatama which got me stunned at the edge of my seat.

So what actually happened here. It got us really stunned. Just when everyone expect an RFD or CBD to top and kill Link Jokers.

Lets leave ya guys in suspense for now. Imma not gonna reveal how we lost that match which cost us the top 2 positions. Stay tune for the next journal where i am gonna explain in further details.

Monday, 30 September 2013

Cray Journal: The Dead Sea

Hey folks, Its another section of Khai's Cray journal.
Today I'm going to talk about granblue and the dead sea.

Its been like 2 weeks since I've been experimenting on the deck.
I was experimenting on abusing Negromarl. Yes that pathetic grade 3 with 8k base power. Well. After being taught to look at a deck and cards at a different perspective. It gives me that idea of using him and abusing that card as a rearguard.

For those who have no idea who is negromarl, here it is.

[AUTO]:[Counter Blast (2)] When this unit is placed on (VC) or (RC), if you have a «Granblue» vanguard, you may pay the cost. If you do, choose a card from your drop zone, and call it to (RC).

To be honest, he sucked as a vanguard. But to make him a rearguard, he is just what granblue needs to generate more free pluses and advantage. Just imagine the ya get a plus 3 every turn if ya spawn him with a cocytus reverse. If this is a grade 2, it is exactly what granblue really needs.

My previous decklist.
4x Nightmist, Lord of the seven seas
4x Cocytus R
1x Negromarl

4x Ruin Shade
4x Deadly Spirit
3x Corrosion dragon

4x gust jinn
3x sea walk banshee
3x Dandy guy romario
3x Deadly Nightmare

12x criticals
4x heal
1x Nightkid

Problems I faced when playing granblue with this decklist.
1. You ran out of soul very fast. Negromarl helps who respawn banshees more often. Which depletes ya soul fast alongside with the deadly spirit and nightmare which are soulblast heavy.

2. Negromarl is a 1 time use card. You need him like Once or twice in the game. Respawning him too much jams your field and cockblock you. Especially when you need a rearguard to intercept and he can't intercept.
The point is that negromarl is only good during your turn to a small extent. You do not want to keep him on the field. Which i would normally use nightmist to respawn it. Using a cocytus R to respawn him is good however, But it broke even than give pluses. As ya get a dead rearguard spawn by his effect to jam your own field even though it looks like you can gain +3 with him which you want to replace with the deadly spirit after ya spawn him. This cause you to run out of soul too fast which later limit your use and privilege to abuse the banshee.

New Decklist.
4x Nightmist, Lord of the seven seas
4x Cocytus R

4x Ruin Shade
4x Deadly Spirit
3x Corrosion dragon

4x gust jinn
3x sea walk banshee
3x Dandy guy romario
4x Samurai Spirit

12x criticals
4x heal
1x Nightkid

Here is some questions that imma answer and ya might ask.
Is Cocytus Reverse an offensive card or defensive card?
Cocytus Reverse isn't a good card for it to be an offensive card as it kills the synergy of the whole deck and disrupt your stack of triggers. The milling of 3 cards can be a little too high for a cost for granblue. Which spawning a banshee sometimes gives the minus 2 than a plus 2. Drawing and milling trigger sucks. Been there, done that. Problem with Cocytus Reverse is that it doesn't have any raw power unlike the other decks.
Although it gives the rearguard that it pulled from the dropzone a +3k. Its just help you maintain your maximum field presence and generate advantage for defences and to intercept.

Where does granblue's offensive power lies on?
Their only offensive power is the pressure from the deck where you hasten your triggers with ruin shades and when you break ride on a nightmist. I would usually call corrosion dragon along side with the sea-walk banshee on the same column to hit a 28k rearguard column with it. And a ruin shade as my rearguard to stack a double trigger on my drive check or a crit to give my huge rear the pressure on my opponent. Means if ya can't break ride anymore, its a matter of who can survive the longest and whose hand size is able to tank the volley of attacks longer.

Is Granblue a consistent and easy deck to play?
Obviously no. Granblue isn't the clan for anyone and an easy clan to play like your gold paladins.
It requires knowledge on deck building and deck structure. Its one of the few clans where deck structure plays an important role and one card can screw the deck synergy. Another is the skills it takes to pilot the clan. Its not the type of clan that is easy to pilot. It requires perfect precision in timing and control.

I've tested against a few decks. Here are some of the consistent results.
Effective on Nubatama which helps you to set up your dropzone even faster.
Lost to Zerachiel. Due to Early game rush and consistent huge columns that I can't guard with.
Lost to nova grappler. Can't guard against the multiple volleys of attacks and reverse breakride OTK.

~Signing off Khai~

Sunday, 15 September 2013

Cray Journal: Nova grapplers

Random Journal about Nova Grapplers written by Kinston Ang.
When I look at my NG deck, all I think about was stand, stand and stand.Nova Grapplers can have crazy number of attacks if you do good link of skills.So this is my current list .

G0
Riot Hornx1
4x of all beast deity triggers

G1
2xG1 Kay clone
4xMax Beat
4xSolar Falcon
4xBlank Marsh

G2
4xBrainie Papio
4xHartred Chaos
4xGolden Anglet

G3
4xEthics Buster
3xEthics Reverse

So, this deck.....Well no words to describe it. Once you play this deck.Wow, I tell you, you are going to love it.Brainie Papio can enable you to stand Max Beat and combo-ed with Max Beat skill, wow! Stand another unit.So how does this works? Brainie hits.CB 1 to stand Max Beat.Max Beat skill to stand another unit.This could easily help you stand a coloum.

Currently, im still thinking whether to play Clay doll Mechanic for the unflipper to continuesly use the counterblast without having to worry about the cost.Well, I tried this deck a few times and this deck can really crush your opponent even without a grade 3.Just spam all your units on daaa field and chiong early game.If they don't have guards they are really dead.Just combo Brainie with Golden Anglet and riot horn you can stand a coloum.SO Strong!!

So this was my G2 formation when I played with my friend

Brainie-Brainie-Golden Anglet
| |
BlankMarsh RiotHorn

Well I can tell you this is a deadly combo.First Riot and Anglet swings. Then Branie boosted by Blank Marsh.Pressure!!! Oppenent guards one pass, awww yea lucky day critical trigger! All effects to VG.Yay seems like it hits.Well Brainie Cb1- look here stand Anglet and Riot! Whewww another column with just cb1.CrAZzYy!

Okay now onto the ultimate finisher style.STAND STAND STAND! BREAKRIDEEEE Ethics Reverse.Okay activate skill +10000.And Ethics R skills, Cb2 lock 2 discard two. Swings in with both rear guards first.I leave a riot horn behind my Anglet. And another Anglet unboosted.Vanguard swings in for 21k and bam ! BREAKRIDE SKILL, Stand front row ! Trigger check, no trigger. Vanguard stands again! Both rear guards attack with extra 3k due to standing in battle phase. Then Vanguard takes aim! Now breakride skill again!! Stand front row! Another 3k ! 15k each Anglet. 8 ATTACKS IN A BREAKRIDE TURN.
CRAZYYYYYY!

Okayy.Time for my Ver 2 list!
G0
SVG→Night Jackal
8Stands
4Crits
4Heal
G1
4xMax Beat
4xKanzen
2xBlank marsh
4x10k swinger
G2
4Anglet
4Hatred
3 brainie
G3
2Ethics R
2Ethics Extreme
4Ethics.

Same old finisher but in case finisher doesn't works, we got Ethics Extreme to save us from the the terror!!! Ethics Extreme STAND Streaming Burst! Check G1 ! STAND UP ANOTHER ONE STAND UP.Swings two more attacks at opponent!

And heres the finish of the Nova Grapplers review.Bleh. Getting bored of typing that much.

Saturday, 7 September 2013

Khai's Cray Journal: Dark Irregulars

Hey folks. Just a random section here. Its called Khai's Cray Journal. :D
Where I just talk about what I learn in vanguard :D

Entry 1:
The east side Cardfighters kinda taught me something vry useful today. Sometime there are times that a deck doesn't suit you or doesn't match ya playstyle or doesn't work. Well what I've learn't is that to look at the deck and a card at a different perspective. Thats when the magic starts to happen and ya somewhat learn to appreciate and abuse a card. Eg. For the case of Dantalian, king of Masks.

TBH I almost gonna make a decision of trading away DI. Until I found something good in it that fits my playing style. Hmm... Who knows that a humble card like dantalian can do so much devastating damage :D

DI playstyles.
How I used to play the clan...
~~~~~~~~~~~~~~~~~~
Oh its like granblue...
Dun spam soul charge, later all triggers you sway...
Soulcharge and stack triggers..
Still Double crit and ALL IN!!
Problems that I've encountered. Oh I got a huge hand-size of 8 at late game and I can't kill you. Ended up decked out and DIE.
Its when I realized that I'm playing and abusing it wrongly..... DI isn't supposed to be defensive clan and field control...

My Previous DeckList
Starter:
Fate Collector

Trigger Line Up.
9x Crit
3x Draw
4x Heal

Grade 1
2x Creeper
4x Poet Of Darkness, Amon
4x Vlad Specula
4x Hell's Deal

Grade 2
4x Phu Geenlin
4x Hell's draw
3x Gwin the Ripper

Grade 3
2x Dantalian
3x Amon
3x Amon Reverse

Reflections on this decklist.
I realised that if imma want to focus on the 10k amon, imma need to play 4 creepers.
Well the Mistake I made here is playing 2. Where i shood be playing 4. I mean come on its amon.... Ya can charge that guy in easily...

Gwin the ripper, that guy is good for a field control if you got an amon as a vanguard for early game.

12k whacker + POD = 21k column 15k guard.

Dantalian. For goodness sake, that guy is so jam on the field when ya ride him. You gotta play 4 amon, 4 amon R. Dantalian just breaks the whole synergy of the deck. And if ya planning to stack triggers like a granblue ruin shade? Dantalian is the worst card for you to ride which totally kills the whole synergy and the triggering of the deck.

Dun give me reasons on dantalian can give a +1 soul charge everyturn... That BS... it slows the deck down and turn your Hell's draw and Hell's Deal to a vanilla which makes you jacked. Break ride and feed rear with steroids? dun think about it. Doesnt work... Been there and tried that....

Hmm 9 crits Cool... thats pretty normal to run 9 to 10 crits in the deck. Your fate collector is as good as a draw trigger where you can draw as an when you want. Which the point of this whole deck is to stock up the soul ASAP and triggering you at late game. However I felt that I used it wrongly and triggering from beginning to the end which I realised why I dun have much soul at early game...

So what I decide to do is to improvise this deck... which gives you 2 options.
A. Built a Full Amon Deck. And REMOVE THOSE DANTALIANS.
B. Focus around Break riding and abuse its power.

So its either BreakRide or Amon.

Amon Build:
SVG:
Starter:
Fate Collector

Trigger Line Up.
10x Crit
2x Draw
4x Heal

Grade 1
3x Creeper
3x Poet Of Darkness, Amon
4x Vlad Specula
4x Hell's Deal

Grade 2
4x Phu Geenlin
4x Hell's draw
3x Gwin the Ripper

Grade 3
4x Amon
4x Amon Reverse

And this deck will double crit you if you guard 2 pass :D

Dantalian Build:
SVG:
Fate Collector

Trigger:
9x Crit
3x Draw
4x Heal

G1
3x alluring Succubus
3x Creeper
4x Poet of Darkness, Amon
4x Vlad specula

G2
4x Psycho Glaives
2x Story Teller
2x Gwin the Ripper
3x Phu Geenlin

G3
4x Dantalian
4x Amon Reverse

The deck mechanics is simple and straightforward. Its meant to abuse dantalian and breakride. Where you 1st aim is to breakride. How it works is ya rush your opponent vanguard and pressure them from beginning to the end. With dantalian along with cards like psycho glaives and alluring succubus to keep on soul charging. break riding with a huge soul is no problem. And break riding everyturn just drains all the kanzen away for late game pressure when you ride the amon R.

Story teller is for the rearguard pressure and defense of drawing additional card if it were to hit where high chance your opponent can't guard this if ya whack their rear with it or when it is already high on Ecstasy. This kinda overcome DI's problem of low handsize on late game and the lack of draws in the deck which makes more space for crits and still double criting you opponent.

~Signing Off Khai~

Monday, 2 September 2013

Lets Break the Chaos!

Sup guys, this Le jestre over here. I be making this post on behalf of my co-author, Purgatory Void Nothingness.
Here is what he have to say:

This Post Contains:
1. Chaos Breaker Overall Analysis (vs Reverse isn't covered as Dee Kit's post has covered)
2. Triangle Lock Card Advantage Calculations (Not all Situations!)

Kai Toshiki: "Strongest Dragon... Advent!", "Lock... You're not escaping!"

He wasn't joking, and you should be scared, for he is...

BT13/007 RRR
Star-vader, Chaos Breaker Dragon
Star Gate/Cyber Dragon/Link Joker
Grade 3/Twin Drive/11k power
Auto [V] [Limit Break (4)] {This ability is active if you have four or more damage): [Soul Blast (1) - Cards with 「Star-vader」 in its card name] During your opponent's end phase, when one of your opponent's locked cards is unlocked , you may pay the cost. If you do, retire that unit, and draw a card.
Activate [V]: [Counter Blast (1) - Cards with 「Star-vader」 in its card name & Choose a card with 「Star-vader」 in its card name from your hand, and discard it] Choose one of your opponent's rear-guards, and lock it. This ability cannot be used for the rest of that turn.
{Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn.}
Continuous [V/R]: Lord {If you have a unit without a same clan as this unit, this unit cannot attack.}

The secret agent of Link Joker...! Stupid jokes aside, Chaos Breaker is the FIRST EVER HARD-counter against a certain Deck-type, specifically, Reverse, but since that has been covered, let's move on, on why you should be scared, even if you're not using Reverse.

Just stare at the Limit Break ability, let it sink in for a few moments. Yes, you pay ONE SOUL to retire one card, draw one card. Yes, it technically uses the Soul better than Dark Zone Clans and depending on the situation, It retires better than the Dragon Empire.

That isn't even including the Lock aspect of the skill. The most obvious one, is to combine it with Infinite Zero and Dust Tail as your Starter. Let us (I) do some calculations shall we?

Break Ride: -1
Dust Tail Unicorn: -1

Results: -2, 3 Units Locked.
Without factoring Lock, this is a -2, which is true for both Nebula and Chaos, but Factoring in Lock and their skills, this -2, gives a much larger Plus.

Assuming a Standard Full field and no Power Boosts, and the classic "Triangle" formation and you are forced to guard everything, you can now guard 15K No pass, instead of 15K 2 Pass VG.
IF your opponent gets 1 Trigger, it would cost you 40K wroth of guards, but don't be fooled, this isn't 4 cards, this is actually 5 cards since 2 attacks are wroth 15K.
2 Triggers, assuming lack of all to the Vanguard, is a 45K. Once again, don't be fooled, It's a 6 card guard.

NEWBIE-TIP: Don't give all your trigger powers to a single Rear-guard if you have 2 rear-guards to attack with. This forces your opponent to throw out more cards to guard your attack as they require 5K Guards.

So, assuming you throw a 15K No pass, which works on almost every vanguard in the meta, so here are the pluses you get.

2 Triggers:+2
1 Trigger:+1
No Trigger: 0

So no matter what happens, if you throw a no Pass, you won't lose anything. ALWAYS throw a no pass, unless you can't afford to throw another 5K.
This equation holds true for basically any card you Break ride, Infinite Zero, Nebula or Chaos. So It's a pretty good deal to Triangle when you can.

It gets better, when you factor in Cards like Niobium and Lanthanum (Or Lasange, if you catch my drift, Jed Lee). I don't have to explain why right? Nebula just takes it to the next Level.

Although Nebula's +9K to the front row matters in terms of guarding, This is about The Advantage Chaos Breaker generates, so let us continue.

So you're Triangle'd and Chaos Breaker stares you in the face. You can pretty much despair right there. Because, Soul Blast 3, is a very affordable cost, it is almost impossible to triangle without 3 soul.

You lose 3 units, and Chaos Breaker draws 3. Not to mention those "3 Units" are not units that you choose and are the least important ones. Units in the Lock Triangle are debatable to be one of the better cards on the rear-guard circles, Yes I know there are plenty of great on-hit or power increasing G1 boosters.

So finally, at the cost of Soul Blast 3, Counterblast 1 Chaos Breaker Gains +3-5, and you lose -3.

Yeah, that is quite the ridiculous amount of Card Advantage. This doesn't even include extra uses of Cards such as Palladium and Dust Tail in addition to Chaos Breaker's Regular Ability. So if you think that +3-5 and your -3 is recoverable... You're gonna to lose more than that.

Prepare yourself, Apocalypse is coming.

~Purgatory Void~

Thursday, 29 August 2013

Captain NightTroll's Guide to Granblue

Hey folks, this is le jester over here. I have been on hiatus on the blog for quite sometime. Its time I shall talk about this clan which which hypes everyone recently these few weeks.

This clan just got revived when cocytus gets his reversed form and a new breakride.
So lets first talk about the support that its getting.

Lord of the seven seas, Nightmist
BT13-016-RR (Sample)
Card Effect(s) [AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Granblue» rides this unit, choose your vanguard, that unit gets [Power]+10000 until end of turn, choose up to two «Granblue» from your drop zone, call them to (RC), the units called with this effect get [Power]+5000 until end of turn, and at the end of that turn, retire those units. [CONT]:During your turn, if the number of «Granblue» rear-guards you have is four or more, 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)

What are the combos and dropzone targets you can pull with this guy alone?
1. Sea Strolling Banshee
BT13-037-R (Sample)
[AUTO]:[Soul Blast (1)] When this unit is placed on (RC) from your drop zone, if you have a «Granblue» vanguard, you may pay the cost. If you do, draw a card.

Opinions: The art is so kawaii. Soulblast 1 and draw 1. This is the card that granblue needs. With soulblast 1, as compared to cutlass, which soulblast 2, ya can finally spam this lady with your soul and gain advantages. Not to mention, deadly nightmare and spirits eat 2 cards from your soul  which is a  heavy
cost to replace your rearguards.
with nightmist, ya get a decent 11k booster with her.

2.Rough Seas Banshee
BT02-055EN C
This card is so easy to abuse to draw cards and to pump your soul up to be used later for cards that burns the soul like the deadly nightmare, spirits and sea strolling banshee.

3. Death Seeker Thanathos
BT06-014EN RR
Wouldn't it be good to keep your opponent under the pressure cooker and if this card actually hits, you can replace a rearguard and keep it permanent on the field which in this case calling either the Sea Stroll banshee would give you the pluses.

4. Ruin Shade
BT02-S03EN SP
Yea why not some ruin shades to hit perfect numbers and hasten triggers.

5. Captain Nightkid
378529
Or ya can actually call this guy to help thin and filter the deck by using the counterblast. Which granblue hardly uses it except for cocytus.

Besides all this, what is the skill of cocytus reverse and how do I actually use it?
Ice Prison Hades Emperor, Cocytus "Reverse"
BT13-017-RR (Sample)
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Put three cards from the top of your deck into your drop zone & Choose one of your «Granblue» rear-guards, and lock it] Choose one «Granblue» from your drop zone, call it to (RC), and that unit gets [Power]+3000 until end of turn. (Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn) [CONT](VC):If you have a card named "Ice Prison Necromancer, Cocytus" 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)

So who do I actually call with this effect?
Answer is you don't just call a ruin shade or a banshee just because you can as wouldnt be advisable to get cards that draw from this effect either which will result to screwed up trigger stacks and decking out faster. As it would mean you decking out faster.
So what is the best option?

Scenario 1
In this scenario if you have a 7k booster without an attacker, Ya would want to call the 8k special intercepter to your Rearguard to become an 11k attacker with a 7k boost which makes it an 18k perfect number against crossrides.

Scenario 2
In another scenario is when you have a 10k vanilla as a rearguard. You would want to call back the 8k vanilla to your rearguard to make it an 11k booster which this turn makes the whole column a perfect number of 21k against the 11k base vanguard and the turn after a 18k base perfect number against crossrides.

Scenario 3
In this other scenario would be to respawn a ruin shade or a 7k booster or vice versa. With ruin shade, being notorious for milling 2 cards and hiting magic numbers of 11k. Just imagine ya mill with ruin shade which actually makes the whole column a magic number of 21k and a magic number of 19k agains crossrides without milling.

Scenario 4
This scenario is when you call a Sea strolling banshee to make it be a 9k booster. However ya would need a 9k attacking rearguard to make this column into a 18k perfect number against crossrides. This comes with a downside when the turn is over as banshee would be back to a 6k which makes it 15 column.

So what do we do in this situation?
I would say you have 2 choices.
A. You would need to use ruin shade to mill to pump the column to 17k.
B. You would need to replace the rearguard with a 7k booster to hit 16k magic number.
However use either options depending on the situation you are in.

Scenario 5
The last would be calling a rough sea banshee via cocytus Reverse's effect. In this case is when you are out of soul to burn and a Banshee would be a 7k booster. As mention above, 7k + 9k = Magic number. Similar to the situation above, he column will be imperfect for the next turn which would need you to send the banshee to soul to draw and call a 7k booster.

You see cocytus reverse isn't designed like a garmore which gives massive pluses. What he is meant to do is like a deadly spirit and a nightmare which help correct your rearguards column to hit a perfect number and how can this get any better than a free mill and no counterblasts. Wouldn't this free up some counterblasts for a nightmist to revive himself?

Conclusion on granblue's playstyle.
As the theme suggest of undeads and the sea, the deck is very volatile to situations and able to correct themsleves or refill the empty space like fluids and water. Its the deck that is able to give a massive advantage and pluses like a gold paladin deck. It also hasten triggers like a dark irregular, genesis, OTT which never guard a 1 pass against this deck or at times a 2 pass. Coz the triggers tend to stack well if you are running 12 critical triggers like me. This deck is also able to recover from mass field nuking which a kagero and a narukami would do. The possible perfect counter?

Monday, 26 August 2013

Bushiroad Festival 2013


Hey there readers! Thanks for stopping by the le vanguard blog. I hope you find this post interesting.
So anyway for those of you who didn't know there was a Bushiroad festival held at Suntec City on the 24 and 25 of September. For those of you who did go for this event i hope you guys and girls enjoyed it as much as i did. We all probably still have the blue or purple stamp marks on our arms (damn they are annoying when you try and get it off) from the Cardfight Vanguard and Weis Schwarz events held on their respective days. There were tons of prizes that were distributed on these two days. An example of these loots would include limited edition deck cases from the mini games there, mouse pads, PR cards and files.
It was also the only time where players could grab the Fighters Collection 2013, a extinct booster that is high on demand. Despite the long queue in the morning and the countless hours of standing, I personally feel that the wait was well worth it as i managed to snag the deck cases as well as the shirts and other prizes.
Overall it was time well spent as not only did i get to fight fighters from all over the nation, I could also get some sweet deals for boosters and other TCG products. I mean where else can u find a promotion that says $10 for 5 boosters? I highly encourage you guys and girls to come down to these events held by Bushiroad in the future as they are not only enriching for your Vanguard or Weis Schwarz journey to gain experience but these events also act as a platform to make new friends and to learn more about the games.
Thank you for reading this post and we hope to meet you guys in person during the next official Bushiroad event.
~Jonathan 

Sunday, 25 August 2013

Late Night Article 1: The Machining Files

So I was bored and couldn't sleep. Hence the reason I'm typing this on my phone at 12am. (I'll probably post this in the morning.)

Seeing that more and more people are playing meta clans, I've decided to dedicate this article to one of the oldest (and rarely-used) clans of this game- Megacolony. More specifically, the EB-exclusive series, the Machinings.

First, let's take a look at the support it receives.

-Machining Worker Ant
When this card is placed on the Vanguard Circle or a Rearguard Circle, you may choose one of your "Megacolony" Rearguards with "Machining" in its name and stand it. This card combos nicely with Machining Stag Beetle, standing the Rearguard you've just superior called in rest. If you superior called a Machining Mantis and this in rest, Mantis' skill gives it +3k (provided that you have a card with "Machining" in its name in your soul), and with this card's skill, you can stand Mantis. Machining Stag Beetle gets +14k, letting it hit 24k unboosted. 

-Machining Mosquito
Found in EB03, this card is a Felucca clone, letting you soulcharge 1 when it enters the Vanguard Circle or a Rearguard Circle. I normally use this card to get more Machinings into soul. 

-Machining Hornet
When you place this unit on a Vanguard or Rearguard Circle, and you have a card with "Machining" in your soul, this unit gains power +3000 until the end of the turn. Since Machining Worker Ant will always be in your soul until you ride to Grade 3, this is like free power. You can also rush opponents like this. 

-Machining Mantis
It's the same as Machining Hornet.

-Machining Armor Beetle 
When this unit is placed on a Rearguard or the Vanguard Circle, and you have a "Megacolony" Vanguard, you can choose one of your "Megacolony" Rearguards and move it into soul. If you do, choose an opponent's Rearguard and that unit cannot stand next Stand Phase. You can use this card to move more Machinings into soul, and paralyze your opponent's columns.

-Machining Stag Beetle
An RR found in EB01, it has an on ride skill that lets you superior call 2 cards with "Machining" in their name from your soul in rest and then it gains the power of those two cards.

In a Machining deck, I would normally run 4 Heals, 4 Draws, 4 Crits and 4 Stands, but you can also run 4 Heals, 8 Crits and 4 Draws. Also, I would run 4 of each Machining, including Armor Beetle if I can find any (it's a Promo). Since the deck does not require Counterblasts, I also run Master Beetle and Megacolony Battler B. 

The main weakness of the Machinings is that if you time it wrongly, your opponent would just throw a kanzen, and if you do not have the right units in soul or in hand, your formation is pretty much screwed.  

Overall, in the hands of a skilled player, it's a pretty decent and interesting deck. I won't post a decklist as I am strongly against netdecking. 

~Eclipse

Wednesday, 31 July 2013

Nubatama or NOOBatama

Hey folks, This is Le Jestre here. Today i am going to discuss about Nubatama. The clan that have been MIA since BT01. So where did those ninjas disappear to?

Bushiroad sure have something up under their sleeves that they don't wanna disclose yet. Lets 1st answer the burning questions that everyone been asking.

IS NUBATAMA OP?
Lets 1st make an analysis of what support this clan will be receiving in the upcoming bt13.

Ashura Stealth Dragon, Kujikiri Kongou
修羅忍竜 クジキリコンゴウ
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Nubatama» rides this unit, choose your vanguard, that unit gets [Power]+10000 until end of turn, your opponent chooses a card from his or her hand, discards it, chooses a card from his or her hand, binds it face down, and at the end of that turn, puts that card into his or her hand. [AUTO](VC):When this unit attacks, if the number of cards in your opponent's hand is three or less, 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)

Opinions about this card: What?! discard 1 card and bind 1 card?! whoa... Isnt that a minus 2 for the opponent if ya were to break ride on him. Wouldn't this totally put transcore to shame...

Ashura Stealth Dragon, Kabuki Kongou
修羅忍竜 カブキコンゴウ
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, bind all of your opponent's rear-guards face up, if the number of cards in your opponent's bind zone is three or more, this unit gets [Power]+10000 until end of that battle, and at the end of that turn, your opponent puts all those cards that were bound with this effect into his or her hand. [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)

Opinions about this card: Isn't this better than the dragonic lawkeeper. CB1 to bind all their rearguards during their turn and gaining additional 10k power is just slightly broken for a single counterblast. So how to avoid him screwing your vanguard? It is to not give him enough targets to bind 3 cards into the bind zone.

How is this card effective in the meta?
This card is effective against decks that are reliant on their rearguard and field presence. Decks like Gold Paladin, Link Jokers, Celestials, Aqua Force.

What are the other support that can be played with this card?
Stealth Beast, Tamahagane
忍獣 タマハガネ
[AUTO]: When this unit is placed on (VC) or (RC), if you have a «Nubatama» vanguard, choose up to one of your opponent's rear-guards, bind it face up, and at the end of that turn, your opponent puts that card into his or her hand.

Storm Stealth Rogue, Fuuki
嵐の忍鬼 フウキ
[ACT](RC):[Counter Blast (1) & Put this unit into your soul] If you have a «Nubatama» vanguard, and if the number of cards in your opponent's hand is three or more, you may pay the cost. If you do, choose a card at random from your opponent's hand, bind it face down, and at the end of that turn, your opponent puts that card into his or her hand.

Stealth Dragon, Dreadmaster
BT01-069EN C
[AUTO](RC):[Counter Blast (1)] When an attack hits during the battle that this unit boosted a «Nubatama», if the number of cards in your hand is less than your opponent's, you may pay the cost. If you do, your opponent chooses a card from his or her hand, and discards it.

Stealth Beast, Kuroko
忍獣 クロコ
[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC)) [AUTO](RC):[Soul Blast (1)] When an attack hits a vanguard during the battle that this unit boosted, if you have a «Nubatama» vanguard, you may pay the cost. If you do, choose up to two cards in your opponent's bind zone, and put them into the drop zone.

So what are the different type of combos a nubatama deck would pull off?
Lets imagine with me...
Kujikiri(breakride) + Kabuki(limit break) + Boost with Kuruko = 36k solo vanguard column
Not to forget the pressure that the booster adds to the vanguard where if ya were to let the attack hit. Which Effectively -2 your opponent.
Lets imagine Kujikiri discard 2 10k shields = 20k shield

Lets count now count how much your opponent will minus.
25k for 1 pass(max -5 cards, min -3cards)
30k for 2 pass(max -6 cards, min -3cards)
35k for No pass(max -7 cards, min - 4cards)
Or Kanzen!!! -2cards
Now wait... What if ya kanzen get binded? Oh fark!!!!
Maximum number of cards your opponent will lose guarding this collumn
= 10 cards if he guard with 5k shields.

Minimum number of cards your opponent will minus if he kanzen
= 3 (negate + discard)

This obviously tells ya on how to play this card and play against it. Nuff said Just Kanzen!!!

Now lets look at the combos the rearguard can pull.
Storm Stealth Rogue, Fuuki + Stealth Beast Kuroko
So what it does is that Fuuki will bind 1 card in your hand which is equivalent a minus 1 for your opponent during the guard step and a breakeven for yourself when she moves to the soul to give fodder to spam Kuroko's effect.

So how to prevent this from happening, Burn Fuuki as soon as she appear on the field as allowing her on the field will become a threat when they broke ride on that turn. Which works similarly like a dust tail unicorn.

Tamahagane + Dreadmaster
What it does is that it pressure your opponent rearguard or vanguard with the attack. Therefore it is recommended to attack with this card after the vanguard to gain some buffs from the trigger. Coz a rearguard taking a hit from this guy is practically a minus 2 cards which hits you at a magic number of 16k where assuming ya rearguard is decent 9k and your vanguard is a 11k. Its either ya minus one to guard for your rear or minus two to let your rearguard die and chooses a card to minus from your hand. This can be good and bad. As sometimes ya might wanna let this card hit if you do not have enough shields in your hand to guard which allow you to discards dead cards in your hand like grade 3s.

Friday, 12 July 2013

How to trade like an expert. Chapter 1

Hey folks. Its Le Jestre over here. I am ahere to share with everyone on how to trade or sell your vanguard cards like hotcakes and clear them from your album fast.

1st and foremost lets the define the jargon that are used in vanguard trading.
POC - Place Of Convenience.

Backdealing
Backdealing is the act of backing out in a contract or an agreement after it was mutually agreed between the two parties.

Example of backdealing.
A: Bro how much you selling your Deck?
B: $150.
A: Deal. POC and time?
B: Meet at the bermuda Triangle at 1pm.
A: Ok.
B: Just to confirm, we are dealing at bermuda triangle at 1pm for a deck which cost $150
A: Dratz... Please cancel the deal I don't need the deck anymore. I buy from another guy at $120.

In this context, A is backdealing B as he backs out from the agreement that is formed after setting the time and POC.

Other Scenarios that are considered as backdeal.
A: Dratz... Bro I not enough cash to buy ar.. Can cancel the deal?A: ...(Ignore you and your messages)
Scenarios that are NOT considered backdeal
A: Dratz... Bro I can't make it at bermuda triangle at 1pm. Can we postpone deal to tmr at bikini bottom instead at 10am?

In this context, A is NOT backdealing B. Instead, A is forming and overwriting the existing agreement that is made between both parties and thus, rescheduling the deal.

Aeroplaning
Aeroplaning is the act of not showing up at the POC after the deal have been mutually agreed on.

Aeroplaner
Our Standard type of Stealth Planes where will turn off their phones and will not turn up no matter what. Often uncontactable and untraceable during the time of transaction. When contacted will say that "I got something on that day. PS can deal next week?".

List of Excuses and Aeroplaner would use.
1. I got something on that day. PS can deal next week?
2. Pai Sei... I forgot that we are dealing today. Can deal tomorrow instead.
3. I was at the venue waiting for you. I wait for you 1 hour, you didn't turn up.
4. I thought we cancel the deal liao?
5. I dind recieve your messages that say you come already.

HighBalling
High Balling is the act of selling an overpriced good that is ridiculously above its true intrinsic value or price.
Eg. Gauntlet Buster Dragon - $10(original value)
WTS CHEAP
Gauntlet Buster Dragon - $18

LowBalling
Low Balling is the act of buying a good at an extremely cheap price that is way below its true intrinsic value or price.
Eg. Gauntlet Buster Dragon - $10(original value)
WTB URGENT
Gauntlet Buster Dragon - $4

Now ya know the what is backdealing, aeroplaning, lowballing and highballing; Lets move on to the techniques on how to sell your cards ASAP.

How to post?
Rule no.1
Post a clear picture of all the things that you want to sell. Nobody would want to bother to waste their time reading your long post, line by line. Its really annoying. Ppl are tend to click on images to see what ya want to sell than to scroll and read one by one.

Rule no.2
Use Attractive keywords that will attract attention and make ppl click on your post.
Use Keywords like;
CLEARANCE SALES,
WTS URGENT
SELLING ALL CHEAP
ALL MUST GO


Rule no.3
Spam in all the marketplaces that you know. And "up" all your posts every 1hour.

Rule no.4
Make your POC flexible. Most people can't travel ya can purchase a monthly train concession to make it more convenient for you.

Rule no.5
NEVER EVER put a price tag
or put how much ya selling the cards. Reason being is simple, ya want some room for negotiation and best ya would want the buyer to quote ya an offer 1st and then counter offer.

Rule no.6
NEVER EVER BACKDEAL and AEROPLANE. People will want to deal with a person who have a clean record which allows you to build the trust and secure deals more easily with the buyer.

When to Post?
Post on PEAK HOURS where high volume of ppl with access and see your post.

What time is peak hour?
5am ~ 6:30am (high volume)
People are on the way to school/work and would start accessing the marketplace at this time while they are in the train or on the way. Recommended to post and sell at this hour. Best is to post a WTS post before going to sleep.

9am~10:30am (medium-low volume)
People are having their break time and recess during this time. Some ppl will still access the marketplace at this hour during break time.

2pm~3pm (medium volume)
People are dismissed and ended their classes at this time and would access the marketplace while on the way home or to the nearest cardshop.

7:30pm- 10pm (very high volume)
People are mostly at home and sill start searching for deals and selling cards to deal on the next day. Recommended to spam WTS post find nice deals to buy at this hour. Best is to also post 15~30mins before the start of the peak hour. Do remember to "up" your post frequently at this period.

I guess thats all you need to know for now. Do stay tune for more and we will reveal more secrets of trading.

Signing Off,
Le Jestre

Thursday, 4 July 2013

Link Joker Part 2 SchwarzChild Dragon

Hey folks, This is le-jester over here. I am here to share a few Extra spoilers, decklist of the SchwarzChild Dragon build that you might want to play with link jokers.

Schwarzschild Dragon
BT12-006-RRR (Sample)
[ACT] (VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3) & Choose a card named "Schwarzschild Dragon" from your hand, and discard it] Choose up to three of your opponent's rear-guards, lock them, and this unit gets [Power]+10000/[Critical]+1 until end of turn. (Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn) [AUTO]:[Counter Blast (1)] When this unit is placed on (VC), 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 card named "Schwarzschild Dragon" from among them, reveal it to your opponent, put it into your hand, and shuffle your deck. [CONT]:If you have a card named "Gravity Collapse Dragon" in your soul, this unit gets [Power]+1000.

My comments on this Badass:
Whoa... Lock 3 cards. Triangle lock and ya GG.com Persona blast? Seriously? Its way too counterblast heavy. A chain ride ride for LJ. Its been time chain ride got respawned into the meta after being on hiatus and unpopular for so long.

Gravity Collapse Dragon
Gravity Collapse
[CONT](VC): When you have a card named "Gravity Ball Dragon" in your soul, this unit gets [Power]+1000.[AUTO]: When this unit rides on "Gravity Ball Dragon" and you have a card named "Micro-hole Dracokid" in soul, choose up to one of your opponent's rearguard and lock it.(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)

Gravity Ball Dragon
Gravity Ball
[CONT](VC): If you have a card named "Micro-hole Dracokid" in your soul, this unit gets [Power]+1000. [AUTO]: When a grade 2 «Link Joker» other than a card named "Gravity Collapse Dragon" rides this unit, if you have a card named "Micro-hole Dracokid" in your soul, look at up to seven cards from the top of your deck, search for up to one card named "Gravity Collapse Dragon" from among them, ride it, and shuffle your deck.

Micro-hole Dracokid
Micro-Hole
[AUTO]: When a card named "Gravity Ball Dragon" rides this unit, look at up to seven cards from the top of your deck, search for up to one card named "Gravity Collapse Dragon" or "Schwarzschild Dragon" from among them, reveal it to your opponent, put it to your hand, and shuffle your deck. [AUTO]: When a «Link Joker» other than a card named "Gravity Ball Dragon" rides this unit, you may call this card to (RC).

So now we can conclude the 2 distinct build in Link Jokers
BT12 S05 SPVSBT12-006-RRR (Sample)
Here is my decklist for Schwarzchild dragon.

SVG:
1x Micro-Hole Dracokid

G0:
4x Star-vader, Vice Soldiert (Critical Trigger)
4x Star-vader, Meteor Liger (Critical Trigger)
4x Star-vader, Nebula Captor (Draw Trigger)
4x Star-vader, Stellar Garage (Heal Trigger)

G1:
4x Gravity Ball Dragon
4x Barrier Star-vader, Promethium
4x Demonic Claw Star-vader, Lanthanum
2x One Who Opens the Black Door OR Hollow Twin Blades, Binary Star

G2:
4x Gravity Collapse Dragon
4x Gamma Burst Fenrir
3x One Who Shoots Gravitational Singularities

G3:
4x Star-Vader, Infinite Zero Dragon
4x SchwarzChild Dragon

Comments on this decklist:
This deck focuses on locking your opponent consistently every turn and gain pluses via the chain ride.
Reason why I played Lanthanum is its a 9k booster when your opponent has a locked rearguard.
I also picked One Who Opens the Black Door for consistency and speed in getting the extra copy of SchwarzChild Dragon ASAP and to hasten the process.

Gravity Collapse is an effective card that locks your opponent units freely without any counterblasts. Which is the prefered card to play over a mobius breath whose condition is harder to fulfill. Fenrir for a 11k beatstick and Singularities for Further Pressure.

This deck focuses on Riding IZD as your grade 3 over SZD. As it helps to buy you time to stock up the other piece and do a devastating persona blast later on. This deck doesn't uses much counterblasts at all with exception of SZD for the "Final Turn" and the triangle lock. This deck is quite fast ya may say with the chain ride. However every chain ride has only ONE major weakness which will cause it to lose to itself which is missing the chainride.

Signing off,
 Le Jester