Showing posts with label illuminal dragon. Show all posts
Showing posts with label illuminal dragon. Show all posts

Wednesday, September 4, 2013

News: World Championship 2013 Canadian Regional Decklists

The official English Cardfight!! Vanguard portal has been updated with deck recipe spaces for every branch of this year's world championship, and with this update has come the decklists from the weekend's WCS2013 Toronto qualifier. The qualifier's results came as a surprise following a format that had been dominated largely by Dragonic Overlord the End, as regional champion Sebastian LeBon won the tournament using a Nova Grappler deck based around Illuminal Dragon, while runner-up Kevin Perron took his position with a Narukami deck built on Dragonic Kaiser Vermillion and his crossride "THE BLOOD."

Sebastian LeBon: Beast Deities 
Grade 0
x1 Beast Deity, White Tiger (FV)
x2 Shining Lady CT
x4 Ring Girl, Clara HT
x2 Three Minutes DT
x4 Red Lightning CT
x4 The Gong DT
Grade 1
x4 Tough Boy
x4 Twin Blader
x3 Beast Deity, Scarlet Bird
x4 Beast Deity, Blank Marsh
Grade 2
x2 King of Sword
x1 Hungry Dumpty
x4 Beast Deity, Black Tortoise
x4 Beast Deity, Golden Anglet
Grade 3
x4 Beast Deity, Azure Dragon
x3 Ultra Beast Deity, Illuminal Dragon


Note that while only the top 2 decklists from Toronto are being provided, the top 4 finishers from the regional have been invited to the North American finals. The decks not represented in the deck recipes are Robert Ewell's Tri-stinger Dragon and Kevin Luu's Majesty Lord Blaster deck.

One of the differentiating features of LeBon's Illuminal deck is the use of Scarlet Bird. Many Beast Deity builds avoid the card now due to its low 6000 base that doesn't play well with a format dominated by 13000 power defense, but LeBon's deck plays toward making offensive moves throughout the entire length of a match rather than just after limit break, and Scarlet Bird's skill gives him one more way to search out one of the pieces of his main strategy without any need for counterblast. Although units like Blank Marsh and White Tiger aren't well suited to the endgame of the crossride format due to no single unit being able to break 13000 unboosted, many cardfighters have difficulty dealing with the earlier offensive plays and this helps feed to an endgame where Illuminal stands one full column after the opponent has hit 5 damage, letting it use every line to attack the opponent previously and still leave one standing to pass triggers onto. Attacking early and hard is a very simple strategy, but trying to oppose it oftentimes means surrendering the lead in card advantage for the duration of an entire game, and making that compromise can be a very risky play.

Kevon Perron: M.I.A. 
Grade 0
x1 Spark Kid Dragoon (FV)
x4 Demonic Dragon Nymph, Seiobo HT
x2 Yellow Gem Carbuncle CT
x4 Malevolent Djinn CT
x3 Mischievous Girl, Kyon-she DT
x3 Spark Edge Dragokid CT
Grade 1
x4 Red River Dragoon
x4 Wyvern Guard, Guld
x3 Photon Bomber Wyvern
x3 Rising Phoenix
Grade 2
x2 Dragonic Deathscythe
x4 Thunderstorm Dragoon
x1 Demonic Dragon Berserker, Garuda
x4 Dusty Plasma Dragon
Grade 3
x4 Dragonic Kaiser Vermillion
x4 Dragonic Kaiser Vermillion "THE BLOOD"


Meanwhile Perron's Kaiser Vermillion stands out for its grade 2 lineup, focusing toward Thunderstorm and Dusty Plasma, both cards that assist in making those 18000 lines to negate crossride defense and in other cases make unboosted swings. Unlike contemporary DKV decks which frequently feature Deathscythe as a 4-card staple of the build, Perron chose to put Deathscythe on the backburner, entrusting field control to Vermillion. His treatment of Garuda is also an interesting choice. Many DKV decks run Garuda at 3 or 4 copies, but by focusing less on Deathscythe, Perron opened up his damage zone considerably so that he would not need a heavy focus on unflipping to use his Vermillions' skills multiple times. Of his grade 1 lineup, Rising Phoenix is arguably the most important supporting framework from the deck, since it can make up for Spark Kid Dragoon's skill failing or otherwise make use of the soul for a normal +1 that helps stretch out a difference in cards between Perron and his opponent when factoring in the -2~4 incurred to them by his limit breaks while providing improved consistency through raw draw power. Our hats are off to Mr. LeBon and Mr. Perron for a lively opening to this year's world tournament.

Bushiroad has also released a full breakdown of clan representation within the tournament. Kagerou and Gold Paladin were the most popular clans, followed by Bermuda Triangle, Narukami and Oracle Think Tank, with Royal Paladin as the sixth most played. These numbers are fairly normal, and can be taken to generally correspond to the six key units of the format DOTE, Platina Ezel, Labrador, "THE BLOOD," Tsukuyomi and Majesty Lord Blaster. Below is the full table of 19 clans reproduced in text, and numbered according to the order of Bushiroad's info graphic, which is based on how highly used each clan was. The only clan complete in the English format but not represented at Toronto are the Dark Irregulars, with every other available clan finding some representation.
  1. Kagerou 11.6%
  2. Gold Paladin 11.0%
  3. Bermuda Triangle 9.7%
  4. Narukami 7.7%
  5. Oracle Think Tank 7.7%
  6. Royal Paladin 6.5%
  7. Aqua Force 5.8%
  8. Nova Grappler 5.8%
  9. Angel Feather 5.2%
  10. Dimension Police 5.2%
  11. Shadow Paladin 5.2%
  12. Great Nature 3.9%
  13. Neo Nectar 3.9%
  14. Pale Moon 2.6%
  15. Megacolony 1.9%
  16. Murakumo 1.9%
  17. Tachikaze 1.9%
  18. Spike Brothers 1.3%
  19. Granblue 0.6%
  20. Hybrid 0.6% (represents a combination of clans)

Monday, September 2, 2013

News: Nova Grappler Places First in Toronto World Championship Qualifiers, Tri-stinger Dragon Turns Heads

Note: To help better organize the community and answer questions about WCS2013, there are now help threads on the Neo Ark Cradle forums and Cardgame!!Coalition.

The World Championship 2013 regional qualifiers have begun, with the first North American qualifier in Toronto having finished yesterday evening. Regional champion Sebastien LeBon fought his way to the top using a Nova Grappler deck, currently believed to be a Beast Deity build. The victory comes as a surprise to the world of pros, as Nova Grappler has never been a strong component of high level play, and even more surprising is that no Dragonic Overlord the End decks placed in the regional. LeBon may have brought some exciting innovations to how the Grapplers are played. Runner up Kevin Perron played a Narukami deck, rumored to be a Dragonic Kaiser Vermillion "THE BLOOD" build, third place fighter Robert Ewell used an Aqua Force deck based around Tri-Stinger Dragon, and fourth went to Kevin Luu with Majesty Lord Blaster. All four cardfighters have received invitations to the North American national finals in Pasadena, California.


The presence of Tri-stinger in the regional finals instead of Glory Maelstrom has also been a surprise. The deck has been relatively underground up to this point, but those well versed in Aqua Force can attest to its strength. The main strategy of Tri-stinger builds is to use the Dragon's counterblast 2 to power up a rearguard Basil or Benedict by +3000, so that they can swing for 13000 with their initial attack, and then either (in Basil's case) swap places with Coral Assault or have Benedict stand and swing for 13000+ power again with as little as a 5000 power boost. With Tri-stinger's limit break, he unflips the 2 counterblast that he paid when he attacks in the third or more battle of the turn, allowing him to make the maneuver all over again in the next turn. This quality of making four 13000+ power attacks per turn helps Tri-stinger to contend effectively with the crossride decks that have caused so many problems for Aqua Force since their debut, quickly eating up their 5000 power shields and forcing them to drop 10000 shield per each attack by way of not having anything else to guard with. Furthermore, Tri-stinger plays a very vicious game against other limit break decks, deliberately using Astraea to make a 14000 power vanguard line that constantly baits the opponent to guard in a way that they never reach their limit break until they have no resources left to guard with.

According to on-site informants, approximately 300 people attended the Toronto regional. Reigning world champion Brandon Smith was in attendance, and lasted until the final elimination round to make it into the top 16, but took two losses spread across the tournament's third and seventh rounds from gradelock, causing him to be eliminated. As Smith will still be competing for this year's championship title in subsequent tournaments, we will not be disclosing his deck type.

Alarmingly, in the aftermath of the Toronto regional some sellers have taken to selling the WCS2013 regional promo PR/0069EN Creeping Dark Goat at four times the price of any other contemporary promo card, going as high as $18.99 for a single copy, and almost twice the price of Circle Magus, a previous world championship promo released last year. Goat is a promo card whose English-language release was met with celebration earlier this year, as the card has been called Shadow Paladin's most competitive first vanguard, both in the English and Japanese formats. Critics of the high price have pointed out that there is no real market for the pricetag, as without the Revengers in the English format Shadow Paladin is generally ranked lower than Megacolony in competitive application, and only played by hardcore fans of the clan. Consumers are discouraged from buying overpriced Goats, as that price is unlikely to go down unless CDG becomes unsellable at these artificially inflated prices.

Friday, June 28, 2013

Nova Grappler Extra Study Material: Beast Deities

Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.
Mythic tradition and legends are an important part of human culture. Although mechanical in nature, the Nova Grapplers are frequently designed to fuse those mechanical elements with legend to create artificial gods of the ring. While it has received nowhere near the same amount of attention, the Beast Deity subgroup is one of the most cohesive decks in pro play, on par with the interclan Blaster series for how much synergy the individual cards have with one another. Drawing its origins from BT06: Breaker of Limits, the Beast Deity cards have seen repeated revision with the progression of the game, reaching a crescendo with the coming of BT09: Clash of the Knights and Dragons and finding another leg of support in BT10: Triumphant Return of the King of Knights.

The first vanguard introduced for them in BT06 is Beast Deity, White Tiger. To recap our introductory model's treatment of him, Tiger is an important milestone in Nova Grappler play as a base 5000 power FVG that can be moved out from the soul when ridden over, providing an extra card and booster that can form basic 15-18000 lines. The other use of White Tiger, exclusive to the Beast Deity cards, is to counterblast 1 and move him back into the soul when an attack that he boosted hits a vanguard, and then stand a Beast Deity rearguard. This costs you the card advantage that Tiger gained, but it can potentially be offset by the extra defense that this draws out from the opponent, and is further intended to combo with two other cards in the Deity series, Scarlet Bird and Black Tortoise.

Together these three cards make up three fourths of the four gods, mythical rulers of the constellations. Bird and Tortoise, representing Suzaku and Genbu respectively, are base 6000 and 8000 grade 1 and 2 units that when their attack hits the vanguard can look through the top five cards of the deck for a copy of the grade 3 Beast Deity, Azure Dragon. This provides quick, counterblast-free grade security while also grabbing you card advantage and playing into Azure's own skill later on. Since all of the Beast Deities so far share the same hit condition, you can combo this early on when the opponent is not able to defend as easily, using White Tiger to stand a Beast Deity whose attack just hit to try and make use of their skill again. Grabbing that Azure Dragon from the deck can offset the advantage lost by Tiger going into the soul, and like Tsukuyomi you can also gradually form a stack of triggers at the bottom of the deck while using the Nova's cycling trigger Battleraizer to reshuffle the deck if that stack turns out badly. While the Full Moon's stacking capabilities in normal play are capped at fifteen and sixteen cards, the Beast Deities' shared ability to do this when attacks hit instead of at the beginning of the main phase leaves the potential for twenty cards with a likely cap of twenty five to be stacked instead.

Azure Dragon is the Nova Grappler analogue to the fourth god Seiryuu, dragon of the east. His 11000 base is the same strong defense that Asura Kaiser boasted, and over that when his attack hits the vanguard he can activated his persona blast, to stand two rearguards. This is where the previous Deities come in outside of just providing grade security, as a persona blast that can be searched right from grade 1 on is much more playable than it would be otherwise. Being able to guarantee that two rearguards will stand without relying on Death Army units is important, and the presence of all these on-hit skills gives the Beast Deities a very strong early to midgame. If the opponent feels pressured to block the attacks to prevent those skills from going off, then they're usually being forced into a misplay by overthinking the situation, which weakens their defense and opens them up to taking more damage and being unable to protect their rearguard lines later on. The main issue with this is that the Beast Deity deck by itself has no concrete endgame. Once the opponent is at four damage, there's very little that you can do to decide the match on subsequent turns beyond protecting your existing lead.

Entire BT09 and Azure Dragon's crossride; Ultra Beast Deity, Illuminal Dragon. Representing Ouryuu, the golden dragon of the center, Illuminal occupies a very tall throne within the Nova Grapplers as their first crossride, getting a constant +2000 power bonus for having Azure in the soul for a 13000 power defense overall. This forms a 21000 power offensive line with Tough Boy, and while the Nova Grapplers lack the soul manipulation to finalize their crossride if they miss their initial Azure ride, Illuminal's offensive power makes up for this. At limit break 4, when Illuminal attacks he can counterblast 3 to stand two Beast Deities rearguards, with no on-hit attached. This is the endgame that Azure was looking for. Being able to forcibly stand an entire column after driving the opponent to five damage with that same column beforehand is devastating, and the skill can even be repeated by sampling cards from the Nova Grappler's original unflipping engine like Claydoll Mechanic.

Of course, the Beast Deity restriction means that you need stronger rearguards to be able to actually use that limit break with. Clash of the Knights and Dragons brings us Golden Anglet and Yamatano Drake, grade 2 and 3 variations on the same core skill of gaining +3000 power when they stand in the battle phase, over respective 9000 and 10000 power bases. With Illuminal Dragon these cards are guaranteed to hit even opposing crossrides for relevant numbers, and versus other decks by lining the new Deities up with Tough Boy you can ensure that the lines will go for 20-21000 power so that their second attack will always be tougher than their first.

BT09 also brings us Blank Marsh, a functional grade 1 variation on White Tiger with 7000 power. While Yamatano was the Beast Deity incarnation of the eightheaded serpent Yamata no Orochi, and Anglet was a representation of the "dragon horse" Ryuuma, Marsh is analogous to a Hakutaku ("White Marsh"), a legendary beast whose image was used to ward off disease. When an attack that Marsh boosted hits a vanguard, he can counterblast 1 and move to the soul to stand a rearguard. White Tiger and Marsh can both do the same jobs, standing Anglet and bumping him up to 12000 power to ready him for an independent attack or using this with one of the older Deities to perform another Azure search. Damage triggers are generally the biggest hazard to these skills, so it is important to read the situation and be aware of when it isn't the right time to use the Deities' stand skills. Fortunately, the timing of them is such that you don't have to actually choose to activate them or not until after your opponent has completed all of their damage checks.

Scheduled for an October release, BT10: Triumphant Return of the King of Knights introduces a series of Beast Deities derived from the two zodiacs and a new first vanguard in Beast Deity, Riot Horn. Representing Taurus and the Ox, Riot Horn is like White Tiger before him a base 5000 first vanguard that moves out from the soul when ridden over with a unit of the same clan. Horn's autoskill is designed so that when a Beast Deity in the same column as Horn stands, he can also stand, allowing for a full-power attack using Blank Marsh, and multiplying Illuminal's impact on the game by allowing for two columns to attack, one unboosted and one with Horn to assist it.

Sagittarius and the Horse are represented by Hilarity Destroyer, a base 7000 grade 1 that can discard a card to draw one when his attack hits. While Destroyer won't see a heavy amount of play later on in a match, he can be good for the early game if you want to replace Scarlet Bird in your Beast Deity deck, as he forms an anticrossride 18000 line with any of the Grapplers' many 11000 power units, makes for a good grade 1 ride and can help improve your deck's consistency.

At grade 2, Hatred Chaos is affiliated with both Leo and the Tiger. With a 9000 power base, Chaos gets +3000 power when he attacks from the rearguard if there is a Beast Deity vanguard, although unlike with Golden Anglet this power bonus only lasts through the battle that he attacks in. Because of that, Chaos' power increases cannot be stacked. Instead, he and Anglet act as complementary rearguards that can be used in place of one another. Hatred Chaos' imagery is a little looser than past Deities, as while his face and nose are based on a lion, and he has stripes taken from the Tiger zodiac, his appearance is also derived from the thunder god Raijin and the ring of drums that Raijin uses to summon storms.

Finally, Ethics Buster. This Beast Deity is unique, based on the unused thirteenth sign of the Cat from the Chinese zodiac. Like Azure Dragon and Illuminal Dragon, Ethics Buster has an 11000 power base, but he differs from them in that he is a break ride, harbinger of a highly explosive endgame but being limited in what he can do by himself. Ethics gets +2000 power in the vanguard cricle when he is boosted by a Nova Grappler, creating a 20-21000 line. But when you ride a Nova Grappler over him while at limit break, Ethics Buster gives your vanguard +10000 power and an autoskill that stands all of your front row Nova Grapplers when that vanguard attacks. Using Illuminal Dragon with this skill, you can unfailingly stand all of your rearguard columns while having a center line in the range of 21-31000 power, taking around six cards to block all of the attacks without any triggers coming through. This makes both decks that use Azure with Illuminal and Ethics Buster viable, as well as just Illuminal-Ethics decks, and while Ethics Buster is a Beast Deity, his break ride skill is compatible with all Nova Grapplers, effectively updating Illuminal Dragon, Stern Blaukluger and Asura Kaiser all at once.

The Beast Deities are an extremely diverse subgroup with a heavy amount of support, and there is a lot of freedom of choice between how you want to build your deck, whether you choose to go for a four deities or zodiac deities model, or some combination therein. Next time that we revisit the Nova Grapplers I will be discussing the new Death Army series cards from EB04: Infinite Phantom Legion and the ultimate lifeform, Cosmo Lord.