Thursday, 24 April 2014

Royal Paladin (Seeker + SSD) Deck Profile


Well since the TD is out, I decided to make a deck that utilizes this card as well as our old friend 'Soul Saver Dragon'. The one thing I find with 'Legion' is that it can build up a huge amount of soul which is good for a card that rely on heavy soul like 'Soul Saver'. Oh, and I mustn't forget about getting back triggers to deck which is very handy when you can drive check triggers.


Decklist

Grade 0 x17
x1 Starting Legend, Ambrosius (First Vanguard)
x4 Certain Kill Seeker, Modron (Critical)
x4 Future Knight, Llew (Critical)
x4 Margal (Draw)
x4 Seeker, Loving Healer (Heal)

Grade 1 x14
x4 Lake Maiden, Lien
x3 Good Faith Seeker, Cynric
x3 Pongal
x2 Flashing Jewel Knight, Iseult (PG)
x2 Summoning Jewel Knight, Gloria (QW)

Grade 2 x11
x3 Natural Talent Seeker, Valrod (10k Vanilla)
x3 Blaster Blade Seeker
x3 Full Bloom Seeker, Cerdic
x2 High Dog Breeder, Akane

Grade 3 x8
x3 Secret Sword Seeker, Vortigern (Legion)
x3 Seeker, Sacred Wingal (Legion)
x2 Soul Saver Dragon 


Since there are not many supports to help 'Seekers' until BT16, I decided to add my own cards and of course this deck uses a lot of counterblasts as always because of no unflippers. 'Legion' is certainly interesting because I can finally put the full use of 'Quintet Wall' instead of for decking out purposes. I am running 8 Critical and 4 Draw, because these triggers will be recycle anyway when you do 'Legion'. As well as 'Margal' is use to put to soul for 'Soul Saver' skill. There is really no need to use rainbow triggers in my opinion.

For my first vanguard, I decided to choose this unusual first vanguard 'Starting Legend, Ambrosius' for this deck. This is because 'Ambrosius' let you discard and draw but moving this unit to soul. Therefor it will help you pull 'Legion' but note that 'Legion' needs a grade 3 on both side of the vanguard. Although at least this card is a great start for the deck.

For my grade 1 units, I am running 4 'Lake Maiden, Lien', which is basically the same reason as 'Ambrosius' but this time you will need to rest this card. So this card will be great usually on the first turn or when you are not boosting a unit. Although since 'Legion' gains power own their own so you can use this card behind the vanguard, unless you want to boost your 'Legion' unit, so your opponent could use their PGs, or QWs. 

I am running 3 'Good Faith Seeker, Cynric' because this deck is not a pure 'Seeker' deck so you will not need to max 4 of this card. This card gains 3k when you have a 'Seeker' on the vanguard which makes this card very good as it is a 10k beater. I am also running 3 'Pongal' a good old friend that I have used in the past. By paying 1 counterblast, you can search for one 'Soul Saver Dragon' and add it to your hand which is very handy because I am only running 2 copies of 'Soul Saver'. 

I am running 2 'Flashing Jewel Knight, Iseult' which is just a 'Perfect Guard' to protect against high powered units. Although you will not need to worry having 4 of this card because of 'Legion'. You do not want to waste all the shields just to use 'Legion'. So this is why I am also running 2 'Summoning Jewel Knight, Gloria' which is a 'Quintet Wall' for the deck. With this unit, you will only need to pay 1 counterblast and you can guard with the top 5 units from your deck, so you can get ready for 'Legion'. Now 'Quintet Wall' are very useful for 'Legion' as it is easy to fill up the drop zone in one go.

As you can see I did not run 'Toypugal' because I do not have room for the deck but if you find some room for the deck you can add it since it gains a extra 3k power when you have 2 or more grade 3s. So you will have a 9k booster all the time for boosting your rear guard units as well as the vanguard.

For my grade 2 units, I am running 3 'Natural Talent Seeker, Valrod', which is just a 10k vanilla and nothing else. This card is for 'Legion' so this is why I have added this unit to the deck. I am also running 3 'Blaster Blade Seeker', but unlike other 'Blaster Blade' this unit only works on the rear guards which is a shame. It will be fun if this unit can also work on the vanguard as well since you will need a 'Seeker' unit on the vanguard to be able to use this card. By paying 1 counterblast, you will be able to retire your opponent front row.

I am also running 3 'Full Bloom Seeker, Cerdic' which gains 3k when you have a 'Seeker' unit on the vanguard. Just like Cynric' you will not always have a 'Seeker' on the vanguard which means this unit will not get a power bonus. So it will be just a 9k beater then. Although with most of the cards being 'Seekers' you should be able to use this card skill mostly, so you will have a 12k beater each time.

I am running 2 'High Dog Breeder, Akane' which helps you call 'Pongal' when this unit is place on the vanguard or the rear guards. I did not use 'Battle Flag Knight, Constance' since this card is very bad against 'Legion' decks as people will guard against this unit, and you will not be able to use this card skill then. I know it let you call 'Royal Paladin grade 1 or less which is very useful to the deck, but it will need to hit the vanguard for the skill to work. 'Akane' only calls 'High Beast' race to the rear guard circle and since I only have one you pretty much know which one to choose, at a cost of 2 counterblasts.

For my grade 3 units, I am running 3 'Secret Sword Seeker, Vortigern' which I find this card useful even though it is a grade 3 with 10k power only. 'Vortigern' can work on the vanguard as well as one the rear guards just like those 'Limit Break' cards which can work on both circles. Exactly like those 'Limit Break' cards this unit gains 5k power when you have this card as 'Legion'. Although the difference will be is that this unit will have more power since it is combine with 'Legion'. When this unit attacks on the rear guard it gains 2k power.

I am also running 3 'Seeker, Sacred Wingal' as this card works on the vanguard circle only. When you 'Legion' with this unit, you will be able to call a grade 2 or higher 'Seeker' unit from your deck, and I will choose 'Vortigern' so I can reduce the chances of drawing grade 3s from the deck. As well this unit will be able to fill up the rear guard a little. When this unit attacks on the vanguard circle it gains a extra 2k power.

I am running 2 'Soul Saver Dragon' because like I said 'Legion' can build a huge amount of cards in soul. When you ride this unit on the vanguard by paying 5 soul blast, you will be able to give 3 of your rear guards 5k bonus, which is one of the deadly finisher, if you manage to make your opponent used up all their rear guards. This combo works with stand or critical, but it would not change much if you have been doing 'Legion' to weaken your opponent defenses. 

Friday, 18 April 2014

TD 14 and 15



Looks like the trial decks are here for the new 'Royal Paladin' and 'Narukami' clan. The cards are pretty interesting and it is a full deck of the archetype. No extra cards are added in the deck. Although the cards are pretty similar to the cards from Season 1 decks which I do not know why. I like the 'Brawlers' artwork more than 'Seekers' but I do not know the full strength of these 2 clans yet. 

Thursday, 17 April 2014

Bermuda Triangle (Coral Crossride) Deck Profile


Well it seems they have released a cross ride for 'Coral' which I have made a deck with. It really gives a good advantage with hand sizes and thanks to the new support from 'Duo', the deck is fully complete. There are some minor problems, but that can be solved easily since I have add both soul charging and soul blasting. 


Decklist

Grade 0 x17
x1 Angelic Star, Coral (First Vanguard)
x4 Duo Gran Pasturn, Syanon (Critical)
x4 Drive Quartet, Shuplu (Critical)
x4 Heartful Ale, Fundy (Draw)
x4 Drive Quartet, Flows (Heal)

Grade 1 x14
x4 Fresh Star, Coral (Ride Chain)
x4 Mermaid Idol, Elly (PG)
x3 Duo Happy Diary, Sheryl (Promo)
x3 Duo Clear Parasol, Kura

Grade 2 x11
x4 Shiny Star, Coral (Ride Chain)
x3 PR♥ISM-Duo, Slaney
x2 Girls' Rock, Rio
x2 Duo White Crystal, Ricca

Grade 3 x8
x4 Aurora Star, Coral (Ride Chain)
x4 Shangri-La Star, Coral (Cross Ride)


Thanks to the new supports I can finally make this deck better. With the help of unflipping you can constantly use the skill over and over again, which is what 'Bermuda Triangle' needs anyway. 'Shangri-La Star, Coral' focus on increasing your hand size by sending 1 'Coral' to soul. Since this deck soul charges a lot, I decided to add some soul blasters, so you do not need to have a full deck of cards in soul. I am running 8 Critical and 4 Draw for this deck, although you can run 12 Critical triggers, because draw power is not a problem in this deck. You will only need to focus on dealing a good amount of damage.

I am running 'Angelic Star, Coral', because this card is the start of the ride chain. When you ride 'Fresh Star, Coral' on top of this card, you will be able to look at the top 7 cards for any 'Shiny Star, Coral' or 'Aurora Star, Coral' and add it to your hand. If you do not ride 'Fresh Star, Coral' you can call this card to the rear guard circle just like a 'Forerunner'. Although with only 4k power as a booster it will not do much so, you will need to try and return this card to your hand for extra defenses. 

For my grade 1 units, I am running 4 'Fresh Star, Coral' which is the start of the ride chain if you are successful. This is a 7k booster for boosting your units. I am also running 4 'Mermaid Idol, Elly', which is a perfect guard. You do not need 'Quintet Wall' in this deck unless you want to deck out which I would not recommend anyway. 'Quintet Wall' might be able to at least stop you from discarding another card from your hand, but I do not feel it is suitable because this deck is 'Bermuda Triangle'. 

I am running 3 'Duo Happy Diary, Sheryl', because it have the same ability as 'Rio' as well as being a 6k booster which is not bad. I want to get a lot of soul charging done because this deck does do a lot of soul blasting if you manage to use the cards. With this card, it will help you soul charge as well as drawing which is pretty useful to build up the soul quickly. So this cover some major problems to this deck that I have made.

I am also running 3 'Duo Clear Parasol, Kura' because unlike other clans 'Bermuda Triangle' decks usually soul charges a lot of cards. Since I focus my entire build on soul charging cards and rarely any soul blasting, I decided to add this card in this deck. By doing 2 soul blast you will be able to unflip to damage. This deck uses a lot of counterblasts, so I think this card is very useful to unflip those damage zone.

For my grade 2 units, I am running 4 'Shiny Star, Coral', because it is part of the ride chain as well as getting it to use 'Shangri-La Star, Coral' skill. Although this card is useful even without the help of ride chain as it can gain the ability to return a card from the rear guards back to your hand. When this unit hits a vanguard you can return 1 'Bermuda Triangle' from the front row back to your hand, and if you have 'Fresh Star, Coral' in your soul, you can return 1 'Bermuda Triangle' from the back row as well. Although this ability on works when this unit is on the vanguard circle only.

I am running 3 'PR♥ISM-Duo, Slaney', because by paying 1 counterblast, you can return one 'Bermuda Triangle' to your hand. This ability on works for the rear guards only. I tried to use 'Pearl Sisters, Perla' and it nearly left me with a empty soul, which I did not want. So I have to replaced it with 'Slancy' but I do prefer 'Perla' because of the ability to use it on the vanguard or the rear guards circle.

I am running 2 'Girls' Rock, Rio', even though it is only a 8k beater, I still find this card very useful. It have the same skill as 'Sheryl' only 2k power difference though. Sometimes you do not always get the cards you need, even if you max copy the cards, so it is better to have extra cards with the same ability which will come in handy. The only problem with this card is that it is a very easy target so you will need to return it to your hand when you have the chances. 

I am also running 2 'Duo White Crystal, Ricca', which is another unflipper for this deck. It is also a 8k beater same as 'Rio' which is why I am only running 2 copies as well. When this unit returns to your hand, you will be able to soul charge 1 card as well as unflipping 1 card from the damage zone. Again this card is an easy target for your opponent as they do not want you to have the advantage of unflipping the damage as well as soul charging. 

For my grade 3 units, I am running 4 'Aurora Star, Coral' which is just a normal ride chain card for this deck. During the Limit Break, when this unit attacks, by paying 2 counterblasts, soul charging 1 card and returning 1 'Bermuda Triangle' to you hand, this unit gains 5k power. It is good since you can return one of your 'Bermuda Triangle' that have attacked back to your hand so it won't get remove during your opponent turn. 

I am also running 4 'Shangri-La Star, Coral' which is a crossride for this 'Coral'. This card is different to 'Aurora Star' because you can use this card skill during the main phase. Although, you can only use the skill once per turn which is a let down. If it wasn't once per turn, it will become a very great card to use. By paying 1 counterblast and 1 soul blast, you will be able to return 1 'Bermuda Triangle' to your hand, and then this unit gains 3k power. As well as a additional skill, by sending a 'Coral' unit to the soul you can draw 2 cards. 

As the rulings state, cards like 'Coral Assault' will work for this unit, but I did not want to add it to the deck because some cards only returns 'Bermuda Triangle' to hand. 'Coral Assault' is good for a 11k beater when it attack on the third battle phase, but 'Bermuda Triangle' is already good on their own without a hybrid. Beside 17 'Coral' cards is not bad for this deck as you can pull them out with the amount of draw power this deck have. 

Saturday, 12 April 2014

Spike Brothers (General Seifried) Deck Profile


I've decided to combine these two cards together as well as I have not made a deck using 'General Seifried' yet, at least now it can show it true potential with the combos. This might be able to pull of a 5 attack combo if you have break ride instead of just having 4 attacks. Now it is time to let 'Spike Brothers' shine again.


Decklist

Grade 0 x17
x1 Mecha Trainer (First Vanguard)
x4 Silence Joker (Critical)
x4 Sonic Breaker (Critical)
x4 Cheerful Lynx (Draw)
x4 Cheer Girl, Tiara (Heal)

Grade 1 x13
x4 Cheer Girl, Marilyn (PG)
x4 Wild Hitter (Promo)
x3 Reckless Express
x2 Medical Manager

Grade 2 x10
x4 Dudley Mason
x3 Fierce Leader, Zachary
x3 Highspeed, Brakki

Grade 3 x10
x4 Bad End Dragger (Break Ride)
x4 General Seifried
x2 Juggernaut Maximum


They grade balance for this build is the exact same as 'Dimensional Robo' because this deck mainly is a grade 3 basis and we want to pull off some combos by drive checking a grade 3. I am running 8 Critical and 4 Draw triggers for this deck like always since there are no extra draw triggers for this deck at the moment.

I am running 'Mecha Trainer' as my first vanguard because this unit can help you search for a grade 1 or below unit. Now you have plenty of choices to when you use 'Mecha Trainer'. If you prefer to be on a defensive side use perfect guard, if you want to be on a full attack side choose 'Wild Hitter', but this only works well with 'General Seifried'. If you do not have any attackers you could always choose 'Reckless Empress' to have a 12k beater and when you break ride it could be a 22k beater on it's own.

For my grade 1 units, I am running 4 'Cheer Girl, Marilyn', because it is a perfect guard to protect against high powered units. I know this deck uses major hand size, but you will have to deal with it. I am also running 4 'Wild Hitter', because this deck is a grade 3 based deck and so this card will work very well. By paying 1 counterblast and putting this unit to soul, you will be able to search for one card in your deck and call it to an open circle. This is only when your boosted unit reveals a grade 3.

I am running 3 'Reckless Express', because this unit is a 12k beater as well as it goes back to the deck in the end. You will need to pay 1 soul blast for this skill to work and it is also very useful when you combine it with break ride. Even though with all these great abilities, I am only running 3 copies because of this card only working at the right moment and as a back up which is not needed that often.

I am running 2 'Medical Manager' because this card will be able to let you soul charge 1 card when it is called onto the rear guards. Since this deck does a lot of soul blasts, it is best to add some copies of this card in this deck. But because of grade balance, I couldn't add more than 2 in this deck and the rest of the cards I need to keep as they act as a main unit for the 'Spike Brother' combo attack. So if you found some room to add more than 2 in the deck, then good for you.

As you can see, I am not running 'Wonder Boy' because all the attacks including boost hits around 16k and more. So 'Wonder Boy' isn't any use in this deck as it got no ability and just a vanilla that can booster or use for attack which I don't use it that often. The only card I think 'Wonder Boy' will go well with is, 'General Seifried' as it can become a 21k beater instead of 20k. Although it is better to have a deck that have abilities rather than just vanillas.

For my grade 2 units, I am running 4 'Dudley Mason', because this card is very good for hitting pressure against your opponent. As well as this card can be used on the vanguard or the rear guards which is very handy indeed. When this unit attack hits a vanguard, by paying 1 counterblast as well as sending 1 card from your hand to soul, you can call another 'Spike Brother' unit to an open rear guard circle. 

I am running 3 'Fierce Leader, Zachary', because this card helps you draw by paying 1 soul blast. It does help the 'Spike Brothers' a lot but it must hit the vanguard for the skill to work. This card does put pressure on your opponent since this card let you draw 1 card and this unit will return to deck once the skill have been use. So your opponent will want to get rid of this unit before you could gain any more hand sizes.

I am also running 3 'Highspeed, Brakki', because I want to use 'Dudley Manson' more than this unit since it works on both circle. So this is why I am only running this unit at 3 copies. 'Brakki' have the same skill as 'Reckless Express' which means this unit can be a 14k beater. Combine with break ride skill this unit will be a 24k beater which is very good.

For my grade 3 units, I am running 4 'Bad End Dragger', because it is a break ride unit. When you break ride on top of this unit, when your 'Spike Brothers' attacks on the rear guards, they gains 10k. Although they do return at the end after they attack even if you pay the cost or haven't, so some cards is better if you pay the cost. This break ride have worked with many other grade 3 units, so now I am applying it on 'General Seifried'.

I am also running 4 'General Seifried', because this card is the main card of the deck. The skill requires a bit of luck, but it does not matter. It combines very well with break ride as the call unit gains 10k power when they attack. This card requires no Limit Break, so if you failed to break ride, and you drawn this card instead, you can still use it during the early stages of the game. As well when this unit is boosted by 'Spike Brother' it gains 3k power which means it will be a 13k beater instead of 10k beater.

I am running 2 'Juggernaut Maximum', because it is important to have the right grade 3s in your vanguard, and this unit will not be very good on the vanguard. This card have the same skill as 'Reckless Express' and 'Highspeed, Brakki' as they all gains 5k power when you soul blast 1 card from your soul. It should not be that hard to soul blast 1 card with the help of some cards that move cards to soul.

Thursday, 10 April 2014

Cardfight Vanguard Vol.13

Sacred Beast Seeker, Claude


*[AUTO]:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, search your deck for up to one card named "Seeker, Sacred Wingal", reveal it to your opponent, put it into your hand, and shuffle your deck.

[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.*

It seems they have supported 'Sacred Wingal' which will help you get 'Legion'. The best thing about this unit is that it does not have the 'Lord' ability which means you can add other cards from other clans, if you want to make a hybrid deck. 

I have no idea why but they have released this promo before the actual trial deck, but I guess it is not long away. So it will not be a problem. Although I still prefer to do 2 different legion rather than just 'Sacred Wingal'. At least it will help you get the grade 3s you need though by paying 1 counterblast and soul blast which is not a big deal.

Brawler, Sky Blow Dragon


*[AUTO]:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, search your deck for up to one card named "Brawler, Skybeat Dragon", reveal it to your opponent, put it into your hand, and shuffle your deck.

[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.*

Again they have released the same ability but this time with 'Brawlers'. So all those people who wants to use 'Brawlers' instead of 'Seekers' also can use this card. Well with this card supporting 'Skybeat Dragon' you will be able to retire your opponent units even more.

Same with 'Claude' this card will help you search for the cards you need by paying the cost. The cost is not much, so it would not be very hard to pull. Again this does not have a lord unit so you will be able to mix this card with other clans.


Maximum Raizer


*[CONT](VC/RC):During your turn, if you have another unit with "Raizer" in its card name in the same column as this unit, this unit gets [Power]+2000.*

Finally the released something different for the 'Raizers'. Instead of either being a new grade 1 or 2, they have now released grade 3 'Raizer' 'Maximum Raizer' which is complete opposite of 'Minimum Raizer'. This card maybe only a 12k beater if you have another 'Raizer' on the same column, but a 12k beater is enough. 

At first glance I thought this unit was a green 'Perfect Raizer', but anyway at least 'Perfect Raizer' can now gain more power. Although because of a lot of 'Nova Grappler' units grade 3 that could help 'Perfect Raizer' I am not sure on which one to choose. I guess I have to replace them all with this unit, so 'Perfect Raizer' can gain more power. It is useful for 'Perfect Raizers' unlike some new 'Raizer' cards which I don't like that much. This card can be used on the vanguard or the rear guard circle, so it is quite handy if you do not manage to draw 'Perfect Raizer'.

Wild Hitter


*[AUTO](RC):[Counter Blast (1) & Put this card into your soul] When the drive check of the vanguard that this unit boosted reveals a grade 3 card, at the end of that battle, you may pay the cost. If you do, search your deck for one card, call it to an open (RC), and shuffle your deck.*

A 'Spike Brother' unit that does not need to be 'Spike Brother' specific. All this card requires is to boost a grade a vanguard that can reveals grade 3. This card is useful in 'Asura', 'Dimensional Robo' or 'Glendios' deck. Well basically decks that have a lot of grade 3s and not just 8 or 9.

I find this card very useful with 'General Seifried' as you can call 2 unit at once if you manage to drive check grade 3, so you can create another column to attack with. Although drive checking grade 3 are very luck base and sometimes they cannot be drive check at the right time. 

I think this card is very useful in many decks. Although the only problem now is the lord units, so you will need to make a deck that does not have Lord units. Thankfully the new 'Legion' units does not have 'Lord' ability which means you could try combining this card with them.


Duo Happy Diary, Sheryl


*[AUTO]:[Counter Blast (1)] When this unit is returned to your hand from (RC), you may pay the cost. If you do, Soul Charge (1), and draw a card.*

A card which is useful in a lot of 'Bermuda Triangle' deck. Not only it is the same ability as 'Rio' but it is also a grade 1 unit. Now because 'Bermuda Triangle' always have low power for grade 2 units, I don't mind using them if they are grade 1 instead. This unit might only be 6k booster but at least it will not be targeted easily by your opponent like 'Rio'. 

Even though this unit have 'Duo' in it names and 'Duo' have loads of unflippers, I will still add them in most 'Bermuda Triangle' deck and not all. Since 'Bermuda Triangle' was always missing unflippers to complete their deck, but now they have them which makes them really good. There is a Black and White artwork for this card, just like other 'Duo' cards.

Maiden of Dreaming Aroma


*[ACT](RC):[Counter Blast (1) & Put this unit into your soul] Look at five cards from the top of your deck, search for up to one grade 3 or greater card, reveal it to your opponent, put it into your hand, and shuffle your deck.*

You thought this card would be like 'Storm Bringer' which needs to hit a vanguard for the skill to work and it is also a 9k beater. I like that card it gives a little bit of pressure to your opponent. Now with this card, you move this card to soul and pay 1 counterblast, just to look at the top 5 cards of your deck. 

The good news with this card, is not 'Neo Nectar' specific, so you can run this card in other decks if they needed grade 3 especially break ride. I guess you are moving this card to soul which will avoid the 'Lord' ability. This card is also great in 'Glendios' where you can search for your 'Reverse' units unfortunately. This is only if grade 3s are very important to you, and for me I say sometimes. 

I could say this card is very useful in 'Transcendence' because 'Transcendence' need to search for the right cards or else they cannot ride. Since this card is to search for grade 3 or greater from the top 5 cards of your deck. So I can really see this card being useful in a lot of decks, that is only if they run them. 

Sunday, 6 April 2014

Royal Paladin (Fearless Jewel Knight, Julia) Deck Profile


Well, since 'Julia' is released a long time ago, I just decided to make the deck now because of someone requested. I kinda like this deck because it shows the way of calling units from the deck like what 'Royal Paladin' should do at the first place. The least 'Jewel Knights' can be called using this card is 1 so it wouldn't affect you that much.


Decklist

Grade 0 x17
x1 Desire Jewel Knight, Heloise (First Vanguard)
x4 Blazing Jewel Knight, Rachelle (Critical)
x4 Jewel Knight, Noble Stinger (Critical)
x4 Devoting Jewel Knight, Tabitha (Draw)
x4 Ardent Jewel Knight, Polli (Heal)

Grade 1 x14
x4 Flashing Jewel Knight, Iseult (PG)
x4 Jewel Knight, Prizmy
x4 Stinging Jewel Knight, Shellie
x2 Regret Jewel Knight, Urien

Grade 2 x11
x4 Fellowship Jewel Knight, Tracie
x3 Linking Jewel Knight, Tilda
x2 Dogmatize Jewel Knight, Sybill
x2 Pathetic Jewel Knight, Olwen

Grade 3 x8
x4 Pure Heart Jewel Knight, Ashlei (Break Ride)
x4 Fearless Jewel Knight, Julia (Promo)


Well because there are lack of 'Jewel Knights' it did not take very long to edit this deck. There are some 'Jewel Knight' I have ignored because I do not see the benefits for the deck. This deck does a lot of calling from deck because of the cards I have added. Hopefully you should be able to pull double triggers if you have call a good amount from the deck. I am running 8 Critical and 4 Draw because 'Julia' is useful when you have Critical on the unit.

I am running 'Desire Jewel Knight, Heloise' because this card is a useful booster for this deck. Since this deck does a lot of calling from deck which does not reduce your hand size that much. I decided to put this card to use. When you have 4 or more 'Jewel Knights' on the rear guards, this unit gains 3k power. Meaning this card will become a 8k booster for your units. Now it's up to you where you want this card to be boosting the vanguard or the rear guards.

For my grade 1 units, I am running 4 'Flashing Jewel Knight, Iseult', which helps you to protect against high powered units. Now you might be wondering why didn't I add any quintet wall. My answer is, is that you barely be able to use quintet wall for the deck because of heavy counterblasts. It does not help when 'Royal Paladin' doesn't have a unflipper to recover their counterblasts. Only some clan doesn't not need unflipper, but this clan does.

I am also running 4 'Jewel Knight, Prizmy' because this card is a discard and draw card. This only works when you have 4 or more 'Jewel Knights' on the rear guards. I guess basically this card is usually use during mid or late game. but if you have a good hand, you could use this during the early game. I wouldn't call all my rear guards just to use 1 card ability well maybe 2 cards. I am also running 4 'Stinging Jewel Knight, Shellie', which gains 3k when you have a 'Jewel Knight' on the vanguard.

I am running 2 'Regret Jewel Knight, Urien', because by paying 1 counterblast, this unit gains 1k which is nothing special. Beside there are not many g1s 'Jewel Knight' that can really help this deck. I do not want to add non 'Jewel Knight' because they are not unflippers, and unflippers are the main cards I need for this deck. If they have unflippers I will definitely add them in this deck.

For my grade 2 units, I am running 4 'Fellowship Jewel Knight, Tracie', because this unit gains 3k when you have a 'Jewel Knight' on the vanguard, just like 'Stinging Jewel Knight, Shellie'. Even though this unit only works when it is on the rear guards, it is also a target because it is a 12k beater when it attack. I know your opponent will want to remove this unit, so they do not have to deal with this card.

I am running 3 'Linking Jewel Knight, Tilda' because this usually be a huge target when your opponent saw this on the rear guards. When you ride a grade 3 by paying 1 counterblast, you will be able to call 1 grade 1 'Jewel Knight' from your deck. This will also means you will not need to call out grade 1s from your hand to boost some units. Well it's kinda good anyway, since it is like 'Sybill' but you do not need to pay 2 counterblasts for this skill.

I am running 2 'Dogmatize Jewel Knight, Sybill' which the skill works on the vanguard or on the rear guards which is quite handy. By paying 2 counterblasts you will be able to call 1 'Jewel Knight' grade 1 or less from your deck which is different to 'Tilda'. Although this unit is only a 8k beater but at least you can get a booster from your deck to boost this unit. You don't really need a lot of this card because you have 'Julia' that can also do the job but better with the 2 counterblasts. As well the deck does not have unflipper which makes this card a little disadvantage. 

I am also running 2 'Pathetic Jewel Knight, Olwen' because this unit also gains power when you have more rear guards than your opponent. Now this is easy to pull with a lot of units that can call units from deck. So you could have this unit a 11k beater in no time. This skill also works on the vanguard or the rear guards so it is useful. I don't like using cards that activate on the rear guards only because that will be wasting their usefulness. Instead I decided to choose some cards that can work on the vanguard as well as the rear guards.

For my grade 3 units, I am running 4 'Pure Heart Jewel Knight, Ashlei', which is a normal break ride unit that helps your vanguard gains 1 critical and 10k power but this time I am putting the +1 critical into use. A lot of the times your opponent will not let this unit hit so they guard with a perfect guard or quintet wall. Combine this card with 'Julia' it will mean you will be able to call 2 units from your deck at once.

I am also running 4 'Fearless Jewel Knight, Julia' because this is the main card for the deck. Even though this unit is a promo card and a normal 10k beater I find this card very useful. Well it gains 3k when it attacks so I doubt its a 10k beater but only 10k for defenses which harms your shields. When you do Limit Break you can call the number of 'Jewel Knights' from your deck equal to the number of critical it has including herself. This will mean if you pull double critical and including break ride you will be able to call 4 units at once from the deck. 

Now the skill for 'Julia' only mentioned about 'Jewel Knights' and not the specific grades. This means you can call all sort of grades on the rear guards, which to me I mostly choose g3s so I could empty my grade 3s. Well you barely be able to do another break ride if you have 'Julia' on the vanguard already. So you might as well call them on the rear guards. This is also why I am running 8 Critical in this deck. I wanted to run 12 but I guess I want to keep a decent hand size to protect against.