Tuesday, September 11, 2012

Fighter's Spotlight: Thomas Cassidy

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

Cassidy is on the left, next to Doctor K.
Thomas Cassidy
Age: Unknown
Titles Won: Dallas Regional Champion
Current Status: Dallas Regional Champion (Reigning)
Deck Type: Gold Paladin (Spectral Duke Dragon-Ezel)
Thomas Cassidy is one of two out of 240 participants to have placed high enough at the 2012 Dallas regional to qualify for the 2012 world championships. A Texas native, Cassidy is noted for the upset he cemented by coming out as no less than the fifth Gold Paladin deck to qualify, completely beating out the audience-favorite Kagerou and Oracle Think Tank clans at his regional. This completed a shift in professional favor away from the traditional view of Royal Paladin and Kagerou dominating, to the Gold Paladins for the national title, while also creating a six-way Gold Paladin mirror match in the public eye.

Additionally, a minor controversy surrounds Cassidy due to cheating allegations surrounding the Dallas regional. Cassidy was spotted by eyewitnesses performing a second drive check while at grade 2, illegally adding a card to his hand. As this took place in a crowd of over 200 onlookers with six judges observing the match, the allegations can be difficult to believe but have been almost universally corroborated by those present. Furthermore, the video of the match has been deliberately kept from the public eye, allegedly due to presenting direct evidence of the second check. The cheat itself was reported as accidental and was not noticed by Cassidy himself. Regardless of the truth behind the alleged cheating, Cassidy has been officially recognized in writing by Bushiroad as the regional champion, effectively shutting the door on further investigation.

Decks and Play Style
Cassidy brought a Spectral Duke Dragon deck to Dallas, championing the deck's full ride chain for grade security while avoiding counterblast-heavy cards. This eliminates the need for Tripp and helps Cassidy press the opponent earlier by way of Providence Strategist; while the card has been mostly panned since its release, Strategist proves vital to Cassidy's play style because even though it cannot exceed 15000 power with the strongest rearguard boost available, every attack that it makes must be guarded to prevent him from gaining hand advantage. Furthermore, Strategist's conditions are easy to meet and Cassidy's personal customization of the build to include Tron plays into the ease with which Strategist's skill comes off, due to them having similar activation conditions. 16000 power lines were also unnecessary in the format that Cassidy fought in, due to the ever-increasing popularity of Garmore-based Gold Paladin, which had only 10000 power units in play.

The final nail sealing Strategist as a key card for his deck is his use with the Duke Dragon centerpiece. Each Strategist that goes off works towards offsetting the disadvantage that the Dragon's limit break creates, similar to Nemain's use in Shadow Paladin decks, and with two Strategists in play alongside Spectral Duke, the opponent feels required to block all four attacks of that turn even at three or four damage. With Duke benefiting from Tron's 10000-power boost, this turns prolongued games into mortal affairs for the opposition. Compare how Chiku Fumiya in Japan similarly applied Brave General, Zachary to score free damage with a unit that would no longer exist at the end of his turn, or Field Driller to offset Dudley Emperor's cost; the two decks employ similar hit-and-run tactics that counter their own disadvantages by cutting cards away from the field and drawing replacements.

Winter 2012 Regional Tournament, Dallas: Vortimer the Strong
Card Pool: TD01-BT03, BT06-EB03, PR 0001-0029
Grade 0
x1 Black Dragon Whelp, Vortimer (FVG)
x4 Elixir Sommelier HT
x4 Falcon Knight of the Azure DT
x4 Weapons Dealer, Gwydion DT
x4 Silent Punisher CT
Grade 1
x4 Scout of Darkness, Vortimer
x4 Halo Shield, Mark
x4 Knight of Elegant Skills, Gareth
x2 Little Battler, Tron
Grade 2
x4 Black Dragon Knight, Vortimer
x4 Knight of Superior Skills, Beaumains
x4 Providence Strategist
Grade 3
x4 Spectral Duke Dragon
x3 Incandescent Lion, Blond Ezel

Tuesday, September 4, 2012

Spotlight: Masuda Yuusaku/益田優作

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

Masuda is to the right of Doctor O, holding the championship trophy.
Masuda Yuusaku/益田優作
Age: Unknown; Seniors Division
Titles Won: Tokyo Regional Champion, Vanguard Grand Prix National Champion (Senior Class)
Current Status: National Champion (Winter 2011)
Deck Type: Royal Paladin (Alfred-SSD, Galahad influence)
Masuda Yuusaku is the 2011 Grand Prix national champion, having made his debut in the pro scene during a troubled time when his clan's place as a competitive deck was in dispute. In stark contrast to Rikino's by-the-book approach to the junior cup, Masuda is today known for having innovated a deck that reestablished RoPala in the new format, cementing them as the clan of choice for many professionals to come. At the moment he is the subject of much interest in the west due to the ongoing world championship, and the English side of the game existing at roughly the same stage as Japan had in Masuda's time. Unlike Masuda, western cardfighters are approaching their first national events in a limit break-dominated format, once more putting into question how his deck can perform for the emerging EN scene.

Decks and Play Style
Having come into the Prix immediately following the restriction of Barcgal, as a Royal Paladin cardfighter Masuda faced the challenge of reestablishing a clan that had just been put into doubt. Opting to take the unproven but promising Galahad build, Masuda's set 3 deck eschews the Godspeed section of the line in favor of the Soul Saver and Alfred play set established by Shitakawachi, but with Palamedes replacing Bors as his rearguard attacker. Due to the inclusion of Galahad, Lien proved both unnecessary for consistency and forced out by the need to maximize his odds of getting off a superior ride. The deck's synergy is somewhat interrupted by RoPala's lack of Tsukuyomi-style stacking support, Tribulation's soulcharge 2 not being available due to Godspeed being excluded, and the numerous count of shuffle-based skills, but this is a deck where the Paladins are operating outside of their traditional comfort zone and Masuda has made the most of that by adapting it back toward their leading image.

Unlike his predecessors, Masuda's deck required zero maintenance in the transition from the regional to national level. Since there's no room for Toypugal and Marron could not be run in her full number, Palamedes is at less than his peak performance, and while Soul Saver helps compensate for this, had the Explosive Flames been capable of breaking 21000 power more regularly then Saver Dragon's soulblast would push that strength to another stage. His purely 10000-power grade 3s and Palamedes' lesser expressive force leaves the Masuda deck dangerously open to loss from defensive play styles and 20-25000 power rushes, cheaper and easier to maintain than 16-21000. While important for understanding the development and evolution of professional Cardfight, and undoubtedly the best deck that RoPala had available at the time, it's unlikely to see comebacks in modern Japanese play due to the development of the Blaster series.

Winter 2011 Regional Tournament, Tokyo Seniors Division
Card Pool: TD01-BT03, PR 0001-0036
Grade 0
x1 Future Knight, Llew CT
x4 Yggdrasil Maiden, Elaine HT
x3 Margal DT
x1 Drangal (FVG)
x4 Alabaster Owl CT
x4 Bringer of Good luck, Epona CT
Grade 1
x4 Flash Shield, Iseult
x3 Little Saged, Marron
x3 Pongal
x4 Knight of Quests, Galahad
Graded 2
x2 Blaster Blade
x2 Knight of Silence, Gallatin
x2 High Dog Breeder, Akane
x2 Knight of Truth, Gordon
x4 Knight of Tribulations, Galahad
Grade 3
x3 King of Knights, Alfred
x2 Soul Saver Dragon
x2 Swordsman of the Explosive Flames, Palamedes

Monday, September 3, 2012

Spotlight: Brandon Smith

Fighter's Spotlight is an ongoing project concerned with tracking real-world professional cardfighters across the globe. 
Smith is at the bottom right. Opposite him is John Pedro, the Canadian runner-up for 2012. Original photo by Cardfight USA.
Brandon Smith
Birthdate: July 29, 1986
Titles Won: Canadian Regional Champion, North American National Champion (2012), World Champion (2012)
Current Status: World Champion (Former, 2012)
Deck Type: Gold Paladin (Spectral Duke Dragon)
Brandon Smith is the former international champion and one of two out of 120 fighters to have qualified in Toronto to participate in the 2012 North American national championship. Originally an Oracle Think Tank cardfighter from outside Canada that later converted to Royal Paladin, he made the leap to Gold Paladin following Barcgal's restriction and used his experience from local play to rocket into the throne of the North American continent. Following this, he became the leading fighter in the world and the first World Champion in history. Smith was also instrumental in the early spearheading of Cardfight in the United States, bringing the game into Collectible Investments in the very first month of its release.

In addition to his victories at Toronto, Los Angeles and Tokyo, Smith participated in the Chicago regional while Brandon Bastianelli used their deck, but was eliminated in the top eight and came in sixth. During the North American Stand Up Challenge Cup, Smith used a Majesty Lord Blaster deck, but abstained from participating past the regional level due to a scheduling conflict with the on-site gunslinger event that he was running at the championship finals.

Smith competed using a Great Nature build in the 2013 World Championships, making top 16 at the Toronto regional qualifier and going 12-1 at Chicago; his one loss became the tiebreaker that set him outside the cut to top 8 without the chance to participate further. Despite being denied the opportunity to defend his title, Smith remained positive and continued to encourage others to play Cardfight!! Vanguard. His tenure as world champion ended with the close of the WCS2013 on January 12, 2014, with the title formally passing over to European cardfighter Almeida Stewart.

Decks and Play Style
Smith's deck was co-developed between him and Bastianelli, with Bastianelli having developed the early build, later dropping it for the Royals while Smith fine-tuned it. As a result of their diligence, the finished deck would eventually top both the Canadian and Chicago regionals, with no modifications made between appearances.

Smith adheres to the Spectral Duke Dragon style of play, using an eight critical, four draw build to try to maximize his output critical, forcing the opponent to race him for damage and activate his limit break more easily. The extra critical triggers also help with Duke Dragon's self-standing skill, as it retains the effects of the triggers upon standing, mitigating the relative lack of threat that it poses upon losing twin drive. Smith chose to use Gwydion over Falcon Knight for his lone draw, most likely because Gwydion's 5000 power can still push Duke Dragon up to 16000 or Gigantech up to 17000.

Sleygal Dagger and Little Battler, Tron both work as alternative boosters to one another, Tron turning Duke Dragon into a 21000-power column while Dagger can achieve similar numbers by repeating her counterblast. Due to the popularly questioned integrity of the 2012 championship's double and single elimination format, the most widely agreed upon point about Smith's deck is that its main feature is the ride security. Unlike other cardfighters, Smith's use of the Vortimer ride chain gives him seven extra cards to parse through for his grade 2 and 3 ride, helping to ensure that he does not miss a ride or on his initial twin drive.

Smith's Spectral Duke also emphasizes Viviane more commonly than contemporary builds, compensating for the steep loss in advantage that Duke Dragon's powerful limit break confers. His deck is somewhat weakened by the absence of Tripp, as without the ability to unflip damage, any counterblast that Smith uses is permanently lost. This weakens his capacity to survive the latter parts of a match, since without any counterblast the deck's skills are cut off from use, but as it's inherently difficult to survive a well executed Dragon rush, it's rare for the deck to reach that point in the game.

Winter 2012 Regional Tournament, Canada
Card Pool: TD01-BT03, BT06-EB03, PR 0001-0029
Grade 0
x1 Black Dragon Whelp, Vortimer (FVG)
x4 Silent Punisher CT
x4 Elixir Sommelier HT
x4 Weapons Dealer, Gwydion DT
x4 Flame of Victory CT
Grade 1
x2 Sleygal Dagger
x4 Halo Shield, Mark
x1 Little Battler, Tron
x4 Scout of Darkness, Vortimer
x4 Knight of Elegant Skills, Gareth
Grade 2
x4 Knight of Superior Skills, Beaumains
x3 Player of the Holy Bow, Viviane
x4 Black Dragon Knight, Vortimer
Grade 3
x4 Spectral Duke Dragon
x3 Gigantech Destroyer

This decklist ultimately went unchanged for the national tournament, taking the North American title without modification.

Winter 2012 National Tournament, North America
Card Pool: TD01-BT03, BT06-BT07, PR 0001-0029
Grade 0
x1 Black Dragon Whelp, Vortimer (FVG)
x4 Silent Punisher CT
x4 Elixir Sommelier HT
x4 Weapons Dealer, Gwydion DT
x4 Flame of Victory CT
Grade 1
x2 Sleygal Dagger
x4 Halo Shield, Mark
x1 Little Battler, Tron
x4 Scout of Darkness, Vortimer
x4 Knight of Elegant Skills, Gareth
Grade 2
x4 Knight of Superior Skills, Beaumains
x3 Player of the Holy Bow, Viviane
x4 Black Dragon Knight, Vortimer
Grade 3
x4 Spectral Duke Dragon
x3 Gigantech Destroyer

Smith's decklist proved extraordinarily long-lived, once again going unmodified for the world title.

Winter 2012 International Tournament, Japan
Card Pool: TD01-BT03, BT06-BT07, PR 0001-0029
Grade 0
x1 Black Dragon Whelp, Vortimer (FVG)
x4 Silent Punisher CT
x4 Elixir Sommelier HT
x4 Weapons Dealer, Gwydion DT
x4 Flame of Victory CT
Grade 1
x2 Sleygal Dagger
x4 Halo Shield, Mark
x1 Little Battler, Tron
x4 Scout of Darkness, Vortimer
x4 Knight of Elegant Skills, Gareth
Grade 2
x4 Knight of Superior Skills, Beaumains
x3 Player of the Holy Bow, Viviane
x4 Black Dragon Knight, Vortimer
Grade 3
x4 Spectral Duke Dragon
x3 Gigantech Destroyer


Interviews
Smith and Bastianalli were both interviewed six minutes before the Chicago regional award ceremony, by an editor from Cardfight Pro (then operating under the "Game Set" brand.) The full text and an audio recording of the interview can be found here.

Additional Images
Smith is second from the left, holding the championship trophy. Original photo by Cardfight!! Vanguard. On the right is runner-up Henry Suharto, to the right of him fourth-place finalist Christopher Sok, and on the far left is third-place finalist Christopher Fernau.

Sunday, September 2, 2012

Spotlight: Christopher Fernau

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


Fernau is on the right. To the left is Dima Kvatkun, the German runner-up. Original photo by Cardfight!! Vanguard.
Christopher Fernau
Age: 24 (at regional crowning)
Titles Won: German Regional Champion, European National Champion
Current Status: European National Champion (Reigning)
Deck Type: Gold Paladin (Garmore)
Christopher Fernau is the reigning national champion for Europe, and one of two out of 105 cardfighters to qualify in Germany for the 2012 European national. Accordingly, he is also in line for the 2012 world championship title.

Originally, Fernau had a background with online cardfight, having played for one and a half years through the Cardfight Capital BYOND client. Ironically for one of the world's first competitive GoPala cardfighters, Fernau dislikes the clan and chose to use it for its strength in the German scene so that he could qualify to compete in the United Kingdom. His view at the time of the German regional was that of the clans available in the developing scene, the Royal and Gold Paladins, Kagerou, Tsukuyomi-based Oracle Think Tank, Granblue and Spike Brothers were the primary contenders for the world title. Of those, he selected Garmore-based Gold Paladin to adapt to Bushiroad's current double elimination tournament policy, as a way of solving the competitive equation, due to Spectral Duke Dragon forming a poor hybrid deck with Garmore and Fang Witch, the latter of which worked against Duke Dragon's soul-retaining evolving ride1.

Decks and Play Style
Fernau's Gold Paladin deck is a six-draw and six-critical play on their established Garmore and Blond Ezel styles. Taking advantage of GoPala's strong field presence, Fernau opted to utilize draw cards like Silver Fang Witch in conjunction with their Blond Ezel four-soul superior ride to maximize the potential gains from Garmore and Ezel's superior calls. This turns every one-card gain into a two-card gain on top of the powerful rush that Ezel's early twin drive allows for, while gaining massive amounts of power for a strong offensive push with limit break later on.

Garmore offers a more consistent main strategy with his counterblast 2, superior calling his own custom booster in the vanguard circle for a 26000-power assault to help cripple the opponent's hand. Because of that specified superior call, Fernau is able to run Charjgal as only a single copy. Like Fang Witch, the Silver Wolf benefits from Ezel's extra soul via Charjgal's soulblast, and also works in tandem with the Incandescent Lion by being a 21000-power rearguard. Overall this makes his deck aggressive and capable of pulling out massive advantage at any time in the game, with incredible power gain and better chances of dealing extra damage from critical triggers, but it's weakened by the lack of surprises that contemporary Duke Dragon decks would push with. The inclusion of Gigantech Charger over Manawydan was considered strange in traditional theory, due to his skill primarily being effective with stand triggers and being vanguard-oriented, where Manawydan has greater synergy with critical and draw, being useful versus any unit regardless of circle. Fernau selected this unit based on having similar effectiveness to Beaumains, being able to mount an attack unboosted even versus base 11000 vanguards.

Ease of play factored in heavily here, with Fernau using Garmore to tie it together and superior call any card needed to suit the situation. Silver Fang Witch, Nemean Lion and Charjgal were given emphasis for that superior call, as each satisfies a different demand; Fang Witch gives out draw power and along with the Lion defense, while Charjgal brings out offensive strength that easily breaks past the most stable base power of the 2012 format. Ezel was selected as a backup strategy because of his superior ride, as his counterblast was regarded as wasteful by Fernau. Due to the deck's heavy emphasis on forming controlled 16-20000-power lines, her heavy counterblast consumption even with Tripp accounted for, and the lack of key targets like Lop Ear Shooter at the time of the regional, Viviane was omitted from the deck. Fang Witch was instead preferred for the gain in advantage due to forming a 20000 line with Garmore's limit break or Ezel's autoskill. Overall Fernau emphasized control of the field over creating spectacles, and because of this the deck contains only three unique skills--those of Kyrph, Ezel and Garmore.

Winter 2012 Regional Tournament, Germany: Chibi Gaara's RAWR Deck
Card Pool: TD01-BT03, BT06-EB03, PR 0001-0029
Grade 0
x1 Crimson Lion Cub, Kyrph (FVG)
x2 Silent Punisher CT
x2 Weapons Dealer, Gwydion DT
x4 Flame of Victory CT
x4 Elixir Sommelier HT
x4 Falcon Knight of the Azure DT
Grade 1
x1 Charjgal
x2 Silver Fang Witch
x3 Sleygal Dagger
x4 Halo Shield, Mark
x4 Knight of Elegant Skills, Gareth
Grade 2
x3 Sacred Guardian Beast, Nemean Lion
x4 Mage of Calamity, Tripp
x4 Knight of Superior Skills, Beaumains
Grade 3
x2 Gigantech Destroyer
x2 Incandescent Lion, Blond Ezel
x4 Great Silver Wolf, Garmore

Fernau's decklist saw him through the national event mostly unchanged. Only Falcon Knight was swapped out, in favor of Speeder Hound, due to Hound having a base power of 5000 over Falcon Knight's 4000; because of this, Hound can form a 15000 line with Beaumains, Garmore, Gigantech or Ezel before accounting for skills. This improves its overall consistency and eliminates the problem of Falcon Knight becoming a complete dead card when drawn normally.

The deck's new title is a partial quote from Souryuu Leon, in reference to the limit break-centric nature of the Gold Paladin clan.

Winter 2012 National Tournament, Europe: We who carry out justice have no LIMITS
Card Pool: TD01-BT03, BT06-BT07, PR 0001-0029
Grade 0
x1 Crimson Lion Cub, Kyrph (FVG)
x2 Silent Punisher CT
x2 Weapons Dealer, Gwydion DT
x4 Flame of Victory CT
x4 Elixir Sommelier HT
x4 Speeder Hound DT
Grade 1
x1 Charjgal
x2 Silver Fang Witch
x3 Sleygal Dagger
x4 Halo Shield, Mark
x4 Knight of Elegant Skills, Gareth
Grade 2
x3 Sacred Guardian Beast, Nemean Lion
x4 Mage of Calamity, Tripp
x4 Knight of Superior Skills, Beaumains
Grade 3
x2 Gigantech Destroyer
x2 Incandescent Lion, Blond Ezel
x4 Great Silver Wolf, Garmore

Citations and External Links
1. Fernau, Christopher. "German Qualifier 2012 - Düsseldorf: Chibi Gaara (RAWR) - Player Report." Pojo. Pojo, 9 Sept. 2012. Web. 20 Nov. 2012. <http://www.pojo.biz/board/showthread.php?t=1077329>. 

Friday, August 24, 2012

Study Guide: Dark Irregulars

Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.
The final word in Cardfight's soul-based clans, unlike the Pale Moon's use of the soul as a secondary hand, or OraThin's use of the soul as a threshold for skill activation, the Dark Irregulars build up the soul as ammunition for violent and highly destructive maneuvers. It's through these devastating techniques that the Irregulars can force cards from the opponent's hand, layering skills together to force them to lay out more guards while restricting which cards they can guard with.

The Irregulars' initial first vanguard is Vermillion Gatekeeper, and unlike with Pale Moon's Hades Ringmaster it has no competition for that place. Vermillion's immediate soulcharge 1 may not be a direct addition to the hand, but it is a welcome way to prepare the clan's explosive soul-based skills. Like Moon, the Irregulars have a soulcharging grade 1 that complements this FVG, Alluring Succubus. Being the Dark counterpart to Skull Juggler, her skill is highly valuable for having no way to be feasibly stopped, and her boost is useful for the clan's plethora of 9000-power grade 2s.

In terms of trigger bases, the Irregulars need as many draw triggers as possible to survive due to their tendency to soulcharge important cards while having few ways of gaining card advantage. Until the release of set 7, you cannot rely on an FVG for advantage, and the counterblast in Irregulars is always a scarce resource with no real way of unflipping it. A DI cardfighter also needs to be wary of triggers like Hysteric Shirley and Dark Queen of Nightmareland. Both of these triggers boast a useful skill, but what they share in common is that they leave the field after use and actively reduce card advantage in that way. So while it may be tempting to utilize these units, they harm your ability to survive in the long run and should be kept close, up until you're prepared to go in for the kill.

Doreen the Thruster is the clan's main booster. Being an Irregular release of Young Pegasus Knight, she gains +3000 power per each main phase soul charge--that means that every soulcharge after the first is going to result in an attack of at least 16000 power with her boost, and more typically 20000 and above. This combos well with two of their initial grade 3s, Stil Vampir and Demon Eater, who as the clan megablasters are required to soulcharge every turn that they are in the vanguard circle. Combined with Eater or Vampir's own skill, that creates an immediate 21000-power line. Even when Doreen's skill isn't active, 6000 power is enough for a rearguard Vampir, Eater or Werwolf Sieger to oppose 11000-power units with. Megablasters as a whole should be paid attention to, as in a soul-based deck that emphasizes nonspecific charges they are useful for activating rearguard skills for a more focused field.

Bloody Calf is a card that many cardfighters were excited to see included in the EN release of Demonic  Lord Invasion. Calf is a sort of grade 1 version of Berserk Dragon, counterblasting 2 to retire a grade 1 or lower rearguard. This is an intimidating skill that can put a stop to many early strategies that involve the first vanguard, retiring Conroe, Kyrph or a unit intending to set up Black Dragon Knight, Vortimer's superior call skill, but keep in mind that for the Irregulars counterblast is completely unflippable and any lost is lost permanently. This makes her utility doubtful, because that counterblast is arguably better reserved for units like the grade 3s Demon World Marquis Amon, King of Diptera Beelzebub or Stil Vampir.

Amon's counterblast is a CB1 to soulcharge one rearguard and retire one of the opponent's. While the opponent gets to choose which rearguard is lost, the effect this has on the field is like Calf's but better, as for each card in the soul Amon gets +1000 additional power during his fighter's turn, and the skill fuels Doreen besides. With Doreen out, a single counterblast creates a 20000-power line while also removing one of the opponent's rearguard, while a second one will then make that line 24000-power, and by that time the opponent has to take into account that they'll need to call two more units on their next turn while also guarding for this one. This is also not taking into account that at a minimum, Amon will have four units in the soul already. For the same cost, his skill is overwhelmingly better than Calf's and comes at a more useful point in the game. Calf's 7000 power does make her a good booster, just like Succubus, but her skill is less likely to come out because of how it pales in comparison to higher-grade alternatives.

Devil Child is a 10000-power vanguard-exclusive boost introduced in set 5, with her criteria being to have six soul. For the Irregulars this is an easy number to reach, but a deck that uses either of the clan's megablasters will have trouble maintaining it if they intend to get off their skills, and so she is recommended primarily for Amon or Beelzebub. Due to her skill being limited to the vanguard, and only being a 6000-power booster outside of that, it's recommended to use her in copies of two or three if at all. Nightmare Baby similarly gives a 10000-power boost, but only for Blue Dust; this means that their attack cannot reach over 19000 power without triggers or other skills in effect, but this does effectively give the deck one more way of forming a 16000-power line while being strong enough to oppose crossrides and get Blue Dust's on-hit soulcharge 1 through.

As with Pale Moon's Big League Bear, Dark Soul Conductor is their primary grade 2 soulcharger. And like with Bear, the strategy for the Irregulars is to use the secret technique of the bear by guarding from the hand, unavoidably getting that soulcharge 2 through while also stopping an enemy attack. Decadent Succubus falls right in line with Elephant Juggler, due to having little utility in the rearguard and her skill being limited to a single turn. What's obvious by now is that the Dark Irregulars share many of the strengths, weaknesses and early-to-mid game setup of Pale Moon. Their games are fundamentally different though, because for an Irregulars deck from sets 3 to 5, it doesn't matter what's in your soul; it only matters that you have a large amount of it. Because they are not picky about which cards are present, the clan is arguably easier to form decisive matches with, as they get more out of unspecific soulcharges than Moon, which benefits enormously when it gets chance to pick the targets of its charges.

Imprisoned Fallen Angel, Saraquael is something of an orphaned unit in the series. She's an 11000-power grade 2, which naturally means giving her the restraint skill, and she unlocks herself with a soulblast 3. That's generally detrimental to the Irregulars' style of play, as releasing built up cards for such small maneuvers is not in line with their bigger vanguards, but Saraquael also receives a +5000 power boost in the vanguard circle and so can make for a strong ride while also being difficult to get rid of in the rearguard. She's one of the more troublesome units, and will necessitate an autoskill soulcharge vanguard if you intend to use her frequently.

Between the two megablasters, Stil Vampir has the lead over Demon Eater. In the first place, his skill is an activate skill, not an autoskill; for a megablast this means that the skill is used in the main phase and not the battle phase, and so does not have to hit to be used. Already Stil's skill is going to be used more consistently than Eater's, and the results of it are far more devastating than the standard "retire all of the opponent's rearguards." When Vampir's counterblast 5 soulblast 8 is activated, you choose one of the opponent's rearguards and force them to ride it for your turn. While they get to choose a unit from their soul to ride on the following turn, the truly important aspect of this is that it limits what they can guard with. If the opponent is made to ride a grade 1 unit, that locks them out of calling grade 2 units to the guardian circle, although it does not lock them out of using intercept, so be wary of especial intercept units like Gordon and Nemean Lion. Even worse than this though, if the opponent is locked at grade 0 then they cannot call perfect defense cards to the guardian circle, and as all grade 0 units are locked at 6000 or less power, this forces them to call a minimum of three cards per attack, up to four with Doreen boosting for 9000 and a vanguard Stil Vampir.

So by limiting what the opponent can guard with, forcing them to guard for more, and preparing this with heavy soulcharge units, Stil Vampir earns his place over Eater. Another option for deckbuilding is Edel Rose; her skill is identical to Solitary Knight, Gancelot but is centered around the 10000-power Werewolf Sieger rather than Blaster Blade. While her ability to fetch Sieger from the deck can be extremely useful, her low 9000 power makes it incredibly difficult to defend the opponent's attacks, as even a rearguard with 20000 power requires two cards to guard against, and three to fully stop a vanguard of the same. Amon and his overwhelming Inferno Ritual skill is much more recommendable over Edel, and given that Stil can fuel his skill on preceding turns by soulcharging additional cards, the Demon World Marquis complements Vampir very well.

The Dark Irregulars have two 11000 power vanguards. Both King of Diptera, Beelzebub and No Life King, Death Anchor share their conditions, requiring eight or more cards to be in the soul for their continuous +1000 power to activate. Death Anchor fuels this better than Beelzebub because he soulcharges at the start of each main phase, and he gains +2000 power besides, letting him fight crossrides even if unboosted. Like Vampir and Demon Eater, this makes Doreen a 9000-power booster right off the bat for a 22000-power column immediately, but the similarities between them end there as Death Anchor's skill is completely different. When Anchor attacks, he soulcharges five face-up cards from the damage zone and then gains +10000 power and +1 critical, then sends five more cards to the damage zone face-up in the end phase of the turn. Because this massive soulcharge happens in the battle phase rather than the main phase, Doreen will not gain a power boost, so 37000 power and critical 2 is unfortunately out of our reach. As stated though, Death Anchor does power her up with his main phase soulcharge, so he's still striking for 32000 power which isn't too far off the mark in the first place. This attack takes four cards to completely guard, short of any perfect defense cards coming into play, so it's monstrous enough. Death Anchor can effectively achieve a soulcharge 6 in one turn, setting up very well for Amon who will be at at least 26000 power on the next turn, barring any soulblasts. Also note that when he sends the five new cards to damage zone, it's not considered a damage check, so no triggers can activate. This skill is very risky because it takes cards out of the deck at a rapid pace and requires you to not use any counterblast in the fight, but it can create interesting scenarios if you deal the final damage that turn and so the end phase never comes--records will show the fight with you at 0 damage and the opponent at 6.

While the No-Life King was vanguard-focused, Beelzebub is oriented more towards the rearguard. When he attacks, if there are six or more cards in the soul then Beelzebub can counterblast 2 to give two rearguard Irregulars +3000 power for the turn. According to the manual and Bushiblog, you attack before you boost, so you can in fact give this power to Beelzebub's booster and then transfer it to him by way of boost. The skill is fairly lackluster when compared to No-Life King, who has no soul conditions for his autoskill's activation and can actually become 11000 with his own skills, but Beelzebub is overall more versatile because he enhances the rearguard for multiple attacks on that turn. Anchor is a manga promo card, and so much more difficult to acquire--when it will see release in the English game is not even certain at this point--but his synergy with other cards in the clan, being able to build up for both Amon and Vampir with one maneuver, make a stronger case for his use. Think carefully while you construct your deck, as the Irregulars are difficult to master and are less straightforward than traditional clans like Kagerou and RoPala.

Next time I'll be covering the Irregulars' set 7 cards, Blade Wing Reijy and their limit breaker, Dark Lord of Abyss.

Thursday, August 23, 2012

Card Art: BT04/045 Blaster Javelin

Illustration: Ryuutetsu
Design: Itou Akira
Rarity: C
Among the Shadow Paladins, one common debate is exactly which card is a mirror of which Royal Paladin. Fullbau was a complicated case, being a composite counterpart to Graeme, Wingal and Wingal Brave, but Blaster Javelin is more straightforward. Sharing their designers, as well as grade and overall presence in their respective armies, Blaster Javelin is direct a counterpart to Knight Squire, Alen. The two units have a number of similarities between their armors, and Javelin's helm appears to be an inversion of how Alen's was designed, having a general downward slope that proceeds toward the ground rather than the upward-facing structures above Alen's brow. In addition to their visual similarities, both units represent opening rides of their respective manga users, Suzugamori Ren and Sendou Aichi, and each unit carries a power gain skill.

Following through with the narrative that Fullbau began, Blaster Javelin's scene is opened in the middle of a stair, approaching the ascent to where Blaster Dark stands. One of the skyscrapers present in the latter's art can even be seen in the backdrop, adding the foreboding sense of something appearing from behind Javelin. At first the angle disorients the viewer away from this, giving the impression of Javelin being suspended in directionless space, but his shadow gives weight to the image and establishes which direction the stair is leading.

Despite Blaster Javelin's right leg being absent from the illustration, we are given the suggestion of its presence by the broad, spade-like form of his weapon. The point terminates where his other foot would rest. Despite being elevated above Fullbau's preceding illustration, which appeared to be well-lit by the midday sun, in Javelin's painting the sky is becoming rapidly clouded and we cannot find the actual light source inside of the frame. Toward our right the light levels change enough that the sun appears to be setting outside of our view, and nighttime can be seen subtly coming up on the left. This creates an interesting situation in which Javelin is situated perfectly between night and day, being a metaphorical "shadow" between them that shows some participation between the art creation and his card lore.

Similar to Fullbau, Blaster Javelin's body is drawn low to the ground, in a very masculine pose that reflects him in a more Far Eastern light than as the European influence that paladin cards usually evoke. These low, earthly postures are common in traditional depictions of samurai, where the earth and masculinity had a close association through the Orphean narrative of Izanagi's journey through Yomi. This, combined with the positioning of his armor plates--patterned along the same lines as ou-yoroi but with a short cape integrated to prevent him from being completely dissociated with his knightly counterparts--significantly removes Javelin from how his Royal Paladin opposition, and Alen in particular is traditionally interpreted, as European knights.

In terms of body formation, this puts the emphasis on the legs and stomach, creating a triangle where all parts of the body are oriented to the floor. Rather than creating an idealized western physique with a thin waist and prominent shoulders, this highlights old Japanese concepts of masculinity where the warrior canon of proportions features prominent lower body structure, based on the samurai class' physique. For comparison, consider how these three Edo-period woodblock prints line up with Javelin's posture. Utagawa Kuniyoshi's eighteenth century depiction of Isoai Juuroemon Masahisa and Tsukioka Yoshitaka's nineteenth century print of Mitsumura Jirouemon both show classic masculine posture, while this Edo-period print is nearly identical in stance.


Javelin's expression contributes to the samurai interpretation of him, showcasing a form of expressive restraint characteristic of that same old masculinity that his posture suggests.

The javelin weapon he holds is also similar to a naginata, a common weapon among the samurai class. The reason that this point has to be so heavily stressed is that the javelin he's holding wouldn't normally look this way, but Ryuutetsu exploits the angle to give it an artificial curvature, and force that appearance onto the weapon. This reflects Javelin's character, retaining the fealty of Japanese bushi. So in spite of belonging to a terrorist organization like Shadow Paladin, Javelin attempts to maintain his honor, being caught up between his own internal sense of justice (the Shadow Paladins) and the laws of the system he was born into (the Royal Paladins.) This type of lionized self-versus-world narrative is a recurring element of Japanese storytelling, which often gives the spotlight to a samurai's personal beliefs coming into conflict with having to show absolute loyalty to his feudal lord. In Javelin's case, he chooses to forgo the traditional approach of honorable suicide in favor of joining up with the Shadow Paladin's ranks, the setting's equivalent to becoming a masterless ronin.

Blaster Javelin's lore, translated by NeoArkadia;
"A spear-wielding knight drowning in darkness, armed with a black Blaster. Although he was originally a Paladin, he found himself questioning the very system of this decadent country, allowing the dragon of hell to turn him into a knight of the shadows. Despite being turned to darkness, there is no replacing the heavy loyalty he holds, as he will faithfully follow those whom he considers his master, no matter what."

Citations and External Links
Main article, sky, posture and stair commentary by Touya. Samurai commentary jointly provided by Wolthera and Touya. Lore translation by NeoArkadia.

View this painting on the artist's personal gallery.

Wednesday, August 22, 2012

Oracle Think Tank Extra Study Material: Goddess of the Full Moon, Tsukuyomi

 Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.
VGE-BT03: Demonic Lord Invasion introduces a new play style for OraThin. Essentially an extension of their divination strategy, this build is characterized by making use of a high amount of soul and the Godhawk-Tsukuyomi line to enhance its ability to predict the future.

Ichibyoshi, seemingly an analogue for the mythic Yatagarasu bird that embodied the will of heaven, is Tsukuyomi's herald; accordingly, his one and only skill is to look at anywhere from 0 to 5 cards from the top of the deck to bring her Crescent Moon form into the field through a superior ride. During the initial release of set 3 this was considered the skill's only utility, but Misaki has taught us better since then. The skill also requires any other cards examined in this way to be sent to the bottom of the deck, in whatever order his cardfighter desires. So if the skill succeeds, then that gives an immediate one-card advantage, while even if it fails it can be combined with subsequent entries in the moon goddess line to stack the deck through careful trigger placement.

Crescent and Half Moon Tsukuyomi each search five cards in an identical fashion. Because all forms of Tsukuyomi are ridden from the deck, this protects the player from having to pay the cost of riding, giving a total three card advantage at its maximum potential. While this doesn't directly add any cards to the hand, preserving it gives the same general effect as that's three cards more to guard with, or three more calls that aren't straining your advantage. Even if none of the superior rides are successful, so long as you normal ride each entry in the series, then on the turn that you reach grade 3 you have a staggering 15 card stack on the bottom of your (usually) 34-35 card deck instead of 12/31 or 12/32. So when the rides are unsuccessful, you still have the same general number of cards to dig through to reach your stack as you would with successful rides.

This method of riding does come with drawbacks. Each form of Tsukuyomi is weaker than standard units of similar grade, and her final form is overall weakened if any of the other Tsukuyomi cards are missing from the soul. And while Amaterasu could consistently reach 20000 power with Milk even if she had just two cards in hand before her drive check, and get as high as 24000 with four in hand, Tsukuyomi with even one piece missing from her soul maxes out at 19000. It's not a primary concern for the English scene at the moment, but Amaterasu's 24000 is also a more serious threat to crossride units, while Tsukuyomi's 21000 is the same as Amaterasu with only two cards.

So just as Tsukuyomi-no-Mikoto in myth shared his place in the heavens with Amaterasu, our Tsukuyomi can be complemented well by including Amaterasu in the deck. In addition to her inherent divination skill allowing the stack to be further built up when ridden as an alternative to Tsuku, by making her the only other grade 3 in the deck, that ensures that so long as Milk is in the back line, you will almost always have a 21000+ power vanguard. And if ridden correctly from Godhawk up to Goddess of the Half Moon, Half Moon's soulcharge 2 will ensure that riding Amaterasu as your grade 3 will leave you with a soul of six once the main phase has passed, just two cards away from being able to threaten with a megablast.

For additional soul support, Oracle Guardian Red-Eye can soulcharge 1 when his attack hits, simultaneously building up for either a megablast or Tsukuyomi's draw skill while also removing another card from the top of the deck to reach your stack. Blue-Eye is less recommendable due to having only 5000 power, which limits his boost to 11000-power Tsukuyomi units, and his skill is only active when you already have six soul, allowing you to send a card to the bottom of your stack while drawing from the deck. This is a great maneuver, as it simultaneously shaves off another card while building those on the stack, effectively letting you get 2 cards closer to your stack instead of just 1, but the price is a 5000 power unit that simply can't form a 16000-power line with anything but the Goddess of the Full Moon.

Twin Swords Awakening introduces a trio of new cards to support six-soul OraThin. Hare of Inaba soulcharges from the hand when called, which puts you at a disadvantage, but the ability to choose which card to soulcharge means that you can add in missing pieces of Tsukuyomi while also adding a sixth card in the event that Red-Eye is being guarded or Amaterasu isn't available. Evil-eye Princess, Euryale is the first card to utilize the bind mechanic, binding a card from the opponent's hand when she's ridden or called and you have six or more soul. While that card returns to the opponent's hand in the end phase, it temporarily puts them at a one card disadvantage in a deck where you most likely already have at least a two card lead. Euryale naturally forms a complementary formation with a Tsukuyomi vanguard and Silent Tom in the opposite column, removing one card from the opponent's hand while demanding seven cards with at least a 6000-power booster behind Euryale, and a Tsukuyomi-Milk and Silent Tom-Gemini lineup.

Battle Maiden, Tagitsuhime meanwhile is a 9000-power grade 2 that gains +3000 power while attacking. Like Euryale, this skill is restricted by six soul rules, and like similar grade 2s for RoyPala, ShadowPala and Kagerou, Tagitsuhime maxes out at 20000 power. Whether she's worth the investment over or in concert with Wiseman and Tom is an issue of personal experience, as that 20000 power is useful against top decks like Gold Paladin, but in the face of 11000 and higher units like those found in Nova Grappler and Dimension Police, Tom becomes more effective on the principle that he demands multiple cards to form a 10000-power shield instead of a single trigger unit to defend with. In crossride formats Tagitsuhime does have an important place for forming easy 18000-power lines, so she is a card that gets better with age.

Since the Tsukuyomi play style is naturally supported by existing divination cards like Cocoa, it's a very organic evolution for any OraThin cardfighter, and is used by a number of professionals in Japan's team tournaments. As some closing notes, these are the general probabilities for a successful superior ride each turn, taking into account how many cards have been removed from the deck through drive and damage checks (supposing 2 damage checks per turn up until G3), draws, Godhawk-Tsuku stacking skills and Tsukuyomi's grade 2 soulcharge. These numbers assume that each superior ride is successful, that the Tsukuyomi cardfighter takes the first turn, and that four of the next card in the line remains in the deck after each ride.
Godhawk, Ichibyoshi - 40.18%
Goddess of the Crescent Moon, Tsukuyomi - 47.66%
Goddess of the Half Moon, Tsukuyomi - 58.31%
Goddess of the Full Moon, Tsukuyomi - 79.20%
Next time I come back to Oracle Think Tank, it will be to discuss their coming empty soul play style from set 7, "Rampage of the Beast King."