Thursday, November 8, 2012

Scarlet Witch versus Full Moon

By rawritzrichii, seek consent before reposting.
What needs to be understood before we begin today is that all Oracle Think Tank decks are using essentially the same strategy. They differ only in the means by which the strategy comes together. OraThin draws many cards to outlast the opponent with smart defense while using their unique access to every card in their deck to quickly set up a particular offense. So despite their differences in play, all three OraThin decks currently available to the English game, and the four available to the Japanese game, have the same ultimate goal.

However, one of these decks has been a national championship deck and the others have not. Much like The End and Majesty Lord Blaster, Tsukuyomi has been a very popular deck since her introduction, but until the past week none of these decks had ever taken a national title, and the Full Moon strategy still has yet to. There are several ways to examine this, but first consider how many cards each deck actively gains. Under ideal circumstances in which 6 cards enter the soul, Tsukuyomi generally sees two succesful superior rides per game and with one CB2 a net advantage of +3 while sometimes adding a temporary -1 to the opponent for the turn with Euryale. That's a total difference of four cards. CoCo on the other hand, calls LuLu, uses her soulblast and CoCo's counterblast for +1, +1 and +2. Similar to Tsukuyomi, that's a four-card difference.

The divide between them comes in methods. LuLu will never fail as long as the soul is conserved for a grade 3 ride, and CoCo will likewise always go off as long as she has two damage open, while it is very possible for Tsukuyomi to never get off a superior ride or six soul. Unless the six-soul criteria is met, there can be no advantage for the Goddess, so CoCo is more consistent. The next divide is in how cards are handled--Tsukuyomi is constantly soulcharging with Red-Eye, her own skill and Amaterasu. This removes many more cards from the deck than with the Scarlet Witch, and all happens on top of taking more cards out of the deck with superior rides. Under the ideal circumstances previously mentioned, in these ways a Full Moon deck would take out eight cards from the deck, two from rides, two from Red-Eye, two from Goddess of the Half Moon's soulcharge skill and two from Full Moon's draw skill. About eleven other cards would come out by the end of the third turn through normal play (draw, damage and drive check), with six leaving the deck at the start of the game for 25 total--half of the deck. Compare to CoCo's ideal play, which by the same time has 21 out and 29 in. Under these conditions, it would take CoCo about two-to-three turns longer to deck out than Tsukuyomi, and that too is a fundamental difference.

Both decks achieve the same number of extra cards, but CoCo does so without decking out as quickly. And while Tsukuyomi has access to Battle Maiden, Tagitsuhime to form up with Gemini for base 20000 lines, CoCo has an arguably easier time creating the 18000 rearguard lines that are more important to the postcrossride format. While both decks have access to Battle Sister, Mocha, who makes a very easy 18000 line with Dark Cat, only CoCo can use Glace, who forms the same line under the conditions of having zero soul and is thus much easier to trigger than Tagitsuhime. CoCo's access to Sakuya as a backup vanguard is also helpful because it allows for an extra 10000 shield to be grabbed off of LuLu, and both units can break 23000 power with Milk for combating The End, Great Daiyuusha and similar units while Tsukuyomi's power is capped at 21000.

Until the arrival of the restricted list in December 2012, both decks had access to Silent Tom in the Japanese scene, where the two decks have been primarily open for comparison. Since Silent Tom outshines Tagitsuhime so thoroughly by requiring the same number of lost cards from all but crossrides, without the soul restriction, there has been a certain mentality of late that if Tom, Glace and Mocha can all be best used by CoCo while Tagitsuhime does not come with the same consistency, then the Scarlet Witch may as well be run instead of her to begin with due to having greater consistency and rearguard support.

At the WCS2012 Chicago regional tournament, one thing that I continually noticed was that Tsukuyomi decks were not usually losing their fights, but were instead decking out. Memorably, one finalist commented that he would "die on his own sword" rather than lose to Bastianelli's Duke Dragon deck in the top four, and ended up drive checking all of the remaining cards in his deck. Tsukuyomi filled third and fourth place in the regional because of these deck-outs. It's no coincidence--the build can defend virtually forever, but the deck itself lacks the same stamina as its fighters. If Tsukuyomi were to one day receive support cards that could take cards out of the drop zone and inject them back into the deck, then she may see a resurgence in the pro scene, but as the deck is already very well off without additional cards and Bushiroad seems intent on creating new styles of play rather than bolstering old ones, for now it appears that it's CoCo's turn for the spotlight.

In summary, Tsukuyomi's key problems are the toll that her soulcharging takes on her deck, her inability to break 23000 power, her lack of access to low-maintenance rearguards, and Amaterasu not providing equal benefits when compared to Sakuya as an alternative winning image. CoCo's strengths give her a distinct advantage by answering all of these problems, but the new model of Full Moon deck presented by Tanaka Shouta and his contemporaries introduces new factors by giving greater grade security, additional pressure from maximized Tom, Red-Eye counts in addition to Mocha, and not being reliant on Dark Cat to reach the deck's stack. Whether or not this type of Tsukuyomi deck will prove as successful in the English format where CoCo is being established simultaneously rather than after the fact, and how the new restriction-enforced Goddess of the Sun-Full Moon hybrid deck will be able cope with these old challenges in the Japanese format will have to evaluated in the future. For the time being, upcoming event tournaments and Fighter's Road 2013 seem to be our best bet for further analyzing these decks in the days to come.

Wednesday, November 7, 2012

Oracle Think Tank Extra Study Material: Scarlet Witch, CoCo

Photo by rawritzrichii, not to be reposted without the original photographer's express permission.
One of the more controversial aspects surrounding BT07: Rampage of the Beast King was its new direction for Oracle Think Tank, a direction comprised of many different techniques summarily geared toward a "soulless" witch deck. This has its origins all the way back in BT02: Onslaught of Dragon Souls, but itself seems contradictory to the very idea of OraThin decks--which had debuted with CEO Amaterasu as their key card, a megablasting unit that soulcharged one card every turn. In face of that, the very concept of an empty soul is contradictory to the OraThin play style and requires outright rejecting the Tsukuyomi series and its various support cards. This is one of the primary reasons that CoCo herself was so unsuccessful on debut, since even before Tsukuyomi, OraThin was all about soulcharging and their only ways of reliably removing soul were Luck Bird and Blue Scale Deer, both of which required either missing out on CoCo's skills for or not using the clan's then-current FVG, Lozenge Magus.

The first step in making the strategy viable then, is a change of first vanguard. Ichibyoshi won't fly here, and while Lozenge and Eclair both keep a card out of your soul, there's a far more viable first vanguard designed specifically for the witch deck. Like Ichibyoshi, Little Witch, LuLu lacks the outrider skill now common to FVGs, but instead lingers in the soul until you reach grade 3; at that point, LuLu can move to the rearguard, increasing the total number of cards under your control by one and giving you 5000 power to toy around with. Her second skill is what really defines her as the first vanguard for the build, however. When LuLu is played, she functions as a grade 0 Luck Bird, soulblasting 2 to draw one card, so your actual advantage in the soulless deck goes up to two the moment she comes out.

That takes three cards out of the soul, which in a typical game are all you have--LuLu the FVG, as well as your grades 1 and 2 that you rode. That means that if you ride Scarlet Witch, CoCo then you can immediately activate her counterblast 2 after LuLu's skills have been resolved to draw two more, for a net increase of four extra cards. This is the same advantage you get with flawless Tsukuyomi rides plus her counterblast, but without the difficult six-soul restriction to work with and as a trade off, base 10000 for CoCo instead of 11000. As an added bonus though, when you have zero cards in the soul, CoCo gains +3000 power--factor in Milk's boost and you have a 23000-power vanguard line, a definitive crossride killer as well as a line that's safely inside the standards of modern games for pressing every other type of unit available.

Emerald Witch, LaLa is the grade 1 of the expansion and while she received a lot of attention in promotional material, her skill is lacking compared to her high rarity. LuLu when called, allows you to discard one card if you have zero soul to draw one more. This is useful for getting access to a wider range of cards while potentially ditching extra grade 3s or draw triggers in favor of fixing up your ability to attack or defend, and there are arguably times when calling her over Dark Cat would be best, but the skill overall isn't necessary for the deck and it's mostly a lackluster ability with a restriction tagged to it so that no other ThinkTank deck can use her.

Battle Sister, Omelet is the witch deck's equivalent to Royal Paladin's Kay. She starts at base 7000, and climbs up to 10000 when attacking from the rearguard, if you have zero cards in your soul. That restriction causes her to miss out on Kay's early game value, but she can still work in place of drawing Wiseman. I would not heavily recommend her for the deck except for her 7000 boost, because this variant of OraThin already has so many good grade 1s competing  for the space, but if you feel that your deck needs more options for its lines, then Omelet won't be a bad alternative.

Battle Sister, Glace is the first real point of interest outside of LuLu; like Mocha, she's an 8000-power unit that goes up to 11000 under specific conditions, but her condition isn't as restrictive. Glace simply kicks in when you have zero cards in the soul during her attack, and that makes her ideal for forming easy 15/16000-power lines, and for forming a slightly less-easier 18000 line with Dark Cat for dealing with crossrides. The best way to go about this is to take advantage of CoCo and LuLu together enhancing your hand while also reaching the zero soul count and include Mocha with Glace, for two 11000-power units that maximize the witch deck's effectiveness both versus 11000 vanguards like Tsukuyomi and for a greater bonus versus the aforementioned crossrides.

Blue Scale Deer was introduced much earlier as a promo card, and has the same 8000 power as Glace but with no power gain, will generally need Gemini for support. When his attack hits, you can soulblast 2 to draw one card. This conserves you counterblast instead of needing Libra to gain advantage, saving it for CoCo, but was generally only used to support CoCo before LuLu was introduced. The difficulty now is that you'll only have the necessary soul either through deliberate soulcharging of Psychic Bird, or multiple grade 3 rides, and Blue Scale can't hit for the numbers that the crossride environment developed after its release now demands. One or two may be occasionally useful in prolonged games where multiple post-CoCo rides take place, but it's definitely not a four-of and may not have a place at all in your deck.

(Incidentally, for those wondering as to why Blue Scale is in OraThin, the sika deer that it's modeled on are considered messengers of the Shinto gods. The witch series cards in general seem to be based on shrine maidens, using Shinto-Buddhist imagery like the magatama on NaNa, shide on CoCo and vajra held by LaLa, while CEO and Full Moon are modeled on the actual Shinto deities Amaterasu and Tsukuyomi.)

Sky Witch, NaNa is CoCo's secondary rearguard after Glace. Like Glace, Nana is intended to go for 11000 before boosting, by gaining +1000 power during your own turn when your vanguard has zero cards in the soul. In the vanguard circle that gets bumped up to a +3000 boost, letting her go for the same 23000 as CoCo if you ride her as your grade 3, but this should only be a temporary maneuver at best. While having another option for an easy 16-18000 line is good, we've come to expect more from grade 3s over time and there is a case to be made to use Apollon over NaNa. This is a difficult position to take, since Silent Tom would normally be superior to NaNa, but again the crossride environment harms him very much since he himself can't go for 18000, and one of the primary goals in running the witch deck is to scale OraThin's power up to match the post-BT05 format. NaNa is something to consider, but is the most common target for LaLa's skill, and you should consider whether you're really running her as a valuable rearguard or as easy-answer fuel to that.

Battle Sister, Souffle is a less extreme rearguard than NaNa. While not part of the witch deck herself, she was released contemporary to it and has some of the same uses. She gains +2000 power when boosted by an OraThin unit, meaning that she can go for 18000 in the rearguard with Milk and similar 6000-power grade 1s, so she's an even easier anti-crossride unit than the other cards. Furthermore, with Gemini she can hit 20000, enough to press the 10000-power vanguards that have sprung to prominence in the English scene like Garmore. Souffle and NaNa share a trait of not going for particular extreme numbers, but instead play to a slower game that's won over many turns rather than the blitz tactics of the old days.

I discussed CoCo at the beginning, but the alternate grade 3 of this build may come as a surprise. Goddess of Flower Divination, Sakuya is about as old as the Scarlet Witch in terms of development, and is fairly vital as an alternative ride. She shares Amaterasu's continuous skill, gaining +4000 power when you have four or more cards in hand, which means that all four main OraThin vanguards now go for over 21000 power with Milk, and all of them except Tsukuyomi can plow right through crossrides. Sakuya's second skill is to return all OraThin rearguards to the hand when ridden, allowing the field to be freely rearranged as an open field, and for the reuse of skills. Now, this is the vital point; LuLu's skill can be resolved before Sakuya's. That means that you'll not only have gained a two-card advantage from LuLu's superior call from the soul and her draw, but you'll also have moved 10000 shield into your hand for defensive purposes. While any future CoCo rides will miss out on +3000 power due to Sakuya being in the soul after this, you can still get off CoCo's counterblast for two additional cards, giving this build equal but still much more controlled drawing when compared to Tsukuyomi.

Overall the Witch build is an excellent new direction for OraThin. While it doesn't have the same defensive power as Tsukuyomi, it does give the same overall access to the cards in the deck, along with much-needed offensive options to keep the clan current for the pro scene. It's easy to see how this deck has performed so well in Japan, and while key cards like Dark Cat and Sakuya won't be available to the EN game until January, it should leave the scene well prepared for February. CoCo is much more aggressive than Tsukuyomi, so it will not be so easy to simply jump from one build to another. Rather, find which one suits your style best, and pursue that one alone rather than try to hybridize the builds.

Six pros use this deck.

Tuesday, November 6, 2012

News: TD08 & 09 Announced

Through Doctor O's twitter feed, two new trial decks were revealed early this morning. TD08: Liberator of the Holy Land (聖域の解放者 Seiki no Riberata, the last kanji would probably be read かいほうしゃ kaihousha "Person who Sets Free" but in katakana is given as リベレイター) and TD09: The Empire's Eraser (帝国の抹消者 Teikouku no Ireizaa normally read as まっしょうしゃmasshousha "Person who Erases" but here presented in romaji イレイザー) are geared for a January release in Japan. More information is coming on December 5th.

Allegedly featuring cards from the third season, the new decks are currently known to be for the Gold Paladin and Narukami clans, with a noted resemblance between the title units to Gancelot of the Royal Paladins and Thunder Break Dragon of Narukai. Notably, TD08's title suggests that this Gancelot figure will be setting the Royal Paladins free (in Japan, the name of TD01 was 聖域の光剣士 Seiki no Hikari Kenshi Shining Swordsman of the Holy Land, with that Holy Land being the United Sanctuary.) The fact that the Royals are going to be freed also suggests that Kagerou will be freed as well, an idea that would normally be thought of as being at odds to the notion of the Gold Paladins and Narukami continuing to be featured as the clans of these new decks.

Update: It is being speculated that the "liberation" may not refer to the liberating of the Royal Paladins from the seal, but instead refer to the Gold Paladins liberating the United Sanctuary from Shadow Paladin occupiers. This goes with the idea of the Shadow Paladins making a return to the game, read further down for details.

The new Gancelot unit prominently wears his original Royal armor, repainted to a golden color. Though more jaded fighters have jokingly attributed the new look to a palette swap, the new Gancelot does appear noticeably more aged and with one eye seemingly gouged out. Bizarrely, Thunder Break Dragon appears unchanged save for his pose--the sword in hand, his armor, horns and wings are identical to the ones from his debut artwork. These decks will be the first trial decks to ever feature the same clans as past ones.

Each deck will retail for 1050 yen, about 13 USD, and will feature 3 special foil cards in each, with one printed as an RRR-rarity card would be.

While Doctor O stated that he could not say much to the readers that he replied to, he did confirm that the Shadow Paladin clan will be receiving a new first vanguard. This further supports the idea that the seal is about to be undone.

Sunday, November 4, 2012

News: Brandon Smith Crowned National Champion

On-site informants have confirmed for us that Brandon Smith, Toronto representative in the North American national championship, has just been crowned the 2012 national champion in Los Angeles, California. Smith won the title using a Spectral Duke Dragon deck, currently believed to be the same build that according to an interview, he co-created with the help of his teammate, Brandon Bastianelli. Smith is the first person in history to receive the title, and will be the lead player out of four cardfighters representing North America at the world level.

News: Change in Set Release Dates, Site Modifications

Recently it has become apparent through the official English website that upcoming sets of Cardfight!! Vanguard have had their international release dates modified. There isn't a clear reason given for this at this time, but EB02 and BT04, which were previously listed for a November 10th and December 15th respectively, have been rescheduled for a November 9th and December 14th release. While these two booster sets were both pushed forward by a day, TD03: Golden Mechanical Soldier and TD03: Maiden Princess of the Cherry Blossoms are now intended for release two days later than they were originally announced for, now dated to January 25th, 2013.

VGE-BT05: Awakening of Twin Blades has also recieved the forward-one-day treatment, now geared for release on February 22, 2013.

In other news, Game Set is officially becoming Cardfight Pro; the change in brand is done to reflect the new direction of the website, as over the past year our focus has steadily shifted toward providing real-world coverage. Many articles have been delayed by midterm examinations and the chief editor's academic projects, and these delayed articles will be going up alongside newer material over the next two months. The current plan follows a Tuesday-Thursday-Saturday update schedule with updates ideally arriving between 4PM and 7PM EST, with allowances made for breaking news. Despite our current real-world focus, older articles on the anime and manga are being modified constantly to be up-to-date with the progress of the Asia Circuit and new manga releases. The original brand was a reference to the climax of Climber x Climber, a song performed by Breakerz used in the early promotion of Cardfight, and used as the ending theme to the live-action drama.

For upcoming articles, take note that on December 14th, there will be a special article on the Shadow Paladin clan published to coincide with the international English release of BT04: Eclipse of Illusionary Shadows. Similarly, November 9th will see the release of our Bermuda Triangle study guide to coincide with the international release of EB02: Banquet of Divas.

Saturday, November 3, 2012

Study Guide: Gold Paladin

Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.
Since their April release, the most trying part of playing a Gold Paladin deck has been figuring out what their specialties are. Most clans are highly talented in two areas and fairly good in one other (i.e., Royal Paladin has strong superior call, good superior ride and amazing power gain abilities.) Gold Paladin has been called a successor to RoPala, with similar superior ride and power gain, but weakened call skills. This is a misconception; the Royals had some send-to-hand and retire skills, but those were not their main strengths. Garmore is not the definition of GoPala, just as Soul Saver Dragon was not the definition of RoPala. Gold Paladin's real strengths lie in their superior rides and vanguard-stand skills. The superior call is a supporting element of this, but it is not the goal of the clan as with RoPala. Rather, it's a tool toward the goal.

The "mainstream" Gold build has three options for first vanguards. Cron is one of two 4000-power FVGs and has the least place here--long-time readers will already be familiar with him as a mass-produced FVG shared among many clans. His main flaw is that his 4000 power cannot form a line that pushes for 15000 power without an 11000-power attacking unit to correspond to it, which do not exist in mainstream GoPala. Even when he can, he can't push 16000, and versus 11000-power vanguards, that 1000 difference between 15 and 16 is the dividing line between an intercept and a trigger unit being used for your opponent's defense. The more shield you force from the opponent, the more valuable cards they have to sacrifice to stop the attack. If he boosts Holy Sage, Manawydan or Gigantech Charger, then you're going to break those numbers, but in this case we're compensating for a poor card with a better one when we could be using a different FVG in the first place.

Secondary to this weakness is his counterblast 1 skill, which can actually cost you the advantage if it misfires--Cron goes to the soul, and you get to peek at the top five cards of your deck and add one grade 3 Gold Paladin to your hand from it. The trouble with this skill is that it's unreliable and most likely to go off at a point in the game when many other cards have been removed from the deck, at which point you would already be at grade 3 and wouldn't need to use him to set up your ride. In addition to this, the majority of Gold Paladin search-and-thin skills are not controllable, so you may have already removed a significant number of grade 3s through superior call skills up until the turn you activate Cron.

The second FVG is Crimson Lion Cub, Kyrph. At 5000 power, Kyrph is much more natural support since he can at least go for 15000 with Beaumains or most grade 3s, and 17000 with Manawydan or Gigantech. And on top of this immediate leg up over Cron, Kyrph's skill confers a more useful advantage for no counterblast cost. When your vanguard is the grade 2 Knight of Superior Skills, Beaumains, and you have Kyrph and the grade 1 Knight of Elegant Skills, Gareth in your rearguard, you can soulcharge Gareth and Kyrph to search your deck for the grade 3 Incandescent Lion, Blond Ezel and superior ride it. While this skill was heavily overhyped at release for being "costless card advantage" (it's not), it is genuinely good for taking the first-turn ride advantage out from under your opponent, or building on that same advantage from going first. The skill is flexible, since it can also help in catching up with the opponent if you were locked at grade 1 or 2 at some point in the game. To dispel some myths regarding Kyrph, this is how the skill works;
  • Since Kyrph moved out from under the vanguard with his Pioneer skill on the previous turn, the Gold cardfighter's advantage starts at +1.
  • After riding Beaumains, Kyrph and Gareth go to the soul; two cards are lost, putting the Gold cardfighter at -1.
  • Ezel is ridden from the deck, meaning that the Gold cardfighter will not need to ride a grade 3 next turn and so gained a card, putting their advantage up to 0.
  • One extra card is driven than normal with Ezel's twin drive, making the advantage +1 again.
As is plainly visible, Gold Paladin fighters start and end with a one card advantage. The particular odds of getting even one of these cards in hand by the time riding Beaumains would be appropriate vary--approximately 52% of all fights fought with four Beaumains and four Gareth in the deck will see one of the two cards in hand at the key moment, when first turn is taken, and 57% when the second is taken. So mainstream Gold Paladin favors the first turn slightly, though given how much actual control they have over the turn order this may as well be trivia.

The third and final FVG for the main deck is Spring Breeze Messenger. While previous first vanguards arrived in BT06: Breaker of Limits, Spring Breeze comes from BT07: Rampage of the Beast King and works into a similar superior ride mechanic. Like Kyrph, he comes with 5000 power, but instead of a direct ride, when the attack of a unit that Spring Breeze boosts hits, he can counterblast 1 and soulcharge himself to look at the top three cards of the deck and superior call one Gold Paladin from among those cards to rest position. On the surface it's an interesting but not particularly overwhelming skill, since fighters are trading one card for another and aren't able to make use of that card on this turn. The tables turn heavily in Spring Breeze's favor once other cards from his set are taken into account--grade 2 Lop Ear Shooter is probably the most discussed, who when superior called from the deck, can discard 1 card to look at three new cards in the style of Spring Breeze and call one of those. Again, Lop Ear isn't a direct increase in advantage, but the reason that she and Spring Breeze are so well-regarded is because of their two primary search targets, Dindrane and Pellinore.

Listener of Truth, Dindrane is a grade 1 unit with 6000 power that when called from the deck, can soulblast 1 to draw one card. This is an improved release of Silver Fang Witch from the Gold trial deck, who only sported 5000 power and cost soulblast 2 as a trade off to working with normal calls. Dindrane is the first real increase in advantage that Spring Breeze and Lop Ear can provide, being a free 6000-power booster for lining up with Beaumains and the like to challenge 11000-power vanguards, or with Manawydan/Gigantech for fighting crossridden units. Meanwhile White Hare in the Moon's Shadow, Pellinore is a grade 3 unit that when called from the deck, can discard 1 Gold Paladin to superior ride, at least so long as the opponent's vanguard is grade 2 or greater. In contrast to Ezel, that last clause prevents Pellinore's ride skill from being used by the first turn fighter unless the second turn fighter performs a superior ride of their own first, and the ride itself still costs one card from the hand while also pulling Pellinore from the field to the vanguard circle. So riding Pellinore from grade 2 puts the turn fighter back to the 0 advantage they started with Spring Breeze's Pioneer, but comes at one new advantage; riding Pellinore stands the vanguard. Which means that twin drive can be performed for the turn in addition to the previous drive check, moving the Gold fighter up to +2 if Spring Breeze was the catalyst for Pellinore. Like Dindrane, Pellinore is an increase to advantage, and actually gives more than Ezel does using a more consistent ride skill. For a breakdown;
  • Spring Breeze boosts and the attack hits. The Gold fighter is currently at +1 from Spring Breeze's Pioneer, then activates Breeze's counterblast 1, sending them to the soul (changing the advantage from +1 to 0) then calls Pellinore from the top of the deck, resolving the skill at +1 total advantage.
  • Pellinore's skill activates. The Gold fighter discards 1 (advantage 0) then removes Pellinore from the field (advantage -1) then rides Pellinore over their grade 2 (advantage 0; if this were over a grade 3, it would still be advantage -1) and twin drives for +2 new cards, ending the turn at +2.
Of these first vanguards, Kyrph and Spring Breeze are both preferable to Cron, with Spring being easily the most consistent. Spring Breeze Messenger pushes the opponent to guard vanguard attacks for fear of the ride skill going off, and because of the possibility of a trigger coming up, many opponents rationalize into accounting for one when defending. That harms the opponent's advantage, and if they choose not to guard it then you can gamble on a superior ride while otherwise selecting something more appropriate from the pool of three cards if none of the key ride cards come up. Kyrph will still come into play later on, but for now he remains the domain of dedicated Ezel decks and one spin-off build.

For triggers, these Paladins have access to three types of draw, two critical and two stand triggers. The typical set for the mainstream build is to include four draw triggers with eight critical, while another option is six draw and six critical. Falcon Knight of the Azure should be avoided, because has only 4000 power, and while his skill does give +2000 power to another unit on the turn that he's called from the deck, this is a relatively inconsistent skill that only lasts for a single turn, after which you're left in the same situation as having Cron for a booster. Using Falcon Knight avoids one of the principle advantages of draw triggers--with half the shield of a normal trigger on a 5000-power base, they can effectively be used as four extra grade 1s in a deck for boosting purposes, meeting the minimum requirement with either 10000-power rearguards for tackling 10000-bases, or working with Gigantech/Manawydan as was briefly mentioned with Cron to assail 11000 bases. Base 5000 draw triggers not only add to your hand when checked, they also free your hand up by allowing you to make earlier, more stable attacks in situations where you may not have a grade 1. You would never want to call a critical or heal trigger under most circumstances, because that's losing 5000 shield more than with most boosting units. Because of this, Weapons Dealer, Gwydion and Speeder Hound are the preferred draw triggers. (There are reasons to use stand triggers in this clan, but it will take a little while to get to them.)

Moving into grade 1 discussion, the Little Battler, Tron is the resident 10000-power booster that Gold Paladin vanguards rely on, kicking in when you have more rearguards than the opponent. These are easy conditions to meet, since you only need to fill the field and take out one of the opponent's rearguards at a minimum, and any defense they try to make is one that leaves them less prepared to defend against the vanguard. Tron is generally seen as a card that's run 1-2 and no more than 3 of.

Sleygal Dagger is another common choice for boosting. Her 7000 power is the most we can demand of a skilled grade 1, and for a counterblast 1 when you have 4 or more GoPala rearguards, her power increases by +2000. That already makes her the clan's 9000-power booster in the vein of RoPala's Toypugal, but this skill can also be repeated, turning her into a consistent 11000-power booster for CB2, useful for facing down tough 11000-power-and-higher opponents with Ezel or Beaumains. Dagger is also one reason that you would use stand triggers in Gold Paladin; if for example, you were to counterblast 2 for an 11000 boost to Ezel, then attack with an on-hit call unit after the vanguard and activate their counterblast to call Pellinore or Lop Ear Shooter into Pellinore, and activate Pellinore's superior ride, then when drive checking a stand trigger with Ezel previously you could give the stand and power to Dagger for a 16000-power boost to Pellinore after the superior ride kicks in. This does require quite a bit of forethought to put together in a turn, but seeing as Pellinore is frequently wanting for a good boost on the turn his ride goes off, this model can also be applied to Tron for similar results.

I went into the mechanics behind Silver Fang Witch a short while before. She and Dindrane behave similarly, but Fang Witch has a higher soulblast cost and less restrictive conditions. She's a free 5000-power boost, making her about as versatile as a draw trigger or Pioneer FVGs, and like Dindrane she's best fueled by Ezel's superior ride sequence, which allows you to get off two Fang Witches in a game. The most optimal way to get her out is through superior call skills, since that allows the advantage to quickly snowball from +1 to +2 with a relatively small counterblast cost to offset it, so she's just as compatible with Spring Breeze as the Listener of Truth while not requiring that you get her out through a superior call.

Going into the key grade 2s, Player of the Holy Bow, Viviane is one of the more commonly recommended cards. At 9000 power it's easy to get her up to the 16000 line, but inversely hard to form a 19000 line to forcibly retire her with, and on-hit she can counterblast 1 to superior call a Gold Paladin to an open rearguard circle. This is one of the most pointed features of the Gold Paladins. Unlike the Royals, they usually cannot call to occupied rearguard circles, so the field must have at least one open circle to make use of these skills with. Viviane's skill is useful when you're strained for boosting units and can't get a third booster out for your other rearguard, and she's likewise good for triggering Lop Ear Shooter, Pellinore or Dindrane. There's really only one variant of Gold Paladin that doesn't use Viviane in some form, but that's still a ways down the line.

Sacred Guardian Beast, Elephas is an interesting if lacking unit. 8000 power is much harder to defend than 9000, but on-call he can counterblast 2 to superior call a grade 0, non-trigger Gold Paladin. From his introduction, Elephas really only had one use--superior calling a second Kyrph in case of the first one getting retired to bring out the superior ride. It's an interesting one-off skill for rare situations, but it's not very highly used since Kyrph going off in the first place is up to a coin flip. I wouldn't really recommend Elephas as more than a one-of in decks that use Kyrph, unless the Gold Paladins received something like Caravel to replace Fang Witch. Even as single card, Elephas requires that you include a second Kyrph, potentially upsetting your grade ratios. As of now, Akane and Macha had much more going for them than Elephas does.

Sleygal Sword is the grade 2 equivalent to Dagger, able to reach 13000 with a counterblast 2. This isn't as useful as Dagger, because it's harder to get out an 8000 power booster for a 13000 attacker than it is to get out a 10000 power attacker for an 11000 booster. There are simply more units in a deck with base 10000 power than there are with 8000--most grade 3s meet the criteria for Dagger, while Gareth is the only Gold Paladin capable of supporting Sword into a 21000-power line. Lop Ear Shooter I've discussed already, so moving forward a bit by now it should be apparent that these Paladins are rather heavy on counterblast skills. The remedy to this is Mage of Calamity, Tripp. She's a 9000 base like Viviane, who unflips one counterblasted damage when her attack hits. While that makes her a big target for drawing attacks away from your vanguard, Viviane and Tripp share another characteristic in forcing out guards from the opponent on attacks that they would otherwise let through, putting you in a situation where either the opponent will decrease their own advantage by defending or let you increase your own with the attack. This is where Tripp breaks away a bit, since unflipping counterblast doesn't directly increase your advantage, but the win-win principle is similar since the counterblast can then be expended on other skills to take the lead.

For the grade 3s, we went over Kyrph's 52/57 superior ride at the beginning. Blond Ezel himself is not limited to the early game, however. At four damage his limit break 4 kicks in, letting him counterblast 2 to superior call the top card of the deck and gain power equal to that card's own. Though frequently criticized for being "random" by inexperienced fighters, this puts him at a minimum of +5000 power. There are no cards that he can call which will give him less than this. Even Falcon Knight of the Azure, who has 4000 power, has an on-call skill that can give Ezel an additional +2000. This increase in field advantage combined with power gain, and Ezel's autoskill--+1000 power for each GoPala rearguard present, a move taken right out of Alfred's playbook--ensure that Ezel will usually be at 20000 power before boosting and around 25000+ after, hitting for the same numbers as Phantom Blaster Dragon minus the retire cost. Factoring in this minimum with Tron, we're looking at 30000+ baseline power from Ezel. So it's easy to see how Kyrph and one or two Ezel became the definitive base for Gold Paladin decks up until BT07. As this setup starts at a 30000 baseline and can climb as high as 40000 or 50000 with repeating his break over the limit, all before trigger units, Ezel has the highest potential power of the entire game, and even when it falters the skill still has its high base to fall back on. This is one reason why the game in general has shifted more toward four perfect defense cards rather than three, but despite the hype, keep in mind that those perfect defense cards--or even careful damage management on the opponent's side--can cause the limit break to be entirely wasted. This is the type of skill that you use to close the game when the opponent is at five damage, and to all of your current knowledge, your opponent has no perfect defense cards in hand. You do not want to be in a situation where you just used a counterblast 4 with Tron as a booster and drive checked two trigger units, only to remember that the opponent is taking your attack while at two damage.

The Great Silver Wolf, Garmore is a trial deck exclusive and the grade 3 that for a while became the dominant deck for Gold Paladin. On-ride he can counterblast 2 to superior call any unit in the deck, regardless of if you have open rearguard circles or not, bypassing the main restrictions on the Gold Paladins while also allowing for the skills of cards like Lop Ear Shooter, Fang Witch and Dindrane to be used with impunity. Garmore is also the first limit break unit with proper limit break text to be introduced; at limit break 4 he gains +5000 power, easily pushing him over the 21000+ border, just like Ezel's continuous skill. This skill would not normally be considered so special, since this skill is a mass-produced limit break that almost every clan that receives, but there are other reasons surrounding Garmore's longevity. Accompanying him is Charjgal, another powerful boosting unit in the vein of Tron, this one reaching even up to 11000 power for more defensive opponents. Charjgal comes attached to a soulblast 1 cost though, and his boost only works on this version of Garmore, though it can work on both rearguard and vanguard Garmores. Vanguard Garmore's counterblast can search for Charjgal just as well as it can Tron though, while Charjgal's 6000 base complements a wider range of alternative attackers vs Tron's less-useful 4000 base. So normally, in terms of field versatility and power Charjgal wins out, while Tron has more targets for his skill and less demanding conditions in exchange for being slightly weaker. In a deck that uses Garmore as one of its key vanguard units though, Charjgal is far more likely to see play over Tron because with the limit break in action the total power of the Great Silver Wolf is 26000, forcing a minimum of two cards out for perfect defense or three cards out if one is not available, from every non-crossride opponent. That assumes that the opponent has two 10000-shield cards in hand--if not, then they have to start using more 5000-shield units than strictly necessary to totally protect against the attack. While this power gain is obviously not as large as Ezel's, it's consistent, costs only a soulblast 1 per attack, and Garmore is the only +5000 power limit breaker who can search the deck for his own custom booster. Add that to Garmore-Charjgal forming a 21000-power line in the rearguard, and you have a recipe for one of the strongest decks the Gold Paladins offered at their introduction.

Like many clans in the wake of booster set 7: Rampage of the Beast King, the Gold Paladins have two limit break support cards that work to assist their vanguards. Disciple of Pain is a 6000-power grade 1 that when called, can counterblast 1 to send one card from the top of the deck to the damage zone, and in the end phase cycle one card from the damage zone back into the deck. This lets the Disciple use her counterblast at no cost, while also allowing for an early limit break. Master of Pain is the 8000-power, grade 2 equivalent, who is slightly less usable since he requires Gareth to reach the minimum for fighting 11000-power vanguards, where Disciple works with an abundance of grade 2 and 3 units. In addition to their limit break support, you can also call them to prevent the opponent from healing damage, by voluntarily putting yourself at five and so ensuring that they can only heal on a sixth-damage check.

There are two main supporting grade 3s other than a rearguard Garmore. Which one you use depends on whether you're more focused toward the opponent's rearguard or vanguard units. Holy Mage, Manawydan gains +2000 power when boosted by a Gold Paladin, so if with Gareth he can at least go for 20000 power versus any unit, even rearguards. Gigantech Charger on the other hand gets the same bonus for attacking a vanguard. While Manawydan is on the surface superior, there is one reason to use Gigantech; stand triggers. Gigantech can go for 16000+ independently when a stand trigger is applied to him, allowing for up to four or even five full-power attacks in one turn. And while stand triggers don't have a whole lot of incentive for Ezel, there is a clear reason to include them.

The third limit break in the grade 3 equation comes from the other part of the GoPala superior ride family, Pellinore. Like Ezel, Pellinore's usefulness jumps up at limit break 4, where when he attacks, Pellinore can send two Gold Paladins from the field to the bottom of the deck to give +5000 power to up to two Gold Paladins. That's including himself, so we have yet another consistent 15000-power vanguard, though this one can also give +5000 to his booster for what is minimum 29000 and more likely to be 30000+ (according to the manual, units attack before they are boosted despite how the anime depicts it, so empowering the booster will in fact put the power onto Pellinore.) The cost of this skill is in this case card advantage, since you lose two cards by using it, but you can use this to your advantage by sending back a poorly-arranged field. Another way to use the skill and potentially get some use from stand triggers is to only give the +5000 to Pellinore's booster, giving the other power to Viviane or a unit boosted by Spring Breeze, then attack with Pellinore first and give any stand triggers to his booster, followed by an attack with your superior-calling rearguard to try for a Pellinore or Lop Ear-Pellinore call to superior ride Pellinore from Pellinore. The result is a minimum 14/15000-power boost to the new Pellinore if you checked triggers, and even if the check doesn't work out how you want it to, since you're still at four damage, you can use the new Pellinore's limit break to send back the rearguard you just attacked with and have another 15000-power Pellinore. If your stand came out, then you're looking at potentially a 35000-power vanguard attack right after a 23000-power one. This is much more useful than just getting a critical trigger with Pellinore, since that trigger would either cause the opponent to not let your rearguard's attack through, or simply fizzle when you superior ride your new Pellinore since power and triggers applied to the previous one don't carry over into your next ride. As is apparent by now, Gold Paladin decks actually have good reason to use stand triggers, as they provide versatile strategy that the brute force of criticals can't really muster.

After watching the clan develop for seven months, it's clear that we were mistaken about Gold Paladin strategy. Superior call, superior ride and power gain do factor into it, but they are for the most part tools to support vanguard-stand skills. The Gold Paladins have more ways to stand their vanguard than any other clan; Viviane, Spring Breeze, Lop Ear Shooter and still-upcoming like Kahedin all play into Pellinore for the mainstream build, and we've yet to cover the cards from Extra Booster 3. Next time I'm going to explore this concept further, diving into the Spectral Duke Dragon build and his support cards, and how these support cards interact with both the mainstream and Duke Dragon decks.

Tuesday, October 30, 2012

Spotlight: Horikawa Eiki/堀川詠生

Fighter's Spotlight is an ongoing project concerned with tracking real-world professional cardfighters across the globe.


Horikawa Eiki/堀川詠生
Age: Juniors Division; Exact age unknown, 9 years old in August 2010
Titles Won: Kanazawa Trio Battle Runner-up (Fighter's Road 2012 National Championship), Osaka Regional Finalist Third Place (Junior Class)
Current Status: Osaka Regional Finalist Third Place (Junior Class, Summer 2012)
Deck Type: Royal Paladin (Majesty Lord Blaster), Oracle Think Tank (Scarlet Witch, CoCo)
Horikawa Eiki is the third place fighter for the Fighter's Road 2012 Junior Osaka tournament, who was unable to qualify for the national championship over Ushinohama Tetsuya and Yokoyama Yoshiya. Interestingly, this was by all appearances not Horikawa's debut in the pro scene; he was previously a participant from the Kanazawa Regional Trio Battle's runner-up team. Before this, Horikawa had an established background in card games, being the 2010 junior national champion in the Pokémon Trading Card game, and he had appeared on the Pokémon Sunday TV program along with several other members of the 2010 Japanese junior team before then.
Horikawa's brief TV appearance.

Decks and Play Style
Horikawa used a Majesty Lord Blaster deck at his debut, working alongside Nova Grappler and Gold Paladin teammates. His particular build was notable for featuring two copies of Wingal Brave, likely as a counter to the dominant Dragonic Overlord The End decks of the time, which could retire the card freely with Gatling Claw Dragon. The second copy was mainly accessible with either Alfred or Akane, and room was made for it by cutting the grade 3 count down from the more standard 8 to 7. Since Majesty was searchable through Brave in the first place, this made sense as a means of pressuring the opponent to stop even weak attacks while also aiding his strategy's longevity over the course of a game.

Summer 2012 Regional Tournament, Kanazawa Trio Battle
Card Pool: Card Pool: TD01-EB03, PR 0001-0066
Grade 0
x1 Future Knight, Llew CT
x4 Yggdrasil Maiden, Elaine HT
x4 Margal DT
x3 Alabaster Owl CT
x2 Wingal Brave (FVG)
x4 Bringer of Good Luck, Epona CT
Grade 1
x4 Flash Shield, Iseult
x4 Little Sage, Marron
x1 Lake Maiden, Lien
x4 Toypugal
x1 Knight of Friendship, Kay
Grade 2
x4 Blaster Blade
x1 High Dog Breeder, Akane
x4 Blaster Dark
x2 Starcall Trumpeter
Grade 3
x2 King of Knights, Alfred
x2 Swordsman of the Explosive Flames, Palamedes
x3 Majesty Lord Blaster

Horikawa was an early adopter of the witch deck, using the then-new Oracle Think Tank build as his Osaka deck. Osaka was in fact the witches' professional debut and it performed above expectations, with one deck placing in each age division, possibly serving as an eventual inspiration to Rikino. Horikawa chose to focus on the deck's battle potential, using the four-card increase in advantage from LuLu and CoCo to allow for an unprecedented twelve critical triggers, while Mocha, Silent Tom and Promise Daughter each functioned as additional pressure on any guards the opponent chose to make. Miss Mist and Apollon are taken as alternative single-card techniques to occasionally force the opponent into an unusual situation by stopping early damage altogether, or making them choose whether or not to give Horikawa one more card on top of his existing advantage by letting a lesser rearguard attack through.

The greatest flaw of Horikawa's deck that Rikino seemed to recognize over him was LaLa, whose on-call card change skill never did live up to the expectations that marketing hype put on her.

Summer 2012 Regional Tournament, Osaka Juniors Division
Card Pool: Card Pool: TD01-EB03, PR 0001-0066
Grade 0
x1 Little Witch, LuLu (FVG)
x4 Lozenge Magus HT
x4 Oracle Guardian, Nike CT
x4 Psychic Bird CT
x4 Battle Sister, Ginger CT
Grade 1
x4 Battle Sister, Chocolat
x4 Oracle Guardian, Gemini
x2 One Who Gazes at the Truth
x3 Emerald Witch, LaLa
x1 Weather Forecast, Miss Mist
Grade 2
x2 Battle Sister, Mocha
x3 Oracle Guardian, Wiseman
x4 Silent Tom
x2 Promise Daughter
Grade 3
x1 Oracle Guardian, Apollon
x4 Scarlet Witch, CoCo
x3 Goddess of Flower Divination, Sakuya