Showing posts with label phantom blaster abyss. Show all posts
Showing posts with label phantom blaster abyss. Show all posts

Tuesday, June 23, 2015

News: Cardfight Pro Editor Wins Origins Game Fair 2015

The following article was severely delayed due to corruption of the associated video files. At the time of this writing, the video of game 2 has still not been recovered; we apologize for this delay.

June 6th, 2015. This year's fortieth annual Origins Game Fair was also the third Cardfight!! Vanguard tournament organized by Bushiroad USA at the Fair, with 49 cardfighters participating in the competition. Cardfight Pro's editor-in-chief of four years, Alexander "Touya" Fisher, took first place with a Phantom Blaster “Abyss” deck. Unlike Bushiroad's ongoing Spring Festival tournaments, the Origins event was held in a best-of-three modified Swiss format. Double elimination rules were implemented so that only cardfighters who maintained a record of X-1 or better would be able to keep playing until the last round.

Second place went to an Oracle Think Tank cardfighter playing Susanoo with Sakuya, third place to a Narukami fighter playing Sweep Command Dragon, and fourth place to a Dimension Police fighter playing Sin Buster with Daikaiser. Top 8 at the tournament included two Thavas-Glory Maelstrom fighters and one Cat Butler; the eighth cardfighter was not reported. The tournament finals were recorded on video and are provided below.



Bushiroad USA sales manager Johnathan Lee (pictured above at right) attended the tournament as its organizer, with the assistance of local Ohio card shop The Soldiery. We were able to briefly ask Mr. Lee a few questions while on-site. According to Lee, the decision to use best-of-three at the Origins Fair was influenced by its popularity over best-of-one. A survey conducted by Bushiroad of over two thousand cardfighters showed a majority preference for best-of-three. The decision was also influenced by the Origins event not being incorporated into the world championship series or Team League 2015, as this gave the US branch greater creative freedom with running the tournament. However, when asked if the format used at Origins would be integrated into the 2015 world championships, Lee could not definitively answer in the affirmative. Doing so would require approval from Bushiroad of Japan, which has been running best-of-one tournaments for all of its card games since 2008.


By the time the finals began, it was the fourth set that the two finalists would play with one another. In the minor tournament on the previous day they had fought during round 5 of Swiss, in top 8 of that same competition, and in round 4 of the June 6th tournament. Each player was thus familiar with the other's deck composition. Game 1 of the finals ended quickly, primarily due to trigger checks. Touya checked critical triggers on his first two turns of the fight, putting his opponent at 5 damage, and on reaching grade 3 he legioned immediately to end the fight. The game left both the finalists and the spectators grateful that they were playing a best-of-three set; Touya remarked after the finals were over that had this game determined the overall winner, no one would have accepted him as the champion. His opponent remained calm in face of the poor opening to the set, stoically carrying on with game 2.

Game 2 has been lost due to the video file being corrupted, and we are attempting to recover it. One of the critical weaknesses of the “Abyss” deck was demonstrated during the game, as Touya was forced to sit on Mordred Phantom for the entire duration due to not drawing “Abyss.” Because the deck hinges around the abilities of a single card, failing to draw it negated the primary threat of the deck, and without Branwen in the format his stride options were limited entirely to additional copies of Mordred. Meanwhile Oracle Think Tank shined in this game; the reliable draw options and the constant threat of Silent Tom kept his opponent continually ahead. Although the game went long, it ended with all four copies of Phantom Blaster “Abyss” still remaining in the deck.


In game 3 Touya capitalized on early guard opportunities versus his opponent's unboosted center lane to avoid having to block Silent Tom while at high damage later on. As the fight progressed he stayed very close in card advantage despite facing draw skills that should have changed the tempo of the fight immensely. His opponent blocking Judgebau took a perfect defense card out of their hand early on, which led to the decisive blow for the fight at around the 04:40 mark. The threat of “Abyss'” high-power second attack forced his opponent to put down 20000 shield in four parts, as 5000 shield guardians. That net -4 kept them from taking the lead in cards controlled despite using both Susanoo's and Takemikazuchi's draw skills to catch up.

Dry trigger checks throughout the fight left the Oracle Think Tank cardfighter at a severe disadvantage, while Touya was able to better dictate the pace of their game with “Abyss'” self-standing skill. While his opponent seemingly had an opportunity to stave off that offensive at 6:22 by not attacking the vanguard, in reality both cardfighters had seen Dorint and Blaster Dark Revenger in his drive checks on the previous turn--hence avoiding sending him to that damage line would have only resulted in Dorint unflipping a damage to enable a restand regardless.

Touya has played Shadow Paladin off and on since its 2011 Japanese debut, and after struggling to find a deck for himself made it his clan of choice in April 2012. A devotee of Phantom Blaster Dragon, he had voiced his disdain for the Revenger subclan repeatedly since it first began receiving support in 2013. Originally intending to play a Witch deck during the current tournament season, as a result of that subclan's primary grade 3 being short printed in EB11: Requiem at Dusk, every triple rare in his boxes of the set were either Phantom Blaster “Abyss” or Blaster Dark Revenger “Abyss.” The difficulty of acquiring Fianna at the set's launch, as well as the generally overwhelming support for the Revenger deck from sets past and present, led Touya to reluctantly main “Abyss” since last November. Going into Origins Touya had a win ratio of 81% with the deck, 134 wins out of 165 tournament games. (Casual games were not included in this count.)

The beginnings of Touya's Dictator deck, which would later become “Abyss” (February 7th, 2014)
Touya had previously placed fourth in the Fair's minor tournament on the preceding day, while his opponent from the finals placed first. In the following tournament on the 7th, he captained Team Delta Attack in winning the team tournament; but due to poor promotion, very few cardfighters knew of the team tournament and only three teams competed. Following this, at the ARG state championship on June 20th, his teammate Alexander Wilson made top 8 playing a Megacolony Machining deck, and Touya himself placed in the top 16 with an “Abyss”-Phantom Blaster Dragon deck using legend deck support. Both fighters are currently qualified for the ARG national championships in August, as each of them has acquired the 20 points necessary to enter the nationals.

His Revenger deck listed below is primarily designed to optimize the number of triggers checked per game, rather than going for a single game-ending attack by breakriding over Mordred. From Touya's perspective, the primary value of Mordred was of baiting the opponent into leaving him at three damage, after which he would normal ride into “Abyss” and use his legion to stretch out a vast difference in damage between himself and his opponent. Being free to absorb attacks at that point in the fight while his opponent was forced to guard, this would cultivate a difference in available shield that would eventually leave them unable to guard. The more one attacks with “Abyss” in the deck, the deeper they can filter for its combo pieces to enable additional attacks later on. Readers should be aware that an ideal version of the deck would use four copies of Dark Revenger, not three--the deck's author dragged his heels in picking up Revenger perfect defense cards, both out of spite and in the knowledge that the upcoming Sovereign Star Dragon support nearly outmodes Dark Revenger.

First place: Alexander "Touya" Fisher
Deck name: Darkness Thunder Force
Grade 0
x1 Judgebau Revenger (FV)
x4 Healing Revenger HT
x4 Freezing Revenger DT
x4 Grim Revenger CT
x4 Revenger, Air Raid Dragon CT
Grade 1
x3 Dark Revenger, Mac Lir
x1 Dark Shield, Mac Lir
x2 Black-winged Swordbreaker
x3 Transient Revenger, Masquerade
x4 Barrier Troop Revenger, Dorint
Grade 2
x4 Blaster Dark Revenger
x4 Blaster Dark Revenger “Abyss”
x4 Fighting Spirit Revenger, Macart
Grade 3
x4 Illusionary Revenger, Mordred Phantom
x4 Revenger, Phantom Blaster “Abyss”
Grade 4
x4 Harmonics Messiah
x2 Heat Element, Magum
x2 Miracle Element, Atmos

Sunday, June 14, 2015

News: Narukami Fighter Wins Dolce Cup, Yamato CS Decklists

Original photo by @vg_dolce
Kanazawa Workers' Plaza, Ishikawa prefecture, Japan. Twenty-one hours ago the Dolce Cup finished its run, with first place at the tournament taken by "Thermos," playing Narukami. Second place went to Bill playing Shadow Paladin, third place to Fujimaru and fourth place Mopii, both also playing Shadow Paladin decks. No decklists for the finalists have been given as of yet, but a complete breakdown of the participants by clan is available below. Shadow Paladin was the most played clan of the tournament, accounting for 25% of all decks played, with Royal Paladin as its closest runner-up at 15%.

Original photo by @vg_dolce
First place at the tournament won three boxes of Sovereign Star Dragon and a rubber playmat custom made for the Dolce Cup. (Pictured above) Round 1 began at 10:00 AM JST, with the finals being completed by 4:00 PM that day. Both the three opening elimination rounds and the tournament finals used a best-of-one format with a 30-minute time limit. Reaching time resulted in a mutual loss for both cardfighters.
VG Dolce Cup Deck Breakdown (47 participants in total)
12 Shadow Paladin
7 Royal Paladin
4 Neo Nectar
3 Gold Paladin
3 Kagerou
3 Link Joker
2 Murakumo
2 Nova Grappler
2 Great Nature
2 Aqua Force
1 Genesis
1 Angel Feather
1 Narukami
1 Dimension Police
1 Dark Irregulars
1 Gear Chronicle
1 Bermuda Triangle
Decklists from the Dolce Cup are not yet available, but the results of the Yamato CS have been made public through the tournament's organizational site. First-place team Suddenly Sussan was lead by Sanctuary Guard cardfighter Chris, and captained by Pitarui--organizer of the regular Pitarui VGCS tournaments--playing Phantom Blaster “Abyss,” with the team's eponymous fighter Sussan taking up Dragonic Overlord “The X” for the tournament. These three decks have emerged as some of the most prominent matchups of the Sovereign Star Dragon-on format, with Sanctuary Guard in particular being a breakout deck among Royal Paladin cardfighters due to how it can seamlessly integrate Jewel Knight and generation break support to overwhelming effect.

Although its contemporary contender Thing Saver Dragon will likely never disappear from the game entirely, for the time being Sanctuary Guard has against all odds come out as the dominant Royal Paladin deck. The addition of Sanctuary Guard Guarantee has given the deck stable grade 3 options for meeting the specific-heart criteria of Regalie; seeing as Guarantee is currently in circulation as part of Cardfight Pack Vol. 13 in the English-language format, his price internationally is likely to increase in face of these results.

Pitarui's “Abyss” deck notably omits the original Blaster Dark Revenger that was once a staple of Shadow Paladin builds, in favor of running both Macart and Macha. This reflects developing the strategies surrounding Phantom Blaster “Diablo;” as cardfighters have become more conscientious of “Diablo's” skill, and are maintaining larger fields accordingly, it is proving increasingly impractical for Revenger cardfighters to focus on emptying their opponent's rearguard circles to make “Diablo's” attack unblockable.

The Revenger gameplan has thus shifted towards taking advantage of the opponent fielding more cards than necessary in order to have retire targets for “Diablo,” by legioning with “Abyss” while their handsize is low from calling so many units. Macart and Macha better support this play style by superior calling Revenger grade 1s for “Abyss” to retire. Blaster Dark Revenger is not the only card to vanish from the deck, as the once-ubiquitous Mordred Phantom and Black-winged Swordbreaker have all but been eradicated from Shadow Paladin play. The soul once dedicated to Swordbreaker now goes to Aurageyser Dragon and Dark Heart Trumpeter, while Mordred has been abandoned for Blaster Dark “Diablo” due in part to the necessity of a Blaster vanguard for Trumpeter and Charon's skills to go off. Without a Blaster grade 3, Charon can't be used as a retire target for Aurageyser, leaving only David to build a net +1 off of in the early to midgame.

Sussan's deck sticks out, as they are one of the few cardfighters to stick by Dragonic Overlord “The X” in the post-legend deck format. Kagerou had all but disappeared from professional play shortly after the deck's Japanese launch date, yet Sussan played it with very few modifications to the deck. At present “The X” is sustained by his Fighter's Collection 2015 stride, Dragonic Overlord “The Ace,” which unlike “The X's” mate, the End, is an offensive rather than defensive stride that can restand regardless of whether or not it hits in exchange for requiring specific discard targets and being a net -1 rather than net neutral or net positive.

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

The VGCS model of fan-organized play has begun to gain popularity internationally, with the bi-monthly BeNeLux tournaments serving as their European equivalent, and there are now similar grassroots organizations emerging in the United States like the ARG Circuit series tournaments.

Today's article was made possible by the donations of our patrons at Patreon. Cardfight Pro is funded by public contributions from readers like you. 

Yamato CS First Place Team: Suddenly Sussan/突然のすっさん (Totsuzen no Sussan)
Foreward: Chris/クリス
Grade 0
x1 Shining Knight, Millius (FV)
x4 Jewel Knight, Hilmy HT
x2 Devoting Jewel Knight, Tabitha DT
x4 Jewel Knight, Noble Stinger CT
x4 Blazing Jewel Knight, Rachelle CT
x2 Bringer of Dreams, Belenus CT
Grade 1
x4 Holy Knight Guardian
x4 Heat Wind Jewel Knight, Cymbeline
x4 Laurel Knight, Sicilus
x1 Jewel Knight, Sabremy
x1 Hidden Sage, Miron
Grade 2
x4 Jewel Knight, Swordmy
x3 Knight of Twin Sword
x2 Starlight Violinist
x2 Transmigration Knight, Brede
x1 Earth Elemental, Pokkle
Grade 3
x4 Sanctuary Guard Dragon
x3 Sanctuary Guard Guarantee
Grade 4 (Generation Zone)
x1 Shrouded Divine Knight, Gablade
x3 Holy Dragon, Sanctuary Guard Regalie
x2 Holy Dragon, Saint Blow Dragon
x1 Miracle Element, Atmos
x1 Great Sage of Contradiction, Jirron

Midfighter: Sussan/すっさん
Grade 0
x1 Red Pulse Dracokid (FV)
x4 Dragon Monk, Genjo HT
x4 Gattling Claw Dragon DT
x3 Magnum Shot Dracokid CT
x1 Lizard Soldier, Goraha CT
x4 Dragon Knight, Janat CT
Grade 1
x4 Protect Orb Dragon
x4 Lava Flow Dragon
x3 Dragon Monk, Gojo
x2 Calamity Tower Wyvern
Grade 2
x4 Burning Horn Dragon
x4 Dragonic Burnout
x2 Dragon Knight, Jabad
x1 Perdition Dragon Knight, Sabha
Grade 3
x4 Dragonic Overlord “The X”
x4 Dragonic Overlord the End
x1 Dragonic Blademaster
Grade 4 (Generation zone)
x1 Divine Dragon Knight, Mahmud
x1 Divine Dragon Knight, Mustafa
x2 Imperial Flame Dragon King, Root Flare Dragon
x4 Supreme Heavenly Emperor Dragon, Dragonic Overlord “The Ace”

Captain: Pitarui/ぴたるい
Grade 0
x1 Cutting Edge Knight, David (FV)
x4 Healing Revenger HT
x2 Freezing Revenger DT
x4 Grim Revenger CT
x4 Revenger, Air Raid Dragon CT
x2 Revenger, Wounded Angel CT
Grade 1
x4 Karma Collector
x4 Transient Revenger, Masquerade
x3 Pitch Black Sage, Charon
x2 Knight of Yearning, Branwen
x1 Dark Heart Trumpeter
Grade 2
x4 Blaster Dark Revenger “Abyss”
x4 Fighting Spirit Revenger, Macart
x3 Dark Night Maiden, Macha
Grade 3
x3 Blaster Dark “Diablo”
x1 Supremacy Dragon, Claret Sword Dragon
x4 Revenger, Phantom Blaster “Abyss”
(Generation zone unlisted)

Friday, May 22, 2015

Today's Card Analysis: Phantom Blaster Dragon

運命よ、我にさらなる絶望を与えよ!
"O fate, bestow unto me even further despair!"
The Japanese card of the day is an unconventional revival of Shadow Paladin's original boss card, Phantom Blaster Dragon. While the original Phantom languished in disuse for years, this new breakride incarnation of the unit supports multiple different deck types and strategies with divergent bodies of support, giving life to cards both old and new. The Dragon of Hell's second coming is upon us.

AUTO (Limit Break 4): [Soulblast 3] When a <<Shadow Paladin>> rides this unit, you may pay the cost. If paid, choose one of your vanguards, during this turn it gets Power +10000 and "AUTO (Vanguard circle): [Choose three of your rearguards, retire them] When this unit attacks a vanguard, you may pay the cost. If paid, draw two cards, choose three cards from your damage zone and turn them face-up, during that battle, your opponent cannot call grade 1 or greater cards from hand to the guardian circle."
AUTO: [Choose one of your rearguards, retire it] When this unit is placed on the vanguard circle you may pay the cost. If paid, search your deck for up to one card with "Blaster" in its card name, reveal it to your opponent, put it into your hand and shuffle that deck.

Phantom Blaster Dragon can be used with virtually any Shadow Paladin grade 3, but because he searches for Blasters units exclusively he primarily supports the Blaster subclan. It should be noted that the soulblast 3 attached to his breakride is attached to specifically prevent synergy with the clan's mass of soul-based card advantage support, from Black-winged Swordbreaker to Darkheart Trumpeter and Aurageyser Dragon. Running Blaster Dragon means surrendering most if not all of these support cards.

The general properties of Sovereign Star Dragon's Phantom Blaster Dragon are that by blocking grade 1 and greater guardians he answers the primary problem with his past incarnations, being easily blocked by perfect defense cards and special guardians like Rubidium or Guinevere. As a trade-off he has no innate critical skill of his own and instead depends on the grade 3 that you ride to achieve that. The soulblast cost makes it exceedingly difficult to use multiple Phantom Blasters in a game, so unlike with a unit like Daikaiser or Cormack there is no real option to continually threaten an opponent at 3 damage across multiple turns. Instead Phantom Blaster is made as a genuine killing move that will end the game on the turn that he is break ridden.

Considering the Blaster units chronologically, the breakride of Phantom Blaster Dragon conflicts with trying to use his original print from BT04: Eclipse of Illusionary Shadows. Even though their set numbers and skills are different, because the cards have the same name only up to four copies of either unit in combination may be included in a deck, just like with the Dragonic Overlord breakride from Infinite Rebirth. The primary reason one would want to mix the two is to for Eclipse Phantom Blaster Dragon's additional power and critical skill, which can work well in combination with the break ride's perfect defense blocking. However, compared to using Claret Sword Dragon's generation break, the only advantages this holds are that Eclipse Blaster can be searched by Sovereign Blaster, and that the skill can be used twice for a 40000 power critical 3 lane instead of a 31000 power critical 2 lane. With a booster factored in the difference should be that Phantom requires 15000 additional shield to block over Claret Sword Dragon.

The issue of space can be somewhat alleviated with Blaster Javelin, the grade 1 from Shadow Paladin's original series of evolving cards. Javelin's on-call skill allows you to discard a grade 3 Shadow Paladin to search for a unit named Phantom Blaster Dragon, and the breakride is just as eligible for this as the BT04 print. This is the reason Blaster Javelin has jumped up from being worth 20 yen and below to almost 400 yen overnight in Japan. You can run two copies of each Phantom Blaster Dragon, using Javelin to guarantee that you get the breakride in hand, then riding it and retiring Javelin to search for the Eclipse print. The trouble with this is trying to fit Blaster Javelin into the deck, as the breakride benefits from having both Hard Fighting Knight Claudas and Pitch Black Sage Charon in his grade 1 slots.

The card that Phantom Blaster Dragon has really been designed from the ground up to support is his crossride introduced in VG-BT05: Twin Swords Awakening. Searching for any Blaster on-ride assists with getting a copy of Phantom Blaster Overlord in hand, and his on-attack skill turning three damage face-up is meant to be specifically used in combination with Overlord's counterblast 3 persona blast for +10000 power and +1 critical. The timing of both skills is flexible so that they may be resolved in either order like with Dorint and Blaster Dark Revenger, but not inside the resolution of one another. So you can either persona blast with Overlord and then retire three to countercharge the damage to have resources open next turn, or you can use the retire skill first to countercharge the damage necessary for Overlord. The latter is the more likely use of the card; while most crossbreakride decks are characterized by having a central devastating breakride turn followed by several turns with just the crossride's abilities, for Overlord the breakride turn is the final one. Overlord simply doesn't stand on his own.

If you can muster the additional soul for it, Apocalypse Bat can act as a 10000-power booster for Overlord, creating a 41000 power 2 critical center. However, provided that that one soul is Sovereign Phantom Blaster Dragon, functionally the same thing could be accomplished using Claudas as a 9000-power booster while crossridden; a 42000 power center with the same critical. The primary issue with the Overlord build is the sheer number of grade 3s it requires, as the deck has to be up to the task of pulling off a breakride, persona blasting Overlord and striding for several turns to force the opponent to the 4~5 damage range where Overlord can kill.

Pitch Black Sage Charon is an essential card for mitigating the retire costs in Phantom Blaster Dragon decks, as his skill makes him count as two units as long as a grade 3 or greater Blaster vanguard is present. Given that the deck has access to Dark Night Maiden Macha for superior calling, Pitch Black Charon would be at a maximum of three copies, and more likely two. It's easy enough to pull out Charon that he doesn't need to take up too much space on his own.

First vanguard choice is a contentious issue. Bushiroad's Research & Development staff recommended using Fullbau alongside the requisite Blaster Javelin and Blaster Dark units. However, Blaster Javelin is not useful enough on his own to justify dedicating all of the component pieces of the sequence to the deck, and Fullbau ultimately goes off just 46% of the time. Judgebau Revenger is an option since both grade 3 options are Phantom units and he provides another means for searching out Charon, and one that doesn't depend on getting to generation break to pull off Macha.

Creeping Dark Goat would be another good choice for first vanguard, as he helps avoid riding Overlord before the Dragon and goes into the soul before retire skills can usually touch him. Fullbau Brave from the Legend Deck is also an option, since his generation break both returns him to the soul and adds a Blaster unit to hand. By riding Phantom Blaster Dragon and retiring a different rearguard to search for Overlord, then immediately striding with a different grade 3, you can use Brave's counterblast to add the second copy of Overlord needed for the persona blast to hand. This does leave Brave exposed to opposing control decks' skills though, whether that's Gattling Claw, Duskblade or Dragonic Burnout. While that won't interfere with the breakride's soulblast 3 necessarily, it would obstruct multiple breakrides from taking place and interfere with numbers when trying to exploit the crossride offensively with Claudas.

The soulblast cost is the biggest obstacle to using Phantom Blaster Dragon. It directly inhibits synergy with Gust Blaster, who gains power and critical dependent on the number of Blasters in the soul; this prevents Gust from becoming a true win condition capable of sending the opponent from 0 to 6 damage easily. For those that truly want to use Gust there are ways around this, but it's an uphill battle. It requires amassing a filler soul of non-Blaster units, preferably with the draw trigger Howl Owl from the Legend Deck. The Fullbau series is generally considered a prerequisite for Gust because of the lack of grade 1 Blasters; running Blaster Javelin, Dark and Nightmare Painter at their maximum amounts in the deck along with the breakride would all but guarantee the necessary three Blasters in soul to make him a destructive threat, and the only problem remaining is getting two additional filler soul over Fullbau in. This type of strategy also necessitates Charon to reduce the cost of either Phantom or Gust, so that retire 5 can get you the full effects of each.

For Gust that's a 38000 power critical 4 center that must be blocked by 0s and can send the opponent from 2 to 6 in one attack. This last property is the only real reason to want to go through the hoops necessary for Gust, as if the opponent is already at the 4~5 damage range both Overlord and Eclipse Dragon can reach higher center lanes with less complex setup, chiefly thanks to being able to be boosted.

The natural first temptation for Revenger cardfighters--who at this point make up the majority of Shadow Paladin fighters--is to use the breakride with Revenger, Phantom Blaster “Abyss.” Like in the Gust example, both units require a retire 3 cost and that mandates using Charon to reduce the net retire to 5, but there are several factors that dissuade using the breakride with “Abyss.” The soulblast cost preemptively negates “Abyss'” strong early card advantage game, as you lose access to Swordbreaker and Trumpeter, who have been at the forefront of “Abyss'” Judgebau combos. “Abyss” also has to specifically retire Revenger units, so there need to be at least three Revengers in play and Charon must be used as the breakride's sacrifice. Moreover, the effect of "your opponent cannot call grade 1 or greater cards from hand to the guardian circle" only lasts until the end of that battle. To get the skill on the second attack you would have to hit with Judgebau on the first to superior call another Pitch Black Charon and one more unit so that you would be able to pay the breakride cost again after restanding.

However, since the opponent's grade 1 and greater guardians are blocked during that battle and “Abyss” is already attacking for 37000 power with Judgebau's boost, hitting is much easier. The opponent would have to drop ~40000 shield on the first attack for a no-pass and still have a perfect defense and discard target in hand for the second attack. At that point the act of trying to prevent “Abyss” from blocking perfect defense cards on both attacks may require dedicating so many resources that the opponent will be unable to come back from that turn. This still requires losing out on a tremendous portion of “Abyss'” support, and the combo is easily exposed to control tactics because Judgebau cannot be used until the breakride turn. Rather than ever needing to drop that amount of shield, opposing Revenger fighters can easily prevent it by retiring Judgebau with Blaster Dark Revenger “Abyss.” Ultimately using “Abyss” with Phantom Blaster Dragon is so much trouble that it's likely not worth the effort.

The final Blaster unit to consider is the breakride itself. Riding the generation rare over himself can be done as an alternative to Aurageyser to force the opponent to go to a high damage threshold where Overlord can seal the game, as while Aurageyser can attack for 36000 power unboosted and get a net +1 from retiring Charon, he can still be blocked by perfect defense card to avoid going to that threshold in the first place. The soul math for planning out a breakride over the breakride and then with Overlord is the same as for Thing Saver Dragon or The Dark Dictator; you need a minimum of 5 soul to do it because when you do your second breakride the second Phantom Blaster Dragon you rode will become soul as well. Having to ride a grade 3, retire three rearguards and then drawing two cards off of Blaster Dragon works out to a net -2 overall, which can be refunded using Macha and other counterblast units that will capitalize on his unflipping properties. Charon can reduce it to a -1. If you can't get to at least 6 soul with Howl Owl then you ultimately come 1000 power short of making a 41000+ power line with Overlord and Claudas later, which can be just enough for the opponent to guard the final turn. But using Dragon to force them to higher damage also gives you two opportunities to retire a rearguard and search for a copy of Overlord, getting both the breakride and persona blast in hand for later.

Blaster Dark “Diablo” can be break ridden over Blaster Dragon while still benefiting from Charon, but this is not especially advisable. “Diablo” has no real card effects of his own, and if you stride over him you then lose the skills given by the breakride. The main reason to use “Diablo” is to pay the cost of stride, as you can use Charon's skill to reveal a grade 3 and search for “Diablo,” then discard a non-grade 3 unit to resolve Charon and later discard the copy of Blaster Dark for stride. You can also use a Blaster Javelin exploit with this; if you start with Blaster Overlord in hand you can use Charon to search out “Diablo,” then use Javelin to discard “Diablo” and search for Blaster Dragon. When you ride Blaster Dragon you can then retire Javelin to search for a second copy of Overlord, completing the setup for the breakride and persona blast.

As for non-Blaster units, Dragruler Phantom makes a particularly strong case for himself. Dragruler differentiates himself from the other grade 3s in that he genuinely has the highest possible power threshold of any unit that can breakride over Phantom Blaster Dragon. By repeating his limit break until the opponent is at five damage--or until you are simply out of counterblast--it's possible to make Dragruler attack for up to 71000 power unboosted, 81000 power with Eloquence Revenger Glonn or Branbau Revenger. Since Dragruler ensures that the opponent is always one point away from death, attacking with him breakridden for 81000 is functionally the same as attacking with Overlord for 42000 while they are at four to five. The biggest difference is that it's possible to get a sixth damage heal out of Dragruler's attack, while if Overlord connects the opponent will usually be going to seven damage and have to get two consecutive heal triggers to survive. The problem with this setup is that it requires even more resources and setup than “Abyss;” ten Revenger rearguards to retire and three units for Blaster Dragon, and Glonn. Dragruler is much more a theoretical scenario than he is a real strategy at this time.

The final way to consider using Phantom Blaster Dragon is with the Witch subclan. Like with Dragruler this carries the downside that none of these ride targets can be searched by the breakride, but the reason to do it is for either Cultus Witch Rias or for Witch of Quests Securna. Securna's retire skill decreases the opposing vanguard's power by -5000, and Rias' on-legion skill can reduce it by up to -25000 power, which greatly exacerbates the problems with not being able to use grade 1+ guardians. However, this is extremely dependent on getting the opponent to five damage, as the Witch subclan has no additional critical vanguards. Only time will tell if G-BT03 will introduced other grade 3s that work well with Blaster Dragon, but there's a very diverse body of options available at this time.

As has been demonstrated, the major obstacles to Phantom Blaster Dragon's success are the stringent soul conditions and the necessity of keeping and using multiple grade 3s. The introduction of a Steam Breath Dragon clone to the clan in Sovereign Star Dragon may alleviate this, provided that it happens at all. Claret Sword is considered likely to receive this type of stride enabler, and it would help the Blaster deck immensely if it could co-opts the grade +2 skill to stride prior to limit break becoming active. The soulblast makes for less of a disconnect between Phantom Blaster and his original counterpart Soul Saver Dragon, as well as to Phantom Blaster and his form as the guardian dragon Thing Saver. The emptying of the soul into the drop zone also makes an elegant parallel against Majesty Lord Blaster and Religious Soul Saver's soul-squatting gameplay. But it is also the greatest obstacle to Blaster Dragon's success, and needs to be planned around carefully based on what type of deck you want to run with it. Be sure to read the card's lore at Arkadiaworks.

Today's article was made possible by the donations of our patrons at Patreon. Cardfight Pro is funded by public contributions from readers like you.


Saturday, May 9, 2015

News: Japanese “Abyss” Prices Double, Raven Haired Ezel Debuts in Manga

Price charts coming out of Japan this morning have demonstrated that the average selling prices of the Shadow Paladin legion leader Phantom Blaster “Abyss” and his mate Blaster Dark Revenger “Abyss” doubled between the months of April and May. Phantom Blaster skyrocketed from a below-1500 yen average to 2500~2700 yen apiece. (Approximate conversion is going from $13 to $21~23 in US money.) For comparison, Thing Saver Dragon is current available in Japan for ~400 yen and Dragonic Overlord “The X” for ~600 yen. The “Abyss” price rise is reflective the results of the fifth Sapporo VGCS, in which “Abyss”-“Diablo” decks both dominated top spaces and accounted for 46% of all decks entered in the tournament, as well as the results of the West Japan and Kansai Spring Cup where Shadow Paladin made up 24% and 41% of the participating entries.

Blaster Dark Revenger “Abyss” has actually turned out as the more expensive of the two, starting at a similar price point and jumping up to 2600~3000 yen apiece. This is arguably based on Blaster Dark's greater utility in the “Diablo” deck, as the actual use of Phantom Blaster “Abyss'” restanding skill is low compared to Blaster Dark's cheap retire skill, which can be used to help force a win condition with “Diablo.” The original Blaster Dark Revenger has not experienced any comparable rise despite seeing similar levels of play, likely due to his widespread availability in VG-TD10: Purgatory Revenger. Both “Abyss” units were printed as triple rare cards in EB11: Requiem at Dusk, increasing their scarcity and making them subject to greater market fluctuations.

Original images donated by inaisekai.
In other news, this month's issue of Monthly Bushiroad magazine has come packaged with the latest chapter of Itou Akira's Cardfight!! Vanguard manga. Featuring a fight between Tatsunagi Kourin and Tokura Misaki, at the climax of the chapter Kourin rode a new unit "Raven Haired Ezel" in a bid to end the game. The new unit was ridden over Incandescent Lion Blond Ezel, potentially making Raven Haired a crossride of the original card. However, its actual skills were not explained before the fight ended.

Unlike in the anime series, for the manga Ezel was originally designed by Itou as one of Kourin's units, and she's used the Ezel deck since her introduction. During the Asia Circuit arc of the anime she gave her Blond Ezel to Aichi as a nod to Itou's original plan. Early on in her introduction to the manga, Kourin had a fight against Misaki in which the Magus cards debuted, and Kourin crossrode Platina Ezel over Blond Ezel; this latest chapter bringing in Raven Haired Ezel parallels their past battle.

The current arc of the manga approximately corresponds to the Link Joker arc of the anime, with Ibuki Kouji replacing Kai Toshiki and "PSY Qualia Zombies" replacing the Яeverse fighter phenomenon. (Itou had suggested the Яeverse concept to the anime staff while Link Joker was in its planning stages.) The previous chapter established Kourin to be working for "Cold Walker," an antagonist that seeks to control destiny and works from within Tatsunagi Takuto.

Thursday, May 7, 2015

Shadow Paladin Extra Study Material: Revenger Series

Phantom Blaster Dragon, by himself, has never been a very good card. This is an unfortunate truth that Shadow Paladin cardfighters have had to live with. He has always been defined by his support system, and dependent upon it. The unit takes an enormous amount of skill, prediction, practice and good fortune to use competitively, so much so that virtually ever other grade 3 in his clan outmatches him in sheer practicality. So compared to his counterpart Soul Saver Dragon, Phantom Blaster has always fallen short of the mark. This was the status quo for two years, during which time Shadow Paladin continued to lag exponentially behind the progression of the game's most firmly buried decks like Deathrex and Cocytus; enter the Revengers.

This is the subclan that has answered virtually every issue that the original Shadow Paladins had. Where Fullbau was their only first vanguard in BT04, BT12 and BT15 brought two much more reliable units Frontline Revenger Claudas and Judgebau Revenger. Claudas' counterblast 1 sends him into the soul when you have a grade 3 vanguard to superior call Blaster Dark Revenger from the deck. This incarnation of Blaster Dark still costs two counterblast, so at face value Claudas is a counterblast 3 to rearrange your formation and retire a rearguard, which can be offset with other cards in the clan but is still not necessarily the optimal choice for FVG.

Judgebau meanwhile has the makings of one of the best first vanguard options in the game, rewarding the wait for grade 3 more than Claudas. When he boosts any Phantom unit and the attack hits you're cleared to counterblast 1 and throw him into the soul to call out any two grade 1 Shadow Paladins at rest from the deck. On the surface this is a +1 in card advantage, but with his skill you can target two copies of Black Winged Swordbreaker and then use Swordbreaker's on-call soulblast twice to draw a card off of each Breaker. This gives the Revengers draw power on par with Duo and Oracle Think Tank, and is one of the primary reasons that the Revengers outclass all of their competition within the clan.

Being able to jump up by +3 in a single turn sans limit break or legion is an enormous benefit, and as long as Judgebau is behind a Phantom unit that threat is constantly live. In contemporary times that Phantom unit will typically be a stride that has inherited the name of a Phantom heart card. Swordbreaker herself cannot be targeted for Revenger-specific retire skills and so should only be run at a maximum of two copies, and you may often find yourself using her exclusively as an intermediary booster before calling a Revenger over her later in the game. Swordbreaker also incentivizes the use of 10000-power grade 1 attackers like Masquerade and Lifechur, who form a 16000-power column with her. In the all-too-common event that a Swordbreaker is drawn, drive or damage checked and only one remains in the deck, superior calling a Swordbreaker with a Masquerade behind her that you can move up front next turn is an ideal play.

(Note that there is a misprint on the first English runs of Judgebau Revenger, which incorrectly states the attack he boosts has to hit a vanguard. This has been subject to an errata.)

The Revengers currently have two incarnations of Blaster Dark to their name, which like Judgebau go above and beyond the Shadow Paladins' original design methodology. Blaster Dark Revenger, introduced in TD10: Purgatory Revenger, can counterblast 2 on-call and on-ride when you have a Revenger vanguard to retire an opponent's frontrow rearguard, an improvement over the original incarnation's vanguard-exclusive retire skill. This is not Dark Revenger's real use, though. From BT12 the grade 1 Barrier Troop Revenger Dorint has the ability to unflip a damage every time Dark is placed on the same column as him, turning him into a counterblast 1 retire. The timing of Dark Revenger and Dorint is flexible, so that you can either retire a rearguard first and then unflip a damage, or unflip and then retire, allowing for punishing moves when you only have a single counterblast available. This is how the Revengers' strong pre-limit break midgame originally developed, using their superior call skills to bring out every single copy of Blaster Dark Revenger in the deck to repeatedly retire and unflip damage.

What Japanese cardfighters realized soon after the set hit is that Dorint and Dark Revenger are oftentimes potent as a pure unflipping engine, abandoning the retire entirely to compensate for other counterblast skills. To this day, this is the primary use of the Revengers' first Blaster Dark, keeping damage open while his second incarnation does the primary work with retiring. This use of the card is encouraged by a specific ruling (Card No. BT12/021EN) that states if a Blaster Dark Revenger is called over a Dorint, Dorint's unflipping skill will still trigger. This works because Dorint meets its check timing of "When your "Blaster Dark Revenger" is placed on vanguard circle or rearguard circle in the same column as this unit" causing its skill to queue prior to it being retired by game mechanic. This also means that if you only have one Blaster Dark Revenger in hand but two Dorints, you can call two Dorints to the field, a Blaster Dark Revenger over them, and unflip two damage after the Dorint you called over is retired. Thus while Revengers do not have access to a true Battle Sister Lemonade clone, they do have a massive supply of counterblast available through Dorint. While the Dark Revenger-double Dorint combo does cost you a net -1 in card advantage, the reason this ruling is so critical is because simplifies the number of working parts; it only requires three cards to unflip two damage instead of four.

Introduced in EB11: Requiem at Dusk is Blaster Dark Revenger “Abyss,” a legion mate reimagining of the card. “Abyss” consolidates Dorint and Revenger into a single card. When placed on the rearguard his counterblast 1 retires one of the opponent's grade 1 or lesser rearguards, giving up vanguard effects and intercept control entirely in exchange for being able to cheaply eliminate the opponent's boosting units. In general booster control is superior to frontrow control, giving “Abyss” an edge over his predecessors. Determining how best to utilize the two Blasters is probably the most challenging part of playing a Revenger deck. While “Abyss” is a permanent addition to many Revenger builds, other variations are better off without any forms of Blaster Dark. When it comes to playing both incarnations in tandem, there is a particular balancing act between using Dark Revenger for unflipping damage, or trying to retire entire columns for counterblast 2 by combining Dark Revenger, Dorint and “Abyss.” (Bearing in mind that Dorint specifically works with Dark Revenger and not “Abyss.”) If and how you will play these cards is primarily determined by your grade 3 lineup.

The Revengers have been subject to a number of updates through promo cards and alternative bosses, but the four truly competitive grade 3s used by professional cardfighters are Mordred Phantom, Raging Form Dragon, Dragruler Phantom and Phantom Blaster “Abyss.” As the subclan's break ride, Illusionary Revenger Mordred Phantom is a consistent staple of most Shadow Paladin decks. In light of how many different decks he can support, Mordred is arguably the best or second best grade 3 in the entire clan. When ridden over while at limit break 4, his counterblast 1 can superior call a grade 2 or lesser Shadow Paladin from the deck and give it +5000 power, while granting the standard +10000 power to your new vanguard. This works out as a net change of +/- 0, giving you back the card you put onto the vanguard circle as a card on the field, provided that you already had an open rearguard circle. (Superior calling over an occupied rearguard, while possible, counts as a loss in card advantage.)

As the humanoid alter ego of Phantom Blaster Dragon, the possibilities with Mordred's break ride skill are deliberately limitless. You can superior call one of the Blaster Dark variations from the deck to use their retire skill, and if you have Dorint on the field then regardless of which Dark you call it works out to a net counterblast 2. But you can also use Dorint with the first Dark Revenger to unflip the damage expended by Mordred and make the break ride completely costless, or you can superior call a unit that will itself superior call, like Dark Cloak Revenger Tartu or Wily Revenger Mana. Tartu is one of the primary reasons cardfighters originally latched onto Dark-Dorint as an unflipping engine.

She's a Revenger reimagining of Darkness Maiden Macha, with higher base power and the ability to counterblast 2 to superior call a grade 1 Revenger to the same column as herself. Meanwhile Mana is another variation on the formula with the same power as Macha, superior calling the grade 1 Revenger for no up front cost, but in exchange sending it to the bottom of the deck at the end of the turn. The two represent fundamentally different approaches, with Tartu providing a long-term advantage by superior calling a card like Dorint that can be put to use later after Tartu is retired or has intercepted, where Mana instead sets herself and the card she calls as sacrificial targets to compensate for the retire costs ahead of time.


If the opponent tries to spend the match denying Judgebau from going off by playing early defense, Mordred can superior call one of the Swordbreakers that Judgebau was unable to fetch and activate her draw skill while turning her into an 11000-power booster, forcing the card advantage out and partially negating their efforts. However, Mordred's primary use is with Raging Form and Blaster “Abyss,” making their initial attacks swing for exponentially higher numbers while ensuring that they also have a strong rearguard lane that turn which will draw out ~15000 shield before triggers are applied.

Since July 2013 Raging Form has reigned as the undisputed god of limit break Shadow Paladin, for good reason. While the other Revenger bosses are variations of Phantom Blaster Dragon, mechanically and visually Raging Form is a successor to Spectral Duke Dragon. His skill has no counterblast requirement; by retiring three Revenger rearguards at the end of the battle that Raging Form attacked, you can ride a copy of himself from your hand and give it +10000 power, allowing for a second attack at a 21000 power base. His secondary skill gives him +3000 power when he attacks for counterblast 1, allowing him to stand up to crossrides on a power level that pushes past the 23000 mark. Accounting for the sum -4 you take from retiring three rearguards and playing a copy of Raging from your hand, and the additional twin drive you gain from this second attack, his limit break works out to a net -2 overall in exchange for additional drive checks that can dramatically power up the last standing rearguard lane. Because riding over Form wipes the power gain he received from the break ride and any potential triggers, there is a particular incentive to keep a standing rearguard lane around to receive those triggers, which with Mordred's +5000 power boost can snowball into an unguardable rearguard lane once Raging Form's two attacks take out the opponent's perfect defense cards.

The only thing remotely difficult about Raging Form is getting the opponent to high damage before your break ride turn. During the BT12 period the general gameplan was to use Tartu to build up the field and serial call Dark Revenger with Dorint to repeatedly push the opponent down, then break ride Raging Form and continue on with an endgame plan to rapidly chew through the opponent's hand. If the opponent was already at 4~5 damage then each Raging Form attack would take at least two cards from their hand, and following the drive checks the last rearguard lane would average out to 26~31000 power. Today the fight is slightly more uphill for Raging. The retire cost and additional drive checks tend to consolidate all of your resources into your hand, which leads to large hand sizes in spite of the decreased card advantage, and also tend towards acquiring the remaining Raging Forms more easily as the game progresses. The primary opposition that Raging Form faces in present times is the format shift to legion instead of limit break, which took place in November 2014 for the English-language game. Starting in July 2014 Japanese cardfighters began pairing Raging Form with Phantom Blaster “Abyss,” eschewing the break ride entirely to focus on using two restanding vanguards in tandem.

Arguments against this deckbuild include that Raging Form is too slow for the format by needing to be at four damage while most legion decks will gladly stay at 2~3 damage for a much longer period of time, that Raging Form has always lacked synergy with Judgebau and the option for a restanding Phantom unit means that Judgebau ought to be paired with two Phantom grade 3s to ensure that double Swordbreakers can go off consistently, and that Raging Form's persona blastesque condition is too demanding when it may be better to reride “Abyss” than sit on Form until copies of it are exhausted. Raging Form apologists contend that even in “Abyss” the necessary damage required to make use of skills is so high that it may as well be a limit break, and that Raging Form is primarily intended as a finishing sequence after “Abyss” has gone off once or twice. The counterargument to this is that if “Abyss'” damage requirements are truly so high, then it benefits more from being paired with Mordred's limit break than it does Raging Form's, that because Raging Form cannot be searched by rearguard skills in the way that Mordred can trying to set up a clean transition from “Abyss” to RFD consistently is too demanding to be practical, and that Raging Form has better synergy when paired with its original base of support rather than by trying to go halfway in and halfway out of legion.

An explanation; Phantom Blaster “Abyss” is one of two successors to Phantom Blaster Dragon, and is part of a legion pair with Blaster Dark Revenger “Abyss.” At the end of the battle that “Abyss” attacked a vanguard during the turn that it performed legion, you can counterblast 2 and retire three Revenger rearguards to restand it. Because there is no reriding with “Abyss,” his power gain is not wiped by using the skill, which means that he retains both the triggers placed on him and the power from Mordred Phantom's break ride skill. Accounting for his own legion 20000 and the +2000 that “Abyss” gets just for attacking the vanguard, this is a ~32000 power column that restands just as big as it was before, which can easily overwhelm even a well prepared opponent. As a Phantom unit, “Abyss” can trigger Judgebau if you fail to set up your Mordred ride, and his 22000-power legion attack ensures that even after your resources are exhausted, unlike with RFD he will always attack with a strong center lane.

The caveat to “Abyss” is that his skill only works on the turn that he performs legion, and you can only legion once with each copy of “Abyss,” which provides a very limited window to restand with. Unlike RFD, “Abyss” does not have the benefit of being able to restand after attacking a rearguard. This may seem trivial, but one of the last support cards keeping the Link Joker clan's “Ω” Glendios deck relevant in the format is Rubidium, a grade 1 that when placed on the guardian circle can retire itself to redirect an attack to a rearguard with “Яeverse” in its card name. Because it changes the target of the attack to a rearguard, this deck can actually prevent “Abyss” from restanding, something which Raging Form need not fear. However, Glendios' status in the progressing legion format is in serious question, as it is not only competing with units that do not depend on limit break, but also with legion cards like Blaster Joker from within its own clan.

Perhaps the strongest and most overlooked argument in favor of Raging Form-“Abyss” lies in the data it provides you. A skilled fighter will always know exactly what kind of position they are in relative to their opponent because of the feedback the deck provides. If at any point prior to your third ride phase you draw “Abyss,” that is then your grade 3 ride. If you open with Raging Form in hand, this changes things; your second turn play is (if possible) Creeping Dark Goat to try to switch over to “Abyss,” but from the moment you ride Raging Form the role of the two grade 3s reverses. In order to avoid wasting copies of it, each Raging Form Dragon has to hit the vanguard circle before you can even consider “Abyss,” who has now become your endgame play to restore the deck after three restands with Form. Furthermore, riding Raging Form immediately makes Tartu live, as you now only need to maintain two counterblast for the endgame, and can generally anticipate healing at least once and set up an unflip with Blaster Dark Revenger to open up that counterblast. Raging Form-“Abyss” can also go to much higher damage numbers earlier as a safe play, maintain a strong hand size throughout the fight, and with two retire-based vanguards can play a defensive game of preventing the opponent from retiring or locking their own cards by racing to be the first to retire them.

So there are multiple ways to play both Raging Form and Blaster “Abyss,” and strong arguments in favor of each. Restanding is not the limit of the Revengers, however. Phantom Blaster has one last incarnation to draw on. Revenger Dragruler Phantom is a crossbreak ride of Mordred that rarely sees play as an independent deck, but often works as a supporting intermediary ride for both Raging Form and “Abyss.” Where other retire grade 3s hybridize Spectral Duke's restand into the clan, Dragruler instead reimagines Phantom Blaster Dragon's extra critical as an extra damage. During the main phase Dragruler can counterblast 1 and retire two Revengers to gain +10000 power and deal a point of damage to the opponent if they are at 4 or less.

This has been incorrectly characterized as burn damage by some fighters, but because it cannot actually kill the opponent it should be understood as a more dedicated form of extra critical attack. In a pre-legion format Dragruler effectively controls when the opponent is allowed to use their limit break, allowing you to starve them of their resources until you're certain that they're incapable of winning, and then send them to 4~5 damage. As a supporting unit to Form he works as one more step between Mordred and RFD, forcing the opponent to stare down a ~38000 power center lane and rearguards attacking for ~21000 power before they are adequately prepared to defend. Dragruler's crossride defense helps to survive the opponent's next turn so that you can transition into Raging Form for the coup de grace.

In legion format Dragruler serves a similar purpose, but for Phantom Blaster “Abyss” instead. This is a contested pairing because it eliminates the benefit of break riding with “Abyss” over Mordred, but the rationale behind it is that because damage and defense are much more important in legion format, the opponent will be both more devastated by and less prepared to guard Dragruler's limit break. The opponent will still benefit from their damage triggers, and in legion format because you are sending them to more damage than in limit break format there is a greater risk of this occurring, but at the very least Dragruler's power boosts will outweigh the opponent's defensive checks. Dragruler is a bizarre boss card because with every limit break after the first, the less you have to use him the better off you are. Retiring two rearguards to deal a damage is not so bad, but having to give up four or even six is a ridiculous cost to pay within a single turn and can cripple you beyond recovery if used poorly. Dragruler Phantom is thus the least self-writing of the Revenger bosses and also the most difficult to use, because he does not inherently dictate when or how to use his skill within his own card text. You have no option but to use Mordred, Raging Form and Blaster “Abyss” whenever you are able to; Dragruler gives you the option to use him as little or as much as you like, and to play him correctly you have to be keep an awareness about the opponent's drive checks and hand, the state of the game, and whether limit breaking is really necessary or not. If you choose to play him, there will both be games where Dragruler is absolutely pivotal, and games where he is completely useless. You do not always need to deal an extra damage, and if you choose to do so it may cost you the game because of the resources this demands.

As his own deck, Dragruler is one of the few vanguards to benefit from not running Blaster Dark variants. In place of them you use the Overcoming and Self-control Revengers, Rukea and Rakia. Rukea is a grade 2 that gains +3000 power whenever a grade 1 or lesser rearguard is called, while Rakia is his grade 1 counterpart that gets +3000 power whenever a grade 0 rearguard is called. Grade 0s like Freezing Revenger make ideal retire targets for Dragruler, and Swordbreakers cannot be retired for his limit break and so serve only as intermediary boosters in that deck. So after crossbreakriding Dragruler over Mordred and superior calling a rearguard (like the Revenger Masquerade variant) with Rukea and Rakia in your other column, you call two grade 0s (potentially over your Swordbreakers) from your hand and then retire them for Dragruler's limit break to send the opponent from 3 damage to 4.

By repeating this skill a second time with two more grade 0s, you not only get the opponent to 5 damage, but Dragruler is now a 43000 power column unboosted and Rukea and Rakia each have +12000 power on them; the column's total power is 40000. Your last rearguard lane, having the power from Mordred's break ride, will be at around 21000 power when boosted. Some Shadow Paladin fighters have been tempted to run stand triggers in the deck to capitalize on these high power lanes, but the problem with stands is that they force you to dedicate to a strictly chance-based element of the game that you have no control over, and in doing so you are required to play and attack with any available rearguards you have on preceding turns just in case you drive check a stand trigger, which conflicts with waiting for Judgebau to go off before making serious field dedication. This also unduly exposes yourself to opposing attacks on rearguards and/or retire skills. Rukea and Rakia have an incredible amount of synergy with Mana and Masquerade, as Mana can target grade 1 or less Revengers for her skill, and so pull out a Freezing Revenger that pumps up their column by +6000 power before she sends the trigger back to the deck at the end of the turn. Even if you don't draw Rukea, Rakia can still act as a 10000+ power booster for Masquerade, making a 22000-power column.

Rukea also has strong synergy with Judgebau, as he does not require the grade 1s called to be Revengers, only that the vanguard be a Revenger. Hence if you use Judgebau to go into double Swordbreakers while Rukea is on the field, Rukea will get +6000 power and spring a surprise attack on the opponent with more power than they were expecting.

The Dragruler deck is generally more difficult to master than either Raging Form or “Abyss,” but whether it's more rewarding or not is questionable. There's no doubt that he's effective as a supporting unit. Transforming the additional critical into an extra damage that makes every rearguard lethal is a brilliant reimagining of Phantom Blaster Dragon, and unlike his predecessor there is a genuine element of risk and reward to the card. One of the primary reasons that Dragruler is so effective as a supporting unit is because of the risk associated with him; in the games where you are better off not using his skill, having the option to transition into Raging Form or “Abyss” gives you an effective finishing move in what would otherwise be a vanilla deck. With Shadow Paladin having not yet received one of the proper BT17-on limit break enablers, playing dedicated Dragruler has become more and more difficult each day, so if you are to play him then you are better off weighing the options of Raging Form and “Abyss” as your primary grade 3s.

In addition to Phantom Blaster “Abyss,” Requiem at Dusk introduced a pair of new Revenger support cards that have proven invaluable in legion format. The first is the grade 2 Fighting Spirit Revenger Macart, whose rearguard skill superior calls a grade 1 or less Revenger at rest when you perform legion. Unlike Tartu and Mana, Macart is not restricted to calling units into the same column as himself. This allows you to easily replace your Swordbreakers once they've outlived their usefulness, offset the cost of retire skills and serves a powerful midgame purpose in building or recovering card advantage. Because of Macart's existence and the ability to fetch him with Mordred Phantom, it is incredibly difficult to punish Revengers for making aggressive plays. You're free to push the game early with both versions of Masquerade, and after the opponent has tried to retaliate by attacking and/or retiring your rearguards, respond by using Macart to get back to the units they thought you had lost.

Macart also allows for normally impossible plays. If you breakride Blaster “Abyss” while having only two available counterblast, you can superior call a Macart with Mordred's counterblast 1, then when you perform legion use Macart's skill to superior call Dorint to your opposite rearguard column. Dorint does not have to be standing to use his skill, so you're free to then call a Blaster Dark Revenger to his column to unflip a damage, leaving you again with two open damage for “Abyss'” retire skill.

Unfortunately, Macart also introduces the great flaw of Mordred-“Abyss.” Because of the high damage requirements of the deck to pull off its winning play, its ability to easily recoup lost card advantage, and the way in which this aspect both encourages open aggression and minimal defending, at every turn in the fight Mordred-“Abyss” incentivizes advancing the tempo of the game as much as possible. Every rearguard you have available sans Macart and Blaster Dark Revenger should be played the moment they are in your hand, to force the opponent to the lethal point at which your restanding 32000 power vanguard becomes a game-winning condition. You must convince the opponent to put you at limit break by pushing them to that same limit, and Macart dangerously enables this. If you refuse to do so, it gives over control of the game to the opponent and threatens to let them control your own damage. Ideally, they should be panicking, not choosing between putting you at limit break or otherwise, but giving you the fourth damage because they have no choice. Because of this rapid tempo, Mordred-“Abyss” games are often decided by initial hands rather than agency or smart play. Once you have the key combos down, it becomes a game of outrunning the opponent.

Hence, a saving grace of Raging Form-“Abyss” is that it shifts the timing of the limit break. Instead of needing limit break to begin your endgame gambit, in this deck you can pursue legion at the first opportunity and begin mowing into the opponent with Phantom Blaster “Abyss” early on, taking advantage of how it consolidates your rearguards into your hand to maintain a strong offensive and defensive midgame while protecting your field from retire skills, devouring them yourself to prevent them from being devoured by the opponent. Once at limit break and after your counterblast is exhausted, you can transition into Raging Form Dragon as your finisher. This option would eschew Macart entirely due to the removal of Mordred and subsequent lack of ability to search for him, instead taking advantage of Tartu or Mana with Rukea, alongside the two Blasters. The Mana option is a strong one, but comes with baggage attached. Running Mana generally means running Rakia, and if one goes then so does the other; Rukea and Rakia's power bonuses synergize with Mana superior calling the units that trigger their skills, and Rakia is one of the few units that can make Mana attack for more than 15000 power. Having a counterblast-free call option is excellent for Ragming Form-“Abyss” because it avoids dedicating counterblast entirely and provides the one superior call option that exists at a point of equilibrium between the others, being equally beneficial to both Raging Form and Blaster-“Abyss.” However, turning to Raging Form is not the only means by which to break the aggressive impetus of Mordred-“Abyss.”

Macart is related to a lesser used legion, Ambitious Spirit Revenger Cormack. His base skill gives him +3000 power when there is another unit in the center column, which can take the form of either a boosting unit or that of his legion mate Macart. If you take the first move then Cormack is an elegant means of forcing the opponent to take damage while still at grade 2, as he'll form a 19000 power line with any base 5000 or greater booster. And while in legion, by retiring any Shadow Paladin rearguard when he attacks, Cormack can gain an additional critical. Early game critical skills are excellent way of pushing the game, and Cormack synergizes with Macart by retiring the rested unit that Macart superior called when he performed legion.

If you run Cormack with Mordred, then he can either use the Swordbreakers as retire targets to make a double critical line with upwards of 33000 power, or after several turns of the opponent attempting to deny Judgebau from going off with high shield and perfect defense cards, you can then breakride Cormack and render all their efforts at midgame defense for naught. Having already exhausted most defensive options against Mordred while at 3 damage leaves the opponent in a precarious position against a double critical vanguard. The trick with Cormack is how many you're willing to dedicate to; three copies of each grade 3 including both Mordred and “Abyss?” Two Cormack, two Mordred and four “Abyss”? Balancing the grade 3 ratios in this deck is a matter of personal experience.

For now the last word in Revengers comes from G-FC01: Fighter's Collection 2015, out June 19th. While the future will see many strides released for the clan that the Revengers are capable of interacting with, at this time FC01's triple rare Shadow Paladin is the only stride that makes Revenger use a prerequisite. True Revenger, Dragruler Revenant's once-per-turn skill is activated in the main phase; by retiring one of your Revenger rearguards, if you have a heart card with Revenger in tis card name, you can search your deck for a grade 1 or less Revenger, call it to a rearguard circle, and have both Revenant and that unit gain +3000 power.

Revenant's skill is subtle in its importance. In a Phantom deck you can use it to make a solid midgame push, calling Rukea and Rakia to give Rukea +3000 power followed by Mana to bring out a Freezing Revenger, whose call will give both knights an additional +3000. Then by retiring Freezing Revenger for Revenant's skill and pulling out a Rakia or Masquerade, you can give another +3000 power to Rukea while solidifying Mana's +1 by exchanging the unit she called for a different one. This will result in Mana attacking for 18000 power, Dragruler Revenant for 36000 boosted, and Rukea for 28000 power, all prior to trigger checks. In an “Abyss” deck you can use Revenant to pull out a Dorint for Blaster Dark Revenger, or a Masquerade to make an unboosted 13000 power attack. While not an endgame card--nor even something remotely approaching Dragruler's "true" form--Dragruler Revenant is a consistent means to glue together your midgame and push the opponent into a difficult situation that will lead you to the end path. The card primarily benefits “Abyss” rather than a Phantom deck, and will likely be a staple one-of in Revenger decks for months to come.

In summary, the Revenger subclan has addressed every issue faced by the original run of the Shadow Paladins, and has carved a niche for itself in retiring multiple units per turn while also making high power vanguard and rearguard lanes. What the subclan lacks in a diversity of explosive card advantage options it makes up for in the high quality of what it has to work with. At this point in time the Revengers are Shadow Paladin itself, and face virtually no competition for that title. Hardcore Revenger fans will want to look into a Revenger-specific playmat from Ultra Pro; but those looking for a group truer to the spirit of the original Shadow Paladins will want to pass this one over, as for all their mechanical improvements the antiheroic tone of the Revengers is discordant with what once was.

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