Showing posts with label dragonic overlord the rebirth. Show all posts
Showing posts with label dragonic overlord the rebirth. Show all posts

Wednesday, November 19, 2014

News: Nouvelle Tops Jetpack Invitational, NH Cardfight Circuit to Begin in December

Invitational top 4. Original image posted by William Steele.
November 15th, Rochester NH. Local card shop Jetpack Comics held an invitational tournament set out to commemorate the Cardfight!! Vanguard trading card game's two year anniversary at the store. Having sent out its call for signups in late October, the main event attracted 43 cardfighters in total. A team tournament was also held, in which five three-person teams took part.

The invitational tournament was the debut of the shop's fight tables, a series of standing glass-topped tables with official Bushiroad playmats set inside of their displays. The tables were custom made for the event, and debuted during the top 4 playoffs.

First place at the invitational was taken by Christian Nguyen with a Nouvelle Vague-Dragonic Overlord “The Яe-birth” deck, while second place went to Jesse Newman with pure “The Яe-birth,” third to Matthew Lilley with Nouvelle and fourth to Mandon Healy-Rindfleisch with a Galaxy Blau series deck. Earlier this year Lilley had placed second at the WCS2014 New York regional qualifier, also playing Nouvelle. Decklists are provided below.
Deck breakdown (43 participants in total)
13% Kagerou
11% Pale Moon
7% Shadow Paladin
7% Aqua Force
7% Oracle Think Tank
7% Gold Paladin
7% Nova Grappler
7% Genesis
7% Narukami
4% Dimension Police
4% Link Joker
4% Megacolony
4% Royal-Shadow mix
2% Dark Irregulars
2% Bermuda Triangle
2% Murakumo
Similar to Japanese play post-BT15 but counter to existing trends in the English-language format, Kagerou dominated the invitational with the support from Nouvelle and “The Яe-birth.” Pale Moon is a specific innovation of English-language play that was not observed in Japan; the popularity of Venus Luquier is owed to the general lack of enthusiasm with which Omega Glendios has been approached by international cardfighters, as without a specific counter to it running around in the format Venus is free to build 40000+ power Upright Lion lanes that effectively restand through Eva's breakride skill and abuse of Silver Thorn Assistant Zelma.

Organizer Nick Steele also preemptively announced the New Hampshire Cardfight Circuit, a quarterly tournament series held at the end of every NH tournament season, and hosted by officially sanctioned stores in New Hampshire. The first NH Circuit is set to begin in December, with further details forthcoming from its organizers.

Jetpack Comics Invitational Tournament
First place: Christian Nguyen
Grade 0
x1 Red Pulse Dracokid (FV)
x4 Dragon Dancer, Therese HT
x2 Gattling Claw Dragon DT
x2 Seal Dragon, Artpique DT
x4 Demonic Dragon Mage, Apalala CT
x4 Embodiment of Spear, Tahr CT
Grade 1
x4 Wyvern Guard, Barri
x2 Calamity Tower Wyvern
x3 Eternal Bringer Griffin
x2 Nouvelle Roman Dragon
x2 Dragon Monk, Gojo
Grade 2
x2 Burning Horn Dragon
x2 Dragon Knight, Nehalem
x2 Dragon Dancer, Arabella
x4 Dragonic Burnout
Grade 3
x4 Dragonic Overlord (BT15/004)
x4 Dragonic Overlord “The Яe-birth”
Grade 4
x2 Transcendence Dragon, Dragonic Nouvelle Vague

Second place: Jesse Newman
Grade 0
x1 Red Pulse Dracokid (FV)
x4 Dragon Dancer, Barbara HT
x3 Gattling Claw Dragon DT
x2 Seal Dragon, Artpique DT
x3 Demonic Dragon Mage, Apalala CT
x4 Lizard Soldier, Goraha CT
Grade 1
x4 Wyvern Guard, Barri
x4 Eternal Bringer Griffin
x2 Calamity Tower Wyvern
x3 Dragon Monk, Gojo
Grade 2
x2 Dragon Dancer, Arabella
x2 Bellicosity Dragon
x4 Burning Horn Dragon
x4 Dragonic Burnout
Grade 3
x4 Dragonic Overlord (BT15/004)
x4 Dragonic Overlord “The Яe-birth”

Thursday, August 7, 2014

Study Guide: Kagerou in 2014

The idea of going into a 96-person best-of-three pro tournament and coming out of it virtually unscathed, undefeated in sets, sixteen wins to one loss was once unthinkable. Many cardfighters struggle just to make it to 16-8 under the same circumstances. It is exceedingly difficult to not give in to some kind of exploitable weakness and have a game taken each round, even assuming that one tops without losing any sets. But this was the story of faruke, one of the first cardfighters to make a strong showing with the grade 4 Dragonic Nouvelle Vague just after Kagerou was hit with Japan's January 2014 restricted list. It was this display which testified to Nouvelle's status as the best deck in format for Japanese professional play, and internationally we are still seeing the influence of this play out in the English-language game. We will continue to see it for some time to come, and both for Kagerou cardfighters seeking to either main Nouvelle Vague or an alternative Kagerou build, and for other fighters intending to compete with other clans it is necessary to fully understand the strengths and weaknesses of Dragonic Nouvelle Vague. Having a Nouvelle matchup is how you compete in 2014, and once you have a way to fight it the rest of your matchups will write themselves.

Before proceeding, there are several tools that you should be aware of that make virtually any Kagerou deck better. Some of these go as far back as the very first trial deck; one of the primary reasons that Kagerou has endured for so many years as one of the most competitive clans is because of the massive amount of strong, amorphous support they've received that can be reasonably mixed into almost any deck. Lizard Soldier Conroe is considered the optimal first vanguard for the clan in most situations because being able to pay counterblast 1 and retire him to search for any grade 1 allows you to effectively tech a wide variety of grade 1 units both for their utility and aggression, or simply guarantee yourself a perfect defense card at any time. However, as of August 20th Conroe will be restricted from being placed as the first vanguard.

This necessitates the use of an alternative first vanguard, and most fighters default to Red Pulse Dracokid. Red Pulse is a grade 3 searcher, counterblast 1 to go into the soul and look at the top 5 cards for a grade 3 or greater Kagerou, and it's his ability to target both grade 3s and 4s that make him useful to nearly any deck. While grade 3 searchers have been criticized for having a success rate in the ballpark of 30%, it's important that their skills shuffle the deck afterwards. If your grade 3 or 4 wasn't in the top 5 cards of the deck then it's foreseeable that you would not be able to ride to that grade on the next turn regardless, so by shuffling the deck Red Pulse tries for a game state where you will draw either of those grades.

The primary grade 3 around which most strategies for this clan hinge is the break ride Dauntless Drive Dragon. When ridden over with another Kagerou, Dauntless gives that unit the standard +10000 power boost and a skill that lets you restand your vanguard after it attacks as long as it hasn't already stood before, by discarding 3 cards. Counting both the additional grade 3 you have to ride and that this skill takes away three cards but only gives two back with the second twin drive, overall Dauntless is a -2 and so unlike many break rides will gradually kill you as you ride successively more copies of it, but the intention of the card's design is that the restanding skill be so devastating to the opponent that the -2 is reasonable. You should take more cards away with multiple attacks than you are losing. So you want to be able to break ride over Dauntless just once or twice, then immediately form an effective endgame turtling strategy to secure your victory.

Berserk Dragon
The key supporting units that can improve your deck are Berserk Dragon and Bellicosity Dragon. Either of these cards could make or break the effectiveness of another clan alone, and together they're a dangerous combination. Berserk's cost is counterblast 2 to retire an opponent's grade 2 or lower unit, while Bellicosity can unflip a card when his attack hits the vanguard, making him an ideal grade 2 ride since he can effectively compensate for Berserk or Conroe.

Bellicosity Dragon
Controlling the backrow is usually considered much better than controlling the front because retiring backrow units requires the opponent to dedicate exponentially more shield to the field over time where frontrow units can intercept, but situationally you will find it helpful to curb the opponent's aggression by doing things like retiring a 10000-power grade 2 with Berserk's skill and then using him to attack a 9000-power unit in the other lane. Bellicosity keeps the damage zone open and usable, which is more important for Nouvelle than other decks because it is not a deck where you are constantly at limit break-level damage and so being able to budget within three counterblast is a game all its own.

A good Kagerou deck will tend to balance between four and six draw triggers with criticals to compensate for a lack of direct searching in a post-Conroe format, and Gattling Claw Dragon is easily their most important draw trigger. Gattling's skill is to counterblast 1 and move into the soul to retire an opponent's grade 0 rearguard, and this is an example of one of the myriad reasons Kagerou has stayed such a consistently good clan over the years. It does more for taking the same actions than other decks of comparable support. Drive checking triggers can be considered one of the many standard parts of a deck existing in play, and in that regard Kagerou does more just by existing than its contemporaries. Gattling increases your card advantage by 1 when you drive check him, then by using his skill next turn you retire the opponent's first vanguard and have a net change of +/-0 compared to their -1.

The last important supporting element in generic Kagerou is a card that was intended to be specific to one subclan but because of its conditions can be used in any Kagerou deck. Seal Dragon Kersey is a grade 1 that allows you to discard a card when placed on a rearguard circle if the opponent has a grade 2 on their field. Kersey is considered superior to the clan's other card changer, Dragon Monk Gojo, because Gojo requires himself to be rested to use his skill while you will still get Kersey's boost after card changing. This lets you dispose of excess Gattling Claws or other drive checked cards, concealing your hand from your opponent and trading out less useful units for others of either the same or greater utility.

Moving into the cards introduced by VGE-EB09: Divine Dragon Progression, consider Nouvelle himself. Dragonic Nouvelle Vague is the standard by which not just all Kagerou decks in 2014 must live up to, but is the standard by which all professional decks must compete. If you cannot plan for and play against the Nouvelle matchup, you are not ready to be playing in a pro setting this year. Unlike every other boss card in the format, DNV's game is defined not by its limit break but by its innate skills. The unit has been said to remove chance from the game without reintroducing a proportionate amount of skill, and any one of its unique abilities could have easily been a boss card in its own right. When Nouvelle attacks the vanguard it cannot be guarded using grade 0 units from the hand, removing the primary means of defending oneself from the game, and all of the defending player's trigger effects are cancelled during the Nouvelle cardfighter's turn. This means that the benefits of defensive triggers cannot be received, including draw effects, and most importantly if a sixth damage is taken during the opponent's turn there is no way to heal out of it. DNV controlling the ability to defend oneself is easily the most dangerous aspect of it, while everything else is complementary fluff.
Nouvelle in the Cardfight!! Vanguard manga
Dragon Knight Ashgar
As a grade 4 unit Nouvelle Vague boasts a 13000 power base, giving defensive power equal to that of a crossride without demanding specific units to be in the soul. Blocking grade 0 units means that even an unboosted Nouvelle requires two cards to be put down for a two triggers to pass defense, but his grade 1 especial booster Dragon Knight Ashgar, makes this a 23000 power total and can be searched as early as turn 2 by Conroe. With any grade 0s in the hand being dead, guard options against such a line are limited to perfect defense, Quintet Wall, or dropping four 5000-shield grade 1~2 units for two to pass. In the rearguard DNV drops down to 12000 power, but Ashgar's boost is applicable to both vanguard and rearguard Nouvelles, making DNV arguably the best overall unit in the deck regardless of where it is placed.

Depending on the tempo of the fight however, a rearguard Nouvelle may never be seen. This is because Dragonic Nouvelle Vague's limit break is a persona blast; for counterblast 3, soulblast 3 and by discarding a copy of Nouvelle, all of the opponent's rearguards can be retired. Originally intended as an incentive for Nouvelle cardfighters to run four copies of the grade 4 instead of just two as had been seen in grade 4 playtesting with Epitome of Knowledge Silvest, the persona blast is often regarded as an incentive gone completely out of control. Achieving a total field wipe can make it impossible for the opponent to fight back at all, crippling setup-heavy decks like Aqua Force and Beast Deity builds, and coming back from extremely poor situations with a game-deciding limit break. Rather than considering this skill from an advantage perspective, it may be helpful to look at it from the angle of how many turns it takes to set up a field. It effectively puts the Nouvelle Vague cardfighter ahead one turn for each unit retired. The persona blast is the reason that a gradelocked Nouvelle fighter cannot be said to be totally out of a game, because the moment the skill goes off it puts Nouvelle five turns ahead by destroying that many turns' worth of drawing.

Nouvelle's major drawback of not actually being a grade 3 unit that can be ridden from grade 2 can also be partially mitigated with the grade 1 Nouvelleroman Dragon, who can send a Nouvelle Vague into the deck when ridden or called to search for any grade 3 Kagerou. Roman is how Nouvelle Vague has been treated as if it were a grade 3 in deckbuilding, and the biggest wall between DNV fighters and gradelock. Given that each of Nouvelle's attacks blocks grade 0 units, there's inherent synergy between Nouvelleroman, the grade 4 himself and Kagerou's restanding break ride Dauntless Drive. The more attacks Nouvelle gets in per turn, the more attacks the opponent has to block without using grade 0s, pushing them steadily behind in card advantage and working to that key moment when there are nothing but 0s in their hand.

Nouvelle's grade 2 lineup is usually rounded out by Demonic Dragon Berserker Kumbhanda and Nouvellecritic Dragon. Kumbhanda is a normal base 8000 grade 2 that becomes an 11000-power attacker if the vanguard has a limit break icon, and is standardized in most Kagerou decks that are not Seal Dragon or purely Dauntless based. Nouvellecritic is more interesting, acting like a Nouvelle-specific Berserk Dragon. When called or ridden Critic can counterblast 1 and reveal a Dragonic Nouvelle Vague in hand to retire any of the opponent's rearguards, eliminating key units while punishing them for trying to put together a strategy. By conserving more counterblast than Berserk, Nouvellecritic is overall healthier for the progression of Vague's game and keeping the damage zone open, and puts the field control abilities of other decks to shame by giving the deck two different options for destruction.

Overall Nouvelle Vague is a powerful format-defining deck that combines overwhelming control over the pace of the game with excellent resource management and hyperaggressive endgame pushes with a restanding vanguard that manipulates the opponent's defense, edging on being the best deck in the format. And in its favor, aside from Dauntless Drive most of the Nouvelle deck is compressed into VGE-EB09: Divine Dragon Progression, which greatly expedites assembly. It is far from the only deck worth consideration and faces severe competition from within its own clan, and as the "final boss" of Vanguard defeating it can be its own reward. It does not totally eliminate any particular decks from play as Chaos Breaker Dragon once did, but you cannot build in 2014 without accounting for the Nouvelle matchup. To do so would be like trying to ignore the existence of the sun.

Accounting for the clan as a whole Kagerou at present has three options for perfect defense cards split between BT01's Wyvern Guard Barri, BT11's Seal Dragon Rinocross and EB09's Dragon Dancer Maria. Maria is easily the cheapest option among these because of her recent release in an extra booster set, but Rinocross is desirable for Seal Dragon cardfighters because of their need for Seal Dragon-specific counterblast.

Divine Dragon Progression has also introduced several alternative grade 3 options. Of particular note is Blast Bulk Dragon, formerly known to his English-speaking fan following as Barky. Like Nouvelle, Barky is considered dangerous even before limit break, because his autoskill gives him +5000 power whenever his critical is two or greater, turning every critical trigger check into two triggers. This makes guarding Barky extremely tricky, because in normal calculations he behaves as if he always has an additional +5000 power over whatever his current swing is. Note that the +5000 power lasts until the end of the turn but cannot be stacked, so if you attack with Barky after break riding over Dauntless Drive and his critical increases then his next attack after restanding will have 26000 power rather than 21000. Barky's limit break is to counterblast 1 and discard a card for +5000 power and +1 critical until the end of the battle, making him a constant 21000 power 2 critical lane.

The other new grade 3 introduced by the set is Cruel Dragon, who was originally designed as Nouvelle support and so can either function in DNV or as his own build. Prior to limit break, Cruel's superior ride skill allows it to be ridden by resting your grade 2 vanguard when an opponent's card is put into the drop zone during the main phase, after which Cruel will ride in the standing position but with -3000 power for the rest of the turn. So Cruel will drop down to an 8000 power base to attack with effectively the same power as a grade 2, but with the benefit of twin drive to give an extra card over what is normal for that point in the game.

Cruel's limit break is to counterblast 1 and soulblast 1 when it attacks a vanguard to retire an opponent's grade 2 or lower unit, incurring a -1 against the opponent while controlling the field with a cheaper Berserk Dragon effect. The soulblast requirement normally limits Cruel to twice per game, but with Conroe out and Red Pulse in this can increase to three times per game, and it can also work in tandem with Gattling Claw's main phase effect or that of Seal Dragon Artpique. The skill is not as dominatingly aggressive as DNV, but note that if you forego the superior ride it can also combo with Dauntless' restanding skill to retire two cards in a turn and effectively force the opponent to lose as many cards as you do for break riding.
Cruel Dragon in the Cardfight!! Vanguard manga.
Cruel synergizes well with Nouvelle Vague because you can combo his skill with Nouvellecritic's and ride your grade 4 on the next turn while negating the extra -2 taken from riding one more unit than normal with his early twin drive. This is how Nouvelle was originally designed to be run prior to Dauntless Drive's design, and it allows you to secure your grade 4 ride a turn earlier. For this reason many diehard Japanese cardfighters have sworn by their Cruel Dragon techs even in builds that do use Dauntless Drive, because Nouvelleroman makes a single copy of Cruel so easily searched that it lets the deck adjust as necessary for the pace of each fight.

A direct competitor to DNV exists in VGE-BT14: Brilliant Strike's Dauntless Dominate Dragon "Яeverse," which is more field control-centric than Nouvelle with less opportunity to be gradelocked at 2 but in exchange a less stable 13000 base. Being one of the units that was Яeversed by the invading forces of Link Joker, Dauntless Dominate's strategy is based around temporarily sacrificing one's own rearguards by locking them in order to gain overwhelming power. Like most crossbreak rides, Dauntless "Яeverse" has strong breakride synergy. Once per turn during the main phase, his limit break 4 locks one of your own rearguards to receive an autoskill, so that when he drive checks a grade 1 or greater Kagerou during the battle phase one of the opponent's grade 1 or lesser rearguards can be retired, and Dauntless Dominate receives +3000 power. Acting like the new and improved Dragon Monk Goku, Dauntless "Яeverse" compensates for poor trigger checks by turning them into good ones, getting "half a trigger" in power whenever he checks a nontrigger units and giving the opponent a -1 in card advantage.

With Dauntless Drive's breakride skill you can simply sacrifice Dauntless' booster for the lock cost, and being able to restand for that turn means getting twice the chances to retire the opponent's rearguards. After potentially taking out 2~3 units and powering up your own with trigger checks, you can then go into a defensive game with his 13000 base when the opponent's field is already crippled and not well prepared to make lanes that can even hit the vanguard, much less create 18000 power lanes. This is one of the best ways to contend against both Nouvelle and Chaos Breaker in the current format, as assaulting the opponent's field is one of the few ways to reliably deal with either deck. Dauntless "Яeverse" is thus one of the strongest contenders within the clan for the Kagerou throne, and his bevy of support from BT14 assists that.

In particular DDЯ does not make use of the soul, which opens the door towards a playset of Calamity Tower Wyvern. Introduced in the same set, Calamity Tower is a Luck Bird clone that can soulblast 2 when called to draw a card, building advantage and making him into a safe lock target.

DDЯ also has room for an alternative first vanguard to Red Pulse, Dragon Knight Sadegh. Sadegh's skill places him into the soul when an opponent's unit is retired, and in exchange forces the opponent to retire another of their rearguards, which when combo'd with DDЯ's limit break and Calamity Tower over two turns can make a net change of +/-0 on your end to the opponent's -3 cards. Berserk Dragon can also capitalize on Sadegh, but as counterblast is important in this build and DDЯ has his own grade 2 subclan attacker in Dominate Drive Dragon, space may be too tight for this particular combo.

The Seal Dragons are the corner of Kagerou that is in the most need of renovation. Made up of prisoners from Kagerou's Magma Prison temporarily put on parole in exchange for fighting the Link Joker invaders, the subclan has the bare minimum of grade 1 and 2 subclan attackers and unique skills at every grade, but lacks a strong core grade 3 lineup and suffers from needing Seal Dragon-specific counterblast in a deck that is mostly not Seal Dragons. Their first vanguard is Seal Dragon, Terrycloth. Once a revolutionary that rebelled against the empire, Terrycloth in his sealed form has had his body and magic rewound three thousand years. While that seal is in theory indefinite and meant to assist a life sentence, Terrycloth still has access to some of his magical power. His especial counterblast places him into the soul, then retires an opponent's rearguard; the opponent can then look at up to four cards from the top of their deck and superior call 1. Note that even if the opponent chooses to look at up to zero, they still have to shuffle their deck, so this ruins the deck stacking strategies of Tsukuyomi and Mandalalord.

Also note that Terrycloth is the key to a specific Seal Dragon combo. The majority of Seal Dragons specialize in retiring units for cheaper costs than standard Kagerou cards would pay to retire any unit, attempting to pay less and then gamble that the opponent does not get a grade 2 off the top of their deck. These cards can retire any unit, allowing you to force the opponent to replace a grade 0 or 1 in a boosting position with a grade 2, which locks up their field. Furthermore, the Vanishing Field skill of this deck's key card prevents the opponent from intercepting, which completes the lock by forcing them to guarantee you a cheap retire by removing the grade 2 that your skill called. The point to be wary about with Seal Dragon retire skills is that they will also activate "when this unit is called" autoskills; so you could for example, end up superior calling a Blaster Blade that then retires one of your units, or a Nemain that reinforces the opponent's hand, or even end up helping the opponent to superior ride on your turn by calling a Lop Ear Shooter that they then combo with Pellinore. There's a lot of risk involved with sealed magic, and part of the reason that the magic of these cards is forbidden in the first place is because it operates in a completely different way from every other skill type in the game.

Corduroy is the star of this build's grade 2s. An insane dragon, Corduroy was dissatisfied with run-of-the-mill dragon magic and turned to investigating the cursed black arts to feed his unending greed. When called or ridden he can counterblast 1 Seal Dragon to retire one of the opponent's rearguards, and from there the skill operates exactly the same as Terrycloth. This is important because while Terrycloth interacts as turning your advantage from +1 to 0 to either give the opponent a -1 or -0 with weaker field setup, Corduroy is always a -1 or -0 to the opponent without giving an inherent loss to your own advantage.

The vanguard that once served as the basis of the deck is Seal Dragon, Blockade. While he only has a 10000 power base in a clan of 11000-power units, Blockade's Vanishing Field stops the opponent from intercepting during your own turn. Blockade himself has two forms. In his sealed form the Vanishing Field can only be momentarily expressed, but VGE-BT11: Seal Dragons Unleashed opened up the ability to unseal the original Sealed Dragon. In his crossridden form as Hellfire Seal Dragon Blockade Inferno, his cursed magic runs wild and the Vanishing Field with that. Inferno's limit break is to counterblast 2 Seal Dragons, then retire all of the opponent's grade 2 rearguards and get +10000 power until the end of turn. The setup that has been established thus far is to use Terrycloth and Corduroy to retire the opponent's grade 1 and grade 0 units, replacing them with grade 2s that help lock down the field, then keep them trapped there with Blockade. After crossriding Blockade Inferno, you then take advantage of this through his especial counterblast to destroy those units that you locked into the opponent's field, giving them up to a -3 in a good game and potential field wipe on the extreme end.

VG-BT14: Brilliant Strike brings with it both a new grade 2 for the Seal Dragons and their Lock Break campaign promo, Seal Dragon Georgette. Prior to limit break Georgette has a main phase counterblast 1 to unlock one of the rearguards, carving out a specific and somewhat redundant niche for Seal Dragons as the anti-Link Joker branch of Kagerou. While DNV already overwhelms Chaos Breaker handily, both CBD and the upcoming Glendios have terrible matchups with Georgette because he effectively makes any reductions in CBD and Glendios' advantage permanent by making all of the cards they discarded and put into the soul to lock, relock and omega lock units wasted and shuts down both limit breaks for cheap. Meanwhile Georgette's limit break automatically gives him +5000 power for each of the opponent's grade 2 rearguards when he attacks the vanguard, and an additional critical if they have two or more in play. This puts Georgette on par with Barky for being a strong power and critical boss card, and further cements his status as an anti-Link Joker unit by making him into a devastating independent swing.

The grade 2 Flame Star Seal Dragon Knight is considerably less impressive, counterblasting 1 when called to prevent the opponent's units from intercepting. It is important that Seal Dragon Knight does not require Seal Dragon counterblast to use his skill, and with the original Blockade potentially out of the deck in favor of Georgette blocking the opponent's intercepts is a useful way to keep grade 2s around to activate the deck's other skills.

In December VGE-FC02: Fighter's Collection 2014 is to introduce their next major boss card, Hellfire Seal Dragon Weathercloth. Weathercloth's breakride skill is to give the vanguard +10000 power and to retire two of the opponent's rearguards when ridden, with no counterblast cost. The opponent then looks at the top 4 cards of their deck for up to two grade 2 units and calls them, and because this is only two checks from four cards rather than two checks from eight, they are much less likely to be able to hit two replacements than they would with Corduroy or Terrycloth.

Weathercloth and Georgette are the kind of boss cards that Seal Dragons need. In conjunction with Blockade Inferno's limit break he creates a 31000 power center lane and has the potential to completely wipe their field, for effectively 2 counterblast and a -1. With Georgette, Weathercloth makes up for the lack of direct retiring attached to Georgette himself and strongly supports his own innate skill, making a center lane in the range of ~36000 power 2 critical before boosting and ~43000 afterwards. The main problem with the Blockade Inferno build at this time is whether or not his skill is enough to finish the opponent off and reign the game in. Arguably other late-game power pumps like Gancelot Zenith and Dragruler Phantom do even less than this the further the game goes on, so many fighters would say that this is enough to put Seal Dragons in contention for DNV's throne, but Georgette provides them an extra boost that helps define them in a different direction and in that way compete.

On September 19th we're due for the release of VGE-BT15: Infinite Rebirth and the rise of Kagerou's second Яeverse card, Dragonic Overlord "The Яe-birth." While the cornerstone of the deck is a restanding strategy, unlike Dauntless the goal of "The Яe-birth" is to fight totally alone by sacrificing the entire field to stand as many times as possible and rack up multiple trigger checks. "The Яe-birth's"limit break 4 is to counterblast 1 and lock Kagerou rearguards until you have five locked cards in play; this gives DOTЯ +10000 power and the ability to restand by discarding two cards after it attacks the vanguard. In combination with a break ride this guarantees DOTЯ a 31000 power base to work off of and six drive checks, and is equivalent to giving the entire field twin drive.

Dragonic Overlord "The Яe-birth" is one of the only cards in the game to be both a crossride and a crossbreak ride, as there are two cards that qualify his continuous +2000 power. The first is the original Dragonic Overlord introduced in VG-TD02: Raging Dragon of the Empire and VG-BT01: Descent of the King of Knights, but the second is a new break ride with the same name introduced by BT15.

Like many alternate break rides given to other clans, the break ride incarnation of Dragonic Overlord comes with a counterblast 1 cost attached, but the timing for it is unorthodox. When ridden, Overlord gives the vanguard +10000 power and an autoskill which allows it to counterblast 1 and discard a card after attacking a rearguard to restand. So while DOTЯ's restand is an exchange of +0/-0 whose effect on the game is wholly dependent on how heavily it damages the opponent's defense, break ride Overlord's is a +1 that negates the -1 of riding over him, but also incurs a -1 against the opponent to work the individual battle in your favor. There was once some debate among "The Яe-birth" cardfighters regarding whether it would be better to run DOTЯ with Dragonic Overlord or to forgo the crossride entirely and use Dauntless Drive to get in three attacks against the vanguard, but the final print of "The Яe-birth" prevents its skill from being used if the cost was not paid after it attacks.

The break ride reimagining of the original Overlord has other consequences. While it doesn't synergize well with Seal Dragons, who are likely to not have an opposing frontrow to attack, one of the noted features of the new Overlord is that it makes the old standby Dragonic Overlord the End into a crossbreak ride. DOTE's persona blast is a familiar element to the game, restanding it whenever its attack hits, and this has been historically devastating when used in combination with Dauntless Drive Dragon because it puts the opponent in a world of bad decisions, but the new Overlord is a strong improvement by returning his defense to him and enabling his skill to be more powerful than ever.

While neither DO nor DOTE have stipulations demanding that they must not have stood previously, their skill interaction is made more complicated by sensitive timing. Overlord's break ride skill only activates when the broke ridden unit attacks a rearguard for the first time; if the cost is not paid and the vanguard restands by another skill, then like with Galaxy Blaukluger because of the clause "(Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)" Dragonic Overlord's skill will not be usable. So while the End and Dragonic Overlord's skills may both be used in the same turn, they must proceed in the order of Dragonic Overlord followed by the End even if their first attack is not defended. What this means is that the best option for the opponent is also the scenario in which they lose the most cards, no-guarding the rearguard attack and then dropping a perfect defense or greater when the End's next attack comes down. If the opponent chooses not to guard the End's second attack then they are conceding to staring down a third vanguard attack in addition to the still-standing rearguard lanes and giving DOTE a +1 where "The Яe-birth" merely breaks even. Dragonic Overlord as a break ride thus solves the problem faced by Dauntless Drive Dragon, that the exchange was 'solved' by being at two to three damage. Versus a crossbreaken the End, it's better to be at higher damage and a later stage of the game that justifies dropping a perfect defense than at lower damage where one is enabling the additional drive checks. At low damage it becomes a paradoxically necessary play for the End's opponent to let their rearguard go and allow the End to hit so that they only guard the last attack that DOTE makes on that turn, giving the End an overall +1 and the opponent a -3. The alternative is losing out on limit break during a crucial endgame stage of the fight, giving the Overlord fighter more time to recover and going into their next turn still at lower damage and still vulnerable to the End's persona blast. DOTE's midgame vanishes more quickly the sooner its attack hits.

The chief problem for all Overlord decks is that their strategies peter out after their break ride turns. This is more of a problem for the End than it is for "The Яe-birth" because the End becomes a vanilla crossride once his counterblast is spent. "The Яe-birth" can still repeat his limit break each turn to make two 23000 power attacks, preserving quality over time and scoring multiple drive checks, but faces problems with gradually approaching a deck-out the longer that the game drags on, and that his limit break may not always be superior to simply attacking with three lanes instead of one twice. "The Яe-birth" also has a notably poor matchup against Star-vader “Ω” Glendios because its requirement to lock all of the rearguards can walk right into Glendios' alternate win condition of having all of the rearguards locked, but only if Glendios reaches its main phase with five damage. Because DOTЯ does not make use of its rearguards very much, a Glendios cardfighter at four damage is liable to be trapped that way for the rest of the game, as the DOTЯ fighter will not be putting them to five with their rearguards. The matchup is thus not as bad as it may appear initially, although it is important to note that if all of the rearguards remain locked through Glendios' omega lock skill, DOTЯ may not use his limit break because at least one rearguard needs to be unlocked before the cost is paid in order to initiate it.

BT15 introduces two cards that support Overlord units directly. Eternal Bringer Griffin is an updated Doom Bringer Griffin, reimagined as a grade 1 that can discard any Kagerou grade 3 to search the deck for a card named Dragonic Overlord and add it to hand, helping to secure your vital break ride turn.

This also connects to the skill of Dragonic Burnout, another modified Berserk Dragon. Burnout's skill is to soulblast 1 when called and return any Overlord from the drop zone to the bottom of the deck to retire an opponent's rearguard. Like Nouvellecritic, there are no restrictions on Burnout's possible targets. This helps support a stronger endgame for the End after its break ride turn is over, capitalizing on his crossride defense by destroying the opponent's 18000 power lines and protecting the vanguard while the opponent struggles to recover from being crippled by the break ride turn.

The overall goal of "The Яe-birth" is to use the entire field as a tool to support the lone vanguard, making great use of Calamity Tower Wyvern, Dragonic Burnout, Gattling Claw and Berserk Dragon and then locking all of them to initiate a strong crossbЯeak ride turn that exhausts the opponent's defenses with its restanding strategy. While it has never been as dominant as Nouvelle, the various Overlord decks are strong contenders and have even seen mixed play with Nouvelle in Japan's post-Legion format as an effective means of piggybacking the old deck.

While Kagerou has always been one of the most well-supported clans, 2014 has a much stronger showing of support over previous years, and the rise of the Legion format in 2015 will mark a temporary dry spell for them until the arrival of the Perdition Dragons in BT17. With at least five distinct decks available that each occupy their own place in professional play, the clan is one of the best choices for cardfighters in 2014, both casual and competitive.

Thursday, March 27, 2014

News: Eighth Battle City VGCS Decklists, Glendios and Kagerou Reign Over Triples Tournament

Eastern Cultural Center, Sakai city, Osaka. Image source.
The Battle City CS organization has reported its latest tournament results, and the eighth Sakai ChampionShip has been won by team Priests of Double Critical. While the previous CS saw Blaukluger and Nouvelle Vague in the spotlight, this time two Omega Glendios cardfighters have taken the gold in one of the early team tournaments of the BT15-on format. One constant has remained between Battle City tournaments; as in the previous competition, the midfighter for the winning team used a dedicated Raging Form Dragon deck. In contrast to the mix of RFD-Dragruler that have become commonplace in Japan, Adesu's RFD build has emphasized using the established Raging Form-Mordred makeup developed around BT12, foregoing the crossride entirely and mixing Blaster Dark Revenger support with cards from Infinite Rebirth. This exists in contrast to the established trend of cutting Dark Revenger entirely for Lukea and Mana, a practice that emerged in light of Dragruler's counterblast costs generally replacing Blaster Dark's.

Glendios meanwhile is continuing to grow in popularity among Japanese fans after its success at the Hakata and Tsurumai VGCSes. While an innovative means of using both World Line Dragon and Dust Tail Unicorn in the same deck had been developed at Tsurumai through the grade 2 Colony Maker, this strategy has not seemed to catch on elsewhere, where additional cards of other grades are preferred for consistency over Dust Tail's additional Lock.

Second place team "Over There, Here and There" was made up of three Kagerou cardfighters playing Dragonic Overlord “The Яe-birth” and Nouvelle Vague decks, with the latter making up two thirds of the team. Team forward Minorun expanded Overlord's strategy slightly by experimenting with Kagerou's new grade 2 promo, Dragon Dancer Arabella, whose counterblast 1 powers up a Flame Dragon vanguard by +5000.
Dragon Dancer, Arabella
Since all of the vanguard options in the current Overlord deck make use of self-standing limit breaks, and “The Яe-birth” in particular Locks all of his own rearguards to fight alone, this build is able to make special use of Arabella by attacking with the power increase two or three times. Team OTHT's Nouvelle fighters brought identical decks that both made use of the grade 2 Dominate Drive Dragon, a base 12000 power attacker triggered by having a "Dauntless" vanguard in play. This took advantage of how long Nouvelle builds tend to sit on Dauntless Drive Dragon for their midgame before break riding to create a game-winning play of two 23000+ power attacks that can't be guarded with grade 0 units, partially answering the slow buildup Nouvelle is faced by.

Interestingly, many decks in the format are now gravitating towards 6-6 on draw to critical triggers, where in the past 12 critical had dominated the deckbuilding process. The change may be attributed in part to the higher number of moving pieces in each deck these days, with Eternal Bringer Griffin, Dragonic Burnout, Dragonic Overlord and his crossbreak ride all being considered essential parts of “The Яe-birth's” strategy, and Glendios similarly looking to assemble Ruin Magician, Praseodymium and several “Яeverse” cards into a single hand.

The eighth Battle City CS took place on March 21st in the gallery hall of the Eastern Cultural Center in Sakai city, and met its expected quota of 64 teams, charging the standard 3000 yen entry fee per team. First place in the tournament won three PlayStation 4 consoles, second place six boxes of VG-BT15: Infinite Rebirth and third place three 2000-yen iTunes cards. Third and fourth place in the tournament went to team Rotten Fighter BL4 (チーム腐-ファイターBL4) and team Amazing Party (ステキなパーティしましょ.)

The VGCS tournaments are a series of unofficial tournaments organized by fans and cardshops. Unlike Bushiroad's larger official tournaments, most VGCS events are done using a best of 3, Swiss tournament model. Turnout is typically 70-80 persons, but some events see 100 or more participants, all of whom compete using pseudonyms and internet handles rather than their real names as in official events.

Eighth Battle City Sakai VG Trio CS
Winning team: Priests of Double Critical/ダブクリ坊主
Sawa/澤
Grade 0
x1 Star-vader, World Line Dragon (FV)
x4 Recollection Star-vader, Tellurium HT
x1 Star-vader, Meteoliger CT
x3 Star-vader, Weiss Soldat CT
x2 Star-vader, Spark Doll CT
x3 Star-vader, Scouting Felis DT
x1 Star-vader, Jailer Tail DT
x2 Star-vader, Nebula Captor DT
Grade 1
x4 Barrier Star-vader, Promethium
x4 Star-vader, Ruin Magician
x2 Carved Seal Star-vader, Praseodymium
x3 Taboo Star-vader, Rubidium
Grade 2
x4 Star-vader, Magnet Hollow
x3 Star-vader, Colony Maker
Grade 3
x4 Star-vader, “Ω” Glendios
x4 Star-vader, “Я” Cradle
x1 Eradicator, Vowing Saber Dragon “Я”
x1 Ice Prison Dark Lord, Cocytus “Я”
x1 School Punisher, Leo-pald “Я”
x1 Deadliest Beast Deity, Ethics Buster “Я”
x1 Maiden of Venus Trap “Я”

Adesu/あです
Grade 0
x1 Judgebau Revenger (FV)
x1 Frontline Revenger, Claudas
x4 Healing Revenger HT
x4 Freezing Revenger DT
x1 Abyss Freezer DT
x4 Grim Revenger CT
x3 Revenger, Air Raid Dragon CT
Grade 1
x4 Dark Revenger, Mac Lir
x4 Barrier Troop Revenger, Dorint
x2 Self-control Revenger, Rakia
x2 Revenger, Dark Bond Trumpeter
x1 Black-winged Sword Breaker
Grade 2
x4 Blaster Dark Revenger
x2 Nullity Revenger, Masquerade
x2 Overcoming Revenger, Lukea
x2 Wiles Revenger, Mana
x1 Dark Cloak Revenger, Tartu
Grade 3
x4 Illusionary Revenger, Mordred Phantom
x4 Revenger, Raging Form Dragon

Derrin/デリン
Grade 0
x1 Star-vader, World Line Dragon (FV)
x4 Recollection Star-vader, Tellurium HT
x2 Star-vader, Meteoliger CT
x2 Star-vader, Weiss Soldat CT
x2 Star-vader, Spark Doll CT
x2 Star-vader, Scouting Felis DT
x4 Star-vader, Nebula Captor DT
Grade 1
x4 Barrier Star-vader, Promethium
x4 Star-vader, Ruin Magician
x2 Carved Seal Star-vader, Praseodymium
x3 Taboo Star-vader, Rubidium
Grade 2
x4 Star-vader, Magnet Hollow
x3 Star-vader, Colony Maker
Grade 3
x4 Star-vader, “Ω” Glendios
x4 Star-vader, “Я” Cradle
x1 Dragonic Overlord “The Яe-birth”
x1 Eradicator, Vowing Saber Dragon “Я”
x1 Blue Storm Karma Dragon, Maelstrom “Я”
x1 Dauntless Dominate Dragon “Я”
x1 Deadliest Beast Deity, Ethics Buster “Я”

Runner-up team: Over There, Here and There/あっちこっちそっち
Minorun/みのるん
Grade 0
x1 Red Pulse Dracokid (FV)
x2 Embodiment of Spear, Tahr CT
x2 Demonic Dragon Mage, Abarara CT
x2 Seal Dragon, Biera CT
x1 Blue-ray Dracokid CT
x1 Lizard Soldier, Goraha CT
x2 Seal Dragon, Artpique DT
x2 Gattling Claw Dragon DT
x4 Dragon Dancer, Therese HT
Grade 1
x4 Wyvern Guard, Barri
x3 Calamity Tower Wyvern
x1 Dragon Monk, Gojo
x2 Violence Horn Dragon
x4 Eternal Bringer Griffin
Grade 2
x4 Dragonic Burnout
x2 Dragon Dancer, Arabella
x3 Burning Horn Dragon
x2 Berserk Dragon
Grade 3
x4 Dragonic Overlord (BT15/004)
x4 Dragonic Overlord “The Яe-birth”

Hiiya/ぴーや
Grade 0
x1 Red Pulse Dracokid (FV)
x4 Seal Dragon, Shirting HT
x4 Gattling Claw Dragon DT
x2 Seal Dragon, Artpique DT
x3 Embodiment of Spear, Tahr CT
x3 Blue-ray Dracokid CT
Grade 1
x4 Nouvelle Roman Dragon
x4 Seal Dragon, Rinocross
x3 Calamity Tower Wyvern
x2 Dragon Monk, Gojo
Grade 2
x4 Nouvelle Critique Dragon
x4 Berserk Dragon
x3 Dominate Drive Dragon
Grade 3
x1 Dragonic Overlord (BT15/004)
x4 Dauntless Drive Dragon
Grade 4
x4 Transcendence Dragon, Dragonic Nouvelle Vague

Seven/セブン
Grade 0
x1 Red Pulse Dracokid (FV)
x4 Dragon Dancer, Barbara HT
x4 Gattling Claw Dragon DT
x2 Seal Dragon, Artpique DT
x2 Embodiment of Spear, Tahr CT
x1 Seal Dragon, Biera CT
x1 Demonic Dragon Mage, Abarara CT
x2 Lizard Soldier, Goraha CT
Grade 1
x1 Dragon Dancer, Maria
x3 Seal Dragon, Rinocross
x4 Nouvelle Roman Dragon
x3 Calamity Tower Wyvern
x2 Dragon Monk, Gojo
Grade 2
x4 Nouvelle Critique Dragon
x4 Berserk Dragon
x3 Dominate Drive Dragon
Grade 3
x1 Dragonic Overlord (BT15/004)
x4 Dauntless Drive Dragon
Grade 4
x4 Transcendence Dragon, Dragonic Nouvelle Vague

Saturday, March 22, 2014

News: Glendios Cardfighter Wins Second Tsurumai VGCS, Triple Kagerou Team Places Second in Eighth Battle City CS

This weekend brings an increased prevalence of Glendios decks with it, following on the build's initial momentum earlier this March. The second Tsurumai and eighth Battle City Vanguard Championships both concluded over the 21st and 22nd, with Link Joker fighters making a lasting impression in the top brackets of each tournament. The build's impact has varied immensely based on region, achieving greater visibility within central Japan in Gunma prefecture, than in Hokkaido to the north, where Nouvelle Vague has a better hold on the format.

The second Tsurumai CS had 59 participants in all, with the top 4 going to Glendios, Dragonic Overlord, Glendios and Revenger cardfighters. This isn't the first victory for Glendios fans; the deck had been previously spotlighted in competitive play at the head of the Fireball VGCS earlier this month, under the command of tournament champion Kado. The main difference between Kado and Tsurumai winner Red Deer's decklists are that Kado was more willing to play around Omega Lock. His decklist used Cold Death Dragon where Red's uses Colony Maker, with the intent being to take the initiative away from his opponent by forcing them to put a Locked card into play, but with the caveat that he needed to be able to cast Omega Lock on that very turn to prevent the opponent from gaining card advantage in the long run.

This works better with the World End alternate win condition because otherwise opponents can voluntarily choose to keep their rearguard circles open until Omega Lock fizzles to prevent the auto-win from being initiated, but Deer's decklist is geared to take advantage of how Omega slows the game down without necessarily needing to win through it. Colony Maker leads into Dust Tail Unicorn or Ruin Magician/Praseodymium depending on the conditions. Ninjin's decklist was built similarly, but with two extra Reverse cards for 14 grade 3s and just 12 and 6 grade 1s and 2s, straining the limits of established concepts of deckbuilding.

Interestingly, among those grade 3s was a copy of Dragonic Overlord “The Яe-birth.” It has frequently been assumed by westerners that “The Яe-birth” cannot be used with Glendios support because it does not have the specific phrase “Я” in its card name, but in Japan “The Яe-birth” is instead seen as being compatible because the supporting units' card text only specifies the backward R character, Я, in card names, and because the phonetic reading for Яe-birth and Яeverse are the same リバース Ribaasu. It's uncertain how the English-language incarnation of the card will handle the intentional double meaning behind “The Яe-birth,” as there are no standards in English for phonetic guides.

Second place cardfighter Sousuke reached the top bracket using a Dragonic Overlord the “The Яe-birth” deck, with notable similarities to the makeup of Beast Deity Cup champion Hisui's deck. Both cardfighters agreed for the most part on the grade 2 and 3 makeup of their builds, with Dragonic Burnout and Berserk Dragon being favored units for their on-call field control that makes use of the rearguard circles Яe-birth Locks, but Hisui prioritized accessing the break ride with Eternal Bringer Griffon more where Sousuke went for raw draw power using Calamity Tower Wyvern and Gojo's card changing to ditch excess draw triggers.

Meanwhile the eighth Battle City Trio CS concluded recently with first place going to a Glendios, Dragruler and Glendios team while second went to three Kagerou cardfighters running two Nouvelle Vague and one Overlord decks. Third place was a makeup of Glendios, Blue Storm and Kagerou; deck lists are not yet available, but the Blue Storm build is suspected to be a Maelstrom build along the same lines as the one that recently placed second in the first Sapporo VGCS. The success of a triple Kagerou team points to the mutual effectiveness of separate but contemporary Kagerou decks, even in spite of Nouvelle being generally regarded as king among them. With Dauntless Dominate Dragon “Я” likewise hanging around in tournament results, many are eyeing Kagerou as a mainstay clan for the 2014 tournament season on both sides of the water.

Second Tsurumai VGCS
First Place: Red Deer/赤いシカ
Grade 0
x1 Star-vader, World Line Dragon (FV)
x1 Star-vader, Dust Tail Unicorn
x4 Star-vader, Stellar Garage HT
x3 Star-vader, Meteoliger CT
x4 Star-vader, Weiss Soldat CT
x2 Star-vader, Nebula Captor DT
x3 Star-vader, Scouting Felis DT
Grade 1
x4 Barrier Star-vader, Promethium
x4 Star-vader, Ruin Magician
x3 Carved Seal Star-vader, Praseodymium
x2 Taboo Star-vader, Rubidium
Grade 2
x4 Star-vader, Magnet Hollow
x3 Star-vader, Colony Maker
Grade 3
x4 Star-vader, “Ω” Glendios
x3 Star-vader, “Я” Cradle
x1 Deadliest Beast Deity, Ethics Buster “Я”
x1 Cleanup Celestial, Ramiel “Я”
x1 Silver Thorn Dragon Queen, Luquier “Я”
x1 Demon God Marquis, Amon “Я”
x1 Ice Prison Dark Lord, Cocytus “Я”

Second Place: Sousuke/そーすけ
Grade 0
x1 Red Pulse Dracokid (FV)
x2 Embodiment of Spear, Tahr CT
x2 Demonic Dragon Mage, Abarara CT
x2 Seal Dragon, Biera CT
x1 Blue-ray Dracokid CT
x1 Lizard Soldier, Goraha CT
x4 Seal Dragon, Artpique DT
x4 Dragon Dancer, Barbara HT
Grade 1
x4 Wyvern Guard, Barri
x4 Calamity Tower Wyvern
x2 Dragon Monk, Gojo
x2 Eternal Bringer Griffin
x2 Demonic Dragon Mage, Kimnara
Grade 2
x4 Dragonic Burnout
x4 Burning Horn Dragon
x3 Berserk Dragon
Grade 3
x4 Dragonic Overlord (BT15/004)
x4 Dragonic Overlord “The Яe-birth”

Third Place: Ninjin/にんじん
Grade 0
x1 Star-vader, World Line Dragon (FV)
x1 Star-vader, Dust Tail Unicorn
x4 Star-vader, Stellar Garage HT
x4 Star-vader, Weiss Soldat CT
x1 Star-vader, Meteoliger CT
x2 Star-vader, Spark Doll CT
x3 Star-vader, Jailer Tail DT
x1 Star-vader, Scouting Felis DT
x1 Star-vader, Nebula Captor DT
Grade 1
x4 Barrier Star-vader, Promethium
x3 Star-vader, Ruin Magician
x3 Carved Seal Star-vader, Praseodymium
x2 Taboo Star-vader, Rubidium
Grade 2
x4 Star-vader, Magnet Hollow
x2 Star-vader, Colony Maker
Grade 3
x4 Star-vader, “Ω” Glendios
x2 Star-vader, “Я” Cradle
x1 Silver Thorn Dragon Queen, Luquier “Я”
x1 Eradicator, Vowing Saber Dragon “Я”
x1 Maiden of Venus Trap “Я”
x1 Dragonic Overlord “The Яe-birth”
x1 School Punisher, Leo-pald “Я”
x1 Dark Dimensional Robo, “Я” Daiyusha
x1 Covert Demonic Dragon, Hyakki Vogue “Я”
x1 Silver Thorn Dragon Queen, Luquier “Я”

Fourth Place: Kainzu/カインズ
Grade 0
x1 Creeping Dark Goat (FV)
x1 Judgebau Revenger
x4 Grim Revenger CT
x4 Revenger, Air Raid Dragon CT
x4 Freezing Revenger DT
x4 Healing Revenger HT
Grade 1
x4 Dark Revenger, Mac Lir
x1 Black-winged Sword Breaker
x1 Revenger, Dark Bond Trumpeter
x2 Transient Revenger, Masquerade
x1 Brunt Revenger, Shadow Lancer
x4 Self-control Revenger, Rakia
Grade 2
x4 Overcoming Revenger, Lukea
x2 Nullity Revenger, Masquerade
x3 Wiles Revenger, Mana
x2 Dark Cloak Revenger, Tartu
Grade 3
x2 Illusionary Revenger, Mordred Phantom
x2 Revenger, Dragruler Phantom
x4 Revenger, Raging Form Dragon

Monday, March 17, 2014

News: Maelstrom “Яeverse” Places Second in First Sapporo VGCS, Dragonic Overlord “The Яe-birth” Soars in Beast Deity Cup

Decklists from the first Sapporo VGCS went up late yesterday evening, along with accompanying videos of the final match. Although the tournament marks yet another top spot for Kagerou cardfighters, interest in the second place fighter's Aqua Force deck has exceeded that in the Nouvelle fighter's, both in Japan and internationally. Second place cardfighter Mantesu created an innovative Maelstrom “Яeverse” deck modeled on the Glory Maelstrom builds of old, with nine grade 3s including familiar Diamantes support to pull off the deck's various limit breaks.

There is a substantial division in how “Я” Maelstorm is being played however. Unlike past and current Aqua Force fighters that tend to tech Glory Maelstrom at one copy, Mantesu's post-BT15 Maelstrom deck focused very heavily on the new crossride, running it at 4/3 with its original form. The first Sapporo VGCS reportedly drew 60 persons including spectators, with 48 persons participating in the championship; Mantesu was the only Aqua Force cardfighter present.
His version of the deck made use of a combination of Blue Storm and Brave Shooter support. The first vanguard Marios can search the top 5 cards of the deck for a Maelstrom unit to put into hand when an attack that it boosted hits a vanguard, potentially giving two to three opportunities to search for one of Mantesu's seven Maelstrom grade 3s before he needs to ride one. However, in both of his games with Nouvelle cardfighter Kukkii, Marios was shut down on his opponent's second turn by Gattling Claw Dragon. With Hermes and the grade 1 Brave Shooter, Mantesu had six options for base 10000 power attackers as early as turn 1, and Storm Rider Eugen let him take advantage of that further by attacking for an 8000 power base early on, then swap out for either Brave Shooter or Hermes for a second attack.




Blue Storm Marine General, Spyros.
Including the vanguard, that can create an early three attack combo. This is where the deck's eight stand triggers come in, as they exacerbate the opponent's initial dilemma of facing repeated and early attacks when guard power is typically low. Tidal Assault is meant to facilitate that further at turn 2; a base 9000 power unit that stands itself after attacking and loses -5000 power in the process, Assault is intended to attack unboosted first and then with a boost second so that it swings in the ballpark of an 11000 base for the second blow, just enough to graze most grade 3s in the format. From turn 3 onward it can also enable multiple-attack vanguards alongside the counterblast-to-stand Spyros and the Blue Storm base 12000 attacker Gregorious, who works well when swapping positions with Diamantes.

This enables both Maelstrom “Яeverse” and Maelstrom's +5000 power limit breaks, which activate during the fourth or greater battle of the turn. If Maelstrom's attack hits it can counterblast 1 to retire one of the opponent's rearguards and draw a card, grabbing up a net advantage of 2 by giving the opponent a -1 and his own cardfighter a +1, which together with the multiple attacks and stand triggers snowballs into the opponent having very few cards in play regardless of how they approach the attacks. Even if Maelstrom is defended, attacking for a ~23000 power base is a tall order to defend early with or without a perfect defense card, and potentially denies the opponent their limit break while Mantesu is setting up his crossride.

In addition to sitting on crossride defense that lets him expend less cards per turn while his opponent spends more defending the attacks, Maelstrom Reverse's limit break bypasses the need to hit. He gives himself an innate extra critical by resting and then Locking a rearguard during the fourth or greater battle of the turn, which makes up for the lack of critical triggers by smoothly bringing the opponent to 5 damage and making the additional attacks of the turn from stands that much more important. If his attack is defended, Reverse can then retire an opponent's rearguard and draw a card without needing to hit, sending the opponent into a downward spiral where there's an effective time limit on how long they have to win the game before they run out of cards from defending multiple attacks and losing a rearguard each turn while Aqua Force hovers above them with superior card advantage. You can jump to the first and second place decklists directly by searching the page for [1SVGCS]

The major fault of the deck is when it does not draw the cards necessary to pull off its strategy, as in the first game of the Sapporo finals where Mantesu went second but had none of his early game offensive power, and late in the second game where he had his Reverse card in play but not a strong enough field to trigger the limit break. Damage triggers can also upset this strategy at any point in the fight, as they effectively decrease the entire field's power by 5000. But with so many options for triggering the fourth attack condition, the consistency of the build is still sufficient to stand up to professional giants like Nouvelle Vague and Raging Form-Dragruler.

Meanwhile the decklists from the Beast Deity Cup are out, and much excitement has been raised over the success of Dragonic Overlord “The Яe-birth.” While generally agreed on as a strong contender in the current format, “The Яe-birth” has also been overshadowed by its grade 4 big brother, Nouvelle. Яe-birth's Lock field skill prevents anything but the vanguard from being used for the turn, but gives its vanguard +10000 power and a skill that allows it to stand by discarding two cards after an attack. In conjunction with the skill of the BT15 break ride that Яe-birth is a crossride of, this allows for up to three attacks and six drive checks with no loss in card advantage, equivalent in practical terms to giving the entire field twin drive for one turn.

Generally Яe-birth has been used in conjunction with on-call skills like those of Calamity Tower Wyvern and Berserk Dragon, but has only penetrated tournament play in small numbers. Hisui's victory with it is one early footholds in the BT15-on format.

He was accompanied by two other Overlord cardfighters in the top 4, and also notably the Nova Grappler cardfighter Konomu, who played a Beast Deity deck that fused Ethics Buster Extreme and Reverse into one composite strategy. This has become a popular strategy since the release of VG-BT13: Catastrophic Outbreak, with Extreme-Reverse fusion decks dominating the Nagoya junior regional finals, and taking first in the fifth Fateclock VGCS. Konomu made a relatively unprecedented call in running eight draw rather than the stand or critical triggers that have been shown effective with Beast Deities, using Shout to card change the draws out of his hand after they've been checked. He may have been taking a leaf from contemporary Link Joker cardfighters' playbooks, as running in the vicinity of 5~7 draw has been demonstrated to be effective for decks that are heavily break ride dependent, and Ethics Buster “Яeverse” in conjunction with his break ride has achieved no small amount of notoriety as an eight-attack kill strategy. With Chaos Breaker and Glendios heavily sidelined by the Nouvelle-centric state of professional play, the way has been opened once more for rearguard-dependent decks like Maelstrom and Ethics Buster “Яeverse.” You can jump to the top 4 decklists directly by searching the page for [1BCUP]

First Sapporo VGCS [1SVGCS]
First Place: Kukkii/くっきぃ
Grade 0
x1 Red Pulse Dracokid (FV)
x4 HT (Specific information not given)
x4 Gattling Claw Dragon DT
x1 Seal Dragon, Artpique DT
x7 CT (Specific information not given)
Grade 1
x4 Nouvelle Roman Dragon
x4 Dragon Dancer, Maria
x4 Calamity Tower Wyvern
x2 Dragon Monk, Gojo
Grade 2
x4 Nouvelle Critique Dragon
x4 Berserk Dragon
x2 Bellicosity Dragon
x1 Demonic Dragon Berserker, Kubhanda
Grade 3
x2 Dragonic Overlord (BT15/004)
x3 Dauntless Drive Dragon
Grade 4
x3 Transcendence Dragon, Dragonic Nouvelle Vague

Second Place: Mantesu/まんてす
Grade 0
x1 Blue Storm Cadet, Marios (FV)
x4 Blue Storm Fleet, Angler Soldier ST
x4 Dolphin Sider of High Speed Raids ST
x4 Blue Storm Battle Princess, Doria DT
x4 Blue Storm Kitchen Sailor HT
Grade 1
x4 Emerald Shield, Paschal
x4 Blue Storm Marine General, Hermes
x3 Storm Rider, Eugene
x2 Mercenary Brave Shooter
Grade 2
x4 Tidal Assault
x4 Blue Storm Marine General, Spyros
x3 Blue Storm Marine General, Gregorious
Grade 3
x4 Blue Storm Karma Dragon, Maelstrom “Я”
x3 Blue Storm Dragon, Maelstrom
x2 Storm Rider, Diamantes

Beast Deity Cup [1BCUP]
First Place: Hisui/ヒスイ
Grade 0
x1 Red Pulse Dracokid (FV)
x2 Seal Dragon, Biera CT
x2 Lizard Soldier, Goraha CT
x2 Blue-ray Dracokid CT
x1 Embodiment of Spear, Tahr CT
x1 Demonic Dragon Mage, Abarara CT
x4 Gattling Claw Dragon DT
x4 Dragon Dancer, Barbara HT
Grade 1
x4 Seal Dragon, Rinocross
x4 Eternal Bringer Griffin
x2 Calamity Tower Wyvern
x2 Violence Horn Dragon
x1 Dragon Monk, Gojo
Grade 2
x4 Burning Horn Dragon
x4 Berserk Dragon
x4 Dragonic Burnout
Grade 3
x4 Dragonic Overlord (BT15/004)
x4 Dragonic Overlord “The Яe-birth”

Second Place: Awaawa/あわあわ
Grade 0
x1 Red Pulse Dracokid (FV)
x3 Seal Dragon, Biera CT
x2 Lizard Soldier, Goraha CT
x2 Blue-ray Dracokid CT
x2 Embodiment of Spear, Tahr CT
x3 Gattling Claw Dragon DT
x4 Dragon Dancer, Barbara HT
Grade 1
x4 Wyvern Guard, Barri
x3 Eternal Bringer Griffin
x3 Calamity Tower Wyvern
x3 Dragon Monk, Gojo
x1 Demonic Dragon Mage, Kimnara
Grade 2
x3 Burning Horn Dragon
x3 Berserk Dragon
x3 Bellicosity Dragon
x2 Dragonic Burnout
Grade 3
x4 Dragonic Overlord (BT15/004)
x4 Dragonic Overlord “The Яe-birth”

Third Place: Konomu/このむ
Grade 0
x1 Beast Deity, Riot Horn (FV)
x4 Beast Deity, Death Stinger CT
x4 Beast Deity, Banpauros DT
x4 The Gong DT
x4 Beast Deity, Rescue Bunny HT
Grade 1
x4 Beast Deity, Solar Falcon
x4 Beast Deity, Blank Marsh
x2 Energy Charger
x2 Screamin' and Dancin' Announcer, Shout
x1 Beast Deity, Hilarity Destroyer
Grade 2
x4 Beast Deity, Hatred Chaos
x3 Beast Deity, Golden Anglet
x3 Beast Deity, Brainy Pabio
Grade 3
x4 Beast Deity, Ethics Buster
x4 Deadliest Beast Deity, Ethics Buster “Я”
x2 Strongest Beast Deity, Ethics Buster Extreme

Fourth Place: Fayete/ふぁやて
Grade 0
x1 Red Pulse Dracokid (FV)
x3 Blue-ray Dracokid CT
x4 Embodiment of Spear, Tahr CT
x4 Gattling Claw Dragon DT
x1 Seal Dragon, Artpique DT
x3 Dragon Dancer, Therese HT
x1 Dragon Dancer, Barbara HT
Grade 1
x3 Wyvern Guard, Barri
x1 Dragon Dancer, Maria
x4 Eternal Bringer Griffin
x2 Violence Horn Dragon
x2 Calamity Tower Wyvern
x1 Dragon Monk, Gojo
Grade 2
x4 Burning Horn Dragon
x4 Berserk Dragon
x4 Dragonic Burnout
Grade 3
x4 Dragonic Overlord (BT15/004)
x4 Dragonic Overlord “The Яe-birth”