Showing posts with label dragon monk goku. Show all posts
Showing posts with label dragon monk goku. Show all posts

Thursday, February 7, 2013

Study Guide: Kagerou

Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.
The Kagerou clan is one of the most prolific in the professional scene. Emphasizing field control, advantage through retiring the opponent's cards, and gaining momentum from the opponent having less rearguards, the clan has been a favorite for pros since the days of trial decks. Kagerou has an organic strategy that restricts the opponent's plays, punishes them for making strong moves and allows those who fight with it to control the flow of the game. To get a deeper understanding of this however, we have to look at both the clan's high and low points in design, with special attention paid to taking control from the opponent.

Out of the box, Kagerou was introduced to the world through a trial deck that has gone down as one of the most tournament-ready in the history of the game, likely surpassed only by TD08 and 09. To briefly summarize from the aforelinked history article, the highlight cards of Raging Dragon of the Empire are the grade 2 Berserk Dragon and grade 3s Dragonic Overlord and Dragon Monk, Goku. Berserk offers control of the opponent's field by retiring a grade 2 or lower unit for a counterblast 2 when called, while Goku retires the opponent's grade 1 and 0 boosting units whenever he drive checks a grade 3. Dragonic Overlord is valuable as a grade 3 that can be used in either the vanguard or rearguard circles; for a counterblast 3 he loses twin drive but gains +5000 power and can stand when his attack hits a rearguard, allowing for him to drive check three cards in the turn while retiring two of the opponent's and probably depriving them of more for their defense. Because of these units, Goku became one of the most powerful decks in the early scene and to this day it remains a viable build for tournaments.

The fact that subsequent trial decks did not catch up to TD02 until very recently attests to the deck's enduring power. Relative to its own time it was incredibly consistent, but even now going out and combining two copies of the deck will create a deck ten to twelve cards short of tournament viability. Of course, Kagerou's success is more than this deck; by the time of BT01: Descent of the King of Knights the clan already had access to one of the most well-rounded first vanguards in the game, and the first to run on base 5000 power. Lizard Soldier, Conroe has essentially maintained his place as the go-to FVG for two years uninterrupted, being a unit that forms a 16000 line by default with any base 11000 or higher unit--for many Kagerou decks, all of the grade 3s run on this kind of power, or even higher. And for a counterblast 1 and self-retire, Conroe can search for any grade 1 or lesser Kagerou in the deck and add it to hand, ensuring that the Kagerou cardfighter will never be trapped at grade 0 for more than one turn. Conroe circumvents gradelock, can grab Barri to be used as a perfect defense card, and allow for multiple single-copy grade 1s to be brought out, adjusting to each fight on the fly as the opponent's strategy becomes apparent.

This flexibility is unparalleled. There are any number of units with which Conroe can be combined to. Consider Demonic Dragon Madonna, Joka, a base 6000 grade 1 that gains +3000 power when one of your opponent's cards is retired in the main phase. With her skill active, Joka can form a 20000 line with many of the clan's grade 3 units, or a 21-22000 line with Dragonic Executioner and several other grade 3s that give themselves power. However, Joka's low base power won't initially form a 16000 line with many grade 2 units, and as her skill will most likely not be active every turn this makes running four of her inadvisable. Conroe solves this by allowing for just one of her to be run, bringing the unit out consistently at very little cost.

While she can still see some use in decks with the correct rearguard setup, Joka has since been outmoded as the vanguard booster by Lizard Soldier, Raopia. Like Joka, Raopia is a base 6000 grade 1, but his boost extends only to the vanguard, giving it +4000 power for a very easy 20-22000 line whenever the opponent has two or less rearguards. There are a number of ways to use this, as Kagerou excels at removing the opponent's rearguards, but one way to handle this is by pairing him with Dragonic Overlord. Using Overlord's counterblast for a selfmade 16000 line without Raopia's boost, the opposing front row can be cleared away, leaving the opponent with just their back line, which will likely not be completely filled--and if it is, it can be narrowed to just two circles by dropping a Berserk earlier in the main phase. With Raopia's boost saved for the third and vanguard attack, Overlord can then go for 26000 power plus whatever triggers he checked beforehand, as their effects will persist between battles of the same turn. Outside of these extended plays, Raopia is also valuable for the psychological effect he has, discouraging the opponent from intercepting your attacks and encouraging them to use multiple trigger units for defense earlier instead. Because Raopia is restricted to giving the vanguard his boost, running one copy of him to fetch with Conroe is a very sensible maneuver, as it leaves room for more grade 1s while still accessing a valuable unit.

Of those other grade 1s, Demonic Dragon Mage Kimnara, Heatnail Salamander and Flame of Hope, Aermo are the most notable. Kimnara is another base 6000, that counterblasts 1 to send herself into the soul and retire one of the opponent's grade 1 rearguards. Heatnail is her boost-based counterpart, returning to the deck in the end phase of a turn where an attack that he boosts hit the opponent's vanguard, to do the same job. Both of these cards remove the opponent's boosting units while not changing the net difference in cards in play, but Heatnail keeps the damage zone open and pressures the opponent to defend earlier, whereas Kimnara can place a strain on the damage zone and fills the soul. Heatnail is the subject of an interesting trick. When running multiple copies you can call one and use his skill as normal, but then in the next turn use Conroe to get him right back and bring another of the opponent's boosting units down.

Aermo is a trial deck exclusive, coming with a card changing skill that activates when an attack that he boosted hits, dropping one card to draw another. This is useful in concealing your hand from the opponent, discarding drive checks so that they cannot tell what you have, or dropping less useful units to sift through for others. Broadly speaking, the more of your deck that you see the more consistently your strategy will come together. Aermo allows you to put that strategy into play by giving you the pieces one card at a time, filtering out the unnecessary things in the process.

Wyvern Strike, Jarran is the last of these grade 1s that you may want to search with Conroe. He's a Kagerou print of Wingal, giving a total 10000 power boost to Wyvern Strike, Tejas exclusively. This is important because Tejas has just 8000 power, letting him break past the 16000 line and even hit crossride-relevant numbers consistently where he wouldn't be able to do so with Bahr. Additionally, Tejas' skill allows him to do battle with a back-row unit on the same column as him. With Jarran's boost, Tejas can put down Marron, Gareth and other base 8000 boosting units, severely crippling the opponent's strategy by undermining lesser power rearguards and Valkyrie Laurel copies with one blow. At 8000 versus 18000 it would take the opponent 15000 shield to stop the attack, two cards to protect one, placing the Kagerou cardfighter in a situation where momentarily there is no bad outcome, as the opponent either loses a valuable rearguard or loses card advantage.

In terms of trigger bases Kagerou's draw trigger, Gattling Claw Dragon, has Kimnara's skill but applied to grade 0 units instead of grade 1s. This lets you nip many outrider FVGs in the bud, again without actually change the difference in advantage. While the timing is up to a coin flip for Gattling to touch units like Kyrph or Barcgal, this unit is ideal for hitting LuLu before she can be returned to the hand with Sakuya, Spring Breeze before he can try to bring out Pellinore, and other first vanguards that want to use their skills later in the game. Gattling Claw placed on the Top 20 Cards of 2011 for good reason, as he eliminates the main problem with drawing draw triggers by being almost never without a target right from the opening of the game. Gattling Claw and Kimnara both confer a psychological advantage by restricting what the opponent can call; decks which are able to call draw triggers and similar units to boost will be hesitant to, for fear of losing those units immediately. Of course, the opponent can play this game right back at you by recognizing when you don't want to lose Kimnara or Claw. Unless you're pulling something off like removing Milk or Tron from the field, you will generally not want to use these cards unless you already have a lead of some kind, be it by one card or by ten. So while Gattling is definitely one of the most useful draw triggers ever printed, he must be used carefully.

There is one stand trigger that sees consideration, a unit that actually doubles as a target for Conroe. Flame Seed Salamander is a stand trigger with Heatnail's skill but applied to grade 0 units. While his 4000 power base can be troublesome, in the early game this means having access to being able to eliminate those superior ride units that Gattling Claw could only touch when the opponent took the second turn, and pressuring the opponent to defend earlier. Once you've acquired counterblast, Flame Seed becomes retrievable by Conroe, helping to eliminate the typical guesswork of running stand triggers in the deck. The main trouble with this is that you won't be able to search Flame Seed early enough for it to matter versus those first vanguards, and at that point you would probably be better off searching for Raopia. Flame Seed does come with some of the advantages of a cycling trigger, maintaining a higher trigger ratio over the opponent as more cards are removed from your decks, but many pros would consider this subverted by his being a stand instead of a critical or draw trigger.

Like the Royal and Shadow Paladins, Kagerou has access to two types of base 10000 grade 2 in Cross Shot Garp and Dragon Knight Nehalem. This means more combinations of 18000 lines are possible in crossride formats, and that the plethora of base 6000 units described above are more viable in Lord formats. Unlike these others however, Kagerou also has a third base 10000 unit, Dragon Armored Knight. Armored Knight does drop down to 8000 if there are no other Kagerou on the same line as he, but has the advantage of being able to counterblast 1 to gain +1000 power until the end of the turn. Since this is an activate skill it can be repeated as many times as you have counterblast, which makes him more flexible than the others and probably recommended over them because he can attack base 11000 units unassisted and strike for 18000 with base 7000 units boosting him, making Armored Knight very valuable to crossride matchups. Despite having these three, you're unlikely to run all of them together at once; grade 2 space is somewhat strained because of Berserk and Tejas taking center stage, and every build has its own third grade 2 that it wants to support the vanguard.

That brings us to Dragon Knight, Aleph. Aleph is a base 9000 grade 2, that when you have the grade 0 Embodiment of Spear, Tahr and the grade 1 Embodiment of Armor, Bahr on your rearguard circles, you can pull them into the soul to superior ride the Embodiment of Victory, Aleph. The math for this gives -2 for the loss of Tahr and Bahr, then +1 from the grade 3 ride that's not coming from your hand and +1 from the early twin drive, breaking even while giving you the advantage of drive checking one more card than you normally would throughout the entire game. The Embodiment of Victory is a base 10000 unit who can counterblast 4 to gain +4000 power and +1 critical. This is acceptable in the vanguard despite the steep cost, but more importantly having a rearguard that can increase its own critical is exceptionally rare in Cardfight, and one that will hit 21000 with a base 7000 booster at the same time only makes a better case for him. Further tying into his superior right though, Aleph can soulblast Tahr, Bahr and his Dragon Knight form to unflip the entire damage zone. On one hand this allows his skill to be repeated across multiple turns, or simply used twice within the same turn, but more realistically this makes Aleph the clan's Mr. Invincible, allowing Berserk Dragon, Conroe, Kimnara, Overlord and the tike to be used with impunity. Aleph doesn't have quite the same level of extensive abuse as Invincible because his skill will generally be used just once in a game, and because he does not have Claydoll Mechanic/Hungry Dumpty to support him, but this is more than sufficient for what Kagerou is trying to do.

His superior ride also ties into another grade 3, Vortex Dragon. Vortex is the clan megablaster, bringing with it all the troubles of building up 8 soul and having an unflipped damage zone, and to a clan that's less than ideal for it because their most ideal rearguard is one that both exits the soul--never to return--and uses up counterblast. Vortex will age better when we cross over into Comic Style Vol.1, but for now consider that Aleph's superior ride gives three extra soul than normal; Tahr, Barh and the Embodiment of Victory himself. While it's true that riding Vortex will negate the breaking-even aspect of Aleph, this will be a necessary sacrifice in a Vortex deck. Every turn at the start of the main phase, Vortex will automatically soulcharge 1 to give himself +2000 power, hitting 20000 with Bahr, 21000 with Joka and 22000 with Raopia. If Lizard Runner, Undeux is used as the FVG instead of Conroe and the superior ride goes off, we're looking at seven soul, one turn away from bringing out that megablast. While this effectively locks you out from counterblast for the time being, the reward is being able to retire any three of your opponent's rearguards, without restrictions on what kind of targets you can have. That means that grade 3 attacking units like Palamedes and Charger will disappear immediately, clearing out their front row and probably their vanguard booster as well for a -3 overall. This is the main reason that you'd want to run Joka over Raopia. In a Vortex Dragon deck, the megablast can have her push for 27000 with Vortex's +2000, while Raopia is restricted to 22. With Aleph's superior ride this can activate on turn four, but the trouble with Vortex is that it hinges on that superior ride going off to activate consistently, demanding that you have three specific units out with a very limited window of activation. There is a remedy for this, however.

BT03: Demonic Lord Invasion gives us Flame Edge Dragon, the Kagerou equivalent to Blue Dust. A base 9000 grade 2, when his attack hits he can soulcharge 1, speeding up Vortex and increasing his viability considerably. This is one of those units that you would want to run at four in a Vortex-specific build, trying to maximize your odds of reaching that 8 soul goal. While the Vortex deck is soul-based, unlike the Irregulars and Pale Moon it isn't reliant on having a high soul count or even specific units within the soul through the entire game, which helps to mitigate the potential deck out brought on by building up the 8 soul.

Moving away from soul-based Kagerou, there are three other units to consider as either potential decks of their own or as support for an existing build. The first is Seal Dragon, Blockade, introduced in BT02: Onslaught of Dragon Souls. Unlike Overlord, Vortex and Aleph, Blockade's skill is vanguard exclusive, preventing the opponent from intercepting during your turn. Strategically this is valuable for effectively nullifying the front row's importance, crippling strategies that rely on Nemean Lion or Gordon while forcing the opponent's defenses to come wholly from their hand. Versus a Kagerou deck that can counterblast freely, that hand will already be low from having to call replacement rearguards--which the opponent was likely betting on intercepting with to make up for the difference in an emergency--forcing the opponent to dedicate a large amount of their hand to defense earlier if you're playing aggressively. This also allows you to focus your retire skills on the opponent's back row, although versus decks that pride themselves on front-row grade 3s like Royal Paladin and Murakumo, Blockade loses his impact.

The second is Dragonic Lawkeeper, the clan limit breaker from EB03: Cavalry of Black Steel. Lawkeeper's main skill is a work of tactical brilliance, counterblasting 1 at limit break 4 to bind all of the opponent's rearguards, then allow them to call up to four of them in the end phase of the turn and drop the rest. Despite never once actually retiring a unit in the text, the opponent has five rearguard circles, and so with a full field Lawkeeper's limit break effectively becomes Demon World Marquis, Amon's counterblast. However, the break has both more strategic backing than Amon and more weaknesses. In terms of strategy, when Lawkeeper attacks from the vanguard circle and the opponent has two or less rearguards, he gains +3000 power. Since all of the opponent's rearguards are bound when he attacks, that means that he goes for 23000 with Raopia every turn, and also activates the skills of Dual Axe Archdragon and Dragon Dancer Lourdes. These are grade 3 and 1 units respectively, which gain +3000 power in the rearguard when attacking with the same conditions as Lawkeeper. Archdragon will then likewise go for 21000 every turn with Bahr, or at least guarantee himself 18000 with almost all boosting units in a crossride format, while Lourdes can hit 9000 as an alternative rearguard for the front row should you be lacking in units. Lourdes herself tends to be underestimated, much like Gururubau in the Shadow Paladins, but because her skill activates in both the vanguard and rearguard circles she has serious longevity throughout the game. Early on the opponent is unlikely to have a very large field, so Lourdes is valuable for early aggression as well as a replacement for lost units, to give more flexibility to the field. She can also form a 16000 line with any base 7000 booster, although unlike Gururubau she does not have the advantage of forming one with herself. Because she attacks for 9000, this gives you one more unit that can hit a Charon or Blaster Javelin-type unit at the grade 1 stage, negating the defensive advantage of Fullbau-type evolving rides. While Lawkeeper can be a build of his own, he can also be an update to the old Goku deck to give it endgame longevity, as the two complement each other as alternative vanguards and work well with Archdragon.

The final unit we're going to discuss is Dragonic Waterfall, the third unit of the clan to be designed by Itou himself. Like Blockade and Lawkeeper, Waterfall's skills are vanguard exclusive. First, he gains +3000 power when attacking the vanguard, going for the same 23000 with Raopia that keeps Lawkeeper relevant in crossride formats, and second when he attacks he can discard a grade 3 Kagerou to gain +10000 power, possibly hitting as high as 33000. This unit can be effectively integrated into almost any Kagerou deck due to the generalized nature of his skills, but in particular he's a natural partner for Goku in place of or in tandem with Overlord because of their mutual grade 3 focus, playing off of Goku decks tending toward running between 8 and 10 grade 3s. Waterfall's ambiguity as a unit is both a strength and a weakness, as even Goku is arguably better off sticking to Overlord and Lawkeeper, while Waterfall has no deck of his own. Just as some Royal Paladin decks not based on her run a single copy of Soul Saver Dragon as a fallback or surprise turnarond however, Kagerou can do the same with Lawkeeper.

With all of these skills available, it's easy to get wrapped up in the idea of mass retiring and squandering counterblast on taking down units, but you need to keep in mind a coherent strategy and think instead of in terms of wiping out the field, in terms of "How many units do I need to retire?" With Heatnail around, it's entirely possible for the Kagerou cardfighter to operate on small leads by bringing out one copy of Berserk or Tejas early to gain a one-card advantage, then use Heatnail and Kimnara to maintain that advantage while lowering the total number of cards in play, making a comeback very difficult on the opponent. On the other hand, Goku has the ability to drop the opponent's cards every turn, and Overlord's self-standing skill can snowball with trigger checks. Lawkeeper is one of the most consistent decks and remains so even in the crossride format. Every build of Kagerou has its own internal goals, whether that's to retire three units, build up a certain soul or count down to the opponent's resources having been exhausted. And every build also sees continual upgrades with each set; next time that we revisit the clan, I'm going to discuss Blazing Flare Dragon and his support cards, with special mind paid to his alternative model of a soul-based deck.

Thursday, December 13, 2012

The History of Professional Cardfight: Part 1, February-April 2011

This is a series on the complete history of Cardfight!! Vanguard's pro scene, examining both English and Japanese formats in chronological order.


The power balance of Cardfight over the past few years has been by and large kept in check, primarily through the introduction of clan-exclusive mechanics, but also through the natural development of strategy and counterstrategy. While this makes Cardfight easily the most balanced TCG of its time, there have always been hiccups and power bubbles. 

The story of these hiccups began with the release of the game's trial decks. Released on February 26th, a month prior to the first set release, these decks introduced the practice of having two different names for each deck, a practice exclusive to Japan. In kanji the names are VG-TD01: Shining Swordsman of the Sanctuary (聖域の光剣士 Seiiki no Hikari Kenshi) and VG-TD02: Raging Dragon of the Empire (帝国の暴竜 Teikoku no Bouryuu) while in the furigana that indicate how the name is read aloud they are presented as TD01: Blaster Blade (ブラスター・ブレード Burasutaa Bureedo) and TD02: Dragonic Overlord (ドラゴニック・オーバーロードDoragonikku Oobaaroodo.) When these decks were later released in English on December 3rd of the same year, the names used were based purely off of the furigana.

Fighter's Collection 2013 reprint.
The first power bubble was Kai's initial trial deck, TD02. From the moment of release, it had a drastic advantage over Aichi's. The basic strategy that these two decks were characterized by were their respective grade 2s, Berserk Dragon for Kai and Blaster Blade for Aichi. Both of these units had 9000 power and could counterblast 2 on-call or on-ride to retire an opponent's rearguard, with Berserk retiring a grade 2 or lesser unit while Blaster Blade could retire a grade 2 or greater. Blade had the slight advantage of being able to retire any rearguard when ridden, but only one copy was included in TD01 while TD02 came with four Berserk Dragons.

Blaster Blade also played into the skills of his deck's key grade 3, Solitary Knight Gancelot, who could add Blade to the hand directly by returning to the deck, and if Blaster Blade was in the soul while Gancelot was in the vanguard circle, Gancelot could activate his other skill to counterblast 2 and get +5000 power with an additional critical for the turn.

BT01 Special Parallel print.
This was offset by Gancelot's extremely low 9000 base power, the second lowest in the game for a grade 3 which made defense very rough on the opponent's turn as many attacks would take an extra 5000 shield to stop. TD02's overall strategy was superior because its core grade 3s were not reliant on riding a specific grade 2 that there was only one of in the deck, and their offense and defense were equally balanced instead of swinging drastically in one direction or the other.

The deck's exclusives included the cover card Dragonic Overlord and Dragon Monk Goku, both regarded today as some of the best cards ever printed. In addition to being the first base 11000 unit and thus very good defensively, Overlord's skill was important for being usable in both the vanguard and rearguard circles. By paying a steep counterblast 3 in the main phase, he would get +5000 power and then in the battle phase stand when his attack hit a rearguard. This was balanced out by Overlord losing his twin drive ability when his skill was used, so he could only check one card per attack while in the vanguard circle, ultimately allowing him to max out at three checks but making the opponent's defense a little more manageable because they would only need to account for one trigger when defending a vanguard Overlord.


Fighter's Collection 2013 reprint.
Lining him up with Bahr from the same deck, Overlord had 24000 power on his initial attack, which was more difficult to stop in the days of trial decks than it is today, and even after that base 16000 was just the right number to stay current up until January of 2012. Gancelot specifically had trouble stopping this if Overlord waited to use his booster until he attacked the vanguard, because while a base 10000 unit could drop two units with a total of 15000 shield to stop that attack, Gancelot was forced to place at least 20000 shield down.


Goku's skill was vanguard-exclusive, retiring any of the opponent's grade 1 or lesser rearguards when he drive checked a grade 3 Kagerou. Taken alongside the chance of triggers turning out, Goku not only dealt damage against the vanguard, but also narrowed the back row, forcing more calls out of the opponent while using rearguard Overlords to take out the front row and cut more cards from their hand for defense. Goku's success only snowballed with the release of BT01: Descent of the King of Knights, where the first vanguard Lizard Soldier Conroe allowed Kagerou cardfighters to either bring out their perfect defense Wyvern Guard Barri to draw out the game with while Goku continued to plow through rearguards, or to run several single-copy grade 1s and use them to adjust to the situation.

Goku's skills were also complemented by the Flame of Hope Aermo, the first unit that allowed his fighter to drop a card and draw a card--"card change"--when an attack that he boosted hit. Aermo answered two problems, one exclusive to Goku and one universal to the game as a whole. Goku's issue was that his skill encouraged his fighter to run more grade 3s than normal, generally between eight and ten, which then become dead weight in the hand as he could not defend with them and only one Dragonic Overlord was needed for the rearguard per game. The universal issue was that the drive check has always been public information, so skilled opponents could and still do memorize drive checks throughout the game to eventually determine your hand once you start riding or calling cards that you didn't check. Aermo dealt with both problems by getting rid of the drive check, always guaranteeing equal to or more shield than was discarded when dropping a grade 3, and obscuring the Kagerou cardfighter's hand from the opponent.


VG-BT01: Descent of the King of Knights was released on March 12th, 2011 in Japan. While the card pool of the first set, spanning ten different clans, was so diverse that there wasn't a strong overall theme to its cards, in general BT01 placed greater emphasis on megablast units than future sets would. Superior ride mechanics focused toward building up the soul were also introduced here. The set's cover card was the King of Knights, Alfred. Royal Paladin, Kagerou, Oracle Think Tank and Nova Grappler were all completed in this set.

Where the Goku deck began is unclear. The pros of this time were not professionals in the sense that we know them today, as the first regionals did not start up until after May. They were anonymous and their deck strategies spread quickly, both throughout Japan and to the small overseas playerbase of the time. Additionally, parallel development ensured that both groups, despite the language barrier, would create similar or identical strategies without actually knowing that the other was doing so. Besides these factors, even though the cards existed, the Goku deck was not widely used in Japan even after tournaments started up, until the Grand Prix in the last four months of the year. The other clans were around at this time and had powerful moves of their own, but for Goku the balance was heavily tipped in his favor due to being cheaply available (~1050 JPY for one deck, about 13 USD, meaning that a basic assembly of an entire Goku deck only cost 52 USD versus a four-card playset of Overlord from BT01 alone costing in the vicinity of 20 USD), the search skill of his first vanguard and the availability of useful rearguards. Compared to acquiring four Blaster Blade or Maiden of Libra, Berserk Dragon and by extension Goku was more practical.

With regards to Barri, perfect defense is an interesting mechanic in that it doesn't appear to have been originally intended as something that every clan would receive. Although often forgotten today, of the eight clans introduced in BT01, only three of them received a perfect defense card initially. Nova Grappler in particular did not get Twin Blader until BT02, and it wasn't until that time that cards like Barri and Iseult were codified as necessities in decks. Accordingly, it was more common to run just two or three perfect defense cards until January and April 2012, as four was viewed to chain down the hand and restrain your ability to call.

Another factor is that Kagerou received two critical triggers ahead of the other clans. Oracle Think Tank and Nova Grappler did not receive their second critical triggers until BT02, while both Royal Paladin and Kagerou had access to a second one in the first set. Part of this is Aleph's fault--like Llew from the Royal side of things, Tahr is a critical trigger that plays a role in a superior ride sequence, so by necessity he needed to be a slightly-higher rarity card and couldn't be included in a trial deck. This then required Raksha to be created.

Additionally, the Crested half deck used in prerelease workshops and distributed in KeroKero Ace magazine early in Cardfight's history included four copies of Tahr, which expedited Kagerou's early dominance through KKA's subscribers. Flash fight decks KAD01: Stardrive and KAD02: Crested were less widely distributed than the main trial decks, consisting of 25 Royal Paladin and 25 Kagerou cards intended to be used to learn the rules. These decks included the rare but underpowered Stardrive Dragon and Crested Dragon units, but other than the easy access to Tahr they were unremarkable.

Between Goku clearing out the back row with drive checks, Dragonic Overlord taking out the front row with rearguard attacks, and Berserk Dragon providing good field control and a constant strategic threat to the opponent across the course of a match, the deck's overall image was cohesive and consistent. The danger of flaming out in the endgame due to counterblast being exhausted was also not as high as in other Kagerou decks, because Goku's skill came at no actual cost. So while navigating the very precarious endgame, Goku could provide a sudden and unstoppable punish during the attack step, depriving the opponent of one additional card over their defense for the turn.

The climate of BT01 was simple but also fairly diverse. Royal Paladin was the strongest contender with Kagerou once the set was released because of a comparable amount of support, with two critical triggers, a perfect defense card and a theme based around searching and calling for specific units from the deck for effective field manipulation. Controlling the opponent's field and controlling one's own field are both strong strategies, so it's natural that clans based around them would be effective in pro play, and with Blaster Blade Royal Paladin managed to distill both of those strategies together to some degree.

Fighter's Collection 2013 reprint.
Royal Paladin decks had the benefit of the set's cover card also being their boss card. Alfred would go on to become a template for many cards of the future, and he's definitely the second most enduring Royal Paladin in the history of the game after Blaster Blade himself. Like Dragonic Overlord, Alfred had a counterblast 3 that could be used in either the vanguard or rearguard circles, letting him search the deck for a grade 2 or lower Royal Paladin and call it. The skill has continued to be effective throughout history because it immediately gives Alfred decks an extra card of their choice with no chance added, and because of how it is constantly being updated despite the card never once having been modified. Essentially, the more cards that the Royal Paladins receive, the more targets Alfred has. At five damage he could even superior call Blaster Blade directly from the deck to use Blaster Blade's counterblast to immediately carve out a two card difference between himself and the opponent. While this wasn't always useful in BT01, the skill has gotten better over time as the Royals have received more on-call skills that Alfred can trigger.

The King of Knights' other skills were exclusive to the vanguard circle. First, for each Royal Paladin rearguard he received +2000 power, so with five rearguard circles this was capped at a +10000 power boost, but to balance this out Alfred could also not be boosted. While it meant that he could not hit any 11000 power units like Overlord for super important numbers, it did give Alfred an edge in matchups with other vanguards like Goku, against most offense-heavy units, and against himself. This also allowed the rearguard circle behind Alfred to be freely used as a space to store weaker units that only served to power up Alfred, and it let Royal cardfighters use their card changer Lien to drop unimportant cards and draw better ones. Lien's skill required her to be rested before the battle phase, so by placing her behind Alfred, they would be able to use her without losing out on a booster. All these characteristics made Royal Paladin decks very cohesive, although they didn't have much in terms of an alternative vanguard because Gancelot's power was so low that it was better to stay at grade 2 than ride him, so instead they had to make use of more lackluster grade 3s like Bors and Lohengrin who at least had 10000 base power for defense.


Oracle Think Tank was next in level of use following Royal Paladin, because like the first two clans its core mechanic had inherent sway. While Kagerou destroyed the opponent's field, and Royal Paladin called new cards to control its field, Oracle Think Tank's major strength was drawing cards. Ironically, this would make them one of the most well balanced clans, in no small part because Bushiroad was aware of the pitfalls of previous games that had decks with similar mechanics and took care to avoid them. Probably the biggest mistake that draw themes make in trading card games is the "lose one to draw many" card, what in Magic: The Gathering was called Ancestral Recall, in Yu-Gi-Oh! called Pot of Greed, and in Pokémon called Bill. The essential idea behind these cards is that you lose the card you just played to draw two or more, which gives one extra card overall or in Recall's case two more. Greater access to the deck allows for the deck's key plays to come out more easily, which is the central principle of card advantage as a whole. And because they manipulate this core principle of advantage, draw builds in games that have these cards tend to have an overwhelming amount of control over the course of the match.

Oracle Think Tank skirted around this idea, first by being introduced with two draw triggers instead of critical triggers so that it could run a maximum of eight to generally have more cards in hand without being able to actually control that factor, and second through on-hit skills. As Royal Paladin had Blaster Blade and Kagerou had Berserk Dragon, Oracle Think Tank had Maiden of Libra, whose counterblast 2 let her draw a card when her attack hit. This could be used to snag up an extra card, or to create a two-card difference by targeting an opponent's rearguard and then using the skill, but it was dependent on the opponent allowing it to hit and so Libra's primary value was indirect as a unit that the opponent was not allowed to not defend. As a result, Oracle Think Tank's draw power in this early incarnation came not so much from actually being able to draw but from forcing the opponent to expend more cards per turn than the OraThin cardfighter was, a considerably more balanced strategy overall. Building off from this, the clan also had skills based around maintaining a high hand count, like the clan's boss card CEO Amaterasu.


Fighter's Collection 2013 reprint.
Amaterasu's continuous skill gave her +4000 power during her own turn when there were four or more cards in hand. There was a similar skill on Oracle Think Tank's custom vanguard booster, the grade 1 Weather Girl Milk, who normally has 6000 power but could boost for +4000 more if there were four or more cards in the hand. The key difference here is that while Amaterasu's skill was continuous, Milk's was an autoskill. This means that there needed to be four cards in hand when Milk boosted, while Amaterasu could get her +4000 power just by having four cards in hand after her twin drive check. So while it was a little tricky to manage, OraThin could effectively create a vanguard line that would always break 21000 to punish both Overlord and Alfred, just so long as their cardfighter was playing smart and managing their hand effectively.

CEO was more than just power, however. She was the first "megablast" unit, a grade 3 with a soulcharge skill that can also counterblast 5 and soulblast 8 to finalize a devastating strategy. At the start of the main phase each turn, Amaterasu would move the top card of the deck into her soul, then look at the next top card and get to choose whether to place it on top or on bottom. This fortune telling skill was created to supplement OraThin's strategic draw power, as by itself Libra and hand management wouldn't really be able to carry the clan. This way Amaterasu could check if the top card of the deck was a trigger, or a card that she wanted in hand, and then leave it on top if she wanted to drive check it. The skill was also valuable for intimidating the opponent in the same way that Libra did, as no longer what the card actually was, so long as the opponent thought that there was a trigger on top they would treat Amaterasu as though she had much more power than she actually did and drop more cards for their defense that turn. A grade 1 version of her divination skill was printed as well, Battle Sister Cocoa, who only had 6000 power but when called could likewise choose to leave the top card on the deck or on the bottom in order to predict the better outcome of the turn.

Amaterasu's megablast skill activated when her attack hit, letting her draw 5 cards when she paid the cost. This instant +5 has always been impossible by design to come back from once it has hit, as like Libra the value is more strategic than practical. Building up the 8 soul took a very long time in the first place, as many as five turns after reaching grade 3, and no opponent would Amaterasu's attack hit once it was ready, but as both vanguard and rearguard Amaterasus could trigger the megablast she forced out defense as Libra did. On paper there is some conflict between Libra and Amaterasu because Oracle Think Tank had no way to unflip the damage zone, but in practice neither skill can hit, so the damage zone was always open to threaten the opponent with. Oracle Think Tank's other grade 3, Apollon, was simply a grade 3 version of Libra with 10000 power, and a special skill in the vanguard circle that let him counterblast 2 to draw two cards when his attack hit and then return a card to the deck and shuffle. This was a little more practical than Amaterasu's on-hit and a good way to refresh the hand, but the fact that it would actually go off and take two counterblast with it made Apollon a much better rearguard than vanguard. By far the biggest problem that Oracle Think Tank had as a deck was its difficult in pushing the midgame, as at the time their grade 2 options were limited to Libra, Wiseman and Mocha, and the now-famous Silent Tom would not come until later on in BT02. Compared to some of the problems that would cripple future clans altogether, this was a relatively tame weakness.

Amaterasu's first print in Japan had an infamous error, where her megablast was listed as an activate skill instead of an autoskill. The skill text was still correct, as it did correctly describe the skill's timing as "when this unit's attack hits" but Amaterasu still needed to be corrected through the official website and subsequent printings of the card have corrected it. Like some other misprints to come, this CEO has been valued by collectors more than her corrected print.

Nova Grappler had a somewhat rockier history than any of the previous clans. Their core issue throughout the history of the game is that the mechanic they're based around doesn't give you an intrinsic advantage over the opponent. Retiring the opponent's cards, calling your own, and drawing extra cards are all immediate addition or subtraction to how many cards you or the opponent control. Nova Grappler's specialty is modifying the battle position of its units, mainly for the purposes of standing rearguards after they have attacked to make a second offensive. This could be a minus to the opponent if they're forced to defend one of the attacks, but it's not guaranteed, there can be problems with even getting the attack to hit if the opponent damage checks triggers or has a high base power, and in general standing requires more complex strategy than retire, superior call or draw. Furthermore, no matter how many attacks you make, it doesn't increase the damage that your units deal. Standing is the most effective endgame strategy, but it suffers in the early to midgame where extra critical or draw power are more helpful, and this applies to the trigger types as well. As a clan forced to run two types of stand triggers with no draw and only one critical at introduction, it's easy to see why Nova Grappler was so slow to be picked up in professional play. The clan was still a lot better off than some of the clans that we'll see later on, but it was the least played of the original four in this period.

The clan's key grade 3 was Asura Kaiser, a defensively heavy vanguard that would go on to become the cornerstone of Grappler play throughout the first season block. Kaiser's skill was that when he drive checked a grade 3 Nova Grappler, he could then choose a rearguard and stand in. Kaiser shared some of Goku's strengths in that he effectively had six to seven other cards in the deck that could be considered triggers, and the card was perfect for Nova Grappler because it allowed the clan to stand its units without actually relying on stand triggers, so that the deck could be played with more critical and draw triggers once those were introduced. Beyond this first step though, Kaiser still had effective synergy with stands since his skill could serve to make a "double stand trigger" easier to get, having an entire column instead of one attack that would otherwise only draw an intercept out of the opponent. Kaiser's main weakness was that his deck involved a lot of sitting around, waiting for good things to happen. Unlike Goku, who at least had Dragonic Overlord and Berserk Dragon, if Kaiser didn't check any grade 3s then there wasn't very much going on in his turn.

Mainly this was owed to a lack of a good partner card. Nova Grappler's support unit, Mr. Invincible, was a megablast card like CEO Amaterasu but with her topdeck check replaced by unflipping one counterblast, and with no power added to him. Nova Grappler was the only clan at introduction that could not form a 20-21000 center line with their core grade 3s, and this hurt them offensively. Mr. Invincible's megablast stood the entire field, including himself for a +2 from his extra twin drive, but it only activated on-hit and actually amassing the 8 soul was extremely difficult, even moreso as Nova Grappler would continue to move away from the soul focus that Oracle Think Tank developed. Where OraThin could use its draw power to stall out until that 8 soul developed, the Novas didn't have a high amount of synergy with their clan's actual megablast, instead using Invincible's soulcharge-and-unflip mechanics to support a lot of small counterblast costs over many turns.

The damage unflipping itself was Nova Grappler's secondary mechanic, but it suffered from an issue of not having very much to unflip for. At introduction the Grapplers had Genocide Jack, their grade 2 who needed to counterblast to be able to attack each turn, and not much else. Future sets would remedy this issue, but at the beginning the Grapplers suffered from being the only core clan to not have a perfect defense card, less of a direction for their secondary mechanic, and not enough support for their primary one. One way that Grappler fans overcame these weaknesses was by taking advantage of the extra grade 1 space to run Kagerou grade 1s and Lizard Solder, Conroe as their first vanguard, then including Dragonic Overlord along with Mr. Invincible. This was made possible by Conroe not requiring a Kagerou vanguard to use his search skill, and by Overlord only needing another Kagerou rearguard in order to keep his 11000 base power. Asura Kaiser would have been disruptive to the strategy since Dragonic Overlord would have been a dead drive check, so Invincible was the deck's lead card.

The idea was to combine Overlord's counterblast with Mr. Invincible's unflipping skill. This allowed Overlord's self-standing rearguard skill to be repeated in serial across multiple turns, and this was further supported by grade 1 and 2 cards from the Grapplers' unflipping engine. The Invincible Overlord deck was a product of the game's pupal stages, when the mechanics were new and nothing was set in stone, and is the only deck described here that has no place whatsoever in modern play. The idea was completely absorbed by other Kagerou decks after the introduction of Bellicosity Dragon in early December, with Goku himself employing it.

While all of this was taking place in the Japanese scene, in the west the primary exposure to Cardfight!! Vanguard came through Crunchyroll's official simulcast of the first season, as well as through the translation of Japanese blogs about the game and by extension scans of KeroKero Ace magazine. Very early on in the game's existence Hammergirl Anime, a card shop based out of New York began selling the Japanese TCG and related merchandise, as well as hosting regular tournaments, and some of the matches from those subsequently went up on YouTube. In a time when there were only three or four Cardfight videos on the net and they were all either commercials featuring DAIGO or an early trailer for the anime, this went a long way towards promoting the game and western interest in it. Heart of the Cards was another important part of the game's international development, providing cardsleeve inserts with English translations of the Japanese text written on them to ease the process of playing.

This western exposure culminated in the creation of Cardfight Capital, a BYOND-based platform for playing the Cardfight!! Vanguard TCG on the net attributed to Devourer Of Souls. The program was troublesome. To use it, you had to have a BYOND account, download the Cardfight Capital client and access one of the servers that had to be hosted by individuals, joining it through either the BYOND main page or through your own friends list after having friended a server host. The servers were frequently overloaded, with constant lag, and unlike similar programs for other TCGs or games like chess, you had a virtual avatar in the game selected from a list of anime characters and then had to seek out other avatars and challenge them. Actually getting a match going was difficult because shyer players were paralyzed into only playing with their friends, the ones that would actually accept random challenges were usually crass and just wanted their opponent to hurry up and lose, and skill level varied so immensely that you could end up playing someone on par with a regional tournament champion or you could end up in a game with someone who was really only using the program to sext.

"CFC" as it was called is important for understanding how Vanguard developed in the west because the way that cardfighters in the United States, in France and Germany experienced the game was fundamentally different from how Japanese fighters were. Westerners were playing in the dark, online with keyboards in a virtual world with a deeply maligned shuffler, becoming acclaimed "experts" at a game when they had never touched physical cards before. Their tournaments were organized by and for fans, were free, conducted in a best of 3 format with a lot of cursing and telling the opponent to hurry up. Japanese fighters were walking into actual card shops, paying weekly entry fees to play with a group of regular opponents in best of 1 tournaments while politely taking as much as time as they needed. Americans faced anonymous nobodies for free, Japanese fighters paid to give back to a community of regulars.

The experiences couldn't be more disparate--it's like trying to compare the generation of original Street Fighters that first played SSFII in arcades, to the current wave of online players wearing their thumbs out on gamepads having never heard what an arcade stick sounds like. It's difficult to talk about CFC in realistic terms without becoming derogatory because while the program did a lot of good, nothing in this world has a perfectly positive impact with no drawbacks. CFC was an unpredictable factor that marked the point when Bushiroad's plan for how international audiences would learn of the game fell apart, as they lost control of the TCG and it took on a life of its own. When those western cardfighters did finally get a physical tournament scene of their own, the backlash was immense as they were introduced to a tournament environment completely alien to what was familiar to them, run by flesh and blood tournament organizers instead of avatars.

Westerners were not getting the Vanguard that Itou Akira had envisioned when he first began writing for the franchise, but the Vanguard that they had created through a cross-imitation of the TV show and previous net versions of card games that they were accustomed to. It attests to how this experience affected western views that one of the number one complaints about the English-language TCG tournaments concerned the tournament brackets not being done by a computer, and that Bushiroad would later address that concern by creating a tournament organization program just to appease them. How good or bad online Vanguard's effect really was is debatable, but there's certainly a lesson to be learned from CFC; you can't become a pro cardfighter through the internet or a video game. You have to be at the table, pile shuffling, scraping your hands on second layer sleeves, looking the opponent in the eyes and learning through a cardfight in real space, not in an imaginary one.

Continue Reading: The History of Professional Cardfight, May-August 2011

Thursday, May 10, 2012

Spotlight: Rikino Sakura/力野桜

Fighter's Spotlight is an ongoing project concerned with tracking real-world professional cardfighters across the globe.

Rikino is at the center, receiving her trophy from Daigo.
Rikino Sakura/力野桜
Age: Unknown, thought to be eleven at initial crowning; Juniors Division
Titles Won: Nagoya Regional Finalist Third Place (Junior Class), Nagoya Regional Champion (Junior Class), Vanguard Grand Prix National Champion (Japan, Junior Class), Kanazawa Regional Finalist Fourth Place (Junior Class), Nagoya Regional Runner-Up (Junior Class), Fighter's Road 2012 National Champion (Japan, Junior Class), Nagoya Regional Finalist Third Place (Junior Class), Kanazawa Regional Runner-Up (Junior Class)
Current Status: National Champion (Reigning)
Deck Type: Nova Grappler (Asura Kaiser), Kagerou (Dragonic Overlord-The End), Oracle Think Tank (CoCo-Sakuya)
Rikino is the first and currently only female national champion of her class, making herself known during the 2011 Grand Prix. Despite being vastly outnumbered compared to her male competitors, Rikino rocketed to the top spot of the Best Four.

Rikino reappeared in the Fighter's Road 2012 Kanazawa regional, placing fourth with a new Kagerou build. She made a second attempt at breaking into the national scene at the Nagoya regional, placing second behind Chiku Fumiya's Spike Brothers deck. This permitted Rikino to mount a full attempt at the national title, becoming the first professional cardfighter to defend any title in consecutive years, and the first national champion to hold her throne without interruption. Since her original appearance in the 2011 championship, Rikino has unfailingly participated in every subsequent championship.

Decks and Play Style
While Rikino is primarily remembered as a Kagerou cardfighter, at debut she fought with a Royal Paladin-Nova Grappler hybrid deck, based out of Soul Saver Dragon in following with the trend established by the majority of the pro scene at the time. As this was before the institution of a restricted list, Rikino's deck relied on Barcgal and a RoyPala grade 1 setup to prepare for Soul Saver Dragon's skill. Barcgal, Flogal, Llew and Blaster Blade would prepare the soul, Pongal would add the card to hand, and her remaining lineup of grade 1 Royals would act as the catalyst to give Soul Saver's power boost to.

In the meantime, Asura Kaiser and her lineup of grade 2 Nova Grapplers would wear the opponent down to bring them to five damage as quickly as possible and prepare for the soulblast. To maximize her use of Kaiser's skill, Rikino ran only a single copy of Soul Saver Dragon and just one Blaster Blade, striking a very careful balance to bring the best out of both clans.

Note that Rikino signed her name in hiragana during this tournament, not kanji as she would do in following events.

Summer 2011 Regional Tournament, Nagoya Juniors Division (Japan)
Card Pool: TD01-BT02, PR 0001-0018
Grade 0
x1 Barcgal (FVG)
x2 Knight of the Future, Llew CT
X4 Bringer of Good Luck, Epona CT
x2 Margal DT
x1 Pixie Fife and Drum ST
x3 Yggdrasil Maiden, Elaine HT
Grade 1
x4 Little Sage, Marron
x1 Lake Maiden, Lien
x4 Pongal
x4 Soul-Guiding Elf
x2 Twin Blader
Grade 2
x1 Blaster Blade
x4 Genocide Jack
x4 King of Sword
x1 Magician Girl, Kirara
Grade 3
x1 Soul Saver Dragon
x4 Asura Kaiser
x3 Genocide Joker

Rikino would go on to use a hybrid Nova Grappler-Kagerou deck in the Winter championship. In order to cope with the pure Grappler of the time being wholly reliant on the Blau series, Rikino selected Conroe as her first vanguard with eleven different Kagerou grade 1s to activate his skills with. Rather than use Conroe to search out single card Kagerou grade 1s however, Rikino instead relied on him to form a consistent base 16000 line with Asura Kaiser and Genocide Jack. Typical of the time, the Death Army cards were used as a self-standing 16000 line while Asura Kaiser played off of her nine grade 3 count to trigger his own skill to stand the opposite line. Gojo, Bahr and Aermo each provide a different kind of opening ride to suit the situation, whether it be for a strong opening offense, card changing when taking the first move or encouraging the opponent to deal more damage to use for counterblasts. Gojo and Aermo also both help her to change out the grade 3s that Kaiser drive checks after their purposes is served.

Genocide Joker, while even more counterblast reliant than his cousin Jack, forms stable 21000+ lines as necessitated by the tournament environment of the time, and Deathmetal Droid behaves similarly. This counterblast can be opened up against through riding Gold Rutile, and with the high amount of card changing going on in the deck, it becomes much easier to ride said unit when the situation calls for it. Notably, the deck only ran two perfect defense cards, a hallmark of what the pro scene at the time was like, as perfect defense at that point in 2011 was not considered a four-of. The trigger lineup opts for Clara over Genjo, as she is the only trigger which Rikino would not benefit from in the first drive or damage check, and all of the other triggers are important for those opening moves. Rikino played a very close mirror matchup for the Nagoya finals, but her emphasis on Kagerou triggers and grade 1s, the Genocide series and consistent 21000+ rearguard lines eventually won out over Horikawa Kanata's more Grappler-based build.

Winter 2011 Regional Tournament, Nagoya Juniors Division (Japan)
Card Pool: TD01-BT04, PR 0001-0036
Grade 0
x1 Lizard Soldier, Conroe (FVG)
x3 Embodiment of Spear, Tahr CT
x2 Dragon Dancer, Monica DT
x4 Round Girl, Clara HT
x4 Blue Ray Dracokid CT
x3 Red Gem Carbuncle DT
Grade 1
x4 Embodiment of Armor, Bahr
x4 Dragon Monk, Gojo
x2 Twin Blader
x2 Death Army Guy
x3 Flame of Hope, Aermo
Grade 2
x2 Genocide Jack
x4 King of Sword
x3 Death Army Lady
Grade 3
x4 Asura Kaiser
x3 Genocide Joker
x1 Gold Rutile
x1 Deathmetal Droid

Rikino's first championship deck is characteristic of a long-standing Kagerou build, utilizing the Dragon Monk, Goku as her primary vanguard to mass retire her opponent's rearguards. This demands more cards from their hand on the opponent's attack, which in turn makes it easier to land her attacks when the opponent is unable to guard. The Flame of Hope, Aermo is used to cycle out extra copies of Goku and the grade 3s that it checks, while Dragonic Overlord attacks from the rearguard to further decimate the opponent's field.

These three cards, combined with supporting units like Kimnara for a further offensive and Guard Gryphon to stop the opponent's attacks, allowed Rikino to play against an essentially empty field. What ultimately carried her through the final round was her own skill, as Rikino's opponent was using a nearly identical decklist that turned the match into a prolonged game of continual retire-and-stand maneuvers.

Winter 2011 National Tournament, Juniors Division (Japan)
Card Pool: TD01-BT04, PR 0001-0042
Grade 0
x1 Lizard Soldier, Conroe
x3 Embodiment of Spear, Tahr CT
x3 Dragon Dancer, Monica DT
x4 Dragon Monk, Genjo HT
x3 Blue-Ray Dracokid CT
x3 Red Gem Carbuncle DT
Grade 1
x4 Wyvern Guard, Barri
x4 Dragon Monk, Gojo
x3 Demonic Dragon Mage, Kimnara
x2 Guard Gryphon
x2 Flame of Hope, Aermo
Grade 2
x4 Dragon Knight, Nehalem
x2 Hidden Dragon, Striken
x4 Berserk Dragon
Grade 3
x4 Dragonic Overlord
x4 Dragon Monk, Goku

At Kanazawa and Nagoya, Rikino played a new build that retained many of her old cards, but changed the focus over to Dragonic Overlord and his corresponding crossride, The End. This new build omitted her previous deck's Striken in favor of Burning Horn support for The End. While not playing up to her previous' decks reputation, this iteration did rank well versus opposing decks at Kanazawa.

Summer 2012 Regional Tournament, Kanazawa Juniors Division (Japan)
Card Pool: TD01-EB03, PR 0001-0066
Grade 0
x1 Lizard Soldier, Conroe
x3 Embodiment of Spear, Tahr CT
x1 Dragon Dancer, Monica DT
x4 Dragon Monk, Genjo HT
x4 Gatling Claw Dragon DT
x4 Blue-Ray Dracokid CT
Grade 1
x4 Wyvern Guard, Barri
x4 Embodiment of Armor, Bahr
x3 Dragon Monk, Gojo
x3 Demonic Dragon Mage, Kimnara
x1 Flame of Hope, Aermo
Grade 2
x4 Dragon Knight, Nehalem
x4 Burning Horn Dragon
x2 Berserk Dragon
Grade 3
x4 Dragonic Overlord
x4 Dragonic Overlord The End 

Rikino's succeeding Nagoya decklist was almost identical, only swapping out excess Kimnara cards for more copies of Nehalem and Gojo, increasing the deck's overall consistency and making additional room for The End's persona blast. With a lower focus on Kimnara and a higher overall trend toward draw power and deck searching than at Kanazawa, this version of the deck allowed her to place more highly than in her previous tournament.

Summer 2012 Regional Tournament, Nagoya Juniors Division (Japan)
Card Pool: TD01-EB03, PR 0001-0066
Grade 0
x1 Lizard Soldier, Conroe
x3 Embodiment of Spear, Tahr CT
x1 Dragon Dancer, Monica DT
x4 Dragon Monk, Genjo HT
x4 Gatling Claw Dragon DT
x4 Blue-Ray Dracokid CT
Grade 1
x4 Wyvern Guard, Barri
x4 Embodiment of Armor, Bahr
x4 Dragon Monk, Gojo
x1 Demonic Dragon Mage, Kimnara
x1 Flame of Hope, Aermo
Grade 2
x4 Dragon Knight, Nehalem
x4 Burning Horn Dragon
x3 Berserk Dragon
Grade 3
x4 Dragonic Overlord
x4 Dragonic Overlord The End

At the Akiba Square finals in Fighter's Road 2012, Rikino completely abandoned Kagerou to use the new model of Oracle Think Tank. This deck uses Little Witch, LuLu as its first vanguard, hiding her skill away until Rikino's endgame. LuLu kicks in when she rides either CoCo or Sakuya--at that point the Little Witch pops out from the soul and soulblasts 2 to draw a card. If CoCo were ridden, then because there are no cards left in the soul, her own skill lets Rikino counterblast 2 to draw two cards while giving CoCo +3000 power for the duration of her attack step. This sudden control of four additional cards with one ride more than pays for Rikino's grade 1-3 rides, typically ending with a hand size large enough to completely fill the remaining circles and still end the turn with seven or more cards in hand to defend on the opponent's turn with.

As an alternative, Sakuya automatically sends LuLu to Rikino's hand after the Little Witch's skill has been used, along with any other cards that have been called up to the ride phase of that turn. This allows her to rearrange the field freely and replace LuLu with a more powerful booster while using the first vanguard as an additional 10000-power shield, effectively adding 5000 more shield than normal to Rikino's control. This also ties back to Sakuya and Battle Sister Mocha's skills, which give them additional power when there are four or more cards in hand. Unlike other first vanguards, LuLu's skill is impossible for the opponent to interrupt, and even if she somehow didn't get it off, the two Luck Birds that Rikino runs in her deck act as backup soulblast for CoCo and additional draw power. These draw skills give Rikino the freedom to run just two draw triggers in her deck, focusing mainly on criticals to score extra damage, while also using Dark Cat with impunity--despite the Cat giving cards to the opponent, the opponent is not operating with the same level of draw power that CoCo carries, and this can easily snowball when used in conjunction with LuLu and Sakuya. Overall, Rikino's fourth deck emphasizes an incredible amount of synergy and forethought.

Summer 2012 National Tournament (Japan)
Card Pool: TD01-BT07, PR 0001-0066
Grade 0
x1 Little Witch, LuLu (FVG)
x4 Lozenge Magus HT
x3 Oracle Guardian, Nike CT
x4 Psychic Bird CT
x2 Victory Maker DT
x3 Battle Sister, Ginger CT
Grade 1
x4 Battle Sister, Chocolat
x4 Oracle Guardian, Gemini
x1 Weather Girl, Milk
x2 Luck Bird
x3 Dark Cat
Grade 2
x4 Battle Sister, Mocha
x4 Oracle Guardian, Wiseman
x3 Silent Tom 
Grade 3
x4 Scarlet Witch, CoCo
x4 Goddess of Flower Divination, Sakuya

Rikino brought a modified version of her previous Nagoya deck to the Fighter's Climax tournament, where she placed third. The primary innovation over previous decks was her running nine critical triggers in all--a strategy taken from her CoCo deck's playbook--and omitting Gatling Claw Dragon in favor of Monica. The logic in this is that both Overlord and The End could form base 16000 lines with Monica in the rearguard, and that Gatling Claw's counterblast is one more than she can afford in a Kagerou deck that does not make use of Bellicosity Dragon. Ultimately the deck did not perform as well as in the previous year, though it brought her farther than in Kanazawa.

Winter 2012 Regional Tournament, Nagoya Juniors Division (Japan)
Card Pool: TD01-BT08, PR 0001-0079
Grade 0
x1 Lizard Soldier, Conroe (FVG)
x1 Demonic Dragon Mage, Raskha CT
x4 Embodiment of Spear, Tahr CT
x3 Dragon Dancer, Monica DT
x4 Dragon Monk, Genjo HT
x4 Blue-Ray Dracokid CT
Grade 1
x4 Wyvern Guard, Barri
x4 Embodiment of Armor, Bahr
x3 Dragon Monk, Gojo
x2 Demonic Dragon Mage, Kimnara
x1 Flame of Hope, Aermo
Grade 2
x4 Dragon Knight, Nehalem
x4 Burning Horn Dragon
x3 Berserk Dragon
Grade 3
x4 Dragonic Overlord
x4 Dragonic Overlord The End

For the Kanazawa regional--her last chance at qualifying for the national title matches--Rikino modified her Fighter's Road championship deck for the current format. Notably, this deck followed through on the model popularized by Tsukuyomi decks of the time, fighting with twelve critical triggers rather than including the draw triggers that she was more accustomed to. Due to having less access to the cards in her deck from the removed draw triggers, the deck also forewent Milk to add in Sedna as a fifth base 8000 units, for ease of forming 18000 lines and supporting Silent Tom, who was now included in as many copies as possible. The switch from Wiseman to Tart as her base 10000 grade 2 may be a stylistic choice, or as a deceptive maneuver; since LuLu is also compatible with the Battle Sister deck and sees occasional use over Waffle, the identity of Rikino's deck is effectively concealed until the turn that she rode a grade 3.

Rikino placed second in the regional, losing to her old rival Eboshida Hiromi, who would go on to seize the Winter championship title.

Winter 2012 Regional Tournament, Kanazawa Juniors Division (Japan)
Card Pool: TD01-BT08, PR 0001-0079
Grade 0
x1 Little Witch, LuLu (FVG)
x4 Lozenge Magus HT
x4 Oracle Guardian, Nike CT
x4 Psychic Bird CT
x4 Battle Sister, Ginger CT
Grade 1
x4 Battle Sister, Chocolat
x4 Oracle Guardian, Gemini
x1 Mermaid Idol, Sedna
x2 Luck Bird
x3 Dark Cat
Grade 2
x3 Battle Sister, Mocha
x4 Battle Sister, Tart
x4 Silent Tom 
Grade 3
x4 Scarlet Witch, CoCo
x4 Goddess of Flower Divination, Sakuya