Showing posts with label history. Show all posts
Showing posts with label history. Show all posts

Friday, April 13, 2018

Looking back on Neo Nectar

So Megacolony was rejected outright and Great Nature confused and alienated fighters with their layers of card effects. How fared Neo Nectar?

Knight of Harvest, Gene
The final clan of Zoo to be introduced was also the only one to be immediately well-received from the moment it was first announced. Fighters loved Neo Nectar both in concept and in execution: it was a clan that deliberately stopped at Double Rare rarity, designed as a budget deck with a strong competitive edge for the format it first came out in. The initial cards revealed gave us a general concept of how Neo Nectar's blooming play style was meant to work; whenever their attacks hit the vanguard, the grade 0 Shield Seed Squire searched for the grade 1 Blade Seed Squire, who searched for the grade 2 Knight of Verdure Gene, who searched for the grade 3 Knight of Harvest Gene. Factor in the deck's mandatory Stand Triggers, and you could conceivably have a grade 2 rearguard on your grade 1 turn, a grade 3 rearguard on your grade 2 turn--or even a grade 3 rearguard on your first turn of the game.

It was like an early version of Time Leap, and was valued for its zero-cost and how this either forced the opponent to waste shield early or otherwise take your First Vanguard and make it into a front row.

Knight of Verdure, Gene
The sequence didn't stop with the grade 3. Knight of Harvest couldn't search for a grade 4--those didn't exist--so instead he searched for two copies of the grade 2 in the sequence, and from that point on you would keep bouncing your grade 2s into the deck to bring out the grade 3, then turn him into two grade 2s. At worst there would only be one left, which was still gaining 5000 shield.

Gene wasn't actually the first Neo Nectar card we saw. That came from a very early leak on December 16th (three days before Bushiroad officially confirmed Neo Nectar's existence) of a blurry low-quality photo of Frontline Valkyrie Laurel, one of the two grade 3s that would help the initial Neo Nectar deck shine.

All of the (many) Gold Paladin cardfighters that first picked up the deck in 2012 will recall playing Gigantech Destroyer as one of the staples of both Garmore and Spectral Duke Dragon. Gingatench is a clone of the Kagerо̄ promotional card Dragonic Executioner, but you have Neo Nectar to thank for incorporating these clones into main booster sets; Laurel was the first Executioner clone to make into a BT, and that eventually spun off into Magnet Crocodile, Midnight Invader, and countless others.

Laurel was brought in with respect to BT05's introduction of base 12k and base 13k vanguards, and she was effectively the only way to guarantee the long-term use of 6k boosters in the new format. Against base 10k grade 3s like Alfred, Laurel could make 20k rearguard columns when paired up with Neo Nectar's local grade 1 vanilla, Corolla Dragon. She retained her effectiveness versus 11ks via Caramel Popcorn, an Iron Tail Dragon clone that gained 1k by paying counterblast 1 in the main phase. And by the standards of the day, she wasn't a bad ride either.

In fact, Laurel was perhaps too well loved by Neo Neo cardfighters. If you look up videos from 2011 and 2012, it's all too common to see decks that run 4 copies of Laurel and no Gene, using Shield Seed Squire either just to search a 1/2-of Blade Seed Squire or purely as a 5k booster for the vanguard. This was to the clan's detriment, and I would argue is at least partially responsible for its low tournament representation early in its life. Cardfighters were very eager to rush their opponents down with Neo Nectar rather than gradually build up a field with Gene, but pacing oneself by deliberately playing a slower game with from-deck calls helped keep rearguards available in hand to call later after Kagerо̄--the major control deck of the format--had killed those calls. One of Gene's strengths was that you really only needed to run 1 copy of his grade 3 form to make him work, so it was perfectly viable to run three types of grade 3 and not have to worry about riding him in general.

Neither Laurel nor Gene were really Neo Nectar's boss card. Booster Set 5: Awakening of Twin Blades was the final main set of the game's first block, and like all of the original sets it had a mechanical theme to it. TD01-BT01 loosely focused on units whose skills resolved when drive checking a grade 3; BT02 focused on soulblast costs; BT03 on soulcharging; and BT04 on ride chains. BT05's focus was on persona blasts, discarding a copy of the vanguard to achieve a particular effect, and the first among these was the criminally underwhelming Phantom Blaster Overlord. I remember the day Overlord was revealed and the hype this card generated, but it was always for his crossride power and never for his unique skill--even back then, counterblast 3 persona blast for 10k and a crit was useless compared to calling Overlords to rearguard to use as 21k attackers with Apocalypse Bat.

The first image of MTR the world ever saw.
Maiden of Trailing Rose was the first time a persona blast was good. On-hit counterblast 1 discard MTR to check the top 5 cards of the deck and call 2 units from them; if those calls were to open rearguard circles then you came out at a net +1, helping deal with poor hands or retired rearguards by superior calling new ones, and if you were calling to occupied circles then this was a clear way to get multiple attacks going. On average MTR would be able go off in around 4/5ths of the games you played with her, though the results were never as destructive as DOTE.

So Trailing Rose could be used in several ways, not at all mutually exclusive. The presence of her on-hit skill pressured the opponent to guard her every attack, wasting shield in the midgame when it was optimal to take it instead. In the event the opponent could not guard, she would either fill the empty circles for a net increase in card advantage, or create a Nova Grappler-esque multiple attack sequence.

While it could be somewhat unsatisfying to go a whole game without ever persona blasting--something which was very common at the time--between Knight of Harvest, MTR, and Glassbeads Dragon (Libra clone) the entire front row in Neo Nectar had access to on-hit skills that would rack up card advantage if not stopped. That served to drain the opponent's hand quickly, or otherwise build up a strong offensive.

Aside from these, there were a handful of other cards of note in early Neo Nectar.

Spiritual Tree Sage, Irminsul was the clan's Devil Summoner clone, with about a 50% chance to call a card from the top of the deck when placed. The 7k base was rough, but still playable as many vanguards were 10ks in this format. The primary advantage to running Irminsul aside from the coin flip for free cards was to superior call him with MTR's persona blast, in the hopes of topdecking a grade 1 to boost him with. That was a better option much of the time than calling the clan's grade 2 vanilla Iris Knight, who couldn't hit 11~13k vanguards regardless, though it was always on top of (and never instead of) running Hey Yo Pineapple. The problem with this being, the objective of Trailing Rose wasn't necessarily to hit, so Irminsul's main strength wasn't always played to.

Glassbeads Dragon was their Maiden of Libra clone, primarily used for swinging at a rearguard to retire it and CB2 for a draw after pressuring the opponent with Maiden of Trailing Rose. In the late game, Glassbeads was the ideal unit to send the opponent from 4 to 5 with as a form of insurance in case your final turn push failed. It was also a pretty incredible card to get gradelocked on, which in a pre-G Assist world was a legitimate concern for any cardfighter. (The other good card to get gradelocked on from this time period? Genocide Jack.)

Iris Knight and Lily Knight of the Valley were their King of Sword and Queen of Heart clones. They didn't see a ton of play early on, but could directly threaten Alfred and pre-setup Majesty with their 20k lines, and make the appropriate columns for dealing with BT05's crossrides. Once Sephirot hit (see below) they became absolutely devastating.

Hey Yo Pineapple (or my preferred approximation, Hey-Yo Pinappo) was one of the more understated yet important members of Neo Nectar. As long as your total number of vanguards and rearguards added up to 4 or more (including himself) Pineapple would swing for 11k. In an era where 12k attackers were Double Rares shared among just three clans, Pineapple was an incredible blessing that would go on to be cloned for Bermuda Triangle and Angel Feather in 2012. The card could make a normal 16k column with just a draw trigger boosting it, or one of the more difficult to form 18k columns to deal with the newly-introduced crossride decks. In a pinch he could even replace Laurel for the endgame, though you'd be spending 3 CB on Caramel Popcorn rather than 2.

The card would age beautifully too, once Neo Nectar got access to a means of making 10k boosters. Some fighters found themselves running Pineapple well into G format, strictly because of how important an easy 11k attacker can be.

Lady of the Sunlit Forest was the clan's Gojo clone, a simple "rest this unit, discard 1, draw 1" card that helped make the most of going first. Some cardfighters absolutely swore by her as a way to negate the primary weakness of Draw Triggers (their low shield) and fix bad hands, while others ran none at all. Worth mentioning is a cool play where if you had no second rearguard to put up front and Sunlit Forest couldn't hit, you could always use her skill to filter a card, move her up front, and swing the vanguard; then if you checked a Stand Trigger, combat-wise it would be functionally the same as if you hadn't used her skill but with the benefit of having changed out something useless or that the opponent knew from your prior drive checks.

They did get one more grade 3, a lackluster unit by the name of Behemoth. Unfortunately, it was just a Lion Heat clone with a weak grade-restricted on-hit stand skill for CB2 that lacked synergy with the deck.  It would have seen more play had it been an Apollon clone, as a grade 3 counterpart to Glassbeads.

The general flow of Neo Nectar at this point was that you would repeatedly poke the opponent with Seed and Gene in the early game, set up your field and poke again with Glassbeads once you had counterblast to work with, and then pressure them with Trailing Rose once she hit the field. Any hits contributed to an overall gameplan that built up your field and hand, otherwise you steadily wore the opponent's hand away with pressure attacks and pushed them into the 4+ damage range. Then you used Caramel Popcorn/Corolla Dragon with Laurel at the endgame to push for a win while they were at 5--either your opponent guarded the on-hits and conserved your counterblast for you to use at that endgame, or they let the attacks hit and gave you an aggressive series of opening turns with MTR to multi-attack.

The deck was largely overshadowed by the crossrides of the period, particularly Dragonic Overlord The End. Fighters bemoaned the rainbow trigger lineup, especially as we moved into an era where they were unironically declaring 16 crit to be the optimal spread. However, each of these triggers actually served an important function in the deck. Watering Elf was the only effect trigger among them, a Margal/Sharron clone used to make 21k columns out of Hey Yo Pineapple/Laurel lines. But she also made Shield Seed, Blade Seed, Gene, and Glassbeads that much more devastating when trigger checked. Dancing Sunflower, despite being an "inferior" Draw Trigger, provided an opportunity to get one card deeper during the drive step and acquire your persona blast. (And despite the bad rep Draws get, every time I damage check or discard one for a cost, I'm still struck by how game-changing that is.)

If you look at the low number of unique cards they got, it only took the deck a few components to become a cohesive and competitive clan; the only truly unique cards were MTR's good-but-not-overwhelming persona blast and the Seed/Gene series. Other than that it was Laurel, Glassbeads, Pineapple, and Caramel that held Neo Nectar up.

Neo Nectar's lone appearance in the first season of Cardfight!! Vanguard.
Overall the Neo Nectar deck was quite open-ended, and one of the best budget decks around considering its rarities stopped dead at RR. You had a lot of options to experiment despite the grade 3s being fairly fixed, and it was up there with Megacolony (and later Bermuda) as one of the easiest decks to get into. It hit all the right numbers, drew a decent amount of cards, and had a solid gameplan. If the deck had anything holding it back, it was that it arrived in a set dominated by the last leg of support for the two biggest decks of the first set block, and that meant its card pool was still underdeveloped compared to its contemporaries. The clan was mentioned around sixty times in this website's first five years, but only made top cut thrice in that time period, and never won a tournament outright.

For a sample decklist, this is what I use when I play the legacy deck in Ride to Victory!!:
Grade 0 (17)
x1 Shield Seed Squire (FV)
x4 Sweet Honey (HT)
x4 Dancing Sunflower (DT)
x4 Watering Elf (ST)
x4 Bullet Chestnut (CT)
Grade 1 (13)
x4 Maiden of Blossom Rain (Perfect Guard)
x2 Blade Seed Squire
x4 Caramel Popcorn
x3 Corolla Dragon
Grade 2 (12)
x4 Knight of Verdure, Gene
x4 Hey Yo Pineapple
x4 Glassbeads Dragon
Grade 3 (8)
x4 Maiden of Trailing Rose
x2 Knight of Harvest, Gene
x2 Frontline Valkyrie, Laurel
Eight months later, we arrived at BT08: Blue Storm Armada.

We were now neck-deep in Limit Break format, which was a nice way of saying we were in our sixth consecutive month of Dragonic Overlord The End/Majesty Lord Blaster tops. Rampage of the Beast King had just hit and failed to court the competitive scene with its weird lineup of Zoo and Dark Zone support. All eyes were now on Aqua Force, the much-hyped third clan of Magallanica and cover clan for the set. Our first reveals included the bombshell of Great Daiyusha, Dimension Police's first crossride, and a bevvy of smaller leaks for Aqua Force and Great Nature, but for the longest time the only thing we had to go on for Neo Nectar was an unnamed piece of artwork that turned out to be Sephirot, found on a poster. This actually culminated in the first Neo Nectar hoax, in July 2012.

Spiritual Dragon, Spiritearth
Planned publication date 8/23
AUTO [Vanguard Circle]: [Limit Break 4]: [Counterblast 2] When this unit attacks a vanguard, you may pay the cost. If you do, look at up to 5 cards from the top of your deck, search for up to one Grade 3, Grade 2, and Grade 1 «Neo Nectar», call them to separate Rearguard Circles, and shuffle that deck. 
CONT [Vanguard/Rearguard Circle]: If the number of your «Neo Nectar» rearguards is 4 or greater, this unit gets Power +1000.
CONT [Vanguard Circle]: During your turn, your «Neo Nectar» rearguards get Power +1000.
Although the fake was quickly identified by errors in the text box opacity and borders, some continued to believe the Spiritearth hoax until it was finally debunked over a week later by the confirmation that the card in question was officially named "Arboros Dragon, Sephirot." But beyond the name itself, Bushiroad kept Sephirot under wraps. We had inferred based on the Raptor Colonel reveals that Sephirot would be a new generation of ride chain. Meanwhile the company was content to tease us with higher-quality images of the card's illustration and the reveal that Neo Nectar would receive a second Maiden of Libra clone, Maiden of Rainbow Wood.

At the end of August, we finally got our first earnest Neo Nectar reveals. And it wasn't Sephirot.

Blue Storm Armada would go down in history as the last major ride chain set, but Bushiroad also chose BT08 to introduce the game's third proper subclan, the Musketeers. The core of this alternative Neo Nectar build was that you could retire a Musketeer rearguard to call any other Musketeer out of the top 5 cards of the deck, allowing you to trade away weak units like vanilla Critical Triggers for 12k and 10k grade 2 and 1 attackers. The crux of the deck was the White Lily Musketeer, Cecilia. Her basic skill was to, once-per-turn, retire a Musketeer to top 5 a Musketeer. This skill was shared with the grade 2 and 1 Muskteers Kaivant and Rebecca, except that Kaivant and Rebecca were on-place skills that cost counterblast 1, while Cecillia's was an Activated ability with no cost other than retiring.

The end goal of the Musketeer deck was Cecilia's Limit Break 4, also an Activated ability: counterblast 1, return 5 Normal Unit Musketeers to the deck, and call 2 copies of herself from the deck.

It was a straight +2 for counterblast 1, and the value of it was in how you could then use Kaivant, Rebecca, and/or Cecilica herself to retire those vanilla Cecilia copies and top 5 search for Augusto or Hermann, the deck's grade 2 and 3 12k attackers. "Ceci" as she was so often called enjoyed some considerable popularity with the more cerebral cardfighters, as she was essentially a version of Alfred that emphasized consistency over raw power lanes and had a large toolkit of support to make sure she could get her Limit Break going.

Rebecca
There were several issues with the deck. Cecilia was Neo Nectar's first Triple Rare, and Augusto, Kaivant, Rebecca, and Ruth were all Double Rares as well as essential cards for the deck. So you needed a huge number of high-rarity cards to play Musketeers, and while the payoff was incredible for a time where CB2 or CB3 would let you get a +1, its real value was in immediately retiring the units you called. And while this wasn't readily apparent, the deck's turns took forever. On Cardfight Capital, where we had access to an instantaneous shuffler, Musketeers were a fairly popular deck because of their long-form play mechanics and consistent numbers. In the real world, playing Musketeers took ages because of the repeated shuffling and topdeck calls.

Cherry Blossom Musketeer, Augusto
The reason to play Musketeers was really because they were one of five clans to have a Masquerade clone, a 9k unit that gained 3k when attacking if you met a particular condition. (In Augusto's, having a "Musketeer" vanguard.) But the other decks with these cards were crossride decks, or Tsukuyomi. Cecilia was the first time Bushiroad tried to push these types of subclan attackers onto a deck with only 10k bases to work off of, and it flopped hard. This early form Musketeer deck could make consistent 18k~20k columns, but struggled with 21k because of how its counterblast kept it from using Caramel Popcorn.

It could also gradually thin the deck of non-trigger units, and use its damage inducers to recycle triggers back into the deck, but Cecilia herself worked against that by returning Normal Units. As a result of all these factors, while the Musketeer strategy wasn't bad per se, it didn't interact well with the real world.


(The Popcorn problem was eventually solved when Mirkka was introduced as a promo in 2013, but by then Chaos Breaker Dragon had effectively killed the Musketeer deck.)

Sample Musketeer decklist
Grade 0
x1 Broccolini Musketeer, Kirah (FV)
x4 Hibiscus Musketeer, Hanah (HT)
x4 Four Leaf Fairy (DT)
x4 Night Queen Musketeer, Daniel (CT)
x4 Bullet Chestnut (CT)
Grade 1
x4 Maiden of Blossom Rain
x4 Water Lily Musketeer, Ruth
x4 Lily of the Valley Musketeer, Rebecca
x2 Corolla Dragon
Grade 2
x4 Lily of the Valley Musketeer, Kaivant
x4 Cherry Blossom Musketeer, Augusto
x3 Tulip Musketeer, Almira
Grade 3
x4 White Lily Musketeer, Cecilia
x4 Black Lily Musketeer, Hermann

Early September brought with it a string of Card of the Day profiles all building up to the reveal we had long been waiting for; Arboros Dragon, Sephirot.

The core of the Arboros deck was a ride chain of the same type as Spectral Duke Dragon. The grade 0 in the chain, Ratoon, searched the top 7 cards of the deck for either the grade 2 Timber or the grade 3 Sephirot when you rode the grade 1 Branch over him. Every time you rode the next member in the chain after that, you could search the deck for a copy of any rearguard you had in play, and each member in the chain would gain an extra 1k if you had its predecessor in the soul. This culminated in Arboros Dragon's Limit Break, a skill that left the community in absolute awe:
CONT [Vanguard Circle]: [Limit Break 4]: All of your «Neo Nectar» rearguards get "CONT [Vanguard/Rearguard Circles]: During your turn, if you have another unit with the same name as this unit on your Vanguard or Rearguard Circles, this unit gets Power +3000."
Cardfighters instantly recognized how lethal this could be. The advantage to running Cecilia was getting to run Augusto, but Sephirot made all of your front row units Augusto. Any two identical rearguard columns would become 22k; Corolla Dragon became an 11k booster and Iris Knight a 13k attacker; Iris Knight and Lily Knight of the Valley became a 26k column. This was anticipated to be a major bunker breaker that would propel Neo Nectar to the top of tournament play by completely subverting the defensive advantage of crossrides, hype that the deck unfortunately didn't live up to. DOTE and MLB were more than just their 13k and 12k base defenses, as we really should have known from PBO--their effectiveness came from their incredible skills, a net-positive restand after hitting any unit or a permanent extra critical and the ability to become 31k for no counterblast cost.

Even though it never became as big as projected, Sephirot's impact should not be understated. This is the card that brought Neo Nectar into the spotlight with a powerful finishing move that could be easily splashed into MTR or Cecilia, or run as its own deck. Variations on this skill would later be distributed to many other clans throughout 2013 and 2014: Angel Feather would get Zerachiel, Dark Irregulars would get Master of Fifth Element, Royal Paladin would get Planetal Dragon, and eventually the skill would even be back-ported to Neo Nectar via Lycoris Musketeer Vera. But the most devastating among them would be Nebula Lord Dragon, who would grant 3k to the front row for every Locked card the opponent had, and make columns in the range of 36~46k when combined with Lanthanium and Niobium.

Arboros Dragon, Ratoon
The primary issues with Arboros were the need to set up clones of rearguards, and the effectiveness of its actual ride chain. On average, you will see 2 copies per game of any card you run 4 of, so technically you could get the field going most of the time without any skills that specifically cloned units, you just had no guarantee of how long that would take. The ride chain itself shared the same issues as past ones; it was entirely dependent on riding a specific grade 1 that you only had 4 copies of, with an overall 46% success rate. So more than half the time you weren't going to get your cloning strategy going, and even when you did make the initial ride you still ran into the issue of the top 7 check failing. Once you had your ride chain going, you needed to draw two units to clone early, or otherwise you would be cloning Four Leaf Fairy at best. (At worst, your hand would be clogged with grade 3s you couldn't even clone.)

The initial ride issue would go unsolved for four years, until Screen of Arboros Aila was printed in G-BT08: Absolute Judgement.  Factor in all of the issues with the deck, and out of this you had the majority of Neo Nectar cardfighters running Arboros sans his ride chain. It was much more consistent to use the Seed/Gene cards at least up to grade 1 or 2, and have a more stable gameplan than if you were trying to play Ratoon in the deck.

Sephirot was the Triple Rare we wanted; if you built him for it he could be an 11k base, extra copies of him became functional Palamedes on the rearguard circles, and he made every Neo Nectar deck he was added to better. Hey Yo Pineapple became an instant 21k column so long as you had copies of the grade 1 behind him, double Glassbeads/Rainbow Wood were now 15k guard pressure attacks, and the domineering limitation to using the card was that you only had five rearguard circles and not six. It was easy enough to have one Arboros on rearguard, but then one of your front row units wouldn't be receiving the power bonus, so you needed Hey Yo to make up for that.

(wait a sec, Zoo doesn't have an Accel clan yet...)

Arboros wasn't all the set had in store for us. Neo Nectar received a small wave of support cards and clones for experimenting with alternate builds, ranging from Poison Poison Mushroom (their version of Providence Strategist) to Boon Bana-na. (Almighty Announcer) And as BT08's launch approached, early access leaks revealed one last game-changing card for the Trailing Rose deck: Fruits Basket Elf.
AUTO [Rearguard Circle]: [Counterblast 1] When this unit boosts a «Neo Nectar» that is attacking a vanguard, if you have a «Neo Nectar» vanguard, you may pay the cost. If you do, until end of that battle, your opponent cannot normal call units to Guardian Circle, and the boosted unit does not deal damage even if its attack hits.
Unlike the other support in BT08, Fruits Basket was specifically geared towards the clan's existing deck. While it could be used with Blossom Rain, the optimal way to make use this card was to upgrade Trailing Rose into a functional CB2 end-of-battle rather than an on-hit.

This meant surrendering your chance to force the opponent to spend guard or take damage, so it wasn't something you always wanted to do, but seeing as the new rearguard column could make up for MTR not dealing damage, employing Fruits Basket strategically would result in you losing nothing for the turn while setting up your field for Arboros. You could also use Fruits Basket with Blade Seed/Gene to guarantee field setup if you had good intel that the opponent was going to guard, though in general you wanted Blade Seed on your back row circles and not Fruits.

For decklists, I would first direct you to Igarashi Takemune and Nishi Hirotaka's lists from the 2013 New Year's Tokyo Trio Championships, as these are the only Neo Nectar lists to top from this time period. These were the respective winners of the I and K blocks of the tournament, though like with any team tournament where we don't know the specific player records, these results tend to get downplayed. It is telling that both of their decks were Arboros-MTR builds, as this was generally regarded as the most competitive option for Neo Nectar at the time, but not every Neo Nectar fighter agreed with using the Arboros ride chain due to the associated risks.

The list that I generally use is:
Grade 0
x1 Shield Seed Squire (FV)
x4 Sweet Honey HT
x4 Watering Elf ST
x4 Maiden of Morning Glory ST
x4 Bullet Chestnut CT
Grade 1
x4 Maiden of Blossom Rain (Perfect Guard)
x4 Blade Seed Squire
x4 Fruits Basket Elf
x2 Lady of the Sunlit Forest
Grade 2
x4 Knight of Verdure, Gene
x4 Maiden of Rainbow Wood
x3 Hey Yo Pineapple
Grade 3
x4 Maiden of Trailing Rose
x3 Arboros Dragon, Sephirot
x1 Knight of Harvest, Gene

...Albeit I do go back to a rainbow trigger set, or switch Fruits Basket for Corolla, from time to time.

Despite the incredible toolkit it developed and the overall positive reception, Neo Nectar never saw widespread play across these formats. In fact, for all the lip service and praise the community placed on Neo, it was the least represented of the Zoo clans once they were finished. You can find the occasional "1 Megacolony" struggling through the elimination rounds in the old VGCS breakdowns, but the evidence we have suggests that no one ever played Neo Nectar until BT14 in the fledgling Vanguard Championships. The sole representations we have of Neo Nectar at large-scale tournaments come from Bushiroad's team tournaments, and when considering the nature of these formats, it's not hard to see why.

The cloning strategy Neo Nectar developed under Sephirot was very fragile with or without the ride chain, because DOTE could shut down the field power bonus just by taking out a single grade 1 with Kimnara or Berserk Dragon. It required a lot of forward planning and deliberately holding back in the early game to focus on superior calls with Trailing Rose and Gene, so that you could save up rearguards in hand to call after those retires were made, and that was more work than simply going to town with Alfred or Majesty. While Ildona Shadow Paladin eventually found its unlikely top in Jaguar, MTR-Sephirot never found the right player to bring it into the spotlight for a day.

Hindsight being what it is, it's easy to look back now and see the mistakes we were making--devaluing on-hit skills, sneering at the very existence of Stand Triggers, ignoring more complex plays like teching Gene in favor of just using Shield Seed as a vanilla booster--but that was what the tone of the format was like. We underestimated a clan that was actually very well designed and supported. If it's of any consolation, at least on Cardfight Capital Neo Nectar enjoyed a good deal of popularity.

Thursday, March 29, 2018

A biography of classic Great Nature

The first Great Nature deck only contained 12~16 Great Nature cards, because that's all the clan had. Your main grade 3 was Mr. Invincible, and your goal was to get Scientist Monkey Rue on your rearguard circles, using his counterblast to buff up and then kill the Silver Wolves and/or Intelli-Mouses behind him each turn. Normally that would cost a total 4 counterblast, but with Mr. Invincible and Dogu Mechanic letting you countercharge each turn, it was reduced to effectively CB1 for +4000 to a unit. In the Onslaught of Dragon Souls format, when anything over 16k was remarkable and most vanguards were 10k bases (and some were 9k) having consistent 20~22k rearguard lanes was something special. You could substitute one of the Scientist Monkeys for a Geograph Giant, get backup countercharging from Hungry Dumpty and Super Electromagnetic Lifeform Storm, and if the game dragged on long enough you might even use Invincible's megablast late-game to stand the whole field.

It was weird, it was clunky, it was slow, it lacked draw power, and we'll never really know if it was good, but it was fun. Good fun. In those days Alfred/Soul Saver Dragon and Goku/Dragonic Overlord were the two dominant decks, and if you could beat them then you could beat anything. The Rue/Invincible deck was a preview of what was to come for Great Nature. Patient cardfighters that took note of it saved up their Geograph Giants and Silver Wolves for the day when they would finally have a full clan to play them in. (A few of us even held onto Rue and Intelli.)
Sample Rue decklist (BT02)
Grade 0: 16
x4 Battleraiser (ST) (FV)
x4 Round Girl, Clara (HT)
x4 Red Lightning (CT)
x4 The Gong (DT)
Grade 1: 14
x4 Twin Blader (Sentinel)
x4 Silver Wolf
x3 Screamin' and Dancin' Announcer, Shout
x3 Dogu Mechanic
Grade 2: 12
x4 Geograph Giant
x4 Hungry Dumpty
x4 Super Electromagnetic Lifeform, Storm
Grade 3: 8
x4 Scientist Monkey, Rue
x4 Mr. Invincible
That day came thirteen months later for the Japanese format, when BT07: Rampage of the Beast King arrived on July 12th, 2012. Or for those of us playing with KeroKero Ace leaks on Cardfight Capital, May 25th.

From KKA we learned about...
  • Guardian of Truth, Lox (and his entire ride chain)
  • School Dominator, Apt
  • All three Hammsuke support cards
  • A lot of miscellaneous clones like Resanori, Hula Hoop Capybara, and the perfect guard
  • The vanilla crit, stand, and heal
Without further information the deck wasn't fully playable on these alone, as it was missing a fourth trigger type. Some fighters either proxied a draw (presuming a rainbow trigger set would be the only one possible) or mixed clans to fill out the deck.

Initial observations of the deck showed a pretty clear divide between Lox and Apt usage. Apt should have been the clan's go-to boss card, like the other Garmore clones of his day; prior to Spectral Duke hitting, Great Silver Wolf singlehandedly made Gold Paladin the beast it was in the English format. In a pre-Shamsiel world Kiriel was the core of the best Angel Feather decks, while Cocytus gave Granblue its first moment in the spotlight since the clan's inception. Tamamo, Battle Sister Cookie, and Raqiel would all go on to be fleeting darlings for their respective clans. So why did Apt specifically fall flat?

While this wasn't immediately obvious, Great Nature's own core abilities made the Garmore method obsolete. Like all Garmore clones Apt had a Charjgal equivalent that could boost him for a sum 11000 power, Feather Penguin. The problem being, there was no reason to run a base 6000 11k soulblast booster when you could achieve the same effect by throwing 4k on any of the clan's cornucopia of 7ks.

It was cheaper to do it, and it kept a cycle of on-retire draw effects going. So even if you were playing Apt in your deck, there wasn't much incentive to build specifically around his one named support card.
AUTO [Vanguard Circle]: [Choose one of your <<Great Natur>>" rear-guards, and retire it] When this unit 's attack hits a vanguard, you may pay the cost. If you do, choose up to one <<Great Nature>> from your hand, and call it to Rear-guard Circle.
Second, rather than a superior call for advantage like other Garmoes, his normal skill was instead supposed to be for Great Nature what Sword Magician Sarah was for Pale Moon. But Sarah had Purple Trapezist to work with to let her get an entire column to stand while Apt had to rely on stand triggers for the same effect. And because his retires took place in the battle phase rather than the end phase, none of the clan's on-retire skills would resolve. Where the card shined was in retiring units that were already consigned to die from receiving previous power buffs, replacing them Skydiver-style with new attackers.

Apt would turn out to be a passable backup grade 3 when BT07 launched, but was quickly outmoded by the time BT08 rolled around.
Sample Apt decklist (BT09)
Grade 0: 17
x1 Blackboard Parrot (FV)
x4 Dictionary Goat (HT)
x4 Ruler Chameleon (CT)
x2 Triangle Cobra (CT)
x3 Eraser Alpaca (ST)
x3 Alarm Chicken (ST)
Grade 1: 14
x4 Cable Sheep (Sentinel)
x4 Coiling Duckbill
x4 Hula Hoop Capybara
x2 Silver Wolf
Grade 2: 11
x4 Binoculus Tiger
x4 Compass Lion
x4 Barcode Zebra
Grade 3: 8
x4 School Dominator, Apt
x4 Dumbbell Kangaroo
On the other end, you had Guardian of Truth Lox. This was a card many cardfighters mistook for an advantage engine, then became frustrated with when it turned out they weren't drawing all that many cards compared to Oracle Think Tank or even Gold Paladin. The Lox ride chain was part of the same second-generation wave of chains kicked off by EB02's Riviere then succeeded by BT06's Ergodiel, but it had more in common with the latter than the former.

To recap, the difference between Ergodiel and Riviere was that each individual step of riding a piece of the Ergodiel chain (Heavenly Injector --> Fate Healer Ergodiel --> Cosmo Healer Ergodiel) resulted in a net wash in terms of card advantage, putting two cards into the damage zone to bring two cards out. What this was supposed to do was play off of having Million Ray and Thousand Ray Pegasus columns in play beforehand, creating aggressive 24k-power rearguard lanes early in the game.

The problem was that it flopped if you didn't have the existing setup in your opening hand, whereas decks not built around these strategies could devote space to things like Gojo and Aermo clones for the purposes of fixing bad early hands. Meanwhile Riviere instead drew a card with every ride (Top Idol Riviere --> Super Idol Riviere --> Eternal Idol Riviere) resulting in a net +1 each turn instead of a neutral +0. In theory the rides from Ergodiel when executed well could take away far more cards from the opponent than you would gain from another ride chain, but in practice it was so dependent on getting specific cards in play early in the game that it rarely worked out to be better than Riviere or Vortimer's take.

On paper, Lox looked like he could give card advantage. With every ride (Bringer of Knowledge Lox --> Law Official Lox --> Guardian of Truth Lox) he would endow two rearguards with the ability to draw 1 when they were retired during the end phase of the turn. The problem with this is that by default, Great Nature's retire skills did not already draw to replace the units they retired; the units gained a 4k buff then died in the end phase with no immediate recouping of the lost cards. So these skills simply made those power gains a neutral exchange that could potentially cycle out bad cards, but were ultimately a wash. The only way to actually plus off of these retires in BT07 was with the Hammsuke series, and to maximize your chance of getting one in hand during the grade 1 and 2 turns you needed to run each of them at 4, when the ride chain was already taking up 4 slots per grade.

If you tried Hammsuke, your deck ended up looking like this:
Grade 1
x4 Cable Sheep (Sentinel)
x4 Lox
x4 Hammsuke
x2 Monoculus Tiger
Grade 2
x4 Lox
x4 Hammsuke
x4 Binoculus Tiger
It was only with the release of Coiling Duckbill (a grade 1 that applies a Lox effect to any other rearguard) in BT08 that Lox could finally plus off of his retires without committing all of his slots, and by then there were other Great Nature decks doing it better and more consistently. Lox had a lot of issues preventing his spread--he needed a very specific setup to work well, he needed it early, and it had to come in the form of both units that could be targeted for advantage (Hammsuke) and units that could retire them to trigger the skills. (Binoculus and Monoculus) Moreover, by being a ride chain the deck necessitated losing a huge amount of space that could have gone to other utility cards like Hula Hoop Capybara or Flamingo.

What Lox did have going for him was his persona blast. This was not a limit break like the other Great Nature boss cards, but a BT05-style persona blast where you paid counterblast 2 in the main phase and discarded a copy of Guardian of Truth to give one unit +4000 power and +1 Critical. A Magnet Crocodile  (generic 12k grade 3 attacker) given his persona blast and buffed by Binoculus Tiger could be terrifying provided you checked a stand trigger. 20k 2 crit rearguard attacking twice was far more intimidating than a 21k 2 crit center lane, because you had to account for both vanguard and rearguard attacks being capable of ending you in the same turn.

Stands in particular were recognized as better in Great Nature than in other clans from the moment we first saw Binoculus Tiger in mid-June. The deck lived and died by Binoculus' ability to give a Monkey Rue effect to a rearguard every time it attacked a vanguard. What this did was essentially make stand triggers into an early version of front triggers, giving 9k power instead of 5k. You would attack with Binoculus first and give 4k to your other attacker, then if you drive checked a stand with the vanguard you would stand Binoculus but give the power to the attacker. Binoculus would swing at the vanguard and not be able to hit, but could still give another 4k to pump that attacker up further. Stands also opened up plays like giving power to the vanguard on a two-to-pass battle and still getting 4k on a rearguard through Binoculus as a safeguard in the event a second trigger didn't come out, which was more often then not enough to bump up the final guard value. 6-8 stand quickly became common to the deck.

That said, the nature of Lox's persona blast also conflicted with the existing support. You wanted to target the Hammsuke series for these retire skills because they could make a wash of the loss, but the most readily usable Hammsuke was a grade 1 that shouldn't be up in the front row attacking. The grade 2 Hammsuke could work, but you were then losing space that you needed for Multimeter Giraffe. (13k base defense was a primary concern in the format of this era.)

All this brings us to an issue in game design. Gold Paladin, for CB2 SB1 off of Garmore --> Dindrane in the same set would get a net +2 on-ride. Great Nature, for CB2 persona blast and CB1 Hammsuke search would get a net +0. Lox involved way too many unstable moving parts to justify his use, which was disappointing considering he was the cover card of the set. It was like BT02 and 04 all over again.
Sample Lox decklist (BT09)
Grade 0: 17
x1 Schoolyard Prodigy, Lox (FV)
x4 Dictionary Goat (HT)
x4 Ruler Chameleon (CT)
x4 Eraser Alpaca (ST)
x4 Alarm Chicken (ST)
Grade 1: 14
x4 Cable Sheep (Sentinel)
x4 Bringer of Knowledge, Lox
x4 Coiling Duckbill
x2 Tick Tock Flamingo
Grade 2: 12
x4 Law Officer, Lox
x4 Binoculus Tiger
x4 Compass Lion
Grade 3: 7
x4 Guardian of Truth, Lox
x3 Magnet Crocodile
Lox was complicated and lacked a real payout to all of that searching, drawing, and persona blasting. He had a good finishing move, but none of the technical payoff his ride chain seemingly foreshadowed. Meanwhile Apt was very simple yet lacked synergy with the deck's rearguard support. There was a serious argument to be made for playing School Backpack Sealion instead. (Crimson Butterfly Brigitte clone, for you youngsters.) Where could Great Nature possibly go from here?

Fortunately, lots of places.

We knew of one last boss card from the moment the set's sleeves were revealed: School Hunter Leo-pald. The contemporary wave of Card of the Day profiles spent a lot of time reiterating the things we had already learned about in KeroKero Ace, mainly Apt, Lox, and the Hammsuke line. The real turning point was when the ongoing Asia Circuit anime finally revealed Leo-pald's limit break in late June.

On vanguard circle, it was a grade 3 continuation of Monoculus and Binoculus Tiger, buffing a rearguard by 4k on-attack and retiring it in the end phase. As for the limit break, when a unit was retired in the end phase, he could pay counterblast 1 to bring it back to the field.

This was nutty. One turn you could retire a Hammsuke, fetch a copy of it, bring the first one back, then the next turn get Binoculus and Leo-pald's skills going on both Hamms to grab the rest of the playset. Net +1 for CB2, and with Tick Tock Flamingo thrown on the Hammsuke it'd be as low as CB1.

Once BT08 hit--and we had access to Duckbill well before that, mind, as this was on CFC--you could draw 2 off of the Hammsuke on top of that, a net +3 for CB1. Leo-pald put the Great in Great Nature, and the only issue with the deck was the lack of a good alternate grade 3. Most cardfighters were running Magnet Crocodile, as it was a 16k by itself when buffed and could help out versus crossride decks, but there weren't great options for the vanguard circle itself. Lox cost too much counterblast and his persona blast was overly restrictive in a deck that needed the skill to get the retire and draw effects going, while Apt was just a vanilla 21~26k column. Whether that was really a step up from the Brigitte-and-Alfred days was uncertain, and a few cardfighters seriously ran Sealion with Leo-pald because of that.
Sample Leo-pald decklist (BT09)
Grade 0: 17
x1 Blackboard Parrot (FV)
x4 Dictionary Goat (HT)
x4 Ruler Chameleon (CT)
x2 Triangle Cobra (CT)
x3 Eraser Alpaca (ST)
x3 Alarm Chicken (ST)
Grade 1: 15
x4 Cable Sheep (Sentinel)
x4 Coiling Duckbill
x4 Recorder Dog
x3 Pencil Squire, Hammsuke
Grade 2: 11
x4 Binoculus Tiger
x3 Compass Lion
x4 Melodica Cat
Grade 3: 7
x4 School Hunter, Leo-pald
x3 Vocal Chicken
Leo-pald did found a potential partner and competitor in BT08, in the form of Armed Instructor Bison. Bison had a similarly-timed end phase LB4 that countercharged 2 every time a rearguard was put into the drop zone. Essentially Bison was the Flamingo to Leo-pald's Duckbill, enabling the entire Hammsuke line. BT08 was also where we gained Compass Lion, the clan's 11k grade 2. While most 11k grade 2s in this era possessed Restraint, Lion instead required a rearguard to be retired in the end phase (compare and contrast Cannon Gear from Tachikaze.) Compass Lion was an invaluale asset, as he could be an effective backup for Binoculus.

This limit break was an incredible temptation, and a predecessor to Tri-stinger Dragon in BT09. You could use it in a more straightforward form, going CB4 to power up two rearguards for an aggressive offensive, then countercharging all of that damage in the end phase and ideally using replacement skills with Duckbill to gain card advantage. Or you could use it as a fuel for bigger costs, like the Bison decks that ran original Dragonic Overlord for his CB3 restand ability, making up for his loss of -2000 power by putting buffs onto his boosters.

(Do note that in the video, both fighters forget at points that DO is down to 9k at all.)

Being a functional CB1 for a 14k rearguard that could clear out the opponent's front row units made Overlord a powerful niche choice over running Bison with Leo-pald early in the deck's life. With the coming of BT09: Clash of the Nights and Dragons Bison fully branched out into a separate deck build, using Vocal Chicken, Melodica Cat, and Recorder Dog in combination with Duckbills to simultaneously gain card advantage, maintain strong columns, and thin the deck of non-trigger units. To summarize it succintly, each card in the series searched for the next; so when the grade 3 Chicken was retired it would superior call the grade 2 Cat from the deck, and when the Cat was retired it would search the grade 1 Dog, after which it reset so that the Dog searched for the Chicken. Leo-pald could use these cards too and gain instant advantage off of them with no Duckbills required, retiring the units to superior call the next in line and then revive them. A single Melodica Cat over the course of two turns could be transformed into a Melodica Cat, two Recorder Dogs, and a Vocal Chicken, provided you had a Tiger or Lion to help get the party started.
Sample Bison decklist (BT09)
Grade 0: 17
x1 Blackboard Parrot (FV)
x4 Dictionary Goat (HT)
x3 Castanet Donkey (DT)
x4 Ruler Chameleon (CT)
x4 Eraser Alpaca (ST)
x1 Alarm Chicken (ST)
Grade 1: 14
x4 Cable Sheep (Sentinel)
x4 Coiling Duckbill
x4 Recorder Dog
x2 Tick Tock Flamingo
Grade 2: 11
x4 Binoculus Tiger
x3 Compass Lion
x4 Melodica Cat
Grade 3: 8
x4 Armed Instructor, Bison
x4 Vocal Chicken
The final grade 3 Great Nature got before the end of the second block and the beginning of the break ride era was also its best-received card since Leo-pald. Battler of the Twin Brush Polaris was revealed essentially simultaneously between the 100th episode of the anime and his corresponding COTD profile, and the hype for the card revolved around a single icon;
AUTO [Vanguard Circle]: [Limit Break 4]: [Counterblast 2] When this unit attacks a vanguard, you may pay the cost. If you do, choose one of your other <<Great Nature>> rear-guards, Stand it, during this turn, it gets Power +4000, and during the end phase of hte turn, retire that unit.
Immediately you saw a surge in Polaris usage as fighters rushed to build around being able to intiate their fourth attack of the turn at-will. Polaris worked beautifully not just with the usual suspects of Magnet Crocodile and Hammsuke, but with Binoculus Tiger. Going with an attack order of Tiger  > Polaris > Tiger > 2nd rearguard allowed you to use your Tiger to pump up the rearguard by 8k rather than 4, and the corresponding attack power was in the ballpark of 16 > 21 > 13 > 28. These numbers probably don't sound like much if you're coming from post-Chatnoir Great Nature, but at the time they were competitive with Metatron, the other big power deck of the day. (Her attacker orders looked like 16 > 27 > 28, essentially equivalent in terms of guard numbers.)

In some respects Polaris was like an inversion of Lox. Rather than giving a unit crit and driving for a stand trigger to close the game, Polaris was giving the unit stand and driving for a crit. This conformed more to what we expected of conventional Vanguard play and trigger lineups, and Polaris as a whole was a lot easier to "get" as opposed to Bison's convoluted Vocal Chicken setups or Leo-pald's revival shenanigans.
Sample Polaris decklist (BT09)
Grade 0: 17
x1 Blackboard Parrot (FV)
x4 Dictionary Goat (HT)
x4 Castanet Donkey (DT)
x4 Ruler Chameleon (CT)
x4 Triangle Cobra (CT)
Grade 1: 14
x4 Cable Sheep (Sentinel)
x4 Coiling Duckbill
x3 Silver Wolf
x3 Tick Tock Flamingo
Grade 2: 12
x4 Binoculus Tiger
x4 Compass Lion
x4 Geograph Giant
Grade 3: 7
x4 Battler of the Twin Brush, Polaris
x3 Magnet Crocodile
So Great Nature had a plethora of play styles available in its first real year, a huge amount of support across three consecutive booster sets, and could break the boundary into competitive play if worked on seriously enough. Why didn't more people play it, then?

There was once a joke in the Vanguard fandom that we were interested in Rampage of the Beast King when we saw Lox, but we came to the set for Luquier, and then we stayed for Sarah. BT07 as a whole has a bad rep with the fanbase; part of that is marketing, part of it is design flaws, and part of it is the audience. Great Nature was far more cerebral and far less straightforward than something like Gold Paladin or even Neo Nectar, it was pushed as the next big thing without clearly explaining what made it good, and several of the deck types were just too difficult to pull off compared to the crossrides that were still dominating the game at the time. Bushiroad wasn't helping by providing very little direction with the decks and feature episodes.

Seriously, the decklists they provided were terrible.

Two Binoculus Tiger and one Compass Lion? Tank Mouse tech with four Monoculus? Two perfect guards?

(Incidentally, early in Great Nature's life there was a flood of attempted keywords the fanbase cooked up in an attempt to name their buff mechanic. Most of these were on the edgelord middleschooler side of things--"doping," "brainjacking," etc.--and none ever caught on.)

Maybe the biggest issue with Great Nature early on was which cards were allocated where. If we had Duckbill in BT07 rather than Flamingo, Leo-pald would have had a much easier time topping against the meta monsters. If Compass Lion had been in there from the start, that would have alleviated the issues felt by Lox cardfighters that were running into situations where they could get their ride chain going but rarely had anything they could use to retire units with. Hammsuke/Ruler Chameleon as your primary advantage engine was a hard sell, and so was getting fighters to track down three copies of Binoculus Tiger at RRR rarity. Bison and Polaris diverisifed the clan signficantly, but prior to that Leo-pald was the only practical build due to the opening Lox ride having a rough 46% chance to go off.

The early days of Great Nature were a time when the clan was underused and underappreciated. It boasted some very unique design concepts and possible directions to build a deck in: if you wanted to rack up hand size you went with Leo-pald, if you wanted a flashy finisher you played Lox or Polaris, and if you wanted total resource manipulation you played Bison. In 2018 Great Nature will get a new lease on life, and it's hard to say who the "face" of the clan will be, because they had so many in their first go-around. Just remember--before there was Chatnoir, before there was Bigbelly and Arusha and Afanc, there were three weird little cards named Rue, Apt, and Lox. And they were neat as h*ck.

Saturday, August 3, 2013

The History of Professional Cardfight: Part 3, August-November 2011

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


(Previous entry: The History of Professional Cardfight, May-August 2011)
Released in Japan on August 6th, 2011, VG-BT03: Demonic Lord Invasion was themed around new uses of the soul, introducing the first soul-based superior call mechanics with the Pale Moon clan, and charging up and blasting the soul as ammunition with the now-completed Dark Irregulars. In addition to this, BT03 brought in the concept of ride evolution, with this incarnation of the mechanic using first vanguards that search through a limited number of cards off the top off the top of the deck to find a specific unit to ride. Tying into the soul theme, the final cards of each evolutionary line used their skills by soulcharging at key stages in the evolution and then maintaining a soul of six to activate their skills with. A lesser theme of the set was powering up vanguard and rearguard lanes by meeting specific conditions. Much of what BT03 brought to the game could probably be summarized as "this unit gets +3000 power." This set's cover card is Gwynn the Ripper. Dark Irregulars, Pale Moon and Tachikaze were completed in this set.

With regards to those three clans, the Irregulars' play style on debut was characterized by its explosive power offset by a hole in their consistency. The key units to their early buildup were Vermillion Gatekeeper, Alluring Succubus, and Blue Dust. Each of these cards moved one card from the deck into the soul in some way, and with them Irregulars cardfighters could generally amass a soul of six by the time that they rode a grade 3.

Doreen the Thruster.
This played into their three offensive rearguards, Poet of Darkness Amon, Aspiring Demon Amon and Doreen the Thruster, each of which enjoyed a similar amount of play up through 2013. Doreen was not unique, as she was a Dark Irregulars print of the Royal Paladin, Young Pegasus Knight, a grade 1 that got +3000 power whenever a card was moved to the soul during the main phase. This skilled could be repeated as many times as soulcharges were available, to double and even triple her power. Poet and Demon were 6000- and 8000-power grade 1 and grade 2 units respectively, which gained a static +3000 power if there were 6 or more Irregulars in the soul. So while Doreen had more potential power, and this did a lot to boost her shelf life throughout the different eras of play, the Amon series was more stable and had a lot of synergy with the Irregulars' soulcharging. Together those two units could form a 20000 line in the rearguard, which was incredibly important in a format where Royal Paladin wasn't just a strong presence but also the definitive competitive deck, and the ability to so stably create those 20000 power lines is one reason why the Irregulars were initially built up as the counter to Soul Saver Dragon decks. The other is Demon World Marquis, Amon.

This is the Irregular that drew the most attention, and the one that even those not familiar with the clan are likely to have heard of. The card's skill was kept secret until very close to BT03's release, disclosed through a live broadcast on NicoNico Douga where the Irregulars were paired up against Pale Moon in a real fight, and the card itself was on par with Soul Saver Dragon for how much awe it inspired. Some more cynical fighters even thought that it was a hoax when he was revealed. Amon's main skill gives him +1000 power for each Dark Irregulars in the soul, so with that 6 soul base in mind, that's 25000 power with Poet's boost, a consistent center line that is virtually unguardable. His secondary skill is to counterblast 1 and move another Irregular to the soul to force the opponent to retire one of their own, which combined with the Dark Irregulars' print of Berserk Dragon, Gwynn the Ripper, gave the Irregulars excellent field control as well as a powerful soul engine with which to create strong rearguard and vanguard lines.

Stil Vampir is the other grade 3 that everyone knows about. Vampir is one of the few cards to make practical use of a megablast in competitive play, moreso than Amaterasu could for Oracle Think Tank. Like most megablasters, at the start of his turn he soulcharges 1 card, and then gets +2000 power until the end of the turn. His activate skill is to counterblast 5 and soulblast 8 to choose one of the opponent's rearguards and force them to ride it, then in the end phase of the turn they get to ride a unit of their choosing from their soul. As stated before, Irregulars could easily manage 6 soul by the time that they hit grade 3, so with Vampir's soulcharge that became 7, a single soulcharge away from a complete setup. The ideal use of this was to force the opponent to ride a grade 0, as this meant that any grade 1s or 2s in hand would become dead weight, it would lock them out of perfect defense cards, and with Poet or Doreen they would need to drop around 25000 shield to stop the attack. Intercepts would still work freely however, and the game needed to end on the turn that the megablast was used. Furthermore, as the Dark Irregulars had no way to unflip damage, aiming for the megablast would effectively lock oneself out of Gwynn the Ripper and Amon's skills. That said, even in games where the megablast was not the goal, Vampir was still very useful for filling up the soul for Poet and Amon. Some Irregulars cardfighters have had negative opinions of Vampir because of feeling tied down to his megablast, but the reality is that a lot of clans would kill for this kind of synergy between two different grade 3s that can back up and alternate to one another so well.

It should also be noted that Stil Vampir is one of those cards that is more than the sum of its skills. The card represents the final work of veteran artist Ashida Toyoo prior to his death on July 23, and so for some cardfighters has taken on a special meaning. Ashida was an important figure as an artist who stood at the forefront of animation when animation in Japan was at a turning point, shifting toward a more mature appeal, having served as the animation director for Space Battleship Yamato from 1974-81, filling the same role for Yatterman in '77 and designing the cast of Cyborg 009 in '79. Ashida died just two weeks before BT03's Japanese release; he never saw Stil Vampir after it was printed.

Between Amon, Stil Vampir and the plethora of powerful rearguards that they received, the Dark Irregulars were easily one of the most cohesive of the non-core clans on release with two very good grade 3s that fed toward an explosive offensive. So why were they not the Soul Saver killer that was projected? First, their trigger lineup on release was one critical, one heal and two stands. When combined with the rampant, random soulcharging of the deck, it was entirely possible to end up playing a game with no critical triggers, and the Irregulars never had even the most basic draw power to come back from a bad hand. Draw power as a whole summarizes the clan's core weakness. The lack of consistent, specific search skills and a general inability to see more cards from the deck acted as a serious restraining bolt on the clan from release, so that games would either be very good or very bad with no middle ground. For some time it was predicted that being able to run four to six draw triggers in the Irregulars would make them into the monster they were initially predicted as, but this never truly fell through. It speaks volumes to how much this lack of draw power held them back that the Irregulars did not make the cut at the regional or team level until 2012.

"Underworld" Manager.
Pale Moon shared the Irregulars' early buildup mechanics, with Hades Manager (then known as "Underworld Manager"), Skull Juggler and Hungry Clown (at the time "Hungry Pierrot") filling the exact same roles as Gatekeeper, Alluring and Blue Dust. Unlike the Irregulars, who were envisioned as using the soul as ammunition, Pale Moon was designed to use the soul as a secondary hand to call units from, creating a circus act of cards going in and out of the soul, but the shared mass soulcharge mechanics between the two clans worked against them in this respect as up until mid-2012 the two clans were not very well differentiated from one another.

Reflecting their design aesthetic, the three key offensive cards of the clan were based around getting a specific unit into the soul for power bonuses. The grade 1 and 2 Beast Tamers, Turquoise and Crimson, were like the Amon series base 6000- and 9000-power units, but the condition for their +3000 power bonus came from having a copy of Crimson Beast Tamer in the soul. This condition is obviously easier to meet than the Amon cards, except for the fact that since all soulcharges at the time came from the top of the deck, how quickly Crimson could be gotten into the soul varied from game to game and this dealt a serious blow to Pale Moon's consistency.

Their third unit, Barking Manticore, was also their boss card and a rarity among those cards in that he was only printed as a Rare. With 10000 base power, like the Tamer series he would receive +3000 power for having a Crimson in the soul, but this was restricted to the vanguard circle. His secondary skill allowed him to draw a card and then place one from the hand into the soul when ridden, which was very valuable for Pale Moon at the time as one of the only ways to add specific cards to the soul to trigger the Moon clan's skills. With a powered up Turquoise, Manticore's power capped at 22000 before drive checks, which limited his overall potential compared to Amon but nonetheless made a stable center line that also supported those 20000-power rearguard lines by sharing their activation conditions.

Like the Irregulars, Pale Moon had a supporting grade 3 in the form of a clan megablaster that would serve as a strong lead-in to as well as alternative ride to the boss card. Dusk Illusionist, Robert (pronounced with a silent "t" and at the time known as Darkness Magician) is derived more directly from Amaterasu, as his soulcharge lets him look at the top card of the deck and then place it back on the top or put it on the bottom. In addition to allowing him to predict triggers, this was another front on which Pale Moon differentiated itself from the Dark Irregulars. Robert's ability to forecast the top card of the deck could be used in conjunction with another soulcharging unit like Skull Juggler, to for example see if the top card is a unit that would work well in the soul and then leave it on top if so for Juggler to soul-in, or otherwise move the card to the bottom of the deck and have a better chance of getting a good soulcharge with the next card.

Robert's megablast was like Vampir's an activate skill, forcing the opponent to move all of their grade 1 and lesser rearguards into their soul. This would instantly put an opponent with a full field behind three cards, potentially turning into a field wipe if they used their front row to intercept, which left them scrambling to fill those emptied circles while also defending Robert's attacks. Pale Moon's play style was consequently a little more tactical than the Irregulars', building up those same strong rearguard lines but instead of creating an above-and-beyond powerful center line, they built up a megablast that would force the opponent to play catch-up in card advantage and then transition into the center focus with Manticore. The clan also had a third strategy to make up for missing out on an equivalent to Gwynn the Ripper, in three more units of grades 1-3 that all shared a skill.

In ascending order these were Midnight Bunny, Mirror Demon and Nightmare Doll Alice, the last two of which were Pale Moon's secret cards as Amon was for the Irregulars. The idea behind these three was that when their attack hit, they could counterblast 1 to move into the soul and then call a different Pale Moon from the soul. This would allow for multiple attacks, making room to harass the opponent by hitting a rearguard and stealing card advantage while being able to swap in and still make a vanguard attack. Alice was actually Pale Moon's only RRR in the set, and you could make the case that she was intended to be the poster child for the clan, but these skills didn't actually work very well in practice because they both disrupted a Robert megablast and only activated on-hit, so they would only go off when the opponent let them, forking over control of the match to the opponent. Building a deck that used Alice was also somewhat troublesome to balance compared to the simplicity of running 4 Robert and 4 Manticore, since Alice was dead in the vanguard circle. This was all likely intentional, as Pale Moon was probably designed to use the Alice and Bunny cards more heavily as part of their winning image in order to limit how often Robert's megablast could be used in any set of games, but the game designers and the actual cardfighters often have differing ideas of how to use a clan. Pro Pale Moon cardfighters avoided the soul swap cards except as pressure units that they never intended to actually use, and instead focused on the Beast Tamer cards with Robert's megablast.

The problems faced by Pale Moon were the opposite of those faced by the Irregulars. While the Dark Irregulars couldn't get enough draw power, Pale Moon had too much of it, introduced with a trigger pool of one heal, two draw and one critical. The situation wasn't nearly as bad as it was for the Irregulars, but what both clans shared were a serious need for a second critical trigger that they were a long time off from seeing.

Tachikaze is where BT03 dropped the ball. Like the Irregulars, they were a clan that had been around since BT01, but where the Irregulars' new cards blew everything short of Blue Dust out of the water, Tachikaze's best units came from BT01 and BT02 with the rest of the deck essentially as filler to make them have a full build of their own, and this would stay true up until April of 2012.

Consequently, you can't talk about how Tachikaze was played in BT03 without knowing how they developed in BT01 and BT02. The two key grade 3s they had at this point were Tyrant Deathrex and Chaos Dragon Dinochaos, both base 10000-power units. Deathrex's skills actually worked independent of clan, giving him +5000 power in the vanguard circle when he attacked, then requiring him to retire a rearguard if his attack hit. BT02 expanded on this with the grade 1 Winged Dragon Skyptero and the clan's first vanguard Dragon Egg, both of which can counterblast 1 when sent to the drop zone to be moved into the hand. So early on, Deathrex was used to move Dragon Egg from the field into the hand for an extra 10000 shield, while late in a match his power after boosting would climb up to a conditionless 23000, forcing the opponent to drop either a minimum 20000 shield or a perfect defense to avoid taking their sixth damage. As a result, Deathrex was essentially the best all-around vanguard that Tachikaze had when it was completed in BT03 and remained so until BT12's release in July 2013.

Dinochaos on the other hand was considerably more situational. His skill was a superior ride; by retiring two Tachikaze rearguards when his cardfighter had a grade 2 vanguard, he could be ridden from the hand in the main phase, giving an early twin drive so that more triggers could potentially be activated at the cost of needing to ride a different grade 3 further down the line, as Dinochaos had no other skills and so would ultimately negate the advantages he conferred. Those advantages were further shut down by his retire skill giving a -2 in exchange for his early extra check so that it evened out to a -1 in the first place. This could be avoided by using him in conjunction with Dragon Egg and then Blightops from BT01, whose on-retire counterblast 1 would to add Iron Wall Dragon Shieldon to the hand from the deck to subvert the minus into a plus and in the long term make riding another grade 3 a neutral option, but this meant running more grade 0s than necessary by including copies of Shieldon in your deck. Ultimately Dinochaos took away more than he gave by needing to be replaced when just going from grade 2 to 3 normally would have no disadvantages by comparison, but even this is arguably better than the main grade 3 that BT03 gave them; Ravenous Dragon Gigarex, at the time their only RRR.

Gigarex was envisioned as the grade 3 in the Savage series of units, much as Alice was the grade 3 incarnation of Bunny and Mirror Demon. The problem with this is that the Savage cards themselves were only used to fill deck space so that a full 50-card Tachikaze deck could be built. Each of them gained +1000 power when a Tachikaze rearguard was retired, which could potentially stack to build up heavy numbers by turning something like the grade 1 Savage Warrior into a 9000-power booster or Gigarex himself into a 13000-power attacker that could break 21000 with Sonic Noah except for the part where the only card that could retire multiple units in a turn was Dinochaos and it only worked once, at grade 2 when Gigarex couldn't even be on the field. So at most Gigarex was limited to becoming an 11000-power attacker after Deathrex went off early in a fight for independent action or picking off the opponent's key rearguards like Crimson Beast Tamer or the Amon series with specifically scaled attacks. Nothing in BT03 actually retired rearguards, so Gigarex couldn't even have his skills triggered by someone who was picking up Tachikaze from the set without them first getting Deathrex copies from BT01.

The second grade 3 that BT03 gave them was Raging Dragon Blastsaurus, a 9000-power unit that when moved to the drop zone could have a skill activated where he discarded a Tachikaze to search the deck for another Blastsaurus and call it. He also had a much weaker, 5000-power grade 1 incarnation in Sparksaurus with a similar discard-and-call skill, but the key point to these two is that they couldn't ever be put in the vanguard circle because of their extremely low base power and that they didn't actually counteract the loss in card advantage taken from Deathrex's attack connecting as Skyptero and Dragon Egg could. They did give the deck a more concrete strategy as supporting rearguards than Gigarex did, since Tachikaze cardfighters could use this to constantly thin the deck of nontrigger units while also being able to have a third attack that turn that they could use to attack an opponent's intercept with, as the new Blastsaurus would come out in the stand position.

Unlike the Irregulars or Pale Moon, Tachikaze wasn't really built up to live to any expectations, and you weren't so much running Tachikaze in this era so much as you were running Deathrex with 46 other cards that let you play him. This is the rawest hand that BT03 dealt to any of the clans it supported, and it's made worse by Gigarex having had to contend with Palamedes from the same set.

Swordsman of the Explosive Flames Palamedes is another entry in the long Royal Paladin threatlist that has become ingrained in pro play, and effectively the final culmination of the set's rearguard-powering strategies. Unlike Alfred or Soul Saver Dragon, Palamedes' effect on the game was much more subtle and it took some time for the impact of it to really sink in within the community. Palamedes' skill gives him +3000 power for the turn when he attacks if there are two or more grade 3 Royal Paladins present, but the skill also counts himself in that, and so as long as Palamedes is in the rearguard the skill is effectively a free 20-21000 power lane. Palamedes also had a grade 1 counterpart in Toypugal, a 6000-power unit that gained +3000 power while boosting if there were two or more grade 3 Royal Paladins present, and a grade 2 variant that was much less notable. While his artwork was featured prominently on posters, Palamedes' actual skill wasn't known until the set itself was released, and it's fairly clear why. The Palamedes cards put the Amon and Beast Tamer series to shame, easily breaking their own hard cap of 20000 power with Marron and Toypugal. This issue could have been resolved simply by having grade 3s of either line that had rearguard +3000 skills, but BT03 was following up on a certain design philosophy first tested in BT02 that prevented this.

For all the good it did, Demonic Lord Invasion was the first time that the game was very strongly shifting toward boss cards that did nothing in the rearguard circles. If you consider BT01's design philosophy, most of the bosses like Alfred, Lohengrin, Dragonic Overlord, Amaterasu, Apollon and Mr. Invincible all did something in the rearguard circles that extended beyond what they were capable of in the vanguard line. BT02 retained some of this with Blazing Flare Dragon, Lion Heat and Basskirk, but the reality is that the future of Vanguard lay in cards like Soul Saver Dragon, Seifried and Blockade. Stil Vampir was still part of the old V/R card design and it was perfectly possible to get off his megablast without ever riding him, but the changing design of Vanguard was clearly evident in Amon and Manticore. Palamedes was able to get away with V/R by not being an intended vanguard ride at all but by being an intended rearguard like Alice, and while this splitting of the grade 3s into vanguards and rearguards wasn't necessarily a bad thing, having bosses that could do things in the rearguard made the original Cardfight much more freeform and fun to play. By BT04 there's really only one key grade 3 left that does something in both the vanguard and rearguard circles, and by BT05 they've evaporated entirely; the center lane focus at the point of BT10 has gotten to the point where megablasters can't megablast in the rearguard anymore.

Palamedes was what rounded out the Royal Paladins into a deck with no flaws, something that very few clans can actually attest to. Unlike with the previous three clans, assuming that you could afford all of the cards spread out across the different booster sets, there was really no reason not to play Royal Paladin if you wanted to play it. The intended design was probably that the Royal Paladin offense would be offset by every grade 3 having just 10000 power, but the lack of an 11000 defense was negligible from the perspective of Royal cardfighters in a format where every lane was effectively Deathrex. While it's true that the ever-snowballing numbers game was churning out consistent 20000-power lanes that would not have threatened an 11000 defense, and that those lanes would become even more well proliferated as new sets were released, all of the front row units that were key to these lanes from before BT03 and after BT05 would have a base power of 9000 or less, so even when the opponent had a defensive vanguard that could shrug off Alfred's attacks, the same was not true of their rearguards. The Royal Paladins could match and then surpass the numbers of the Irregulars, Pale Moon and so many decks to come while picking off the key rearguards of those decks and overwhelming their vanguard. I should highlight that even in the face of this, BT03 was a relatively balanced format that saw serious diversity, and that the point being made with Palamedes here is that the need to balance clans by giving them crippling flaws is illusory. Ideally every clan eventually gets developed to the point that they are all decks with no flaws, as this is how decks like Soul Saver Alfred become so attractive to professional cardfighters in the first place. When you looked at a strong Alfred build from this period, the dominating phrase that I recall was there being "nothing wrong with it." There were no overbearing problems that could internally cripple the strategy, and this was similarly true for Oracle Think Tank at this period.

Part of this was because of the updates that Oracle Think Tank received in BT03. The Tsukuyomi cards used Demonic Lord Invasion's soul focus as a springboard to launch the idea of ride evolution, where instead of having a first vanguard that would move out from the soul when ridden over, you would have one that would help secure cards of other grades. The basic idea is that each card in the series looked through the top 5 cards of your deck at the beginning of your ride phase to find the next card in the series, then ride it and put the remaining 4 cards on the bottom of your deck. If you got the card, then you would get an immediate +1 in card advantage by not having to expend cards from the hand to ride, and if you didn't get the card you could just ride normally at no extra cost. Furthermore, riding the grade 2 Tsukuyomi over the grade 1 Tsukuyomi would then let her soulcharge 2, for a total of five soul at the moment that she rode a grade 3. That grade 3, Goddess of Full Moon Tsukuyomi, was at the time Oracle Think Tank's only 11000-power unit, with the caveat that she would lose -2000 power if the other members of the series were not all in the soul, which meant that she could either be the strongest or weakest grade 3 in the clan based on how effective these evolutions were in any given cardfight.

Her skill could only be used if she had six or more Oracle Think Tank in the soul--achieved through riding the previous cards in the series to build up to five and then using units like Psychic Bird, Amaterasu or from the same set Oracle Guardian Red-Eye to get that sixth card in. For 2 counterblast, Tsukuyomi could then draw two cards and put one into the soul, getting an immediate extra card while filtering out less useful ones like draw triggers or other copies of Full Moon. This could be done two to three times per game, and together with the evolving Moon cards that set a possible bar of a +6 throughout, while also providing an alternative strategy if you didn't get the Full Moon by providing a five soul base for Amaterasu to quickly accelerate her own soul into eight with. Tsukuyomi was designed to offset her advantages through her -2000 if you missed one member of the series while also providing a serious setback in that you would have 3 soul the moment that she was ridden, a loss in momentum that was very difficult to come back from. What wouldn't be realized until five months later was that these disadvantages could be outright negated, but this is far ahead of where we are now. At her release, Tsukuyomi was easily the best thing to ever happen to Oracle Think Tank, and I would argue that she remains so. For future generations of cardfighters, Amaterasu could never be played the way that she was in March 2011 again. There was no reason to not run Godhawk through Tsukuyomi's Crescent Moon form after they were released, even if you weren't running the Full Moon, as being able to amass a large base of soul for Amaterasu and potentially get a +3 out of it was too good. It speaks a lot to how much of an upgrade she was that most incarnations of Oracle Think Tank to come would have to have clauses that would specifically rule out the Tsukuyomi line from being used to ensure that she wouldn't be played in those decks.

The Royal Paladins also received their own version of Tsukuyomi's evolving cards in the Galahad line, but with the soulcharge 2 condition being swapped to ride the grade 3 over the grade 2 to prevent using it in normal Alfred decks with Soul Saver Dragon. Galahad's grade 3 skill wasn't especially notable as it had the same six soul conditions with less soul support and only gave him +3000 power with an extra critical. In contrast to Palamedes, Galahad's impact on the game was practically invisible.

Nova Grappler was the clan that had the most difficulty with BT03. The clan had been looking for a good partner to Asura Kaiser ever since BT01, but neither of their other options were exceptionally compatible. Mr. Invincible was good for setting up Genocide Jack and Kirara, while Lion Heat was the most common choice at this point for being able to stand the boosters of units that Asura Kaiser had just stood. Demonic Lord Invasion did not alleviate these problems. The grade 3 that it introduced, Ultimate Lifeform Cosmo Lord, was another victim of the vanguard-exclusive design philosophy when it probably could have stood to have a rearguard skill too. His activate skill was to rest another Nova Grappler and then get +3000 power. Cosmo Lord was thus one of the few Novas that could make a 21000+ line consistently, but it came at the expense of making other attacks that turn. Earlier in a fight you could call something that wouldn't be otherwise boosting or attacking that turn to force Cosmo Lord's hit to go through, but later on it was harder to pay because it meant that one of your attacks for the turn wouldn't be at full power when it would usually be better to have three normal attacks than one weak, one exceptionally strong and one normal. Cosmo Lord did come with support that diehard fans would swear by, but the card was far from being the monster that he would become in 2012 and that support was generally put to better use by Asura Kaiser decks running one of the other two grade 3 options at the time.

Infinite Phantom Legion reprint.
"That" support was the Death Army series, the most important rearguard development that Nova Grappler saw in its first year. Like Tachikaze, Nova Grappler had a pretty raw deal in BT03, but BT03 was a good set to have a raw deal in. The Grapplers were never the same after Death Army hit the scene--the grades 1 and 2 Guy and Lady shared an autoskill that when a grade 3 Nova Grappler was checked, they would stand. The idea was that you would rest the Death Army cards for a +6000 power boost to Cosmo Lord and then stand them during the drive checks so that you could get that normal attack in addition to the power boost, but because this skill was lifted straight from Asura Kaiser's playbook they had natural synergy with him such that Kaiser could stand both left and right rearguard columns at once in a good game. More commonly, Nova Grappler cardfighters would run Guy behind a normal Nova rearguard like Genocide Jack so that Asura Kaiser would actually have something to stand. The most important factor was that the Grapplers could now stand whole columns without stand triggers, which represented a major step toward seriously breaking them into high-end play as they could maintain their core mechanics while running additional critical triggers. Conveniently, the set also introduced their second critical trigger Red Lightning, and their first draw trigger Three Minutes, so that for the first time Nova could play without stands.

Immediately preceding the release of BT03, around the 25th of July, Nova Grappler received a somewhat surprising update in the Joker half deck inside the August issue of KeroKero Ace magazine, which brought them the new grade 3 Genocide Joker. Joker was a base 10000 unit that could counterblast 2 in the main phase to get +4000 power, which was useful as a supporting unit to Kaiser because it could form a consistent 21000 line with Death Army Guy that would completely restand for consecutive high-power attacks. The dominant pro deck of the time didn't have any base 11000 options however, so Death Metal Droid was generally more popular for doing effectively the same thing for a single counterblast and being much more easily available in TD04.

These were all the most notable changes brought on by Demonic Lord Invasion. Following Barcgal's restriction, the Soul Saver deck did not ever entirely die off. The restriction was designed to take place one month after the release of BT03, so most fighters simply converted to the new Galahad evolving cards. With the basic deck already so heavily proliferated, amassing the R and RR grades 0, 1 and 2 cards was fairly simple. This Royal Paladin pastiche was interesting because its existence depended on Barcgal's restriction--it shows fighters of the time overcoming a technical limitation by fusing two disparate strategies. Similar combinations were necessary for Nova Grappler from the beginning, who up through the last half of 2011 and early 2012 were forced to run a "best of" deck drawing from the three existing sets that combined Asura Kaiser, the Death Army units, and in October the Blau series into one all-star strategy. Probably the most disappointing thing about this period is that there was no major tournament between BT03 and BT04, as in many aspects the third booster set was the last time that every clan was introduced with a completely unique identity, while the fourth booster was the beginning of standardization.


Also translated as "Empty Shadow God Eclipse" and "Eclipse of the Hollow Shadow God," VG-BT04: Eclipse of Illusionary Shadows was first made available in Japan on October 29th, 2011. This set was noted for the expanding the concept of evolving cards and building on the soul mechanics of BT03, giving evolution lines to five different clans with a heavy overall focus towards defensive vanguards that gained power for having specific cards in the soul. The set's cover cards are Blaster Dark, Blaster Javelin, Fullbau and Darkside Trumpeter. Megacolony, Dimension Police and Shadow Paladin were completed in this set.

To give some background on the set's development, the completion of Shadow Paladin was the main draw of the set itself. Blaster Dark was shown in a promotional poster before any actual information on BT04 was circulated, the card then debuted in ride 33 of the anime series ahead of the set information, and some key cards like Phantom Blaster Dragon were shown sans their actual skill text in one of Bushiroad's live web broadcasts. Bushiroad's advertising engine had the public absolutely hooked on the Shadow Paladins without ever actually showing what they would do.

Of the clans BT04 supported, only the Shadow Paladins featured on the set's cover could really own evolution as a mechanic. This was their defining feature. Where all of the other clans would go on to abandon BT04's evolution mechanics at their first opportunity, the Shadow Paladins would stick with it for the next two years in part because that was the defining support base for their boss card and in part because they had no other options. Even after they were given a new first vanguard in December 2012, some Shadow Paladin decks would continue to use the grade 1 part of the line for his search skill. Unlike BT03's evolving cards, BT04's operated by adding a specific grade 2 directly from the deck to your hand when you rode a specific grade 1 over the grade 0. The grade 2 would then have a vanguard circle skill to reward you for riding it, that would snowball the advantage from riding the grade 1, and the grade 3 would build on that with a skill that would force the opponent to defend in some way or otherwise destroy their resources. Each member in the line would get a passive power bonus of +1000 or +2000 power for having the previous member in the soul, so that they would have the highest unrestrained possible power for their respective grade. For better consistency, the grade 1 part of the line--in the Shadow Paladins' case, Blaster Javelin--could also discard any grade 3 of the same clan when called to a rearguard circle to search for the evolution line's grade 3 and add it to the hand. This is one aspect of BT04-style evolution that is missed out on in later sets, as later refinements to the model would omit the search aspect in favor of giving the grade 1 a higher base power and a unique skill.

The first Shadow Paladin ever revealed was actually a promo card, Cursed Lancer, who was included in the in the CD release of the anime's second opening, "Believe in My Existence" almost a month before BT04 went on the shelves. Lancer was a copy of Super Electromagnetic Lifeform Storm from the Nova Grapplers, a 9000 power grade 2 that could unflip one damage when his attack hit a vanguard, and established one of the early characteristics of the Shadow Paladins that would be expanded on more thoroughly in the third season; damage unflipping. This card was one part of the mass promotion Bushiroad set up to get the public interested in the Shadow Paladins, but it turned out to be one of the more lackluster ones since there was never much room for Lancer in any of the Shadow Paladin builds. It did spark some heavy speculation at the time as to what ShadowPala would actually do to necessitate using more than five counterblast in a game. During his actual English release, Lancer was packaged with BT04 as an extra Rare, but this created more problems than it solved because while in the Japanese release you were guaranteed one of each Rare with one repeat, Lancer's inclusion alongside Megacolony Battler B in the English edition instead meant that none of the BT04 Rares would repeat in a box and you would be missing one, and the prints of BT04 were biased to not include the Shadow Paladins' core grade 2, driving his secondary market price up to eight times the cost of any other Rare.

Fighter's Collection 2013 reprint.
That core grade 2 was Blaster Dark. This card was the selling point of the clan and the driving force behind public interest in the set well before we had any idea of what he did. He was a mysterious unit with unknown skills, the best we could guess at the time was that he increased his own power in some way because of how Ren's match with Koutei played out in ride 33, and he was a darker counterpart to Blaster Blade, the face of the TCG itself. One thing that KeroKero Ace magazine's editors pointed out right away is that Blaster Dark was directly based on the first promo card, a Blaster Blade with no skill and alternate artwork drawn by Itou--something that the editors were very familiar with, as they were responsible for distributing that same card. You really could not overstate how hyped the public was for Blaster Dark at the time, or how much effort Bushiroad was putting into the set.



So while it's unlikley that Bushiroad could ever create a card that would live up to what their hype machine had made, they certainly could have done better than making him a dedicated part of an evolution line. All of his skills were vanguard-exclusive. If Blaster Javelin was in the soul, Blaster Dark's power would jump up to 10000, and when he was ridden Dark could counterblast 2 to retire one of the opponent's rearguards. The strong defense was probably his best quality and the only real edge that Dark had over Blade. His on-ride counterblast was lifted straight from Blaster Blade, but being at 2 or more damage at grade 2 was unlikely because it meant either the opponent had gotten a critical trigger or that you were letting rearguard attacks through early on that you should not be. Furthermore, the Shadow Paladins turned out to be an immensely counterblast-heavy clan and there wasn't a whole lot of room to use Dark's skill because it was bettered budgeted for their other grade 2 units. Blaster Dark's evolution line was inconsistent on its own because their first vanguard, Fullbau, would never move out from the soul so the extra one-card advantage could only be gotten from riding Blaster Javelin, which meant that four copies of Javelin were stapled to every Shadow Paladin deck when riding him was only a 46/100 chance. Blaster Dark really ought to have had a rearguard skill in the first place, and it speaks to how uneven the situation was that when the two Blasters were later redesigned to have the same skills in 2013, Blaster Blade's downgrade was Blaster Dark's upgrade.

While BT04 was released in October, all this promotion actually began in late August and went up until the day of release. The clan's boss card, Phantom Blaster Dragon, had been known about from the beginning because he was namedropped in Javelin's skill text, and his Special Parallel alternate artwork created by Itou himself was previewed in promotional images, but his skills remained a mystery until the end of September. The card itself was highly experimental, being the first time that the game really played around with built-in extra critical as a mechanic, and the results worked against the Shadow Paladins.

Fighter's Collection 2013 reprint.
As the final stage of the Blaster evolution line, Phantom Blaster Dragon received a passive +1000 power bonus for having Blaster Dark in the soul. His unique skill was to counterblast 2, retire three Shadow Paladin rearguards, and then get +10000 power and +1 critical until the end of the turn.

This didn't work.

Coming on the heels of BT03's amazing innovations, Phantom Blaster was probably the most disappointing card of the whole set. There were already a lot of expectations riding on his shoulders, but the card would have remained disappointing even if there weren't. The first problem was the counterblast cost, which in a clan that would go on to be very reliant on counterblast 2 and counterblast 1 rearguards, there wasn't much room for. Factoring into this is that any variant on retire or discard are the biggest costs you can pay in Vanguard because you are either removing units that you will then have to put further cards down from the hand to replace, weakening your defense, or you are outright sending that defense to the drop zone. Any skill that requires a main phase retire is actually double its stated cost because of the replacement rearguards you have to put down. So having to counterblast as well as retire was redundant and made the skill immensely overpriced. With retiring rearguards for power as their main theme and counterblast-heavy rearguard skills to support that, the Shadow Paladins really needed to have counterblast-free retire skills, but this is something that they wouldn't get for two years. The second problem was the retire 3 itself, which is too much for ten thousand and a crit. Every other unit printed with this type of skill paid less than drop 3, typically taking a drop 2 loss. Phantom Blaster went with retire 3 chiefly to create a contrast to Soul Saver's empower 3, but the skill was not scaled accordingly.

The third problem was that +10000 power and +1 critical wasn't something anybody was asking for. The skill probably should have been a retire cost to retire the opponent's rearguards, or a self-stand skill, both skills that would go to other grade 3s also in BT04 and that the Shadow Paladins would receive in BT12, but because of how it was designed Phantom Blaster Dragon inevitably ran into a perfect defense card every time that his skill was used. Since perfect defense cards were going to be used anyway at the stage of the game when the extra critical and power would be helpful for overwhelming their hand, the opponent was taking a -2 that they were always going to take while Shadow Paladin cardfighters were throwing a -3 at themselves that they didn't need to pay in the first place. So it was better to not use Phantom Blaster's skill at all and sit on a vanilla 11000 vanguard--this was the first boss card in the history of the game where it was always better to not use his skill when able to do so. Where BT03 answered all of the fans' expectations with things beyond their imagination, BT04 advertised something that wasn't actually very good.

Part of the issue was that the Shadow Paladins were made to be defeated. The various Dark Zone clans, Megacolony and some of the Dragon Empire crowd were certainly antagonistic, but the Shadow Paladins were the ultimate evil of the first season, led by a wicked dragon that wanted to plunge everything into despair, and as a whole they were created with the idea in mind that they couldn't be too powerful because Aichi had to beat Ren and Phantom Blaster Dragon had to lose to Blaster Blade. This design would thankfully not carry over into subsequent years as the developers learned from this, but that didn't help the clan when it was actually being released.

Several days after Dragon was made public, many of the remaining cards for the Shadow Paladins were revealed in KeroKero Ace magazine, with the final cards in the clan being shown in the days leading up to release. The main supporting grade 3 shown at the time was Dark Mage Badhabh Caar, a Shadow print of the Royals' Gigantech Charger from BT02, and the partner unit to Phantom Blaster Dragon. When ridden or called, Caar would reveal the top card of the deck, and if it was a Shadow Paladin, he'd then call it to a rearguard circle. The concept was to fill up the rearguard circles with Caar to mitigate the cost of offering up sacrifices to Phantom Blaster, and because the Shadow Paladins would go on to receive numerous on-call counterblast skills, Caar could also act as a gateway card to triggering skills in succession. The problem is that the resulting fields were awkward, and the damage zone was extremely tight, so anything Caar called was contending with Blaster Dragon for counterblast usage if the plan was to actually use that skill. With just 9000 base power, Caar couldn't actually be ridden either, so if you were stuck with him as your only grade 3 in hand you'd have to sit on Blaster Dark and wait to draw Dragon. This is one point that the evolution line actually functioned pretty well on, since Javelin could use his rearguard skill to discard Caar and search for the Dragon, but the overall synergy between the Shadow Paladin grade 3s was low compared to how well the Irregulars and Pale Moon functioned in the previous set.

The final grade 3 option that the Shadow Paladins were given was Dark Metal Dragon. His skill was set up so that when he drive checked a Shadow Paladin, he would get +2000 power until the end of the battle. This was deliberately worded so that Dark Metal would always have 14000 base power during his attack, letting him hit 20-21000 easily, and it's for this reason that Dark Metal Dragon was the most used Shadow Paladin vanguard on release. Phantom Blaster was crippled by his skill's overpriced cost, lack of cohesion, and the simple fact that he had to lose three rearguards to maintain 20000+ power when Dark Metal and the Shadow Paladins' contemporaries like Alfred, Amaterasu and Amon did all that for free. The Shadow Paladins' main mechanic was retiring rearguards for power, but the best way to play them was to never use their one retire skill. I need to emphasize that these were your only options for building the clan back when they were released. There was no Dark Dictator, no Ildona, and definitely no Overlord. The only options for the vanguard circle were Phantom Blaster Dragon or Dark Metal Dragon. This is the main reason why the Shadow Paladins didn't break into senior class play during the Grand Prix further down the road. They did not have a good high-synergy boss card, while every other clan save for Tachikaze and Spike Brothers had two.

Japanese fans in general were more receptive to this skill than westerners, but the tourney results can stand on their own for how ineffective the Shadow Paladins were. By contrast, Megacolony in this set made much better use of the retire mechanic. They shared the Shadow Paladins' evolving mechanics, here based around the Giraffa cards, but their grade 2 and 3 units were far superior and naturally outlasted both Blaster Dark and the Dragon. Elite Mutant Giraffa had the same stats as Blaster Dark, but when his attack hit he could choose an opponent's rearguard and prevent it from standing at no extra cost. This skill was useful no matter the situation because it would either restrict the opponent's plays or convince them to defend earlier than normal without taking any resources away from the user.

Elite Mutant was really just a bonus though. Evil Armor General Giraffa was the main draw for this incarnation of Megacolony, because it gave the clan a second competitive vanguard and one with 11000 power. Giraffa's skill was like Phantom Blaster's a counterblast 2, but this one was an autoskill that activated when the attack hit a vanguard. This skill retired two Megacolony rearguards to retire two of the opponent's grade 1 or lesser rearguards, making an efficient use of retire mechanics by trading a -2 for a -2 while also not requiring the same dedication that Phantom Blaster did by only activating when the conditions were met, while also forcing extra defense out of the opponent if they wanted to avoid the attack. One common setup was to see two copies of the Megacolony draw trigger, Raider Mantis, called to form a 10000 power rearguard line that would attack an opponent's intercept to lower their card advantage beforehand, then with Giraffa's skill retire those draw triggers to almost wipe out the opponent's boosters. The unfortunate thing about the skill is that it compromised Megacolony's main mechanic in the process. Their theme was preventing the opponent's rearguards from standing to lock down their field and make defensive play easier, but Giraffa gained his competitive status chiefly by ignoring that mechanic altogether and doing his own thing. There's definitely a case that Giraffa didn't need to stick to the theme though, because it was already done for him by Megacolony's plethora of rearguards that could counterblast on-call to choose an opponent's unit and prevent it from standing.

Chief among these was Hell Spider, who was actually from BT01 and served as Megacolony's original competitive vanguard. The strategy at this time was to play Giraffa up until the opponent was at 4 damage and could no longer safely let the vanguard attack pass, then switch over to Hell Spider. When all of the opponent's rearguards were at rest during his fighter's turn, Spider would get +3000 power in the vanguard circle, which could lead into an easy 20-21000 line to strain the opponent's hand when they were already exhausted from struggling to stop Giraffa each turn, who was going for the same numbers with the clan's 10000-power vanguard booster Stealth Millipede. Hell Spider's other skill was a counterblast 2 for the same stand-denial effect described above, and it worked in either the vanguard or rearguard circles, so that he was an effective unit no matter where you placed him. Furthermore, Giraffa and Hell Spider aged like wine. When 13000-power defense was introduced in the later sets, Spider's playability would only increase, since with Stealth Millipede he could stay relevant by consistently hitting 23000 when even the new clans were struggling to get those kinds of vanguard lines, and he stilled served as an excellent followup to Giraffa in that period because that 13000 defense was set up by starting with an 11000 base that Giraffa could pressure and potentially steal supporting units from.

Overall this made for an incredibly consistent deck whose only real issue was that it was still struggling with an enforced trigger pool of 4 Heal 4 Draw 4 Critical and 4 Stand, but even after Megacolony's second critical trigger was introduced in EB01 the clan would remain underhyped and underplayed. In fact, Megacolony is probably the most underplayed clan in the history of pro play considering that it avoided many of the pitfalls of contemporary decks like the Irregulars and Shadow Paladin. Megacolony hasn't ever had the same cool factor as the Paladin decks or Oracle Think Tank, and suffered from a lot of complaining about the stand denial skills being less useful than Kagerou's straight retire, but its results were consistent and Megacolony fans have had less actual flaws to complain about than any clan short of the core 4 throughout Cardfight's history--in spite of having less support than the other clans. Megacolony was designed just about perfectly in that its build was consistent, competitive, and actually felt like you were playing the clan that you had chosen, something that not all clans can attest to.

Up there with Megacolony were the Dimension Police. The clan's boss card, Super Dimensional Robo Daiyusha, had been previously introduced in BT03 but the support that he really needed all came from BT04. The basic focus of the clan was to have a passive vanguard that couldn't do much on its own, whose skills were triggered by those of the rearguards. Daiyusha was exemplary of this practice, as he was normally a vanilla 10000 grade 3, but if his power was increased to 14000 or greater before he attacked (that is to say, without his booster being factored in) he would get an entire extra critical, which made for what was one of the best midgame skills overall since you were looking at a vanguard line that was guaranteed to be at 20000+ power too early in the game for the opponent to actually put a perfect defense down against without falling behind drastically in card advantage but still necessitated them to defend it because eating the extra critical was not an option.


Daiyusha's main support card for reaching that number was Cosmo Beak, who had an on-call counterblast 2 to give the vanguard +4000 power, immediately triggering that extra crit. There were a lot of other rearguards that could provide lesser boosts in lots of +2000, like Masked Police Grander from BT03 and Cosmo Roar from BT04, but this was the big important rearguard for a long time and it was even more important for its synergy with the other key grade 3, Enigman Storm.

Storm's skill was actually close to identical to Daiyusha, but the power bar was raised from 14000 to 15000. This was because Storm was the final grade 3 in the Enigman evolution line, and so had a potential 11000 power base to work with. So you effectively had two options in the mainstream Dimension Police deck, Daiyusha and Daiyusha with 11000 defense, and this made for a very effective grade 3 setup that was mainly being held back by its trigger pool. What Dimension Police really wanted was a second critical trigger, but that was a year off. The clan did have enough synergy with stands to play well, but by this point competitive fighters were complacent with the idea that there were only three triggers and so Dimension Police generally flew under the tournament radar despite being more visible than Megacolony.

The card that put Dimension Police in the competitive spotlight was Commander Laurel. He was an amazing success for the D-Police because he gave an overwhelming advantage with minimal commitment. When the vanguard's attack hit, his skill would rest four rearguards to stand the vanguard, denying immediate rearguard attacks for a long term advantage in extra drive checks. With any grade 3 vanguard Laurel would give a +2, and this was complemented by D-Police's enforced stand triggers since you would get that plus while also still getting some rearguard attacks in, and because the overall goal of the deck was to trigger extra power and critical in the vanguard line, Laurel had a lot of synergy with the established strategy, multiplying the effects of the extra critical so that the center lane that was typically at 24-25000 power / critical 2 could deal a maximum of ten damage in one turn with critical triggers, almost double what was necessary to actually win a game. In games were D-Police was behind, Laurel let them go from a score of 5 damage to 1 to 5 and 5 in a single turn. Keep in mind that it wasn't so much actually doing these things that was great, it was the opponent being afraid of it that was--Laurel either gave a +2 to D-Police cardfighters or a -2 to the opponent every single turn. The center lane was not allowed to hit but was also at such ridiculously high power that Laurel ate through the opponent's perfect defense cards starting at turn 3, sometimes as early as turn 2 if the Enigman evolution was going off, and eventually the opponent was taking a -3 or -4 each turn. The card aged beautifully too, as future D-Police support sets would only make this setup easier and easier to pull off.

Stern Blaukluger followed a similar theme to Laurel. The Blau series as a whole represented Nova Grappler's first major upgrade of the season since their debut, giving them BT04's model of evolution where Oracle Think Tank had received BT03. In that respect the Grapplers definitely received the shorter end of the stick, but Stern made up for it with a vanguard stand skill built into him. Stern's skill triggered when his attack hit the vanguard, paying a counterblast 2 and discard 2 to stand his entire column. This played into Dancing Wolf from the same set, a base 7000 grade 1 that gained +3000 power when it stood in the battle phase, so that against contemporary 11000-power units Stern could actually make his attack hit with just one stand trigger because the power from Wolf's boost was applied continuously. If the opponent guarded for two triggers and Stern pulled a stand trigger, his line with Wolf would go from 18000 to 26000, promoting a synergy with stands that the Grapplers needed in order to really come into their identity as the restanding clan.

After the cost was paid, Stern would lose his twin drive, so the skill itself was actually a -1 unlike Laurel, but it shared several of Laurel's strengths because the opponent could never afford to just eat the skill. The chances of Stern checking critical triggers was just too high, and like with Laurel any damage that Stern dealt was multiplied by his stand skill, so that any no-guard was risking four damage instead of two as with any other vanguard. Dancing Wolf also made the second attack stronger than the first, and as with Laurel, Stern required minimal commitment. Even without the bonus of card advantage, Stern still had a devastating effect on the game because of how he ate up the opponent's perfect defense cards at no cost. The overall strategy then became to build up with the Blau series until the opponent had very few cards in play and took an attack that brought them to five damage, then switch over to Asura Kaiser and the Death Army units, as the endgame of the fight when the opponent is at five damage are when stand skills go from annoying to the most dangerous ability in play.

It was in November that the first official international tournament was held, in Australia. The first Australian national championship, Grand Prix 2011, was done using Japanese cards from BT04 and earlier. National champion Zachary Rappold won the tournament using a Stern Blaukluger deck. Even though it was smaller than the tournaments of the future like WCS2012 or the international Team League, this attests to Stern's strengths as a unit and how much of an upgrade he was to the Nova Grapplers.

The disparity in support should be visible by now. These key units of BT04, Giraffa, Storm and Stern Blaukluger were all what Phantom Blaster was really contending with at release. Why counterblast 2 and drop 3 for +10000 power and +1 critical when you could just counterblast 2 to grab the extra crit with a 21000 line that would hit the same perfect defense but not cost you any card advantage in the process? Why counterblast 2 and go -3 to the opponent's -2 with Phantom when you could go 21000 with Giraffa and Stealth Millipede to pressure the opponent into dropping a -2 every turn at no cost to yourself, or otherwise go -2 to -2 trading out bad rearguards to kill the opponent's good ones? Why jump through all these hoops with Phantom when you could take a -1 with Stern Blaukluger and get a third drive check with a vanguard line that's already pushing 21-26000 power and multiplies critical just through playing normally? The problem is exacerbated by every single one of these decks getting better with age, not worse, while halfway through 2013 Phantom Blaster has still not developed into a playable skill.

The main issue was the commitment factor. While it would still be a heavy cost, his retire 3 would be much more playable if it were an autoskill that triggered when attacking the vanguard, because the rearguards could actually be used to attack the opponent beforehand instead of demanding that Shadow Paladin cardfighters lose three rearguards, then call three replacements, and then still be able to defend things like Daiyusha or Stern after all that commitment. In fact, this exact idea would be done two years later in BT11 with Tachikaze's Ancient Dragons. BT04 did a lot of things right, but the Shadow Paladins were not one of them. The professional scene at the time saw primarily Soul Saver, Goku, Tsukuyomi and Stern Blaukluger in senior class play, but even Daiyusha and Giraffa made appearances during the ensuing tournament season while Phantom Blaster Dragon never showed up as his own deck.

Even so, the months closing 2011 were something of a golden age for Cardfight. For the first time, every clan was playing with an even field, with no real top deck or strategy controlling the format. Royal Paladin would eventually continue its train of dominance, but this was nowhere near the level of format control that SSD had previously exerted, and the top brackets were still very closely divided with Oracle Think Tank and Kagerou in an equal position to RoyPala. If anything, the most frustrating part of the period was that the less visible clans were not leaving enough of a tournament impact, as people really wanted the BT03 clans to do well when it was the clans from BT01 and BT04 that were seeing the most play. It is generally believed that any clan could have taken the winter cup, but first we need to dive into how the 2011 Grand Prix began.