Showing posts with label lizard soldier conroe. Show all posts
Showing posts with label lizard soldier conroe. Show all posts

Wednesday, July 30, 2014

News: Conroe Restricted for English Format

The English Vanguard portal just updated moments ago to reflect a change in the official Fighter's Rules governing Bushiroad-sponsored tournament play. Effective on August 20, all prints of Lizard Soldier Conroe are restricted from being used as the first vanguard in English tournament play. As with his predecessor on the restricted list, Barcgal, up to four copies of Conroe may still be included in any deck, but he may not be set as the grade 0 to begin the game with. This is the first modification made to the English-language restricted list since July 2012; while some discussion arose in the community over the possibility of Dragonic Overlord the End finding a place on the list last year, nothing ultimately came of this.

Restricting Conroe for the English-language format emulates an identical restriction made by Bushiroad of Japan in January. By eliminating Conroe from the vanguard circle, part of Nouvelle's central engine has been cut out. One of the supporting reasons that it has been so easy for Kagerou cardfighters to treat Nouvelle Vague as simply another grade 3 in the deck is that Conroe's counterblast allows his cardfighter to search for Nouvelleroman Dragon, who in turn can then return a copy of Nouvelle from the hand to the deck to search for Kagerou's grade 3 break ride. Effectively drawing a grade 4 becomes the same as drawing a grade 3, almost entirely eliminating the risk factor of playing Nouvelle and giving the deck an inordinate amount of consistency relative to its reward.

Removing Conroe makes it harder for Kagerou fighters to dominate above and beyond the other decks of the format, and bumps up the clan's grade 3 searcher Red Pulse Dracokid into becoming their go-to FVG. In order to both capitalize on the extra soul available from using Red Pulse's skill and compensate for no longer being able to search for any grade 1, most Japanese cardfighters adapted their decks with additional copies of Calamity Tower Wyvern, a Luckbird clone that when called can soulblast 2 to draw a card. English-speaking fighters are expected to follow suit, and this adaptation is important because it makes Dragonic Nouvelle Vague's persona blast much more difficult to activate. The persona blast requires three soul to use, so by encouraging multiple Calamity Tower calls the post-restriction format also puts a heavier limitation on Nouvelle's limit break--which can completely destroy every rearguard on the opponent's field. This helps to mitigate the grade 4's intense control of the game.

While Bushiroad USA attributed the restriction to the Team League 2014 results, it was likely also made with an eye to the recently announced World Championship 2014. The restriction encourages cardfighters who left the game as a result of Nouvelle's dominance to return to it, and promotes a lower bar of entry for newcomers, who already face an overwhelming number of professional decks to learn and keep track of.

Thursday, January 16, 2014

News: Conroe to be Restricted for February, Tsukuyomi & Majesty to Return, Almeida Stewart's World Championship Decklist Made Public

The Japanese restricted list was revised Tuesday, with a somewhat surprising addition made in Lizard Soldier Conroe; widely respected as Kagerou's most optimal first vanguard since his release three years ago in BT01: Descent of the King of Knights, Conroe is now the first card since Barcgal to be banned from being set as the first vanguard. Like Barcgal, Conroe can still be included within the deck, but is now of limited use because he cannot be played to open the game. Unlike with Barcgal, many cardfighters saw this restriction coming.

Conroe had previously spent a tournament season on the list but in a different capacity, limited to two copies in combination with Dragonic Overlord the End. Done to put down the DOTE deck after an extended term of prolonged dominance, the world was surprised when both cards were taken off the list despite the release of Dauntless Drive Dragon as DOTE's new supporting grade 3. Initial Dauntless mania cooled with the continued dominance of the Eradicators in the format, but this new decision has come about with likely inspiration from the results of the Fighter's Climax 2013 national tournament. Divided between the open class and junior divisions, six pros made waves with powerful Nouvelle Vague decks whose overwhelming success would not have been possible without Conroe to fix their grade ratios. The common feature of all Nouvelle decks used in competitive play thus far is running 4 grade 3s and 4 grade 4s--functionally equivalent to running 8 grade 3s, and only playable in this way because Conroe's search skill can be used to target the grade 1 Nouvelle Roman Dragon, whose on-call skill sends Nouvelle into the deck to search for a grade 3. In this way, all copies of Nouvelle automatically become grade 3s purely on the basis that Conroe can instantly fetch Roman for a single counterblast, and this is almost a guaranteed move with the rise of Link Joker and subsequent diminished presence of retire skill first vanguards like Linchu and Terrycloth.

This searchability also allows Dauntless Drive Dragon and Cruel Dragon to be run in unnaturally low numbers in the Nouvelle deck and still be consistently fetched, most commonly at 2-2 as done by Sen Hayato, Matsushita Daisuke and junior cardfighter Matsushita Shunji. The ability to use Nouvelle with effectively normal grade ratios is probably not an intended part of the card's design. By cutting Conroe out from organized play, Bushiroad is taking a cautionary measure that diminishes Nouvelle's effectiveness without completely destroying the deck entirely, making Nouvelle Roman a chance-based draw and forcing Kagerou cardfighters to modify their grade ratios in order to use the same kinds of grade 3s. Reinforcing the Barcgal comparison in 2011, this has taken an exceptionally consistent deck and bumped it back down to level with its contemporaries. Restricting Conroe has also resolved an issue that has plagued Kagerou from the beginning; his search skill has discouraged diverse deckbuilding by prematurely making other first vanguards for Kagerou obsolete, even in Seal Dragon builds.

A similarly surprising change is the return of Goddess of the Full Moon Tsukuyomi and Majesty Lord Blaster, whose deckbuilds had dominated alongside DOTE in 2012. For Tsukuyomi, the nail in her coffin was the ability to run the Goddess at four copies as her build's only grade 3, and Japanese cardfighters cultivating a play style of deliberately accepting gradelock in order to avoid riding non-Tsukuyomi cards, so that Goddess of the Crescent Moon's soulcharge 2 would be guaranteed, and the freed up deck space could be used for maximum copies of Oracle Guardian Red-Eye without sacrificing space given to Silent Tom or Mocha. In this way Tsukuyomi could consistently reach grade 3, reach 6 soul with support units like Red-Eye and Kaguya, make multiple gains in card advantage through free superior rides along with Tsukuyomi's draw skill and Luck Birds to make use of the extra soul, and stack the deck up to 20~25 cards through gradelock instead of being hardcapped at a maximum of 15. Meanwhile Majesty Lord Blaster was able to set up a consistent 12000 base defense on turn 3 along with a permanent extra critical and three rows of 21000+ lines with Toypugal, Bedivere and Palamedes. While Majesty may not have aged well compared to Tsukuyomi, even while restricted he was periodically seen popping up throughout 2013 in VGCS tournaments and in Fighter's Climax, so both decks are likely to find their place in the February-on format. Eradicator Dragonic Descendant has remained restricted to 2 copies, making him the only card to still be restricted in this way. Ultimately the restricted list has diminished with time rather than grown larger as in other TCGs.

Finally, the decklists from the 2013 World Championship have been released, including reigning world champion Almeida Stewart's Dauntless DOTE deck. As an update over the previous story, there were actually ten participants in the championship rather than nine. Presumably to prevent anyone from having a bye, Bushiroad injected a Japanese cardfighter with an English-language Eradicator deck into the tournament; the identity of this mystery fighter is presently unclear, but a best guess is a representative from the Fighter's Climax national tournament that was taking place on the same day.

1/25/2014 Update: A source within Bushiroad international has explained the fighter's identity. The tenth cardfighter is Nakajima Yuu, the Japanese champion for English edition Cardfight!! Vanguard. Nakajima's presence in the world championship finals was previously overlooked due to a rule in the 2013 World Championships that differed from WCS2012, which allowed for the Japanese champion to participate directly in the finals without having to make first place in the Asia-Oceania continental qualifier. In the previous year the Japanese champion still had to place within the top 3 at the AO tournament to be in the finals, but because the Japanese route to the finals for 2013 was separate from the rest of Asia's, Nakajima was not noticed. We apologize for the gap in our coverage.

2012 world champion Brandon Smith issued a public congratulations to Stewart and the other competitors via the official Cardfight!! Vanguard USA Facebook page, expressing anticipation to one day play against the new champion and see the competitors return for 2014. Breakdowns of the top 4 decklists from WCS2013 can be viewed below, with general descriptions of their strategies and play styles.

Almeida Stewart: Black BBC
Grade 0
x1 Lizard Soldier, Conroe (FV)
x4 Dragon Monk, Genjo HT
x4 Seal Dragon, Artpique DT
x2 Gattling Claw Dragon DT
x4 Embodiment of Spear, Tahr CT
x1 Blue Ray Dracokid CT
x1 Seal Dragon, Biella CT
Grade 1
x4 Wyvern Guard, Barri
x1 Flame of Hope, Aermo
x4 Embodiment of Armor, Bahr
x2 Dragon Monk, Gojo
x4 Seal Dragon, Kersey
Grade 2
x2 Berserk Dragon
x4 Dragon Knight, Nehalem
x3 Burning Horn Dragon
x1 Bellicosity Dragon
Grade 3
x4 Dragonic Overlord the End
x4 Dauntless Drive Dragon
Stewart's decklist is a modification of his favored 8-draw build for DOTE, using 6 draw triggers and multiple types of critical triggers to give the appearance of running more criticals than in reality. There are some notable similarities to Albert Lee's old Dauntless DOTE build in using 2 Gojo and 4 Kersey to cycle those draw triggers after they've been checked, but Stewart made the wiser choice in playing Conroe to be able to tech Aermo as a vanguard booster and go through his cards more consistently. The deck is notably light on Berserk Dragon, as most Kagerou cardfighters play him at 4 not for the sake of using that much counterblast but instead to consistently draw the card. The builds' main goal is to break ride over Dauntless with The End, leaving the opponent in a world of poor decisions if they're at more than 3 damage. The most optimal way to deal with the play is to no-guard it, but if this isn't an option then Dauntless' break ride skill will stand The End, allowing it to swing again and bring the situation back at the opponent. No-guarding makes an opening for Stewart to use the persona blast to stand and attack again, which differs from Dauntless' stand skill in increasing advantage rather than decreasing, but the main point is that Dauntless DOTE will always make two 21000+ power swings with the ability to go for up to three attacks total if the opponent's hand is low, but the persona blast in this scenario only recoups the -1 of break riding rather than actually giving a +1 as it did in previous months and the danger of the Dauntless build comes entirely from its four drive checks.

The biggest hole in the deck is that once that initial DOTE break ride turn is over, there's nothing left afterward. Generally all of the counterblast is used up by then, additional attacks aren't going to hit for the persona blast even when there is open damage, and more break rides aren't going to come after DOTE hits the field. Thus, the deck has to win many turns before it actually drives the opponent to 6 damage, by taking out a large part of the opponent's hand. This can be answered by doing successive Dauntless into Dauntless break rides, but because of DOTE's need to save up multiple grade 3s for both the break ride and persona blast, and the deck not actually grabbing up a huge amount of advantage despite cycling through a lot of cards per game, this isn't always practical. Stewart's deck is effective, but its primary trait is getting inside the opponent's head during break ride turns.

Albert Lee: Gundam
Grade 0
x1 Beast Deity, Riot Horn (FV)
x4 Ring Girl, Clara HT
x2 Three Minutes DT
x4 The Gong DT
x4 Red Lightning CT
x2 Shining Lady CT
Grade 1
x4 Twin Blader
x4 Clay-doll Mechanic
x1 Toolkit Boy
x4 Beast Deity, Scarlet Bird
Grade 2
x3 Magician Girl, Kirara
x4 Beast Deity, Golden Anglet
x4 Beast Deity, Hatred Chaos
Grade 3
x4 Beast Deity, Azure Dragon
x4 Ultra Beast Deity, Illuminal Dragon
x1 Beast Deity, Ethics Buster
Lee made some interesting choices when compared to the other noted Beast Deity cardfighter of the time, Sebastian LeBon; both fighters recognized the value of 6 draw with 6 critical in the Illuminal deck, due in part to Nova Grappler's minimal ways to grab up card advantage and lack of deck searching. When presented with more options than LeBon though, Lee still valued Azure Dragon more than Ethics Buster, setting up consistent crossride defense--normally ineffective in BT10-on, but with a very positive Descendant matchup due to the general reliance on Rising Phoenix in that build, tendency to run low on boosting units and the weakness of Descendant's unboosted 11000 swing vs a single 10000 shield on 13000 defense. However, Lee eschewed Black Tortoise in favor of Kirara but still considered Scarlet Bird playable as a pressure attacker and 18000 line with Hatred Chaos, where most others run Blank Marsh.

Toolkit Boy is an unusual tech, considering many cardfighters don't even know what the card does. Although at 1 it's far from guaranteed, Toolkit can unflip a damage when he boosts the vanguard and the attack hits the opponent's, which gives him a lot of synergy with Kirara's counterblast 2 and Illuminal Dragon's counterblast 3. There are also more opportunities to play him in the Eradicator matchup, where sacrificing the vanguard booster to Gauntlet is a typical play if it's something like Clay-doll or a draw trigger. Lee's general idea is to wear the opponent's hand down with Scarlet Bird and Kirara, draw cards when her attack finally goes through, then unflip counterblast with Clay-doll and Toolkit, and set up an Ethics break ride into either Azure for a persona blast to have two standing rearguards or into Illuminal for a counterblast 3 to stand the entire field, getting five attacks in either way while keeping flipped damage low so that Illuminal can go off twice. This variation is versatile and its techs are set up so that drawing one card can be beneficial by warping the entire strategy in a new direction, but without necessarily building the entire deck around the break ride. Not running Blank Marsh is the most unusual choice, but arguably a very good one. Marsh has specific combos with Golden Anglet and Hatred Chaos, but is much stronger late-game when the opponent is at 4 damage and willing to accept one more to conserve shield, and because of the problem of getting boosters set up consistently it's not typical to use him more than one per game in the first place.

Adwin Leong: FTW
Grade 0
x1 Ambush Dragon Eradicator, Linchu (FV)
x4 Worm Toxin Eradicator, Seiobo HT
x4 Eradicator, Dragon Mage DT
x4 Eradicator, Yellow Gem Carbuncle CT
x4 Sacred Spear Eradicator, Pollux CT
Grade 1
x4 Eradicator Wyvern Guard, Guldx3 Eradicator, Demolition Dragon
x2 Rising Phoenix
x3 Ceremonial Bonfire Eradicator, Castor
x3 Steel-blooded Eradicator, Shuki
Grade 2
x4 Eradicator, Spark Rain Dragon
x3 Supreme Army Eradicator, Zuitan
x3 Fiendish Sword Eradicator, Cho-Ou
Grade 3
x3 Eradicator, Vowing Sword Dragon
x3 Eradicator, Dragonic Descendant
x2 Eradicator, Gauntlet Buster Dragon
Leong's deckbuild is a combination of snowballing skills. Originally, Spark Kid Dragoon was the favored first vanguard for Narukami and has remained so in Japan, but internationally his main competition in Linchu has been adopted for the Eradicator deck. Linchu works like Saishin from the previous format, but to compensate for being dependent on the Eradicators he can also retire grade 1s, which can be instrumental in punishing early game attacks to control how the opponent plays in addition to countering first vanguards as before. In that way Linchu expresses a different kind of pressure, discouraging the opponent from making two or more attacks in the first turn as is so common in BT10-on with the prevalence of Kay clones, but it's also easy to bait just by leaving the first vanguard exposed without calling other units to deliberately goad the Eradicator fighter to use Linchu as early as possible. Since Linchu is lost to destroy the opponent's card, it's not truly a gain in advantage, but can create one by helping Leong conserve cards that would have been used to defend. Rising Phoenix also recoups the loss from putting Linchu back in, and combos with Cho-Ou's retire skill, which can even be used with Linchu as the cost to effectively reach grade 2s and 3s using the first vanguard. This all ties back to Gauntlet Buster Dragon, effectively the deck's midgame limit break that attacks with an extra critical for each card retired, commonly swinging for 3 damage when the opponent is at 3 and would otherwise guard the attack to clear out early perfect defense cards. Arguably the biggest flaw in Leong's build is that Gauntlet is only at 2, when there's a case to be made that the card has a bigger overall impact on the game than Vowing and takes precedence for bringing the opponent to higher damage faster to let Descendant tag in.

Dragonic Descendant is what will likely get the most attention. Commonly identified as the main axis around which the Narukami deck is based, like Stewart's Dauntless, Descendant relies on making multiple attacks with the vanguard line, but is able to do it over multiple turns for counterblast 1 discard 3 and swing with an extra critical the second time. The cost is technically more expensive than Dauntless but less so than The End, and can only be done if the attack does not pass through. Descendant's other skill lets it get +5000 power for 2 counterblast, making use of untouched resources if Gauntlet isn't drawn in the game and attack without a booster, and because neither attack can get through when the opponent is at 4~5 damage it means that at least the first attack has to be guarded no-pass due to all triggers automatically going to Descendant. The opponent is put into a very difficult situation, one which sometimes compels fighters to declare no guard at 4 damage simply to bypass the scenario altogether, but it can also be avoided by staying at lower damage for much of the fight and is offset by the Eradicators being a low advantage build that has trouble setting up its boosters and taking a -1 each time Descendant stands with its once-per-turn limit break. The result is that if Descendant doesn't end the game on his limit break, then the game ends next turn. Eradicator plays can also typically be seen coming a mile off due to the most optimal decisions being built into the cards, which means that after fighting one Descendant-Gauntlet, you have fought all Descendant-Gauntlets.

Kevin Lang: Made in England, God Save the Queen
Grade 0
x1 Ambush Dragon Eradicator, Linchu (FV)
x4 Worm Toxin Eradicator, Seiobo HT
x4 Eradicator, Dragon Mage DT
x4 Eradicator, Yellow Gem Carbuncle CT
x4 Sacred Spear Eradicator, Pollux CT
Grade 1
x4 Eradicator Wyvern Guard, Guld
x4 Eradicator, Demolition Dragon
x2 Rising Phoenix
x3 Steel-blooded Eradicator, Shuki
x2 Eradicator of Fire, Kohkaiji
Grade 2
x4 Eradicator, Spark Rain Dragon
x4 Fiendish Sword Eradicator, Cho-Ou
x3 Supreme Army Eradicator, Zuitan
Grade 3
x3 Eradicator, Vowing Sword Dragon
x2 Eradicator, Dragonic Descendant
x2 Eradicator, Gauntlet Buster Dragon
Kevin Lang's Eradicator build differs from Leong's mainly in the use of Kohkaiji over Castor, a debate that also took place in Japan. Uemura Shouhei solidified the definitive Descendant-Gauntlet build over there with Castor, whose card changing skill proved extremely potent in the early game and following Gauntlet's limit break, but Kohkaiji isn't entirely without merit. The skill is essentially the same as Photon Bomber Wyvern but for the Eradicators, pumping the vanguard up by +10000 instead of +6000 when the opponent has 3 or more damage in the damage zone, but differs in how it interacts with the card pool. Kohkaiji becomes a very strange pressure unit in that he effectively prevents the opponent from defending early to midgame as one would like to in the Eradicator matchup if they do not guard the attack immediately preceding Gauntlet/Descendant's. All defending decisions must be made before the vanguard strikes; if Gauntlet has an increased critical and perfect defense will be dropped early to absolutely prevent it from going through, then it's natural that the previous rearguard attack will be allowed to hit since the vanguard line's power is functionally meaningless versus defense, but if the attack is to be allowed in then the rearguard must be defended to stay at 2 damage. Kohkaiji's effect on the game is more important with Descendant later on, since the card will swing for 21~31000 after the boost, so when Descendant makes his initial attack he'll often go unboosted to make the second blow go for exponentially higher power.

Lang ironically ran Dragonic Descendant at just 2 copies. As described above, this is what that card is currently limited to in Japan, but not on the world stage. This goes a ways towards demonstrating the diminished impact of the restricted list on the Eradicators, and their nature as a combo deck that bases itself on each card individually being able to make or break a clan, but it can also be construed as one of the contributing reasons that Lang's build is in fourth.

Thursday, February 7, 2013

Study Guide: Kagerou

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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