Today's Japanese card of the day is an update to the Aqua Force's serial attack strategy, and the first card revealed from the clan's upcoming second trial deck, Jaime Alcaraz's G-TD04: Blue Cavalry of the Divine Marine Spirits. Battery Boom Dragon is a twist on past support cards like Benedict and Lysandros, filling their position in creating multiple attacks to trigger the vanguard's skills with conditions like "if it is the fourth or greater battle of the turn," while also harassing the opponent with glancing blows. Unlike his predecessors though, Battery Boom can fill a role in the vanguard circle in the event of a worst-case scenario.
Battery Boom Dragon's primary skill lets him change positions with a unit in the same column as himself after he attacks, as long as it was the first battle of the turn. Like with the Storm Rider series of the past, the rest or stand position of the units does not change, so you're intended to place an 11~12000 power independent attacker behind Battery so that it can attack after he has and increase the number of attacks in the turn. This makes it possible to get to the fourth battle of the turn, by attacking with Battery Boom, swapping positions with the unit behind him, attacking with the other rearguard lane, and then attacking with the vanguard for the fourth attack.
The primary problem with Battery Boom is his 10000-power base. In order for his attack to connect with most vanguards of the present format, you have to use either Battle Siren Mallika's or Neferli's skills to pump up Battery Boom by +3000 first. Otherwise you're only attacking to increase the number of attacks that turn to meet a skill threshold and exchange positions with Twin Strike Brave Shooter or Gregorios. This is not necessarily a wrong approach, but Battery Boom is in competition with Diamantes, Lysander and Lysandros. Diamantes at least attacks for 11000 power before changing positions, while Lysander and Lysandros can both restand after being boosted instead of needing to rely on position-changing, and attack rearguards that they can actually hit afterward to rack up the number of battles on that turn. So in the rearguard Battery Boom is generally outclassed, but he does have an advantage on the vanguard circle that none of these past support cards could fill.
Like many lesser grade 3s introduced in the wake of G-BT01: Generation Stride, Battery Boom has a generation break skill that follows the same design as the initial limit breaks of BT06. For generation break 1, Boom gets +6000 power when he attacks the vanguard, and accounting for the general inflation of grade 3s over the past several years from having a normal base power of 10000 to 11000, this means that cards of Boom's type are effectively the Garmores of the new era. The bar has been raised from 15000 to 16000 power, and having face-up G-units has replaced having four damage as a skill condition. In fact, Aura Shooter Dragon in G-TD02: Divine Swordsman of the Shiny Star is a near equivalent for Great Silver Wolf Garmore, only calling grade 2 and greater cards instead of lower for the same cost and timing.
So unlike Diamantes, if you're forced to ride Battery Boom and have no other options, you still have a 10000-power base instead of 9000 power, and you have an offensive vanguard skill to fall back on that can make a 21~23000 power column with a 5000-power booster. Even if you face a Link Joker matchup and find your booster locked, Battery can still fight back with a 16000-power attack as long as you have access to stride early on. This flexibility between the vanguard and rearguard circles gives Battery a good balance between parameters that other Storm Rider derivatives do not have, and because of his rearguard role this clan in particular is more likely to run their generation break Garmores than contemporary clans are. While not a game-winning card by any means of the imagination, Battery is a very respectable upgrade over Diamantes.
The question is whether or not you really need Battery Boom. With a variety of effective grade 1 and grade 2 support that can achieve his skill indirectly using rearguards that can already hit for the right numbers, comprising Wheel Assault, Spyros and their legion equivalents Starless and Tempest Boarder, Battery Boom only has a place if you are running a deck that is both non-Blue Storm and non-legion. Aqua Force is likely to receive its own generation break grade 1 and 2 units with similar skills to these cards, so Battery Boom may well be dead on arrival.
Showing posts with label great silver wolf garmore. Show all posts
Showing posts with label great silver wolf garmore. Show all posts
Thursday, December 4, 2014
Sunday, June 2, 2013
News: Kaden Kawakami Crowned Next National Champion
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| Original photo taken by Brandon Smith, used with permission. |
The runner up for the national title is John Muir, who used a Gold Paladin deck combining Incandescent Lion Blond Ezel and Great Silver Wolf Garmore. Within the best 8 were five The End cardfighters, Muir's Gold Paladin build, one Majesty Lord Blaster cardfighter and one Great Daiyusha cardfighter. The End having a greater presence is surprising to some due to Majesty Lord's firm dominance over him in the Japanese scene, but the Blaster deck as a whole has been noted to have a much lower overall presence within the North American play. Its unpopularity is generally attributed to North American fighters preferring The End's card advantage compared to Lord Blaster's static critical, and also to general overexposure among American cardfighters to The End from studying top Japanese decks.
With the Challenge Cup having come to a close, the last tournament to be resolved before the next World Championships will be the Team League 2013. The North American branch of the League will be concluded on July 14th, aboard the RMS Queen Mary in Long Beach, California. The Asian League will finish on July 7th at the Suntec City Convention Center, Singapore, and the European League on July 27th at Thistle Barbican in London.
Tuesday, November 20, 2012
News: European, Asia-Oceania Championship Results, Japan Eliminated from WCS2012
Note: 11/21/12 - Due to an HTML error, part of this post was not displaying properly yesterday. We apologize for any inconvenience.
Today the official results of the European and Asian-Oceania events were made public, revealing the final opponents of Brandon Smith and his fellow Americans at the 2012 World Championship. Due to the differing tournament structure, Europe will field only its champion, while the top three of the Asian-Oceania championship will be competing along with in Tokyo.
Representing Asia is national champion Irwin Jansen Arogo from the Philippines, using a Spectral Duke Dragon-Garmore combination deck. The runners-up were Henry of Indonesia, Sham Chun Lok of Hong Kong and Frenky of Singapore. Chun Lok fought with a Tsukuyomi deck, and Frenky a Dragonic Kaiser Vermillion-based Narukami deck.
On the European side, champion Christopher Fernau of Germany will be representing with his Garmore deck. Second place finalist Anthony Francis of France also used Garmore, while Daniel Cottom of Great Britain came out as the first nationally competitive Pale Moon deck in Cardfight history, basing his build around Silver Thorn Dragon Tamer, Luquier.
Due to all of the Japanese participants being eliminated or having otherwise not attended in the Asian-Oceania championship, the world championship's host country is no longer able to take the title in this year's event. This is the first such tournament in Vanguard's history in which Japan was both an eligible participant and was ultimately unable to take the title. Due to the similar elimination of France, Great Britain, Australia, Malaysia, Taiwan and Singapore, the final participating countries in the tournament are the United States, Mexico, Canada, Germany, the Philippines, Indonesia and Hong Kong. Barring sickness, injury or some other intervention by which a participant would be substituted, the finalists for the December 9 championship in Tokyo are:
Today the official results of the European and Asian-Oceania events were made public, revealing the final opponents of Brandon Smith and his fellow Americans at the 2012 World Championship. Due to the differing tournament structure, Europe will field only its champion, while the top three of the Asian-Oceania championship will be competing along with in Tokyo.
Representing Asia is national champion Irwin Jansen Arogo from the Philippines, using a Spectral Duke Dragon-Garmore combination deck. The runners-up were Henry of Indonesia, Sham Chun Lok of Hong Kong and Frenky of Singapore. Chun Lok fought with a Tsukuyomi deck, and Frenky a Dragonic Kaiser Vermillion-based Narukami deck.
On the European side, champion Christopher Fernau of Germany will be representing with his Garmore deck. Second place finalist Anthony Francis of France also used Garmore, while Daniel Cottom of Great Britain came out as the first nationally competitive Pale Moon deck in Cardfight history, basing his build around Silver Thorn Dragon Tamer, Luquier.
Due to all of the Japanese participants being eliminated or having otherwise not attended in the Asian-Oceania championship, the world championship's host country is no longer able to take the title in this year's event. This is the first such tournament in Vanguard's history in which Japan was both an eligible participant and was ultimately unable to take the title. Due to the similar elimination of France, Great Britain, Australia, Malaysia, Taiwan and Singapore, the final participating countries in the tournament are the United States, Mexico, Canada, Germany, the Philippines, Indonesia and Hong Kong. Barring sickness, injury or some other intervention by which a participant would be substituted, the finalists for the December 9 championship in Tokyo are:
- Brandon Smith (Canada) - Gold Paladin (Spectral Duke Dragon)
- Christopher Sok (United States, New York) - Gold Paladin (Garmore-Pellinore)
- Gabriel Espinosa (Mexico) - Narukami (Dragonic Kaiser Vermillion)
- Raymond Wong (United States, New York) - Gold Paladin (Garmore-Pellinore)
- Christopher Fernau (Germany) - Gold Paladin (Garmore)
- Irwin Jansen Arogo (Philippines) - Gold Paladin (Spectral Duke Dragon)
- Henry (Indonesia) - Gold Paladin (Spectral Duke Dragon-Garmore)
- Sham Chun Lok (Hong Kong) - Oracle Think Tank (Tsukuyomi)
Saturday, November 3, 2012
Study Guide: Gold Paladin
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| Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission. |
The "mainstream" Gold build has three options for first vanguards. Cron is one of two 4000-power FVGs and has the least place here--long-time readers will already be familiar with him as a mass-produced FVG shared among many clans. His main flaw is that his 4000 power cannot form a line that pushes for 15000 power without an 11000-power attacking unit to correspond to it, which do not exist in mainstream GoPala. Even when he can, he can't push 16000, and versus 11000-power vanguards, that 1000 difference between 15 and 16 is the dividing line between an intercept and a trigger unit being used for your opponent's defense. The more shield you force from the opponent, the more valuable cards they have to sacrifice to stop the attack. If he boosts Holy Sage, Manawydan or Gigantech Charger, then you're going to break those numbers, but in this case we're compensating for a poor card with a better one when we could be using a different FVG in the first place.
Secondary to this weakness is his counterblast 1 skill, which can actually cost you the advantage if it misfires--Cron goes to the soul, and you get to peek at the top five cards of your deck and add one grade 3 Gold Paladin to your hand from it. The trouble with this skill is that it's unreliable and most likely to go off at a point in the game when many other cards have been removed from the deck, at which point you would already be at grade 3 and wouldn't need to use him to set up your ride. In addition to this, the majority of Gold Paladin search-and-thin skills are not controllable, so you may have already removed a significant number of grade 3s through superior call skills up until the turn you activate Cron.
The second FVG is Crimson Lion Cub, Kyrph. At 5000 power, Kyrph is much more natural support since he can at least go for 15000 with Beaumains or most grade 3s, and 17000 with Manawydan or Gigantech. And on top of this immediate leg up over Cron, Kyrph's skill confers a more useful advantage for no counterblast cost. When your vanguard is the grade 2 Knight of Superior Skills, Beaumains, and you have Kyrph and the grade 1 Knight of Elegant Skills, Gareth in your rearguard, you can soulcharge Gareth and Kyrph to search your deck for the grade 3 Incandescent Lion, Blond Ezel and superior ride it. While this skill was heavily overhyped at release for being "costless card advantage" (it's not), it is genuinely good for taking the first-turn ride advantage out from under your opponent, or building on that same advantage from going first. The skill is flexible, since it can also help in catching up with the opponent if you were locked at grade 1 or 2 at some point in the game. To dispel some myths regarding Kyrph, this is how the skill works;
- Since Kyrph moved out from under the vanguard with his Pioneer skill on the previous turn, the Gold cardfighter's advantage starts at +1.
- After riding Beaumains, Kyrph and Gareth go to the soul; two cards are lost, putting the Gold cardfighter at -1.
- Ezel is ridden from the deck, meaning that the Gold cardfighter will not need to ride a grade 3 next turn and so gained a card, putting their advantage up to 0.
- One extra card is driven than normal with Ezel's twin drive, making the advantage +1 again.
The third and final FVG for the main deck is Spring Breeze Messenger. While previous first vanguards arrived in BT06: Breaker of Limits, Spring Breeze comes from BT07: Rampage of the Beast King and works into a similar superior ride mechanic. Like Kyrph, he comes with 5000 power, but instead of a direct ride, when the attack of a unit that Spring Breeze boosts hits, he can counterblast 1 and soulcharge himself to look at the top three cards of the deck and superior call one Gold Paladin from among those cards to rest position. On the surface it's an interesting but not particularly overwhelming skill, since fighters are trading one card for another and aren't able to make use of that card on this turn. The tables turn heavily in Spring Breeze's favor once other cards from his set are taken into account--grade 2 Lop Ear Shooter is probably the most discussed, who when superior called from the deck, can discard 1 card to look at three new cards in the style of Spring Breeze and call one of those. Again, Lop Ear isn't a direct increase in advantage, but the reason that she and Spring Breeze are so well-regarded is because of their two primary search targets, Dindrane and Pellinore.
Listener of Truth, Dindrane is a grade 1 unit with 6000 power that when called from the deck, can soulblast 1 to draw one card. This is an improved release of Silver Fang Witch from the Gold trial deck, who only sported 5000 power and cost soulblast 2 as a trade off to working with normal calls. Dindrane is the first real increase in advantage that Spring Breeze and Lop Ear can provide, being a free 6000-power booster for lining up with Beaumains and the like to challenge 11000-power vanguards, or with Manawydan/Gigantech for fighting crossridden units. Meanwhile White Hare in the Moon's Shadow, Pellinore is a grade 3 unit that when called from the deck, can discard 1 Gold Paladin to superior ride, at least so long as the opponent's vanguard is grade 2 or greater. In contrast to Ezel, that last clause prevents Pellinore's ride skill from being used by the first turn fighter unless the second turn fighter performs a superior ride of their own first, and the ride itself still costs one card from the hand while also pulling Pellinore from the field to the vanguard circle. So riding Pellinore from grade 2 puts the turn fighter back to the 0 advantage they started with Spring Breeze's Pioneer, but comes at one new advantage; riding Pellinore stands the vanguard. Which means that twin drive can be performed for the turn in addition to the previous drive check, moving the Gold fighter up to +2 if Spring Breeze was the catalyst for Pellinore. Like Dindrane, Pellinore is an increase to advantage, and actually gives more than Ezel does using a more consistent ride skill. For a breakdown;
- Spring Breeze boosts and the attack hits. The Gold fighter is currently at +1 from Spring Breeze's Pioneer, then activates Breeze's counterblast 1, sending them to the soul (changing the advantage from +1 to 0) then calls Pellinore from the top of the deck, resolving the skill at +1 total advantage.
- Pellinore's skill activates. The Gold fighter discards 1 (advantage 0) then removes Pellinore from the field (advantage -1) then rides Pellinore over their grade 2 (advantage 0; if this were over a grade 3, it would still be advantage -1) and twin drives for +2 new cards, ending the turn at +2.
For triggers, these Paladins have access to three types of draw, two critical and two stand triggers. The typical set for the mainstream build is to include four draw triggers with eight critical, while another option is six draw and six critical. Falcon Knight of the Azure should be avoided, because has only 4000 power, and while his skill does give +2000 power to another unit on the turn that he's called from the deck, this is a relatively inconsistent skill that only lasts for a single turn, after which you're left in the same situation as having Cron for a booster. Using Falcon Knight avoids one of the principle advantages of draw triggers--with half the shield of a normal trigger on a 5000-power base, they can effectively be used as four extra grade 1s in a deck for boosting purposes, meeting the minimum requirement with either 10000-power rearguards for tackling 10000-bases, or working with Gigantech/Manawydan as was briefly mentioned with Cron to assail 11000 bases. Base 5000 draw triggers not only add to your hand when checked, they also free your hand up by allowing you to make earlier, more stable attacks in situations where you may not have a grade 1. You would never want to call a critical or heal trigger under most circumstances, because that's losing 5000 shield more than with most boosting units. Because of this, Weapons Dealer, Gwydion and Speeder Hound are the preferred draw triggers. (There are reasons to use stand triggers in this clan, but it will take a little while to get to them.)
Moving into grade 1 discussion, the Little Battler, Tron is the resident 10000-power booster that Gold Paladin vanguards rely on, kicking in when you have more rearguards than the opponent. These are easy conditions to meet, since you only need to fill the field and take out one of the opponent's rearguards at a minimum, and any defense they try to make is one that leaves them less prepared to defend against the vanguard. Tron is generally seen as a card that's run 1-2 and no more than 3 of.
Sleygal Dagger is another common choice for boosting. Her 7000 power is the most we can demand of a skilled grade 1, and for a counterblast 1 when you have 4 or more GoPala rearguards, her power increases by +2000. That already makes her the clan's 9000-power booster in the vein of RoPala's Toypugal, but this skill can also be repeated, turning her into a consistent 11000-power booster for CB2, useful for facing down tough 11000-power-and-higher opponents with Ezel or Beaumains. Dagger is also one reason that you would use stand triggers in Gold Paladin; if for example, you were to counterblast 2 for an 11000 boost to Ezel, then attack with an on-hit call unit after the vanguard and activate their counterblast to call Pellinore or Lop Ear Shooter into Pellinore, and activate Pellinore's superior ride, then when drive checking a stand trigger with Ezel previously you could give the stand and power to Dagger for a 16000-power boost to Pellinore after the superior ride kicks in. This does require quite a bit of forethought to put together in a turn, but seeing as Pellinore is frequently wanting for a good boost on the turn his ride goes off, this model can also be applied to Tron for similar results.
I went into the mechanics behind Silver Fang Witch a short while before. She and Dindrane behave similarly, but Fang Witch has a higher soulblast cost and less restrictive conditions. She's a free 5000-power boost, making her about as versatile as a draw trigger or Pioneer FVGs, and like Dindrane she's best fueled by Ezel's superior ride sequence, which allows you to get off two Fang Witches in a game. The most optimal way to get her out is through superior call skills, since that allows the advantage to quickly snowball from +1 to +2 with a relatively small counterblast cost to offset it, so she's just as compatible with Spring Breeze as the Listener of Truth while not requiring that you get her out through a superior call.
Going into the key grade 2s, Player of the Holy Bow, Viviane is one of the more commonly recommended cards. At 9000 power it's easy to get her up to the 16000 line, but inversely hard to form a 19000 line to forcibly retire her with, and on-hit she can counterblast 1 to superior call a Gold Paladin to an open rearguard circle. This is one of the most pointed features of the Gold Paladins. Unlike the Royals, they usually cannot call to occupied rearguard circles, so the field must have at least one open circle to make use of these skills with. Viviane's skill is useful when you're strained for boosting units and can't get a third booster out for your other rearguard, and she's likewise good for triggering Lop Ear Shooter, Pellinore or Dindrane. There's really only one variant of Gold Paladin that doesn't use Viviane in some form, but that's still a ways down the line.
Sacred Guardian Beast, Elephas is an interesting if lacking unit. 8000 power is much harder to defend than 9000, but on-call he can counterblast 2 to superior call a grade 0, non-trigger Gold Paladin. From his introduction, Elephas really only had one use--superior calling a second Kyrph in case of the first one getting retired to bring out the superior ride. It's an interesting one-off skill for rare situations, but it's not very highly used since Kyrph going off in the first place is up to a coin flip. I wouldn't really recommend Elephas as more than a one-of in decks that use Kyrph, unless the Gold Paladins received something like Caravel to replace Fang Witch. Even as single card, Elephas requires that you include a second Kyrph, potentially upsetting your grade ratios. As of now, Akane and Macha had much more going for them than Elephas does.
Sleygal Sword is the grade 2 equivalent to Dagger, able to reach 13000 with a counterblast 2. This isn't as useful as Dagger, because it's harder to get out an 8000 power booster for a 13000 attacker than it is to get out a 10000 power attacker for an 11000 booster. There are simply more units in a deck with base 10000 power than there are with 8000--most grade 3s meet the criteria for Dagger, while Gareth is the only Gold Paladin capable of supporting Sword into a 21000-power line. Lop Ear Shooter I've discussed already, so moving forward a bit by now it should be apparent that these Paladins are rather heavy on counterblast skills. The remedy to this is Mage of Calamity, Tripp. She's a 9000 base like Viviane, who unflips one counterblasted damage when her attack hits. While that makes her a big target for drawing attacks away from your vanguard, Viviane and Tripp share another characteristic in forcing out guards from the opponent on attacks that they would otherwise let through, putting you in a situation where either the opponent will decrease their own advantage by defending or let you increase your own with the attack. This is where Tripp breaks away a bit, since unflipping counterblast doesn't directly increase your advantage, but the win-win principle is similar since the counterblast can then be expended on other skills to take the lead.
For the grade 3s, we went over Kyrph's 52/57 superior ride at the beginning. Blond Ezel himself is not limited to the early game, however. At four damage his limit break 4 kicks in, letting him counterblast 2 to superior call the top card of the deck and gain power equal to that card's own. Though frequently criticized for being "random" by inexperienced fighters, this puts him at a minimum of +5000 power. There are no cards that he can call which will give him less than this. Even Falcon Knight of the Azure, who has 4000 power, has an on-call skill that can give Ezel an additional +2000. This increase in field advantage combined with power gain, and Ezel's autoskill--+1000 power for each GoPala rearguard present, a move taken right out of Alfred's playbook--ensure that Ezel will usually be at 20000 power before boosting and around 25000+ after, hitting for the same numbers as Phantom Blaster Dragon minus the retire cost. Factoring in this minimum with Tron, we're looking at 30000+ baseline power from Ezel. So it's easy to see how Kyrph and one or two Ezel became the definitive base for Gold Paladin decks up until BT07. As this setup starts at a 30000 baseline and can climb as high as 40000 or 50000 with repeating his break over the limit, all before trigger units, Ezel has the highest potential power of the entire game, and even when it falters the skill still has its high base to fall back on. This is one reason why the game in general has shifted more toward four perfect defense cards rather than three, but despite the hype, keep in mind that those perfect defense cards--or even careful damage management on the opponent's side--can cause the limit break to be entirely wasted. This is the type of skill that you use to close the game when the opponent is at five damage, and to all of your current knowledge, your opponent has no perfect defense cards in hand. You do not want to be in a situation where you just used a counterblast 4 with Tron as a booster and drive checked two trigger units, only to remember that the opponent is taking your attack while at two damage.
The Great Silver Wolf, Garmore is a trial deck exclusive and the grade 3 that for a while became the dominant deck for Gold Paladin. On-ride he can counterblast 2 to superior call any unit in the deck, regardless of if you have open rearguard circles or not, bypassing the main restrictions on the Gold Paladins while also allowing for the skills of cards like Lop Ear Shooter, Fang Witch and Dindrane to be used with impunity. Garmore is also the first limit break unit with proper limit break text to be introduced; at limit break 4 he gains +5000 power, easily pushing him over the 21000+ border, just like Ezel's continuous skill. This skill would not normally be considered so special, since this skill is a mass-produced limit break that almost every clan that receives, but there are other reasons surrounding Garmore's longevity. Accompanying him is Charjgal, another powerful boosting unit in the vein of Tron, this one reaching even up to 11000 power for more defensive opponents. Charjgal comes attached to a soulblast 1 cost though, and his boost only works on this version of Garmore, though it can work on both rearguard and vanguard Garmores. Vanguard Garmore's counterblast can search for Charjgal just as well as it can Tron though, while Charjgal's 6000 base complements a wider range of alternative attackers vs Tron's less-useful 4000 base. So normally, in terms of field versatility and power Charjgal wins out, while Tron has more targets for his skill and less demanding conditions in exchange for being slightly weaker. In a deck that uses Garmore as one of its key vanguard units though, Charjgal is far more likely to see play over Tron because with the limit break in action the total power of the Great Silver Wolf is 26000, forcing a minimum of two cards out for perfect defense or three cards out if one is not available, from every non-crossride opponent. That assumes that the opponent has two 10000-shield cards in hand--if not, then they have to start using more 5000-shield units than strictly necessary to totally protect against the attack. While this power gain is obviously not as large as Ezel's, it's consistent, costs only a soulblast 1 per attack, and Garmore is the only +5000 power limit breaker who can search the deck for his own custom booster. Add that to Garmore-Charjgal forming a 21000-power line in the rearguard, and you have a recipe for one of the strongest decks the Gold Paladins offered at their introduction.
Like many clans in the wake of booster set 7: Rampage of the Beast King, the Gold Paladins have two limit break support cards that work to assist their vanguards. Disciple of Pain is a 6000-power grade 1 that when called, can counterblast 1 to send one card from the top of the deck to the damage zone, and in the end phase cycle one card from the damage zone back into the deck. This lets the Disciple use her counterblast at no cost, while also allowing for an early limit break. Master of Pain is the 8000-power, grade 2 equivalent, who is slightly less usable since he requires Gareth to reach the minimum for fighting 11000-power vanguards, where Disciple works with an abundance of grade 2 and 3 units. In addition to their limit break support, you can also call them to prevent the opponent from healing damage, by voluntarily putting yourself at five and so ensuring that they can only heal on a sixth-damage check.
There are two main supporting grade 3s other than a rearguard Garmore. Which one you use depends on whether you're more focused toward the opponent's rearguard or vanguard units. Holy Mage, Manawydan gains +2000 power when boosted by a Gold Paladin, so if with Gareth he can at least go for 20000 power versus any unit, even rearguards. Gigantech Charger on the other hand gets the same bonus for attacking a vanguard. While Manawydan is on the surface superior, there is one reason to use Gigantech; stand triggers. Gigantech can go for 16000+ independently when a stand trigger is applied to him, allowing for up to four or even five full-power attacks in one turn. And while stand triggers don't have a whole lot of incentive for Ezel, there is a clear reason to include them.
The third limit break in the grade 3 equation comes from the other part of the GoPala superior ride family, Pellinore. Like Ezel, Pellinore's usefulness jumps up at limit break 4, where when he attacks, Pellinore can send two Gold Paladins from the field to the bottom of the deck to give +5000 power to up to two Gold Paladins. That's including himself, so we have yet another consistent 15000-power vanguard, though this one can also give +5000 to his booster for what is minimum 29000 and more likely to be 30000+ (according to the manual, units attack before they are boosted despite how the anime depicts it, so empowering the booster will in fact put the power onto Pellinore.) The cost of this skill is in this case card advantage, since you lose two cards by using it, but you can use this to your advantage by sending back a poorly-arranged field. Another way to use the skill and potentially get some use from stand triggers is to only give the +5000 to Pellinore's booster, giving the other power to Viviane or a unit boosted by Spring Breeze, then attack with Pellinore first and give any stand triggers to his booster, followed by an attack with your superior-calling rearguard to try for a Pellinore or Lop Ear-Pellinore call to superior ride Pellinore from Pellinore. The result is a minimum 14/15000-power boost to the new Pellinore if you checked triggers, and even if the check doesn't work out how you want it to, since you're still at four damage, you can use the new Pellinore's limit break to send back the rearguard you just attacked with and have another 15000-power Pellinore. If your stand came out, then you're looking at potentially a 35000-power vanguard attack right after a 23000-power one. This is much more useful than just getting a critical trigger with Pellinore, since that trigger would either cause the opponent to not let your rearguard's attack through, or simply fizzle when you superior ride your new Pellinore since power and triggers applied to the previous one don't carry over into your next ride. As is apparent by now, Gold Paladin decks actually have good reason to use stand triggers, as they provide versatile strategy that the brute force of criticals can't really muster.
After watching the clan develop for seven months, it's clear that we were mistaken about Gold Paladin strategy. Superior call, superior ride and power gain do factor into it, but they are for the most part tools to support vanguard-stand skills. The Gold Paladins have more ways to stand their vanguard than any other clan; Viviane, Spring Breeze, Lop Ear Shooter and still-upcoming like Kahedin all play into Pellinore for the mainstream build, and we've yet to cover the cards from Extra Booster 3. Next time I'm going to explore this concept further, diving into the Spectral Duke Dragon build and his support cards, and how these support cards interact with both the mainstream and Duke Dragon decks.
Sunday, September 2, 2012
Spotlight: Christopher Fernau
Fighter's Spotlight is an ongoing project concerned with tracking real-world professional cardfighters across the globe.
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| Fernau is on the right. To the left is Dima Kvatkun, the German runner-up. Original photo by Cardfight!! Vanguard. |
Christopher Fernau
Age: 24 (at regional crowning)Titles Won: German Regional Champion, European National Champion
Current Status: European National Champion (Reigning)
Deck Type: Gold Paladin (Garmore)
Christopher Fernau is the reigning national champion for Europe, and one of two out of 105 cardfighters to qualify in Germany for the 2012 European national. Accordingly, he is also in line for the 2012 world championship title.
Originally, Fernau had a background with online cardfight, having played for one and a half years through the Cardfight Capital BYOND client. Ironically for one of the world's first competitive GoPala cardfighters, Fernau dislikes the clan and chose to use it for its strength in the German scene so that he could qualify to compete in the United Kingdom. His view at the time of the German regional was that of the clans available in the developing scene, the Royal and Gold Paladins, Kagerou, Tsukuyomi-based Oracle Think Tank, Granblue and Spike Brothers were the primary contenders for the world title. Of those, he selected Garmore-based Gold Paladin to adapt to Bushiroad's current double elimination tournament policy, as a way of solving the competitive equation, due to Spectral Duke Dragon forming a poor hybrid deck with Garmore and Fang Witch, the latter of which worked against Duke Dragon's soul-retaining evolving ride1.
Decks and Play Style
Fernau's Gold Paladin deck is a six-draw and six-critical play on their established Garmore and Blond Ezel styles. Taking advantage of GoPala's strong field presence, Fernau opted to utilize draw cards like Silver Fang Witch in conjunction with their Blond Ezel four-soul superior ride to maximize the potential gains from Garmore and Ezel's superior calls. This turns every one-card gain into a two-card gain on top of the powerful rush that Ezel's early twin drive allows for, while gaining massive amounts of power for a strong offensive push with limit break later on.
Garmore offers a more consistent main strategy with his counterblast 2, superior calling his own custom booster in the vanguard circle for a 26000-power assault to help cripple the opponent's hand. Because of that specified superior call, Fernau is able to run Charjgal as only a single copy. Like Fang Witch, the Silver Wolf benefits from Ezel's extra soul via Charjgal's soulblast, and also works in tandem with the Incandescent Lion by being a 21000-power rearguard. Overall this makes his deck aggressive and capable of pulling out massive advantage at any time in the game, with incredible power gain and better chances of dealing extra damage from critical triggers, but it's weakened by the lack of surprises that contemporary Duke Dragon decks would push with. The inclusion of Gigantech Charger over Manawydan was considered strange in traditional theory, due to his skill primarily being effective with stand triggers and being vanguard-oriented, where Manawydan has greater synergy with critical and draw, being useful versus any unit regardless of circle. Fernau selected this unit based on having similar effectiveness to Beaumains, being able to mount an attack unboosted even versus base 11000 vanguards.
Ease of play factored in heavily here, with Fernau using Garmore to tie it together and superior call any card needed to suit the situation. Silver Fang Witch, Nemean Lion and Charjgal were given emphasis for that superior call, as each satisfies a different demand; Fang Witch gives out draw power and along with the Lion defense, while Charjgal brings out offensive strength that easily breaks past the most stable base power of the 2012 format. Ezel was selected as a backup strategy because of his superior ride, as his counterblast was regarded as wasteful by Fernau. Due to the deck's heavy emphasis on forming controlled 16-20000-power lines, her heavy counterblast consumption even with Tripp accounted for, and the lack of key targets like Lop Ear Shooter at the time of the regional, Viviane was omitted from the deck. Fang Witch was instead preferred for the gain in advantage due to forming a 20000 line with Garmore's limit break or Ezel's autoskill. Overall Fernau emphasized control of the field over creating spectacles, and because of this the deck contains only three unique skills--those of Kyrph, Ezel and Garmore.
Winter 2012 Regional Tournament, Germany: Chibi Gaara's RAWR Deck
Card Pool: TD01-BT03, BT06-EB03, PR 0001-0029
Grade 0
x1 Crimson Lion Cub, Kyrph (FVG)
x2 Silent Punisher CT
x2 Weapons Dealer, Gwydion DT
x4 Flame of Victory CT
x4 Elixir Sommelier HT
x4 Falcon Knight of the Azure DT
Grade 1
x1 Charjgal
x2 Silver Fang Witch
x3 Sleygal Dagger
x4 Halo Shield, Mark
x4 Knight of Elegant Skills, Gareth
Grade 2
x3 Sacred Guardian Beast, Nemean Lion
x4 Mage of Calamity, Tripp
x4 Knight of Superior Skills, Beaumains
Grade 3
x2 Gigantech Destroyer
x2 Incandescent Lion, Blond Ezel
x4 Great Silver Wolf, Garmore
Fernau's decklist saw him through the national event mostly unchanged. Only Falcon Knight was swapped out, in favor of Speeder Hound, due to Hound having a base power of 5000 over Falcon Knight's 4000; because of this, Hound can form a 15000 line with Beaumains, Garmore, Gigantech or Ezel before accounting for skills. This improves its overall consistency and eliminates the problem of Falcon Knight becoming a complete dead card when drawn normally.
The deck's new title is a partial quote from Souryuu Leon, in reference to the limit break-centric nature of the Gold Paladin clan.
Winter 2012 National Tournament, Europe: We who carry out justice have no LIMITS
Card Pool: TD01-BT03, BT06-BT07, PR 0001-0029
Grade 0
x1 Crimson Lion Cub, Kyrph (FVG)
x2 Silent Punisher CT
x2 Weapons Dealer, Gwydion DT
x4 Flame of Victory CT
x4 Elixir Sommelier HT
x4 Speeder Hound DT
Grade 1
x1 Charjgal
x2 Silver Fang Witch
x3 Sleygal Dagger
x4 Halo Shield, Mark
x4 Knight of Elegant Skills, Gareth
Grade 2
x3 Sacred Guardian Beast, Nemean Lion
x4 Mage of Calamity, Tripp
x4 Knight of Superior Skills, Beaumains
Grade 3
x2 Gigantech Destroyer
x2 Incandescent Lion, Blond Ezel
x4 Great Silver Wolf, Garmore
Citations and External Links
1. Fernau, Christopher. "German Qualifier 2012 - Düsseldorf: Chibi Gaara (RAWR) - Player Report." Pojo. Pojo, 9 Sept. 2012. Web. 20 Nov. 2012. <http://www.pojo.biz/board/showthread.php?t=1077329>.
Wednesday, April 25, 2012
Winning Image: Gold Paladin (BT06-EB03)
Options: Knight of Fury, Agravain, Knight of Endurance, Lucan, Burning Lion, Blonde Eisele, Great Silver Wolf Garmore, Spectral Duke Dragon Review: The clan megablaster for the Gold Paladins is Knight of Fury, Agravain. Unlike many of the previous cards in this series of skill, Agravain does not need his attack to connect for his skill to activate. At a soulblast 8 and counterblast 5, Agravain gains +1000 power for each of your Gold Paladin rearguards, and +1 critical--as an additional bonus, the power and critical gain is a continuous effect that lasts for the rest of the game.
Maxing out at +5000 power, this effect continues even on the opponent's turn, turning Agravain into a powerful wall. While the gain may appear tempting, this skill is far too cumbersome to justify its use, as this brand of paladin does not have a strong soul engine and they are already heavily counterblast and soul-reliant. Agravain's power will also fluctuate based on your opponent's ability to retire your rearguards. Most of the other images gain +5000 power via a less costly skill, albeit not during the opponent's turn. Agravain has no limit break skill, and absolutely no use in the rearguard. His build is, unlike the below cards, too inconsistent to see pure Gold Paladin play, although he may have some potential in a Gold-Royal mixed deck. I would recommend Lucan before I would him.
Second is a face that any veteran Royal fighter will be familiar with; Knight of Endurance, Lucan. Lacking a limit break, Lucan gains +5000 power when he drive checks a grade 3 Gold Paladin unit. This skill once again lends itself to a particular build that members of the old guard have been long relying on, and the Gold Paladins have certainly started off this tournament season with a vastly higher count of grade 3s to support it, but their superior ride abilities are not quite ready for such a lopsided deck. I would recommend Lucan as a substitute until Satellite-Fall, Battlefield Storm or any of the units described below can be obtained.The Burning Lion, Blonde Eisele is the centerpiece the new paladins are craving. There are three factors driving this; first, Eisele is the sole target of the Crimson Little Lion, Kilif's superior ride skill, allowing access to grade 3 one turn early. As this skill requires Gareth to be in the rearguard and Beaumains as the vanguard, and thus balances itself with Eisele's twin drive, it can nonetheless easily overwhelm a lower-graded opponent.
Second and third are Eisele's skills. When at 4 or greater damage, Eisele's limit break kicks in--by counterblasting 2, he can check the top card of the deck, and if it's a Gold Paladin, it can then be called to an empty rearguard circle. As this is an activate skill, Eisele can use it repeatedly to fill the field, and it combines with both its secondary effect of giving him power equal to that of the unit called, and with his continuous skill, gaining +1000 power during your turn for each Gold Paladin in the rearguard.
This turns Eisele into a small but highly efficient Alfred, with less steep of a cost associated in exchange for less precision. The superior ride and his ability to rapidly gain field advantage, which itself combos nicely with on-call and on-boost skills like those of Silver Fang Witch, Blessing Owl and Waving Owl, makes Blonde Eisele easily the best of the initially introduced images available for Gold Paladin. If the Witch is called it's like getting an extra draw trigger in, if Blessing Owl is called it makes Eisele an immediate +9000, and if Waving is called it can be bounced into the hand to aid with guarding. No matter what unit comes out by this skill though, it will give Eisele a bare minimum of +5000 power for that turn.
Garmore's weakness is shared with Eisele, in having no particular skills that lend to his use in the rearguard, but for Garmore this is offset by Charjgal. Since Charjgal is not especially particular about where Garmore is, as long as you have the soul to fuel the high dog's soulblast, you have a 20000-power attacker. Overall, I would recommend Eisele over Garmore due to the sheer utility of his skills and highly convenient superior ride, but that superior ride itself means that you only need two or so copies of Eisele. As such, Garmore comes in as a good backup and even better followup unit, and he can even find a place in other Paladin deck types--like for example, the long-awaited Spectral Duke Dragon.
As the successor to Phantom Blaster Dragon, Spectral has a certain reputation to live up to. And immediately, he's on the right track; at limit break 4, for a counterblast 2 and retire 3, he can stand himself at the price of twin drive. This does not rely on his attack hitting. As such, if the opponent drops a perfect guard on the attack, it's entirely possible to pull off Spectral's limit break and try again. This ability can be repeated on your following turn, and even the turn after that if you get a heal trigger, making it a devastating maneuver for any opponent to face. Furthermore, it allows for three trigger checks in all.
Spectral's autoskill gives him +1000 power during either player's turn when he has the Gold's Blaster Dark equivalent, Knight of the Dark Dragon, Vortimer in his soul. This puts added pressure on the opponent's hand and helps force his attacks through.
Spectral Duke Dragon easily measures up to Eisele. Gold Paladin cardfighters have the freedom to choose either unit as their winning image, and Garmore can be brought in as an alternative vanguard for both lines.
Saturday, October 1, 2011
Character: Tatsunagi Takuto
"The real battle is just getting started."
"Tear through the shackles of convention with your silver fangs! I ride the Great Silver Wolf, Garmore!"
"Tear through the shackles of convention with your silver fangs! I ride the Great Silver Wolf, Garmore!"
Tatsunagi Takuto/立凪タクト
Age: Unconfirmed
Voice Actor(s): Takagaki Ayahi (Japanese)1
Voice Actor(s): Takagaki Ayahi (Japanese)1
The top of the Tatsunagi Financial Group, and the host of the Asia Circuit. Apparently has some involvement with the Foo Fighters.
Spoiler warning: Season 1 details follow.
Takuto's appearance in season 1 is brief and barely alluded to, lasting only a matter of seconds in ride 57. During Ren's flashback Takuto can be glimpsed while Suzugamori recounts how he first became consumed by PSY Qualia.
Previously Suiko had implied another party backing the Ultra-Rare idol group, having told Suzugamori of a "Him" that he should be grateful to for his power. Due to this implied connection with Ultra-Rare, as well as Takuto's strong financial backing through the Tatsunagi Group, it is currently believed that Takuto had originally scouted Ren in his card shop for PSY Qualia. This would explain where Ren gained the funding to hire Kashiwagi Construction to build the Foo Fighter HQ, and why its model of Motion Figure System is familiar to Kourin.
Spoilers end here.
Tatsunagi is a main character in season 2, the first ride of which deals with his meeting and first fight with Aichi. The Gold Paladin card, Incandescent Lion Blond Ezel, carries a definitive resemblance to Takuto's unique facial marking, as well as his hair and eye color. During Takuto's cardfights, other units normally free of these markings develop them as he rides them, ascending from Beaumains and into Garmore.
Spoiler warning: Season 2 details follow.
Tatsunagi begins the Asia Circuit arc by challenging Kai and Aichi to cardfights. Posing as a beginning player, he draws them in with his Gold Paladin cards before using Garmore's limit break and showing them a vision of the current Cray. Having witnessed the sealing of the Royal and Shadow Paladins, as well as the Kagerou clan, Tatsunagi then creates a pair of subtle altercations in the world's timeline. Following their fights, Kai's deck is replaced with a Narukami one, and Aichi's with a Gold Paladin deck.
Aichi is the only character to recognize these changes. After this, the rest of Team Q4 has no memory of them ever using their previous clans. For all purposes, the world has collectively forgotten the Royal Paladins and Kagerou.
Later, Tatsunagi announces the commencement of the Vanguard Fight Circuit on television, and issues an invitation to Team Q4, prompting them to enter the Circuit. Takuto keeps a close eye on all of the participating teams as the Singapore stage of the Circuit develops, up until the semifinals where Sendou Aichi and Christopher Lo clash.
Appearing before the two of them in a vision of Cray while simultaneously shutting down outside access to the Singapore stage's arena, Takuto draws out Aichi's dormant PSY Qualia. Simultaneously he awakens Chris', and sits back to watch their fight unfold.
Spoilers end here.
Spoiler warning: Season 2 details follow.
Tatsunagi begins the Asia Circuit arc by challenging Kai and Aichi to cardfights. Posing as a beginning player, he draws them in with his Gold Paladin cards before using Garmore's limit break and showing them a vision of the current Cray. Having witnessed the sealing of the Royal and Shadow Paladins, as well as the Kagerou clan, Tatsunagi then creates a pair of subtle altercations in the world's timeline. Following their fights, Kai's deck is replaced with a Narukami one, and Aichi's with a Gold Paladin deck.
Aichi is the only character to recognize these changes. After this, the rest of Team Q4 has no memory of them ever using their previous clans. For all purposes, the world has collectively forgotten the Royal Paladins and Kagerou.
Later, Tatsunagi announces the commencement of the Vanguard Fight Circuit on television, and issues an invitation to Team Q4, prompting them to enter the Circuit. Takuto keeps a close eye on all of the participating teams as the Singapore stage of the Circuit develops, up until the semifinals where Sendou Aichi and Christopher Lo clash.
Appearing before the two of them in a vision of Cray while simultaneously shutting down outside access to the Singapore stage's arena, Takuto draws out Aichi's dormant PSY Qualia. Simultaneously he awakens Chris', and sits back to watch their fight unfold.
Spoilers end here.
Universal Notes: Takuto's surname contains the kanji for stand up (the tachi in tachigare; 立) and calm or lull (凪).
Decks and Play Style
Tatsunagi fights using a Gold Paladin deck, backed by powerful limit break skills which overwhelm his opponents. Takuto's cards are associated with superior calls and the use of highbeast units to support his knights.
Rides 66-Current: Great Silver Wolf (11/50 cards)
Grade 0
x1 Grassland Breeze, Sagramore (FVG)
x1 Silent Punisher CT
x1 Weapons Dealer, Gwydion DT
Grade 1
x1 Knight of Elegant Skills, Gareth
x1 Evil Slaying Swordsman, Haugan
x1 Sleygal Dagger
x1 Blessing Owl
Grade 2
x1 Knight of Superior Skills, Beaumains
x1 Sacred Guardian Beast, Nemean Lion
x1 Charging Chariot Knight
Grade 3
x1 Great Silver Wolf, Garmore
Citations and External Links
1. "立凪タクト." Kero Kero Ace Vol. 52 May 26 Mar. Web. 23 Mar. 2012. <http://cf-vanguard.com/information/0326_kerokero/>.
x1 Silent Punisher CT
x1 Weapons Dealer, Gwydion DT
Grade 1
x1 Knight of Elegant Skills, Gareth
x1 Evil Slaying Swordsman, Haugan
x1 Sleygal Dagger
x1 Blessing Owl
Grade 2
x1 Knight of Superior Skills, Beaumains
x1 Sacred Guardian Beast, Nemean Lion
x1 Charging Chariot Knight
Grade 3
x1 Great Silver Wolf, Garmore
Citations and External Links
1. "立凪タクト." Kero Kero Ace Vol. 52 May 26 Mar. Web. 23 Mar. 2012. <http://cf-vanguard.com/information/0326_kerokero/>.
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