Tuesday, March 3, 2015

News: Clan Fight Rules Standardized in Professional Play

Originally uploaded by Bushiroad inc.
This evening Bushiroad's international branches announced their adoption of Clan Fight regulations, a system of rules that has been implemented in Japan since the release of VG-BT16: Legion of Dragons & Blades. Under these regulations it is against the rules of the game for cardfighters to mix cards of different clans in one deck, with a small pool of exceptions. The rules were originally implemented in Japan because all units printed after TD14: Seeker of Hope do not require same-clan vanguards for their skills to activate, and no grade 3 units from that point onwards have the Lord skill that prevents them from attacking if a unit on the field does not share their clan. The game designers are thus designing cards around the presumption that cardfighters may only use a single clan.

Bushiroad's decision was preempted by that of Alter Reality Games, organizers of the 2015 US national championships. ARG had already adopted Clan Fight a week earlier as a result of strong demand from the community. The decision was made following massive player outcry against the results of the Louisville regional qualifier, where half of the top 8 decklists ran the Spike Brothers unit Frozen Ogle while using no other Spike Brothers cards in the decks. Frozen was primarily used in Cat Butler Raizer decks to search for the eponymous grade 0, but also saw play in a mixed Dimension Police deck to bring out Commander Laurel and Mist Ghost. After considering the players' reactions, ARG elected to implement Clan Fight at all of its tournaments beginning on March 8th with the Fort Lauderdale regional qualifier. Extreme Fight, in which clan mixing is permitted, will only be implemented at ARG tournaments as a side event.

Bushiroad's move to imitate ARG may be in an effort to salvage the company's official tournament system, which has progressively fallen out of favor with fans as the company as repeatedly failed to introduce best-of-three competition. Some went so far as to doubt that Bushiroad USA and its associated branches would ever implement Clan Fight regulations in light of its slow response to the release of BT16. By contrast, the Japanese branch had implemented Clan Fight from the moment that TD14 was released. While ARG will be officially implementing Clan Fight on March 8th, Bushiroad will not do so until March 30th.

One noted difference from the Japanese ruleset is that the English Clan Fight rules permit Link Joker fighters to play units with “Яeverse” in their card name. The Japanese Clan Fight rules instead permit Link Joker fighters to play units with the Я character in their card name, hence permitting Dragonic Overlord “The Яe-birth” to be used. Like with the exception given to Royal Paladin cardfighters being able to use four copies of Blaster Dark for Majesty Lord Blaster, this rule exists to allow a specific deck to function, Star-vader “Ω” Glendios. The English edition rules otherwise closely match the September 29th 2014 Fighter's Rules implemented in Japan, sans the restriction of Cat Butler implemented on August 18th of that year.

Wednesday, February 25, 2015

Today's Card Analysis: Fullbau Brave

The Japanese card of the day for February 25th is a first vanguard four years in the making, the Legend Deck grade 0 Fullbau Brave. Both a remake of Shadow Paladin's original FVG and a long-awaited counterpart to Wingal Brave from BT05: Twin Swords Awakening, 2015's Fullbau is a Blaster series support card like his original incarnation. Yet while the first generation Fullbau could only search for Blaster Dark under very specific criteria, the fifth generation Fullbau's skill opens up many different options by pulling out any Blaster unit to alternatively support crossride, field control, restand, soul or stride-based strategies.
ACT (Rearguard circle):  Generation break 1: (Active if you have 1 or more face-up G Units in your vanguard circle or generation zone) [Counterblast 1, put this unit into your soul] Search your deck for up to one card with "Blaster" in its card name, reveal it to your open, put it into your hand, and shuffle your deck.

While this skill is slower and more costly compared to Wingal Brave, it's also not an on-hit skill and can be used to facilitate true control over the fight. Even among Revenger cardfighters that would be unlikely to abandon Judgebau's double Sword-breaker combo, Fullbau Brave gives an advantage; Brave players that can defend through their opponent's initial Judgebau turn can then stride and immediately use Brave to search for Blaster Dark Revenger “Abyss” and then use “Abyss'” counterblast 1 to retire Judgebau, indirectly turning the Sword-breakers in their deck into vanilla units. On a grander scale this kind of direct counter may not be necessary. The presence of Grim Recruiter in the format inherently decreases dependency on Judgebau to get those cards into play, making room for Fullbau to ensure multiple Grim Recruiter turns that will push the midgame.

The other options that Brave brings to the table include being able to search for Blaster Dark “Diablo” to correct an opening ride, searching for copies of persona blast-based Blaster units like Phantom Blaster Overlord, and more pertinently searching for a Phantom Blaster “Abyss” to secure a restand with. Revenger decks are capable of easily unflipping using Barrier Troop Revenger Dorint and the original Blaster Dark Revenger, so that Fullbau Brave's cost is entirely reasonable within the subclan. Brave's skill can also be used to search for a Blaster unit to put into the soul with Nightmare Painter for Gust Blaster Dragon, or to search for Gust himself after riding the original Phantom Blaster, but Judgebau is arguably better for this because he can search for the actual Nightmare Painters to get multiple Blasters in the soul in a single turn.

Although some Royal Paladin cardfighters will doubtless turn their eyes to using Fullbau to support their own Blaster decks, all professional tournaments in Japan currently prevent this due to the onset of Clan Fight regulations. Under these regulations, cardfighters may not integrate multiple clans into a single deck; even Royal Paladin fighters can only use up to four of the original Blaster Dark for Majesty Lord Blaster's skill, while Link Joker users can only access “Я” cards.

Fullbau Brave's gold calligraphy edition will be presented to attendants on the second day of this year's Great Vanguard Festival in Japan. The Legend Deck edition will have standard flavor text, but a triple rare foil.

Monday, February 23, 2015

News: Shadow Paladin Stride "Dark Knight, Grim Recruiter" Revealed, Legend Deck Beginning Set

The Japanese products page updated today to reflect the upcoming Beginning Set for Legend Deck 01: The Dark “Ren Suzugamori,” due this April. Among the merchandise to be included in the Beginning Set is a triple rare print of the promotional card Dark Knight, Grim Recruiter. A counterpart to Royal Paladin's Shrouded Divine Knight Gablade, Recruiter's skill calls a grade 1 or less card rather than a grade 2. This makes for easy access to Shadow Paladin's burgeoning pool of supportive rearguards, primarily the on-call draw unit Black-winged Swordbreaker. If stridden neutrally, calling a Swordbreaker off of Recruiter and drawing is a net +2 in card advantage. This can alternately help fuel the retire skills of the clan's upcoming boss cards, or provide an intimidating pressure unit that gives the opponent an incentive to drop a perfect defense card on a high power center lane early in the fight, similar to how Gablade has been used in professional competition.

AUTO (Vanguard circle): When this unit's attack hits a vanguard, search your deck for up to one grade 1 or less card, call it to a rearguard circle, and shuffle that deck.

Thematically the card is a successor to the trigger units Grim Reaper and Grim Revenger of BT04 and TD10, but unlike those cards Recruiter is not of the demon race. Grim Recruiter may be an early promotional print of a stride from the booster set G-BT03, as Shadow Paladin is to be included in the G-booster and only one copy of Grim Recruiter will be in each Beginning Set.

The set will also include a storage box, deck box and Fighter's Counters each featuring Blaster Dark “Diablo” and Suzugamori Ren on one face, and Phantom Blaster “Diablo” on another. Ren and Dark “Diablo” will serve as the +5000 power counter, while Phantom Blaster “Diablo” will serve as the +10000 counter. The set will include 60 card sleeves, and will retail for 3500 yen, approximately $29.50 at the current exchange rate.

Wednesday, February 18, 2015

Today's Card Analysis: Contradiction Instructor Tusk Master

The Japanese card of the day for February 18th is Contradiction Instructor Tusk Master. Based on the Han Feizei's shield and spear paradox, Tusk Master wields a spear that acts as an unstoppable force, as a counterpart to Shell Master's immovable object. A successor to BT09's Polaris, Tusk Master's generation break skill is active on both the vanguard and rearguard circles, allowing him to act as either a strong middle play or as a supporting element to Big Belly.

AUTO (Vanguard/Rearguard circle): Once per turn: Generation break 1: (Active if you have 1 or more face-up G Units in your vanguard circle or generation zone) [Counterblast 1] When this unit attacks a vanguard, you may pay the cost. If you do, choose another of your rearguards, stand it, until end of turn it gets Power +4000, during the end phase of this turn, retire that unit. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)

The primary issue with Tusk Master is that he's a grade 3 unit that takes up space which could be otherwise devoted to the legion grade 3 Guru Tiger. However, since a significant portion of the game will likely be spent on the stride units Phoenicialux and Managarmr, Guru Tiger may not serve any greater purpose on the vanguard circle than Tusk Master would have. The real value of the card comes in when a rearguard Tusk Master is used in conjunction with Managarmr.

ACT (Vanguard circle): Once per turn: [Counterblast 1 and choose a face down card named “Omniscience Dragon, Managarmr” in your generation zone, turn it face up] If the number of face up cards in your generation zone is two or more, choose up to two of your rearguards, until end of turn they get Power +4000 and "AUTO (Rearguard circle): When this unit attacks a vanguard, if this unit's Power is 20000 or more, until the end of that battle your opponent cannot call grade 1 or greater cards from their hand to the guardian circle."

Managarmr's unique skill turns any 16000 power rearguard lane into a 20000 power one, automatically meeting the conditions for the skill he endows those rearguards with. The benefit of having rearguards that cannot be blocked with perfect defense cards is innate, but Tusk Master brings something else to the table; not only will he make a 22000 power column with a base 7000 booster, Tusk Master's counterblast will allow a frontrow rearguard that has received Managarmr's skill to attack a second time with that same skill still active. The trouble with this is meeting the minimum 20000 power requirement on both attacks. Most units will only reach 17~19000 power on this second attack, but there are ways to circumvent this. The grade 2 generation break attacker Malicious Sabre is one, as he automatically attacks for 12000 power as long as there is at least one face-up G unit in play, so with both Managarmr and Tusk Master's power bonuses his second attack will reach the 20000 power threshold unboosted. The first vanguard options Pencil Koala and Telescope Rabbit can also cause a similar result on a less innately powerful unit and cause its final power to break the 21000 threshold unboosted, but Koala has to boost a vanguard attack that hits at a late stage in the fight while running Rabbit involves giving up her boost for that turn and devoting another counterblast to the strategy. On a more practical level, as long as you ride him successfully Big Belly's own on-stride counterblast will give two rearguards +4000 power, causing a boosted Tusk Master to reach 26000 power and the other rearguard to break the 21000 line innately.

Still another method is to forgo the multiple grade 1 blocking entirely, using either Sleepy Tapir or Crayon Tiger as part of a power hustling strategy. Both of these units give +4000 power to another rearguard when they attack a vanguard, then retire that unit at the end of that turn, but have different conditions. Crayon Tiger is a generation break 1 unit that needs to be boosted and requires a counterblast 1, while Tapir gives the power with no other conditions attached. The real difference between them is that Crayon Tiger gets to draw a card when the unit is retired, and Tapir has Resist to prevent him from being targeted by retire or lock skills. The key to manipulating Tiger is that his skill is once-per-turn and cannot be used again if it is not used when the conditions are met, but if you attack with him unboosted then you have not fulfilled the timing for his conditions. This means that if you stand Crayon with Tusk Master and attack with him again but boosted, you will be meeting the conditions for his once-per-turn ability for the first time that turn.

Therefore, you can power up Crayon Tiger with Managarmr, attack with him for 13000 power, attack with Tusk Master to stand Crayon and give him +4000 power, then attack with Crayon boosted and use his counterblast 1 to give his booster +4000 power. While the check timing for skills that activate "when this unit attacks" takes place after boosting, because the power from a boost is added continuously (see Comprehensive Rules, the power bonus given to Tiger's booster will be applied to him, causing him to reach a total of 28000 power while also blocking grade 1 and greater cards from being called from the hand.

The initial 13000 power attack drains 5000 additional shield from the opponent's hand, Tusk Master drains 15000~20000 (draw triggers are becoming less common and therefore a 21000+ power column that can only be blocked by grade 0s tends to take an additional 10000 shield rather than 5000) Managarmr takes the opponents' perfect defense card and the card they discard for it, and Crayon takes a guaranteed 20000 to block or otherwise forces the opponent to take damage. A turn like this takes a good seven card hand to defend, in total 40~45000 shield and one perfect defense for the center lane. Moreover, Tusk Master can be better abused with Sleeping Tapir, who will ultimately cause a -1 in card advantage but has better chances of ending the game on that turn. Since unlike Tiger, Tapir is not once-per-turn and so will have two opportunities to power up his booster using the same pattern described above, his final attack will climb up by an additional +4000 power--up to 32000.

Tusk Master is not an independent killing machine, but is an important support card that can make critical plays in conjunction with the rest of Great Nature's combo deck. There are a myriad number of ways to use him effectively, but some trains of thought will invariably lead in circles. Ultimately he is best used as in the Han Feizei's paradox; as an unstoppable spear.

Tuesday, February 17, 2015

Today's Card Analysis: Rain Element Tear

The Japanese card of the day for February 17th is the first grade 1 Cray Elemental unit, Rain Element Tear. Designed as unflipping support extended to every clan, Tear comes attached to a higher power base than Battle Sister Lemonade variants, in exchange for becoming effective only at the later stages of a fight and being much more conditional.

AUTO (Rearguard circle): [Soulblast 2] When this unit appears in a rearguard circle, you may pay the cost. If you do, for each face-up 《Cray Elemental》 in your generation zone, choose 1 card in your damage zone and turn it face-up.
CONT: This card is from all clans and nations.

Being from all clans, Tear will not cause Lord text to kick in as she does have a same clan as all Lorded cards, but will cause the old 2011~2012 "If you have a non-«Same Clan» vanguard or rearguard, this unit gets Power -2000." text on Great Daiyusha, Phantom Blaster Overlord and other grade 3s to activate. This is because of Tear's skill "This card is from all clans," which means that while she is of the same clan as those units she also has 20+ other clans written onto her that cause this skill to meet its conditions. Note that while Tear's soulblast skill specifically requires Cray Elementals to be face-up in the generation zone--ruling out Ragnaclock Dragon for example--if Harmonics Messiah is face-up, despite her not having a clan, Harmonics' continuous skill of "This card is from all clans," will cause her to be a Cray Elemental unit and thus qualify for Tear's skill.

Evaluating Tear in the context of other unflipping options, she only truly becomes an improvement over Lemonade when there are two face-up Cray Elementals. This can be achieved easily with Snow Elemental Blizza, whose on-attack skill turns a card face-up in the generation zone as part of its cost to get +5000 power for every face-up card in the generation zone. However, Blizza also costs a counterblast 1, so with that accounted for the actual number of cards unflipped compared to before you used these skills is one.

This may not be a bad trade if Blizza's power boost forces additional guard from the opponent, but otherwise the most effective way to use Tear is still to go through two to three natural Cray Elemental Strides that don't cost counterblast. This restricts you to just Heat Element Magum and (by way of her skill) Harmonics Messiah.

Most decks with clan-specific G unit support will not be able to use Tear effectively. At present Phantom Blaster “Abyss” is one of the major suspects for taking advantage of Tear, because this gives the deck an unflipping option that breaks it away from the Dorint-Blaster Dark Revenger combo, Shadow Paladin has no Lemonade variant, and currently the clan has no non-Cray Elemental strides accessible to it, but this will not remain true for much longer. While using Tear can free up deck space for different grade 1 and 2 units and the lack of a Lemonade means that she has no competition for unflipping in that particular deck, she is competing with Black-winged Swordbreaker for soul. Furthermore, even though Tear may be a Shadow Paladin through her continuous skill, as a non-Revenger unit she cannot be retired for either Blaster “Abyss” or Raging Form Dragon's key moves.

Tear may not be perfectly suited for surpassing Lemonade, but she can stand in for such an option as a soulblast 2 to unflip 1. Striding Magum is perfect for pushing the midgame when you don't want to needlessly spend resources on big plays while the opponent is still at low damage, and Tear lets you use skills while at lower damage that you would otherwise miss out on because of their counterblast requirements. The card will probably not be a playset in every deck, but she can find a place as a 2 to 3-of for those that need her in place of other options.

Sunday, February 15, 2015

Today's Card Analysis: Flower Princess of Vernal Equinox Primavera

Over the previous weekend Primavera, the cover card for G-BT02: Soaring Ascent of Gale and Blossom, was leaked by first recipients of the new booster set. Near as can be discerned the Primavera leak originates from an early morning Twitter post and was popularized a minute later by tournament organizer Sukacat. The new face of Neo Nectar has now become Monday's Japanese card of the day.

In contrast to persona generation units like Jingle Flower Dragon, Primavera is designed so that she can be use up to four times per game, but only as long as Neo Nectar cardfighters can effectively manage their counterblast. Her skill is not attached to persona or on-hit conditions, instead to a more traditional counterblast 3. Envisioned as a field restand, her skill selects two of her own rearguards when she attacks and calls out two copies of each card selected, forming two full rearguard lanes.

AUTO (Vanguard circle): [Counterblast 3, choose five normal units from your drop zone and put them on top of your deck in any order, choose a card from your hand and discard it] When this unit attacks a vanguard, you may pay the cost. If you do, choose two of your rearguards, and from your deck search for up to two cards with the same name as each of those units, call them to separate rearguard circles, and shuffle that deck.

Returning five units ensures that even if the targeted rearguards have no copies remaining in the deck, they can be instead sent from the drop zone to the field with the deck as an intermediary. Functionally her skill allows for the rearguards to stand, and can combo with other cards from the set to allow for up to six attacks, although the "stood" units will not retain trigger effects. A basic example would be using Primavera with two columns of Wheel Wind Dragon. By attacking with both rearguard columns first and then with Primavera, her on-attack counterblast could target one of the Wheel Winds and his booster to call out the other two Wheel Wind Dragons and two of his boosting unit, making two additional 16000 power attacks.

This gives additional chances for Wheel Wind to hit and unflip 2 damage, facilitating further use of Neo Nectar's counterblast-intensive support later on. Because of the nature of her skill, Primavera lacks innate synergy with stand triggers, as there is nothing remaining to stand after she has gone off. Furthermore, the job of card advantage support is handled by superior calls off of the generation break grade 3s Vegetable Avatar Dragon and Maiden of Ranunculus, the grade 1 and 2 Trifle Knights, and the early game stride unit Arborea. So draw triggers are likewise redundant for Primavera, making her one of the premiere twelve critical decks of the Soaring Ascent-on format.

Maiden of Gladiolus
A more complex interaction would be to exploit the grade 2 Maiden of Gladiolus. Gladiolus' generation break 1 lets her counterblast 1 when she attacks and is boosted to search the deck for a copy of another rearguard and call it. So for example, you can attack with the grade 2 generation break attacker Grace Knight for 12000 power, then attack with a boosted Gladiolus for 16000 and use her counterblast 1 to superior call a copy of Grace Knight, then attack with the new Grace Knight boosted for 19000, followed by Primavera's 26000+ attack. Primavera's counterblast 3 would superior call two columns of Gladiolus and her booster to make the fifth and sixth attacks with. There would be no reason to try to use Gladiolus a second time in this situation since the new copy could only attack for 9000 power, and the deck would likely be exhausted of any remaining at that point.

Primavera's skill caters to a different version of endgame compared to Jingle Flower's overwhelming field power bonus. She synergizes best with Wheel Wind Dragon for creating dual offensive and pressure attacks, and has the advantage of requiring more instances of defense over Jingle Flower forcing out more raw shield. Primavera is better suited to scenarios in which the opponent has a smaller hand size with larger shield distributions (i.e. many 10000 shield units) while Jingle Flower can overwhelm an opponent even when their hand is massive if their guard is distributed in denominations of 5000. An opponent with three perfect defense cards in a six-card hand is perfectly comfortable staring down Jingle Flower Dragon, but the same opponent trembles before Primavera.

Thursday, February 12, 2015

News: Matthew Preston Wins Texas Regional Qualifier with Phantom Blaster “Abyss,” ARG Providing Shop Tournament Kits

ARG Regional champion Matthew Preston (left) and runner-up Austin Funderburg. Original photo by Alter Reality Games.
February 8th, 2015. Over the preceding weekend the first stage of the newly-christened ARG national championships concluded, with regional champion Matthew Preston winning the tournament using his Phantom Blaster “Abyss” deck. Preston's victory is the first time since the BT16-on format shift that “Abyss” has topped in a major US tournament, preceded by Robbie Kohl's victory at Chicago last December. Following the Texas regional qualifier there are now 40 cardfighters eligible for the national championship, sampled from the top 8 of each regional. Preston and Funderburg are among those that have been given point vouchers to pay for their entry into the $2000 finals, to be held this summer. Currently the invited fighters face a 20% majority of pure “Abyss” cardfighters, but these are primarily holdovers from the Atlanta tournament and may not reflect the final makeup of NCS2015. Instead the second most played deck among the top places, Thing Saver Dragon, is gaining the preference of professional American cardfighters as it did among the Japanese.

The Fort Worth qualifier drew 97 participants, compared in preceding order to Orlando's 85, Atlanta's 41 and Chicago's 34. As the tournament attracted more than 50 participants, in accordance with ARG's policy the finalists had the option of receiving either a predetermined cash payout or 150% of the payout in store credit. Preston and Funderburg opted for the former, receiving $200 and $100 respectively. The tournament finals were livestreamed to ARG's Twitch channel on the night of the tournament, and will later be uploaded to YouTube. The top 8 decklist are provided below.

Several of the top decks were easy to foresee; Prominence Glare, Thing Saver-“Abyss” and Cat Butler Raizers are all decks that have done well in Japanese play and been received positively by American fighters. The legion format Spike Brothers deck is something that has generally fallen under the radar outside of a few Doctor O Awards during Bushiroad's Fighter's Climax 2014, where eight draw variants made it into the top 8 of the Sendai, and Sapporo regional tournaments. Their solitary claim to fame in Japan has been second place at Fighter's Road 2014 Okayama.

Capping off the eclectic top 8 were two Overlord cardfighters hybridizing Dragonic Overlord the Great with past Kagerou Overlords, “The Яe-birth” and The End. Sam Hargrove with the End was the top ranked cardfighter following the last preliminary round, and made it to the semifinals before falling to Funderburg's Spike Brothers. Perdition decks have been strong contenders since BT17: Blazing Perdition hit stores in late January, but many Kagerou cardfighters have come to prefer having an offensive vanguard option over purely defensive rearguard control skills, leading them to integrate these past Overlords in place of Vortex Dragonewt and take advantage of support cards specific to the Overlord line like Dragonic Burnout. As several Perdition series cards are not Perdition-specific, there is innate synergy between using the lower costed Perdition card skills with aggressive Overlord variants. By contrast, running Vortex and the Great together tends to fall flat versus opponents that minimize their early to midgame calls, and against Shadow Paladin cardfighters that micromanage their rearguards through “Abyss'” and Raging Form's retire skills to avoid having any present during the Perdition fighter's turn.

Note that while striding was not permitted at the tournament, G Assist was. This is why Harmonics Messiah appears on several of the finalists' decklists, so that they could use the card for G Assist.
ARG Texas Regional Qualifier Top 8
Phantom Blaster “Abyss” - Matthew Preston
Bluish Flames Liberator - Ronald Gilliam
Thing Saver “Abyss” - Russell Graves
Spike Brothers - Austin Funderburg
Cat Butler Raizers - Sebastian Toscano and Russell Smith
Dragonic Overlord the Great/“The Яe-birth” - Jarred McClonahan
Dragonic Overlord the Great/The End - Sam Hargrove
Illust. slifertheskydragon
ARG has also begun providing tournament kits to participating card shops as part of its ARG Point Series, allowing them to host their own sponsored tournaments to have their players earn points that can be used towards merchandise, round 1 byes at ARG events and flights to the national championship. Stores interested in becoming tournament hosts for the ARG Point Series can do so through their official page. Participating stores will receive exclusive playmats designed for ARG in their tournament kits (visible above) to be given to the winners of these tournaments. Cardfighters are encouraged to speak with their local shops about becoming event hosts.

The next stage of the 2015 national championships will be the Louisville qualifier on the 21st, followed by the Fort Lauderdale qualifier on March 8th.

Alter Reality Games National Championship Series Texas, February 2015
Regional champion: Matthew Preston
Deck name: Ridiculous Peanut Butter Adventure
Grade 0
x1 Judgebau Revenger (FV)
x4 Healing Revenger HT
x4 Freezing Revenger DT
x4 Grim Revenger CT
x4 Revenger, Air Raid Dragon CT
Grade 1
x4 Dark Revenger, Mac Lir
x4 Transient Revenger, Masquerade
x4 Barrier Troop Revenger, Dorint
x2 Black-winged Swordbreaker
Grade 2
x3 Fighting Spirit Revenger, Macart
x4 Blaster Dark Revenger
x4 Blaster Dark Revenger “Abyss”
Grade 3
x4 Illusionary Revenger, Mordred Phantom
x4 Revenger, Phantom Blaster “Abyss”
Grade 4
x2 Harmonics Messiah

Second place: Austin Funderburg
Deck name: Spike Brothers Beatdown
Grade 0
x1 Mecha Trainer (FV)
x4 Cheer Girl, Tiara HT
x4 Silence Joker CT
x2 Sonic Breaker CT
x4 Cheerful Lynx DT
x2 Cheer Girl, Pauline DT
Grade 1
x4 Cheer Girl, Marilyn
x4 Wonder Boy
x4 Reckless Express
x1 Oasis Boy
Grade 2
x4 Froxen Ogle
x3 Dudley Mason
x3 Silver Blaze
x2 Devil Summoner
Grade 3
x4 Bloody Ogle
x4 Bad End Dragger

Third and Fourth Place (Unsorted)
Sam Hargrove
Deck name: The End shall never fall!
Grade 0
x1 Red Pulse Dracokid (FV)
x4 Dragon Dancer, Therese HT
x4 Seal Dragon, Artpique DT
x4 Seal Dragon, Biella CT
x4 Embodiment of Spear, Tahr CT
Grade 1
x4 Perdition Dragon, Rampart Dragon
x4 Dragon Monk, Gojo
x3 Perdition Dragon Knight, Gia
x3 Calamity Tower Wyvern
Grade 2
x4 Perdition Dragon, Dragonic Neoflame
x4 Dragonic Burnout
x3 Burning Horn Dragon
Grade 3
x4 Perdition Emperor Dragon, Dragonic Overlord the Great
x4 Dragonic Overlord the End

Russell Smith
Deck name: ROBOT HOUSE
Grade 0
x1 Transmigrating Evolution, Miraioh (FV)
x4 Cat Butler
x4 Raizer Girl, Kate HT
x4 Raizer Crew DT
x4 Meteoraizer CT
x4 Shining Lady CT
Grade 1
x3 Shieldraizer
x1 Twin Blader
x3 Cannonraizer
x4 Screamin' and Dancin' Announcer, Shout
x3 Energy Charger
Grade 2
x4 Ultimate Raizer, Dual-flare
x4 Phoenixraizer Flame-wing
x3 Street Bouncer
Grade 3
x4 Ultimate Raizer Mega-flare

Fifth through Eighth Place (Unsorted)
Jarrod McClonahan
Deck name: Reduce everything in this world to ashes, flame of apocalypse!
Grade 0
x1 Red Pulse Dracokid
x2 Perdition Dancer, Agafia HT
x2 Dragon Dancer, Barbara HT
x4 Gattling Claw Dragon DT
x2 Seal Dragon, Artpique DT
x3 Perdition Dragon Knight, Tovare CT
x3 Perdition Dragon, Buster Rain Dragon CT
Grade 1
x4 Wyvern Guard, Barri
x4 Dragon Monk, Gojo
x4 Calamity Tower Wyvern
x2 Violence Horn Dragon
Grade 2
x4 Perdition Dragon, Dragonic Neoflame
x3 Burning Horn Dragon
x3 Dragonic Burnout
x2 Perdition Dragon, Menace Laser Dragon
Grade 3
x4 Perdition Emperor Dragon, Dragonic Overlord the Great
x3 Dragonic Overlord “The Яe-birth”
Grade 4
x4 Harmonics Messiah

Sebastian Toscano
Deck name: Raizer
Grade 0
x1 Transmigrating Evolution, Miraioh (FV)
x4 Cat Butler
x4 Raizer Girl, Kate HT
x2 The Gong DT
x4 Raizer Crew DT
x3 Meteoraizer CT
x3 Minimum Raizer CT
Grade 1
x3 Shieldraizer
x1 Beast Deity, Solar Falcon
x2 Energy Charger
x4 Screamin' and Dancin' Announcer, Shout
x2 Carvingraizer
x2 Jetraizer
Grade 2
x1 Marineraizer High-torpedo
x2 Street Bouncer
x4 Ultimate Raizer, Dual Flare
x4 Phoenixraizer Flame-wing
Grade 3
x4 Ultimate Raizer Mega-flare
Grade 4
x4 Harmonics Messiah

Ronald Gilliam
Deck name: It's Time for a Gold Rush
Grade 0
x1 Korongal Liberator (FV)
x1 Flaming Passion Liberator, Guido
x4 Numinous Tree Liberator, Elchea HT
x4 Ketchgal Liberator ST
x2 Fortune Liberator ST
x4 Flame of Victory CT
x2 Liberator of Hope, Epona CT
Grade 1
x4 Halo Liberator, Mark
x4 May Rain Liberator, Bruno
x3 Fast Chase Liberator, Josephus
x2 Physical Force Liberator, Zorron
Grade 2
x4 Regulation Liberator, Aglovale
x4 Oath Liberator, Aglovale
x3 Liberator, Lawful Trumpeter
Grade 3
x4 Bluish Flame Liberator, Prominence Glare
x4 Bluish Flame Liberator, Prominence Core

Russell Graves
Deck name: Thing  “Abyss”
Grade 0
x1 Wingal Brave (FV)
x4 Yggdrasil Maiden, Elaine HT
x4 Margal DT
x1 Blazing Jewel Knight, Rachelle CT
x1 Jewel Knight, Noble Stinger
x1 Seeker, Hallowed Breath Dragon CT
x1 Bringer of Good Luck, Epona CT
x1 Alabaster Owl CT
x3 Future Knight, Llew CT
Grade 1
x4 Defending Seeker, Shiron
x4 Lake Maiden, Lien
x4 Knight of Friendship, Kay
x1 Grynngal Seeker
x2 Battle Instinct Revenger, Lifechur
Grade 2
x2 Blaster Dark Revenger “Abyss”
x3 Blaster Blade Spirit
x4 Blaster Blade Seeker
x4 Fighting Spirit Revenger, Macart
Grade 3
x1 Revenger, Phantom Blaster  “Abyss”
x4 Seeker, Thing Saver Dragon
Grade 4
x1 Harmonics Messiah