Showing posts with label Stride. Show all posts
Showing posts with label Stride. Show all posts

Monday, August 17, 2015

Budgetguard 29: ASURA KAISER ft. NoMgc

Hey Cardfighters,

This week's deck is a budget Asura Kaiser Build! Shout outs to NoMgc for requesting the deck and for being a long time follower of the blog (definitely one of the first). Its been a long time since the suggestion but I haven't forgot about it. Since I just finished up all the clans from G-BT03 here it is!

Winning Image: Check your grade 3s!!!

G-FC01-015EN-RRR
(Image Courtesy of Cardfight Wikia)
     The boss of this deck isn't a grade 3, it is the Stride unit specialized for Asura Kaisers. His ability is just absolutely insane. Restanding both of your rearguard columns for checking a grade 3 while at the same time putting a grade 3 back during the main phase to increase your chances of doing so. What really pushes him over the edge are the asura support rearguards which gain +3k when your unit restands during the battle phase. Meaning these guys get +12k when War Deity goes off and come in both the grade 1 and grade 2 variant. Hopefully you'll be able to stride this every turn.




Deck List: Transmigrating Evolution, Miraioh
4x Crit
8x Draw
4x Heal

G1s:
4x Twin Blader (3.50)
4x Bear Down Samurai
4x Final Wrench
1x Dancing Wolf

G2s:
4x Daredevil Samurai (0.25)
4x Beast Deity, Golden Anglet
4x Extreme Battler, Sazanda

G3s:
4x Asura Kaiser (3.00)
4x Extreme Leader, Mu-sashi

G4s:
4x War Deity, Asura Kaiser (3.00)
2x Meteokaiser, Vic-ten (0.50)

Final Cost:  $40.00

Deck Comments:
     There are a few things to note about the deck. The first is that every rearguard gains power when it restands. This is important because it makes your field super, super consistent. No matter what you are using you are guaranteed high powered restands. Next is the Starter we are using the grade 3 searcher even though we want to check grade 3s because we want to ride Asura Kaiser over Musashi all the time. Speaking of Musashi he is helpful as the deck doesn't use any CB what so ever so if you need to take out a few rears switch into him and pop pop pop. Lastly is the triggers. Running 4 crit EIGHT DRAW seems kinda odd in a deck that you want to check grade 3s in but it works well for a multitude of reasons. First, there are no stride fodders in the deck so by running so many draws it will increase our ability to consistently stride. Second, The deck is insanely rearguard dependent and so draws not only will count as boosters but will net you another card to call down. And lastly you don't need to be worried about drawing grade 3s because you can use them to stride as I said and the draws lower the total deck count. A low deck count makes War Deity Asura's ability to return grade 3s to the deck more and more effective as the game goes on. I contemplated running quintet walls to amplify this thin the deck type Idea but with so little 10k shield triggers I think it would almost never be able to guard anything.


Match ups:


    Overall Performance:
         I really love this deck, its super fun and I think the chance based play on getting that grade 3 is exciting. You're really hoping to get it and your opponent chanting "Please no." in their mind. Other than it being a blast to play it is actually extremely powerful. It is a little inconsistent due to the grade 3 checking gimmick BUT when you get it I think its at least on par if not as powerful as the Sanctuary Guard deck especially if you have any Samurai on the field. As I mentioned in the video the high grade 2 count and draw triggers lend to a fantastic grade 2 game which can lead to an instant win if you follow up with War Deity's skill activating. The current version is a little inconsistent as you can't always ride Asura Kaiser and turns that you can't stride really hurt, but if you follow the tips for adding money I think it can definitely be a dark horse competitor as the huge attacks give it a decent shadow match up.


    Tips for Mastering:

    • Sometimes using War Deity, Asura Kaiser isn't the best option. (too many grade 3s out, not enough field. In these cases not striding or using Vic-ten can be just as good.
    • Don't be afraid to call Grade 3s as rearguards, if you stride using other cards you can call a over your grade 3 to get in the drop zone for War Deity's skill. 


    Tips for adding money:
         ABSOLUTELY THE FIRST THING~~~ get a play set of Immortal, Asura Kaiser. This makes War Deity so much more consistent and provides and excellent fall back skill if you can't stride. Next I think you want to add in some ways to use counterblast. there are a few options. I think the best is Cool Hank because he allows you to still have punishing turns even if you don't check a grade 3. Other options could be Magical Gambler or Magician Girl, Kirara for more power or more draw. Finally the last change should be adding the last 2 strides. Personally I like Victoplasma in this spot. I think it guarantees powerful attacks to finish your opponent off. The CB2 is never an issue since you hardly use any CB, under normal circumstances. Other options would include more Vic-ten to provide on hit pressure or Tribrut, which I don't recommend as there are little to no ways in the deck to enable his skill.

    Again thanks to NoMgc for his suggestion to try a budget version of this super fun deck :)

    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

    Monday, July 13, 2015

    Budgetguard 24: Saint Seiya Liberators

    Hey Cardfighters,

    Gold paladins that resemble Gold cloth saints.... Coincidence? I think not! Channel the powers of the zodiac to gain power and superior call your allies!

    Winning Image: Power Columns using our Boss' main skills.

    BT16-036EN-RBT16-034EN-R
    (Image Courtesy of Cardfight Wikia)
        These guys are totally gold cloth saints..... but as the main focus of the deck let's see what they do! Coil is the star here with a legion skill of CB2+Legion persona blast (same name as a card on your vanguard) to look at the top 4 cards of your deck and superior call 2 to separate open rearguard circles. Then those units +5k each. This effect lets you build your field as well as creating power columns to push your opponent to high damage or to finish them off. Trahern can give 2 of your rearguards +2k when he is called while you are in legion. This can be useful for getting to the right numbers.

    FC02-007EN (Sample)
    (Image Courtesy of Cardfight Wikia)
         The second grade 3 we choose is Margaux. This choice is for consistency. His effect is almost identical to Coil's except that it requires you to to especial CB liberators and return a liberator from the field to the bottom of you deck and its limited to LB4. Having another copy of the field building power gaining effect is extremely useful as it helps you have the same game plan regardless of what grade 3 you ride. Margaux is also useful for late game when you only have 1 open rearguard (the cost will open up a second.) and if you don't have any copies to discard for Coil's Effect.



    Deck List:
    Starter: Koronagal Liberator
    8x Crit
    4x Draw
    4x Heal

    G1s:
    4x Starry Skies Liberator, Guinevere (0.25)
    4x Holy Mage Bryderi (4.00)
    4x May Rain Liberator, Bruno (1.40)
    1x Knife Throwing Knight Maleagant

    G2s:
    4x Shower Liberator, Trahern (0.20)
    4x History Liberator Merron
    4x Taciturn Liberator Brennius

    G3s:
    4x Murasame Liberator, Coil (0.20)
    4x Twin Blade Liberator, Margaux (0.30)

    G4s:
    4x Fast Chase Golden Knight, Cambell (1.13)

    Final Cost: $29.92

    Deck Comments:
         Let's start top down. Cambell is useful as a cover before you hit legion or limit break. Merron is a key card to dig for stride fodder or another copy of Coil to repeat the effect. Brennius helps hit even higher numbers as well as providing on hit pressure which will unflip precious counterblasts. Unflipping perfect guards are used to secure extra eounterblasts. Guinevere will provide extra defense and a use for your CB if your field is already filled. Bruno is for more power columns and Maleagant is to help with counterblasts. Lastly Koronagal is the starter because simply having it behind vanguard when using Coil's skill will pump up your VG column to 33k.

    Match ups:


    Overall Performance:
      
         I really enjoy playing this deck. It has the ability to create extremely strong rearguard columns which you can see in the video. Combined with stride provides excellent change ups in your tactics as well as building your field. I think the deck might be a little weak compared to some of the stronger top tiered decks but it definitely packs a punch and does so extremely consistently due to the nature of the grade 3 line up. The major downside of the deck is that Coil and Margaux need you to call into open rearguard circles so the deck can't really do much if you already have a full field.

    Tips for Mastering:


    • Balance calling rearguards from the field and from Coil's or Margaux's skills to benefit from the superior calling while remaining aggressive.
    • Pick and choose your timings. Using Coil is best used early because it can pressure your oppponent to high damage quickly. Margaux shines late game as returning a liberator to the deck can open up the 2 spots you need for superior calling. Interweaving strides with these gives you a lot of options.
    • Becareful with the PG and Maleagant. Since they aren't liberators they can mess up your counterblasts for Margaux. 


    Tips for adding money:

         First I would suggest filling out the stride zone. Basic additions would just be to add 4x Rain Element, Madew. Since he lets you recycle Coils for the discard superior call effect. If you are worried about super retiring matches and don't think Coil and Margaux will be able to keep up I would try 2x Spearcross Dragon. The rest of the deck doesn't need much to improve it other than possibly switching Merrons with Phallons (12k attacker for liberators) to get consistent 16k+ attackers via G3 skills. and possibly switching out the non-liberator units just to make Margaux's LB as consistent as possible.

    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.

    If you want to be updated on the latest information and be notified about new posts click the link below and like the Vanguard Central Facebook page.

    For updates and premium content become a Patron at Patreon

    Thanks for reading,

    Chris

    Wednesday, July 8, 2015

    Budgetguard 23: Bermuda Bounce

    Hey Cardfighters,

    This week we look at the lovely and quite expensive mermaid clan of Bermuda Triangle. I had to work around a lot with this clan to come up with a budget build but here it is!

    Winning Image: Bouncing units to gain power and draw cards.

    G-FC01-044EN-RR
    (Image Courtesy of Cardfight Wikia)
         The main goal of this deck is to be able to repeatedly stride this unit which is why I have put it as the main boss card. The reason for this is that many of the more powerful boss cards in Bermuda triangle are too expensive or just expensive enough to prevent me from running PGs along with strides. Also being able to bounce 2 cards for free is crazy good when we look at cards like peace which will net you even more cards.

    FC02-023EN-B
    (Image Courtesy of Cardfight Wikia)
        The primary grade 3 of this deck is Ciao, This is mainly because she is inexpensive money wise and gives us the duo name. The second reason is for her limit break ability which will let you bounce two units with the same name. Provided that you have the right field set up then you should be able to gain power while adding extra cards to your hand.



    Deck List:
    Starter: Duo Lovers Singer, Darling
    8x Crit
    4x Draw
    4x Heal

    G1s:
    4x Duo Petit Etoile, Peace (0.20)
    4x Mermaid Idol, Elly (5.00)
    4x PRISM-Duo Yarmouk
    2x Duo Clear Parason, Kura

    G2s:
    4x PRISM-Duo, Avon
    4x Duo Kelpie Jockey, Syr Darya (0.50)
    3x Duo White Crystal, Ricca

    G3s:
    4x Duo Delicious Girl, Ciao (0.30)
    4x Duo Lady Canotier, Salinas

    G4s:
    4x Legend of the Glass Shoe, Amoris (2.75)

    Final Cost:  $26.25

    Deck Comments:
         This deck focuses on two types of cards. ones that get effects from bouncing and ones that are gaining power whenever another unit is bounced. By focusing on the cards that draw first you can set up an appropriate field for getting large power boosts. Its a little pet peeve of mine to have cards that draw more cards that draw cards. This is why we include the power gainers and Salinas who can discard your extra cards to gain power. There are also a few unflipping sources (Kura and Ricca) which will help you continue drawing using your Peaces even when you aren't able to draw 3.


    Match ups:

    • VS. Aqua Force (Loss)
      • I got to go first and I started of with riding Kura beause my other grade 1s were important to my main strategy (yourmak and peace). I do an early rush at grade 2 but he guards to stop me. A 10k attacker comes out for him. I respond by calling the rest of my field and using Darling to get some draw power going with my 2 Peaces and powering up my Avon. He gets to grade 3 and strides with the Maelstrom stride but isn't able to get off a 4th battle. I ditch a 2+1 to stride and bounce a ricca and peace to continue drawing. 4-3. He rides into Glory Maelstrom setting up the crossride and uses the Maelstrom stride again. I have the perfect guards to live through the turn. 4-4. I stride again bouncing both peaces to draw. I call Kura to set up my next turn with more counterblasts. His crossride status really messes up my numbers and I'm unable to make a good push. 4-4. He strides into lambros this time. I barely survive but he got a heal which is gonna make this hard. I stride and draw more with my peaces. He no guards but I get the cursed draw trigger and draw the crit I need to finish the game. His crossride makes guarding my attacks easy and I fall to lambros the next turn. 5-6.
    • VS. Aqua Force (Loss)
      • For some reason everyone is playing aqua force today... This time I'm playing second. I get a crit on my first drive check. 2-0. He goes on the offensive but I use my crit to guard. I reply with an aggressive field of my own, checking another crit and letting my rearguard hit which gets  aheal trigger. 4-1. He drive checks a heal on his turn 3-1. My turn comes and i go to stride setting up a weak field but double missed heal trigger puts him to 5 damage again. 5-2. He strides Tidal-bore and I protect my field from his attacks. Not having a grade 2 to stride I use Darling to bounce 2 Avons the make another weak field. I get no passed and can't break through his hand. With only 4 cards in my hand I can't stop lambros and thats game. 5-6.



      Overall Performance:
          The deck was okay. Its not incredibly powerful and its very dependent on drawing the right cards and having the right field setup. I would have to play around with the deck again to get the numbers right and make it less reliant on getting everything at the right time. I think there is potential for the deck but it just needs to have more consistency.

      Tips for Mastering:

      • Managing counterblasts is super important because you can't draw off peace if all your CB are closed off.
      • Don't be afraid to use Peace's skill even if you don't have all 3. The extra draw will help you get other important cards.
      • When you are bouncing cards choose carefully to maximize the power of your field. 



      Tips for adding money:
           The first thing you should probably do is choose a new boss card to power the deck through its non-stride turns. I would suggest using the Promo legions that came with the first G-trial decks or if your willing to drop a lot more money get some breakrides/Reits for restanding or powerful effects. The next thing will be to fix the cards as you don't hit powerful numbers. I would switch out Avons and Ricca's  for more powerful rearguards such as Rhone or the legion mate. Finally you should finish off the strides with Nectaria and maybe an Atmos or Blizza.


      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.

      If you want to be updated on the latest information and be notified about new posts click the link below and like the Vanguard Central Facebook page.

      Today's article is brought to you with the help of donations from our patrons at Patreon.

      Thanks for reading,

      Chris

      Tuesday, June 30, 2015

      Budgetguard 22: Neo Nectar Stride Deck

      Hey Cardfighters,

      This week I have a Neo Nectar Stride deck. I would have really liked to make a Musketeer deck but unfortunately a lot of the Musketeer support is quite expensive. But that is one of the things that you have to deal with when building decks on a lower budget.

      Winning Image: Create Power Columns with Multivitamin Dragon

      G-FC01-048EN-RR
      (Image Courtesy of Cardfight Wikia)
           The main goal of this deck is to consistently use Multivitamin Dragon to power up your cards and push your opponent to high damage. The effect is "When your unit is place on rear guard. then you can choose upto three OTHER units with the same name and give them +5k." This ability is really good to use while you are still setting up your field and sometimes for combos.

      G-TD03-002EN
      (Image Courtesy of Cardfight Wikia)
           Asha will be our main boss card for the deck she has a stride bonus skill to help you set up your field while at the same time providing power ups with Multivitamin Dragon. She also has a GB2 effect which gives all your units +5k as long as you control another unit with the same name as that unit. This is a useful finisher skill after having set up the field using her stride bonus skills or if you have nothing to stride with.



      Deck List:
      Starter: 2x Spring Waiting Maiden, Oz
      8x Crit
      4x Stand (Maiden of Daybreak)
      4x Heal

      G1s:
      4x 100% Orange (0.60)
      4x Valkyrie of Reclamation, Padmini (0.60)
      4x Melancholy Warrior, Onion

      G2s:
      4x Grace Knight
      4x Barrage Warrior, Watermelon
      4x Platycodon Musketeer, Evelina

      G3s:
      4x Ranunculus Flower Maiden, Ahsha (2.70)
      4x Maiden of Frilldrod (0.25)

      G4s:
      4x Sacred Tree Dragon, Multivitamin Dragon (0.50)
      4x Flower Princess of Spring, Arborea (2.50)

      Final Cost:  $28.6

      Deck Comments:
           I think this deck is pretty straight forward. Using Onion we will guarantee calls to gain power boosts each turn with Multivitamin Dragon. The grade ratios are a little odd but it is to make sure that you always have a copy in the deck ready to call with an effect like Ahsha. The grade 2s are all capable of being 11k hitters with a little bit of set up. This is important for hitting the correct numbers with our main booster Onion and to synergize with stand triggers.

      Match ups:

      • Vs. Liberators (Win)
        • I get to go first riding my perfect guard. The next turn I ride and call padmini to grab ahsha from the deck revealing my frilldrod  and discarding a crit trigger to guarantee my striding. He takes both hits 2-1. He calls a rearguard column and rushes vanguard I take 1 and guard the other attack. 2-2. I ride ahsha and call evelina into the column with padmini. He takes rearguard and guards vanguard 3-2. He rides the gancelot breakride and attacks without striding (I assume to save his grade 3 for breakriding next turn. I guard my rearguard evelina and take his vanguard attack. I draw and ahsha which I use to stride Multivitamin Dragon copying a padmini. I then call my frilldrod in front. I attack with frilldrod's column first which he lets hit. This allows me to copy an evelina over my frilldrod powering up the other evelina and making the m11k attackers. I swing with the new evelina first then vanguard. Get a stand. Attack him again for 16k and then my 28k powered up column. Brutal multi attack turn ends at 5-3. He goes for the stride this time I assum to try to crit me out. Then he attempts to use blaster blade liberators skill that he called last turn. He realizes his mistake and leaves. I count it as my win because I had a PG for his Atmos and replacement rearguards if he wants to attack my rears.
      • Vs. Genesis (Win)
        • I mulligan greedily to keep padmini and onion and ahsha in my hand. I don't get my grade 2 but I G-assist and hit it. so it doesn't work out too bad. My opponent goes crazy with grade 2s on his turn. I take the first one and get a damage trigger. He doesn't hit any triggers on his vanguard attack and it completely nullifies his turn. I ride to grade 3 and attack his vanguard. Stand triggers not being super useful with no rearguards. He G-assists too but misses. He uses his G3 searcher and calls boosters. 2-2. I simply call Onion on my turn and then attack him getting a critical trigger. 4-2. He strides into doom brace soulcharging more with orange and calling a rearguard. I protect my precious onion from his rearguards and take the attacks to my vanguard. 4-5. Spoiler Alert Crazy Combos incoming. Unfortunately I draw an onion so I can't go super crazy. But I stride multivitamin using Ahsha to copy Onion to the other rearguard column, which gives the original power. Then main phase starts and I use onions skill to copy again giving power to my two other ones. I then call an Ahsha from my hand over the newest onion (its the weakest) and copy it using my starters skill. This leaves me with two 27k columns along with vanguard attack. He takes the first attack PGs vanguard while I get a stand and crit. He takes one attack and gets the 6th damage heal. and has enough to guard my last attack. He goes into doom brace again getting a booster. I PG his vangaurd attack and use up most of my hand guarding his other attacks. It looks bad because I don't have anything to stride with and I'm at GB1 only so I can't use Ahsha's GB2 skill but I top deck a grade 3 like a boss and while I can't use Ahsha's skill since all my copies are out I use my stand trigger and call the last onion in my hand to make 27k columnet on both sides. He doesn't have enough guard so he takes the first attack and that's game.



        Overall Performance:
             The deck performed well beyond my expectations. Onion's self calling ability works extremely well with Multivitamin Dragon's ability and the plethora of 11k attackers synergizes extremely well with stand triggers. Maiden of Frilldrod allows for multi-attacks if it hits while powering up your other rear-guards with Multivitamin's skill. The deck has a lot more synergy than you would initially expect and this brings it into the realm of being competitive. I believe that creative and skillful use of Multivitamin Dragon can bring the deck to power levels on par with Sanctuary Guard Dragon.

        Tips for Mastering:


        • The First and most important thing is to learn to play with Multivitamin's skill to get extremely powerful columns.
        • Next you should work on balancing your early aggro with keeping important rearguards in your hand so that you aren't messed up too bad by people attacking your rearguards or retiring them.
        •  Lastly you need to learn when to use Arborea and when to use Multivitamin. I think that Multivitamin will almost always be the correct choice as you should be able to set up your field nicely if you combine Ahsha's skill with your Starter. That being said in retire heavy matchups Arborea has definite advantages.


        Tips for adding money:
             The first thing that I think will add a lot of consistency is to change out one of your grade 2s for the Amber clone 'Maiden of Gladiolus" She serves as an important card for filling up the field against controlling clans and adds to your ability to do Multivitamin Combos. The second is to get a 1-2 Primavera's for the Stride zone. She will be super important against retire match ups as she can fill your field from just two rear-guards and returns cards to the deck guaranteeing that you have more copies to call. The last decision will be up to you, but you may want to consider adding 2 blizza to the stride zone to be able to guarantee GB2 off the first stride and a strong vanguard push if games go long.

        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.

        If you want to be updated on the latest information and be notified about new posts click the link below and like the Vanguard Central Facebook page.

        Today's article is brought to you with the help of donations from our patrons at Patreon.

        Thanks for reading,

        Chris

        Monday, June 22, 2015

        Budgetguard 21: Bigbelly Great Nature

        Hey Cardfighters,

        In honor of Budgetguard's 21st week (albeit a little late) and now being of legal drinking age. Just pretend weeks are like birthdays :D This weeks deck is a Great Nature deck based on Famous Profesor BeerBelly... uhm I mean Bigbelly!

        Winning Image: Pressure your opponent with on hit draw skills.

        G-BT02-008EN-RRR
        (Image Courtesy of Cardfight Wikia)
        The new face of Great Nature, Bigbelly! His most important skill will be his Stride bonus skill which lets you choose two units and give them +4k and if a units attack hits in the same column as this unit and its power is 20k or greater you can draw a card. This skill has two important points. 1. You need rearguards when you stride for it to be useful. 2. Most people will put it on either column to make double pressure attacks but if you put the effects on the same column you can get a super pressure column which lets you draw 2 cards. The deck is focused on the 2 in the same column aspect which is why you will see stand triggers for insane pressure and no units that retire to keep a field nice for Bigbelly. He also has a GB2 skill which is when he attacks he can give one of your units +4k and and the end of the turn you retire it and draw a card. This effect is less than ideal and we will try to avoid it.


        Deck List:
        Starter: Acorn Master
        12 Stand
        4 Heal

        G1s:
        4x  Contradiction Instructor Shell Master (4.00)
        4x Mohawk Hyena
        4x Diligent Assistant Minibelly (0.30)
        2x Tick Tock Flamingo

        G2s:
        4x Capable Assistatn, Guru Wolf (0.30)
        4x Set Square Penguin (0.30)
        4x Malicious Sabre

        G3s:
        3x Famous Professsor, Bigbelly (5.50)
        4x Contradictory Instructor, Tusk Master

        G4s:
        4x Omniscience Dragon, Wisdom Teller Dragon (0.50)
        3x Immortality Professor, Phoeniciax (0.50)

        Final Cost:  $39.6

        Deck Comments:
            12 STANDS??? NO CRITS??? if you get enough power the stands should essentially act as crits and if you got the correct set up you might also get to draw 2 cards. There are some other odd choices too I suppose. Mohawk Hyena will let you hit really big numbers to increase the pressure from bigbelly's skill. Guru Wolf enhances big belly's skill by making a draw 3 column and Malicious Saber works well because he only needs 2 boosts to get to 20k and reach bigbelly's power requirement. Unfortunately the Budget doesn't allow for 4x Bigbelly but the grade 3 searcher should help a lot with that.

        Match ups:
        • VS. Tachikaze (Loss)
          • I go second and I try to go for an aggressive start moving Acorn master into a side column and calling mini berry to get big berry and be an attacker. This doens't work out too well for me as he calls 2 attackers, crits me and kills my miniberry. 1-3. I don't have many grade 2s so I go for a rearguard which he guards with his crit. I try to guard as much as I can but his 3 attacks prove too strong. 2-5. Without a field bigberry proves quite useless and while I manage to live the next turn using two perfect guards I don't have much left in my hand. 3-5. I stride but his triple trigger proves to be too much defense and I die quickly the next turn.
        • VS. Granblue (Win)
          • I got to go first this time, but my opening hand looks grim. A Flamingo, Hyena and all stand triggers. I draw a stand trigger in my first turn and then I on my grade 2 turn I drew yet another stand trigger. I g-assist and use Acorn Master getting Bigbelly. 1-1. He calls an attacker and I use all my shields to save damage early. On my turn I ride bigbelly and call another attacker myself. He rides to grade 3 but doesn't stride. I take the vanguard hit and guard my rearguard to have a field for bigbelly. 2-2. Topdecking a minibelly lets me stride and I go into wisdom teller. I attack with vanguard first because that optimizes my chances for drawing cards and making a come back. He takes wisdom teller which nets me 2 cards from hitting with bigbelly's skill on my vg booster and wisdom teller's skill on guru wolf (which he doesn't let hit). 3-2. This time he goes for a stride and helps get a LBE so he can breakride the next turn. I continue to guard my rearguards to make bigbelly dangerous. 3-3. Wisdom Teller comes out again and I pump a whole column which draws out a pg for its 21k. He no guards wisdom teller and I hit a stand. All power and wisdom teller's effect to guru wolf which pushes it to 22k which draws out more shield. I go for his rearguard to keep him at 4 making a guru wolf hit still a possibility. 4-3. He breakrides and legions I take some hits to save shield. On my turn I go into the third wisdom teller and put both bigbelly triggers on one column. He attacks me back and heals while I go into the last wisdom teller. I pull the guruwolf double bigbelly combo again and he lets it hit which nets me 3 cards and basically seals the game. 5-4. I easily survive his next turn and use my last phoenix stride to make big side columns for game.


        Overall Performance:
             The deck performed well in the granblue game and poorly against tachikaze. This told me two things about the deck. Its pressure is huge I almost never got an attack in from the double bigbelly column but it make my opponent guard a lot more than they probably would have liked. And it is slow. The speed of tachikaze completely over powered me and I had to guard early to not lose which left me with no field. and hampered my bigbelly plays. This also makes me thing that the heavy reliance on bigbelly makes the deck extremely weak to field disruption effects (retire, lock, return to deck). I don't think the deck is competitively viable because of these two weaknesses. Some decks will be too fast  for it to setup and other decks won't ever let you set up. It is extremely fun though and when you hit with a guru wolf +big belly empowered column the draws feeel great.
         

        Tips for Mastering:
        • Figure out the right balance of early aggression on conservative play to have a field for bigbelly.
        • Understand that sometimes you don't want to attack with rears first even though the deck has only Stand triggers. 

        Tips for adding money:
             Now that we are at the end I'll be completely honest that a 12 stand build focused on using BigBelly on a single column is not the ideal way to use him but is something I really wanted to try out. So to improve the deck The first steps I would suggest are to get the Managarmr strides and the 4th Bigbelly. This will up the power level of the deck and restrict your opponent's guarding causing even more pressure. The second step I would recommend is to add in one of the legions (probably Guru Tiger) since his mate is already in the deck. This will help stop your from decking out, but the effect isn't that useful in the deck. From there you can tweak how you want changing the trigger line up, adding retiring units however you would like. 


        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.

        If you want to be updated on the latest information and be notified about new posts click the link below and like the Vanguard Central Facebook page. 

        Today's article is brought to you with the help of donations from our patrons at Patreon.

        Thanks for reading,

        Chris

        Friday, May 29, 2015

        Budgetguard 19: Dungaree Stride

        Hey Cardfighters,

        Tell your opponents to get their diapers ready cause their about to be pooped on! Poop on your opponent's front row with the king of poop "Dung"aree!
         
        Winning Image: Build up your Bind Zone/Power Meter and hit hard while controlling the field with Dungaree.

        BT12-004EN-RRR
        (Image Courtesy of Cardfight Wikia)
             The big bad boss of our deck. First he is a cross-ride for the other dungaree, meaning if you have Sealed Demon Dragon, Dungaree in your soul then UNLIMITED will gain +2 which makes him consistently 13k making it super easy to guard attacks since almost everything is 16k columns nowadays. UNLIMITED's lb4 is his primary skill though since you get to retire a front row, bind a card from the top of your deck and then you get +2k for each narukami in your bind zone (so everything.) this can let you get upto 21k unboosted really easily and also helps you control your opponent's front row.

        BT08-008EN-RRR
        (Image Courtesy of Cardfight Wikia)
             The base form of UNLIMITED, Dungaree lets you bind 2 cards from the top of your deck when you ride him which helps set up UNLIMITED's power bar I mean... Bind Zone. This also leads into his LB4 which lets you return a card bound by "this card" to the bottom of the deck and then retire a front row rearguard. once per turn. This is really good since its only a cb1 effect which makes it pretty easy to get off. The more frustrating skill is the CONT ability "VC/RC, this unit gets -2k if there are no cards in your bind zone bound from this card's effect" This means you can't go too crazy with the LB4 and if you want Dungaree to be 11k on rearguard you need to have the starter. But overall a decent card mainly for cheap field control and possibly making a stack of triggers on the bottom of the deck if things work out right. (Definitely not plan A)



        Deck List:
        Starter: 2x  Exorcist Mage, Dan Dan (0.20)
        8 Crit
        4 Stand (Dragon Dancer Vianne)

        G1s:
        3x Dragon Dancer, Anastasia (6.80)
        1x Wyvern Guard, Guld (5.00)
        4x Eradicator, Egg Helm Dracokid
        3x Mighty Bolt Dragoon (0.75)
        2x Rising Phoenix (0.20)

        G2s:
        4x Demonic Dragon Berserker, Chatura
        4x Whirlwind Axe Wielding Exorcist Knight (0.25)
        3x Heat Blade Dragoon

        G3s:
        4x Sealed Demon Dragon, Dungaree (1.60)
        4x Demon Conquering Dragon, Dungaree "UNLIMITED" (0.50)

        G4s:
        2x Lightning Dragon Knight, Zorras (0.80)

        Final Cost:  $39.45

        Deck Comments:
             First of lets talk about the triggers, No draw triggers with the few strides and all the self binding you'll be doing with Dungaree the deck doesn't need ways to help deck out faster especially without having a legion. We also run 2 of the starter, this is not only for just incase he gets retired but if you have 2 you can really build up your bind zone for huge numbers with UNLIMITED. The last key piece to this deck is the stand trigger. Since you can get free unflips from the stand trigger it helps a ton which grinding out games with Unlimited's CB2, Since we are running Stand Triggers then we want to use a plethora of 11k attackers as prime stand targets.

        Match ups:
        • VS. D. Police (Win)
          • I get to go first and with 3 G3s in my hand I'm hoping I don't get rushed. When I hit grade 2 I call an attacker to start the pressure. He 1passes my vanguard but I get a crit. 3-1. He hits grade 2 and fills up his front row he goes for my vanguard which lets me get damage triggers and stop his 3rd attack. 3-3. I ride into dungaree and start binding calling my other dungaree too. He guards all my attacks. 3-3. He strides and while I want lb4 he hasn't hit many triggers so I pg to prevent loss to a double crit. lucky for me he gets a stand and I get lb4 anyway. I ride UNLIMITED to get crossride status and foolishly attack with rearguard first which prevents me from getting a retire off UNLIMITED's skill. 4-4. He calls nothing so I 2 pass his vanguard. 4-4. I go for a stride since he has no front row to retire. He guards carefully and I don't get the crit. 5-4. Luckily for me he doesn't stride and goes for and aggro play with rearguards. 5-4. I go for a high power hit with UNLIMITED and get a crit to seal the game.
        • VS. DOTX (Loss) #rekt
          • I get to go first but my opponent gets aggressive calling a rearguard for triggers which he gets. 0-2. He 1 passes me and I miss. 0-2. He builds his field finishing his column. 0-3. I miss crossride riding UNLIMITED first and binding with 2x dan dan. He rides DOTX and then calls a full row of attackers I 2 pas his vanguard and he goes all vanguard draw and crit. 1-5. I bind some more with a dungaree taking out his front row with my lb4. he 1 passes again and I miss. He fills up his front row with grade 3s and then legions. I don't have enough cards to guard and that's the game.
        Overall Performance:
               The deck has really strong control potential but lacks strong attacks to finish games. The D. police game was pretty even though he didn't stride a lot which probably would have won him the game and the DOTX match I got destroyed by not hitting triggers while he was pulling them out of his butt like Kai.

        Tips for Mastering:
        • Find the trade off between calling grade 3s for binding and striding
        • Know when to go for strides or for clearing the field with either Dungaree.
        • Learn the match ups in which cross ride excels the most and take advantage of it.

        Tips for adding money:
             The first order of business would be to finish up the stride zone with conquest dragons. The next is to grab the last Anastasia for more consistent unflips. Other than that I'm not sure how else to improve the deck. Probably by adding money to the grade 2s. Maybe using Garuda for more unflips to grind your opponent out with Dungaree.


        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.

        Today's article is brought to you with the help of donations from our patrons at Patreon.

        Thanks for reading,

        ~Chris

        Saturday, April 25, 2015

        Budgetguard 15: Reverse Daiyusha

        Hey Cardfighters,

        This week we explore the world of JUSTICE and CORRUPTION with a deck based around Reverse Daiyusha and Dark Superhuman Omega
        Winning Image: Use Dark Superman to setup Reverse Daiyusha Crossride.

        BT13-005EN-RRR
        (Image Courtesy of Cardfight Wikia)

        The main boss of the deck is Dark Dimensional Robo, Reverse Daiyusha. He has 2 skills the first is a lb4 which is "Lock 2 Dimensional Robos and CB1: Give your opponent's vanguard -10k" This is equivalent to a huge boost in power to your whole front row and makes it really hard for your opponent to guard. The second ability is a crossride effect "When Daiyusha is in the soul +2k power" This effect lasts all the time so it gives you a 13k defense which makes it really easy to guard against the common 16k columns of the current meta. (3) Daiyusha (0.30)

        G-EB01-004EN-RR
        (Image Courtesy of Cardfight Wikia)

        Rather than talking about Daiyusha, our secondary boss is actually Dark Superhuman, Omega a G-unit. When Omega is placed on VG then you can "Counter Blast 2, Soul Blast 1 and then choose a unit and move it into the soul: Your opponent's front row gets minus power equal to the original power of the unit put into the soul." This lets you make aggressive plays by reducing power and then it allows you to put Daiyusha into the soul to give crossride defense. (2.30)

        Cost: 22.40

        The for Grade 2 we have 3x Bugreed (N/A) 4x Dailady (N/A) and 4x Daidragon (1.30)

        and in Grade 1s we get 3x Quintet Wall (0.9) and 4x Grandrope (0.50) 3x Dailion (N/A) and 3x Daitiger (N/A)

        Final Cost: 32.3

        Deck List:
        Starter: Dimensional Robo, Daishoot
        6x Stand
        2x Crit
        4x Draw

        G1s:
        3x Metalborg Bryknuckle
        3x Dimensional Robo, Daitiger
        3x Dimensional Robo, Dailion
        4x Cosmic Hero, Grandrope

        G2s:
        4x Dimensional Robo, Daidragon
        4x Super Dimensional Robo, Dailady
        3x Fusion Monster, Bugreed

        G3s:
        4x Dark Dimensional Robo, "Reverse" Daiyusha
        4x Super Dimensional Robo, Daiyusha

        G4s:
        4x Dark Superhuman, Omega

        Deck Comments:

             The reason we run the trigger line-up as seen above is because the power reduction of Reverse and Omega make them really strong but we still want Crits to apply pressure. The only other odd things are only having 3 Quintet Walls because the Perfect Guards don't fit the budget and the deck uses a lot of counter blasts so you wouldn't be able to use them much anyway. Lastly is Bugleed who is super good at rushing and also gives easy draws when you reduce their vanguards power adding a lot to your on hit pressure. The other thing to do would be to fill out the G-zone with cards like X-Rogue and X-Tiger

        Match ups:
        •  VS. Cosmic Heroes (Win)
          • I went first and started with a super aggressive hand of all 3 bugreeds. This let me apply a ton of pressure to his vanguard cause if any of my attacks hit I would get to draw. I only got to draw once because triggers put him above 8k power. 3-1. I ride into Reverse and call Daiyusha to the field to set up the crossride combo the next turn. He didn't call any rearguards so I pressure him with attacks more 4-2. H has to G assist to get Grandgallop and then strides X-rogue and I let it hit since  I'm still at 2 damage and he doesn't have laurel or anything He gets a heal. 3-3. I go for the Omega Combo and drop him to 1k power. I get a draw off of a bugleed and swing vanguard. He no guards Omega but no crits. 5-3. He strides again and calls 2 grandfires and 2 stands to boost them. I let his rear guard attack hits so that I can focus my guard on his vanguard. I got for a 3 to pass to not take chances. 5-5. On my turn I opt for lb4 rather than striding he guards bugleed but ngs the vanguard and I get the win.
        •  VS. Spike Brothers (Loss)
          • My opponent gets to go first. And I start off aggressive by calling an extra attacker. 2-0. He responds with his own aggro filling up his front row. 2-2. I push back with my own front row, but he gets a heal. 2-2. He has an almost full field and starts taking out my rears. I'm forced to ride Daiyusha and stride Omega with no skill. He has the perfect guards though and I don't get much damage in. 3-2. He attacks again and gets a crit which puts me in a bad spot. 3-5. I go to stride Omega again and put a 7k into the soul. I get to call bugreed but he gets his limit break and guards the rest. 4-5. I don't have much guard and he barely breaks through. 4-6. Loss.



        Overall Performance:
             The deck did fairly well. Setting up the Crossride is super easy since you either ride Daiyusha first or you shove him into the soul with Omega. (Latter is usually the better) This makes it much easier to guard your opponent and you should be able to slowly pull ahead because of that and forcing them to guard a lot each turn by using all the minus power skills.


        Tips for Mastering:
        • Find the optimal attack patterns for your stands 
        • Learn when it is better to use Reverse VS. Omega's skills


        Tips for adding money:
             I'm honestly not sure how you would add money to this deck other than upgrading the Quintet Walls to Perfect Guards. You could look into adding Cosmic Hero support to give 4k power all around which will make it even hard for your opponent to guard. Edit: 6/4/2015 one of my readers pointed out a few options to me that I hadn't thought of before. You can add extra consistency to the crossride by using Daiyards, to fetch reverse/put daiyusha into the soul and a combo of gocannon and Daiearth the get daiyusha into the soul and give your stride a crit. I will likely do an update on this deck in the future so please look forward to it!


        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.

        If you want to be updated on the latest information and be notified about new posts click the link below and like the Bambguard Facebook page. 

        Thanks for reading,

        ~Bambi

        Friday, March 20, 2015

        Budgetguard 10: Imperial OTT

        Hey Cardfighters,

        Welcome to the 10th Budgetguard we finally made it to double digits! This week we go over a deck based on a card I have always wanted to use. Imperial Daughter!

        Winning Image: Gain an early advantage and use it too out power the opponent.


        First is our Glorious boss card and ideal first ride. Imperial Daughter.
        EB07-008EN-R
        (Image Courtesy of Cardfight Wikia)

        She has three skills. First is restraint, meaning she can't attack. Ouch. Luckily her next two abilities remove restraint. The second is that you can Counter Blast (CB) 1 to put a rear-guard into the soul and she will lose restraint. This is great for setting up her third ability as well as abusing our starter. Little Witch Lu Lu. The third and final ability is key. When you have no other rear guards on your turn she loses restraint and has +10k and +1 crit. This is great for getting that early advantage we are looking forward too. Forcing your opponent to drop a lot of cards to guard her. (Cost: 0.20)

        EB05-003EN-RR
        (Image Courtesy of Cardfight Wikia)

        Our alternate grade 3 is Scarlet Witch, Coco. She gets +3k when you have no cards in your soul which is easy to set up with Lulu. And when she is ridden you can CB2 to draw 2 card if you have one or less cards in the soul. This is really good to gain that +2for CB2 which generates a lot of early advantage. (2.00)

        Cost so far: 8.80

        For Grade 2 we use 4x Promise Daughter (0.30) and 3x Diviner, Kuroikazuchi (2.00)

        For Grade 1s we have 4x Tankman Mode Morningstar (0.30) 4x Arbitrator, Ame-no-sagiri (4.25) and 4x Divine Sword, Ame-no-Murakumo (0.50)

        Cost 17+1.2+1.2+6 + 8.8 = 35.8

        And for Strides we will use 3x Soaring Auspicious Beast, Kirin (1.25)

        Finally the Starter, Little Witch, Lulu (0.20)

        Final Cost: 39.75

        Deck List:

        Starter: Little Witch, Lulu
        8crit
        4 draw
        4 heal

        G1s:
        4x Arbitrator, Ame-no-Sagiri
        4x Tankman Mode Morningstar
        4x Divine Sword, Ame-no-Murakumo
        2x Weather Girl, Milk

        G2s:
        3x Diviner, Kuroikazuchi
        4x Promise Daughter
        4x Tankman Mode Beamcannon

        G3s:
        4x Imperial Daughter
        4x Scarlet Witch, Coco

        G4s:
        3x Soaring Auspicious Beast, Kirin

        Deck Comments:
              This is meant to be an aggressive deck where you can gain an advantage over your opponent early and then use that advantage to fuel powerful attacks. Stride plays a key role in being able to recycle Lulu as she can activate when you stride due to her wording. Also we are using 8 crit 4 draw instead of the standard 12crit for OTT because we have 8 promise daughter effects which want us to have extra cards and a draw trigger can give us shield and fodder for those effects at the same time.

        Match ups: (Opp Dmg- My Dmg)
        • Rebirth (First Game) Loss
          • My opponent starts first. I ride a perfect guard and can't hit due lulu staying in the soul. He gets aggressive calling out an attacker and hitting a crit. 0-2 I ride diviner and consider playing a booster but I decided not to, he no guards and I crit him back 2-2. He feigns grade lock and plays another beater. I don't have much to guard with so I let him hit me upto 4. 2-4. I decide to ride Imperial Daughter Over Coco, drawing from lulu and returning her to soul. My opponent drops 20k shield to avoid getting double crit. He rides to grade 3 and continues his offensive. 2-5. Unable to ride Coco to get the right skill chain off I'm forced to stride and use Tankman to up my soul. He no guards but I get 3,3,draw and use Kirin's on-hit to get a crit for more shield. He breakrides DO-Rebirth. but doesn't use Rebirths skill. He attacks my rear and hits a heal (fail) and crit. I am able to survive because he didn't use overlord's skill (I had a lot of cards in hand to guard but onle 1 perfect) 5-4. I ride Coco using the Lulu first for the wombo combo followed by a stride. But I get super lucky and double heal. I attack and push out a lot of shield from him with my powered up rearguards 5-3. He uses Re-birth skill on his next turn but I am able to take the first attack and guard the second. I see that he drive checked two perfects so I doubt i'll be able to take him out next turn. I opt to ride another Coco to get more plusses. I'm only able to drop one perfect from his hand and he uses rebirth skil again 5-5. I 2 pass the first attack and then perfect guard the second. At this point I have 5 cards left in my deck but I know he has a 3, g1, and perfect so I might be able to win this turn. I don't hit any triggers and I am unable to guard and lose the next turn. (Only 1 card left in deck)
        • DOTX Loss
          •  I get to go first this time. First few turns are fairly uneventful as we just trade blows with the vanguard. He damage checks a DOTX so I find out thats what he's playing. 1-2. He follows up with aggression of a full rear column. But I guard him. 2-2. I correctly ride Coco this time getting the insane +3 for CB2. I call a Tankman g1 and promise daughter to make a power column, which forces him to eat more damage. 2-4. He rides DOTX and then strides into Mahmud. Using Burnout to hit my promise daughter and filling up his whole field. I guard his rears and let Mahmud hit. Oddly he runs stands and hits it but I get a heal and he forgets to use Mahmud's effect. I don't have 2 open CB to use Coco so I go for a stride and use imperial daughter to reset lulu followed by a tank man to unflip and fill the soul for a coco next turn. He PGs kirin and I throw 2 crits and a draw onto Imperial Daughter. This leaves him with 1 card in hand. 3-4. He legions and grabs the X. He uses Fargo's skill to give him an extra onhit, but I just let him have the retire with DOTX and pg him. I guard one attack and take the next to get 2 damage to re-ride coco. 4-4. CB2 +3 again feels so good. I use tank man to unflip setting up a draw from Diviner. I attack with coco and he no guards, but I'm unable to get a crit and he even heals. 4-4. I block DOTX again and he pulls a heal and draw, retiring my diviner and lulu. I end up taking a damage. 3-5. I top deck a coco and use it to draw more followed by a stride and filling up my field with a vg booster and tank man column. He Pgs Kirin and I get crit,draw,heal I use tank man to make my 2 crits unblockable for him. 4-5. I Pg DOTX again but he has no effects this time. I let him hit me once just so I don't have to waste 2 10k shields. 5 cards left in deck. He 2 passes coco and I get no triggers but push harder with my tank man column. forcing him to drop his hand. I perfect guard DOTX for the 4th turn in a row and no effects or triggers go off for him. though I am forced to lose everything including interceptors. I drive check both daughters and don't have enough shield to guard the last attack.


        Overall Performance:
              This deck actually performed really really well. Turns out though that the main star of the deck is coco. Being able to draw 3 cards when you hit grade 3 gives you a huge early burst in advantage which promise daughter/tankman can turn into a damage advantage. Imperial Daughter plays a key role in shoving lulu back into the soul to get even more pluses.

        Tips for Mastering:
        • With so much utility in the grade 3s knowing when to ditch them for stride is important
        • Setting up your next turn is crucial, keeping an eye on damage and soul for Coco, is a must
        • Promise Daughter and Tankman (G2) let you convert your advantage into more pressure, learn to use this efficiently.

        Tips for adding money:
              If you want to keep this deck's fundamentals the same then there isn't really much you can add to it. But if your looking to make it more stride heavy then Susanoo/Coco is an excellent build combining early advantage with late game advantage. Another interesting option is Imperial Daughter/Susanoo because Lulu can actually come out of the soul when you stride so you can put her back into the soul and get a few more cards off of strides. If you go for Susanoo then obviously you need Susanoo, but if you should also pick up some of the RRR stride. I actually don't think you need more than 2 because it's really counterblast heavy and I think that OTTs are in dire need of a kill source so Atmos goes great with the deck.


        Do you have any comments on the deck? Want to request a budget deck from me? Please comment below and help me help you.

        If you want to be updated on the latest information and be notified about new posts click the link below and like the Bambguard Facebook page. 

        Thanks for reading,

        ~Bambi

        Thursday, March 12, 2015

        Cardfight Budgetguard 9: Megacolony

        Hey Cardfighters,

        This week's deck is about Megacolony which some refer to as "The Stride Killer". This is because a stride comes into play in the same position as the heart so if the vanguard is in rest the stride will be rested too.

        Winning Image: Gain an early advantage using cheap stunning skills followed by vanguard stunning so they can't recover.

        PR-0139EN (Sample)PR-0138EN (Sample)
        (Image Courtesy of Cardfight Wikia)

        The main boss of the deck is the Legion Machining Tarantula Mk II who's legion effect is if you drive check a unit on your vanguard, CB 1 and then you paralyze your opponent's vanguard (it can't stand in your opponent's next stand phase). This gives you the possibility of paralyzing your opponent's vanguard multiple times in a game. The non-legion skill is Soulblast 2 machining and paralyze a unit. This can help mitigate damage early and sets up your legion super easily. Another use for it is legion looping where you can rid a new one and soul blast a pair and then legion them back into your deck for more effects. (Cost: 1.25 + 1.25 for mate)

        FC02-025EN
        (Image Courtesy of Cardfight Wikia)

        The back up grade 3 is Machining Warsickle we use him because it's really important to have all machinings. His first ability is a limit break 4 if his attack doesn't hit then CB 2 and paralyze your opponent's vanguard. And he has an on-ride skill of CB1-Machining, call a machining from the soul to rearguard as rest. The first ability fits with the winning image of not letting your opponent recover while the second can help you fill your field against retire heavy clans like kagero. We aren't using the break ride here because it shuts off the clan-attackers and a lot of abilities use Machining Counterblasts or Soublasts so I want to run a lot of Machinings. (Cost: $1)

        Cost so far: $14
        Perfect guards are $10 so we can't really fit those in the budget. The other non common units of mention are the 12k attackers and Megacolony Battler B who lets you paralyze an opponent's unit for CB when an attack hits that it boosted. QW: 0.75, 12K: 0.20, Battler B: 0.30

        This leaves us with enough budget left for 1 harmonics messiah. ($8)

        Final Cost: 18.25

        Deck List:

        Starter: Megacolony Battler C
        4x Crit
        8x Stand
        4x heal


        G1s:
        4x Machining Black Soldier
        4x Machining Caucasus
        4x Megacolony Battler B
        3x Machining Ladybug

        G2s: 
        4x Machining Hornet mk II
        4x Machining Red Soldier
        3x Machining Tarantula

        G3s:
        4x Machining Warsickle
        4x Machining Tarantula mk II

        G4s:
        1x Harmonics Messiah

        Deck Comments:
               First we'll notice that the deck is almost full machining to be sure that skills get off a majority of the time. Next is using 4x of both Battler B and Caucasus and 3x Tarantula (g2) this is so that it is possible to make multiple on-hit pressure columns. This combined with stand triggers will put a lot of pressure on opponents and wear them down quickly.

        Match ups: (VS. Deck win-loss) 
        • VS. Bluish Flames
          • He starts first. I don't get a grade 3 in my starting hand so I decide to be aggressive. Riding my quintet wall and calling Black soldier I get a card out of his hand but he damage a draw to get it back. He doesn't fill his field and my grade 3 goes to damage. Still no grade 3 so I enter super offense mode calling two grade 2s and a grade 1. An untimely heal prevents me from stunning anything. He gets to grade 3 and calls another as an attacker. I start taking damage. Still no grade 3 but I fill up my field with one last grade 1. All my columns have stunning effects so he will want to guard them all. He takes my vanguard attack and goes to 4 damage I stun his grade 3 attacker. On his turn he fills his field and hand by calling Aglovale into superior calling Josephus. I get double crit and another Grade 3 goes to the damage zone :/ I place Caucasus behind my vanguard and start attacking again. but with his replenished hand and 2 crit triggers I make don't get a single damage in even with my drive checked stand trigger. He calls a bruno to boost and superior calls the other Aglovale getting a prominence glare into his hand. This bumps his vanguard to 19k and the bruno column to 21k, I 1 to pass his vanguard and survive but I have to use up the rest of my cards to survive. I don't draw a 3 yet again and lose the next turn.
        • VS. Duos (My oppponent plays the duo legion mate wrong but I'm not feeling like correcting him so I play along)
          •  This time I get to go first. He ends up grade locked but drive checks his grade 1. My next turn I call 2 attackers to push cards from his hand. 1-0. He rides his grade 1 and attacks but I guard no pass. I get myself to grade 3 this time success! and continue the pressure with 3 attacks which turns into 4 with a stand trigger. 2-0. He goes upto grade 2 riding Rhone and misugin quincy to draw. he goes after my rearguards and I guard rhone to stop him from plussing, 2-0. I call caucasus behind my redsoldier and attack getting a crit on my vanguard. 4-0. He rides meer and then strides. First attacking my rear which I let through and then hitting me but I get a damage trigger stopping his last attack. On my turn I get to legion and stun his rearguard grade 2 and vanguard booster. I also fill my field to keep up the pressure. He no guards my van I pull a stand but no crits. 5-1. He break rides victoria and legions. (misusing quincy again) he goes aggro this turn and I take most of it. 5-3 I just start attacking again to take out a lot of card from his hand. He "uses" quincy again to draw more cards. I take his vanguard attack and another 5-5. I decide against riding machining warsickle since he just drove check grade 3s, instead I reride Tarantula mk II and legion stunning one of his grade 2s. (to bait him into intercepting) I drive check a crit but he has enough to guard everything. He rerides Victoria and "uses" quincy again followed by legioning to get more boosters. I use my QW to guard his vangaurd attack and he hits no triggers making it easy to guard his attacks. 5-5 I ride into Warsickle this time to give him the lose lose. but I hit a heal trigger and he can't guard my attack and loses even though I paralyzed his van. 


        Overall Performance:
               I think that this deck shows a lot of promise. When I play against myself I have a lot of counterblast issues but when playing against real people they seem unwillling to let my attack hits so I didn't have as many issues. I didn't get to play any stride decks but a well-timed paralyze can really hurt them. Take time to master this deck and if the games starts to revolve around heavy striding the deck will be in a really really good spot. (Making people either unable to stride or unwilling to)

        Tips for Mastering:
        • The biggest thing is you need to watch for your opponent having grade 3s . There is no point in paralyzing their vanguard if they have a grade 3 to ride over. 
        • Learn how to place your paralyzes on rearguards. You can bait people into intercepting if you paralyze a grade 2 which you can work to your advantage.
        • The final thing is play aggressively, while vanguard paralyzing can be good as a defensive technique it works much better as a way to prevent them from recovering, pushing them over the edge.

        Tips for adding money:
              The most important thing for this deck is perfect guards and harmonics messiah. Grade lock is a problem and G-assist really helps out with that as well as having the option of using messiah as a finisher when you are out of CB. There isn't much else in terms of Megacolony support right now so we'll just have to wait and see what FC2015 brings. 


        Do you have any comments on the deck? Want to request a budget deck from me? Please comment below and help me help you.

        If you want to be updated on the latest information and be notified about new posts click the link below and like the Bambguard Facebook page. 

        Thanks for reading,

        ~Bambi

        Thursday, March 5, 2015

        Cardfight Budgetguard 8: Gear Chronicle Trial Decks

        Hey Cardfighters,

        I've been waiting for this day for a long time. We finally have G-trial decks which come with 2 of every important card INCLUDING PERFECT GUARDS. YES! This means that you can make a full and possibly competitive deck with just 2 trial decks smushed together. And that is exactly what we will do this week.

        *Note: Generation Break = GB*

        Winning Image: Defense and Field Control
        G-TD01-002EN (Sample)
        (Image courtesy of Cardfight Wikia)

        The main boss of the deck is Chronojet Dragon. His GB2 skill is "This unit gets +5k and your opponent cannot guard with grade 1s or greater form their hand when it attacks." This skill will let you manipulate your opponent's guarding ability to put them in the worst possible situation. His second skill is an on-stride skill which is "CB1, when you stride over this unit, choose a rearguard an opponent controls and put it on the bottom of their deck." This skill will let you get repeated field control off for a cheap cost. I will refer to this effect as rewind from now on.

        The next grade 3 in the deck is Steam Knight Ubara-tutu. He has a GB1 skill where he gets +6k when he attacks and an on-ride skill which is CB2 to rewind an opponent's grade 2 or less unit.

        Steam Fighter, Amber is the only grade 2 worth mentioning as it has a GB1 skill when it attacks and is boosted you may CB1 and if you do rewind your opponent's grade 2 or less unit. This helps fufill the theme of field control.

        The rest of the normal deck are commonly found in trial decks such as vanillas and 10k boosters. However I do want to talk about one particular card. Steam Soldier, Tauge. This card is a boss I love this card and him and his clones are my favorite new cards from the new trial decks. Basically it gets +5k when it is attacked. This means that you can easily prevent early rushes and makes guarding early super easy. This is super important in stride format and onward as each damage is becoming more and more important.

        Lastly are the Stride units that come with the Trial decks. Interdimensional Dragon, Mystery-flare Dragon. Unfortunately Gear Chronicle got the short end of the stick with the trial decks. Mystery Flare's on hit skill is to reveal the top 4 card of your deck and if they are all different grades then you can CB4 and take an extra turn. This skill is almost guaranteed to never go off and should only be used as a last resort. Your counterblasts are much better used on Chronojet and Amber.

        Final Cost: 2x Trial Deck = $30

        Deck List:

        Starter: GunnerGear Dracokid
        4 crit
        8 draw
        4 heal

        G1s:
        4x Withdrawn Gear Raven
        4x Steam Soldier, Tauge
        4x Masergear Dragon
        2x Steam Rider, Burnham

        G2s: 
        4x Steam Fighter Amber
        4x Smokegear Dragon
        3x Great Carapace, Gear Turtle

        G3s:
        4x Chronojet Dragon
        4x Steam Knight, Ubara-tutu

        G4s:
        4x Interdimensional Dragon, Mystery-flare Dragon

        Deck Comments:
             There are only a few odd choices in this deck the first is the decision of 4 crit and 8 draw. This was because I don't think stand triggers bring anything to the deck due to the fact that at most I can run 8 11k+ attackers and half of them only work after GB1. This makes Stand triggers fairly useless for half the game and since my only option is draws 4 crit 8 draw it is. 4crit 8 draw affects the other decision I made which was to run the especial interceptors rather than the more common choice of GB1 12k attackers. This is because we reduce the total amount of shield in the deck to make room for the extra draws so we are compensating a little by using the especial intercepts.
         

        Match ups: 
        *I'm trying something new this week because 30 test matches a week is starting to become a huge time commitment with stride increasing average game time albeit slightly. I am going to play 1-2 games on Cardfight Area and do an in-depth match recap. I will play more than 2 matches total with the deck so that I can get a good feel for it, but this system doesn't require me to put int 3-4 hours or playing each week which I can't really afford to do.*
        • VS. D. Police Kaiser Legion + Breakride (Forgot sorry)
          • He wins the coin flips. On my turn I am grade locked so I go for G-assist and ride Masergear dragon and follow up with an attack. He is also grade locked but doesn't G assist instead calling a 10k attacker and going on the offensive. He gets a heal trigger to recover some damage while I get a defensive draw. I ride into the 10k vanilla and attack no triggers. On his turn he again refuses to g-assist and stays at 1 playing a booster behind his 10k attacker. This time he crits me but I get a double defensive draw. I get to grade 3 and call an rearguard column to be more aggresive. He starts takes most of my attacks going to 3 damage. At this point I start guarding aggressively and he goes for my rearguards. He gets to grade 2 by the next turn and I continue guarding away. I get him to 5 and he finally hits grade 3 using the daikaiser breakride and strides into Atmos. I pg it to stay at a low damage because I know a super strong attack is coming. Next turn rewind most of hit field and push back thinking I can probably kill him but I don't get any triggers and he perfect guards my vanguard. On his next turn he breakrides the True Daikaiser Legion and uses legion. This makes him a 32k with 3 crits and if he drive checks a grade 3 he can nullify 2 guardians. I look at my hand and decide that I have to gamble that he will not get a grade 3 and put up a single PG. Unfortunately for me he gets the 3 and I go from 3 damage to dead.

        • VS. Megacolony Breakride + Legion (MichaelF)
          • A little nervous seeing the starter because I know how much vanguard paralyzing hurts stride decks. He goes first. I ride Masergear and then call another to go on the offensive. My opponent responds by calling a rearguard column to punish me. I let Megacolony Battler C hit and he stuns my rear Masergear and I go to 2 damage. I ride and call 10k vanillas to continue applying pressure. He takes damage going to 3 and then intercepts to guard my rear. He rides the legion and replaces his field with a 10k vanguard booster and a 10k vanilla. I take the vanguard attack and guard the rear putting me at 3. I ride Ubara-tutu rewinding his 10k booster and then stride with a G2 and G1 followed with gunnergear's skill to set up my stride for next turn. He no guards and I hit a crit and a draw to put him up to 5 and forcing a Quintet Wall from my rear guard. His next turn he legions and stuns my Masergear again. He doesn't persona drive check (the 3 or the mate) so I don't get paralyzed. Next turn I stride again and he isn't able to guard and that's the game.
        Overall Performance:
             The deck is super fun and is decently powerful providing that you ride into Chronojet Dragon to use the on-stride ability repeatedly to control your opponent's field. If you draw into your power units like Amber then you can definitely put up a fight against most decks as you can see I was totally in control of the megacolony match. Overall a strong deck especially if you play well using pin point rewinds to hinder your opponent.
         

        Tips for Mastering:
        • The first stride is crucial. Gunner Gear can set up the next one but you really need that first one. You need to decide whether its worth it to stay vanilla or not if you don't have a G3.
        • Rewind smartly. Key units like a 10k booster or Laurel are important to snipe so it is important to play around that.

        Tips for adding money:
              There really isn't anything you can do until G-BT01 comes out in a couple weeks. When that comes I suggest switching to an 8 crit 4 draw or a 6-6 set up. There should be a lot better options for your units and replacing things like the epecial interceptor or the 8k vanillas for more effects will go a long way. Lastly I think there is a legion which will provide a better back up/alternate to chornojet dragon and your choices for strides increases greatly.


        Did you like the new match up format? Do you want me to convert back to the old one even if I have to reduce the number of decks or amount of matches I play against them? Please comment below and help me help you.

        If you want to be updated on the latest information and be notified about new posts click the link below and like the Bambguard Facebook page. 

        Thanks for reading,

        ~Bambi