This is a series on the complete history of Cardfight!! Vanguard's pro scene, examining both English and Japanese formats in chronological order.
(Previous entry: The History of Professional Cardfight, February-April 2011)
VG-BT02: Onslaught of Dragon Souls was released on May 28th, 2011 in Japan and was timed to coincide with the start of Japan's first competitive season. This set added a series of cards to each clan focused on charging and blasting the "soul," the area beneath the Vanguard unit, and expanded on the established game, with more superior rides and megablast units introduced. The set's cover card is Blazing Flare Dragon. Granblue and Spike Brothers were completed in this set.
Kagerou itself was arguably the main draw of BT02, which left a lot to live up to coming on the heels of Goku's success story. In that respect, the sealed dragons were a little too dramatic to actually live up to the consistency expectations that Goku set, but the cards drew a lot of fans all the same. Back in BT01, Kagerou was introduced with the Aleph superior ride sequence as an alternative build. The basic idea was that you would ride a specific grade 2 while having a specific grade 1 and grade 0 in the rearguard, then with the grade 2's skill put those rearguards into the soul and ride a grade 3 from your deck. This works out to a +/-0 overall when accounting for the extra drive check, so that functionally no card advantage was lost nor gained through these plays. The problem with the setup is that getting three specific cards in hand can actually be pretty troublesome, so the sequence was later refined into the Ezel model in 2012 where the grade 0 was also your first vanguard.
|Sealed Dragons Unleashed reprint.|
What people tend to forget about Soul Saver is that she was originally envisioned as a counterpart to Blazing Flare. Both of them were base 10000 grade 3 dragons with soulblast 5 costs themed around their clan's specific mechanic (controlling the opponent's field vs. amassing strength in numbers) that had a +3000 power boost skill and were searched from the deck using a counterblast 1, Blazing Core vs. Pongal. Blazing Flare Dragon was marketed for a long time as Kai's new ace card, just as Soul Saver was Aichi's. Both of them were featured extensively in promo material and the anime, even getting the nendoroid treatment from Good Smile Company alongside Blaster Blade and Dragonic Overlord, but where Soul Saver turned out as one of the definitive reasons to buy the set and a major boss card across multiple years of play, Blazing Flare was mostly notable for making 21000 rearguard lines and otherwise wasn't very successful. Probably recognizing the card's dual lack of popularity and long-term potential, both Bushiroad and TMS Entertainment began phasing Blazing Flare out from the franchise after ride 29 where Aichi would keep on using SSD until the end of the first season.
The secondary show after Flare and Saver were Spike Brothers and Granblue, two clans that had been introduced in BT01 and seen a small amount of exposure in the anime, but were only just now becoming complete decks in their own right. Where most clans take two or more sets to develop into a strong build, the Spike Brothers stood as a contrast because they came barreling out of the door ready for competitive play. The first sign of this was that it came in with two types of critical trigger and a draw, as well as a Conroe clone in Mecha Trainer, setting it up as Kagerou 2.0 but with rapidfire assault through battle phase superior calls as the theme.
noted elsewhere that Spike Brothers' dual 11000-power rearguard setup was so effective in BT02 that they could actually be run without Seifried, and this was an acceptable approach for the time, but the decks that topped ran all three options in tandem with priority given to Juggernaut and Seifried.
The result was a clan that was very good at quickly grabbing up small leads and then eating into the opponent's hand to stress the lead's importance. Although he does not play perfectly, if you consider the video below--uploaded on BT02's release day--by the seven minute mark the Spike Brothers cardfighter has himself at +1 and his opponent at -4, a five card difference made by taking advantage of Mecha Trainer, Dudley Dan, Devil Summoner, Sky Diver and Juggernaut Maximum to quickly cut into his opponent's hand. While checking several draw triggers helped him, as did his opponent's booster troubles, this gives you a good view of how Spike Brothers played around Onslaught of Dragon Souls.
Seifried did set the standards for the Spike Brothers vanguards to come, as a high-offense low-defense vanguard. The mainstays of the future would follow a similar theme of having a 10000 power base and getting +3000 power when attacking the vanguard. Looking back, it's unfortunate that Seifried has been outclassed after so long, because it's a really fun card and Itou created a cool character. The card just didn't come with enough guarantees compared to the amount of commitment you had to put in by sending one to two rearguards back into the deck.
Their boss card, King of Demonic Seas Basskirk, was also the clan megablaster with a standard main phase soulcharge to get +2000 power. His Bermuda Gate megablast would allow for up to five rearguards to be called from the drop zone to different rearguard circles, which had the dual effect of being able to reuse any on-call skills by calling some of those rearguards over existing ones to send those rearguards to the drop zone while the skill was still in resolution and then call the ones that had just been sent. This skill was rarely a straight +5 as it may appear, since most circles usually were filled that late in a match, but it allowed for total and absolute control of the rearguard, which was what Granblue prided itself on.
So where Blazing Flare could be safely run at 2 copies because he was ridden from the deck, Exceed was designed to be run in as many copies as possible despite being a 10000 power vanilla with no skills outside of his superior ride. The benefits of riding him in this way were enormous since you were looking at three extra soul for Basskirk, likely putting you in the range of six or seven soul after riding the King of Demonic Seas, but it was inconsistent and hard to pull off.
Granblue's weakness was that its core strategy was based on dancing around Vanguard's "Golden Snitch" condition--the deck out. By continuously pouring cards into the drop zone, you could make better and stronger plays, but no matter what your damage was the moment that your deck ran out you would lose the game. So you had to play with a long-term plan in mind to avoid gameplay suicide, but you were also in constant danger of sending triggers to the drop zone and creating dead drive checks, so you had to memorize what the most recent cards to come out of your deck were to get an idea of if you were about to see triggers or not, and how many triggers of each kind you had remaining to play Granblue well. The problem with this is that all the skilled play didn't really pay off compared to playing Spike Brothers from the same set or any of the previously established clans. Granblue didn't have a good center line going and what you were really looking at was a pair of vanilla 10000 vanguards, one of which could build up a good soul for Dancing Cutlass abuse but otherwise didn't have a lot of tricks up its sleeves. The ability to manage your rearguards was a powerful tool, but the columns that you created weren't always that great. Compared to Royal Paladin, Kagerou, Oracle Think Tank and Spike Brothers, the only other clan that couldn't make consistent 20-21000+ lanes in some form was Nova Grappler.
Heat's vanguard role was really undermined by Kaiser doing his skill for free, and due to the nature of it you wanted to ride Kaiser as soon as possible as those grade 3s would generally be coming out of the deck sooner than later. The skill would have been leagues more playable if it could activate when hitting a rearguard, and/or if the vanguard version of it standed an entire column, but as it was printed it just wasn't very effective compared to using Mr. Invincible to recycle counterblast. BT02 did finally open up a strong counterblast option in Magician Girl Kirara, a Nova print of Maiden of Libra, and when compared to Heat she was more practical in general as both pressure and for what her skill actually did, so the counterblast was better dedicated over there.
Ultimately, Goku was not what stormed the national championship. The tools were there, and Kimnara even gave the deck additional retire options while Gattling Claw acted as a countercard to move-to-rearguard first vanguards, but standard Overlord was was more popular in the BT02-on format. There's also the issue of parallel development--while English-speaking cardfighters figured out Goku early, he didn't gain widespread recognition in Japan until he became the secret deck in the 2011 Grand Prix. Instead Soul Saver Dragon rose to prominence here, creating an enormous lock in the tournament listings where Royal Paladin served as a cutoff point between decks that could make it and decks that could not.
Saver Dragon's era began with the Sendai regional tournament, where Murakami Kazuya's deck first defined the senior format, and following this the pro scene was met with an influx of Royal Paladin decks that cemented their total dominance over the world of pros that would go virtually unchallenged for the next sixteen months. Ironically, his opponent Gotou Hirotaka, once regarded as out of touch with what BT02 was introducing to the format, would go on to be regarded as ahead of his time when the Alfred deck that he pioneered was perfected early in the 2012 tournament cycle.
By the time of the national finals for the Summer 2011 National Championship, there were two qualified cardfighters from each region participating in the senior nationals, with all but two of them fighting with a Soul Saver Dragon-based Royal Paladin deck. These sixteen were the original leading figures in the pro world, although most of them would not be taking future titles due to the sudden shift in the format. Notably, Takagi Tatsuki did later reappear after converting to the Shadow Paladin deck, as part of the 2012 Team Festival's Hakata team.
- (Sendai) Murakami Kazuya (村上和也) - Alfred / Soul Saver Dragon, Gotou Hirotaka (後藤裕隆) - Alfred / Bors
- (Sapporo) Ishiwaka Yuuji (石若佑二) - Alfred / Soul Saver Dragon, Nozaki Koutarou (野崎耕太郎) - General Siefried / Juggernaut Maximum / Sky Diver
- (Hakata) Takagi Tatsuki (高木龍輝) - Alfred / Soul Saver Dragon, Sakamoto Takuma (坂本卓磨) - Alfred / Soul Saver Dragon
- (Osaka) Anonymous (匿名) - Alfred / Soul Saver Dragon, Kagota Tatsuya (駕田達哉) - Alfred / Soul Saver Dragon / Alfred Early
- (Okayama) Shitakawachi Kouta (下河内広太) - Alfred / Soul Saver Dragon, Sakamoto Kan (坂本歓) - Alfred / Soul Saver Dragon
- (Nagoya) Kagami Takuya (鏡味拓也) - Alfred / Soul Saver Dragon, Kamachi Yutaka (蒲池豊) - Alfred / Soul Saver Dragon / CEO Amaterasu
- (Tokyo B-Block) Nomiya Youhei (野宮陽平) - Alfred / Soul Saver Dragon / Alfred Early, Kashimura Yuuta (鹿志村祐太) - Dragonic Overlord / Dragonic Executioner
- (Tokyo A-Block) Kawashima Shoutaka (川島掌太) - Alfred / Soul Saver Dragon / Alfred Early, Shimamoto Yuuichi (島本雄一) - Alfred / Gigantech Charger
- (Sendai) Satou Rei (佐藤伶) - Dragonic Overlord / Blockade, Ohara Takeshi (小原雄志) - CEO Amaterasu / Oracle Guardian, Apollon
- (Sapporo) Otani Yuuhi (大谷友飛) - King of Knights, Alfred / Gigantech Charger / Alfred Early / Solitary Knight, Gancelot, Marunaka Shouta (丸中翔太) - General Siefried / Juggernaut Maximum / Sky Diver
- (Hakata) Outa Ichiki (太田壱基) - CEO Amaterasu / Oracle Guardian, Apollon, Yadosato Kousei (宿里幸生) - Dragonic Overlord / Blazing Flare Dragon
- (Osaka) Nishara Tomoya (西原朋弥) - Dragonic Overlord / Sealed Dragon, Blockade / Demonic Dragon Berserker, Yaksha, Nakagawa Asuka (中川明日香) - Asura Kaiser / Mr. Invincible / Lion Heat
- (Okayama) Kamosaki Mayu (鴨崎真悠) - Embodiment of Victory, Aleph / Sealed Dragon, Blockade / Dragonic Overlord, Horikawa Kanata (堀川奏太) - King of Knights, Alfred / Soul Saver Dragon
- (Nagoya) Horikawa Eiki (堀川詠生) - Asura Kaiser / Mr. Invincible / Genocide Joker, Eboshida Daito (烏帽子田大翔) - Asura Kaiser / Mr. Invincible / Genocide Joker
- (Tokyo B-Block) Hirano Yuutaro (平野裕太郎) - King of Knights, Alfred / Demon Slaying Knight, Lohengrin / Alfred Early / Solitary Knight, Gancelot, Saitou Souta (斎藤綜太) - King of Knights, Alfred / Soul Saver Dragon
- (Tokyo A-Block) Yamamoto Akihiro (山本晃大) - King of Knights, Alfred / Soul Saver Dragon, Miyama Akito (深山暁人) - Dragonic Overlord / Embodiment of Victory, Aleph, Blazing Flare Dragon
Eboshida Daito was using a close to identical hybrid deck in 2011, and would later become the runner-up for the FR2012 Kanazawa regional championship, using a Gold Paladin deck. In an interesting historical coincidence, Horikawa Eiki and Eboshida Daito first appeared together in the 2011 Nagoya finals; among the finalists was a young Rikino Sakura in third place with her own variation on the hybrid deck, who would become the first consecutive national champion as well as the first female champion during the Grand Prix and FR2012. Eboshida also reappeared in mid-2013 in the best eight of Kanazawa's FR2013 junior tournaments, using a new Gold Paladin deck.
In a surprise move, Kamosaki would convert to the Soul Saver build for his championship matches, taking the title of national champion while Hirano Yuutarou would become the runner-up, and Otani Yuuhi would round out their own Royal Paladin best three. Kamosaki used other means of soulcharging, through Giro and Margal's skills, to make room for Alfred Early in his deck while Otani's take was geared toward versatility, using Mr. Invincible's unflipping to fuel many different skills from single-copy grade 3s, and supporting his megablast with the Barcgal line.
While most westerners had no comprehension of Japanese at the time, thanks to the efforts of Sakota (an earlier community organizer in whose shadow I am forever laboring) and the then-booming Vanguard Rider forums, the national tournament results were well publicized among the international community. At the time westerners did feel it was strange that Royal Paladin was maintaining such total dominance over tournament play. From her debut in KeroKero Ace magazine, Soul Saver Dragon was expected to do well--right from the moment the card was unveiled, she was thought of as the new Royal Paladin in the sense that Blazing Flare was the new Kagerou. She was not supposed to do this well, however. Attention should be paid to the fact that no one at the time knew why. Up until the very day that Barcgal was restricted, nobody knew what was wrong the deck, and very few people believed that the tournament was being affected by game imbalance. The general consensus was that RoyPala was popular and had a lot of support, and if they didn't take the cup then Kagerou would.
This next subject is a point that few fighters are willing to admit, because in general the balance in Vanguard is done so well that any clan can fight on equal standings with what is currently dominating professional play. Game balance has been a kind of sacred cow for the game since its inception. However, every other clan being able to consistently beat the top builds does not mean that there are no dominant builds. Soul Saver Dragon was objectively the best deck in format circa VG-BT02. If you consider how Royal Paladin was being run around BT09, it was essentially unchanged. Certain key units were updated--Bors changed out for Palamedes, Randolf for Lamorak and so on--but the roles played were identical. The deck no longer had access to Barcgal, so Wingal Brave or Drangal and three types of critical trigger with some copies of Margal mixed in to finish setting up the soul were run instead. The deck still had its cohesive strategy, while the greatest difference in play was that it could take longer to prepare five soul, but even that was countered by Sharron, Margal, Dream Painter, Pendragon and other soul-focused cards. Soul Saver remaining unchanged while the rest of the builds were being constantly updated and innovated upon highlights her nature as the-then best deck in format. Why risk not getting a grade 2 in hand, when you could play Soul Saver and unfailingly ride a grade 2 in every game? Why try to set up a megablast at all when Soul Saver has a cheaper cost and even more dramatic skill? Why try to take the lead in advantage through Kagerou's retire skills when you could get that by playing Blaster Blade and more with the Soul Saver support? Why try to play Oracle Think Tank's card advantage game when you can take the lead instead by directly searching and calling units to the field with Royals?
Barcgal was the cornerstone unit to Soul Saver's reign as the best deck in format, but he was not the ultimate source of her effectiveness and his end should not be confused with her end. Would-be pro fighters often like to tout Barcgal as "broken" but this is a new idea. If you were to time travel back to May 2011 and suggest to a group of cardfighters that Barcgal was somehow unfair, you would be laughed out of the room. When the restriction came about, the general reaction was that it made sense and was "probably" for the better. Nobody threw their hands up in the air screaming about how he was broken or that Bushiroad should have restricted him from the start. The idea of "Broken Barcgal" is a 2012 invention that overhypes a card that was called "okay" in his own time. Like all BT01 first vanguards, Barcgal's primary goal is to leave the field, and in a fashion that hurts the fighter's advantage as it was built up to that point. Soul Saver's long reign is the product of a combination of highly effective skills with an extreme amount of synergy to one another. Her consistency was unprecedented in the 2011 format and she remains one of the best decks of all time, setting both the precedent for every competitive deck to follow and the model for the Royal Paladins of the future. When the new Royal Paladins of the G-era debuted in G-BT01: Generation Stride three years later, their primary boss cards Altomile and Saint Blow Dragon were Soul Saver and Alfred made modern.
Moving away from just the historical context, a typical setup for Soul Saver Dragon decks was to ride Lien, move Barcgal to the rearguard, then rest him to call Flogal and use Lien's skill to change out anything unneeded like excess copies of Alfred (Flogal always preceded Llew regardless of turn order; logic being that critical was more valuable to the deck and Flogal was usually run in lower numbers, so damage checking her on the opponent's turn would guarantee that there were none left in the deck.) On the next turn they would use Lien's card change skill again, then rest Barcgal to superior call Knight of the Future, Llew, and activate Llew's counterblast 1 to soulcharge Barcgal, Flogal and Llew and superior ride Blaster Blade from the deck. Because both ride and call always default to the stand position, Blaster Blade would come out standing, which is how Lien could be capitalized on in the same turn.
From here there were a couple ways that the game could play out; generally you would spend your initial grade 3 turn as the King of Knights, Alfred. Alfred gains +2000 power for each Royal Paladin rearguard but can't be boosted, and in those days his skill was invaluable because only the Kagerou, Nova Grappler and Spike Brothers clans had base 11000 grade 3 units. So Alfred could hit major players like CEO Amaterasu, Goku and Mr. Invincible for all the right numbers to outright demand 20000 shield to defend with, climbing up to 25000 if they wanted to guarantee that his attack would not go through. Because all Royal Paladin grade 3s at the time were base 10000, for being able to touch 20000 consistently Alfred was his own best counter. Amaterasu's continuous skill could do something similar while also hitting base 11000 units, but was dependent on having four cards in hand, and that conditional factor gave her a difficult late game because of how much shield she was dropping each turn to stop Alfred. Dragonic Overlord could also break these numbers, but required a counterblast 3 to do so and was only likely to get this skill off once or twice in the game. General Seifried and Soul Saver Dragon were the only other units that could do what Alfred did consistently, and the fact that every Royal Paladin grade 3 in the deck can reach these same numbers gave pressure toward the RoyPala play style over other clans.
The turns spent as Blaster Blade and Alfred would be spent setting up the final turn. As touched on previously, Pongal was very popular since with his and Barcgal's skills both grade 2 and 3 could be guaranteed by the Royal Paladin deck of the time. Pongal could also be targeted for a search by both High Dog Breeder, Akane at grade 2 and by Alfred, regardless of whether these units were in the vanguard or rearguard circles. Essentially, no matter how the game progressed Soul Saver Dragon could be guaranteed to the hand with Pongal while the five soul for her soulblast was already prepared by the Barcgal-Flogal-Llew combo. As long as no frontrow units were called during the first turn, the opponent would have to attack the vanguard to guarantee themselves a drive check and not fall behind in card advantage, creating a situation where the opponent was forced to activate the superior ride.
That isn't to say that there weren't counters to Barcgal, but they all depended on the Royal Paladin cardfighter taking the second turn rather than the first. In that situation, Kagerou cardfighters could retire Barcgal with Gattling Claw Dragon for a simple counterblast 1, or if the RoyPala opponent had checked a critical trigger, then either Berserk Dragon or (in a mirror match) a vanguard Blaster Blade could do the same. This was unfortunately dependent on a coin flip, die roll or janken. Like Conroe, Battleraizer and Guiding Zombie, Barcgal was never really intended to be stopped. A skilled fighter could overcome the Royal Paladin deck of the time, and in fact many fighters did so--using other Royal Paladin decks. Unfortunately, this set a historical precedent for the future. When one deck emerges with many strengths and no concrete weaknesses, the majority of pros tend toward that deck rather than toward giving themselves a harder time with others.
After several turns of swinging with Alfred the opponent was likely in the range of 4~5 damage, so what remained was to ride Soul Saver Dragon, triggering her soulblast 5 for +5000 power to three rearguards. The rearguard setup of the time typically used Blaster Blade for his on-call retire skill, Gallatin for his base 10000 power and the 11000-power attacker Randolf as a substitute for a second Gallatin, which the Royal Paladins did not have access to in those days. The grade 3 Knight of Conviction Bors was also a very valuable rearguard, since he could counterblast 1 when attacking for +3000 power, breaking the 21000 line with Marron as his booster. A typical assembly of the deck can be seen below, with key cards highlighted in blue, while you can refer to the official website for Shitakawachi Kouta's national championship decklist.
x1 Barcgal (FV)
x4 Yggdrasil Maiden, Elaine HT
x2 Flogal ST
x4 Knight of the Future, Llew CT
x3 Bringer of Good Luck, Epona CT
x3 Margal DT
x3 Flash Shield, Iseult
x4 Little Sage, Marron
x4 Lake Maiden, Lien
x4 Blaster Blade
x4 Knight of Silence, Gallatin
x1 Covenant Knight, Randolf
x2 High Dog Breeder, Akane
x4 King of Knights, Alfred
x2 Soul Saver Dragon
x1 Knight of Conviction, Bors
The September 5th Restriction
One disadvantage to Barcgal being restricted is that it effectively put the developing pro scene on indefinite hold. The restriction was first announced on August 3rd, 2011, taking effect on September 5th, and every effort to perfect the strategy was put aside. Had Barcgal remained active, soul-heavy Lohengrin and decks relying on cards like Borgal and Gigantech Dozer would have a greater presence in the pro scene, the eventual Majesty Lord Blaster deck would have had deeper competition at the professional level, and the Blaster deck itself would have several more ways to run its plays.
Continue Reading: The History of Professional Cardfight, August-November 2011