Friday, 4 September 2015

G-BT05 First Revealed Cards - Cloudmaster Dragon & Rigid Crane

 Cloudmaster Dragon

[AUTO] Generation Break 1 Thunder Strike 2 (This ability is active if your opponent has two or more cards in their bind zone):When this unit is placed on (RC), until end of turn, this unit get [Power]+2000 for each card in your opponent's bind zone, and all of your opponent's units cannot intercept.
Rigid Crane

[CONT](RC) Generation Break 1 Oracle (This ability is active if you have five or more cards in your hand.): During your turn, this unit gets [Power]+2000 and "[AUTO](RC):When this unit's attack hits, Counter Charge (1)/Soul Charge (1).".








Lucky us, we manage to already get a glimpse of what's to come in G-BT05. This set seems to already be showing new keywords, giving more room for cards to have additional effects or more room to simply show off the artwork.


Cloudmaster Dragon's art is very nice and it's effect is a welcome boon to Dragonic Vanquisher. "Thunder Break" seems to be the Keyword for Narukami, requiring at -least- 2 cards to be in your opponent's bind zone, but gives a welcome skill as it can become an 11k attacker with just one bound card, and having constant negated intercepts really forces the opponent to drop their hand size to guard against high powered attacks.

Rigid Crane shows off the Keyword for Oracle Think Tank, namely being "Oracle". I feel like they could have done something different, but the effect is definitely useful, as OTT players will often have a large hand size. Oracle requires you to have five or more cards in hand and becomes a reliable 11k attacker, unflipper -and- soulcharger, forcing a lot of on-hit pressure. Let's put notice on one thing though shall we? 
It requires an on-hit. There's no mention of it needing to hit a -Vanguard-. This means swinging at rear guards to remove intercepts and attacking power, can still benefit you if it passes. 


These two cards are already showing us glimpses of what the Clans are getting ready to do. I'm looking forward to the next revealed set of cards myself. 

A Challenger Approaches!

Salutations everyone!

The name's Kirote.EXE, although most just call me Kir or Ben. (KirRho on CFA if you ever see me there). I'm a Cardfighter from Toronto, Canada and I've been playing Cardfight!! Vanguard for about a year now.

Some facts about me include the following:

- I play a lot of World of Warcraft. Expect reaction images and references. 
- Favourite Clan is Dimension Police  Commander Laurel.
- Yes, I do ride a Moose into battle. He shuffles my deck for me.
- Kourin is mine, Morikawa can get in line. 

-cough-

I was inspired by the Eternal Flames site and deck profiles and over the past months that I've been playing competitively, his builds and advice have helped me to be a more well rounded player. and I felt it was time to give something back.

Due to Raikishi taking some time to play in local tournaments, I've volunteered to take some of my free time to help post updates on the Eternal Flames blog and Facebook Page. I'll be doing most of the same type of posts; posting and updating deck profiles, as well as showing previews of cards yet to come. You can expect somewhat frequent updates from me, and I'll do the best I can to keep you informed. As we speak I'm currently going over a pair of deck profiles and the format may be different than what you're used to.

If I do make a mistake or you think I could make some changes in my coming updates, please let me know. I'm here to help, but I'm also here to learn and we can do great things together when we give feedback.

Another steps into the Eternal Flames to keep it forever burning with the heart and soul of the game!

~Kirote.EXE

G-CMB01 Swordsman of Light, Ahmes

Swordsman of Light, Ahmes


[AUTO](RC):When this unit attacks, if you have a vanguard with "Alfred" in its card name, this unit gets [Power]+2000 until end of that battle.

[AUTO](RC):
[Counter Blast (1)] When this unit's attack hits a vanguard, if you have a vanguard with "Alfred" in its card name, you may pay the cost. If you do, search your deck for up to one card with "Blaster Blade" in its card name, call it to (RC) with this unit, shuffle your deck, choose one of that unit's [AUTO], and until end of turn, its cost becomes [(0)] until the next time it is paid. (If a cost is (0), the cost is paid when declaring that you are paying it)




If this card looks like Blaster Blade but not Blaster Blade related I be too disappointed. Well at least they haven't forgotten all about Blaster Blade at all. This card will definitely puts some pressure on your opponents once you have Alfred on the field, getting Alfred on the field should not be hard because of the supports that get Alfred instantly. There is a lot of hitters and by the time you set up Legion for Ezer they could be on 4-5 damage so these hitters could be useless, unless you planning to use Legion from the start, or your opponent guards a lot during their early turns. Well it is useful for calling Blaster Blade and make a free retiring and also act as a 11k beater. We will have to see the rest of the support to see if we actually need Blaster Blade in deck or not.

Thursday, 3 September 2015

Little announcement


This image should give you a clue. Yes I went to the local card shop today didn't know it actually exist that sell vanguards stuff and do vanguard event. I had a great time there, and I manage to start off with Aqua Force, of course I will work my way around with other clans, once I manage to focus on one clan first. They were hosting Yugioh tournament, and I just went since my friend invited me to lol, GOT DOMINATED. Well of course I was using a very old deck (Synchrons with no Doppel), and they were using Pendulum and Exceeds, I didn't expect to win anyway, basically dropped out half way because of lack of motivation to play. It was a shame, since I did pay to enter the tourney.

On the other hand CFV was different, I won only using 2 Aqua Force TD slapped together, just a friendly match since the tourney is on Sunday. It was better since I had the motivation to play. Well I was planning to get Gears, but changed my mind. The people I met didn't know much about the new mechanics, such as G assists and Generation Break, which made me explained to them. 

All these actually mean, my blogging time for decks will be reduced, so don't be planning on waiting for deck builds, plus now I can extend my Youtube channel videos with real life cardfighting. But of course I definitely need to edit my Aqua Force deck by buying boosters. They sell G-BT02 and 03 which is good and plus I'm looking for the number 1 cardfighter in the card shop, so i guess thats the main event which is CFV tourney. Unfortunately I haven't met the number one though, if I had, I'll be surprised because they don't seem to know what they are doing with their deck.

C-MB01 Hailing Deletors

Hailing Deletor, Alba


[AUTO]:When this unit is placed on (RC), if your opponent's vanguard is deleted, search your deck for up to one card named "Hailing Deletor, Elro", call it to (RC), and shuffle your deck. If you do, your opponent calls the top card of his or her deck to (RC). (He or she may look at the card that will called before calling it)

[AUTO]
((RC) in the right column):When this unit attacks a vanguard, if you have a unit named "Hailing Deletor, Elro" on your (RC) in the left column, this unit gets [Power]+3000 until end of that battle.

Hailing Deletor, Elro


[AUTO](RC)[1/Turn]:When your opponent's unit is placed on (RC) due to an effect from cards, Counter Charge (1), your opponent chooses a card from his or her drop zone, and banish deletes it.

[AUTO]
((RC) in the left column):When this unit attacks a vanguard, if you have a unit named "Hailing Deletor, Alba" on your (RC) in the right column, this unit gets [Power]+3000 until end of that battle.



With the left and right column, this pretty much reminds me of the two cards, left and right arrestors and how they need each other to power up. Elro will only be useful against superior calling clans, unless Bushiroad decided to make a some Deletor cards that forces your opponent to superior call. But to be honest there is a lot of clans that does superior calling, like Angel Feathers, Genesis, Shadow, Royal, Gold, Gran Blue, Murakumo, Spikes, Pale Moon. So that is quite a lot of range for Elro to trigger the unflipping skill. Alba focused on calling Elro if your opponent vanguard is deleted which is quite useful to fill the front row if you used the front row for interception. Not to mention that with a unit being 12k beater and vanguard being deleted, they will work very well with stand triggers by guarding with more shields to protect themselves.

G-CMB01 Swordsman of Light, Blaster Axe Guerard

Swordsman of Light, Blaster Axe Guerard


[AUTO](RC)[1/Turn]:When your other unit is placed on (RC) due to an effect from one of your cards, if you have a vanguard with "Alfred" in its card name, this unit gets [Power]+5000 until end of turn.






Only once per turn and with the requirement of needing Alfred to trigger this card skill. I guess it's good for a 14k beater when you use superior calling skill, but I wonder how long can you actually superior call units. This is good but so far there's only a few units, and about superior calling units many times to trigger this card skill. I would not know. I just with they didn't have the once per turn restriction if they are going for superior calling. Then again, if the new cards have many units who do superior calling then once per turn on this card is quite reasonable.

Tuesday, 1 September 2015

Angel Feathers (Clumsy Celestial, Batrael) Deck Profile


It's finally time that we saw the second Legion for Celestial units, thanks to this card, it makes the use of Legion even better and not waiting to get the right cards from the deck. Although the mate on the other hand doesn't require a Legion on the vanguard which really makes the deck even better. Although it feels like this unit is only one time only when you use this card skill, so it will be better to have a back up unit for the deck instead of just running this card as a main unit. There are quite a few Celestial supports which really helps if you are using Celestial deck instead of the regular Angel Feathers deck, I just hope that people still kept their deck but I pretty much combined it with Legion.


Batrael is like Alfred XIV where this unit can have two mates instead of one. It is quite useful since the vanguard can focus more than two units when it comes to powering up and needing a specific unit. Now you can have at least three units to select from when you use Candle Light skill to place a unit to the damage zone or when you Legion, you can select a different mate. But of course that will means the legion art will be different, but who cares when you can gain the benefit of having more choices to select.

This card skill only activates once per card which is annoying. This is also why this card can't really be treated as a main unit, it's more like a support unit. Anyway when this unit is Legion, you can put the top card of your deck face up in the damage zone and then call one face up unit from the damage zone. If the card have the same name as your vanguard that unit gains 5k power. Quite a simple skill indeed. This unit also have a second skill which is when this card is placed on the vanguard circle, you can look at the top three cards, put one in damage zone and put the rest in the drop zone. Excellent for setting up Legion, then you can heal a face up card in the damage zone. 


Hael is the mate but it is not Legion restricted, meaning you could add this card in any Celestial build. This card still focus on Celestials but not just Legion only. This card can act as a beater, meaning you do not need to have a 12k beater since it doesn't make a huge difference. But this 11k beater also have an additional skill and this skill can put pressure on your opponent. When this unit hits, you can unflip one and soul charge one card. I don't know about soul charging since I don't really see that Celestial need the soul. The good thing with this card ability is that it does not have to hit the vanguard, you can also hit the rear guards for this skill to trigger.


Machidael is a very useful unit especially for a power Celestial deck. Well Celestial gives plenty of power anyway but with Legion they have even more power. Angel Feathers were always more focus on power as well as the damage zone and this what makes them very deadly especially when you do not have enough shields to guard against them. If this unit is Legion all of your units in the front row gains 2k power, then if you have a face up unit with the same name as the vanguard they gain another 2k power on the front row. So the front row will have a grand total of 4k power gain from this Legion skill which is not bad since you have not boosted yet to attack. 

The mate Asmodel works really well and it does not need to have Legion for the card skill to work. So basically you could add this card in any of your Celestial deck as it can provide a very handy pressure. Well if you running a power Celestial deck then this card should usually hit against your opponent unless they want to guard against them as soon as possible. When this unit attack hits a vanguard, by paying one counterblast and putting this unit into the damage zone, you can choose face up one unit from damage zone and call it to the rear guard. 



When I first saw this card, I couldn't really imagine this card as a card image because of the artwork. it looks more like fan made art instead of a real card. But anyway artwork isn't as important as the card skill. Well I like to have both since it will be better that way. This card activates in the damage zone. You can put this card back to the top of your deck from drop zone to look at the top three cards of your deck. Put one unit in the damage zone face up and put the rest to the drop zone. I will say it is a much easier way to set up Legion thanks to this card skill.





 Deck Recipe


Grade 0x17
x1 First Aid Celestial, Peniel (First Vanguard)
x4 Invert Celestial, Asbeel (Critical)
x4 Hot Shot Celestial, Samyaza (Critical)
x4 Celestial, Landing Pegasus (Draw)
x4 Recovery Celestial, Ramuel (Heal)

Grade 1 x14
x4 Marking Celestial, Arabhaki (10k Beater)
x4 Nursing Celestial, Narelle
x3 Adamantine Celestial, Aniel (PG)
x2 Battle Cupid, Nociel
x1 Solid Celestial, Adnarel (QW)

Grade 2 x12
x4 Dosage Celestial, Asmodel (Mate)
x4 Seizing Celestial, Hael (Mate)
x4 Candle Celestial, Sariel

Grade 3 x7
x4 Holy Edge Celestial, Malchidael (Legion)
x3 Clumsy Celestial, Batrael (Legion)

G Zone x8
x4 Holy Seraph, Raphael
x2 Holy Celestial, Mikhael
x2 Holy Seraph, Uriel


G-CMB01 Docking Deletor, Greion

Docking Deletor, Greion


[ACT](VC):[Counter Blast (2)-card with "Deletor" in its card name & Choose one of your rear-guards with "Deletor" in its card name, and retire it] Delete all of your opponent's vanguards, your opponent chooses a card from his or her drop zone, and banish deletes it. (The deleted unit is turned face down, its power becomes 0 and it loses all text. It turns face up at the end of the owner's turn)

[AUTO]:When this unit is placed on
(VC), your opponent chooses two cards from his or her drop zone, and banish deletes them.



They actually made Banish Delete a real thing.. This card pretty much can screw Legion and Granblue decks or maybe even Genesis. Although if you use any other decks I doubt this card will affect you much when it is about the drop zone. The first skill of this card is like Chaos but with a little bit extra which is basically binding a unit in your opponent drop zone whilst your opponent vanguard gets Deleted. This is actually quite deadly especially when you have both Chaos and Greion doing the deleting of the vanguard. They both cost two counterblasts each but you have unflippers which does the unflipping for the damage zone. Maybe Deletors will get more in this booster we will have to find out.

Royal Paladin (Soaring Divine Knight, Altmile) Deck Profile


Altomile have returned and looking at the G-BT04 support, not many cards needed to change the deck, only added like one or two including the stride unit. But I guess thanks to those new cards it powers up the whole field even better than before especially when the new Royal Paladin focus on calling grade 2 units for the skill to work. I've changed the grade line up a little to fit more copies and it works great. The key thing that this deck does is mainly call a lot of grade 2s units and then use Saint Blow for finisher move, Altomile Stride just help with calling. Techgal which is the latest card really helps the deck even though its only 8k beater. The amount of callings with grade 2s mean you will eventually need to call some grade 2 units on the back row which makes Techgal useful for the deck.


Altomile a the stride unit, unfortunately in the end you will definitely need Saint Blow to do the job, but this card helps a little by powering up the front row and calling more rear guards to the field, calling more grade 2 units to be exact. Well because Saint Blow is the finisher, you will definitely need this card to weaken your opponent hand even more for Saint Blow to take the full effect. You could actually make this card skill even better by combining with many powering up units so your opponent will need to guard more forcing their hand, but that's only if you manage to get those specific units on the field.

The good thing about this Stride is that no counterblast needed, with the new support and Fragment doesn't always hit for the skill to trigger, you definitely need G units that work without counterblasts. When this unit is placed on the vanguard circle by flipping one Altomile unit, all of your front row gains 3k power, then if the number of face up G unit is two or more, you can call one grade 2 unit from the deck and it gains 5k power. Quite handy unit to use especially when you want to fill up those rear guards. Since Altomile 3k bonus is a CONT skill, you can just call units to the front row and they will automatically gains 3k power which is not bad. 


In order to make Altomile G unit much more power, the hope will depend on this card. 3k extra power will only make your opponent guard more a little but not a lot. But by adding Altomile striding skill it gives a total of 8k bonus which is nearly extra 10k power. For the opponents they will definitely need to guard with a extra 10k shield that they already guarding with. But that will also depends on what type of units you using with on the front row, well you can just say it only makes your opponent guard more and basically thats it really. Even if you cannot Stride you still got this unit Generation Break 2 skill which gives 5k power to your front row so your opponent will still need to guard more than usually thanks to the extra 5k power up.


The doggy with only a 8k power, but I guess if this unit was 9k power it make things much more OP when it comes to powering up units. With the amount of calling grade 2s, having this in the back row makes it much easier because you don't want a attacker in the back row that you can't use for boosting. You will only need to pay one soul blast and rest this unit for this card to power up your front row units. It is quite handy especially when you call a lot of grade 2 units, but you don't need a lot of copies because of the soul. Fragment don't last very long when it comes to soul charge and unflip and you will have to rely on triggers for the soul.


Pier is a unit works extremely well when you keep calling grade 2 units on the field, especially combining it with Altomile Stride for more power. Do anyone think that this card look a lot like Aladdin? Maybe it's just the hat and clothes it's wearing. This skill is really simple to trigger but there is also a limit, whenever you call a grade 2 unit, this card and the unit in the same column gains 2k power meaning a grade total of 4k altogether. Of course you will need Altomile on the vanguard circle for this skill to work, which shouldn't be hard to trigger anyway since you have both Atomile grade 3 and G unit. 


Well there isn't a new first vanguard for this kind of deck. Jumpgal is more suitable for Sanctuary Guard than Altomile. Millius wasn't as good as first because there wasn't many options and combinations you could use this card with, but now it's much easier, especially when you want to fill up the rear guard circle in one go. You only need to pay one counterblast and move this unit to soul to call one grade 2 unit to the rear guard circle. Quite simple and more combination you could pull using this First Vanguard.






 Deck Recipe


Grade 0x17
x1 Shining Knight, Millius (First Vanguard)
x4 Bringer of Dreams, Belenus (Critical)
x4 Knight of Flash (Critical)
x4 Margal (Draw)
x4 Healing Pegasus (Heal)

Grade 1 x14
x4 Holy Knight Guardian (PG)
x4 Laurel Knight, Sicilus (Strider)
x3 Knight of Shield Bash (9k Beater)
x3 Knight of Reform, Pier

Grade 2 x12
x4 Knight of Fragment
x4 Knight of Twin Sword
x2 Knight of Refinement, Benizel
x2 Techgal

Grade 3 x7
x4 Blue Sky Knight, Altmile (Strider)
x3 Sanctuary Guard Dragon (Limit Break)

G Zone x8
x4 Holy Dragon, Saint Blow Dragon
x2 Shrouded Divine Knight, Gablade
x2 Soaring Divine Knight, Altmile


G-CMB01 Swordsman of Light, Blaster Javelin Larousse

Swordsman of Light, Blaster Javelin Larousse


[AUTO]:[Choose two cards from your hand, and put them into your soul] When this unit is placed on (RC), if you have a vanguard with "Alfred" in its card name, you may pay the cost. If you do, search your deck for up to two <High Beast>, call them to separate open (RC), and shuffle your deck.



Now Blaster Javelin is on the Royal Paladin side except turning into a grade 2 unit instead of being a grade 1 as well as supporting for High Beast units. Good to see that they haven't forgotten about the old cards, well I think Blaster Javelin maybe the only unit left when it comes to counterpart for the Blasters. It's been a while since I last saw a card that support High Beast units only for Royal Paladin. This tends to show why there are so many High Beast units in the Royal Paladin clan. Reading this skill, sending two cards from hand to soul made me think of Ezer and how Ezer needs that soul to do his ultimate calling to the field. Well it seems this card will also be useful except needs to work after performing Legion because it is Alfred restricted. Also you could use this card for Wingal Brave skill to bring out a Blaster unit to hand since it got Blaster in its name.