New Shadow support has been revealed so let's see what it can do for our previous build of revengers. (Not all new content will be updated versions of older decks I just found that all the other shadow budget options hover too close to the Legend Deck as it comes so if you are looking for another good budget deck you should definitely check that out at $30 its a great buy)
Winning Image: Crit pressure with legion and Peredur.
(Image Courtesy of Cardfight Wikia)
The main boss of the deck Cormack provides an easy way to get extra criticals for the low cost of 1 unit. This is going to provide lots of on hit pressure and force your opponent to drop cards early than they want. The other main purpose of this card is to legion to provide extra advantage of off Teyrnon and his mate Macart.
(Image Courtesy of Cardfight Wikia)
The back up boss is Peredur again, but he's gotten so much better he's almost at main boss level if it weren't for the deck relying on relegioning from Cormack. The card that changed it all was Finegas the LBE for Shadows. Finnegas can call the LBE behind him using his on-ride skill which lets you hit his LB4 skill of +10k and +1 Crit while your opponent is still at Grade 2! The skill also fills up the drop zone for legioning later with Cormack so there is pretty much no downside to that play. Unfortunately Peredur's effectiveness dies off quickly so you'll want to switch to Cormack ASAP.
Deck List:
Starter: Frontline Revenger, Claudas (0.20)
6x Crit
6x Draw
4x Heal
G1s:
4x Little Skull Witch Nemain (1.50)
4x Transient Revenger, Masquerade
4x Tempting Revenger, Finegas
1x Branbau Revenger
G2s:
4x Fighting Spirit Revenger Macart (5.00)
4x Wily Revenger Mana (0.50)
4x Adroit Revenger, Teyrnon (0.30)
G3s:
4x Ambitious Spirit Revenger, Cormack (1.10)
4x Halberd Revenger, Peredur (0.60)
G4s:
Final Cost: $36
Deck Comments:
This time the deck is much more focused on generating crit pressure with the vanguard to end games quickly. because of this we use a 6 Crit 6 Draw trigger line-up. This should give use the cards to keep up a field while having enough crits to be scary. Next you'll notice there is almost no ways to use CB in the deck. The only ways are Teyrnon and Peredur. This won't limit your ability to act no matter your damage. It is also to save CB for Teyrnon which can be used in multiple (if you have multiple out) when you legion. Lastly while most of my decks recently have used strides this one forgoes them. preferring to use extra grade 3s to relegion for more Macart/Teyrnon activations or to discard to PGs.
Match ups:
Overall Performance:
I didn't get to play many games with this deck but as you can see from the video oh man is it brutal. The deck is an mid game power house hitting extremely hard with crit from the moment your ride grade 3. Masquerades help apply some pressure early to make your crits even more effective. I think the deck is positioned extremely well in the current meta game as pressuring your opponent right from the get go either makes them guard so they don't have enough cards to play their game or gets them to high damage where they are forced to guard. If you are looking for a competitive budget option this is your guy. I would suggest adding the cards I suggest below :)
Tips for Mastering:
- Manage your aggressiveness since you need 2 cb to do the combo with Peredur you might not want to go offensive if you think your opponent will attack your rearguards.
- Be careful about calling macart and teyrnon before they are effective since you'll leave them open to attacks. the same can be said for mana incase you can't use her superior call skill.
- Almost never swing at rearguard you need to pressure the vanguard due to your lack of late game.
Tips for adding money:
Surprise Surprise the first thing I'm gonna say is to flesh out the stride zone. The cheapest strides are the commons Phantom Blaster "Diablo"s from the Legend Deck. You'll need one other stride to hit the requirement for Diablo so I would suggest Efnysian. You can use him in combination with Peredur to fetch out a fodder and then immediately sacrifice it. It will also provide on hit pressure which gives your opponent another reason to guard after all the crits on everything else. Once you finish up the stride zone you should consider swapping out Masquerade's for Stride Fodders. This will let you have a healthy ratio of options to choose between striding or relegioning. But it weakens the early game. Overall it should be an improvement as you don't call too much early to get 2 damage from peredur for his combo and it really adds a more consistent late game.
Do you have any comments on the deck? Want to request a budget deck from me? Please leave a comment and help me help you.
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Thanks for reading,
Chris
Why do you use claudas as the starter?
ReplyDeleteGood Question! Well tbh none of the generic starters do anything for the deck. you could make the argument that Dark Goat helps get more grade 3s for re-riding or striding once you flesh that out but still none are super useful. Then the revenger starters spinbau only works for peredur and judgebau and claudas don't do anything for the deck. What it comes down to is that Claudas/Judgebau is fodder for Peredur's limit break meaning you have to commit one less card from hand to do that skill early. Which I thought was more important for this deck which doesn't have strides.
DeleteOut curiosity, why would someone play this deck over an Ancient Dragon Tachi deck?
DeleteCause Shadow Hype! Hahaha JK thats actually a good point they do very similar things. I think what it would come down to is advantage versus multi attack patterns. And a little bit about consistency. If you look at the decks Tachi gets its rearguards back during the battlephase this can provide multiattacks to wear down the opponent's resources. Whereas the Shadows are going to try to be building advantage using mana mackart and peredur which will make it easier to guard and less of an all aggro strategy in my opinion. I also think that the Shadow deck is slightly more consistent being able to superior call the LBE from the deck with Peredur and not needing a specific unit for Cormack to gain crits. Atleast thats my take on it. What are your thoughts?
DeleteHmm, when I sit down and think about it I suppose I prefer Tachi's version of this "mechanic" slightly more for a few reasons. One being that even though shadows can do it about one turn earlier and easier they still minus to do it, so an early perfect guard can really mess up the play. The argument could be said that you forced a perfect guard on an atk that your opp would have no guard but at the end of the day at best you soft plussed one out of it. Tachi on the other hand have a way to mitigate the loss, which allow them to not only do the crit plays more often but also get a stronger atk out of it (there is also the potential of more crits).
ReplyDeleteI can get behind that, though I would have to say that Shadow's also mitigate their losses via superior calling which leaves cards in hand rather than on the field. Though over all I do agree that they minus more than Tachis do overall. However that being said Tachi's and Shadows are so close to being the same clan >< This build is definitely good for someone who wants to play Tachi's but likes the aesthetics of Shadows better hahaha. Or likes the shadow strides better (If you go on to complete the deck.
DeleteThat's a good point, I nvr rlly considered aestetics and stride for shadows is a finisher that this type of deck would greatly enjoy. I'm rlly curious to see how bushi will change Tachis in the future to cause them to become a lot more unique.
ReplyDeleteMe too! I'm thinking that they will focus more on the power aspects rather than calling back for extra effects. (going back to older tachikaze style things like Skyptero) I think that will solidify their difference from shadows who sacrifice for extra cards which is kinda the same as reviving them. kinda like how Narukami and Kagero both retire but Narukami focuses more on a power gaining/Mass retire approach where kagero has a more controlling style.
Deleteif to add money to it, would using mordred, and the dragruler stride help?
ReplyDeleteI think the dragruler stride would help but I would be hesitant to include mordred since the deck is mostly about being an early-mid game powerhouse and mordred slows you down a lot.
Delete