This is my favorite card so far in the whole cardfight world.. Every one dislikes this card because they think its weak. well let me enlighten you guys. Since BT01 Kagero is known to do 1 thing. that is to retire units. Field Control ( before link joker ) kagero is like a clan that would not like you to have your aces place down for a long period of time. then comes BT08 where kagero is now known to be a ReStanding vanguard But still retires a little bit. then come BT11 Everything now is Restanding. so i was like kageros main purpose is now Dead. Then BT14 Comes by this card was made. I WAS SOOO HAPPY A restanding Vanguard that Have a Counter blast 1 Retire 1 or 2 G1 units.. thats HUGE. If we are going to calculate your advantage using this card it will be explain in the per card analysis. I use this deck as my main and i become champion most of the time out of 10 weekly tournament ( 8 out of 10 ). Even against Big Meta like DOTE, DOTR, Novelle.
but im not gonna butter up that this is the world class Deck. No its not But if played absolutely perfect it can Change the whole game.
This deck would be Very Cheap in the market.. i laugh because its a big mistake Looking at your odds VS other cards. you will always have that Card advantage.. you can at least have a 9 card advantage or Better a 11 card advantage. THATS HUGE ( magic players you will know what i mean later on )
Now for the Per Card analysis and Uses and strategies
G0
SVG - Red Pulse Draco Kid - Red pulse draco a very key card to a turn 2 combo. i usually partner this with belocosity Dragon, For the unflip making draco Kid Free to cast. Some people would gaurd to lessen our counter blast but its fine this deck doesn't rely much on its counter blasting only 2 card do it on your deck not including this. this card main is the one will decide whether or not ill win the game.. the important thing about this deck is Set up. you beat the opponent to at least 4 Dmg or 3 ( if your confident that youll get a crit trigger and he only have 4 cards in hand. ) getting Dauntless Drive dragon using Draco Would be A huge advantage. so make sure you have Dauntless drive dragon in hand and DDDR in hand during the course of that game.. Use draco kid as much as you can.. But dont use him for purposes where you alread have dauntless drive and Dauntless reverse in your hand. but if you have no attacks and you have an extra booster.. you cna use Draco to look for a G3 and attacks for you and that booster will just be where draco was before..
8 Crits - Any
2 - Gatling Claw ( Draw ) - Why not 4??? there is only 1 starting vanguard to kill ok?? and besides that you wont need to kill it right away.. if you do need to kill it right away then keep it in hand if you have drawn it. also Gatling claw is scary to some players.. so they would miss play and use then right away.. strategy on this card would be if you see a starting you hate.. you kill it using this card.
2 - Seal Dragon Artpique - Well this is a tech card i use to do final turn or to force more guarding this card can usually do an easy +5k guard but since your using dauntless Reverse it becomes +10k ill tell you why later. basically you only soul charge him to boost a 9k attacker of yours or boost the vanguard. you boosting your 9k attacker happens pretty rarely but it still a good card to have.
4 Heal - Any ( love barbara though )
G1
4 PG - Any you could have 1 quintet wall for Dimension Police purposes but it takes up counterblast so yeah i prefer 4 PG's
ok lets go to tech cards
2 - Calamity tower wyvern- well this is very turmp card for me i mean i get a free Booster what do i mean by this?? well its a soul blast 2 draw a card. so you Drop 1 and draw 1.. why is this so important??? well first of ill set out some situations that this card saved my life, made my hand better, made my odds better, made my combo better.
Scenario 1 : Down to 3 Cards in hand and your about to break ride.
sadly you need at least 1 card in hand to do the break ride skill. yes the break ride is a minus 1 sadly. But if god permits you get a draw... that's what i hate.. you push your self to that luck draw trigger. so this card will come to play
if you have 2 cards that can make a column and calamity wyvern so i dont need to lock my Booster so my set up is 3 RG with 1 column open.. so when i place clamity wyvern. not only i got a free lock Unit. but i didn't waste my break ride. Because i drew a Card i get to stand and win the game because the power was too much for the opponent to handle.
Scenario 2: this can turn out to be a turn 2 harast why??? turn 2 i use draco put to soul get a grade 3 i have a 2 booster 1 RG attacker that pretty much gave me 2 big attacks but here comes the big deal of this card. i place it on RG behind the vanguard drawn a attacker GREAT now i have 3 attacks 1 unboosted 2 boosted ( this is considering your first to go. )
Scenario 3: you and your opponent have BIG hands. so why would calamity make a difference.. this will now combo you with "Gojo" you know that time where you want to end it but you suddenly drawn a trigger??? if you have mastered probability you would take it to your advantage. so you place Wyvern on a RG first.. try to draw a card. then if its a none Trigger then there is a 50-50 % chance you might get a Trigger or a none trigger.. this where "gojo" comes in you drop a G3 or anything you basically can't use and draw again.. in my surprice there is no trigger but if there is no hard feelings because you still get to retire more cards now. but see what calamity has done??? you NOW know Whats gonna happen on the 2 drive Checks. you can now strategies whether to go all Effects to vanguard or Take away Annoying G1's.
Sorry For a G1 Common it sure has so many uses.. but that's me i Analys PER CARD i don't like that i can only use it in a specific clan or Very RARE situations that's just a Bad investment.
Tech Card number 2
3 - Diable Drive Dragon - a Normal 10K beater of Dauntless
2 - Bhar - a normal 8k Booster
3 - Dragon Monk Gojo - A staple in the Deck Like For obvious reasons that you lock Units. so to use him make sure its for the right reasons Example.
Reason 1 you have a G3 you may not use? ( unless you have PG then use it for him instead )
Reason 2 your digging for a card?
Reason 3 wanna see you odds? ( this is mainly use for break ride situation where you wann know what is the top deck to know the rest of whats to come .)
if you use him with those reasons then Yes your using him right. i quote DONT USE HIM IF NOT NEEDED!
G2
2 Dragon Dancer Arabela - Everyone thinks this is a crappy card in my opinion its a free trigger for me. if i would choose berserk dragon Vs Her?? i find my self more time using her than berserk because of 3 things that separate them apart.
1. Arabela is Counter blast 1 Vs Berserk Dragon's Counter blast 2
2. Arabela Can pump Your Break ride Making you start with a Godly power of 28000 Unboosted.
3. Arabele can put Pressure on any Turn Possible, A +5000 can change games Specially if you know that your opponent has a sure 15000K guard you suddenly added +5000 to Duantless Reverse you just increased Your odds.
Next i wanna point out if played Properly?? dauntless could reach 50K attack power on With NO TRIGGERS HOW??? ( this is with a 7000 booster )
Break ride - 23000
Arabela skill - 28000
Draw trigger soul Charge - 31000
Attack unboosted - 31000 + 3000 No trigger + 3000 No trigger
Current Power - 37000
Stand again - 37000
Attack Boosted by 7000 - 37000 + 7000
Attack power - 44000
Attack Boost - 44000 + 3000 No trigger + 3000 No trigger
total Power 50000 ( worse days ) ;) this is provided there are no triggers. if all of them are triggers just add 8000 power more.. thats a total for 58000 attack power
Either your opponent have 2 PG's In hand or he has at least 10 cards or more in hand to guard this attack.
OR for example End game
Boosted Example given 5000k Booster
Arabele skill +5000 to van
Van attacks with current power 18000 + 5000 Booster thats 23000 to an 11K vanguard
instead of gaurd for 20k he now guards for 25000 for no pass otherwise he gambles for a 1 to pass.
Arabela can force more gaurd using 1 counter blast than having to ritire 1 unit for 2.
2 - Belocosity dragon - he ONLY 2 for Obvuis Reasons. I Reseached out of 10 games with 4 Belocosity i could only use him at most 2 or 1 time and number of time's my opoent gets to guard only 5 k to this unit provided that there at 5 cross rides and 5 11K vanguard i can only get 3 of them to gaurd for 10K ( provided no triggers was shown and you have bhar as the booster or worse calamity wyvern ) so thats why he is only 2 OFF becuase the rate of you getting him to hit is Low then whats the point? ( reminder all of what i faced was pro's and it was evenly matched )
4 - 12k beater - No explanation here its self Explanatory.
3 - Demonic Dragon Berserker, kumbhanda - a 11k Beater? am i mad an 8K Unit that becomes 11k on attack WHY!!!!! ill tell you why...
Have you ever had that situation where you need to lock a booster of a RG because you need to force more guard out of your opponent??? well thats why he is here.. Hes my go to man to lock a RG booster he can hit an 11k vanguard Easyly if your 12k Beater Dies there is no hard feelings to let it go knowing you have 7 Beaters in your deck.. Not including G3.. Others wanna put 10K beaters but what good would they do if they have calamity in RG??? 15000??? really??? at least if he is there thats an easy 16000 and if you have a 7000 booster thats a 17000 k VS a cross ride... but him its a Good 18000. Now people understand i want consistency... that my opponent needs to drop the ammount i need him to drop.. because thats how you WIN!?
Lastly G3
4 - Dauntless Drive Dragon - YES a SET no question you need him because he is your key card in the deck. Time the break ride perfectly and you will win.OK to engage in the follow senario
1. your opponent has 3 Dmg and you know you have at least 5 to 6 crits left in the deckand at least 7 card left in hand.
2. your oppenent has 3 Dmg and he has 3 cards in hand.
3. your oppenent has 4 Dmg and he has 6 cards in hand.
4. your opponent is at 5 Dmg and he has 8 cards in hand. ( provided he has only 1 PG )
3 - Dauntless Dominate Dragon " Reverse "
Well here we go the Main Star of the deck there are so many things i could tell you about this card but let me just site the cards ability which is the +3000 Retire. ok Now ussually In a Full field we have 3 G1 1 G2 and ussually 1 G3 or best it would be 2 G2's and 3 G1's
I will now explain the Card advantage in this Deck.
Lets go back to the Perfect arabela Combo.
Now ussually Dauntless drive Dragon skill is just a +1 since you draw 4 card but discards 3. now that being said . we Should count how many card would the opponent drop.
ok lets say we attack unboosted with no triggers for 31000 to an 11000 Vangaurd lets the math start.
this is an obvius 30,000 Guard or better yet 3 Cards ( provided he has all that 10000k shield It would be alot worse if he doesn't )
Not only he lost 3 Card he lost 5 Since you retired 2. YES card advantage also includes the field WHY?? 2 reasons
1. HE lost cards the same way he loses the RG because to go back to normal he has to drop more RG to qualify that lost of boosters.
2. He lost those card the same way he lost the 3 cards for gaurding.
ok now your at 5 cards lost in 1 attack now we stand back up this time boosted
thats a WOPPER 44,000 attackpower He needs to guard
10000 + 10000 + 10000 + 10000 + 5000 = to 56000 Shield But wait thats Over guarding... Ohh people Dont forget... Dauntless gets 3000 power for every none trigger so which means if you like to go 2 to pass he would have to Over guard since 51K VS a 44K is 1 to pass for dauntless Dominate People have to make more than 8k to make it official 2 to pass.
now he lost howmany cards this next attack??? 6 because he lost his last G1 on the field and not to mention you havent attacked your OTHER RG YET!..
SO DAUNTLESS alone can take 11 CARDS away from your opponent. If we include the RG thats a total of 13 Cards.
if you calculate the Card advantage VS the DOTE or DOTR Card advantage DAUNTLESS REVERSE WINS BY A mile a way.
REMEMBER DAUNTLESS doesn't Need to Retire to get the +3000 and regardless if it hits or not. you still stand and you still retire.
This is a NO WAY OUT CARD thats why i like it So much...
Lastly A VERY VERY TECHNICAL CARD
1 - Trasendence Dragon, Dragonic NOUVELLE VAGUE - For Reason OF my opponent is at 4 and he has NO way of guarding this because he has Triggers in hand... Basically my finisher if i know he is trigger happy the who game...
Now
Overall analysis
This deck strength factor i give it a 9 out of 10 because it does have this combo where you let the opponent lose more card that Normal.
This
decks consistency i give it a 9 out of 10 because the decks constant retiring makes it hard to hit big numbers Specially if it only cost Counter blast 1
Deck defense
i give it a 7.5 out of 10 because the deck and abilities Makes your hand a bit in a disadvantage since you only get a +1 even if you restand
Decks
power play i give it a 9 out of 10 he has one of the best finishers
in the game to Let People guard more than they are use to also Lose RG in the Process.
Overall deck is at 9 our of 10
any other deck you want me to fix analyse just let me Know im Vinsin Vanguard doctor :P
Cardfight Vanguard Reviews
Huwebes, Nobyembre 13, 2014
Martes, Nobyembre 4, 2014
Grand Ezel Deck review
This is a Grand ezel build constructed very well and consistent, this deck will be able to pull of very strategic play style. i love this deck on how he force out PG early game and it can do amazing last push moments i will explain each cards analysis and the gameplay and when it should be played. ill also mention the pro's and Con's of the deck Strong against and weak against.
Grand Ezel Specialize on doing major Vanguard dmg at least dishing out a minimum of 31K with a 5k booster and a max of 33k with a 7k booster it hits magic numbers where opponents are force to drop either a PG or a 30K guard every time a minimum of 5 cards per turn if opponent is at 5 a max of 7 cards if double triggered
Ezel had a lot of supports now then before i wish they made it a cross ride instead but due to its skill i think it sits fine with 11k. lets go on his skill
Grand ezel is like blond ezel but better. he has the same effect as blond ezel, to gain + 1000 power for each RG in play. in which case Blond is a 10K base and Grand is a easy 11K which in full field he automatically gets +5000 + when boosted it can do a easy 20K shield drop from opponents.
this is another deck that is being neglected for its power. mostly metas today are focusing on Monarch and Zenith but never Ezel.
This is the Deck list i made to conquer all other decks and do all its necessary skills efficiently as long as its played properly. this deck is all about probability. you dont get to call units you want, you rely mainly on the top deck. and if your lucky you can get a decent columns. if not ull end up getting triggers. so technical aspect of this deck is a total gamble. but like i said if you have master the art of probability deck composition you will totally nail a none trigger.
there is theory i made to known whether or not that the next card is a trigger or not, its a 60% success rate again this is just my method on playing and it works for me and i hope it works for you.
now for the decklist:
I play a standard G0 line up
SVG is
1x Scarlet lion Cub, Caria - i love how they just made this card i mean it helps a lot. this is a on hit call two units on top of your deck, down side of this card when up against a kagero it can surely be killed if lucky you may get rid of it on turn 3. sadly it only work when your and ezel vangaurd un like messenger you just need to hit and have counter blast. so strategy for this card is on turn 3 USE it! always keep a conservative field as much as posible leave 1 column open because caria skills is only to open RG. so first 3 turns will be boring and will have a significant amount of hand size since your putting less cards down. AGAIN USE IT when you have a chance.
4x Crits ( any )
4x Flame of Victory (Crit) - This is one of my favorite. sometimes if i do get him on the field with an ability its ok ill just wait for the right moment to use its ability. strategy on this card is simple. if you need for you final push and want to hit that magic number this card can provide that. examples of which that when you are attacking an 11k Base and your hitting 33k with crit add this to soul not only your fueling ezel skill but you added an aditional 5k guard from your opponent because of ezel now hitting for 36K with crit. in the long run when this card is in play make sure that you don't go greedy only use to hit those magic numbers Dont power up RG or vanguard if it doesn't change the state of guarding. what do i mean by that? well Examples of which that i see a lot missplay is for example you have a 9k + 5k vs a 13k base dont soul charge the 10k shield if your gonna be 1k short to do a magic 10k guard. use this crit trigger wisely. it can totally change the game outcome.
4 Draw ( any )
4 Heal ( any )
G1 line up
3x PG's (Any) - Its a must in the game since we have a high expectancy of being against META's its pretty much a staple in every deck
1x Quintet wall (Any) - its just perfect for this deck i mean perfect. a quintet wall aint all that bad its a lose 1 card in your hand to guard a big attack and this combos to your Grand ezel why????
it will come to a point that you will ran out of counterblast but remember Ezel unflips 1 after it attacks so example of a senario 2 unflip cards on the DMG zone quintet wall in hand. you can still use ezel skill and use the quintet wall because at the end of the turn ezel unflips 1 dmg after using its skill. this will now set you up with the quintet wall. you made use of ezel skill and at the same time can guard with 1 card nullifying the vanguard attack making use of all your resources
4x Twin Holy Beast, White Lion - Mainly my favorite card in the deck it serves me the right to heal no matter what. its just very helpfull not only i can pull my LB anytime i want but it also fuels my grand ezel skill making him attack LB for free also this will help me Heal a Even more examples which happened to me before me and my opponent are at 3 i use 2 White lion skills making me go down to 5 i use Grand ezel skill for the crit scare instead i got double heal trigger and he took the dmg. hes now at 5 and im at 1 this is huge considering the amount of possibilities this unit could do. i sometimes get cards i need and eventually i get them and reuse them like triggers and PG's. this unit if far most useful one in the deck and will recommend on abusing his skill.
3x Knight of passion Torre - This is your avarage 10K beater on ezel nothing much special about this card its just there to attack. but of course ill let you know why you need him... first of you have hell a lot of 9K G2 so you would need that extra boost ( personal note we could go also with gareth but problem is hes not as flexible as torre torre canbe a booster and as an extra attack unit. either way cross rides are your only problem because 65% of your deck wont hit 18K + only if you have a 7K and a 11k or a 7K and a 12k beater. with you only have like 12 of those attackers in the deck.
2x Knife throwing Knight, Meleagant - well this for my finishing move i only use his skill on platina ezel this card is one of my combo cards in which when i have 4 counterblast open and 4 RG i can make 2 columns with 35+k power depending on what are the line ups. so to combo this card you opponent has to be at 5 and a maximum of 6 cards in hand ( worse case he has 3 PG's ) but like i said to combo this cards you have to meet these requirements and when you do use the skill of platina first then place this guy down unflip 2 then do it one more time. note platina ezel skill is a act so you can do it more than once
G2
2x Prayer of Holy Bow Vivian - I love this card due to the fact i get to call for free and its standing and its during the battle phase.. so many possibility i only have her at 2 though because technically you will be calling RG most of the time so the rate of you filling the field faster is high specially with the new SVG of Ezel. so having said that it will be a great card to ride on the 2nd turn. to assure that top deck unit. also to add your counter blast is reserve mainly for your ezel's so counter blasting too much will ruin the consistency of you trying to achieve the goal,
2x Burning Scale Knight Eliwood - i would like to put just 2 because also the same reason for vivian to much counterblast and the condition is a bit hard... you need him strictly at turn 2 to pull of properly,, its not required for you to do its skill. because you have more means of calling cards out than just him.
4x knight of passion bagdemagus - this is your 12K beater so dont put him out in the open for turn 3 since he is just a 9k but if your confident enough that hes not gonna die on that turn sure you can use him for early pressure. use him only if you have a column suited for him as long as the column reach magic number then your good to go.
4x Sacred twin Beast, Black lion - hmm everyone keeps asking me.. what are you crazy no 10K beat stick yes i don't why??? for me to hit consistent 18k + its harder to defend yes it is but you would not care?? why?? there are a lot of replacements for it... i mean if i have the 10K beat stick. i would have 17k columns if i have my 5k booster as RG ill have 15k columns im always short 1k.. so to provide for that inconsistency not only that it can poke VG with its annoying 11k. but even if you have a 5k RG you still hit for 16K and if you have a 7k booster it hits for 18K so defense yes its bad but having a consistent line up of Units will dictate how the game is been played i mean i done a lot of things try to play with the build but having an 11k beater is annoying so annoying that 1 attack is wasted for my 11k beater 5k shield for a 10K guard attack on my vanguard i can take that any time of the day.
G3 line up
4x Grand Ezel - ok this is your main vangaurd i personally love his skill to the point where is could truly say that a vangaurd that can unflip and soul charge itself after using it + that 10k with crit is HUGE. also to top it off its not like any other vanguard out there which pump's its own power without needing a limitbreak. so strategy for this is simple.. some times i like to delay the Limitbreak of the opponent i purposely let him gamble on my 10K with crit on 3rd dmg. 2 things will happen he guards it with 3 cards or guards it with PG OR have the chance to win with a crit trigger. its a win win situation.. and attack his RG afterwards if he gaurds it then good for you.. if not then he loses RG. you will keep on doing that till you feel like it but not everyday its Christmas so every after if his hand is down to at least 6 or 5 now try to use platina to end it dont worry if you got him to limitbreak and no crit showed up its ok at least hes at 5.
2 Platina - Note this is a finisher not as a vangaurd for longterm so use him on moment where you know your opponent is at 5 and have 6 to 7 cards left in hand if you do surely your gonna at least deal 1 dmg ( unless he have 3 PG's but that unlikely )
2 Blond - this is just to fill the field faster if you cant really pull of the card you need also this will serve as a requiremtnt for you to ride on for platina to get that 13k body. if you have a blond and Grand in hand make sure to ride blond first so when you ride grand he can also help with the soul for platina at End game
Pro's
1. full field nearly at turn 3
2. early crit pressure
3. Anti link joker
Con's
1. RG relaint ( no RG no Life )
2. vulnerable in first 3 turns
3. counter blast Heavy
Good Against
1. link joker
2. tachikaze
Bad Against
1. Kagero
2. Narukami
Overall analysis
This deck strength factor i give it a 8 out of 10 because it does have this combo with RG skills that can blend well with Ezel
This decks consistency i give it a 7 out of 10 because the decks Superior calling is not that impressive since your going to be more aware of what would you think will come out of the top.
Deck defense i give it a 8 out of 10 because the deck and abilities provides the cards needed in play which mean less cards to dish out in your own hand
Decks power play i give it a 8.5 out of 10 he has one of the best finishers in the game having a column with 36 to 39k columns would absolutely decapitate your opponent.
Over deck is at 8 our of 10
any other deck you want me to fix analyse just let me Know im Vinsin Vanguard doctor :P
Grand Ezel Specialize on doing major Vanguard dmg at least dishing out a minimum of 31K with a 5k booster and a max of 33k with a 7k booster it hits magic numbers where opponents are force to drop either a PG or a 30K guard every time a minimum of 5 cards per turn if opponent is at 5 a max of 7 cards if double triggered
Ezel had a lot of supports now then before i wish they made it a cross ride instead but due to its skill i think it sits fine with 11k. lets go on his skill
Grand ezel is like blond ezel but better. he has the same effect as blond ezel, to gain + 1000 power for each RG in play. in which case Blond is a 10K base and Grand is a easy 11K which in full field he automatically gets +5000 + when boosted it can do a easy 20K shield drop from opponents.
this is another deck that is being neglected for its power. mostly metas today are focusing on Monarch and Zenith but never Ezel.
This is the Deck list i made to conquer all other decks and do all its necessary skills efficiently as long as its played properly. this deck is all about probability. you dont get to call units you want, you rely mainly on the top deck. and if your lucky you can get a decent columns. if not ull end up getting triggers. so technical aspect of this deck is a total gamble. but like i said if you have master the art of probability deck composition you will totally nail a none trigger.
there is theory i made to known whether or not that the next card is a trigger or not, its a 60% success rate again this is just my method on playing and it works for me and i hope it works for you.
now for the decklist:
I play a standard G0 line up
SVG is
1x Scarlet lion Cub, Caria - i love how they just made this card i mean it helps a lot. this is a on hit call two units on top of your deck, down side of this card when up against a kagero it can surely be killed if lucky you may get rid of it on turn 3. sadly it only work when your and ezel vangaurd un like messenger you just need to hit and have counter blast. so strategy for this card is on turn 3 USE it! always keep a conservative field as much as posible leave 1 column open because caria skills is only to open RG. so first 3 turns will be boring and will have a significant amount of hand size since your putting less cards down. AGAIN USE IT when you have a chance.
4x Crits ( any )
4x Flame of Victory (Crit) - This is one of my favorite. sometimes if i do get him on the field with an ability its ok ill just wait for the right moment to use its ability. strategy on this card is simple. if you need for you final push and want to hit that magic number this card can provide that. examples of which that when you are attacking an 11k Base and your hitting 33k with crit add this to soul not only your fueling ezel skill but you added an aditional 5k guard from your opponent because of ezel now hitting for 36K with crit. in the long run when this card is in play make sure that you don't go greedy only use to hit those magic numbers Dont power up RG or vanguard if it doesn't change the state of guarding. what do i mean by that? well Examples of which that i see a lot missplay is for example you have a 9k + 5k vs a 13k base dont soul charge the 10k shield if your gonna be 1k short to do a magic 10k guard. use this crit trigger wisely. it can totally change the game outcome.
4 Draw ( any )
4 Heal ( any )
G1 line up
3x PG's (Any) - Its a must in the game since we have a high expectancy of being against META's its pretty much a staple in every deck
1x Quintet wall (Any) - its just perfect for this deck i mean perfect. a quintet wall aint all that bad its a lose 1 card in your hand to guard a big attack and this combos to your Grand ezel why????
it will come to a point that you will ran out of counterblast but remember Ezel unflips 1 after it attacks so example of a senario 2 unflip cards on the DMG zone quintet wall in hand. you can still use ezel skill and use the quintet wall because at the end of the turn ezel unflips 1 dmg after using its skill. this will now set you up with the quintet wall. you made use of ezel skill and at the same time can guard with 1 card nullifying the vanguard attack making use of all your resources
4x Twin Holy Beast, White Lion - Mainly my favorite card in the deck it serves me the right to heal no matter what. its just very helpfull not only i can pull my LB anytime i want but it also fuels my grand ezel skill making him attack LB for free also this will help me Heal a Even more examples which happened to me before me and my opponent are at 3 i use 2 White lion skills making me go down to 5 i use Grand ezel skill for the crit scare instead i got double heal trigger and he took the dmg. hes now at 5 and im at 1 this is huge considering the amount of possibilities this unit could do. i sometimes get cards i need and eventually i get them and reuse them like triggers and PG's. this unit if far most useful one in the deck and will recommend on abusing his skill.
3x Knight of passion Torre - This is your avarage 10K beater on ezel nothing much special about this card its just there to attack. but of course ill let you know why you need him... first of you have hell a lot of 9K G2 so you would need that extra boost ( personal note we could go also with gareth but problem is hes not as flexible as torre torre canbe a booster and as an extra attack unit. either way cross rides are your only problem because 65% of your deck wont hit 18K + only if you have a 7K and a 11k or a 7K and a 12k beater. with you only have like 12 of those attackers in the deck.
2x Knife throwing Knight, Meleagant - well this for my finishing move i only use his skill on platina ezel this card is one of my combo cards in which when i have 4 counterblast open and 4 RG i can make 2 columns with 35+k power depending on what are the line ups. so to combo this card you opponent has to be at 5 and a maximum of 6 cards in hand ( worse case he has 3 PG's ) but like i said to combo this cards you have to meet these requirements and when you do use the skill of platina first then place this guy down unflip 2 then do it one more time. note platina ezel skill is a act so you can do it more than once
G2
2x Prayer of Holy Bow Vivian - I love this card due to the fact i get to call for free and its standing and its during the battle phase.. so many possibility i only have her at 2 though because technically you will be calling RG most of the time so the rate of you filling the field faster is high specially with the new SVG of Ezel. so having said that it will be a great card to ride on the 2nd turn. to assure that top deck unit. also to add your counter blast is reserve mainly for your ezel's so counter blasting too much will ruin the consistency of you trying to achieve the goal,
2x Burning Scale Knight Eliwood - i would like to put just 2 because also the same reason for vivian to much counterblast and the condition is a bit hard... you need him strictly at turn 2 to pull of properly,, its not required for you to do its skill. because you have more means of calling cards out than just him.
4x knight of passion bagdemagus - this is your 12K beater so dont put him out in the open for turn 3 since he is just a 9k but if your confident enough that hes not gonna die on that turn sure you can use him for early pressure. use him only if you have a column suited for him as long as the column reach magic number then your good to go.
4x Sacred twin Beast, Black lion - hmm everyone keeps asking me.. what are you crazy no 10K beat stick yes i don't why??? for me to hit consistent 18k + its harder to defend yes it is but you would not care?? why?? there are a lot of replacements for it... i mean if i have the 10K beat stick. i would have 17k columns if i have my 5k booster as RG ill have 15k columns im always short 1k.. so to provide for that inconsistency not only that it can poke VG with its annoying 11k. but even if you have a 5k RG you still hit for 16K and if you have a 7k booster it hits for 18K so defense yes its bad but having a consistent line up of Units will dictate how the game is been played i mean i done a lot of things try to play with the build but having an 11k beater is annoying so annoying that 1 attack is wasted for my 11k beater 5k shield for a 10K guard attack on my vanguard i can take that any time of the day.
G3 line up
4x Grand Ezel - ok this is your main vangaurd i personally love his skill to the point where is could truly say that a vangaurd that can unflip and soul charge itself after using it + that 10k with crit is HUGE. also to top it off its not like any other vanguard out there which pump's its own power without needing a limitbreak. so strategy for this is simple.. some times i like to delay the Limitbreak of the opponent i purposely let him gamble on my 10K with crit on 3rd dmg. 2 things will happen he guards it with 3 cards or guards it with PG OR have the chance to win with a crit trigger. its a win win situation.. and attack his RG afterwards if he gaurds it then good for you.. if not then he loses RG. you will keep on doing that till you feel like it but not everyday its Christmas so every after if his hand is down to at least 6 or 5 now try to use platina to end it dont worry if you got him to limitbreak and no crit showed up its ok at least hes at 5.
2 Platina - Note this is a finisher not as a vangaurd for longterm so use him on moment where you know your opponent is at 5 and have 6 to 7 cards left in hand if you do surely your gonna at least deal 1 dmg ( unless he have 3 PG's but that unlikely )
2 Blond - this is just to fill the field faster if you cant really pull of the card you need also this will serve as a requiremtnt for you to ride on for platina to get that 13k body. if you have a blond and Grand in hand make sure to ride blond first so when you ride grand he can also help with the soul for platina at End game
Pro's
1. full field nearly at turn 3
2. early crit pressure
3. Anti link joker
Con's
1. RG relaint ( no RG no Life )
2. vulnerable in first 3 turns
3. counter blast Heavy
Good Against
1. link joker
2. tachikaze
Bad Against
1. Kagero
2. Narukami
Overall analysis
This deck strength factor i give it a 8 out of 10 because it does have this combo with RG skills that can blend well with Ezel
This decks consistency i give it a 7 out of 10 because the decks Superior calling is not that impressive since your going to be more aware of what would you think will come out of the top.
Deck defense i give it a 8 out of 10 because the deck and abilities provides the cards needed in play which mean less cards to dish out in your own hand
Decks power play i give it a 8.5 out of 10 he has one of the best finishers in the game having a column with 36 to 39k columns would absolutely decapitate your opponent.
Over deck is at 8 our of 10
any other deck you want me to fix analyse just let me Know im Vinsin Vanguard doctor :P
Santuary of Light Deck profile Indept strategy, Per card Guide Do's And Don't Etc.
Hi Disclaimer first, these deck build and strategy are made statistically and Strategic Logic which means i have studied and analyse it from inside out. this is a very detailed view of the Clan and arch type. Since this is my first blog i would like to extend my gratitude for reading the blog i made. im VinSin i specialized on statistics, probability,consistency and profitability. This blog will Explain all aspects of the deck over all from game play to card value to cost of the deck to difficulty and degree of competitiveness. THIS IS A BENCH MARK OF ONLY BT15 and FC2014 Below ( ill make a legion analysis soon and stride) This is an English format guide.
Sanctuary
of light Deck - This deck is all about field placement, miss place a unit in
the field could screw up your whole game. keep in mind while playing this deck
your goal is to make 21k to 22k to 23k Columns Every turn if you failed to do
so then your gonna lose the game. this deck relies mostly on utilizing the +3k
per unit. strategy of this deck is mostly a Vanguard only attacks your attacks
can reach 21k all the time forcing all opponents to at least drop a 15k guard
every turn even if your opponent gets a trigger he still guards for 10k unlike
other rearguards they just need 5k guard.. your deck focuses on beating down
its opponent. sadly you don't have any other flashy skill other than your 2nd
grade 3.
here are the cards and there role with their effects.
grade
0-
x1 Sanctuary of Light,
Planet Lancer (First Vanguard)
x4 Alabaster Owl
(Critical)
x4 Bringer of Good
Luck, Epona (Critical)
x4 Crit Triggers ( Any )
x4 Crit Triggers ( Any )
x4 Yggdrasil Maiden,
Elaine (Heal)
G1-
x4 Sanctuary of Light,
Little Storm (Ride Chain) - must ride* it means
you need HER in your hand read the chain ride effect carefully to properly use
her skill don't forget your key cards effects. this is a key card miss use this
will cost you the game. whats great about this card is that you have 2 chances to get that G2 so you won't be a 10k vanguard there is at least 35% chance you getting this card base on the number of card your gonna redraw and number of the deck composition. but if you do get this card you have at least a 65% chance to get the grade 2 if your 2nd to go and a 50% chance if your 1st but getting the grade 3 unit is different. you only have 1 chance to get it off little storm. at least a 30% chance to get that G3 or nearly 2 out 4 games i played but of course you may wanna keep the dragon in your first hand and just gamble on the G2 but if you have all 3 this regard the stats its fine, its now just gonna be a free card for you.
x2 Little Sage, Marron
(8k Vanilla) - card placement on this unit... please make sure its the grade 3 behind this you will never hit magic number when its is behind him
x4 Flash Shield,
Iseult (PG)
- must have * you need this specially in the meta today. your deck is really
special no body uses this more often. you have the element of surprise even
without a break ride your still dagerous if under estimated this will help you
survive awkward situations ( use only when your opponent break rides )
x3 Toypugal - this is a 9k booster
as long as you have "2" grade 3's in play Including your vanguard so
the strategy in this is. if you can’t put your grade 1 sanctuary of light due
to being destroyed or utterly having bad luck and never got to call her, this
card is a great substitute combine with a grade 3 14K+9K = 23k ( magic number ) so people to boost for this are the G2 Sanctuary of light and both G3 Units they both can easyly hit 21k and 23k
G2-
x4 Sanctuary of
Light, Determinator (Ride Chain) A must have in hand * This is a Free call unit. You can
call basically anything as long as you rode him with the G1 ride chain. Not
only you get to call for free you get to have a 10K vanguard on top of it.this
is also your 12K beaters so
Strategy
:
play
him when your at 3 dmg : Why? Because your vanguard effect doesn’t take effect
till limit break 4 so if you place him on (RG) early game will give him a
higher chance to die ( but no matter you have claudin and olwen both 11k
attacks but still keep him safe )
x4 Knight of Details, Claudin – this is also your 11k beat stick her effect is simple As long as you have a Limit break (RG) or (VG) (in which all your G3 does) she get +3k when she attacks so in combo with your (RG) 11k + 10k = 21K (magic number)
Strategy:
please be mindful of the field if you don’t have a LB G3 in play don’t play her
the whole point of her being in the deck is to have her get that extra +3000
attack power. but if your confident enough that your opponent can't do anything next turn and your a bit on the aggressive type why not.. but still careful gameplay remember your not a deck that people should be scared about so they will try to finish you off.
x1 Battle Flag Knight, Constance – this is the only Counter blast (RG) you have its effect is simple if this unit attacks the vanguard and it HITS? Counter blast 2 Call a Royal paladin grade 1 to (RG)
strategy:
USE
HIS EFFECT ONLY TO Sanctuary of Light, Little Storm (Ride Chain)
why???
Technically
G1 units are hard to kill since they don’t go to the front row alot having a
full little storm G1 back row will secure you of having a 10K booster every
turn
USE
HIS EFFECT EARLY GAME ( preferably 2 turn to 4 turn ) Why???
He
need to hit in order to be use usually 2nd turns you get to hit the
player so thats the best opportunity to strike with Constance
WHEN
WILL YOU NOT USE HIS ABILITY here is as follows
1. If you need the counter blast for your dragon
next turn
2. If the game is already at
5 DMG and the game is ending
t i only placed this unit as 1 because you have planetal dragon for it.. sometimes you wont need it at all during the course of the whole game and this unit will screw you over because of its low power. this is good when you dont have planetal dragon on turn 3 so constance will help you call that unit your suppose to call.
x3 Pathetic Jewel Knight, Olwen – this is easy to explain he is also a 11k beater with a harder condition. Make sure your equal or more (RG) than your opponent. Simple place him only if you know you have more (RG) than him
Strategy:
Better
use him on the 2nd to 4th turn so you can dispose of him
late game.
G3:
X4 Sanctuary of
Light, Planetal Dragon (Ride Chain) Here where the fun starts Your main
vanguard.
Your
main vanguard has 2 Effects
1. It calls a sanctuary of
light card from your deck
2. It give power to your
units every time it attacks
Here
are strategic plays for each ability
First
ability is simple
When
you ride you G3 vanguard you may choose to activate its skill that is counter
blast 2 call a sanctuary of light unit
So
what to call?
Any
of the 3
1. G1 unit ( if you need
booster ) * note only sanctuary of light Units
2. G2 unit ( if you need
intersepts )
3. G3 unit ( if you need
Attackers )
Use
in your discretion But remember once you ride and don’t use the ability it
won’t be used again BUT if you re ride the same card you may use the
2nd
ability
This
is the heart and soul of your deck this ability. Its 1st ability
give 3k power to all Sanctuary of light Units ( YES INCLUDING YOUR VANGUARD )
So
now this how it works and very simple strategy
Strategy
– Make sure your Fields of Units are Set. once you do, You have nothing to
attack but the vanguard of your Opponent NO MATTER WHAT THE POWER INCREASE
IS. In other words once your dragon Hits
LB no Holding back just attack the vanguard straight. attack with the vanguard first. the LB only activates on attack.
x4 Sanctuary of Light, Brightness Dragon – this is the tricky part
Whos
is this in my deck? Why do i need him?
Who is this in my deck?
1. He is your Emergency vanguard ( final push vanguard )
1. He is your Emergency vanguard ( final push vanguard )
2. He is your 14K attacker
Why do i need him?
1. He can help you do your last attack on your last
turn provided that santuary of light units are all gone
2. hes also a sanctuary of light so he get that free
power from your Main vanguard
WHEN
WILL YOU USE HIS EFFECT?
IF
you can do it 2 turns in a row why not? But only use him on late game or when
everything is going to the hole. What i mean by that is when everything goes
absolutely wrong. This vanguard will help totally it can manage any tight
situation by dividing the 3 Power given by this unit it can be done twice in a
game if counter blast and soul provides. This will be your go to vanguard if
all else fails
Pro's
1. this deck is unknown to some
2. 15K guard columns
3. consistent ride chain with big reward
con's
1. very predictable
2. no brainier
3. RG reliant
Good against
1. Any clan - well we all have weakness i get it but i really feel that when fighting against other clans the strategy of this deck never change i mean it can go againts kagero to the point where you just have to kill him quickly with those 15K guard per attack. its a easy 6 cards in hand per turn. so any clan would lose to losing cards in hand fast.
bad against
1. kagero
2. aqua force
3. narukami
basically anybody can retire key cards. its easy to say this deck no RG no life aahahaha.
Conclusion:
This
deck strength factor i give it a 6 out of 10 because it doesn’t dish out very
impressive combos and cycles
This
decks consistency i give it a 9 out of 10 because the decks ride chain has an
Auto fix feature which forces you to still ride the correct format regardless
of what unit you ride in on.
Deck
defence i give it a 8 out of 10 becuase the deck and abilities provides the
cards needed in play which mean less cards to dish out in your own hand
Decks
power play i give it a 7 out of 10 its good enough to end a game but not the
best +5k to 3 unit sometimes isn’t enough sometimes but having to dish out 21k
to 23k to 24k columns is a big deal
Over
all the deck is a 7.5 out of 10
any other deck you want me to review please dont hesitate to ask.. BTW i love doing unknown and weak deck and do research on make the most unique and best way to unlock the full potencial of a weak deck ( just love bashing meta decks ) HAHAHAH! My main clan is Kagero but i dont use DOTE i use Dauntless reverse BECAUSE HE IS AWESOME!
any other deck you want me to review please dont hesitate to ask.. BTW i love doing unknown and weak deck and do research on make the most unique and best way to unlock the full potencial of a weak deck ( just love bashing meta decks ) HAHAHAH! My main clan is Kagero but i dont use DOTE i use Dauntless reverse BECAUSE HE IS AWESOME!
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