Monday, May 11, 2020

Angel Feather Deck Profiles (Protect 1 and Protect 2 builds)

Hello Cardfighters!  Major Spades with 2 different deck builds that feature the clan Angel Feather.  My first build will be a Protect 1 build and the second a Protect 2 build.  I like Angel Feather's unique mechanic of manipulating the damage zone.  Now with Angel Feather in the Shinemon Arc, Angel Feather had the ability to board control, but Cleanup Celestial Ramiel Reverse was the first unit to do that but not that much.  However, Angel Feather now having damage zone manipulation and board control is fun.  Far as I can remember, I played Angels when Ramiel and Zerachiel came out during break ride era.  The strengths of Angel Feather now is that it has units that heal on ride like Metatron and Malkuth, they have a unit that can superior ride and generate mutiple Protect markers (Zerachiel) and they have the option to board control.  The weaknesses I can think of is that its very reliant on having Malkuth be the first ride for early healing or dealing an early damage to the opponent's Vanguard, it is a Protect deck which means it may or may not fair well with Accel match ups and it doesn't do well against clans that rush or pressure early game.  The Protect 1 build is meant to maintain damage, controlling opponent's board state and filling up board from Malkuth skill.  Protect 2 build loses that board control and mainly focus on generating as much markers on board to pop off Amputation and Sectio Angel's skills utilizing the Protect 2 gift by having Sectio intercept from anywhere and becoming a big shield depending on how many markers are on her plus having Amputation Angel gain 15k and sentinel restrict.  Now to the profiles:


Angel Feather Protect 1

Grade 3's:
4x: Arch-aider, Malkuth-melekh (Primary first ride, it heals if opponent's Vanguard is at grade 3, but it deals a damage to them if a lower grade, it also calls out 3 units and gives the front row 5k for an exchange of a damage check on Malkuth.)
3x: Cosmo Healer, Ergodiel (Another target to ride if not Malkuth, she board controls, she gains 5k for each face up damage in opponent's damage zone and gains a critical.)
2x: Crimson Impact, Metatron (Great late game ride, she heals when riding on a grade 3, gains 15k and recycles a damage zone card back to deck.)

Grade 2's:
4x: Aid-roid, Zayin (Spot removes pesky units, gains 10k when an opponent's unit is sent from rear guard to damage but retires at the end it attacked.)
4x: Freezing Granter (Spot removes, gains 5k for every face up card on opponent's damage.)
3x: Hygienist Angel (A beat stick that gains 5k for every card in your damage.)

Grade 1's:
4x: Healthful Intendant (When rode upon, she superior calls herself to rear guard, and she gains 5k whenever the opponent gets damaged.)
4x: Auscultate Angel (Searcher for Malkuth-melekh.)
3x: Aid-roid, Lamedo (Gains 5k when opponent gets damaged and gives sentinel restriction to the boosted unit.)
2x: Multi-medical Angel (Draws 2 cards and discards 1 whenever a new card is put in your damage, and he goes to the bottom of the deck when ability triggers.)

Grade 0's:
4x: Critical Hit Angel (Critical)
3x: Hot Shot Celestial, Samyaza (Critical)
4x: Battle Cupid, Nociel (Draw PG)
1x: Bouquet Toss Messenger (Draw)
4x: Sunny Smile Angel (Heal)
1x: First Aid Celestial, Peniel (Starting Vanguard)


Angel Feather Protect 2

Grade 3's:
4x: Arch-aider, Malkuth-melekh
3x: Solidity Celestial, Zerachiel (Superior rides from damage and gives front row 3k for each new damage on your end.  A good way to generate Protect 2 markers quick.)
2x: Crimson Impact, Metatron

Grade 2's:
4x: Amputation Angel (Gains 15k if there is a Protect 2 marker in the same column as her and she gains sentinel restrict if there are 3 or more Protect 2 markers on board.)
4x: Aid-roid, Zayin
3x: Hygienist Angel

Grade 1's:
4x: Sectio Angel (She can intercept, intercept from the back row and cannot be chosen by effects if there is a Protect 2 marker in the same column as her.)
4x: Healthful Intendant
2x: Aid-roid, Lamedo
3x: Auscultate Angel

Grade 0's:
4x: Critical Hit Angel (Critical)
4x: Hot Shot Celestial, Samyaza (Critical)
4x: Battle Cupid, Nociel (Draw PG)
4x: Sunny Smile Angel (Heal)
1x: First Aid Celestial, Peniel (Starting Vanguard)







Dark Irregular Deck Profile (Pre-May 22 ban list)

Hello Cardfighters!  Major Spades here with a deck profile.  This time I will be introducing my Dark Irregular deck profile before the May 22nd ban.  In my opinion, Dark Irregulars are a very unique and a fun clan with having skills of gaining soul for the Vanguard to kick off various abilities.  I liked Dark Irregulars since limit break when Blade Wing, Reijy came out.  My personal favorite was "Darkness" with Scharhrot.  Scharhrot is my favorite unit because of his art, and his art is more amazing in the upcoming Rummy Labyrinth set for standard.  For this profile, the point of the deck is to compress as much triggers in deck as possible due to that some units can select units to soul charge rather than random soul charging like triggers.  This deck early game is to turbo compress as fast as possible.  It relies on having 3 different units that share the same name to pop off Variants Hardleg to



have the opponent guard with 3 cards for each attack.  The point is to build up soul from cards like Yellow Bolt, Emblem Master and Brufas.  When the 13 card in soul threshold is met along with the 3 different units that share the same name for No Life King, Death Anchor, then Hardleg will trigger when placed.  Then attack with the first wave of attacks then re-ride from NLK to another or if there are 15 cards in soul, ride into Master of Fifth Element to re-stand all units that haven't been soul charged from NLK's skill.  Then attack with the second wave of attacks.  The strength of Dark Irregulars is that they have a re-riding Vanguard that generates Protect markers, 2 grade 3 units that have early criticals for early to late game pressure and a unit that forces a lot of guard from hand for each attack.  The weakness is that it can't stand to decks that rush early, and Accel clans that have multi-attacks like Aqua Force especially Narukami due to that Vanquisher can give the entire front row 10k if 3 cards were bound.  It's sad to see Variants Hardleg go, but I hope in the new upcoming Dark Irregular set that it makes up for it.  Now to the profile:

Grade 3's:
4x: Demonic Deep Phantasm Emperor, Brufas (This unit generates soul, ideal first ride, sets up soul by soul charging up to 3 cards of identical units for Hardleg, and it retires a unit on board and gains the power of the unit and gets a critical which is good for pressuring your opponent.)
4x: No Life King, Death Anchor (Its a re-riding Vanguard that can choose any grade 3 from soul to re-ride, it gains 2k for every card in soul when placed on Vanguard circle, it also gives the re-riden unit a critical which is good for pressure.)
4x: Number of Terror (Good rear guard for draw power for a cost of soul charging a rear guard, it also gains 10k power and 10k shield if there are 10 cards in soul so it's great offensive and defensive.)
1x: Master of the Fifth Element (Re-stands all units on board, great combo with Hardleg having make multiple guarding for waves of attacks for the opponent hard.)

Grade 2's:
4x: Variants Hardleg (This is the end game, it makes your opponent guard 3 cards for each attack.)
4x: Emblem Master (This unit helps generate soul for Hardlegs by selecting 1 unit on board and selecting 3 copies of that unit from deck to soul.)

Grade 1's:
4x: Variants Killertail (This unit is a counter charger and it soul charges too from damage or drop.  It also re-stands if there are 3 copies of her in soul.)
4x: Yellow Bolt (Soul charger, it gains 5k when it attacks an opposing grade 2 or greater Vanguard, it even draws a card if you soul charge a trigger or more from his skill when rode upon.)
4x: Alluring Succubus (She soul charges herself to look for 2 grade 3's from top 7 of deck, and one of those 3's go to hand and the other to soul.  Great for looking for your pieces and deck compression.)

Grade 0's:
4x: Blitzritter (Critical)
4x: Werluchs Gefreiter (Critical)
4x: March Rabbit of Nightmareland (Draw PG)
4x: Cursed Doctor (Heal)
1x: Devil in Shadow (Starting Vanguard)



Gold Paladin Triple Threat Deck Profiles Agravain, Ezel and Garmore

Hello Cardfighters!  Major Spades presenting a triple threat deck profile that are from Gold Paladin.  These deck profiles for Golds that I will be presenting are: Agravain, Ezel and Garmore.  I love Golds!  Great Silver Wolf, Garmore is my avatar.  They're my first clan I started out with when I was introduced to Vanguard.  It was the Garmore limit break deck that I started with.  With some learning, it evolved into my personal favorite competitive deck Garmore/Pellinore.  I love Gold Paladin's mechanic of superior calling units from deck to rear guard circles to fill up a board.  My personal favorite Gold Paladin user in the anime is Taiyou Asukawa in Vanguard G who his avatar is Gurguit.  Now into the strengths of Gold Paladin.  They fill up board quickly, they have a lot of muti-attacking and a lot of late game finishers.  The weaknesses are that they don't favor too well with defensive triggers and units that board wipe hurts Gold Paladin a little unless players have the resources to get back their fallen comrades.  First we will talk about Agravain's deck purpose, Agravain is meant to have multiple superior calls, attacks and deck compression for triggers.  The late game finisher is that having the 12 cards in soul will make the opponent guard with only normal units.  Now Ezel's purpose is to superior ride a lot to generate as much Accel circles as possible while having the opponent's Vanguard at a low grade, and units that fill up board early game gives huge guarding pressure on the opponent including Platina Ezel altering drive checks for triggers and calling additional attackers.  Last is Garmore, Garmore's purpose is to fill up board as fast as possible before Garmore hits the board to call more units and give 6 units 3k.  The deck mainly just calls out units and overwhelms the opponent with attacks with a good amount of power excluding triggers.  My opinion on Accel 1 or 2 is that it is situational, but I favor Accel 2 because of that extra draw could help in some situations.  Now lets get into the deck profiles:

Agravain

Grade 3's:
4x: Knight of Fury Agravain (Great superior caller when attacking for muti-attacks based on the number of units called before his attack and a end game with that soul blast to force opponents to guards with normal units.)
3x: Full Cavalier Dragon (Superior calls the top card to rear guard.)
3x: Battlefield Storm, Sagramore (This unit draws one and superior calls one from hand.)

Grade 2's:
4x: Advance of the Black Chains, Kahedin (Superior calls a unit from top 3 of deck to board and if Hoel is on board, draw a card, so it makes up for the discard cost.)
4x: Liberator of the Flute, Escrad (Superior calls the top card of deck to rear guard circle.  It works well with Agravain getting as much calls as possible so Agravain can call more on his attack, and Escrad gives himself 5k when placed for hitting numbers at the opponent's Vanguard.)
4x: Hard-working Knight, Arienohl (A 24k beat stick if 4 or more units were called the turn this unit is placed.)

Grade 1's:
4x: Stronghold of the Black Chains, Hoel (Great boosting unit that gives the boosted unit 5k or 10k if Kahedin is on board.)
4x: Listener of Truth, Dindrane (A unit that draws or counter charge when superior called.)
3x: Little Battler, Tron (A unit that gains 5k when placed, but it also is a pressure card that superior calls the top card of the deck if Tron's attack hits.)

Grade 0's:
4x: Greeting Drummer (Front)
4x: Dantegal (Front)
4x: Halo Shield, Mark (Draw PG)
4x: Elixir Sommelier (Heal)
1x: Spring Breeze Messenger (Starting Vanguard)


Ezel

Grade 3's:
3x: Blazing Lion, Platina Ezel (Great finisher because he alters the drive checks and one goes in the trigger zone first then the other at a rear guard circle.  He can do it twice if there are two or more grade 3's in soul.  Great for calling out more attackers from his skill.)
4x: Raven-haired Ezel (Great pressuring unit that gains 15k and a critical if there is an Incandescent Lion, Blonde Ezel in soul.  It also superior rides over Blonde Ezel to generate another Accel circle.)
4x: Incandescent Lion, Blonde Ezel (A superior ride unit from hand that requires Beaumains, Gareth and Kryph.  Great to be ahead of the opponent and it also superior calls a unit from hand while he attacks.)

Grade 2's:
4x: Knight of Superior Skills, Beaumains (A piece for the superior ride that searches the other piece Gareth and superior calls him.  Beaumains also gains 3k if superior called.)
4x: Flame Wind Lion, Wonder Ezel (This is another unit that can superior ride Blonde Ezel if Howell is on board.  It also superior calls a unit from hand when placed.)
2x: Advance of the Black Chains, Kahedin (Superior calls a unit on board and draws.)

Grade 1's:
4x: Crimson Lion Beast, Howell (One of the alternative pieces for the superior ride to Blonde Ezel, and he draws a card and superior calls a card from hand when he boost a unit if there is an Ezel Vanguard.)
3x: Stronghold of the Black Chains, Hoel (5k or 10k to boosted unit.)
3x: Listener of Truth, Dindrane (Draw a card or counter charger.)
2x: Knight of Elegant Skills, Gareth (One of the pieces for the superior ride and he gains 10k when superior called)

Grade 0's:
3x: Fortune Bell (Critical)
3x: Flame of Victory (Critical)
1x: Greeting Drummer (Front)
1x: Dantegal (Front)
4x: Halo Shield, Mark (Draw PG)
4x: Elixir Sommelier (Heal)
1x: Crimson Lion Cub, Kryph (Starting Vanguard)


Garmore




Grade 3's:
4x: Great Silver Wolf, Garmore (Superior calls a unit and gives 6 units 3k power.  If there is one or less card in hand, Garmore can protect all units from being attacked or retired.)
3x: Battlefield Storm, Sagramore (Draws a card and superior calls a unit from hand.)
3x: Blazing Lion, Platina Ezel (Alters the drive check and superior calls units from the drive check.)

Grade 2's:
4x: Advance of the Black Chains, Kahedin (Superior calls and draws a card if Hoel is on board.)
4x: Hard-working Knight, Arienohl (24k beat stick.)
3x: Player of the Holy Bow, Viviane (Superior calls a unit from top 3 of deck and she gains 3k.)

Grade 1's:
4x: Stronghold of the Black Chains, Hoel (5k or 10k power to boosted unit)
4x: Listener of Truth, Dindrane (Draws a card or counter charges)
4x: Knight of Energetic Steel, Blennius (This unit draws a card and superior calls a card from hand by putting himself in soul when a grade 3 Vanguard is placed.)

Grade 0's:
4x: Greeting Drummer (Front)
4x: Dantegal (Front)
4x: Halo Shield, Mark (Draw PG)
4x: Elixir Sommelier (Heal)
1x: Spring Breeze Messenger (Starting Vanguard)                                         






Tuesday, March 24, 2020

Nightmare Dolls (Standard)

Hello Cardfighters!  Major Spades here with another deck profile.  I would like to apologize for the long hiatus I been having struggles dealing with my mental illnesses, but I been more occupied with more Vanguard tourneys which eats up a lot of my weekends.  I been also studying and experimenting with different builds.  Since this COVID-19 virus pandemic is giving us a scare and worry, I will try my best to publish more articles since I have more time.  Thank you for your understanding as I will be the most active writer of the Trigger Capital team.  Furthermore, I would like to introduce my Nightmare Doll deck from the Pale Moon clan.  Pale Moon is a dark and magical circus bunch that specializes in assassination.  Their imaginary gift is Accel which allows the player to gain an additional rear guard circle meaning an extra attack.  Pale Moon is one of my favorite clans because it reminds of a time I went to the Ringling Brothers and Barnum & Bailey circus with my dad as a kid.  I love Pale Moon of its utilization of the units in the soul as they superior call in and out of the soul as if it was a magic trick.  It brings back memories of me enjoying the acrobatics and stunts as a little kid.  Now to the pros and cons of the deck, the pros is that we have a lot of muti-attacking units that goes in and out from soul.  With Nightmare Doll, Carroll when a grade 3 is put into the soul, Carroll can superior ride a workeroid from soul meaning another Vanguard attack, but the downside is that the superior rode unit gets drive minus 1 so be wise on what to superior ride into.  Another pro is that it can unlock more Accel circles from superior riding (preferably I recommend Accel II gifts because of the extra draw from the gift).  The cons are that it doesn't do to well against control match-ups like Narukami, Kagero, Nubatama, ect. (especially Narukami Vanquisher nowadays).  It needs the pieces in hand and soul to pop off combos and superior rides from Carroll.  Another con is that defensive triggers from opponents could kill the pressure of the muti-attacks.  Finally, it needs Carroll as Vanguard so that she can utilize the Accel circles and superior riding otherwise it will be hard to catch up.  Now lets get to the profile.

Grade 3's:
4x: Nightmare Doll, Carroll (This unit is the main grade 3 to be as Vanguard.  On ride, she puts a card in soul from the top 5 from deck.  If its a grade 3 workeroid, that unit can be called to a rear guard circle.  She can call out one of the combo pieces like Alice to pop off Carroll's superior ride skill.  For a discard cost of 2 and counterblast 1, any workeroid could be superior rode, but it loses 1 drive.  If another Carroll is put in soul but don't have another, don't call her out.  Save her so she can be the superior ride target till all resources are out then superior ride Alice.)
4x: Nightmare Doll, Alice (This unit is the main combo piece to have in soul, hand and field.  After her attack, she counterblast 1 and a soul blast to go into soul and superior call any non grade 3 (Jumping Jill) from soul.  She is the main piece to put into soul to trigger the superior ride skill of Carroll.)
2x: Comicality Chimera (This unit can be another combo piece to put an Alice or any grade 3 in soul if out of counterblast.  For a soul blast and put any unit into soul, a card in damage can be counter charged meaning a resource to trigger Carroll.)

Grade 2's:
4x: Jumping Jill (This unit helps with muti-attacking combos from soul.  When she is placed from soul, a unit gets placed in soul from field in exchange for a new unit from soul ready to attack.  She can be a unit that can put any grade 3 into soul to trigger Carroll's skill.)
4x: Amaranth Beast Tamer (This unit is another way to put a grade 3 or any unit from rear guard into soul, and it gains 3k power when it attacks the opponent's Vanguard.)
4x: Nitro Juggler (This unit helps build soul by look at the top 2 cards of the deck and putting one of them into soul and the other to the bottom of the deck.  It is also a good way to dig for pieces.)

Grade 1's:
4x: Midnight Bunny (This unit can soul charge pieces.  On the downside, triggers might be soul charged, but unnecessary cards can be soul blasted for Chimera's and Alice's skill like triggers.  Meaning useful cards for attacks and combos don't have to be soul blasted.  Midnight Bunny is also a pressure card when she hits.  For a counterblast, bunny can put herself into soul to call a non grade 1 unit from soul to rear guard.  A good card to call out is Jumping Jill or Alice to keep popping off combos.)
4x: Purple Trapezist (This unit enables another superior call from soul when it gets put into soul from rear guard, and it can be soul blasted for the cost of calling the unit.  Good for making more muti-attacks and combos.)
3x: Nightmare Doll, Beverley (This unit gives the placed wokeroid unit that is on the same column as Beverley 5k power whether its Vanguard or rear guard circle.)

Grade 0's:
4x: Hoop Magician (Front Trigger)
2x: Skyhigh Walker (Front Trigger)
2x: Dynamite Juggler (Critical)
4x: Hades Hypnotist (Draw/Sentinel)
4x: Candy Clown (Heal)
1x: Entertain Messenger (Starter)




Friday, November 16, 2018

Chara Expo USA Results

Hello Cardfighters!  Major Spades with a tournament report from Chara Expo USA.  It was good but not great.  Bushiroad could have done better.  What topped it off was the Roselia concert, but I was sad that they never sang Heroic Advent and Legendary.  Overall it was ok.  My tournament experience was ok.  I got top 60 out of around 600 people for Vanguard standard.  I entered with OTT and my build has changed from the last deck profile I posted a while ago.  Grade 3's are the same, but my grade 2's and 1's have changed.  I run 4 Promise Daughter and 3 of each Yellow Witch Meme and Goddess of Insight Sotoorihime and 1 Battle Sister Torte.  Grade 1's are 4 Circle Magus, 4 Farfelle Magus, 2 Luck Bird and 2 Gemini.  Trigger line up is still the same 8 critical, 4 draw and 4 heal.  Lets get to my tournament experience.
©2018 Bushiroad USA Inc.
Round 1 was against Kagero and I lost.  I survived one Waterfall turn, and I got my opponent to one card in hand due to my turn deering my opponent.  When it got to his turn, he rode another Dragonic Waterfall and had a Gias in hand and played it.  He swung at me for 63k with critical with a sentinel prevention, and he put Gias in the soul.  I swear that was his 4th Gias so now his vanguard has 3 critical, and I am at 2 damage.  In my head, I am like I will be fine if I will be at 5 damage.  I couldn't guard it so opponent's first drive check was a critical and second nothing.  So GG I died due to RNG.

Round 2 I won against another Kagero deck, but my opponent never rode Waterfall, so I had the opportunity to rush him with rear guards and pressuring him with Imperial Daughter rides until I got my deer turn and killed him from there.

Round 3 I won against a good friend of mine who is using Royal Paladin.  My opponent rode Exculpate the Blaster and wiped my entire field, but I had plenty of protect and perfect guards.  After his Exculpate and Blaster Blade play was over, I rode into an Imperial Daughter over another, and I got to do my Victorious Deer play and killed my opponent after that.

Round 4 I won against Megacolony.  My opponent kept dropping my units -5k every time he has 2 counterblast.  However, I had a steady ride chain of riding my Imperial Daughters.  I kept pressuring him with my Imperial Daughter plays.  When I looked at the top 2 cards of the deck due to Imperial Daughter's skill, I got a deer in hand and put a critical on the top of the deck, and I played the deer and got two criticals from it, and my opponent wasn't able to guard everything.  I feel kind of bad beating my opponents to deer cause OTT just forge luck and I felt kind of dirty doing that.

Round 5 I won against Murakumo.  He G-assisted at grade 1 and took out a trigger and a Zanbaku.  He kept the Mandala Lord in hand hoping to draw into the Zanbaku.  I was able to keep taking out his rear guards and counterblast starving him until he was sitting on Mandala Lord for the whole game, so I went all out on his Vanguard and deered him and won the game.  If he had Zanbaku I would have been screwed.

Round 6 I lost to Granblue because even tough I kept riding into Imperial Daughter and keep getting protect gifts, my opponent keeps riding Baskirk.  We were both riding and getting protect markers over and over but I lost all the hand and the protect gifts cause Baskirk gets really big and Skull Dragon is a thing.  He beat me by ridiculous numbers on his Skull Dragon each turn plus even if I deered my opponent, he had hand for days.

Round 7 I lost to a cocky OTT player.  I heard from other people that he is a big rule shark, but he wasn't to me he was just really cocky which ticks me off.  He interrupts me when I attack his vanguard by dropping his protect and perfect guards from my deer turn.  The game went long, and I had 8 cards in deck and my opponent had 7.  The game will go into my favor by deck out, but when I attacked his Vanguard, I drove check a draw which got me into the danger zone for decking out.  The final result was that I decked out due to a draw trigger and my opponent sarcastically saying it was a close match even though he knew he won made me more ticked off.  I hate cocky players.

My last and final round I won against Kagero.  My opponent didn't ride Waterfall.  He rode into Novelle.  Yeah he damages me and wipes my board instead of my Promise Daughters.  I was protect gifting and perfect guarding his Vanguard till I got my deer turn and killed him with my Vanguard for over 50k with 4 damage coming.

So overall I went 5-3.  I was kind of sad I didn't top 8.  I could have won 2 if it weren't for RNG I could have squeezed into top 8 or higher.  Overall it was ok.  Chara Expo was fun with friends and the Roselia concert topped everything off.

Friday, November 9, 2018

Spectacular Performance

Hello Cardfighters!  Major Spades coming with you with a new deck profile.  Sorry for the small hiatus.  I was doing some fine tuning and practicing with my Oracle Think Tank deck for Chara Expo USA in Anaheim, CA.  Also, sorry for no tournament feeds on this blog due to that my locals became pretty small.  I hope to see all you followers on this blog at Chara Expo USA and thank you for your support.  For today's deck profile, its Pale Moon.  Pale Moon to me is a fun deck with spectacular performances by utilizing the soul to make more attacks and plays.  Its perfect that Pale Moon is an accel clan because more rear guard circles means more opportunities for more attacks.  Now let the show begin!

Grade 3's
4x: Golden Beast Tamer (This unit gives 3k to the front row if I have 5 or more rear guards.  Plus, when this unit attacks counterblast 1 and put a card from hand to soul to call out two more rear guards.  My ideal grade 3 ride.  Great way to have more attacks in when I use the Alice and Jumping Jill combo.)
3x: Nightmare Doll, Alice (This unit when placed on Vanguard gets to call a workeroid from the soul to rear guard and that unit gets 5k.  Alice skill on rear guard is that after it attacked counterblast 1 soul blast 1 put Alice into the soul and call a non-grade 3 out from the soul to rear guard.  She is a very good multi-attacker when I utilize Jumping Jill and Purple Trapezist along with Comicality Chimera and Amaranth Beast Tamer.)
2x: Comicality Chimera (This unit's skill on rear guard gets to put a unit into the Vanguard's soul for a soul blast.  If done, I can give this unit 5k and counter charge.  This unit is great for keeping key pieces into soul, so I can do more combos.)

Grade 2's
4x: Jumping Jill (This unit when placed from soul to rear guard, I can put one of my rear guards into soul to call out a non-grade 2 unit from my soul.  This is a great piece for the multiple attacks in one turn as I can soul charge a Purple Trapezist to call a booster out or Alice or soul blast the Trapezist to call Alice.  There are many ways to utilize this skill.)
4x: Nitro Juggler (This unit when placed from hand to Vanguard or rear guard circle, I can look at the top 2 cards from my deck, and I can put one in soul and one at the bottom of my deck.  Great way to set up soul.)
4x: Amaranth Beast Tamer (This unit on Vanguard or rear guard when it attacks a Vanguard, I can put a unit into soul and this unit gets 3k power until the end of that battle.  Like the Chimera, Amaranth can keep my key pieces in soul safely, so I can do more attacks in the current or next turn.)

Grade 1's
4x: Purple Trapezist (This unit gets to call an additional unit from soul when Purple Trapezist is put into soul by soul blasting a Purple Trapezist.  Good unit to call out Alice for another attack.)
4x: Starting Presenter (This unit when placed on Vanguard or rear guard, I get to soul charge 1.  When rode on, I get to put a card from my hand to soul and soul charge a card from my deck.  My ideal grade 1 and a great way to set up soul.)
4x: Midnight Bunny (This unit when boosting, I can soul charge 1, and when this unit attack hits, I can put Bunny into soul and call a non-grade 1 from my soul to rear guard.  Another great unit to call out Jill or Alice for more attacks.)

Grade 0's
4x: Dynamite Juggler (Critical) 
4x: Poison Juggler (Critical)
4x: Hades Hypnotist (Draw/Sentinel)
4x: Candy Clown (Heal)
1x: Entertain Messenger (When rode upon draw a card)

Thursday, September 27, 2018

Rise From the Watery Grave, Granblue!

Hello Cardfighters!  Its Major Spades with another standard deck profile.  This time around it's my Granblue deck profile.  Granblue to me has been very special to me because I have been a fan of the Pirates of the Caribbean trilogy.  I love how Granblue is a protect clan cause the clan doesn't rely on hand that much and having that extra sentinel helps out a lot.  Granblue as always has been well known for their milling and superior calling from the drop zone.  The extra plus is that some of those units get power bonuses depending on the amount of units in the drop zone.  I hope you enjoy the deck profile.

Grade 3's:
4x: King of Demonic Seas, Basskirk (Vanguard skill is that if I have 10 or more units in drop, it gets an additional 5k and critical.  Second skill is for one counterblast and soul blast, I can superior call a unit from the drop zone to rear guard, and Basskirk gains an additional 5k for each grade that unit is called.  This card is great overall pressure wise.  I can constantly hit my opponent for more than 30k with critical, and my opponent has to drop sentinels, trigger units or normal units to not take that extra damage late or early late game.)
3x: Dragon Undead, Skull Dragon (This unit is a huge beat stick as a rear guard cause I mill a good amount of units in the drop, and Skull Dragon gets 2k for every card in my drop, so I can potentially have it hit for more than 50k.  It's one of the good finishers in the deck.)
2x: Violence Flanger (This unit as a rear guard guard restricts sentinels but also the grades of cards I discarded as an additional cost.  Plus it gets 5k.  For a soul blast of a grade 3, I can drop a grade 0, 1 and 2 and make Flanger unblockable for the battle.  Its a good finisher when my opponent is at 4 (banking on the critical) or 5 damage.)

Grade 2's:
4x: Ruin Shade (Vanguard and rear guard skill is when it attacks Vanguard, mill 2 cards from the top of my deck, and Ruin Shade gains 4k.  Its rear guard skill gains another 4k if I have 10 or more cards in the drop zone.  It can potentially become a 17k beat stick as a rear guard.)
4x: Captain Nightmist (As a rear guard, when placed, I can call a grade 1 or less card from my drop zone.  If I have 10 or more in drop, I can call whatever unit from the drop.  Good card for building up my board.)
4x: Commodore Blueblood (Rear guard skill is if I have another Blueblood in drop, it gains 4k.  Its other skill is that when it hits, I can retire this unit and draw 2 cards and discard a card.  Good way to plus one and build up the drop zone.)

Grade 1's:
4x: Dandy Guy, Romario (Rear guard skill is that it gains 4k if I have 10 or more cards in drop zone.  Second skill is that when rode upon, counterblast and put a card from hand to soul to mill 3 cards and return a card from drop zone to your hand.)
4x: Dancing Cutlass (This unit can call itself from drop to rear guard by binding another cutlass from drop.  Plus it counter charges when called this way.  The deck is counterblast heavy, so that extra counter charge really helps.)
2x: Evil Shade (Rear guard skill is once per turn that I can call a unit from drop by binding the card with the same name as the unit called by Evil Shade's skill for a counterblast.  Good way of calling my Flanger or Skull Dragons from drop.)
2x: Norman the Ghostie (This unit can retire itself and mill 2 cards from my deck to give another unit an additional 10k.  Good for adding more power to my Bluebloods for more pressure or Flanger.)

Grade 0's:
4x: Knight Spirit (Critical Trigger)
4x: Mortal Mimic (Critical Trigger)
4x: Gust Djinn (Draw Trigger and Sentinel)
4x: Rick the Ghostie (Heal Trigger)
1x: Guiding Zombie (Starting grade 0 when rode upon you draw a card)

Thursday, September 20, 2018

Tachikaze Roar!

Hello Cardfighters!  Major Spades here with another deck profile.  From now on, I will try my best to post content ever week with probably one or two post that will include deck profiles and tournament reports with my standard decks.  Mostly going to be my Oracle Think Tank deck since I need practice for Chara Expo, but I will try my best to post reports on my other decks.  This time around its my standard deck for Tachikaze.  I love Tachikaze when they first came out because I love dinosaurs, and they remind me of the anime series Zoids.  I love the new mechanic for Tachikaze which is called equip gauge.  What this mechanic does is that certain skills on cards for Tachikaze places the top card face down under a unit.  You may also look at the face down card when placed under the specified unit.  This mechanic is quite unique, and cards with skills that put gauge under a unit gains power for each gauge or lets me add those gauges to my hand.  Another thing is that any remaining gauges under a rear guard that can't be added to hand end up going to the drop zone.
  Mainly the deck gains power and lets me build hand advantage.  There is a lot of gauging, swapping and retiring, but I will do my best to clarify those mechanics further into the deck profile.  This clan is also a clan that utilizes the accel gift which lets me get an additional rear guard circle for more attacks.  In this deck, I play critical triggers in this deck.  I don't play front triggers where it gives all my front row rear guards 10k.  This deck is meant to kill my opponent as quick as possible with huge rear guards.  The setback to Tachikaze is that our equip gauges could be triggers, and it sucks to lose triggers from deck.  Its good guarding but sucks to lose one or more triggers from deck. Lets get into the deck profile:

Grade 3's:
4x: Ravenous Dragon, Gigarex (My main grade 3, and this unit lets me put up to one card from the top of my deck to each of my rear guards as an equip gauge, and it gains 5k for each of my rear guards.  Gigarex's last skill lets me discard 5 equip gauges from rear guards to deal a damage to my opponent if they are at 4 or less damage.  Not only this card becomes big from his skill as a Vanguard, but the damage skill helps out whenever I am behind.  I rarely use the skill if I have the opportunity to use it.)
3x: Tyrant, Deathrex (Vanguard or rear guard this unit gains 10k for each equip gauge attached to one of my rear guards it retires for a soul blast.  In addition, I get to retire one of my opponent's rear guards.  Very good card on rear guard or accel circle.  Best target to put a critical on.)
1x: Savage King (Rear guard skill.  This unit lets me move all my equip gauges from one rear guard to Savage King, and it gains 5k for each equip gauge under it.  Very good beat stick and pressure card on both rear and accel circle and another target to put a critical on.)

Grade 2's:
4x: Ravenous Dragon, Megarex (When attacking on Vanguard or rear guard circle, this unit lets me retire one of my rear guards and lets me draw a card.  If its on rear guard, I can put an equip gauge under it, and it gains 5k for each equip gauge under it for a counterblast.  Another potential beat stick and a target for Deathrex once I stack a lot of equip gauges to it.  It is also a combo piece for my Blightops and Laceraterex once when I discuss it further in the deck profile.)
4x: Assault Dragon, Blightops (When its retired, this unit lets me add up to 2 equip gauges from it to my hand as a rear guard for one counterblast.  Very good target for my Deathrex, Megarex or Sonic Noa.)
4x: Savage Raider (When placed from hand to rear guard, it lets me put an equip gauge to an other rear guard.  Second skill, when it attacks, I can move any number of equip gauges from a rear guard to another, so I can move a gauge or two to another rear guard with a lot of gauge, so they can be retire fodder for my Deathrex or gauge fodder for Savage King.)
1x: Attempt Mammoth (Rear guard skill.  This unit forces my opponent to guard with two cards from hand whenever they are guarding for Mammoth's attack.  The set back to this card is that it needs a gauge to stay alive otherwise it dies if I have no equip gauge onto it.  That's why Gigarex is suppose to be my main grade 3, and its very good on an accel circle.)

Grade 1's:
4x: Sonic Noa (Rear guard skill is when it is boosting a unit, put an equip gauge under the boosted rear guard.  Its Vanguard and rear guard skill is that when it hits while attacking or boosting, retire one of my rear guards and draw a card.  This card has a very good combo with Laceraterex and Blightops cause I can stack a gauge or two for them and retire one of them, and I can add up to one or two gauge to hand depending on the unit while I draw and extra card from Noa.  Even if I have alot of gauge under Blightops or Laceraterex, I can look at them and choose which ones to add to my hand.)
4x: Vicious Claw Dragon, Laceraterex (As a rear guard when placed, I get to equip a gauge under it.  When retired, I get to add that gauge to my hand for a soul blast.  Good target for Sonic Noa and Megarex to plus from their skill and add a gauge from it to hand.)
2x: Winged Dragon, Skypero (As a rear guard, When it get retired, I can add it back to my hand for a counterblast.)
2x: Winged Dragon, Beamptero (As a rear guard, when retired, I can give 3 of my units 3k.)

Grade 0's:
4x: Black Cannon Tiger (Critical Trigger)
4x: Savage Aggressor (Critcal Trigger)
4x: Archbird (Draw Trigger and Sentinel)
4x: Savage Shaman (Heal Trigger)
1x: Dragon Egg (Like most starting Vanguards, They let me draw an extra card when rode upon.)

Thursday, September 13, 2018

Foresee the Future Oracle Think Tank

Hello Cardfighters!  Major Spades back from the hiatus from my depression and motivational problems.  I been having problems coping with my depression and schizophrenia for a long time, and I am sorry if its too much information to you guys and my hiatus, but I will do my best to post as much content as possible.  From the past, I have been posting some G era decks.  I have stopped playing G era ever since the last support for Gears came out.  Now I have been playing standard.  So far I love standard.  I love that now perfect guards are draw triggers, so I plus when I trigger them, and they are a perfect guard.  It gives me a lot more options to fit other units in my deck rather than having them be grade 1 units.  I love that now grade 3's have the ability to grant imaginary gifts.  There are 3 types of imaginary gifts which are force, accel and protect.  Whenever you ride a grade 3, you acquire these gifts.  Force lets you choose any rear guard circle and give that circle 10k for the whole game during your turn.  Accel gives you an additional rear guard circle for more attacks.  Protect is literally adding an additional perfect guard to your hand, and my clan deck profile uses protect.  Standard to me is more luck based err well my deck profile is more likely my clan forging my luck.  So far until this day Oracle Think Tank has been my competitive deck for all local and big tournament events for Cardfight Vanguard standard.  My build isn't traditional like other standard OTT decks.  It's more pressure based.  I do have other decks for standard which are Tachikaze and Granblue.  Future decks I want to build for standard are Pale Moon, Dark Irregulars, Gold Paladin and Great Nature.  Lets get into the deck profile.

Grade 3's:
4x: Imperial Daughter (This unit lets you look at the top 2 cards of your deck, and you have the choice to put one in hand and one in soul or stack it on top of the deck for one counterblast.  Also, her skill when she rides on top of another grade 3, she gains 15k and a critical.  Last, her final skill to soul blast to give a unit 6k really helps to give units additional power to get to magic numbers.  She is the second grade 3 I ride after my ideal ride to CEO Amaterasu, and she comes in clutch stacking a trigger on top of the deck and adding a card to hand and that 15k and crit.)
4x: CEO Amaterasu (This unit lets you draw a card and lets you check the top card of your deck, and you have the choice to put it on the top or bottom of the deck for one counterblast.  She also gains 5k for every time you look at your deck on Vanguard or rear guard.)
2x: Victorious Deer (This card is my win condition.  Soul blast a grade 3 and discard a card from hand to look at the top 7 cards of the deck, and you reveal up to 2 critical triggers and stack them on top of the deck while you shuffle the rest at the bottom of the deck, and all your units gain 10k.  This card won me soo many games.  It develops soo much pressure, and it lets my opponent drop soo much cards from hand and perfect guards.  I try my best to keep deer alive unless I have another in hand, so I can use the skill multiple times.)

Grade 2's:
4x: Promise Daughter (This unit gets an additional 6k when attacking the Vanguard.  She also can't be retired by skills of other cards)
4x: Silent Tom (This unit gets 6k when placed for a counterblast, and his continuous skill prevents my opponent from calling normal units to guardian circle.  He is one of my pressure units where I can force perfect guards and triggers from their hand.)
3x: Battle Sister, Torte (This unit is 8k, but she gains 10k and an additional critical if I have 10 or more cards in my hand.  She is my other pressure unit, and she sometimes win me games along with Silent Tom.  I build up hand soo fast.  I know a lot of standard builds use Yellow Witch Meme and Sotoorihime.  Yeah Meme lets me look at the top card of my deck, but I have soo many cards that do that like Amaterasu, Imperial Daughter and Farfalle Magus.  She is a good card overall, but I like my way of pressuring my opponent to lose cards from hand from Tom and Torte.  Sotoorihime is good too, but I don't want to pay a counterblast just to draw into a card that I don't know before hand like a trigger.  She filters, but I don't want to drop a card from hand because I want to keep my triggers in hand for guarding, Imperial Daughters, and essential grade 2's like Tom, Torte and Promise Daughter.  Even if I draw a trigger, I don't want to discard a trigger for it.)

Grade 1's:
4x: Circle Magus (This unit lets me draw a card when rode upon for a counterblast.  My ideal grade 1 ride)
4x: Farfalle Magus (This unit lets me look at the top card of my deck, and I have the choice to leave it on top or bottom of the deck when she is placed on rear guard.)
1x: Luck Bird (This unit gets 6k and draws me a card for soul blasting 2 cards)
1x: Goddess of Tide of Times, Mizunohame (This unit gets 6k while boosting the Vanguard if my damage is 3 or more.  If I have her in my hand, I play her behind Vanguard, so my Imperial Daughters will hit for 26 without the 15k and critical or 41k with the 15k and critical.)
1x: Oracle Guardian, Gemini (This unit counter charges if I have 3 or more cards in my damage zone.  Before, I played 2, but I am trying out this card which is the next unit on this list.)
1x: Goddess of Forbearance, Ohmiyanome (I might be contradicting myself with my view on Sotoorihime, and I apologize for it, but she is my one tech card I am trying out with the deck.  This unit makes me draw 3 cards just for one counterblast and retire this unit, but she lets me discard 3 cards at the end of my turn.  I tried her for a bit, and she helps me filter and gain the hand size for Torte.  It also helps me rearrange my hand if I need more triggers for big attacks like Dragonic Waterfall where it gains 10k and a critical just for soul blasting a grade 3, and it prevents me from using perfect guards from hand.  Ohmiyanome helps with situations where I need to guard with trigger units.  I am trying her out just to see how well she does in my deck.  If I don't like it, I will return Gemini to 2.)

Grade 0's:
4x: Psychic Bird (Critical Trigger)
4x: Oracle Guardian, Nike (Critical Trigger)
4x: Weather Forcaster, Miss Mist (Draw Trigger and Perfect Guard)
4x: Sphere Magus (Heal Trigger)
1x: Lozenge Magus (Like most of all starting grade 0 units they let you draw a card when you ride on top of this unit.)

Tuesday, August 1, 2017

Content Update 8/1/17

It's tough to remember to share updates on multiple platforms, so here's a compiled list of content that was uploaded to our YouTube channel.


Cardfight!! Vanguard AMV
https://www.youtube.com/watch?v=iLNKwrL-yXc

Budget Bermuda Triangle Deck Profile [Spica Harmony]
https://www.youtube.com/watch?v=YsTF2dzv9fI

Neo Nectar Deck Profile [Ahsha//Marjukka feat. Augury Maiden, Ida]
https://www.youtube.com/watch?v=0WfZ-80FVIE

Cardfight Montage
https://www.youtube.com/watch?v=1pJ4x-WsqFI

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