Wednesday, 23 July 2014

Raikishi is back

I am back and enjoyed my long vacation. Now I think is time to get back to work and start creating some Vanguard decks. I might be a little slacky with the deck build and my cardfighting ability because I haven't cardfight for around 3 weeks, so you will need to bare with me, and I am surely that I will not be posting decks as soon as the booster packs are release.

Monday, 7 July 2014

Oracle Think Think (Goddess of the Treasured Mirror, Orohime)

 Goddess of the Treasure Mirror, Oohirume

Grade 0: 17
Little Witch, Lulu (Starting Vanguard)
4 Lozenge Magus (Heal)
4 Psychic Bird (Critical)
4 Victory Maker (Draw)
4 Oracle Guardian, Nike (Critical)

Grade 1: 13
4 Tetra Magus
3 Battle Sister, Cocoa
4 Oracle Guardian, Gemini
2 Weather Forecaster, Miss Mist

Grade 2: 14
2 Silent Tom
2 Battle Sister Mocha
3 Battle Deity, Susanoo
3 Maiden of Libra
4 Stellar Magus

Grade 3: 6
3 CEO Amaterasu
3 Goddess of the Treasured Mirror, Oohirume

Well I must say, this was a hard deck to make, primarily because you can deck out very easily and also it wasn't very competitive with the current meta. But I don't play Oracle think think that much. I've had a lot of help and suggestions on this deck from friends who play Oracle Think Think and this was basically the best set up we could all come up with. Without further ado lets begin.

First off I'm running Little, Witch Lulu as my starting vanguard. Reason being is to draw a card, and guarantee two cards to get into the drop zone for your legion. Meaning if you guard one time every turn, and ride up the grade every turn then you should have no problem going into legion. I'm running eight critical triggers, and four draw triggers. You can run twelve critical triggers because if you do the math you will have a pretty high chance at hitting critical triggers all the time. I ran four draw triggers because I needed a bit more draw power rather than just Lulu and occasionally Oohirume and Libra.

For my grade one set up i'm running four Gemini(creepy baby) 8k vanilla makes it more competitive, two mist miss for the possible legion match up. I tested it with three, and also with four and felt it was too much, especially if your opponent isn't in legion. Three Cocoa stable, just to see the top card for Oohirume skill early game. Dark Cat for early draw power and of course four perfect guard Tetra Magus.

For the grade two line up i'm running three Maiden of Libra, she adds pressure to the enemy because obviously you don't want Oracle Think Think player to have a larger hand.. Four Stellar Magus for random guesses and to know the top card of your deck. Two Silent Tom for more pressure, and is perfect for being boosted by Gemini with a trigger because it's a magic number. And Susanoo for your 12k beater.

Now then the stars of your deck, CEO Amaterasu, and Goddess of the Treasured Mirror, Oohirume. Basically the turn after your legion, you can use CEO Amaterasu's skill which you soul charge check the top card of the deck and place it on the top or bottom, which after that you use Oohirume skill which you guess the top card of the deck to soul charge two cards, flip two counter blasts back up and draw two cards if the card guessed was CEO Amaterasu or Oohirume. So pretty much it's a free soul charge of three.

Now for the questions, the reason why i'm not running Milk is because she wasn't needed. Your vanguard will be swinging in for 31k if supported by a 7k, If supported by Milk, she will be 34k which is the same thing in terms of attacking and your opponent guarding. And you could use the space for other things.

Wednesday, 2 July 2014

Raikishi is on vacation

This will be my last post until I come back. I will be away for a few weeks, so there will be no more posting or replying on the chat box. If you got any questions ask Ao instead if he is online. I may be online at certain time during my holiday because I've got my CFA folder transfer over to my laptop which I do not use very often. I don't think I can post even though I can cardfight because of the time it takes to write it up unless if its only a few sentences to write with. 

*Flame of apocalypse that burns away everything in this world! Ride the Vanguard! Dragonic Overloooooorrrrrdddddd!

The Admin

BT17 preview

Reef Banshee

[CONT]: Sentinel (You may only have up to four cards with "[CONT]: Sentinel" in a deck)
[AUTO]:[Counter Blast (1)] When this is placed on (GC) from your hand, you may pay the cost. If you do, call five cards from the top of your deck to (GC) as [Rest].

Hooray we have a quintet wall for 'Granblue' but I don't think I need too much or else I will deckout. Well it also depends on the deck build and since we do not know the rest of the new cards yet we do not know how much can 'Granblue' mill out the cards, even though it can do plenty already. As well as the number of counterblasts the deck is going to use because there are some 'Granblue' deck that uses plenty of counterblasts, and some 'Granblue' deck only uses a few of them.

Blue Storm Cadet, Anos

[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[ACT](RC):[Put this unit into your soul] Choose your vanguard, and until end of turn, that unit gets "[AUTO](VC):[Counter Blast (1)] When this unit attacks a vanguard, if this unit is in Legion, and it is the fourth battle of that turn or more, you may pay the cost. If you do, draw a card, choose one of your opponent's rear-guards, and retire it.".

I can now replace 'Marios' and I have a feeling there will be more than one copy in the new 'Blue Storm' deck because of this ability being very useful. Hopefully 'Aqua Force' should get a second 'Legion' unit which will make this first vanguard even better. 

Tuesday, 1 July 2014

BT17 Seekers

Seeker, Purgation Breath Dragon

[ACT](VC): Legion 20000 "High Spirit Seeker, Celyn" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)

[ACT](VC):[Counter Blast (2)-card with "Seeker" in its card name] If this unit is inLegion, search your deck for up to one card with "Seeker" in its card name, call it to (RC), and shuffle your deck. Then, if the number of units you have is more than your opponent's, choose a card from your damage zone, and turn it face up. This ability cannot be used for the rest of that turn.

[AUTO](VC):When this unit attacks a vanguard, if you have another unit in the center column, this unit gets [Power]+3000 until end of that battle.

High Spirit Seeker, Celyn

[AUTO]:[Counter Blast (1)] When this unit is placed on (RC), if your vanguard is in Legion, you may pay the cost. If you do, choose one of your other units, and that unit gets [Power]+4000 until end of turn.

Well I have a feeling this unit is good with 'Brutus'.

Sunday, 29 June 2014

Genesis (Omniscience Regalia, Minerva Updated) Deck Profile

This build is an update version from the old build as well as using the latest 'Regalia' units to improve this deck. There are many useful cards that can be added to this deck, but since there is a limit of 50 cards, I have chose the best units to add into this deck. Although this time I made this deck only focus on 'Regalia' units and nothing else. I think this version is the improved version since it has more strength than last time.


Grade 0 x17
x1 Battle Maiden, Amenohoakari (First Vanguard)
x4 Battle Maiden, Kukurihime (Critical)
x4 Far Sight Regalia, Clear Angel (Critical)

x4 Regalia of Foredoom, Lot Angel (Draw)
x4 Regalia of Benevolence, Eir (Heal)

Grade 1 x14
x4 Regalia of Purify, Pure Angel
x3 Apple Witch, Cider
x3 Ordain Owl
x2 Goddess of Self-sacrifice, Kushinada (PG)
x2 Regalia of Frozen Breath, Svalin (QW)

Grade 2 x11
x4 Goddess of Trees, Jupiter
x4 Regalia of Fate, Norn
x3 Regalia of Midday, Hemera

Grade 3 x8
x4 Regalia of Wisdom, Angelica (Break Ride)
x4 Omniscience Regalia, Minerva (Cross Ride)

At first I tried running 10 grade 3s, but because of certain units I need to use, that plan doesn't work very well. In this deck there are certain units, that can help you grasp victory because this deck mainly focus on powering up. Of course I haven't forgotten about soul charging which this deck is lacking of now, so this time this build is very different from the last build. Because of the lack of soul charge, you should not worry about decking out. I am running 8 Critical and 4 Draw because you will not deck out that easily as well as keeping some units to discard. 

I am running 'Battle Maiden, Amenohoakari', because this unit help you soul charge when you boost a grade 3. Unfortunately you need a grade 3 which means if you fail to ride a grade 3 which should not happen very often, then this card just becomes a 5k booster. I did not use a grade 3 searcher this time because of the lack of soul charging. There is no point getting a break ride if you do not have enough cards in soul to do a finisher move. 

For my grade 1 units, I am running 4 'Regalia of Purify, Pure Angel', because this unit doesn't just gives 5k power, but also let you draw when you pay three soul blast, but you do need to pay one counterblast to activate all these ability. As well as having enough cards in soul, so you will be able to make this card useful. Although you do need a lot of cards in soul to make this card effective. 

I am running 3 'Apple Witch, Cider', because I want to keep some boosters, so I decided not to maximize this unit. When this unit is put to the guard zone and you have a 'Regalia' unit on the vanguard, you can move those guard units to the soul. This is another way to try and get units to the soul without soul charging from deck, but it does cost your hand. Although I will think this will be a good price to pay. I am also running 3 'Ordain Owl', because this unit is one of the main units to power up your 'Regalia' unit by returning a 'Regalia' grade 3 to deck. Although this card is only a 6k booster, which is not very useful if you are boosting 9k power or below.

I am running 2 'Goddess of Self-sacrifice, Kushinada', which is a perfect guard, but because of discarding, you do not need too much of these in your deck, because you might end up loosing a huge amount of hand size. I am also running 2 'Regalia of Frozen Breath, Svalin', because this deck rarely uses any counterblast, but as well this unit will help you set up many cards such as 'Apple Witch, Cider' so you can move a grand total of 7 cards in soul, which is very useful.

For my grade 2 units, I am running 4 'Goddess of Trees, Jupiter', which gains 3k power when you have 'Regalia' on the vanguard which means this unit is a 12k beater. I've added 12k beater, just to take out high power units on it own, so it can hit 11k power units. I am also running 4 'Regalia of Fate, Norn', which I say a unit that only activates in soul only. When this unit gets soul blast, you can make on of your 'Regalia' units gains 5k power, the more copy the better and hopefully it be a good finisher. 

I am running 3 'Regalia of Midday, Hemera' which is a unit that can soul charge from the drop zone. You can choose three 'Regalia' units from the drop zone and put them to the soul. This unit only works on the rear guards and not on the vanguard. At least you can soul charge more than one way rather than soul charging from deck, as well it recycles the unit that you have soul blasted. 

For my grade 3 units, I am running 4 'Regalia of Wisdom, Angelica' which is a break ride card. When you break ride on top of this card, by doing 3 soul blasts, you will be able to draw 2 cards. A very good ability, I must say. It will increase your hand size but it is also the reason why you do not need draw triggers, unless you want to use them. As well we already know, the 10k bonus for the vanguard. The other ability is, that you will get to soul charge 1 card when this unit attacks, so you could increase the number of cards in your soul.

I am also running 4 'Omniscience Regalia, Minerva', which is a cross ride card. This unit can stand herself on the vanguard, meaning you will get another twin drive. It does mean you will be in great danger of decking out, because you are increasing the number of draws. It do get a bonus though when this unit stand. It will gains 5k, which is like another trigger bonus added on top, so if you get double trigger it will be 15k bonus. That is actually quite high to make your opponent guard against the amount of power, but I do not know, it can be easily stopped anyway.

Friday, 27 June 2014

Shadow Paladin (Revenger, Phantom Blaster "Abyss") Deck Profile

'Phantom Blaster' is back in action with the power of 'Raging Form', except this time this unit needs counterblast when it stands. Anyway this is another unit that restand the vanguard again, I don't know have restanding the vanguard is their specialty now or what, but there are many cards that restand themselves these days. Look like 'Kagero' is not the only one who have the ability to restand the vanguard only. Ren used this unit in Season 4 against Kai.


Grade 0 x17
x1 Creeping Dark Goat (First Vanguard)
x4 Grim Revenger (Critical)
x4 Revenger, Air Raid Dragon (Critical)
x4 Freezing Revenger (Draw)
x4 Healing Revenger (Heal)

Grade 1 x15
x4 Transient Revenger, Masquerade
x3 Howlbau Revenger
x3 Dark Revenger, Mac Lir (PG)
x3 Witch of Nostrum, Arianrhod
x1 Hatred Prison Revenger, Kuesaru (QW)

Grade 2 x12
x4 Blaster Dark Revenger "Abyss"
x4 Nullity Revenger, Masquerade
x4 Battle Spirit Revenger, Mackart

Grade 3 x6
x4 Revenger, Phantom Blaster "Abyss" (Legion)
x2 Ambitious Spirit Revenger, Cormac (Legion)

I tried to kept the use of counterblasts as minimum as possible because of the main finisher. There are some cards I like to use but because those cards uses counterblasts I had to ignore them. I only wish there was a 'Revenger' unflipper which will help this deck quite a lot. I am running 8 Critical and 4 Draw because it is the only choose you can really choose for these type of decks.

I am running 'Creeping Dark Goat' as my first vanguard because of 6 grade 3s. You will not always get a grade 3 in your opening hand so you will need a grade 3 searcher to get it from the deck to your hand, which does requires a bit of luck, especially when you want to try and get another copy 'Revenger, Phantom Blaster "Abyss"' to your hand.

For my grade 1 units, I am running 4 'Transient Revenger, Masquerade', because this unit is a 10k beater when you have a 'Revenger' on the vanguard. I want to start out a full assault straight away that is why I have added these beaters. You want your opponent to guard so they lose their hand pretty quickly if they are using Legion, as well as dealing early damage to your opponent.

I am also running 3 'Howlbau Revenger' which is great for Legion as well as the support of 'Blaster Dark Revenger "Abyss"' making that unit a 10k beater. But if 'Blaster Dark Revenger "Abyss"' is used as Legion, this card still work making this unit a Legion booster, so instead of having a 20k Legion beater, you will be able to have 30k power altogether, which is thanks to Legion, these type of cards changes. I am also running 3 'Dark Revenger, Mac Lir' which is a perfect guard to protect against high power units. 

I am also running 3 '
Witch of Nostrum, Arianrhod' because this unit can build up Legion very quickly but it is a non 'Revenger' unit which is pretty bad for this deck that only uses 'Revengers' to work. Still you will need to rest this unit to discard and draw, but this ability can be used on the vanguard or the rear guard circle which is quite helpful. 

I am running 1 'Hatred Prison Revenger, Kuesaru', well in fact you do not need any because of the amount of counterblast this deck uses. Anyway I just add one copy of this unit just in case you actually need to use this card if available. By paying one counterblast, you can call the top five units of your deck to the guard zone making it easier to set up Legion. 

For my grade 2 units, I am running 4 'Blaster Dark Revenger "Abyss"' which is a unit that only works on the rear guard. This is unit retires grade 1 or less by paying one counterblast, which I find it great because you can retire the boosters behind your opponent units, and then take out the rear guards with an attack making them loosing quite a lot of units in one turn. As well this unit is used for Legion, so this why I have maximize this card. 

I am also running 4 'Nullity Revenger, Masquerade' which is only a 12k beater when you have a 'Revenger' on the vanguard which is nothing special, but it is a great beater. I am also running 4 'Battle Spirit Revenger, Mackart' a unit that calls grade 1 or less 'Revengers' to the rear guard at rest when you Legion. At least they do not need to return to deck or you need to pay counterblast to use this ability, so I find it quite useful. 

For my grade 3 units, I am running 4 'Revenger, Phantom Blaster "Abyss"' a unit that actually runs like 'Raging Form' dragon, but you will need to pay two counterblasts as well as the timing of this card. During the turn you performed Legion, after this unit attacks, by retiring 3 'Revenger' units and paying two counterblast, you can stand this vanguard again. Well it is only one turn ability, so you must make this card count. 

I am running 2 'Ambitious Spirit Revenger, Cormac' but this time this unit is not one turn ability even if you performed Legion. When this unit attacks, by retiring one unit, this unit gains +1 critical and that is only when this unit is Legion. Well at least you can constantly keep putting critical against your opponent as long as you are able to pay the cost.