Showing posts with label tournaments. Show all posts
Showing posts with label tournaments. Show all posts

Sunday, September 22, 2013

News: Glory Maelstrom Fighter Places First in World Championship 2013 Chicago Regional Qualifier, Greece and Belgium Dominated by Dragons and Paladins

Last weekend the Chicago regional qualifier came to a surprising conclusion, with Eric Hernandez taking the regional title using his aggressive Glory Maelstrom deck, and Daniel Janas' Dragonic Kaiser Vermillion "THE BLOOD" coming in second. "THE BLOOD" has been no stranger to professional play throughout this tournament season, appearing in three of the four other world qualifiers to have taken place so far, but Maelstrom is a deck with relatively low representation in English play. This was out of an attendance of 332 persons, approximately 50 more than in the previous year. In other parts of the globe the qualifier results have been similarly varied. Belgium's qualifier for the European championship saw 81 persons in attendance, and ended with Almeida Stewart's Dragonic Overlord the End in first and Soudant Dominique's "THE BLOOD" in second, both familiar stories to western players. In Greece the qualifier had a turnout of 65 cardfighters, with Avis Samaras' Garmore-Ezel Gold Paladin deck in first and Illias Joannis' Spectral Duke Dragon in second.

Following his shot at the Toronto title, reigning world champion Brandon Smith attended the Chicago regional, bringing previous regional champion Brandon Bastianelli with him, and we were able to meet the two of them in the preregistration line. In contrast to the stable format of the Challenge Cup, which saw the majority of professional cardfighters adopting DOTE and other popular decks, the 2013 World Championship has proved unpredictable with diverse top 8s from each regional and a very diminished presence of Kagerou and Royal Paladin across the world. Smith and Bastianelli were no exception to this trend, with the world champion having drawn much attention in recent weeks for running a Great Nature deck.

"I'm running the deck I promised to last year." Bastianelli was proud to bring Great Daiyusha to Chicago. He had been preparing for this day since BT04's release last December, and while he explained that Great Daiyusha did not really suit his preferred control-based play style, it was a card that he was dedicated to out of a strong bond. "It's one of those units that I don't really like what it does with its skill, but love as a card."

When Smith was asked about his thoughts on The End in this tournament, in light of the deckbuild having dominated competitive play for the last seven months, he explained that he was no longer as concerned with it. "I'm not really worried about DOTE. I think my Majesty beatstick's better." He laughed. Smith had a thorough history with the Majesty Lord deck during the Challenge Cup, but found its sacrificial play style awkward and eventually moved on to exploring other options prior to Worlds. "Our goal today is 0 DOTEs in the top 8!"

He almost got his wish. The top 8 of the tournament had only a single The End deck present, with the top 4 coming down to Glory Maelstrom, "THE BLOOD" and two Gold Paladin decks. There was an overwhelming sense of evolution running through the tournament that day. Like Soul Saver Dragon before it, The End has become a cliché in pro play, its strategies have been memorized and the build is now known inside and out by anyone trying to contend for the world title. And so the game is changing.

Smith made it through all eight elimination rounds 7-1 that day, which put him in the top 12, but he was cut from the top 8 without a chance to participate in the tournament finals because of his tiebreakers. By contrast Bastianelli was eliminated 0-2, regretting the results but admitting that he had not done his best in maintaing focus. Where their paths will go in the rest of this season is unknown, but Bastianelli has his mind set on the future, toward BT12: Binding Force of the Black Rings and the coming of Link Joker for 2014.

Currently the favorite for the North American national championship title is Toronto regional champion Sebastien LeBon, a Nova Grappler cardfighter known for his Illuminal Dragon deck. On-site viewers at other regionals have contested the relative skill of the finalists, with LeBon's strongest contenders at this time being Johnathan Luu and Daniel Sirois from Atlanta, and Robert Ewell from LeBon's own top 4 back in Toronto. With six regionals still remaining in North America, and the Hawaii and Washington qualifiers to finish this weekend, the question of who will be representing the continent in the World Championship is still open.

Thursday, March 28, 2013

News: Asia Circuit Memorial Tournament Tokyo Results

Yesterday evening the Japanese Cardfight portal released the top two decklists for the Tokyo branch of the Asia Circuit Memorial Tournament, held in commemoration of the end of the controversial second season of the Cardfight Vanguard!! anime. Following up what the Osaka tournament began, the event operates under special rules which require all participating cardfighters to have more than four grade 3s in their deck, in response to pro cardfighters Tachibana Souten and Nakamura Mitsuaki emulating contenders from the previous year's national title in creating decks with less than that number. These pros made use of specific search skills to dominate their respective tournaments, on a smaller scale than the Tsukuyomi-based cardfighters of previous years had done before them. Speculation abounds that the Memorial Tournament rules, if successful, could become standardized rules for professional Cardfight as a whole, permanently bringing a close to this trend in deckbuilding.

With two more stages yet remaining--in Nagoya and Hakata--the Memorial Tournament has so far been dominated by the new Eradicator subgroup, in contrast to the underground success of the Shadow Paladins in the current format. The Eradicators are a subgroup of the retire-based Narukami clan, and focus on maintaining a static critical for the vanguard line each turn, as well as on standing their vanguard like Kagerou did before them. Tokyo has seen an upset in the pattern, as second place was taken by a Battle Sister-based variation on the soulless CoCo deck, retooling it for the modern format built around base 11000 vanguards. Note that while the Tokyo winners share a surname, they are currently believed to be unrelated. On the Narukami side of things, all of the Eradicator decks seen thus far are extremely similar in build, but Uemura Shouhei from the Osaka tournament seems to be coming up as the more influential cardfighter, having worked out the "blueprint" for the Eradicators.

The Nagoya and Hakata stages of the Memorial Tournament are to take place on March 30th and April 6th, respectively. The winners of the Memorial Tournament will have an invitation to the Fighter's Road 2013 national championship.

Prizewinner: Itou Hiroaki/伊藤寛明
Grade 0
x1 Spark Kid Dragoon (FVG)
x4 Eradicator Dragon Mage DT
x4 Eradicator Yellow Gem Carbuncle CT
x4 Demonic Dragon Eradicator, Seiobo HT
x4 Divine Spear Eradicator, Pollux CT
Grade 1
x2 Rising Phoenix
x2 Eradicator of True Flames, Kougaiji
x3 Eradicator of the Ceremonial Bonfire, Castor
x4 Eradicator Wyvern Guard, Guld
x4 Eradicator, Demolition Dragon
Grade 2
x3 Eradicator, Thunder Boom Dragon
x4 Eradicator, Sparkrain Dragon
x4 Dragonic Deathscythe
Grade 3
x4 Eradicator, Dragonic Descendant
x3 Eradicator, Gauntlet Buster Dragon

Runner-Up: Itou Yuki/伊藤翔
Grade 0

x1 Little Witch, LuLu (FVG)
x4 Oracle Guardian, Nike CT
x4 Psychic Bird CT
x4 Battle Sister, Ginger CT
x4 Lozenge Magus HT
Grade 1
x4 Oracle Guardian, Gemini
x4 Battle Sister, Chocolat
x3 Dark Cat
x2 Battle Sister, Omelette
x1 Red River Dragoon
Grade 2
x4 Battle Sister, Mocha
x3 Promise Daughter
x2 Silent Tom
x2 Battle Sister, Macaron
Grade 3
x4 Battle Sister, Cookie
x4 Scarlet Witch, CoCo

Tuesday, March 19, 2013

News: Asia Circuit Memorial Tournament Osaka Results

Today the Osaka regional tournament results for the Asia Circuit Memorial Tournament were made public, giving the first look at how the BT11-on format plays out in an official tournament setting. Both first and second places were taken by Narukami cardfighters, and as these Dragonic Descendant-Gauntlet Buster Dragon decks are very close in design, predictions are already coming out that the self-standing Descendant deck may replace The End as the dominant pro deck of the season. Critics of this view point to the recent Hobby Station unofficial tournament for contrast, where the new Eradicator subgroup flopped in face of a Shadow Paladin deck reworked around The Dark Dictator.

The Memorial Tournament is being held to commemorate the conclusion of the second season of Cardfight!! Vanguard, and will extend to three other locations, with the Tokyo tournament taking place on March 23rd, Nagoya's on the 30th, and Hakata's on April 6th. These tournaments operate on special rules which require fighters to have more than four grade 3s in their deck, most likely in response to the Osaka Trio Festival results in which C Block Champion Tachibana Souten's Majesty Lord Blaster deck emulated the tactics of national third place runner-up Tanaka Shouta's Tsukuyomi deck in running four grade 3s, effectively defeating the restricted list that had been placed on the Blaster deck. This had been followed up by the Tokyo Trio Festival, where Tachibana's idea had been similarly used in Nakamura Mitsuaki's Blaster deck, and in Murakumo cardfighter Kagawa Hitori's Magatsu Storm build. The winners of the Memorial Tournament will have an invitation to the Fighter's Road 2013 national championship.

Prizewinner: Uemura Shouhei/上村昌平
Grade 0
x1 Spark Kid Dragoon (FVG)
x4 Eradicator, Dragon Mage DT
x4 Eradicator, Yellow Gem Carbuncle CT
x4 Demonic Dragon Eradicator, Seioubo HT
x4 Divine Spear Eradicator, Pollux CT
Grade 1
x2 Rising Phoenix
x1 Dust Storm Eradicator Tokou
x4 Eradicator of the Ceremonial Bonfire, Castor
x4 Eradicator Wyvern Guard, Guld
x4 Eradicator, Demolition Dragon
Grade 2
x4 Eradicator, Thunderboom Dragon
x4 Eradicator, Spark Rain Dragon
x3 Dragonic Deathscythe
Grade 3
x3 Eradicator, Dragonic Descendant
x4 Eradicator, Gauntlet Buster Dragon

Runner-Up: Nishiyama Daiki/西山大希
Grade 0
x1 Ambush Dragon Eradicator, Linchu (FVG)
x3 Eradicator, Dragon Mage DT
x4 Eradicator, Yellow Gem Carbuncle CT
x4 Demonic Dragon Eradicator, Seioubo HT
x4 Divine Spear Eradicator, Pollux CT
x1 Malevolent Djinn CT
Grade 1
x2 Rising Phoenix
x4 Eradicator of the Ceremonial Bonfire, Castor
x4 Eradicator Wyvern Guard, Guld
x4 Eradicator, Demolition Dragon
Grade 2
x4 Eradicator, Thunderboom Dragon
x4 Eradicator, Spark Rain Dragon
x3 Dragonic Deathscythe
Grade 3
x4 Eradicator, Dragonic Descendant
x4 Eradicator, Gauntlet Buster Dragon

Saturday, March 16, 2013

News: Hobby Station Vanguard Championship Tournament Results, Shadow Paladin Victory, Eradicators Defeated

The Japanese pro scene is currently exploding from the Hobby Station Vanguard Championship tournament results, where in a surprise final match, a Dark Dictator-based Shadow Paladin cardfighter defeated his Eradicator opponent. Hot off the presses from BT10: Triumphant Return of the King of Knights, the Eradicators have been hailed as one of the definitive competitive decks of Japan's January-on format. Their defeat by Dictator, an underground deck that has never been mainstream in the nine months since its June 2012 release, has shaken the world of pros to its core.

Notably, photos of the event show the Shadow Paladin cardfighter with somewhere between five and eight base 8000 grade 1s, accomplished by running the TD09 reprint of Red River Dragon in addition to Black Sage Charon. Because crossride mechanics are currently irrelevant in Japan's break ride format, the current scene is dominated largely by base 11000 vanguards, which means that anticrossride base 10000 units like CoCo and Garmore have gone out of style. As a result, Dictator's full 20000 power is no longer a goal for Shadow Paladin cardfighters--with this in mind, tournament champion "Jaguar" likely realized that he could afford to miss out on that maximized power in exchange for a more consistent rearguard boost. While some blogs have speculated that this Dictator deck uses Phantom Blaster Overlord as a finisher, Overlord's continuous -2000 for having a non-Shadow Paladin rearguard in play versus the inclusion of Red River suggests otherwise. A proper deck recipe is forthcoming, expected to go up on the 20th.


Update 3/20/3012: The deck recipe has been posted.
Deck Name: ShadoPala
Handle: Jaguar
Grade 3
x4 The Dark Dictator
x3 Origin Mage, Ildona
Grade 2
x4 Knight of Darkness, Rugos
x2 Cursed Lancer
x3 Darkness Maiden, Macha
x4 Skull Witch, Nemain
Grade 1
x4 Black Sage, Charon
x4 Witch of Nostrum, Arianrhod
x4 Dark Shield, Mac Lir
x1 Red River Dragoon
Grade 0
x1 Creeping Dark Goat (FVG)
x4 Grim Reaper CT
x4 Death Feather Eagle CT
x4 Abyss Freezer DT
x4 Abyss Healer HT
VGCS tournaments are unofficial, large-scale amateur tournaments unaffiliated with Bushiroad Inc. that are often organized by Japan's network of fans and card shops. Despite their unofficial nature, these tournaments are being carefully observed in Japan because of their high turnout and utility as a way to observe the state of the game between official events. Hobby Station's VGCS is just the latest of these amateur events, boasting a massive bracket of 92 participating cardfighters. The large scale of the tournaments is self-supporting, as the entry fees go toward supporting prizes for the top eight cardfighters, which start at fifteen booster packs and can climb as high as five boxes from the latest booster set. Entry costs 1,000円 per person (a little under $11.)

VGCS is primarily organized by Kohaku ("Amber") of 立川VGCS, a blog that serves as the announcement page for the tournaments. Due to the high success of this VGCS, a followup tournament is in the works.

(via hstachikawa, 立川VGCS, Vanguard Announce and 2critical)

Friday, February 8, 2013

News: National Championship 2013, Stand Up Challenge Cup

Just today Bushiroad has announced the start dates for the 2013 North American national championship, opening the 2013 tournament season with the second national level competition to shake the continent. This championship will follow a considerably different design scheme from the previous one, beginning at the shop level rather than the regional; the top two winners in local shop tournaments--of which there are currently 270--will be invited to one of the 25 regional qualifiers, victory at which will allow them to proceed to the championship finals in June.
This three-stage format follows the double elimination, twenty minute single round format of previous tournaments, and will allow for last minute qualification on the day before the championship. In all, there are projected to be more than 500 participants in the regionals and 50 in the finals, only one of which can be crowned the 2013 National Champion. The 2012 champion and celebrated cardfighter Brandon Smith is already known to be making a return appearance, leading some to speculate that the United States may soon have a Rikino Sakura of its own. The original press release is presented below, unmodified.
"FOR IMMEDIATE RELEASE

Bushiroad USA Inc. Announces Cardfight!! Vanguard Stand Up Challenge Cup 2013

Walnut, CA, February 8, 2013 – Bushiroad USA Inc. announced a new Cardfight!! Vanguard tournament for North America: the Stand Up Challenge Cup 2013.

The Cardfight!! Vanguard Stand Up Challenge Cup 2013 is a three-stage, one-on-one player tournament running from March to June, and is a tournament exclusive to North America. Players will participate in store qualifiers for a chance to win invitations to the regional qualifiers. With over 270 stores signed on, only the first and second place finishers at each qualified store will receive an invitation to the regional qualifiers.

There will be 25 regional qualifiers spread throughout the United States, with one regional qualifier for Mexico and one regional qualifier for Canada. The winner of each regional qualifier will receive an invitation to the Stand Up Challenge Cup finals along with airfare and hotel accomodations. Second place finishers from each regional will only receive invitations to the finals.

The Stand Up Challenge Cup finals is scheduled to take place on June 2, venue to be announced. A last minute qualifier will take place the day before on June 1 at the same venue.

Further details and updates about the Stand Up Challenge Cup 2013 can be found at  http://cf-vanguard.com/en/event/stand-up-2013/."

Thursday, January 31, 2013

Analysis: Smith versus Suharto

Smith versus Suharto, Match 3 was a cardfight played in September of 2011 at the Tokyo Dome Hotel. Played between North American national champion Brandon Smith and Asia-Oceania runner-up Henry Suharto, it is among the most famous cardfights and one of the first professional games to be recorded in video. Today it is used as a reference point for the early development of the English format's pro scene, and as an instructional tool on the value of damage control, field presence and the weaknesses of limit break. Although there were actually three matches, with match 2 going to Smith and match 1 going to Suharto, match 3 is considered the most important of the three as it was the turning point where Smith gained the upper hand and demonstrated his qualification for the world title. This was also the closest of the three games, with a clear winner being impossible to call on either end up until the last trigger check. Smith would go on to call it "one of the best matches in the history of the game."2

Circumstances of the Match
The games were played as part of World Championship 2012, the first such international championship of its kind4. The winner would be crowned the first world champion as a result, the highest-ranked title of any format. Popular favor was overwhelmingly turned toward Smith even before WCS2012's international rounds had begun, due to his placing first at Toronto and Los Angeles previously, while Suharto had never taken first place in any of the competitions that he had qualified in. At the time, Christopher Fernau was considered the strongest alternative candidate for the title due to his performance in the harsh European environment and his wealth of experience; Suharto outperforming him and confronting Smith in the finals was a surprise turnaround, which threw off previous predictions surrounding the world championship. While almost all official tournament matches are conducted in a best of one, double elimination format with twenty minute rounds, the WCS2012 finals allotted the total match time fifty minutes for a best of three title game. A little under half of the total time given was used for the finals.


 
The final round was covered through a NicoNico Douga livestream on one of Bushiroad's official web channels, hosted by Doctor O and Terakawa Aimi.1 While Smith was using the same deck that he and Bastianelli had first co-built prior to the Toronto regionals, Suharto had made significant modifications to convert the deck he had used at the Asia-Oceanian championship to a Pellinore-based one, which until that point had relied on Spectral Duke Dragon.3

In match 1, Smith had the weaker opening due to completely missing the Vortimer line, but through careful damage control he was able to drive his opponent to 4-to-1 damage while they both were still at grade 2. The difference in card advantage seemed to have evened out by Suharto's third turn due to him not having a grade 3 to ride, putting them both at -1 while Smith had an immense lead in damage, but Suharto was able to turn this around by using Nimue to superior call Pellinore and superior ride into him, drive checking a critical trigger that evened out their damage zones and a draw trigger that again gave him the lead in cards. Suharto went from three cards in hand to six within a single turn, having double the hand size over Smith, who still had to ride Spectral Duke and cope with not having his typical base 11000 vanguard to rely on. This culminated in a difficult late game for Smith, as a late grade 3 drive check left him able to stop all but one attack from Suharto's field. While there were heal triggers left in his deck, Smith didn't pull one after judging himself unable to defend, and so the tide passed over in favor of Suharto.

In match 2, Smith pulled out his deck's strongest opening using Vortimer to fetch Vortimer, while Suharto had a comparatively weaker first ride with Halo Shield, Mark over Spring Breeze Messenger. Smith quickly multiplied this early game into a +3, superior calling with his grade 2 Vortimer into Viviane, then using her to superior call Elixir Sommelier to boost a Black Dragon Knight rearguard. A draw trigger that turn helped mitigate Suharto's loss in position, but the damage gap was already very wide along with the difference in control of the field. Smith played more extensive control here, blocking his opponent's Spring Breeze with intercepts and in the process, clearing two field spots for Spectral Duke Dragon's superior call in his third turn. In that turn, the North American champion chose to retire one of the new rearguards that he had called, effectively trading out the Sommelier of the previous turn for a rearguard Vortimer and Spectral Duke line. While this did maintain Suharto's at-the-time 1-card advantage, it allowed Smith to form three strong rearguard lines while Suharto was already going into the turn at 3-to-2 damage, and with Gigantech Destroyer and Sleygal Dagger forming a base 21000 line, he could then push for an immediate endgame while his opponent was still at grade 2. A critical trigger that turn sealed this move, forcing his opponent to defend both of his rearguard lines. Suharto at this stage had Viviane as his vanguard, so even damage checking a trigger did not do much to help his defense, due to the 14000 defense still needing to drop 10000 shield to stop Gigantech and Spectral Duke. Suharto went into his grade 3 turn at -2 to 0 and 5-to-2 damage. In contrast to Suharto's defensive problems, Smith was able to drop a single trigger on his opponent's vanguard for a base 21000 defense, making use of Duke's continuous skill to ensure that Pellinore would need two triggers to pass through. Smith won the match still at three damage, without ever making use of his limit break.

The Game
Turns 1-2
[V] Spring Breeze Messenger (5000) versus Black Dragon Whelp, Vortimer (4000)
Smith's hand:  6. Weapons Dealer Gwydion, Knight of Superior Skills Beaumains, Little Battler Tron, Silent Punisher, Elixir Sommelier, Spectral Duke Dragon.
Damage: 0/6
Triggers left in deck: 13
Net advantage:  0
Suharto's hand: 5. Great Silver Wolf Garmore, Halo Shield Mark, Silent Punisher, Player of the Holy Bow Viviane, Flame of Victory.
Damage: 0/6
Triggers left in deck: 14
Net advantage: 0
Smith opens with his only copy of Tron (6000) moving Vortimer to the back of his vanguard line for +1. Suharto takes the stronger opening on turn 2, riding the Nimue (7000) that he draws and moving Spring Breeze behind his own vanguard line for his own +1, then drive checking Flame of Victory (Critical Trigger +5000 power / +1 critical.) Smith damage checks Beaumains and Mark.

Turns 3-4
[V] Spring Breeze Messenger (5000) boosting Player of the Holy Axe, Nimue (7000) versus Little Battle, Tron (6000) boosted by Black Dragon Whelp, Vortimer (4000)
Smith's hand:  6. Weapons Dealer Gwydion, Knight of Superior Skills Beaumains, Silent Punisher, Elixir Sommelier, Spectral Duke Dragon, Spectral Duke Dragon.
Damage: 2/6 (Knight of Superior Skills Beaumains, Halo Shield Mark)
Triggers left in deck: 13
Net advantage:  +1
Suharto's hand: 6. Great Silver Wolf Garmore, Halo Shield Mark, Silent Punisher, Player of the Holy Bow Viviane, Flame of Victory, Flame of Victory.
Damage: 0/6
Triggers left in deck: 13
Net advantage: +1
Smith rides Beaumains (10000) and drive checks Sleygal Dagger. Suharto damage checks Mark.

On turn 4, Suharto rides Viviane (9000) but his vanguard line is guarded by Elixir Sommelier (S20000.) Because Viviane and Spring Breeze can only go for 14000 together, even with a trigger they will not be allowed to pass through; while Smith is no longer tied for card lead, his choice to protect on this turn causes the damage lead from Suharto's earlier critical to be nullified while also making any potential critical this turn wasted. Smith is taking advantage of an opening that Suharto's plays have created.

Suharto drive checks Listener of Truth, Dindrane.

Turn 5
[V] Spring Breeze Messenger (5000) boosting Player of the Holy Bow, Viviane (9000) versus Knight of Superior Skills, Beaumains (10000) boosted by Black Dragon Whelp, Vortimer (4000)
Smith's hand:  6. Weapons Dealer Gwydion, Silent Punisher, Spectral Duke Dragon, Black Dragon Knight Vortimer, Spectral Duke Dragon, Sleygal Dagger.
Damage: 2/6 (Knight of Superior Skills Beaumains, Halo Shield Mark)
Triggers left in deck: 13
Net advantage:  0
Suharto's hand: 7. Great Silver Wolf Garmore, Halo Shield Mark, Silent Punisher, Flame of Victory, Flame of Victory, Great Silver Wolf Garmore, Listener of Truth Dindrane.
Damage: 1/6 (Halo Shield Mark)
Triggers left in deck: 13
Net advantage: +1
Smith rides Spectral Duke Dragon but because he drew his grade 2 Vortimer late, he only has a base 10000 Duke to rely on. Smith calls a rearguard Duke Dragon (10000) with Sleygal Dagger (7000) to his left line, and Vortimer (9000) to his right. Vortimer is guarded by Dindrane, while Smith's vanguard goes unguarded, drive checking Gareth and Flame of Victory (Critical Trigger +5000 power / +1 critical); the critical goes to the vanguard and the power goes to the rearguard Spectral Duke. Suharto damage checks Beaumains and Sacred Guardian Beast, Nemean Lion. Rearguard Spectral Duke (22000) is likewise unguarded. Suharto damage checks Speeder Hound (Draw Trigger +5000 power / draw 1.)

The triggers in play on this turn are interesting. Suharto's defense and Smith's critical mean that the game state would have returned to being essential neutral, with both fighters having dealt the same amount of damage and having lost the same amount of cards, but the supporting rearguards and Suharto's draw trigger means that Smith has a damage lead while Suharto still has his +1 over Smith's 0.

Turn 6
[R] No rearguards versus Black Dragon Knight, Vortimer (9000)
[V] Spring Breeze Messenger (5000) boosting Player of the Holy Bow, Viviane (9000) versus Spectral Duke Dragon (10000) boosted by Black Dragon Whelp, Vortimer (4000)
[R] No rearguards versus Spectral Duke Dragon (10000) boosted by Sleygal Dagger (7000)
Smith's hand:  4. Weapons Dealer Gwydion, Silent Punisher, Knight of Elegant Skills Gareth, Flame of Victory.
Damage: 2/6 (Knight of Superior Skills Beaumains, Halo Shield Mark)
Triggers left in deck: 12
Net advantage:  0
Suharto's hand: 8. Great Silver Wolf Garmore, Halo Shield Mark, Silent Punisher, Flame of Victory, Flame of Victory, Great Silver Wolf Garmore, Knight of Elegant Skills Gareth, Speeder Hound.
Damage: 4/6 (Halo Shield Mark, Knight of Superior Skills Beaumains, Sacred Guardian Beast Nemean Lion, Speeder Hound)
Triggers left in deck: 11
Net advantage: +1
Suharto rides Great Silver Wolf, Garmore (10000) activating his counterblast 2 to superior call one grade 2 or lower Gold Paladin; Sacred Guardian Beast, Nemean Lion (8000.) Suharto calling Lion is a trick to defensively gain "one and a half" cards instead of just one out of Garmore, due to Nemean's especial intercept allowing him to play with an additional +5000 shield. This is also one of the more sensible calls that he could make in this situation, since the Gareth that Speeder Hound just gave him forms a base 16000 line with Nemean, and his front row is currently incomplete with this hand while Smith has almost filled the field already. Suharto still has one Dindrane left in his deck at this point, so while he could have gone for a straight +2 and access more of his deck while having a full line with Garmore, the better offensive field was more valuable.

Suharto calls Garmore (10000) to his left line and Gareth (8000) to boost Lion. Rearguard Garmore retires Vortimer, while the vanguard Garmore activates his limit break 4 for +5000 power, targeting Smith's Dragon (20000 v. 10000.) Smith does not guard; Suharto drive checks Halo Shield, Mark and Elixir Sommelier (Heal Trigger +5000 power / heal 1) giving the power to Nemean and healing his counterblasted Lion from his damage zone. Smith damage checks Beaumains. Suharto activates Spring Breeze Messenger's skill, counterblasting 1 to move Spring Breeze to the soul and look at up to 3 cards from the top of his deck to superior call one Gold Paladin at rest. Suharto sees Lop Ear Shooter, Speeder Hound and Gareth. After comparing it to his hand, Suharto calls Lop Ear, activating Lop Ear's skill by discarding Speeder Hound from his hand to look at three more cards and superior call one at rest. This time he sees Flame of Victory, Nimue and White Hare in the Moon's Shadow, Pellinore. Suharto superior calls Pellinore (10000) then activates Pellinore's skill, discarding Flame of Victory to superior ride Pellinore, in the process standing his vanguard.

Pellinore (10000) attacks the vanguard Duke Dragon, but is defended by Flame of Victory (S20000.) Suharto drive checks Beaumains and Speeder Hound (Draw Trigger +5000 power / draw 1) giving the power to Nemean Lion. Nemean Lion (26000) goes unguarded, Smith damage checks Flame of Victory (Critical Trigger +5000 power / critical +1.)

This is one of the longer moves of the match, and somewhat complicated, but the end result is that Suharto starts his main phase with a sum +2 when Smith is at 0, then stretches this out into a three-card difference by giving Smith a -1 when his rearguard Garmore retires Vortimer. After that, Suharto heals one damage with his heal trigger, equalizing the difference in damage while firmly establishing himself in the lead through card advantage. This snowballs because at attack he was already at limit break and going for 20000 with Spring Breeze versus Smith's 10000 base, making the attack impossibie to stop if Smith wanted to survive the match. This put Smith in a dangerously compromised position where he could not control the flow of the game. Spring Breeze's skill initially makes no total changes to the advantage in play, but once Lop Ear's activates Suharto gets a +1; remember that Pellinore is only a +2 when superior riding from grade 2, although in this case his draw trigger check gives an additional +1. In this situation what we should consider is that Suharto added four and a half cards difference between him and Smith through multiple superior calls, and activated a second twin drive. The total advantage is now +4.5 to -2 when it started out as +1 to 0, giving the impression that this would go on to be a repeat of the first round.

Turn 7
[R] Lop Ear Shooter (9000) and Great Silver Wolf, Garmore (10000) versus No rearguards
[V] White Hare in the Moon's Shadow, Pellinore (10000) versus Spectral Duke Dragon (10000) boosted by Black Dragon Whelp, Vortimer (4000)
[R] Knight of Elegant Skills, Gareth (8000) boosting Nemean Lion (8000) versus Spectral Duke Dragon (10000) boosted by Sleygal Dagger (7000)
Smith's hand:  4. Weapons Dealer Gwydion, Silent Punisher, Knight of Elegant Skills Gareth, Elixir Sommelier.
Damage: 4/6 (Knight of Superior Skills Beaumains, Halo Shield Mark, Knight of Superior Skills Beaumains, Flame of Victory)
Triggers left in deck: 10
Net advantage:  -2
Suharto's hand: 8. Halo Shield Mark, Silent Punisher, Flame of Victory, Halo Shield Mark, Elixir Sommelier, Speeder Hound, Silent Punisher, Knight of Superior Skills Beaumains.
Damage: 3/6 (Halo Shield Mark, Knight of Superior Skills Beaumains, Speeder Hound)
Triggers left in deck: 9
Net advantage: +4.5
Smith calls Elixir Sommelier (5000) and Knight of Elegant Skills, Gareth (8000) to fill in for Vortimer. The use of these two is interesting. Together, they have 13000 power, just enough to force out 10000 shield needed for Nemean Lion's defense; at that point, the Lion is no longer worth defending due to its total shield equaling what was needed to protect it, effectively negating the plus-one-half even if Suharto had blocks the attack, bringing him down to 4 v. -1 no matter how he moves. Suharto chooses to let the Lion be retired.

The vanguard Spectral Duke Dragon (14000) goes after Pellinore, Suharto defends with Silent Punisher and Speeder Hound (S25000) guaranteeing that Duke cannot get through. Smith drive checks Elixir Sommelier (Heal Trigger +5000 power / heal 1) giving the power to his rearguard Duke and healing Flame of Victory from his damage zone, then checks Viviane. The heal trigger becomes something of a mixed bag because even though it helps to prolong Smith's game, it prevents him from limit breaking, and it could be presumed from his call of Elixir Sommelier that he was intending to sacrifice Sommelier, Gareth and Vortimer for the break. Considering Suharto's hand however, it's doubtful just how effective this would be.

Rearguard Spectral Duke Dragon (22000) targets Pellinore. Suharto damage checks Viviane.

Note that Suharto checks Duke Dragon's soul when he attacks, and sees that there is no Black Dragon Knight there. This becomes a point of contention in approximately fifty seconds.

Turn 8
[R] Lop Ear Shooter (9000) and Great Silver Wolf, Garmore (10000) versus Elixir Sommelier (5000) boosted by Knight of Elegant Skills, Gareth (8000)
[V] White Hare in the Moon's Shadow, Pellinore (10000) versus Spectral Duke Dragon (10000) boosted by Black Dragon Whelp, Vortimer (4000)
[R] Knight of Elegant Skills, Gareth (8000) versus Spectral Duke Dragon (10000) boosted by Sleygal Dagger (7000)
Smith's hand: 4. Weapons Dealer Gwydion, Silent Punisher, Elixir Sommelier, Player of the Holy Bow Viviane.
Damage: 3/6 (Knight of Superior Skills Beaumains, Halo Shield Mark, Knight of Superior Skills Beaumains)
Triggers left in deck: 9
Net advantage:  -2
Suharto's hand: 7. Halo Shield Mark, Flame of Victory, Halo Shield Mark, Elixir Sommelier, Silent Punisher, Knight of Superior Skills Beaumains, Flame of Victory.
Damage: 4/6 (Halo Shield Mark, Knight of Superior Skills Beaumains, Speeder Hound, Player of the Holy Bow Viviane)
Triggers left in deck: 8
Net advantage: +1
Suharto calls Beaumains (10000) to replace his lost Lion, then calls Flame of Victory (4000) behind Pellinore. This is the fatal move; Suharto eventually needs this 10000 shield to survive through turn 11, but he's instead calling Flame to boost Pellinore. His intentions aren't wholly clear; he could be intending to send Shooter and Victory to the deck for Pellinore's limit break to throw Beaumains up to 28000 or having a 15000 Pellinore and 23000 Beaumains while recycling a trigger with some other shuffle effect, so that when he inevitably loses the card advantage by having to replace a backrow grade 2, he can at least translate that to the opponent needing to expend more cards to defend, but this never actually materializes. It would seem as though Suharto has mistakenly assumed that Spectral Duke Dragon is at an 11000 base and that he needs the boost to hit, but he had already checked Duke Dragon's soul on the preceding turn and seen that Vortimer was not there. Whatever the case, calling Victory is an immediate mistake that costs him the game, and it's a rare example of a call actively decreasing advantage by -1 instead of influencing no change or increasing it.

Pellinore (14000) attacks the vanguard. Smith guards with Elixir Sommelier (S20000), repeating his play from turn 4. Suharto now needs two triggers to pass, but because he has to check them one at a time, he would have to be very desperate to put the first one on his vanguard and bank on the second also being a trigger unit. Suharto drive checks Elixir Sommelier (Heal Trigger +5000 power / heal 1) healing his counterblasted Beaumains from his damage zone and giving the power to Garmore. He then drive checks a second Elixir Sommelier (Heal Trigger +5000 power / heal 1) healing Speeder Hound from his zone and once again passing the power to Garmore.

Beaumains (18000) targets the vanguard. Smith defends with Silent Punisher (S20000.) Garmore (20000) follows up unboosted, and Smith damage checks Spectral Duke Dragon.

Turn 9
[R] Lop Ear Shooter (9000) and Great Silver Wolf, Garmore (10000) versus Elixir Sommelier (5000) boosted by Knight of Elegant Skills, Gareth (8000)
[V] Flame of Victory (4000) boosting White Hare in the Moon's Shadow, Pellinore (10000) versus Spectral Duke Dragon (10000) boosted by Black Dragon Whelp, Vortimer (4000)
[R] Knight of Elegant Skills, Gareth (8000) boosting Knight of Superior Skills, Beaumains (10000) versus Spectral Duke Dragon (10000) boosted by Sleygal Dagger (7000)
Smith's hand: 3. Weapons Dealer Gwydion, Player of the Holy Bow Viviane, Black Dragon Knight Vortimer.
Damage: 4/6 (Knight of Superior Skills Beaumains, Halo Shield Mark, Knight of Superior Skills Beaumains, Spectral Duke Dragon)
Triggers left in deck: 9
Net advantage:  -4
Suharto's hand: 7. Halo Shield Mark, Halo Shield Mark, Elixir Sommelier, Silent Punisher, Flame of Victory, Elixir Sommelier, Elixir Sommelier.
Damage: 2/6 (Halo Shield Mark, Player of the Holy Bow Viviane)
Triggers left in deck: 6
Net advantage: 0
Sommelier (13000) attacks Pellinore. Suharto stops it with Elixir Sommelier (S20000.) Smith's vanguard Spectral Duke Dragon (14000) follows up, Suharto defends with another Sommelier (S20000.) This is a debatable call; it's clear that Smith is setting up for the limit break that he missed last turn, so any triggers that he checks are naturally going to go onto Spectral Duke, but Suharto has no base 5000 shield units in hand and most likely does not want to waste 10000 on the attack. It would be arguably better to call "no guard" in this situation rather than place a weak defense.

Smith drive checks Weapons Dealer, Gwydion (Draw Trigger +5000 power / draw 1) giving the power to his vanguard, them checks Flame of Victory (Critical Trigger +5000 power / +1 critical) placing all of it on his vanguard (24000 critical 2.) Suharto damage checks Garmore and Lop Ear Shooter. Smith counterblasts 2 to activate Spectral Duke Dragon's limit break 4, retiring Elixir Sommelier, Gareth and Vortimer to stand his vanguard and lose twin drive; however, Duke Dragon retains the effects of his checked triggers. He attacks Pellinore once more (20000 critical 2), and Suharto defends with Silent Punisher and Elixir Sommelier (S30000.) Smith drive checks Silent Punisher (Critical Trigger +5000 power / critical +1) giving all effects to his rearguard Spectral Duke Dragon.

Rearguard Duke Dragon (22000 critical 2) attacks Pellinore. Suharto intercepts with Beaumains and guards with Flame of Victory (S25000.) To recap, Suharto has just lost six cards in one turn while Smith has changed out three for one, for a net comparison of -6 to -6. With equal damage, both fighters are now once again in a neutral game state. Despite that, the situation is clearly not the same for each of them--Suharto's cards are distributed through his field, in poor positions with Lop Ear in the back line where it can't intercept and Flame of Victory unable to defend, while Smith's are concentrated in his hand, giving him greater longevity than Suharto.

Turn 10
[R] Lop Ear Shooter (9000) and Great Silver Wolf, Garmore (10000) versus No rearguards
[V] Flame of Victory (4000) boosting White Hare in the Moon's Shadow, Pellinore (10000) versus Spectral Duke Dragon (10000)
[R] Knight of Elegant Skills, Gareth (8000) versus Spectral Duke Dragon (10000) boosted by Sleygal Dagger (7000)
Smith's hand: 7. Weapons Dealer Gwydion, Player of the Holy Bow Viviane, Weapons Dealer Gwydion, Flame of Victory, Silent Punisher, Flame of Victory, Weapons Dealer Gwydion.
Damage: 4/6 (Knight of Superior Skills Beaumains, Halo Shield Mark, Knight of Superior Skills Beaumains, Spectral Duke Dragon)
Triggers left in deck: 6
Net advantage:  -6
Suharto's hand: 3. Halo Shield Mark, Halo Shield Mark, White Hare in the Moon's Shadow Pellinore.
Damage: 4/6 (Halo Shield Mark, Player of the Holy Bow Viviane, Great Silver Wolf Garmore, Lop Ear Shooter)
Triggers left in deck: 6
Net advantage: -6
Suharto calls Pellinore (10000) to fill in for Beaumains, then attacks with his vanguard (14000) at the vanguard. Smith defends with Silent Punisher and Gwydion (S25000) guaranteeing that the attack will not pass. Suharto drive checks Garmore and Elixir Sommelier (Heal Trigger +5000 power / heal 1) giving the power to Garmore and healing Lop Ear Shooter from his zone. Garmore (15000) targets Smith's vanguard, but is stopped by Flame of Victory (S20000.) Rearguard Pellinore (18000) attacks the vanguard, and is blocked by a second Flame of Victory (S20000.)

Turn 11
[R] Lop Ear Shooter (9000) and Great Silver Wolf, Garmore (10000) versus No rearguards
[V] Flame of Victory (4000) boosting White Hare in the Moon's Shadow, Pellinore (10000) versus Spectral Duke Dragon (10000)
[R] Knight of Elegant Skills, Gareth (8000) boosting White Hare in the Moon's Shadow, Pellinore (10000) versus Spectral Duke Dragon (10000) boosted by Sleygal Dagger (7000)
Smith's hand: 4. Player of the Holy Bow Viviane, Weapons Dealer Gwydion, Weapons Dealer Gwydion, Black Dragon Knight Vortimer.
Damage: 4/6 (Knight of Superior Skills Beaumains, Halo Shield Mark, Knight of Superior Skills Beaumains, Spectral Duke Dragon)
Triggers left in deck: 5
Net advantage:  -10
Suharto's hand: 4. Halo Shield Mark, Halo Shield Mark, Great Silver Wolf Garmore, Elixir Sommelier.
Damage: 3/6 (Halo Shield Mark, Player of the Holy Bow Viviane, Great Silver Wolf Garmore)
Triggers left in deck: 5
Net advantage: -6
Smith calls Gwydion (5000) to boost his vanguard, then Viviane (9000) and Gwydion (5000) to fill out his last line. Rearguard Duke Dragon (17000) attacks Pellinore, Suharto stops the attack with Elixir Sommelier (S20000.) Smith attacks with his vanguard (15000), Suharto chooses not to defend. Smith drive checks Gigantech Destroyer and Halo Shield, Mark. Suharto damage checks his second Spring Breeze Messenger. Smith activates Spectral Duke Dragon's limit break 4, counterblasting 2 and retiring his rearguard Duke Dragon, Sleygal Dagger and Gwydion to stand his vanguard and lose twin drive.

Spectral Duke Dragon (10000) attacks Pellinore, Suharto declares "no guard." At this point, Suharto's play is paralyzed because he has just three cards in hand. The only thing that he has to defend with is a single Mark; if he drops one, he will not be able to drop the other because of Mark's discard. Had he chosen not to guard the rearguard Spectral Duke Dragon, he could easily make it through the turn, but in this situation he has to hope that Smith does not get a trigger and then use up his remaining defense on Viviane. At this point, there are no heal triggers left in Suharto's deck, so a critical trigger will end the game.

Smith drive checks Silent Punisher (Critical Trigger +5000 power / critical +1) giving the critical to Spectral Duke Dragon and the power to Viviane. Suharto damage checks Dindrane and Beaumains; Brandon Smith becomes the 2012 world champion.

The Fatal Move
From the seventh turn onward, both fighters were forced to deal with poor fields and their respective gains rapidly evaporating. In this situation, the match became very tight, with the lead rapidly bouncing between finalists. Navigating these scenarios, particularly the endgame, is difficult and takes extensive experience. Turn 8 is where Suharto erred--calling Flame of Victory only deprived his hand of 10000 shield, because Smith did not have Vortimer in the soul and so Pellinore could already hit Spectral Duke Dragon, while either unboosted or not by this trigger unit, Smith would still drop one trigger to make the attack need two to hit. This effectively put Suharto at an immediate -1, as with that one 10000 shield he would have had enough cards in turn 11 to defend and potentially launch a counterattack on turn 12.

Smith's use of Spectral Duke Dragon's limit break in his final turn did more than launch a killing attack. It allowed Smith to trade out his front row Spectral Duke for a unit with higher shield. The move was necessary even if it had not been the finishing blow, because he would likely not have been able to defend through the next turn without it. Suharto's choice to not defend here was heavily criticized at the time of the finals, but by all reckoning he could not have defended. He had four cards in hand at the start of the turn, had already defended with Sommelier, would need to drop one more for Mark and still had to account for Smith's remaining Viviane line while only having one card in hand at that point. If he stopped Duke with Mark, any potential triggers would go to Viviane, which Suharto had no way of defending against. Effectively, it was impossible for him to make a good move that involved defending after blocking the rearguard Duke Dragon. His losing move was then calling Flame of Victory, who would have an extra 10000 shield to defend with, enough to stop Viviane and Gwydion after factoring in the trigger.

Citations and External Links
1. "Brandon Smith Wins Cardfight!! Vanguard World Championship 2012." Anime News Network. Bushiroad Inc., 12 Dec. 2012. Web. 15 Jan. 2013. <http://www.animenewsnetwork.com/press-release/2012-12-12/brandon-smith-wins-cardfight-vanguard-world-championship-2012>.
2. Cavanaugh, Katherine. "Store clerk wins world title for card game." Daily Tribune 23 Dec. 2012 [Royal Oak, Michigan] : A1+. Print.
3. "DeckRecipe." CARDFIGHT!! VANGUARD. Bushiroad Inc., 13 Dec. 2012. Web. 15 Jan. 2013. <http://cf-vanguard.com/en/cardlist/deckrecipe/WC2012_Finals>.
4. "Tournaments/Events." CARDFIGHT!! VANGUARD. Bushiroad Inc., 18 June 2012. Web. 15 Jan. 2013. <http://cf-vanguard.com/en/event/>.

Sunday, January 27, 2013

News: English Tournament Season for 2013, Set Release Schedule

Photo by rawritzrichii, seek consent before reposting.
Recently-released posters have set out a much-awaited schedule for 2013's tournament season, as well as a schedule for booster set releases. In addition to these, dates for sneak preview events have gone up, providing exclusive chances at getting playmats, promo cards and early access to new cards.

Tournament Schedule
March-June 2013: Cardfight!! Vanguard Stand Up Challenge Cup
A singles tournament whose victor will "Rise as the number one Cardfight!! Vanguard player." This is currently speculated to be WCS2013; the four month time frame presented matches up with that of the 2012 world championships. If this were the case, then it's possible that the schedule will parallel 2012's closely, with the Indonesian, Australian, Philippine and German national tournaments taking place in March while the tournaments for France, Great Britain, Singapore, Hong Kong and Japan take place in April and the North American championship runs concurrent to the others, extending into May. If this were the case, the world finals would be in early June. However, there may be more participating countries than in the previous year.

Within the time frame of the tournament, BT05 will be usable from the beginning, while EB01 will become available in late March, TD07 will become available in the tournament's second month, and BT08 will be made available during its third. BT09-onward will most likely not be usable before the end of the tournament, based on its late release date. This means that the major players during the Stand Up Challenge will likely be Dragonic Overlord The End, Majesty Lord Blaster, Scarlet Witch CoCo and Goddess of the Full Moon Tsukuyomi. Notably, Aqua Force is projected to have a very slim window to appear within; its first opportunity to take a tournament title will probably be at a stage when only trial decks are available.

April-July 2013: Cardfight!! Vanguard Team League
A worldwide triples tournament that will pit the strongest teams from different regions against one another to select for the globally strongest team. This tournament being confirmed as a global one strongly implies that the Stand Up Challenge is an international event. Due to the timing of the tournament, it appears that it will not interfere with the Stand Up Challenge Cup, possibly allowing for dual participation in both tournaments.

Note that Fighter's Road 2013 will be starting up in May and ending in July, concluding in the same timeframe as the Team League. This is similar to how the 2012 international cup and Fighter's Climax 2012 were structured, with WCS2012 starting up a month earlier but ending in the same month as FC2012.

BT05, EB01 and TD07 will all probably be available at the start of the Team League, with TD07 having the most room to be excluded. Within the first three months of the tournament, every set listed below with the probable exception of BT09 and definite exception of EB06 will be made available.

Booster Set Schedule
BT05: Awakening of Twin Blades
February 15/16/17 2013 - Sneak Preview
February 22nd, 2013 - Set Release
Will provide the opportunity for fighters to receive a The End playmat and Darkside Pegasus promo card. Reinforces Royal Paladin, Shadow Paladin, Kagerou, Dark Irregulars, Pale Moon, Nova Grappler, Oracle Think Tank and introduces Murakumo and Neo Nectar.

EB01: Comic Style Volume 1
March 22/23/24 2013 - Sneak Preview
March 29th, 2013 - Set Release
Reinforces Royal Paladin, Murakumo, Pale Moon, Nova Grappler, Kagerou and Megacolony, and introduces the Exculpate the Blaster promo card for Royal Paladin.

TD07: Descendants of the Marine Emperor
April 19th, 2013 - Deck Release
Introduces Aqua Force to the English pro scene.

BT08: Blue Storm Armada
April 26/27/28 2013 - Sneak Preview
May 3rd, 2013 - Set Release
Reinforces Aqua Force, Neo Nectar, Narukami, Great Nature, Dimension Police and Tachikaze.

BT09: Clash of the Knights and Dragons
June 21/22/23 2013 - Sneak Preview
June 28th - Set Release
An all-star set which reinforces Gold Paladin, Narukami, Aqua Force, Angel Feather, Oracle Think Tank, Nova Grappler, Murakumo, Great Nature, Pale Moon, Royal Paladin and Shadow Paladin.

EB06: Dazzling Divas
July 19/20/21 2013 - Sneak Preview
July 26th, 2013 - Set Release
An extra booster dedicated wholly to Bermuda Triangle, much in the style of EB02: Banquet of Divas. The set will feature Eternal Idol, Pacifica as a major card, succeeding Top Idol, Pacifica of EB02.

Thursday, January 17, 2013

News: New Years' Trio Festival 2013 Tokyo Championship Results

This morning the results from Tokyo came in, concluding the second half of the New Years' Trio Festival. Designed to welcome the new year, this year's event is both smaller and larger than the one before it, in that there are only two locations but together they are divided into seventeen blocks total, six in Osaka and eleven in Tokyo.

Previously the Osaka results showed a trend toward Narukami, Oracle Think Tank and Gold Paladin, with the Blaster deck making a sudden revival and enduring through the new restricted format. Today we can see all of these trends continuing, with Dragonic Kaiser Vermillion "THE BLOOD" and Blazing Lion Platina Ezel remaining as popular, while Battle Sister-CoCo decks continue to dominate over Goddess decks on the OraThin side of things. A repeat appearance of Majesty Lord Blaster remains alarming to the scene at large, as this is the same decktype that was previously noted for having only four grade 3s, leading some to conclude that the Royal Paladins have "defeated" the restricted list by becoming stronger through the restriction of Wingal Brave and Majesty Lord Blaster. The results are leaving many to wonder how these decks will fare in Fighter's Road 2013, when they are pitted against one another rather than teamed up. Similar to the resurfacing Blaster deck, Dragonic Overlord The End has likewise reappeared minus his persona blast, with fighters now experimenting with the fusion of him and Goku.

One interesting point regarding "THE BLOOD" is that Spark Kid Dragoon is continuing to be the most popular first vanguard for Narukami leading out of 2012, despite his low 4000 base. It seems that fighters abroad prefer the accessibility of an extra grade 3 over meeting baseline attack requirements. A similar development can be found in recent Shadow Paladin decks, where Arai Toa has actually omitted both Blaster Javelin and Blaster Dark by choosing Creeping Dark Goat instead of Fullbau as her FVG.

The new Royal Paladin deck also seems to have inspired other clans to try the build, as there is now a Murakumo deck based on the idea in circulation under one of the newer faces to the pro scene, Kagawa Hitori. Kagawa's Magatsu Storm deck has Magatsu as its only grade 3, using the clan's evolving ride and self-stacking capabilities to normalize their odds of drawing Storm by effectively removing up to three non-Storm cards from their next drive and draw on the turn before the deck needs to ride him.

Aside from these decks, Glory Maelstrom has finally made his professional debut under Hirai Kento and Kobayashi Fumiyuki, the second and third Aqua Force cardfighters to ever place in an official tournament. These new Maelstrom decks are having difficulty adjusting for Glory however, as all of them want to run Diamantes; Hirai's answer was to run only one copy of Glory and use Maelstrom to draw into it, but Kobayashi instead chose to run a startling ten grade 3s. Similar to the Narukami and Shadow Paladin situation, both fighters preferred Officer Cadet Erikk over the Aqua Breath or Tri-holl Dracokids.

In general, Gold Paladin, Narukami and Oracle Think Tank are emerging as the three most populous decks, with Neo Nectar and Murakumo appearing on the fringes of the scene.

A Block Championship Team
Kawai Akihito/河井明仁
Dragonic Kaiser Vermillion "THE BLOOD" (Narukami)

Nakamura Mitsuaki/中村光昭
Majesty Lord Blaster (Royal Paladin)

Hasegawa Jun/長谷川純
Blazing Lion, Platina Ezel (Gold Paladin)
B Block Championship Team
Saitou Takumi/斎藤匠
Covert Demonic Dragon, Mandalalord/Phantasmagoric Snowy Wind, Shirayuki (Murakumo)

Sawamura Hiro/沢村洋
Galactic Beast, Zeal-Miracle Beauty (Dimension Police)

Hosoya Natsuki/細谷夏生
Spectral Duke Dragon-Chrome Jailer Dragon (Gold Paladin)
C Block Championship Team
Satou Hiroki/佐藤弘樹
Dragonic Kaiser Vermillion "THE BLOOD" (Narukami)

Nakanemi Yuuto/中峰悠斗
Blazing Lion, Platina Ezel (Gold Paladin)

Hirai Kento/平井健登
Blue Storm Supreme Dragon, Glory Maelstrom (Aqua Force)
D Block Championship Team
Kubo Naoto/久保直人
Dragonic Kaiser Vermillion, "THE BLOOD" (Narukami)

Seito Takaki/清藤尊季
Goddess of the Sun, Amaterasu (Oracle Think Tank)

Satou Yuuji/佐藤勇次
Spectral Duke Dragon-Chrome Jailer Dragon (Gold Paladin)
E Block Championship Team
Fujinami Daisuke/藤波大輔
Dragonic Kaiser Vermillion "THE BLOOD" (Narukami)

Tamamura Shinkou/田村信幸
Scarlet Witch, CoCo (Oracle Think Tank)

Tokunaga Kazuhiro/徳永和宏
Blazing Lion, Platina Ezel (Gold Paladin)
F Block Championship Team
Satou Yumi/里真有美
Scarlet Witch, CoCo/Battle Sister, Cookie (Oracle Think Tank)

Arai Toa/荒井研登
Phantom Blaster Overlord (Shadow Paladin)

Kagawa Hitori/香川一人
Covert Demonic Dragon, Magatsu Storm (Murakumo)
G Block Championship Team
Kobayashi Fumiyuki/小林史幸
Blue Story Supreme Dragon, Glory Maelstrom (Aqua Force)

Yamaguchi Nozomi/山口望
Crimson Impact, Metatron/Chief Nurse, Shamsiel (Angel Feather)

Hayashi Kakehiko/林翔彦
Scarlet Witch, CoCo (Oracle Think Tank)
H Block Championship Team
Saitou Kei/齋藤敬
Blazing Lion, Platina Ezel (Gold Paladin)

Ikada Toshiyuki/五十田敏行
Covert Demonic Dragon, Magatsu Storm (Murakumo)

Horigome Tatsuya/堀米達也
Dragonic Overlord The End/Dragon Monk, Goku (Kagerou)
I Block Championship Team
Igarashi Takamune/五十嵐健宗
Maiden of Trailing Rose/Arboros Dragon, Sephirot (Neo Nectar)

Takahashi Ryou/髙橋凌
Blazing Lion, Platina Ezel/Spectral Duke Dragon (Gold Paladin)

Takanezawa Ryou/高根沢諒
Crimson Impact, Metatron (Angel Feather)
J Block Championship Team
Tsukamoto Naoki/塚本直樹
Super Beast Deity, Illuminal Dragon (Nova Grappler)

Shimamura Kenta/島村健太
Blazing Lion, Platina Ezel/White Hare in the Moonlight's Shadow, Pellinore (Gold Paladin)

Nakayama Shinnosuke/中山真之介
Scarlet Witch, CoCo/Battle Sister, Cookie (Oracle Think Tank)
K Block Championship Team
Nishi Kouki/西弘貴
Crimson Impact, Metatron (Angel Feather)

Ozawa Masahiro/小澤昌弘
Maiden of Trailing Rose/Arboros Dragon, Sephirot (Neo Nectar)

Sugiyama Tadashi/杉山直史
Dragonic Kaiser Vermillion "THE BLOOD" (Narukami)

Saturday, January 12, 2013

News: New Years' Trio Festival 2013 Osaka Championship Results

Just today the first results of the commemorative New Years' Trio Festival were posted on CF-Vanguard, welcoming the new year with the opening to 2013's pro season. This event can be seen as a continuation of the Vanguard Fight Team Festival begun in January-February 2012; such team-based tournaments are the norm for beginning the new year. Today's results come from Osaka, a city home to many famous pro cardfighters like Kakuhara Misaki and 2012 National Runner-Up Kanamaru Makoto. While last year saw Royal Paladin, Shadow Paladin, Kagerou and Oracle Think Tank as the dominant decks of the time, this year is divided between Royal Paladin, Gold Paladin, Narukami and Oracle Think Tank decks.

An important development on the Narukami side is that the clan has a clear, distinct identity now due to the onset of Dragonic Kaiser Vermillion "THE BLOOD." Beyond being a less powerful clone of Kagerou, Narukami has struggled to establish itself as both a distinct and viable clan within the past year, but now pro decks are finally settling into a niche for it as multiple grade 3 rides become an exploitable center of the deck's strategy in addition to its retire strategy. "THE BLOOD" has proved to be the most popular deck of those presented today, though he has not quite lived up to The End's legend as a format-defining unit.

Much to the chagrin of classical purists, this is also the first time in history that Blazing Lion, Platina Ezel-based Gold Paladin has really proved itself in a professional environment. Criticized for being a blank card at less than five damage, and for his strain on counterblast, Platina has been a difficult unit to gauge and build around effectively. His lack of a persona blast or soulblast-based boosting unit for the rearguard has also weakened the idea of running both the crossride and its preceding ride at four, a trait unique to this particular generation of crossride. The format of team tournaments however, better lends itself to the emergence of a wider variety of decks, as less powerful builds have more of a chance in the trio fights than in the juniors' and seniors' divisions. This was demonstrated in the last 2012 championship, where the Dark Irregulars, Pale Moon, waning Shadow Paladin and pre-crossride Aqua Force all placed within the team tournaments despite being heavily unpopular in the other two divisions.

The Blaster deck has also been firmly established as still kicking, with a variant having emerged that similar to the now-restricted Tsukuyomi variant runs just four grade 3s, using a grade 2 lineup which consists exclusively of Blaster units and Starcall Trumpeter to ensure that Wingal Brave's skill goes off. With one new pro, Tachibana Souten, going so far as to add a single Blaster grade 1 to the deck, this new variant is extremely dangerous. Blaster Blade Spirit seems to have replaced Gallatin altogether for the foreseeable future due to his compatibility with Wingal Brave, and his retire combo with Starcall Trumpeter. While the deckbuild does not seem to have been widely circulated prior to the Osaka tournaments, future events are projected to see a resurgence in Blaster decks due to Majesty Lord Blaster now having the winning qualities of both its past self and the restricted Tsukuyomi, with Blaster Blade Burst arriving at the end of January to replace Soul Saver Dragon in the deck. For some fighters, concern over further amendments to the restricted list because of this indie deck potentially seeing mass adaption is already budding.

Of all these surprises however, the most directly shocking of all is that a possible revival of standardized three perfect defense is at hand; in a curious trend, two of the three A Block, all three B Block, one from C Block, and one Trio Championship deck from F Block have reverted to the old style of play, a model which was outmoded in the parallel English pro scene by the introduction of the limit breaks that are now endemic to the Japanese format. Until these tournament results came in, running four perfect defense cards was a nigh-unquestionable part of the tournament scene. How this will be resolved remains yet to be seen; the 2013 Trio Festival will pick up again further down the line with the Tokyo results.

New Year's Trio Festival 2013 Trio Championship, Osaka
A Block Championship Team
Gotou Hiroshi/後藤啓志
Phantom Blaster Overlord (Shadow Paladin)

Tokumitsu Kenta/徳満健太
Spectral Duke Dragon (Gold Paladin)

Kawachi Yoshirio/河内良弘
Dragonic Kaiser Vermillion "THE BLOOD" (Narukami)
B Block Championship Team
Tonoi Wataru/殿井渉
Blazing Lion, Platina Ezel (Gold Paladin)

Nakaya Haruhi/中矢一日
Battle Sister, Fromage (Oracle Think Tank)

Ueyama Naoki/上山尚樹
Dragonic Kaiser Vermillion "THE BLOOD" (Narukami)
C Block Championship Team
Maeda Atsushi/前田惇
Scarlet Witch, CoCo (Oracle Think Tank)

Hisano Masanori/久野雅徳
Dragonic Kaiser Vermillion "THE BLOOD" (Narukami)

Tachibana Souten/立華奏天 (Note; this name is most likely a pseudonym, lifted partially from the anime/light novel series "Angel Beats!" If this is their actual birth name, then they have supreme, all-surpassing luck.)
Blaster deck; Majesty Lord Blaster, Exculpate the Blaster with Soul Saver Dragon (Royal Paladin)
D Block Championship Team
Kubo Yoshinori/久保慶典
Blazing Lion, Platina Ezel (Gold Paladin)

Nakamura Koujiro/平岡晃次郎
Galactic Beast, Zeal (Dimension Police)

Umehara Shunei/梅原俊瑛
Dragonic Kaiser Vermillion "THE BLOOD" (Narukami)
E Block Championship Team
Anonymous/匿名
Scarlet Witch, CoCo/Battle Sister, Cookie (Oracle Think Tank)

Tanabe Kazuki/田辺一樹
Blaster deck; Majesty Lord Blaster with Soul Saver Dragon (Royal Paladin)

Matsushita Shin'ya/松下晋也
Spectral Duke Dragon (Gold Paladin)

F Block Championship Team
Sakagami Ryouta/阪上良太
School Hunter, Leo-pald (Great Nature)

Fujii Taichi/藤井太智
Dragonic Kaiser Vermillion "THE BLOOD" (Narukami)

Yagi Ryousuke/八木亮輔
Spectral Duke Dragon/Blazing Lion, Platina Ezel (Gold Paladin)

Saturday, December 22, 2012

The History of Professional Cardfight: Part 2, May-August 2011

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



(Previous entry: The History of Professional Cardfight, February-April 2011)
VG-BT02: Onslaught of Dragon Souls was released on May 28th, 2011 in Japan and was timed to coincide with the start of Japan's first competitive season. This set added a series of cards to each clan focused on charging and blasting the "soul," the area beneath the Vanguard unit, and expanded on the established game, with more superior rides and megablast units introduced. The set's cover card is Blazing Flare Dragon. Granblue and Spike Brothers were completed in this set.

Kagerou itself was arguably the main draw of BT02, which left a lot to live up to coming on the heels of Goku's success story. In that respect, the sealed dragons were a little too dramatic to actually live up to the consistency expectations that Goku set, but the cards drew a lot of fans all the same. Back in BT01, Kagerou was introduced with the Aleph superior ride sequence as an alternative build. The basic idea was that you would ride a specific grade 2 while having a specific grade 1 and grade 0 in the rearguard, then with the grade 2's skill put those rearguards into the soul and ride a grade 3 from your deck. This works out to a +/-0 overall when accounting for the extra drive check, so that functionally no card advantage was lost nor gained through these plays. The problem with the setup is that getting three specific cards in hand can actually be pretty troublesome, so the sequence was later refined into the Ezel model in 2012 where the grade 0 was also your first vanguard.

BT02's sealed dragons were from the same model as the Aleph cards. By riding the grade 2 Blazing Core Dragon, and putting the grade 1 Iron Tail Dragon and grade 0 Gattling Claw Dragon into the soul with Blazing Core's skill, you would ride Blazing Flare Dragon from the deck to unseal the Lord of Explosive Flames. Then came Blazing Flare's own skills. In the vanguard circle his soulblast 5 retired an opponent's rearguard, a cost that was fueled by his own superior ride sequence that gave him 4 soul to start out with, and additionally supported by the previously mentioned Gattling Claw as well as Kimnara, both units that could counterblast 1 and move to the soul to retire an opponent's rearguard of the same grade as themselves. So while Gattling Claw and Kimnara by themselves evened out by giving both their player and the opponent a -1 and limiting it to grade 0 and grade 1 units, they could eventually lead into an additional -1 to the opponent with no counterblast cost to carve out a real lead after eating up a lot of the cards in play. Blazing Flare's vanguard/rearguard skill gave him +3000 power when an opponent's rearguard was retired in the main phase, which brought some synergy between him and Kagerou's existing cards since you could having a 21000 power rearguard line going to support Overlord or Goku after using Berserk Dragon, but he didn't have the kind of strong vanguard presence that most boss cards are supposed to bring to the table.

Sealed Dragons Unleashed reprint.
As a rule, prominently featured decks of a particular set have a secondary grade 3 so that you can get most of your deck finished by buying from that one pack. Blazing Flare's secondary was Seal Dragon Blockade, a card that went from staple to tech overnight. Poor quality images of KeroKero Ace magazine with few proper scans were a recurring problem that was never resolved within the magazine's lifetime; and initial translations reading from blurry photos of KKA listed Blockade as having "Continuous 【V/R】: During your turn, your opponent's units cannot intercept." As was later found out, Blockade's skill was vanguard circle-exclusive, so you couldn't just put it down next to Dragonic Overlord and lock especial intercepts from coming into play. In an interesting interplay between the card lore and the actual game, most everyone predicted that Blockade was a preview of things to come. Blazing Flare's card lore described his seal as being broken through the combination of Blazing Core's heart with Gattling Claw's gun and Iron Tail's blade. Blockade's card lore described him as still being sealed even in his present form. Considering that BT04 was being designed at the same time that BT01 had hit the store shelves, it wasn't hard to imagine Blockade as a card that would come back in the future. Unfortunately, that wait meant that playing BT02's sealed dragons was generally not as practical as playing Goku or standard Overlord, even though Gattling Claw and Kimnara became staples of Kagerou play practically on release day.

That's in contrast to Soul Saver Dragon, probably the most infamous card to come out of the set. Soul Saver received her +3000 power just by attacking the vanguard, but only when she herself was in the vanguard circle. And when she was ridden, her soulblast 5 autoskill would give +5000 power to up to three Royal Paladin rearguards; this was the best field boost available at the time and would remain so until September of 2012, leaving cardfighters in awe at her debut in the late April issue of KeroKero Ace magazine. Your general gameplay was to first drive the opponent to 5 damage with Alfred, then ride Soul Saver Dragon to have three lanes breaking 21-26000 power before triggers, so that the opponent would have to drop around seven cards to stop every attack that turn. Generally speaking, the Holy Charging Roar maneuver was the finishing move that would close a match.

More than just the card itself though, her support system was especially good. She was directly searchable using the grade 1 Pongal whose counterblast 1 moved him to the soul to add her to the hand directly. Since the discussed gameplan involved having a previous grade 3 to factor into the soul at the moment that you would ride Saver Dragon, Pongal also acted to enable her soulblast just as well as Kimnara did for Blazing Flare. Unlike Kimnara though, Pongal himself was searchable, through the grade 2 High Dog Breeder Akane, whose on-call counterblast 2 would add Pongal to the field directly, and naturally you could also search him out with Alfred from the previous set. The Royal counterpart to Gattling Claw was Margal, a draw trigger that could move to the soul to give a Royal Paladin +3000 power, providing another way to quickly set up for SSD. All of these soul building options were extraneous in the face of one though, a different setup that had been present ever since BT01 first hit the shelves.

Most cardfighters have heard of Barcgal even if they aren't entirely aware of what exactly it was that she did to the tournament scene. Barcgal was at the time the Royal Paladins' only real first vanguard option, moving out from the soul on-ride. Generally she was placed behind the vanguard line because of her low boosting power, so that even if she stayed on the field up through grade 3 you would be able to compensate for that with Alfred, to whom her power was irrelevant. Barcgal's skill was very basic, resting in the main phase to call either Flogal or Future Knight Llew from the deck, both trigger units. This then went into Llew's skill, who paid a counterblast 1 cost to send all three of them into the soul and ride Blaster Blade from the deck, mathematically working out to a net change of +/-0 as with Blazing Flare by giving you that ride from the deck and paying the cost with units that Barcgal was giving you for free. So on the first turn you'd ride over Barcgal to call her out from the soul, then rest her to call Flogal, then on the next turn rest her to call Llew so that you were at +3, and then use Llew's skill to go to +0 and ride Blaster Blade from the deck for a +1. Barcgal and Pongal allowed Royal Paladin cardfighters to completely avoid grade 2 and 3 lock so long as they drew their grade 1s, which was an enormous advantage in a format where everything was generally less consistent than what we see in the modern age. This also built up a guaranteed five-card soul after factoring in your Alfred ride, which set up Soul Saver immediately. Where Blazing Flare had a playable but inconsistent support base and useful but expensive skill that didn't do too much on its own, Soul Saver Dragon had supporting cards that would go off in every game to make her cost practically free and devastate the opponent after building up using a grade 3 that she had a high amount of synergy with. It's a testament to her strength and versatility that SSD was still relevant up until the game's tenth booster set, and even today sees use as a mainstream soul building engine for Thing Saver Dragon.

What people tend to forget about Soul Saver is that she was originally envisioned as a counterpart to Blazing Flare. Both of them were base 10000 grade 3 dragons with soulblast 5 costs themed around their clan's specific mechanic (controlling the opponent's field vs. amassing strength in numbers) that had a +3000 power boost skill and were searched from the deck using a counterblast 1, Blazing Core vs. Pongal. Blazing Flare Dragon was marketed for a long time as Kai's new ace card, just as Soul Saver was Aichi's. Both of them were featured extensively in promo material and the anime, even getting the nendoroid treatment from Good Smile Company alongside Blaster Blade and Dragonic Overlord, but where Soul Saver turned out as one of the definitive reasons to buy the set and a major boss card across multiple years of play, Blazing Flare was mostly notable for making 21000 rearguard lines and otherwise wasn't very successful. Probably recognizing the card's dual lack of popularity and long-term potential, both Bushiroad and TMS Entertainment began phasing Blazing Flare out from the franchise after ride 29 where Aichi would keep on using SSD until the end of the first season.

Blazing Flare did build up a fanbase of his own even when he wasn't exactly at the forefront of professional play. This reflected one of Cardfight!!'s better qualities at the time. Given a sufficiently dedicated fighter, even the most lackluster of units can have the best brought out in them. Dedicated Blazing Flare decks did arise using the Vortex Dragon megablaster from the previous set for their soul synergy and alternative strategies to one another, and because Conroe's counterblast and absence from the soul wasn't always in tune with these strategies, various other first vanguards saw use in these more experimental builds that brought better diversity to the format as opposed to more cut-and-dry Kagerou decks. Since Vortex and Flare both had vanguard/rearguard skills and identical base powers they could be fairly interchangeable, and Vortex's megablast would even bump Flare up to a 19000 power base that could easily go to ~26000 with a boost.

The secondary show after Flare and Saver were Spike Brothers and Granblue, two clans that had been introduced in BT01 and seen a small amount of exposure in the anime, but were only just now becoming complete decks in their own right. Where most clans take two or more sets to develop into a strong build, the Spike Brothers stood as a contrast because they came barreling out of the door ready for competitive play. The first sign of this was that it came in with two types of critical trigger and a draw, as well as a Conroe clone in Mecha Trainer, setting it up as Kagerou 2.0 but with rapidfire assault through battle phase superior calls as the theme.

The second second sign was that the Spike Brothers' primary boss card was designed by Itou Akira. "Itou-sensei," as the father of the franchise, responsible for Cardfight!! Vanguard's original concepts and characters, works as one of the game's primary illustrators for card artworks. Alfred, Soul Saver Dragon, Dragonic Overlord, Vortex Dragon and Blaster Blade were all his work. Since Itou is primarily a manga artist and the cards that he creates are usually for whatever chapter he's currently working on, those cards are typically more outside the box than the ones made by the professional game designers.

They're supposed to be cool and appeal on an emotional level rather than a gameplay level, as well as appeal to kids--that's why you have cards like the original Blaster Blade that can arbitrarily retire anything he wants when he's placed on the vanguard circle, or Alfred who enters the field able to summon an army out of his pocket, because these cards represent Aichi's growth, the point at which he's at his most powerful as someone armed with imagination and courage, and to some extent they also embody that for the player. There a lot of symbolic cards that come from Itou that can be either really impractical or absolutely amazing. So when Seifried appeared with a big black "SECRET" box planted over him in KeroKero Ace, it was a big deal. Any time that Itou is illustrating, you know that you're in for something special.

General Seifried was originally made for chapter 4 of the manga, 004: "Join the Cardfight Club!?" where Morikawa would use him versus Aichi. Unlike a lot of manga cards, Seifried's skill survived almost completely intact in the transition from his original appearance. Befitting a card made for Morikawa, Seifried's skill activated by drive checking a grade 3 Spike Brothers, superior calling that unit to an open rearguard circle. In his original incarnation, Seifried could call it to an unoccupied circle if he wanted to, but the new open circle requirement was intended to function with the clan's grade 3 and 2 staples, Juggernaut Maximum and Highspeed Brakki. Seifried couldn't actually increase your own card advantage in this way, but he could enable a chain of attacks that would wear down the opponent by bringing out more offensive plays per turn than they would be able to anticipate, all while using his on-attack +3000 power to create a 16000+ line with the clan's specialty grade 1 Dudley Dan.

To give an overview of these key units, Juggernaut Maximum was a grade 3 from Descent of the King of Knights that has acted as the backbone of most of their best strategies since his introduction. When he attacked from the rearguard, Maximum would soulblast 1 and get +5000 power, then shuffle back into the deck at the end of the battle. This was important since he could attack independently for the big numbers of the day, or otherwise go for 21000+ power after boosting to force the opponent to drop two to three cards to stop his attack or make them take a fourth damage before Seifried went at them with a 21000 line of his own. Shuffling back into the deck meant opening up the field for another unit to call, which combo'd well with Seifried since it actually added another grade 3 Spike Brothers back to the deck, increasing the chances of his skill activating. Juggernaut also had a grade 2 counterpart in Highspeed Brakki, who had 9000 power and the same skill, but despite opening up the field in a similar manner Brakki didn't have as much synergy as Juggernaut because he couldn't improve Seifried's chances.

Unlike the majority of decks at the time, this incarnation of Spike Brothers ran three kinds of grade 3s, with the third being Sky Diver. Diver was Seifried's BT02 support, and another rearguard grade 3 like Maximum. When his attack hit, Diver would duck into the soul and call a Spike Brothers from the hand, following through on their relentless attack strategy. So for example, you could attack with an unboosted rearguard Juggernaut Maximum and his soulblast first, sending him back to the deck, then with a vanguard Seifried and drive check Sky Diver, calling him to the open circle that Maximum had created, then using Sky Diver with the booster to land another attack and call a second Maximum from the hand for a third attack, using the extra soul that Sky Diver provided to fuel Maximum. Every attack in the sequence comes in at full power, while Seifried forces the opponent to consider that they may be facing two to three more attacks that turn instead of just one, and Sky Diver acts as a pressure unit that makes them want to guard--even if you have something like a 19000 line with Diver and Wonder Boy against their 9000-power Maiden of Libra or a trigger on Diver's booster that brings their line up to 21000+ power. It's been noted elsewhere that Spike Brothers' dual 11000-power rearguard setup was so effective in BT02 that they could actually be run without Seifried, and this was an acceptable approach for the time, but the decks that topped ran all three options in tandem with priority given to Juggernaut and Seifried.

The last of their supporting units was actually a grade 1, Dudley Dan, who when he boosted a Spike Brothers vanguard would counterblast 2, move a card from the hand to the soul, and then call any Spike Brothers to an open rearguard circle from the deck. This was invaluable because in spite of his low power and his skill not actually being a plus, Dan could get anything he wanted onto the field while forming at least a 15000 power line with any grade 3 Spike Brother. So you could actually search out and call those Juggernaut Maximums or Sky Divers whenever you wanted, opening up the possibility of using two in any combination of Brakki and Maximum before the vanguard attacked and then using Dan to fill one of those circles while Seifried filled the other. Early in the match you could even use him to call Devil Summoner, whose skill would then reveal the top card of the deck and call it if it were a grade 1 or 2 Spike Brothers, allowing for an actual +1. All these maneuvers came at the price of counterblast that otherwise went virtually unused in Spike Brothers and putting poor cards like draw triggers in the soul to get better ones from the deck, fueling more soulblasts.

The result was a clan that was very good at quickly grabbing up small leads and then eating into the opponent's hand to stress the lead's importance. Although he does not play perfectly, if you consider the video below--uploaded on BT02's release day--by the seven minute mark the Spike Brothers cardfighter has himself at +1 and his opponent at -4, a five card difference made by taking advantage of Mecha Trainer, Dudley Dan, Devil Summoner, Sky Diver and Juggernaut Maximum to quickly cut into his opponent's hand. While checking several draw triggers helped him, as did his opponent's booster troubles, this gives you a good view of how Spike Brothers played around Onslaught of Dragon Souls.

The main issue with the Spike Brothers strategy was that while they had a great trigger setup and excellent search skills, their winning image involved a string of self-induced losses with very weak grade 1 options outside of Dan and Wonder Boy, and their grade 3 makeup was awkward compared to other clans that could just pick two grade 3s and go 4-4 of them, enough so that the center lane was more often than not an 11000 power vanilla. General Seifried was the best and only real vanguard option, but was a terrible card to actually drive check with his skill because getting him off the field to make room for more capable units was difficult, so you'd see people running decks like 3 Seifried-4 Juggernaut Maximum-2 Sky Diver. This was made possible because most of what the vanguard lane was actually doing in a game was being done by Dudley Dan rather than Seifried himself, and Seifried just made a good 16000+ line with Dan. Diver was searched out by Dan, but Maximum was the key to pre-Dan and pre-Siefried plays, so you had to draw Maximum rather than search him, hence why he was run at 4.

Seifried did set the standards for the Spike Brothers vanguards to come, as a high-offense low-defense vanguard. The mainstays of the future would follow a similar theme of having a 10000 power base and getting +3000 power when attacking the vanguard. Looking back, it's unfortunate that Seifried has been outclassed after so long, because it's a really fun card and Itou created a cool character. The card just didn't come with enough guarantees compared to the amount of commitment you had to put in by sending one to two rearguards back into the deck.

While Royal Paladin stole the show with its Soul Saver deck, of everything introduced by BT02, the Spike Brothers definitely got the best deal. In the context of its own format, Spike Brothers had an amazing raw introduction and was a part of competitive play the moment that Onslaught hit the shelves. Not very many clans can actually attest to that kind of debut. By contrast, Granblue had a relatively barebones introduction that wasn't followed up on directly enough. Their theme was built around being a crew of undead pirates able to resurrect infinitely so that the opponent could never truly count any unit on the field out, and on sending cards from the deck to the drop zone for power, gradually wearing away at the one resource that will absolutely kill you if it runs out, the deck itself.

Their boss card, King of Demonic Seas Basskirk, was also the clan megablaster with a standard main phase soulcharge to get +2000 power. His Bermuda Gate megablast would allow for up to five rearguards to be called from the drop zone to different rearguard circles, which had the dual effect of being able to reuse any on-call skills by calling some of those rearguards over existing ones to send those rearguards to the drop zone while the skill was still in resolution and then call the ones that had just been sent. This skill was rarely a straight +5 as it may appear, since most circles usually were filled that late in a match, but it allowed for total and absolute control of the rearguard, which was what Granblue prided itself on.

To support Basskirk you had Spirit Exceed, a variation on the Blazing Flare superior ride that avoided needing a specific grade 2 altogether. By putting the critical trigger Knight Spirit and the grade 1 Samurai Spirit into your soul when you had a grade 2 vanguard, you could ride Spirit Exceed from the drop zone. The catch with this is that you had to get Exceed into the drop zone first, which Granblue could only handle through nonspecific "send X amount of cards to the drop zone" cards that used these deck destruction tactics as costs to get power boosts.

So where Blazing Flare could be safely run at 2 copies because he was ridden from the deck, Exceed was designed to be run in as many copies as possible despite being a 10000 power vanilla with no skills outside of his superior ride. The benefits of riding him in this way were enormous since you were looking at three extra soul for Basskirk, likely putting you in the range of six or seven soul after riding the King of Demonic Seas, but it was inconsistent and hard to pull off.

Where Granblue really shined were its rearguards. The Samurai Spirit that Spirit Exceed wanted for his own support was actually a unit that far outlived him, because it had 7000 base power and could counterblast 1 from the drop zone and retire a Granblue rearguard to come back to life. While it was a net change of +/-0, Samurai Spirit had the benefit of being next to impossible to actually kill while also letting you put key units into the drop zone so that you could manage your field well, and it was semi-searchable for that superior ride sequence. Captain Nightmist (left) was a similar unit but at grade 2, who would retire a grade 1 or greater Granblue with his counterblast in order to resurrect. This created a hole in Granblue's synergy. Their lead card was a megablaster, but their resurrection mechanic was dependent on counterblast to function and the clan had no damage unflipping skills. Basskirk would be great if you could use his skill consistently, but because Spirit Exceed's superior ride wasn't generally worth dedicating the grade 3 space to, you would only keep it around in case it happened by happy coincidence and instead of waiting around for the 8 soul to megablast with your strategy was to use that soul as fuel for soulblast skills and not care about how much of your damage zone you were using in the meantime. Captain Nightmist would also get +3000 power if there was a Nightmist in the drop zone, but this only worked in the vanguard circle when it really needed to be vanguard/rearguard to work well.

The main way that Granblue made use of the soul was through Dancing Cutlass, a clone of the Oracle Think Tank card Luck Bird, who when called would soulblast 2 to draw a card. In this way you could exploit Basskirk's high soul count to rapidly plus, doing things like using Samurai Spirit as your grade 1 ride early in the game, then later on calling Cutlass to send Samurai into the drop zone and get a +1 and then using Samurai's counterblast to retire Cutlass and call Samurai Spirit as a more effective booster. Since the clan's main critical trigger, Rough Seas Banshee, was also a move-to-soul-to-draw copy of OraThin's Psychic Bird, this also played back into Cutlass, drawing more cards to draw more Cutlass to draw more cards and eventually set up a field of Samurai Spirit boosters. The whole thing was brought down by Captain Nightmist though, who couldn't hit more than 15000 power with Spirit and so would flop against any 11000-power vanguard.

The reason that I keep mentioning that there wasn't much room for Spirit Exceed is because of Negromarl, the grade 3 that everyone underestimated and then found themselves running once the set was actually out. Negromarl set a record for the lowest base power of a grade 3, but his on-call counterblast 2 could call anything from the drop zone, which is even more potent of a +1 than it sounds because Negromarl could be turned into Samurai Spirit instantly, so you could get around the Nightmist issues entirely by calling something like Ruin Shade or another good grade 2 in front of Negromarl and then using Samurai's counterblast to kill Negromarl and resurrect Samurai Spirit in his place. The problem is that you could never really ride Negromarl, so you could never have as many copies as you wanted of him but you also couldn't have enough of him. Similar to Spike Brothers, the grade 3 setup was strange for its day, so that you were looking at something like 3 Basskirk-2 Spirit Exceed-3 Negromarl.

Granblue's weakness was that its core strategy was based on dancing around Vanguard's "Golden Snitch" condition--the deck out. By continuously pouring cards into the drop zone, you could make better and stronger plays, but no matter what your damage was the moment that your deck ran out you would lose the game. So you had to play with a long-term plan in mind to avoid gameplay suicide, but you were also in constant danger of sending triggers to the drop zone and creating dead drive checks, so you had to memorize what the most recent cards to come out of your deck were to get an idea of if you were about to see triggers or not, and how many triggers of each kind you had remaining to play Granblue well. The problem with this is that all the skilled play didn't really pay off compared to playing Spike Brothers from the same set or any of the previously established clans. Granblue didn't have a good center line going and what you were really looking at was a pair of vanilla 10000 vanguards, one of which could build up a good soul for Dancing Cutlass abuse but otherwise didn't have a lot of tricks up its sleeves. The ability to manage your rearguards was a powerful tool, but the columns that you created weren't always that great. Compared to Royal Paladin, Kagerou, Oracle Think Tank and Spike Brothers, the only other clan that couldn't make consistent 20-21000+ lanes in some form was Nova Grappler.

On that subject, BT02 was not the upgrade the Grapplers were looking for. The booster introduced Lion Heat, whose counterblast 2 did different things depending on which circle he was in. In all cases he needed to land an attack against the vanguard, but if he was in the vanguard circle when doing so he could stand a Nova Grappler rearguard, while if he was in the rearguard he could only stand a grade 1 or lesser Grappler. Running him in place of Mr. Invincible, you had a vanguard that could act as a pressure unit in the midgame by getting the opponent to guard when they normally wouldn't or otherwise let you get the opponent to five damage faster to transition into Asura Kaiser for more of an impact, or a supporting unit for Kaiser that could stand boosters while Kaiser stood the frontrow rearguards. The problem with this is that if you used him after Kaiser, assuming that Kaiser's skill went off, you were telegraphing to the opponent how you intended to use Heat, but if you used him before then you were dedicating 2 counterblast with no guarantee of standing a full column.

Heat's vanguard role was really undermined by Kaiser doing his skill for free, and due to the nature of it you wanted to ride Kaiser as soon as possible as those grade 3s would generally be coming out of the deck sooner than later. The skill would have been leagues more playable if it could activate when hitting a rearguard, and/or if the vanguard version of it standed an entire column, but as it was printed it just wasn't very effective compared to using Mr. Invincible to recycle counterblast. BT02 did finally open up a strong counterblast option in Magician Girl Kirara, a Nova print of Maiden of Libra, and when compared to Heat she was more practical in general as both pressure and for what her skill actually did, so the counterblast was better dedicated over there.

Ultimately, Goku was not what stormed the national championship. The tools were there, and Kimnara even gave the deck additional retire options while Gattling Claw acted as a countercard to move-to-rearguard first vanguards, but standard Overlord was was more popular in the BT02-on format. There's also the issue of parallel development--while English-speaking cardfighters figured out Goku early, he didn't gain widespread recognition in Japan until he became the secret deck in the 2011 Grand Prix. Instead Soul Saver Dragon rose to prominence here, creating an enormous lock in the tournament listings where Royal Paladin served as a cutoff point between decks that could make it and decks that could not.

Never before had a card of Soul Saver's caliber touched the professional scene. This was the first time that a real, modern strategy with all of its overwhelming power and consistency had been put in the hands of fighters. With BT02's added soul support, direct search skills and holdover cards from BT01 acting to help set up Saver Dragon, Royal cardfighters had zero trouble paying her five-card soulblast. From the fourth turn onward, +5000 power to three rearguards was almost free in a standard Royal Paladin deck, and came attached to the most advanced forms of grade 2 and grade 3 searching yet available. The game has never been played the same way since, and her impact was such that up until the New Year six months after, it was very difficult to imagine a world in which Soul Saver would not dominate.

Saver Dragon's era began with the Sendai regional tournament, where Murakami Kazuya's deck first defined the senior format, and following this the pro scene was met with an influx of Royal Paladin decks that cemented their total dominance over the world of pros that would go virtually unchallenged for the next sixteen months. Ironically, his opponent Gotou Hirotaka, once regarded as out of touch with what BT02 was introducing to the format, would go on to be regarded as ahead of his time when the Alfred deck that he pioneered was perfected early in the 2012 tournament cycle.

By the time of the national finals for the Summer 2011 National Championship, there were two qualified cardfighters from each region participating in the senior nationals, with all but two of them fighting with a Soul Saver Dragon-based Royal Paladin deck. These sixteen were the original leading figures in the pro world, although most of them would not be taking future titles due to the sudden shift in the format. Notably, Takagi Tatsuki did later reappear after converting to the Shadow Paladin deck, as part of the 2012 Team Festival's Hakata team.
  1. (Sendai) Murakami Kazuya (村上和也) - Alfred / Soul Saver Dragon, Gotou Hirotaka (後藤裕隆) - Alfred / Bors
  2. (Sapporo) Ishiwaka Yuuji (石若佑二) - Alfred / Soul Saver Dragon, Nozaki Koutarou (野崎耕太郎) - General Siefried / Juggernaut Maximum / Sky Diver
  3. (Hakata) Takagi Tatsuki (高木龍輝) - Alfred / Soul Saver Dragon, Sakamoto Takuma (坂本卓磨) - Alfred / Soul Saver Dragon
  4. (Osaka) Anonymous (匿名) - Alfred / Soul Saver Dragon, Kagota Tatsuya (駕田達哉) - Alfred / Soul Saver Dragon / Alfred Early
  5. (Okayama) Shitakawachi Kouta (下河内広太) - Alfred / Soul Saver Dragon, Sakamoto Kan (坂本歓) - Alfred / Soul Saver Dragon
  6. (Nagoya) Kagami Takuya (鏡味拓也) - Alfred / Soul Saver Dragon, Kamachi Yutaka (蒲池豊) - Alfred / Soul Saver Dragon / CEO Amaterasu
  7. (Tokyo B-Block) Nomiya Youhei (野宮陽平) - Alfred / Soul Saver Dragon / Alfred Early, Kashimura Yuuta (鹿志村祐太) - Dragonic Overlord / Dragonic Executioner
  8. (Tokyo A-Block) Kawashima Shoutaka (川島掌太) - Alfred / Soul Saver Dragon / Alfred Early, Shimamoto Yuuichi (島本雄一) - Alfred / Gigantech Charger
(The Osaka regional champion is signed as 匿名 tokumei meaning that he did not wish for his name to be known. This is very rare as most pros prefer the publicity, but to this day his identity remains undiscovered.)

July 2011
Out of all this, Shitakawachi Kouta was crowned national champion, with Murakami taking second and Kagami Takuya third, creating a Royal Paladin best three. While the majority of pros did go toward the established and stable Soul Saver deck, the field was not completely devoid of innovation. The juniors' division of this era was in the midst of one of its most innovative periods, with Kagerou coming out as the most prolific decktype, and as the junior cardfighters caught on to what their seniors were doing, they began to adapt and experiment with the Royal Paladin deck for their own purposes. Unlike with the seniors, many cardfighters from this division are still active today; three national championship titles belong to junior fighters who started playing during this period.
  1. (Sendai) Satou Rei (佐藤伶) - Dragonic Overlord / Blockade, Ohara Takeshi (小原雄志) - CEO Amaterasu / Oracle Guardian, Apollon
  2. (Sapporo) Otani Yuuhi (大谷友飛) - King of Knights, Alfred / Gigantech Charger / Alfred Early / Solitary Knight, Gancelot, Marunaka Shouta (丸中翔太) - General Siefried / Juggernaut Maximum / Sky Diver
  3. (Hakata) Outa Ichiki (太田壱基) - CEO Amaterasu / Oracle Guardian, Apollon, Yadosato Kousei (宿里幸生) - Dragonic Overlord / Blazing Flare Dragon
  4. (Osaka) Nishara Tomoya (西原朋弥) - Dragonic Overlord / Sealed Dragon, Blockade / Demonic Dragon Berserker, Yaksha, Nakagawa Asuka (中川明日香) - Asura Kaiser / Mr. Invincible / Lion Heat
  5. (Okayama) Kamosaki Mayu (鴨崎真悠) - Embodiment of Victory, Aleph / Sealed Dragon, Blockade / Dragonic Overlord, Horikawa Kanata (堀川奏太) - King of Knights, Alfred / Soul Saver Dragon
  6. (Nagoya) Horikawa Eiki (堀川詠生) - Asura Kaiser / Mr. Invincible / Genocide Joker, Eboshida Daito (烏帽子田大翔) - Asura Kaiser / Mr. Invincible / Genocide Joker
  7. (Tokyo B-Block) Hirano Yuutaro (平野裕太郎) - King of Knights, Alfred / Demon Slaying Knight, Lohengrin / Alfred Early / Solitary Knight, Gancelot, Saitou Souta (斎藤綜太) - King of Knights, Alfred / Soul Saver Dragon
  8. (Tokyo A-Block) Yamamoto Akihiro (山本晃大) - King of Knights, Alfred / Soul Saver Dragon, Miyama Akito (深山暁人) - Dragonic Overlord / Embodiment of Victory, Aleph, Blazing Flare Dragon
Kamosaki Mayu would go on to become the Grand Prix National Champion, and reappear in the Fighter's Road 2012 senior class competitions. Before qualifying at Nagoya, Horikawa Eiki had previously participated as the third place finalist in Osaka using a traditional Royal Paladin deck, then placing in Nagoya with a Royal Paladin-Nova Grappler hybrid, and would go on to become a major player in Fighter's Road 2012 alongside Okayama runner-up Horikawa Kanata, where their team would take the Kanazawa regional Trio Fight cup.

Eboshida Daito was using a close to identical hybrid deck in 2011, and would later become the runner-up for the FR2012 Kanazawa regional championship, using a Gold Paladin deck. In an interesting historical coincidence, Horikawa Eiki and Eboshida Daito first appeared together in the 2011 Nagoya finals; among the finalists was a young Rikino Sakura in third place with her own variation on the hybrid deck, who would become the first consecutive national champion as well as the first female champion during the Grand Prix and FR2012. Eboshida also reappeared in mid-2013 in the best eight of Kanazawa's FR2013 junior tournaments, using a new Gold Paladin deck.

In a surprise move, Kamosaki would convert to the Soul Saver build for his championship matches, taking the title of national champion while Hirano Yuutarou would become the runner-up, and Otani Yuuhi would round out their own Royal Paladin best three. Kamosaki used other means of soulcharging, through Giro and Margal's skills, to make room for Alfred Early in his deck while Otani's take was geared toward versatility, using Mr. Invincible's unflipping to fuel many different skills from single-copy grade 3s, and supporting his megablast with the Barcgal line.

While most westerners had no comprehension of Japanese at the time, thanks to the efforts of Sakota (an earlier community organizer in whose shadow I am forever laboring) and the then-booming Vanguard Rider forums, the national tournament results were well publicized among the international community. At the time westerners did feel it was strange that Royal Paladin was maintaining such total dominance over tournament play. From her debut in KeroKero Ace magazine, Soul Saver Dragon was expected to do well--right from the moment the card was unveiled, she was thought of as the new Royal Paladin in the sense that Blazing Flare was the new Kagerou. She was not supposed to do this well, however. Attention should be paid to the fact that no one at the time knew why. Up until the very day that Barcgal was restricted, nobody knew what was wrong the deck, and very few people believed that the tournament was being affected by game imbalance. The general consensus was that RoyPala was popular and had a lot of support, and if they didn't take the cup then Kagerou would.

This next subject is a point that few fighters are willing to admit, because in general the balance in Vanguard is done so well that any clan can fight on equal standings with what is currently dominating professional play. Game balance has been a kind of sacred cow for the game since its inception. However, every other clan being able to consistently beat the top builds does not mean that there are no dominant builds. Soul Saver Dragon was objectively the best deck in format circa VG-BT02. If you consider how Royal Paladin was being run around BT09, it was essentially unchanged. Certain key units were updated--Bors changed out for Palamedes, Randolf for Lamorak and so on--but the roles played were identical. The deck no longer had access to Barcgal, so Wingal Brave or Drangal and three types of critical trigger with some copies of Margal mixed in to finish setting up the soul were run instead. The deck still had its cohesive strategy, while the greatest difference in play was that it could take longer to prepare five soul, but even that was countered by Sharron, Margal, Dream Painter, Pendragon and other soul-focused cards. Soul Saver remaining unchanged while the rest of the builds were being constantly updated and innovated upon highlights her nature as the-then best deck in format. Why risk not getting a grade 2 in hand, when you could play Soul Saver and unfailingly ride a grade 2 in every game? Why try to set up a megablast at all when Soul Saver has a cheaper cost and even more dramatic skill? Why try to take the lead in advantage through Kagerou's retire skills when you could get that by playing Blaster Blade and more with the Soul Saver support? Why try to play Oracle Think Tank's card advantage game when you can take the lead instead by directly searching and calling units to the field with Royals?

Barcgal was the cornerstone unit to Soul Saver's reign as the best deck in format, but he was not the ultimate source of her effectiveness and his end should not be confused with her end. Would-be pro fighters often like to tout Barcgal as "broken" but this is a new idea. If you were to time travel back to May 2011 and suggest to a group of cardfighters that Barcgal was somehow unfair, you would be laughed out of the room. When the restriction came about, the general reaction was that it made sense and was "probably" for the better. Nobody threw their hands up in the air screaming about how he was broken or that Bushiroad should have restricted him from the start. The idea of "Broken Barcgal" is a 2012 invention that overhypes a card that was called "okay" in his own time. Like all BT01 first vanguards, Barcgal's primary goal is to leave the field, and in a fashion that hurts the fighter's advantage as it was built up to that point. Soul Saver's long reign is the product of a combination of highly effective skills with an extreme amount of synergy to one another. Her consistency was unprecedented in the 2011 format and she remains one of the best decks of all time, setting both the precedent for every competitive deck to follow and the model for the Royal Paladins of the future. When the new Royal Paladins of the G-era debuted in G-BT01: Generation Stride three years later, their primary boss cards Altomile and Saint Blow Dragon were Soul Saver and Alfred made modern.

Moving away from just the historical context, a typical setup for Soul Saver Dragon decks was to ride Lien, move Barcgal to the rearguard, then rest him to call Flogal and use Lien's skill to change out anything unneeded like excess copies of Alfred (Flogal always preceded Llew regardless of turn order; logic being that critical was more valuable to the deck and Flogal was usually run in lower numbers, so damage checking her on the opponent's turn would guarantee that there were none left in the deck.) On the next turn they would use Lien's card change skill again, then rest Barcgal to superior call Knight of the Future, Llew, and activate Llew's counterblast 1 to soulcharge Barcgal, Flogal and Llew and superior ride Blaster Blade from the deck. Because both ride and call always default to the stand position, Blaster Blade would come out standing, which is how Lien could be capitalized on in the same turn.

From here there were a couple ways that the game could play out; generally you would spend your initial grade 3 turn as the King of Knights, Alfred. Alfred gains +2000 power for each Royal Paladin rearguard but can't be boosted, and in those days his skill was invaluable because only the Kagerou, Nova Grappler and Spike Brothers clans had base 11000 grade 3 units. So Alfred could hit major players like CEO Amaterasu, Goku and Mr. Invincible for all the right numbers to outright demand 20000 shield to defend with, climbing up to 25000 if they wanted to guarantee that his attack would not go through. Because all Royal Paladin grade 3s at the time were base 10000, for being able to touch 20000 consistently Alfred was his own best counter. Amaterasu's continuous skill could do something similar while also hitting base 11000 units, but was dependent on having four cards in hand, and that conditional factor gave her a difficult late game because of how much shield she was dropping each turn to stop Alfred. Dragonic Overlord could also break these numbers, but required a counterblast 3 to do so and was only likely to get this skill off once or twice in the game. General Seifried and Soul Saver Dragon were the only other units that could do what Alfred did consistently, and the fact that every Royal Paladin grade 3 in the deck can reach these same numbers gave pressure toward the RoyPala play style over other clans.

The turns spent as Blaster Blade and Alfred would be spent setting up the final turn. As touched on previously, Pongal was very popular since with his and Barcgal's skills both grade 2 and 3 could be guaranteed by the Royal Paladin deck of the time. Pongal could also be targeted for a search by both High Dog Breeder, Akane at grade 2 and by Alfred, regardless of whether these units were in the vanguard or rearguard circles. Essentially, no matter how the game progressed Soul Saver Dragon could be guaranteed to the hand with Pongal while the five soul for her soulblast was already prepared by the Barcgal-Flogal-Llew combo. As long as no frontrow units were called during the first turn, the opponent would have to attack the vanguard to guarantee themselves a drive check and not fall behind in card advantage, creating a situation where the opponent was forced to activate the superior ride.

That isn't to say that there weren't counters to Barcgal, but they all depended on the Royal Paladin cardfighter taking the second turn rather than the first. In that situation, Kagerou cardfighters could retire Barcgal with Gattling Claw Dragon for a simple counterblast 1, or if the RoyPala opponent had checked a critical trigger, then either Berserk Dragon or (in a mirror match) a vanguard Blaster Blade could do the same. This was unfortunately dependent on a coin flip, die roll or janken. Like Conroe, Battleraizer and Guiding Zombie, Barcgal was never really intended to be stopped. A skilled fighter could overcome the Royal Paladin deck of the time, and in fact many fighters did so--using other Royal Paladin decks. Unfortunately, this set a historical precedent for the future. When one deck emerges with many strengths and no concrete weaknesses, the majority of pros tend toward that deck rather than toward giving themselves a harder time with others.

After several turns of swinging with Alfred the opponent was likely in the range of 4~5 damage, so what remained was to ride Soul Saver Dragon, triggering her soulblast 5 for +5000 power to three rearguards. The rearguard setup of the time typically used Blaster Blade for his on-call retire skill, Gallatin for his base 10000 power and the 11000-power attacker Randolf as a substitute for a second Gallatin, which the Royal Paladins did not have access to in those days. The grade 3 Knight of Conviction Bors was also a very valuable rearguard, since he could counterblast 1 when attacking for +3000 power, breaking the 21000 line with Marron as his booster. A typical assembly of the deck can be seen below, with key cards highlighted in blue, while you can refer to the official website for Shitakawachi Kouta's national championship decklist.

"Cardfight!! Vanguard the Keychain" merchandise
Grade 0
x1 Barcgal (FV)
x4 Yggdrasil Maiden, Elaine HT
x2 Flogal ST
x4 Knight of the Future, Llew CT
x3 Bringer of Good Luck, Epona CT
x3 Margal DT
Grade 1
x3 Flash Shield, Iseult
x4 Little Sage, Marron
x4 Lake Maiden, Lien
x4 Pongal
Grade 2
x4 Blaster Blade
x4 Knight of Silence, Gallatin
x1 Covenant Knight, Randolf
x2 High Dog Breeder, Akane
Grade 3
x4 King of Knights, Alfred
x2 Soul Saver Dragon
x1 Knight of Conviction, Bors 

The September 5th Restriction
One disadvantage to Barcgal being restricted is that it effectively put the developing pro scene on  indefinite hold. The restriction was first announced on August 3rd, 2011, taking effect on September 5th, and every effort to perfect the strategy was put aside. Had Barcgal remained active, soul-heavy Lohengrin and decks relying on cards like Borgal and Gigantech Dozer would have a greater presence in the pro scene, the eventual Majesty Lord Blaster deck would have had deeper competition at the professional level, and the Blaster deck itself would have several more ways to run its plays.

Continue Reading: The History of Professional Cardfight, August-November 2011