Showing posts with label white dragon knight pendragon. Show all posts
Showing posts with label white dragon knight pendragon. Show all posts

Tuesday, January 29, 2013

Royal Paladin Extra Study Material: Soul Saver Dragon

Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.
The Soul Saver Dragon build is sometimes called the first modern deck. Certainly, it's left a serious mark on the history of the game, and the core strategy behind it is still commonly used today, but it's also been by and large left behind by modern sets. While Lohengrin, Alfred and Blaster-based cards like Gancelot have been reinforced in today's game, Soul Saver has essentially stopped developing right where she started.

The build's namesake and focal card is Soul Saver Dragon, a base 10000 grade 3 built around auto rather than activate skills. The base 10000 alone should clue you in to the fact that she's an offensive unit first and foremost; and like Alfred before her and Garmore to come, Saver Dragon is a rearguard-dependent vanguard. Her first autoskill is to gain +3000 power when attacking a vanguard, forming an easy 21000+ line with either Marron or Toypugal for forcing strong defenses from units like Asura Kaiser and Dragonic Overlord where Alfred could not, but do note that with Toypugal, Soul Saver caps out at 22000, just short of pressuring a crossride. This is one area where she's aged, as the 23000+ vanguard line is an essential part of postcrossride formats. Her second autoskill, and her area of dependency, is to soulblast 5 on-ride to give +5000 power to three Royal Paladin rearguards. This is one of the original finishing skills in the game, setting up Palamedes and Toypugal, or herself and Marron to go for 26000 before triggers, which is perfect for when the opponent is at four to five damage, but there are three key weaknesses to the card.

Before we jump into those, let's instead look into her support. Reading from lowest and moving up we find that Saver Dragon affects trigger bases, as the clan's first draw trigger to have a skill, Margal, can support her soulblast by moving to the soul to give another Royal Paladin unit +3000 power. That's one card less needed to fill up the soul with, at the cost of draining the extra lead that a draw trigger normally brings; the reason that this works so well is because Margal's +3000 can turn a 17000 line into a 20000 one, or 18 to 21000, so if the opponent is to defend that attack then they lose one card more just as you have lost one card more. Moreover, Barcgal was discussed in our previous module, but this is where the soul that we've built up with Llew really counts. The superior ride into Blaster Blade gives exactly the soul count necessary to pay for Saver Dragon's soulblast, ensuring that if you have an early lead then you can go for the endgame right from your grade 3 ride, or otherwise have a plan for the turn after you ride the King of Knights. In any format with the September 5th or August 1st restrictions in effect, Barcgal can no longer be used as the first vanguard, severely limiting his use and preventing any superior ride that he initiates from increasing card advantage, although some fighters still choose to run him as a one-card tech with the proper trigger bases. Drangal leading into Galahad is still generally considered the best replacement FVG for the English format, but any first vanguard that can reliably move back to the soul can suit Soul Saver's purposes.

Next in support is Young Pegasus Knight and his corresponding grade 2 equivalent, Great Sage Barron. At 6000 and 8000 power respectively, these units gain +3000 power whenever a card is soulcharged in the main phase; that means that one Margal can bring their line up to 23000 power, or in a Lohengrin offshoot they can reliably hit for 20000 every turn. More reliably, you can run Pegasus Knight by himself as a booster that can reach 12000, though this will be difficult to manage over the course of multiple turns and if you aren't trying to hit 12000 then Toypugal is by far the easier card to meet the conditions for. To that end we have Pongal, a base 7000 grade 1 that can counterblast 1 in the main phase to move to the soul and add Soul Saver Dragon to the hand from the deck. This support Saver Dragon and Pegasus Knight simultaneously, allowing for the mystic dragon to come to hand very easily while increasing the soul for her use, but the maneuver also telegraphs to the opponent that you're going to ride Soul Saver, highlighting one of the card's key weaknesses. Soul Saver Dragon is more dependent on the rearguard than Alfred, and unlike the King, she can't conveniently call other Royal Paladins to assist her. There's a very brief window at the start of each turn to activate her skill with, but because it is on-ride, you need to have three rearguards set up in advance to pass the power on to, otherwise the soulblast is wasted. This translates to the back row having the most importance in a Saver Dragon deck, because the power can be passed on to boosting units who are more difficult to attack than the front row, but this doesn't necessarily save the Soul Saver cardfighter because of clans like Kagerou, Narukami and Megacolony, all of whom have some way of crippling your boosting units by either retiring them or preventing them from boosting.

Among the last of the Dragon's support cards is High Dog Breeder Akane, a base 8000 grade 2 that on-ride or on-call can counterblast 2 to superior call one Royal Paladin High Beast. There are a couple of ways that this can play out; Akane can call Pongal for a base 15000 line, then move him to the soul later to get Saver Dragon into hand, she can bring out Margal for an immediate soulcharge to support the Dragon that will turn Akane into a base 11000 line for the turn, or she can bring out Lionmane Stallion to support a rearguard Alfred. That last move is particularly helpful if you do want to run Lionmane, since you can limit it to one copy and still bring the card out reliably, and it helps Akane support Alfred within his own deck, but within the context of Soul Saver, Akane's primary target is going to be Pongal or Toypugal. Toypugal is the more long-term option, since you're likely to intercept with Akane on your opponent's turn to make room for Palamedes and prepare Saver Dragon's holy charging roar, but Pongal will let you jump right into the Dragon in a pinch.

Finally, our old friend Pendragon rears his head. Because of her +3000 autoskill, it is possibly to run four copies of Soul Saver Dragon with Pendragon as a backup fifth copy to limit break into her, avoiding Alfred altogether. Pendragon can break 21000-23000 while Alfred cannot, which does give some credit to this more modern take on the deck. Lohengrin can also support her in place of Alfred, and this is fairly consistent with Marron, Young Pegasus Knight and Toypugal all available to the Royal Paladins, but he's not particularly recommended because of the lack of a guaranteed 20000 line, lack of access to Lien for card changing, and for his soulcharge not being particularly practical toward supporting multiple soublasts, which would theoretically be the reason to include the clan megablaster in the deck.

Soul Saver's ride comes with a steep cost, which in a format without Barcgal is difficult to pay even with all of this support, and very likely to cause one more card than normal to be dedicated to the vanguard circle, when it could have otherwise been used to pay for Iseult's cost or be called to replace a rearguard. Blaster Blade was arguably one reason why the Soul Saver Dragon deck was perceived as being its own best counter for some time, as he could exploit the deck's rearguard reliance to retire the opponent's front row units and then go after the second line, which if one of the opponent's back line spaces was unfilled would cripple their strategy. In truth, Megacolony and Kagerou have the best matchup as mentioned above, since Giraffa can eliminate units early and go for 21000 every turn while Goku can clear out the back row with Berserk's help and Dragonic Overlord can handle the front. Other decks with Alfred-based units also have the option of assailing your Palamedes with their vanguard, severely dampening the strategy's power with an attack that it's difficult to justify dedicating the cards to defend against. The strategy itself plays on the Royal Paladin's strong superior calls to set it up, but its maneuvers are expensive and you have to budget both your counterblast and your soul carefully to bring it together. The deck's moves have become so definitive of the pro scene that at this point the deck could be called a cliché, with virtually no surprises among its ranks. However, Soul Saver Dragon comes with consistency, power and strong plays all throughout the early to endgame, making for one of the most solid decktypes that can bring its central play out the most regularly.

Thursday, November 29, 2012

Study Guide: Royal Paladin

By rawritzrichii, seek consent before reposting.
The Royal Paladins, being the first clan ever introduced and the dual mascots of the franchise alongside Kagerou, have a certain appeal to them. While very expensive and not for everybody, the clan is easy to wield and has enough fame behind it that it tends to attract many different fighters regardless of background. As part of a series on the clan, I'll begin by discussing their general strategy and several key cards from the first, third and seventh booster sets, as well as from extra boosters 2 and 3.

The initial first vanguard introduced in Descent of the King of Knights is Barcgal, a card that's left a very strong impact on the history of the game despite having fallen out of use some time ago. Before covering any other cards, it's important that we discuss Barcgal thoroughly, though it's unlikely that he will return to the pro scene within the next few years. Even though we've since moved on, Barcgal provides an important understanding of how cards are designed and what we will and will not see in the future.

Barcgal is one of the original four cards to outride, moving from the soul to the field when ridden over with a grade 1 of the same clan as herself. This is an immediate advantage because it gives you one extra card over the opponent, although unlike many later first vanguards of this type, Barcgal has just 4000 power. This is significant because the minimum to draw more than 5000 shield from a base 10000 unit is 15000 total, and 16000 for base 11000 vanguards.

Thankfully, the Royals have a way to deal with this. The classic way to use Barcgal from the first booster set was to move her to the rearguard circle behind the vanguard, and from there ride the King of Knights, Alfred, the original Paladin boss card. In exchange for being unboostable, the King of Knights' continuous skill gives him +2000 power for each Royal Paladin rearguard; so while Barcgal is in this way contributing less power than if she could boost the King, that +2000 comes at no extra cost and with two other rearguards that should be out in the first place to form at least one full line, the King is all the way up at 16000, our minimum. Barcgal's other skill is to rest herself to call either Flogal or Knight of the Future, Llew, and while that means that she will not be able to boost for the turn, that 4000 power boost usually doesn't carry an impact on the game in the first place.

Flogal and Llew are both trigger units, with Flogal being a stand trigger and Llew being a critical trigger. Automatically the skill comes with several restrictions. First, it requires that stand triggers be used in a deckbuild that generally prefers critical and draw triggers wherever possible, and Flogal will generally have to be run in copies of two to avoid damage checking her or starting a turn with her in the hand. Second, only one of these units can be called per turn thanks to Barcgal's skill requiring her to be rested, and third it remove trigger units from the deck and decreases the chance of drive checking them. Finally, Flogal has only 5000 power while Llew has 4000. Because of that, neither of them can boost a rearguard line for a full 16000 power, and Flogal can only reach 15000. So while Barcgal's call-to-field is a direct increase in advantage, it is a very poor one that forms detrimental lines and decreases the chance of a successful trigger check.

There is one way to use the superior call effectively, however. When on the field, Llew has a skill where he can counterblast 1 to send Barcgal, Flogal and himself to the soul to superior ride the grade 2 Blaster Blade from the deck. Since this ride comes from the deck and not the hand, it is an increase in an advantage over the opponent, who will generally be riding from their hand, but because we just lost three cards after gaining three cards, the net advantage of a fighter who uses this two-turn combo is +1. The opponent can lose advantage through this ride, since when Blaster Blade is ridden he can counterblast 2 to activate his vanguard skill and retire an opponent's rearguard, but it is very rare to be at three damage by the turn that you can activate this superior ride.

The main card that earned Barcgal her restriction is not going to be discussed until next time, but for now consider the factor that this high beast's superior ride combo can be made unavoidable by not calling any front-row rearguards in your opening turn. The opponent must declare an attack with their vanguard to perform  a drive check, or they fall behind in card advantage by not drive checking, but with only the vanguard to attack, gaining the counterblast for Llew is inevitable. With Flogal called on the opening turn and Llew on the second, the issue of being locked at grade 1 is completely eliminated. (As Llew is restricted to superior riding at grade 1, grade lock from 0 and 3 has not.) This affects the redraw at the start of the match, because if you can be certain that you will have a grade 2 to ride through Llew, then you only need to search for a grade 1 and grade 3 when redrawing your hand. While superior rides have not disappeared from the game, no first vanguard printed since eliminates chance in the same way. Kyrph only goes off if the grade 2 Beaumains is ridden and with Gareth in the rearguard, Spring Breeze can only initiate a superior ride to Pellinore if he is one of three cards on the top of the deck, and Nahas is in the same situation as Kyrph.

Blaster Blade himself is a focal unit for the Royal Paladins, and while they are generally thought of as being a rearguard-centric clan, it would not be a mistake to also call them a Blaster Blade-centric clan. (This is as opposed to other Paladins, which have their own Blasters and other key units to focus on.) He is at his most powerful in the vanguard circle, while in the rearguard his counterblast 2 becomes a skill that retires an opponent's grade 2 or higher rearguard, setting him apart from Berserk Dragon, who only retires grade 2 and lesser units. This is useful for dealing with rearguard grade 3s, in particular the rearguard attackers that have become so prominent from set 6 onward, and the Royal Paladins' own Palamedes. Blaster Blade provides a counter card for virtually every situation, since he can initiate a chain of losses to the opponent by activating his skill in the vanguard circle to retire a boosting unit and then call rearguards to attack their front line units, so that no matter what else goes on inside that turn, the opponent is guaranteed to have lost two cards.

Right from the first trial deck released, the Royal Paladins have had a way to search for Blade, and with the loss of Barcgal's superior ride this card becomes more important than ever. Solitary Knight, Gancelot is a base 9000 grade 3 that can be sent from the hand to the deck to search for Blaster Blade, and then add that card in the hand. Since this skill is used in the main phase, it has to be used on the turn before riding Blaster Blade when you're still at grade 1, so it makes the Blade ride very heavily telegraphed, but since drawing Gancelot inside that turn is the same as drawing Blade, then it at the least gives you a way to effectively run five, six and eight Blaster Blade instead of four. Gancelot's other skill is to counterblast 2 from the vanguard circle when Blaster Blade is in the soul to gain +5000 power and +1 critical. There are a number of reasons as to why this was a good skill. It makes him a very easy 20-21000+ line, it can make the opponent start guarding for two triggers when at two damage instead of three, it can accelerate the game considerably and harm their hand, but the skill has simply not aged well in the modern day. While in the world of trial decks Gancelot was a very powerful card that drained the opponent quickly, the first booster set, Descent of the King of Knights, introduced the concept of perfect defense to Cardfight, and with it Gancelot's battle ability was significantly reduced. Simply losing two cards instead of three to six in one turn made the attack impractical at best and a very large consumption of resources, while the Solitary Knight's base 9000 power made him defensively outdated as more and more base 10000, base 11000 and later on 12-13000 units entered the game. Perhaps his skill's lone redeeming factor at this point is that with as low as a 7000 boost, Gancelot can hit the 23000+ marker against crossride units with one use of his skill, but on the opponent's turn 9000 power is simply too low to defend well. Because of that, Gancelot's primary purpose now is as a search card for Blaster Blade.

With Barcgal restricted, a new first vanguard needs to be determined. Stardust Trumpeter, Giro and Graeme have always been around as filler units for that place, and their lack of skills isn't necessarily a bad thing. Most FVGs designed during the first three sets are intended to either leave the field or not appear in it in the first place, and the one card of extra soul can be important to particular skills, as not all FVGs return to the soul after use. However, BT03: Demonic Lord Invasion gives us another option that can be used in virtually any Royal deck. Drangal is a Royal Paladin equivalent to Ichibyoshi, searching the top 5 cards of the deck at the start of the ride phase for the grade 1 Knight of Quests, Galahad. And like the Ichibyoshi-Tsukuyomi line, each subsequent entry in the Galahad series can superior ride the next in line and build a stack of cards at the bottom of the deck to eventually draw into, though the Royal Paladins lack the same level of draw and deck-checking support that OraThin has. Since this is an opportunity at a one and two card increase in advantage, it's perfectly viable to just run the grade 1 and 2 forms of Galahad with Drangal, or even just the grade 1 with him.

That settled, the Royal Paladins have several grade 1s that should be discussed. In addition to standardized units like the base 8000 Little Sage, Marron and card changing Lake Maiden, Lien, who each provide a strong opening ride depending on which turn is taken first, Lion Mane Stallion and Wingal are both custom boosters suited to particular units. Lion Mane is base 4000, but can soulblast 1 when he boosts a unit with "Alfred" in its card name to give +6000 for a total boost of 10000. This can't normally be used with the King of Knights due to his first continuous skill interfering, but it can be used on a rearguard Alfred for a 20000 line, or with Alfred's prince form, Alfred Early. While base 4000 is very weak as we saw with Barcgal, that final 20000 can be a key number versus base 10000 vanguards because it forces out two cards for minimum defense and three accounting for one trigger. Compare this to Wingal, who is base 6000 and has no cost, but despite giving a +10000 boost can normally only push Blaster Blade up to 19000. Wingal is somewhat more stable than Alfred, as he can still bring base 10000 rearguards like Gallatin up to 16000, and with Blaster Blade he can forcibly retire weaker units like Magician Girl, Kirara and Silent Tom. On the other hand, Lion Mane is capable of the same forced retire on both the aforementioned and more powerful units, and plenty of soul is provided for his skill by both Barcgal and Drangal.

Knight of Rose, Morganna is a base 6000 that is considerably less stable. Her skill is to discard one when she attacks to turn her into a base 10000 unit for the rest of the turn. While this provides an alternative 10000-power unit if grade 2s become scarce, and unlike with the similar Holy Disaster Dragon unit, with a stand trigger Morganna can attack again for a full 15000 instead of 11000, the skill comes at the cost of card advantage and is situational at best. Long-term it will hurt your ability to survive the game, and as this very clan proved in the Summer 2012 Japanese nationals, longevity takes precedence over blitz tactics.

One point regarding the clan card changer Lien, is that since the King of Knights only requires her on the field to gain power, not to have her standing, her skill can be used freely from behind the vanguard while having no real impact on the game. Since no booster is necessary for Alfred, this is one of the better ways to utilize a card changing unit.

Other than Blaster Blade, there are only a few grade 2s that need heavy attention inside the clan. Covenant Knight, Randolf, Swordsman of the Blaze, Palamedes and Eagle Knight of the Skies are all different takes on the same skill, being base 8000 units which rise up to 11000 under specific conditions when they attack. Early in the game this was done to emulate having more than four copies of Gallatin in the deck, easily reaching 16000+ with as low as base 5000 boosting units, but it also allows the two of them to attack base 11000 vanguards completely unassisted. All of their skills are conditional. Randolf's activates when you have more cards in your hand during his attack, while Eagle Knight activates when you have more rearguards. Neither factor is generally in your control, but there are ways to work with them. Since the Royal Paladins can avoid having to ride from the hand with Barcgal or Galahad, this can allow them to maintain a slightly larger hand and by focusing intensely on the opponent's vanguard, they can keep Randolf's power active. Since the clan is also very superior call centric, its skills can further protect the hand from being overspent. However, Eagle Knight is more controllable since retiring an opponent's rearguard can be done with Blaster Blade or even a basic attack, and filling the field is not too problematic for RoyPala. Blaze Palamedes takes this level of control further by gaining his +3000 when there are two or more grade 3 Royal Paladins on your own field; so with a grade 3 vanguard and one grade 3 rearguard, his skill will trigger. This is one factor which is entirely under your control, making either Palamedes or Eagle Knight the best units for this option depending on the situation.

While their ability to attack base 11000 units unassisted is only matched by particular grade 2 units, since it's rare to not have three boosting cards late in the game and most fighers prefer to play for the end rather than the beginning, these base 8000 attackers have been largely outmoded by the release of Knight of Determination, Lamorak. Lamorak has no skill--he is Gallatin under a different name. Because of that, four Lamorak and four Gallatin can be run in a single deck, leaving room for Blaster Blade as your third grade three. Between these three cards and the grade 2 form of Galahad, there should be no trouble assembling a basic lineup for the Royal Paladin deck.

I've already covered the King of Knights' main skill, but his secondary skill is to counterblast 3 to superior call one grade 2 or less Royal Paladin from the deck. This is an activate and can be used in either circle, so it can be used at any point after you ride but before you attack, and it gives Alfred some rearguard utility in addition to calling him alongside Lion Mane. He can even call his own boosting unit from the rearguard, forming a somewhat-consistent 20000 rearguard line, or Blaster Blade if you're at five damage and want to hurt the opponent's rearguard before the battle phase. This is one feature of earlier sets that post-BT05 sets have been lacking, as more modern vanguard grade 3s often lack useful rearguard skills. Alfred's skill is particularly useful since you can choose to include only a single copy of a card and still be able to reliably bring it out, although it does place heavy strain on your counterblast. Alfred has endured several years and more than nine booster sets, and still remains one of the best cards ever printed and a primary choice for Royal Paladin cardfighters today, both abroad and in the States.

There is one more Alfred who came up before, Alfred Early. The manga equivalent to the King of Knights works somewhat differently from what most of the pro scene sees. When you ride him, you can call a Blaster Blade from your soul to the rearguard. This seems like a nice one-card advantage at first, like Barcgal's outrider skill applied to a grade 2, but reading into this more closely we can also use Blaster Blade's counterblast to retire an opponent's rearguard, turning Early's skill into a cleverly-worded counterblast 2 to call one and retire one, for a two card advantage overall. Since Blaster Blade is already searchable through Gancelot and several later cards, forming a combination deck with these units is very easy.

For rearguard support, Swordsman of the Explosive Flames, Palamedes ranks among the best rearguards in the pro scene. His skill is deceptively simple, gaining +3000 power when you have two or more grade 3 Royal Paladins on the field. This includes himself, meaning that even being able to call Palamedes is all the setup that you need for his skill to activate. This makes him a very easy 21000+ power rearguard with Marron or Palamedes' grade 1 equivalent Toypugal, 20000 with many of the skilled grade 1s, and he can even attack crossride units unboosted. With as low as a 3000 power boost, Palamedes can meet the minimum base 16000 requirements for taking more than 5000 shield from a base 11000, and it's similarly easy to do the same to crossrides. Ironically for how simple his skill is, Palamedes has become one of the most well known Royal Paladins, befitting of a clan based around the rearguard. Swordsman of the Twin Shine, Marhaus is his lesser cousin, gaining only +2000 power when you have a Royal vanguard, and while this makes a good substitute setup with Marron or Toypugal, it will never be quite as powerful as Palamedes himself.

The final card that I'm going to discuss today is White Dragon Knight, Pendragon. Pendragon is a somewhat difficult card to talk about because he's not easily categorized into one strategy or another. This can also be a good thing however, because it means that Pendragon can be safely integrated into almost any Royal Paladin deck, even as a one-card copy, with very little problems. Initially he simply gives +5000 power on-ride, forming an easy 21000+ line that can go all the way up to 23000 for anti-crossride attacks. His second skill is a limit break 4, the first limit break that the Royal Paladins have ever received. At four or more damage, you can start your main phase by looking at up to five cards from the top of the deck (you can choose less--zero, one et cetera) and then choosing up to one (again, you can choose zero) grade 3 Royal Paladin from among them, and riding it. The remaining cards are then shuffled back into the deck. The most apparent way to use this is by riding a second Pendragon on the turn after you rode the first, getting a somewhat consistent +5000 across multiple turns. However, you can also do this to increase the ease with which you ride the King of Knights or Alfred Early, and since the ride comes at no expense to you, it's a good way to make your main strategy more fluid since it's like being able to run five of any RoyPala grade 3 instead of four. As Pendragon is easily applied to any strategy and not just the ones discussed here, these ideas can be applied to Royal Paladin units from other modules.

Next time we revisit the Royal Paladin clan, I'll be going in-depth on the Soul Saver Dragon strategy and how Barcgal was used in early 2011.

Saturday, October 1, 2011

Character: Daigo

"Old man? OLD MAN?"
"HERE IT COMES! My Majesty Lord Blaster! My trump card!"

Daigo/ダイゴ
Age: Unconfirmed; no younger than 22
Portrayed by: DAIGO (2012 Drama, Anime)
Drama Biography: A graduate of the American HarvardA University with a degree in justice, Daigo is a wanderer who steps into the life of Miura Hiroki after seeing the boy bullied. Becoming employed as a teacher at Hiroki's school, Daigo works continually to unearth the source of Hiroki's sadness and try to revitalize his love for life.

Spoiler warning: Spoilers for the STAND UP! Vanguard live-action drama follow.
Throughout the drama Daigo's primary aim is to win the affections of Hiroki's teacher, Mizuhara Sumire. While this motivates him to help Hiroki, he goes far out of his way to assist the boy, taking up residence in his house as a "special mission teacher" to ease the tensions between Hiroki and his father, Miura Shigehiko. While living with the two Daigo uses his degree to become employed at Hiroki's school, and gradually uncovers Hiroki's immense love for Cardfight, as well as Shigehiko's disapproval of it.

Daigo making breakfast.
Over time, Daigo makes sense of two problems in Hiroki's life; his father's hatred of Vanguard, and the bullies at school that pick on Hiroki as a weakling. Attempting to route the bullies, Daigo convinces Hiroki to stand up to them in a Vanguard fight, but after this plan fails he seeks their ringleader Teru personally.

 Daigo's degree; "YOU ARE JUSTICE."
Instead of Teru, Daigo finds himself in a fight with Satomi Eiji, Teru's private tutor and a graduate of the rival Nasa university. Becoming embroiled in a series of cardfights with Satomi, Daigo ultimately proves the loser in two consecutive matches, and is left begging for another chance. Satomi dismisses him, leaving both Dagio and Hiroki emotionally crippled by their experiences.

Hiroki eventually becomes convinced to enter into a local tournament with Daigo and Sumire as part of Team Hiroki. Daigo proves to be the weak link in their team setup, consistently losing matches where Hiroki's Kagerou and Sumire's Oracle Think Tank deck dominate. The night before the final round however, Daigo learns that Sumire was run over in a car accident, leaving Team Hiroki short one member; desperate to defeat Satomi in the tournament and mend Hiroki's relationship with his father, Daigo pleads with Shigehiko join their team. Shigehiko however, holds only resentment and disgust for Vanguard--the game brings out too many memories of his dead wife, the woman who introduced Hiroki to Cardfight in the first place.

At the last moment Shigehiko agrees, taking up his wife's Neo Nectar deck with Hiroki's reluctant instruction. Though the team is assembled, their relationship is still strained, and with the belief that Daigo will inevitably lose his own match in mind, a great deal of pressure rests on Hiroki and Shigehiko to win their matches. After Shigehiko's loss in the final rounds to Team Teru's third member, the team seemingly has no chance to win.

With his ability to ride locked down by Satomi's Murakumo deck, and a vast gap in damage between him and his opponent, Daigo's loss appears certain. Barely pulling through the match with the Sage of Guidance, Zenon and Majesty Lord Blaster acting in concert, Daigo manages to bring out two critical triggers on his final turn alongside Lord Blaster's own innate skills. Restoring the team's confidence and shaking Teru's belief in his teacher's lessons, Daigo encourages Hiroki to face Teru head-on.

Daigo plays a prominent role in the drama as the viewers' spirit animal.
In the tournament aftermath Hiroki and his father are finally reunited, ending Daigo's special mission. Going to visit Sumire in the hospital, Daigo's final reason to stay is erased as he learns that she already has a boyfriend.

However, seeing Hiroki one last time, now friends with the boys who used to bully him, Daigo determines to stay in Hiroki's town, ending the drama as close friends.

Spoilers end here.

Daigo shows a minor complex early in the drama over being called an old man (ojisan) by Hiroki's friends. A running gag is that he is commonly mistaken for a criminal; a child abductor at the beginning by Sumire, and a burglar by Shigehiko. This is later echoed in the anime series, where Daigo is once again mistaken for a burglar by Kamui.

Anime Biography: Daigo in the anime is known as a "super-famous, legendary fighter," and in ride 82 he debuts by cardfighting Souyruu Leon at the card shop, PSY. The circumstances of the fight are unknown, but as in the drama Daigo uses a Royal Paladin deck. Whether this Daigo will have any connection to the TV drama or commercial iterations of his character is unknown. Described as a legendary fighter that has consistently dominated higher-level cardfight, his name is inseparable from the game, and he's famous enough to earn entry in Vanguard Weekly.

Spoiler warning: Asia Circuit details follow.
However, three months ago Daigo mysteriously disappeared. He began to spontaneously vanish, reappearing spontaneously throughout the globe, in Japan, Antarctica, France and even Easter Island. Identified by Suiko as being caught in a time-space warp, she ascribes the cause of this to Daigo being caught up in the warp when the Royal Paladins were sealed, because unlike Sendou Aichi after Takuto sealed them, Daigo maintained his hold over his Royal Paladin deck. Because he fights with a clan that no longer exists, Daigo is now a living paradox.
Spoilers end here.

Universal Notes: Daigo is the only character in any continuity to get a critical of 4 in any single cardfight. His character is a thinly-veiled insert of the musician DAIGO, who is responsible for most of Vanguard's televised promotional materials in Japan. DAIGO has also been the one to award Japan's national championship trophy to the champions in the past.

Decks and Play Style
Daigo cardfights with Royal Paladin deck loaned to him by Hiroki. With minor Shadow Paladin influence from Blaster Dark, the deck's raw power makes up for Daigo's own inexperience and lack of skill. Being a neophyte to Vanguard, Daigo has little idea of how to use the deck and generally scrapes by on lucky maneuvers rather than on skillful play.

Note that Daigo initially uses Stardust Trumpeter as his first vanguard, but by the time of the tournament has changed her out for Wingal Brave.

STAND UP! Vanguard: Courage into Power (32/50 cards)
Grade 0
x1 Wingal Brave (FVG)
x1 Margal DT
x2 Bringer of Good Luck, Epona CT
x1 Pixie Fife and Drum ST
x2 Yggdrasil Maiden, Elaine HT
x2 Quiet Sage, Sharron ST
Grade 1
x2 Lake Maiden, Lien
x2 Starlight Unicorn
x2 Little Sage, Marron
x1 Flash Shield, Iseult
x1 Knight of Friendship, Kay
x1 Sage of Guidance, Zenon
Grade 2
x2 High Dog Breeder, Akane
x1 Knight of Truth, Gordon
x1 Blaster Blade
x3 Knight of Silence, Gallatin
x1 Knight of Loyalty, Bedivere
x1 Blaster Dark
x1 Starcall Trumpeter
Grade 3
x1 The King of Knights, Alfred
x1 Gigantech Charger
x1 Solitary Knight, Gancelot
x1 Majesty Lord Blaster

In the anime Daigo uses a Cavalry of Black Steel-era Royal Paladin deck, demonstrating a much greater overall skill level with it than with his drama deck. This new deck uses multiple 10000-power grade 2 units for ease of forming 16000-power lines, and incorporates White Dragon Knight, Pendragon as its key card. Pendragon gains +5000 power when ridden, easily forming a 20000-and-above column regardless of what stands in the rearguard behind it, and at limit break can search the deck for his Saver Dragons to empower rearguard. Pongal, Margal and Akane are included for greater Saver Dragon consistency, and Toypugal's skill is easily triggered with either of Daigo's grade 3s, making for a consistent and powerful deck despite its weak first vanguard.

Rides 82-Current: Legendary Fighter (26/50 cards)
Grade 0
x1 Stardust Trumpeter (FVG)
x1 Bringer of Good Luck, Epona CT
x1 Margal DT
x2 Yggdrasil Maiden, Elaine HT
Grade 1
x4 Little Sage, Marron
x2 Pongal
x2 Toypugal
x3 Flash Shield, Iseult
Grade 2
x2 Knight of Determination, Lamorak
x2 Knight of Silence, Gallatin
x2 High Dog Breeder, Akane
Grade 3
x2 White Dragon Knight, Pendragon
x2 Soul Saver Dragon